General Equipment
General equipment corresponds to regular items such as a halberd or a ladder which have no magical ability or items with very basic magical functions (such as Mystic Eye Killers). These are completely free but depending on your class you have a limited number of slots in which you can fill. Consider this section a sort of "if you could only bring 3 items to an abandoned island what would it be" kind of question. Except instead of an island, it's Albion.
Special Equipment.
This is the stuff you spend your AP on. All special items are ranked the same and cost the same but depending on their type have unique attributes. Unlike general equipment you can get as many as you want so long as you have the AP to afford it.
The cost spread looks like this:
E-rank - 2 AP
D-rank - 4 AP
C-rank -6 AP
B-rank - 8 AP
A-rank - 10 AP
Special equipment are allowed a main function or ability that gets stronger the higher the rank. They are also granted a new minor trait (Negate immortality, produce flames, etc) at ranks, D, C, and B. At A rank they also get a second minor ability along side the main. You also have the option to design a custom injury type as a minor trait or even ability depending on its power.
Mystic Codes
The main tools of magi that can have a variety of functions which they use to aid them in their magical pursuits. Mystic codes are the only item which requires some mana to be spent in order to function, but can be used alongside magecraft during an action. More complex actions taken with the item may necessitate a lower ranked spell to be used. Doing so will also boost the effectiveness of a spell by one. If the Mystic code is of an amplifier type, this can be up to three if the rank is high enough.
Conceptual Weapon
Powerful items with a great accumulated history, they carry out preestablished concepts and enact predetermined phenomena. Conceptual weapons are allowed to embody a specific concept of your design and enforce this concept to some degree with every action. The higher the rank the more powerful the concept and the stronger it is enforced. This enforcement is a function of its generic attacks. However, overuse of your conceptual weapons special ability places strain upon the user and will result in some kind of debuff or damage after using it a certain number of times within a single phase.
Artifact
Artifacts are simply notable items of great mystery and age and cover the other misc magic items one could have. For example, the otherworldly artifacts collected by the Lore department would fall under this category. They can perform certain supernatural phenomenon unique to them and ignore the effects of the Mystery stat equal to the items current rank. For every increase in rank they get one minor trait.