INFODUMP:
**Classes available to everyone **(Not including restricted classes Shadow Mage, Light Mage, and Priestess)
[spoiler]Soldier-
300HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Night Actions: Sleep.
Mage-
200HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 100% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Sleep.
Knight-
600HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Sleep.
Additional powers- Vote counts twice during the day.
Cleric-
300HP
Day Actions: Heal Minor Wounds (Lawful/Good) - Restores 100HP to target.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Sleep.
Heal Light wounds at level 4
Heal Severe wounds at level 7
Full Heal at level 10
Archer-
400HP
Day Actions: Protect someone (Lawful/Good) - Reduces physical damage taken that round by 100HP
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with an arrow, 50HP damage.
Night Actions: Sleep.
Ninja-
300HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Night Actions: Watch someone: Spend all night waiting near them in silence, to see if anyone else approaches.
Additional powers- Trackproof.
Berserker-
900HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 150HP damage, or whichever is greater.
Night Actions: Berserk- continue attacking the same target. Minimum 100HP damage. (Chaotic/Evil)
Additional powers- Blockproof.
White Mage-
300HP
Day Actions: Heal Light Wounds (Lawful/Good) - Restores 100HP to target.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 10HP damage, or whichever is greater.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Elemental Shield- Creates a globe of magic light around the target, protecting them from magical harm for the night.
Wizard-
300HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 100% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Magical attack of your element. 100HP base damage.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Dark Orb- Attack someone with an orb of Shadow magic. 50HP base damage.
Night Actions: Elemental Shield (Lawful/Good) - Protects someone from magic with a shield of your element.
Night Actions: Detect Magic- Determines if an item is magical or not.
Night Actions: Detect item- Scans items
Black Mage-
400HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 100% of the damage yourself.
Day Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Day Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Day Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Day Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Night Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Night Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Night Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 100HP base damage.
Night Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Rogue-
500HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 75HP damage, or whichever is greater.
Night Actions: Item Thief: Steal an item from someone. (Chaotic)
Night Actions: Money Thief: Steal money from someone. (Evil)
Additional powers- Trackproof, Assassin proof.
Assassin-
400HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 50HP damage, or whichever is greater.
Night Actions: Assassinate someone: Murders target with Physical attack.(Chaotic/Evil)
Additional powers- Trackproof
Paladin-
500HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 75HP damage, or whichever is greater.
Night Actions: Holy Sight- Role cop- reveals someone’s role (class)
Night Actions: Heal light wounds- Helps someone recover 200hp.
Shaman-
400HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Night Actions: Detect Magic- Determines if an item is magical or not.
Night Actions: Antimagic field- Roleblocks magic power
Night Actions: Prayer of wisdom- Alignment cop- reveals someone’s alignment (law/moral).
Warlock-
600HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Night Actions: Detect Magic- Determines if an item is magical or not.
Night Actions: Create Magic- transforms a nonmagical item into a more powerful one.
Bard-
500HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 75HP damage, or whichever is greater.
Night Actions: Sleep.
Additional powers- Universal Backup- can become almost any role upon that roles’ death.
Exceptions: Angel Knight, Lich
White Knight-
800HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Heal Light Wounds (Lawful/Good) - Restores 100HP to target…
Additional powers- Vote counts twice during the day.
Sword Master-
600HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 10% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with two attacks of 30HP, or with two different sword items, whichever is greater.
Night Actions: Detect Items- reveals info about items
Special powers: Can dual-wield swords and use them both on a single target.
Rogue Master-
700HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Detect items. Item cop- reveals info about items
Night Actions: Hide- is able to hide behind someone else for cover
Night Actions: Item Thief: Steal an item from someone. (Chaotic)
Night Actions: Money Thief: Steal money from someone. (Evil)
Assassinproof.
Blade Mancer-
800HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 150HP damage, or whichever is greater.
Night Actions: Assassinate someone: Physical attack vigilante (Chaotic/Evil)
Additional powers- Trackproof, Watchproof
Special powers: When wielding a bladed weapon, physical attack power is increased by 50hp.
Terror Knight-
1500HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Terrorize- Roleblocks someone from Physical movement.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Frozen in terror- Roleblocks physical abilities.
Night Actions: Berserk- continue attacking the same target. Minimum 200HP damage. (Chaotic/Evil)
Assassinproof.
Special powers: When wielding a hammer, mace, or axe, physical attack power is increased by 50hp.
Templar Knight-
1200HP
Day Actions: Hold Ground- Protect yourself from Physical attack.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 150HP damage, or whichever is greater.
Night Actions: Sentry- Protect yourself from Physical attack.
Night Actions: Holy Defense- Reduce damage from Magical attack by half.
Special powers: When wielding a staff weapon, you naturally defend yourself against physical attack, lessening any blow by 50hp.
Angel Knight-
1000HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Holy Sight- Role cop- reveals someone’s role (class)
Night Actions: Prayer of wisdom- Alignment cop- reveals someone’s alignment (law/moral).
Night Actions: Watch someone (detect visitors)
Night Actions: Track someone (Follow target)
Night Actions: Item scan (Scan target for items)
Night Actions: Detect Magic (Scan items for magic)
Dark Druid-
1000HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 25HP damage, or whichever is greater.
Night Actions: Antimagic field- Roleblocks magic power
Night Actions: Antimovement field- Roleblocks physical abilities
Night Actions: Orb of destruction- Fires a shadow-magic orb which can cause 500HP damage.
Ranger-
800HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 50HP damage, or whichever is greater.
Night Actions: Track someone. Follow their movements and learn who they visited.
Beastmaster-
1300HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 50HP damage, or whichever is greater.
Night Actions: Tame/Capture- Protects and blocks someone physically. Takes 50% damage from any attacks directed at target. (Paranoid Doc)
Dragon Slayer-
1400HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 200HP damage, or whichever is greater.
Night Actions: Sentinel- Guards someone from physical attack and then retaliates with 400HP damage. (Retaliatory Doc)
Assassinproof.
Archmage-
900HP
Day Actions: Elemental Shield (Lawful/Good) - Protect someone from magic using an elemental shield.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Magical attack of your element. 200HP base damage.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Attack someone (Chaotic/Evil) - Attack someone with a Magical attack of your element. 200HP base damage.
Night Actions: Dark Orb- Attack someone with an orb of Shadow magic. 200HP base damage.
Night Actions: Elemental Shield (Lawful/Good) - Protect someone from magic using an elemental shield.
Night Actions: Detect Magic- Determines if an item is magical or not.
Night Actions: Antimagic- Roleblocks magic power
Lich-
3000HP
Day Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Night Actions: Antimagic- Roleblocks magic power
Immune to healing spells, antimagic fields, assassination, or resurrection. Can only be lynched, or killed via HP damage.
Sorcerer-
1000HP
Day Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 200HP base damage.
Day Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 200HP base damage.
Day Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 200HP base damage.
Day Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 200HP base damage.
Day Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield.
Day Actions: Iron Sphere- Protect yourself from all physical damage.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 300HP base damage.
Night Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 300HP base damage.
Night Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 300HP base damage.
Night Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 300HP base damage.
Night Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Night Actions: Iron Sphere- Protect yourself from all physical damage.
Night Actions: Antimagic- Roleblocks magic power
Night Actions: Antimovement- Roleblocks physical movement.
Night Actions: Detect Magic- Determines if an item is magical or not.
Immune to Antimagic fields, Tracking, Watching.
Lich-
3000HP
Day Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 250HP base damage.
Day Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Day Actions: Elemental Shift- Changes your magic element.
Night Actions: Fire Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Wind Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Earth Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Water Spell (Chaotic/Evil) - Attack someone with a Magical attack. 500HP base damage.
Night Actions: Elemental Shield- Protect yourself from elemental magic with an elemental shield of any element.
Night Actions: Antimagic- Roleblocks magic power
Immune to healing spells, antimagic fields, assassination, or resurrection. Can only be lynched, or killed via HP damage.
Angel Knight-
1000HP
Day Actions: Guard someone (Lawful/Good) - Protect someone from Physical attack at the expense of taking 50% of the damage yourself.
Day Actions: Attack someone (Chaotic/Evil) - Attack someone with a Physical attack or equipped nonmagic item. Minimum 100HP damage, or whichever is greater.
Night Actions: Holy Sight- Role cop- reveals someone’s role (class)
Night Actions: Prayer of wisdom- Alignment cop- reveals someone’s alignment (law/moral).
Night Actions: Watch someone (detect visitors)
Night Actions: Track someone (Follow target)
Night Actions: Item scan (Scan target for items)
Night Actions: Detect Magic (Scan items for magic)[/spoiler]
Note: I copied this from my *original *notes, some classes may have been altered slightly.
What classes can become which other classes:
[spoiler]Soldier (Lawful, Neutral, Chaotic)
Can become a Mage (1 turn)
Can become a Knight (+1 level, not chaotic)
Can become a Ninja (+2 level, neutral)
Can become a Berserker (+2 level, chaotic)
Can become a Bard (+4 level, GOOD)
Can become a Cleric (+1 level, not chaotic)
Can become an Archer (+1 level)
Knight (Lawful, Neutral)
Can become a Soldier (1 turn)
Can become a White Knight (+3 level, LAWFUL/GOOD)
Can become a Ninja (2 turns, Neutral)
Can become a Berserker (2 turns, Chaotic)
Can become an Archer (2 turns)
Ninja (Neutral)
Can become a Soldier (1 turn)
Can become a Sword Master (+2 level, LAWFUL/GOOD)
Can become a Rogue (+1 level, Neutral)
Can become an Assassin (+1 level, Chaotic)
Can become a Knight (2 turns, Lawful, Neutral)
Can become a Berserker (2 turns, Chaotic)
Can become an Archer (2 turns)
Berserker (Chaotic)
Can become a Soldier (1 turn)
Can become a Terror Knight (+2 level, CHAOTIC/EVIL) KILL
Can become a Knight (1 turn, Lawful)
Can become a Ninja (1 turn, Neutral)
Can become an Archer (2 turns)
Cleric (Lawful, Neutral)
Can become a Soldier (1 turn)
Can become a Paladin (+2 level, Lawful)
Can become a Shaman (+2 level, Chaotic)
Can become a Templar Knight (+3 level, NEUTRAL/NEUTRAL)
Can become a Mage (1 turn)
Can become a White Mage (3 turns, Lawful)
Can become a Wizard (2 turns, Neutral)
Can become a Black Mage (3 turns, Chaotic)
Archer (Lawful, Neutral, Chaotic)
Can become a Soldier (1 turn)
Can become a Ranger (+3 level, LAWFUL/GOOD)
Can become a Beastmaster (+3 level, NEUTRAL/GOOD)
Can become a Dragon Slayer (+3 level, CHAOTIC/GOOD)
Can become a Ninja (2 turns)
Rogue (Neutral)
Can become a Soldier (1 turn)
Can become a Rogue Master (+1 level, NEUTRAL/NEUTRAL)
Can become an Assassin (2 turns, Chaotic)
Can become a Paladin (3 turns, Lawful)
Can become an Archer (1 turn)
Assassin (Chaotic)
Can become a Soldier (1 turn)
Can become a Rogue (2 turns, Neutral)
Can become an Archer (1 turn)
Can become a Berserker (2 turns, Chaotic)
Can become a Blade Mancer (+1 level, CHAOTIC/EVIL) KILL
Paladin (Lawful)
Can become a Soldier (1 turn)
Can become a Knight (2 turns, Lawful, Neutral)
Can become a Cleric (1 turn)
Can become an Angel Knight (+1 level, LAWFUL/GOOD) DEATH
Shaman (Chaotic)
Can become a Soldier (1 turn)
Can become a Cleric (1 turn, Lawful, Neutral)
Can become a Mage (1 turn)
Can become a Dark Druid (+1 level, CHAOTIC/EVIL) KILL
Mage
Can become a Soldier (1 turn)
Can become a White Mage (+2 level, Lawful)
Can become a Wizard (+2 level, Neutral)
Can become a Black Mage (+2 level, Chaotic)
White Mage (Lawful)
Can become a Soldier (1 turn)
Can become a Mage (1 turn)
Can become a Cleric (1 turn, Lawful, Neutral)
Can become a White Knight (+2 level, 3 turns, LAWFUL/GOOD)
Can become a Wizard (1 turn, Neutral)
Wizard (Neutral)
Can become a Soldier (1 turn)
Can become a Mage (1 turn)
Can become an Archmage (+2 level, LAWFUL/GOOD)
Can become a Warlock (+1 level, NEUTRAL/EVIL)
Can become a Cleric (2 turns, Lawful, Neutral)
Can become a White Mage (2 turns, Lawful)
Can become a Black Mage (1 turn, Chaotic)
Black Mage (Chaotic)
Can become a Soldier (1 turn)
Can become a Mage (1 turn)
Can become a Wizard (1 turn, Neutral)
Can become a White Mage (2 turns, Lawful)
Can become a Sorcerer (+2 level, CHAOTIC EVIL)
Archmage (LAWFUL/GOOD)
Can become a Mage (1 turn)
Can become a Soldier (1 turn)
Can become a Wizard (1 turn, Neutral)
Can become a Bard (3 turns, GOOD)
Warlock (NEUTRAL/EVIL)
Can become a Wizard (1 turn)
Can become a Mage (1 turn)
Can become a Soldier (1 turn)
Can become a Lich (+1 level, CHAOTIC EVIL) DEATH
Sorcerer (CHAOTIC EVIL)
Can become a Wizard (1 turn, Neutral)
Can become a Shaman (2 turns)
Lich (CHAOTIC EVIL)
Cannot become anything.
Angel Knight (LAWFUL GOOD)
Cannot become anything.[/spoiler]
Items:
[spoiler]Basically here’s what items do:
Potions/recovery- there are a few of those, they are single use. Obvious what they’re for.
Regen- there are two regen items at the start. They auto-heal the bearer of the item, except for Phere who is immune to healing because he’s an illusion.
“Color” ring, staff, harp, helm- Single protect against matching “color” magic element to bearer.
“Color” scepter, bracer, flute, pendant- Negates all damage against matching “color element”, permanently.
Ruby pendant- Fire
Sapphire pendant- Water
Emerald scepter- Earth
Beryl bracelet- Wind
Diamond pendant- Light
Obsidian bracer- Shadow
Not only negates damage, but absorbs HP from elemental magic, permanently.
Ruby, emerald, sapphire, beryl, diamond, obsidian RINGS-
Casts 100hp elemental damage, regardless of character class. So a soldier could cast several different types of magic spells, with these magic rings.
Weapons- cause various levels of above-vanilla damage. A soldier can cause 25hp damage, but every weapon can cause at least 50-100hp damage. Some character classes naturally cause more and don’t require weapons.
Bracer, helm, shield, chestplate- pieces of armor, can be stacked, reduce physical damage by a set number of HP. When used simultaneously, they can protect the bearer from extreme amounts of physical damage.
Nonmagical items can be enchanted by the Warlock class, so even relatively useless items and weapons can become magical.[/spoiler]
More info to be dumped later. I just took a massive infodump, and I’m all tuckered out. 