Equipment Shop
As a general guideline, when facing an adversary or an encounter, the equipment shop will only allow the reporter to purchase items that can actually be useful against that kind of obstacle.
While this is true for common items, spell potions and allies, the artifacts and tomes are always available, so you need to use them carefully. The name of the artefact or the tome usually gives enough information to do so, but even more can be learned through experimenting.
General Equipment
Ecto recorder, $45
The ecto recorder is the occultist's primary tool. It incorporates motion, temperature, EMP and ESP detection, all in one.
The ecto recorder is used primarily to scan ESP power, and to record high fidelity audio samples of phantasmic entities, but may also record residual imprints on personal items.
Due to its motion and supernatural detection capabilities, the recorder will allow the user to prevent an ambush, but also aid them in surprising an adversary.
Crowbar, $2
The crowbar has a number of uses. As a weapon, it is about as efficient as the baseball bat, but it can also be used with locks on doors and containers.
Like any other melee weapon, the crowbar will be more useful when combined with spells like Speed, Toughness or Strength.
First aid kit, $20
The first aid kit will lower the chance of reporter getting injured, and, especially on higher difficulties, help preventing more serious trauma.
In place of the first aid kit, or to improve its effectiveness, a Healing spell can also be used.
Whiskey bottle, $15
The whiskey bottle contains "liquid courage" that will aid your reporter in any stressful situation, be it a mesmerising ghost or a horrifying monster from hell.
Lockpick, $20
A lockpick is generally useful in almost any kind of investigation, giving the reporter access to otherwise unreachable spaces. Equipping it in combat against ex-human adversaries will allow the reporter to find items or clues they might not have found otherwise.
Next to that, it is of course an essential item to use against locked door or gates, however it can be useful to support with spells like Unlock, Speed, Strength or even Wits with tougher kinds of obstacles.
Burglary kit, $-
Unavailable for purchase
A burglary kit is a professional burglar's version of lockpick, requiring higher skill but also more efficient.
Sam and Sir Henry can be upgraded with the burglary kit.
Gasoline, $20
The gasoline has a wide number of uses. It is effective against flammable adversaries, barricades or vermin swarms. It may be used as a heating agent in cold environments.
Dynamite, $30
Unlocks: 3rd Chapter
The dynamite may be used against barriers, such as walls and heavy gates, but also against tougher and larger adversaries, or against vermin swarms.
The dynamite is powerful but also somewhat risky in situations when things go south, when its user may happen to end up burned or broken themselves.
The dynamite creates a blast, which may bring down a power line.
Investigation
Sample tube, $5
To collect any samples in combat against supernatural creatures, or from investigating a phenomenon site, the reporter must equip either a sample tube, a forensic kit, or a field laboratory.
A sample tube also helps the reporter with overcoming unusual supernatural, scientific or investigative encounters.
Forensic kit, $100
Unlocks: 2nd Chapter
To collect any samples in combat against supernatural creatures, or from investigating a phenomenon site, the reporter must equip either a sample tube, a forensic kit, or a field laboratory.
A forensic kit also helps the reporter with overcoming unusual supernatural, scientific or investigative encounters.
Adelaide can be upgraded with the forensic kit.
Field laboratory, $300
Unlocks: University
To collect any samples in combat against supernatural creatures, or from investigating a phenomenon site, the reporter must equip either a sample tube, a forensic kit, or a field laboratory.
A field laboratory also helps the reporter with overcoming unusual supernatural, scientific or investigative encounters.
Ecto trap, $250
Unlocks: University
An ecto trap is an essential piece of equipment for any student of the paranormal. While lowering the resilience of an ectoplasmic entity (usually, a ghost), it also allows the sampling of the ectoplasm without requiring any additional laboratory equipment, such as the sample tube.
It also records the ecto echoes of the phantom, thus the ecto recorder is no longer necessary for that purpose.
Emily can be upgraded with the ecto trap.
Apothecary
Risky stimulans, $250
This remedy allows the reporter to heal their injuries in the field, without requiring them to return to the office and visit the hospital.
While this is useful with quests, allowing them to continue and engage additional encounters, it also comes with a price of imposing a side-effect on the reporter, which lasts until the end of the chapter.
A reporter may only use the stimulans once in a chapter.
Possible side effects: shaky hands, splitting headache, numb fingers, hypersensitivity, hemophilia
Tran-Qilexe, $500
This remedy allows the reporter to stabilise their mental state in the field, without requiring them to return to the office and visit a therapist.
While this is useful with quests, allowing them to continue and engage additional encounters, it also comes with a price of imposing a side-effect on the reporter, which lasts until the end of the chapter.
A reporter may only use the stabiliser once in a chapter.
Possible side effects: dog phobia, hypersensitivity, zealous fever, germophobia, splitting headache
Dogs
Please, take into consideration that the author of this game condemns any violence against animals. The dogs in this game are as 'immortal' as the human reporters themselves. When spending money for a dog, this does not mean buying the dog but only covering the expenses for using one, such as food, potential health care etc.
Dog, $20
A dog is one of the most versatile aids for a reporter. It can fight, detect, defend and even help with surprising an adversary.
When available, a dog is the reporter's best friend, and occasions when it can't be used, are rare. Dogs can find ways around obstacles, jump through windows, fetch items from unreachable spots, alert against supernatural forces and help with seeking all possible kinds of clues. They can encourage or defend their human friends with love and fearsome loyalty.
Mutt, $-
Unavailable for purchase
A mutt is a stronger, tougher kind of dog. They are especially useful in combat, and will defend their human friends with all their being.
Dolores can be upgraded with the mutt.
Police dog, $100
Unlocks: Police station
A police dog is a trained dog, improved for combat but specifically investigation and stealth. While not as effective in combat than mutts, they exceed in all other kinds of encounters.
Outfits
Disguise, $5
The disguise increases the odds of your reporter surprising a human, or humanoid adversary. When following a suspect, the disguise helps preventing your reporter getting intercepted. A disguise is useful in some chases and also any kind of investigation that may require some infiltration.
Biosuit, $150
Unlocks: Hospital, University
The biosuit is the basic protection against venoms, toxins and infections.
In place of the biosuit, or to improve its effectiveness, an antidote or immunity potion can also be used, however those two are more narrow in scope of application.
Body armor, $100
Unlocks: Police station, Mansion, Hotel, Docks, Downtown
The body armor effectively protects its user against physical harm. It is essential in overcoming hazardous obstacles or lethal adversaries.
To further lower the chances of injury, spells such as Toughness or Healing can be used.
Melee weapons
Most melee weapons, except for the specifically versatile Crowbar, are not available for purchase in the equipment shop, and may only be found in the field.
All melee weapons become more effective when combined with spell potions such as Speed, Toughness or Strength, or even elementary magic such as Flame and Frost.
Brass knuckles, $-
Unavailable for purchase
The brass knuckles are useful against milder threats, such as gangsters, bikers and zombies.
Baseball bat, $-
Unavailable for purchase
The baseball bat is useful against milder threats, such as gangsters, bikers and zombies.
Walking stick sword, $-
Unavailable for purchase
The walking stick sword is an ellegant weapon and can be very useful even against some tougher adversaries, like necromancers and high order cultists.
Harpoon, $-
Unavailable for purchase
The harpoon may be used against adversaries that are otherwise too large to engage in melee combat.
Femur, $-
Unavailable for purchase
As a weapon, the femur is about as efficient as a crowbar or a baseball bat. But the femur also imbues its user with an aura of blessing, protecting them from harm and infernal influences.
Cavalliers sword, $-
Unavailable for purchase
The cavallier's sword is a very fast and graceful weapon, also allowing the user to block some attacks.
Ranged weapons
Pistol, $4
The pistol is a small, but quite efficient short-range weapon. Useful against milder threats such as gangsters, bikers and zombies.
Shotgun, $15
Unlocks: 2nd Chapter
The shotgun is a highly efficient short-range weapon, useful against almost any threat, but especially vermin swarms such as rats.
Emily can be upgraded with the shotgun.
Tommy gun, $100
Unlocks: 3rd Chapter
The tommy gun is a deadly short to medium range weapon, extremely fast and devastating.
Sam can be upgraded with the tommy gun.
Elephant rifle, $250
Unlocks: 3rd Chapter
The elephant rifle is a high caliber, long range sniper rifle equipped with a scope.
This makes it effective even against the largest and toughest creatures, in addition, the mounted scope gives the user an opportunity for a surprise attack from a safe distance.
Dr Abrams and Sir Henry can be upgraded with the elephant rifle.
Gatling gun, $900
Unlocks: Docks
The gatling gun is an immensely powerful weapon, to only be used against the toughest, largest and fastest creatures.
Grenade launcher, $1000
Unlocks: Docks
The grenade launcher is extremely effective against the largests and toughests threats, even those of titanic proportions.
The grenade launcher creates a blast, which may bring down a power line.
Ectogun, $200
Unlocks: 2nd Chapter
The ectogun may only be used against ectoplasmic entities, such as phantoms and ghosts. They can also be quite effective against energy and spiritual barriers.
Ectoguns cause supercharges in the area, potentially causing power line problems.
Dr Abrams can be upgraded with the ectogun.
Ecto cannon, $2000
Unlocks: University
The ecto cannon is a six-coil ectogun upgrade, only to be used against the largest and toughest ectoplasmic entities or barriers.
Ecto cannons cause supercharges in the area, potentially causing power line problems.
Occult
Holy cross, $3
The holy cross offers the wearer some protection against infernal forces, but also some consolation for the mind that is constantly tested by otherworldly horrors.
While it is an essential tool for dealing with mispleased phantoms and ghosts, it can be useful in almost any situation that requires either the assistance of higher, benevolent forces, or even just the reassurance itself.
Holy water, $5
Unlocks: 2nd Chapter
The holy water is especially useful against any creatures that are inherently sensitive to it, be it a phantom, a vampire, or some other unholy infernal entity.
It can also be used to purify desecrated sites or counter unholy magic.
Holy bible, $15
The bible is the most powerful religious focal point, feared by all infernal and most ectoplasmic entities. It can be used to exorcise ghosts and even demons, and can offer great consolation against unspeakable horrors in your investigations.
Dolores can be upgraded with the holy bible.
Skull, $-
Unavailable for purchase
The skull is a basic focal point for the powers of the occult. It can be used as a weapon against both human and supernatural adversaries, and even against most of the barriers.
Tarot cards, $-
Unavailable for purchase
The tarot cards are the basic divination tool, allowing the user an occasional peek into the future. This makes them useful in almost any kind of situation.
The tarot cards are always uniquely made for each user, so they cannot be bought in the equipment shop, but your reporters may find them in the field.
Adelaide can be upgraded with tarot cards.
Crystal ball, $2500
Unlocks: Fairground, Occultist Society
The crystal ball is a highly effective divination tool, but also extremely expensive.
Similar to tarot cards, the crystal ball can be used in almost any situation, but it should be kept in store for the toughest adversaries and encounters.