Equipment
Units carry three kinds of gear. Each choice is a trade-off — there is no strictly-best item, only the right item for a plan.
Weapons
18 weapons across physical, magic, and true damage — each with a unique effect and arc behavior.
Armor
Four weight classes trading resistances, movement, and zone-of-control projection.
Accessories
27 accessories that bend the rules of vision, action economy, exhaust, and combat.
Weapons and armor each have an optional enchantment slot that layers an additional effect (and usually a drawback) on top of the base item.