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Key to the symbols:

Inventory

Is a consumable item treated as inventory

Ahriman

Module that can be equipped to your utility gun

This is the number of Shakras it costs to purchase this item

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Affects your characters skills, stats, or inventory

Aranail

Module that can be equipped to your xenosuit

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The number of module slots this item takes up on your ship, xenosuit or utility gun

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Grants access to a book or knowledge

The Intellectual

Increase Intelligence by 1 skill point

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Permanent skill item

Module slots required

The Wise

Increase Knowledge by 1 skill point

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Permanent skill item

Module slots required

Alien Understanding

Increase Xenobiology by 1 skill point

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Permanent skill item

Module slots required

Vessel of Essence Module

Cast on an enemy during combat, counts as your turn. When this enemy is defeated you will gain an additional 5 essence from its death

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Xenosuit Module

Module slots required

Vampire Module

Cast on an enemy during combat, counts as your turn. Roll 1d6. Roll 4, 5 or 6 and you steal 2 life support points from the enemy and add them to your own.

Costs 10 Essence

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Xenosuit Module

Module slots required

Anima Module

Grants you an Anima module. The module holds 100 serum. When full, you can use the filled module during your turn.

100 red serum - Every attack you make will be doubled

100 blue serum - Your defence is doubled

After the fight is over, you lose the serum

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Xenosuit Module

Module slots required

Blue Serum

Grants you a jar containing 100 blue serum. Can be purchased multiple times

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Inventory items

Module slots required

Red Serum

Grants you a jar containing 100 red serum. Can be purchased multiple times

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Inventory items

Module slots required

Angel of Death Module

During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then all enemies in the encounter will die instantly.

Costs 50 essence per attempt

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Xenosuit Module

Module slots required

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