Magic items
Magic items are weird in that they will almost never be player owned. Almost everything will be given to them by the agency for the mission. For information on what items a player generally has available see the ministry section. This section will generally focus on rule changes regarding items.
All permanent non-charged items are treated as cursed. Once an item is sealed it can function normally and the curse is suppressed. Sealing is a cleric spell.
Permanent items (non-charged) can only be made by arcane casters. The level requirement is arcane levels only. Master craftsmen are also able to create permanent items through skill alone but are very rare as the requirements are substantially more difficult to meet. (see rule changes)
Divine casters as well as arcane can make "charged" or consumable items like scrolls, potions, wands, etc. But not permanent items.
Items with charges are generally safe, a failure burns the item out. (wand/staff/scroll/potion)
Magic oils may be more common than magic weapons as a safer alternative to store or use.
Intelligent weapons are more common
Ego can apply as a positive or negative modifier on item level depending on how well its goals align with your own.
The first time a person equips/uses an item a battle of wills occurs. This is level check vs the item level of the item. If failure is possible then the check must be made each time the items power is activated or each dat for continually activated items. Failure indicate loss of control.
Cursed magic items are also more prevalent. Any item subjected to a critically failed save vs magic may have a seal broken and become effectively cursed. Seals are designed so that they radiate light and sound on breaking so that the wielder knows to dispose of the item soon before the seal fails completely.