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Equipment

A soldier carries a weapon and, if their class permits, a shield. Gear folds straight into the soldier's numbers — attack onto their blows and mends, defense and guard onto what they endure — and some pieces teach.

Teaching gear

A weapon with a teaching grants its skill to the bearer, whatever their class. The taught skill can be written into the writ like any other — and even if it isn't, it becomes the soldier's quiet last resort: when nothing above applies, they swing what they hold. (An offensive teaching fires at anyone in reach; a mending one only on a badly wounded ally.)

The armory

TeachesThe gist
Bronze SwordHeavy SlashA dependable soldier's blade cast in bronze. Attack 10.
Bronze AxeA heavy bronze head on a short haft. Crude, but it bites. Attack 12 — the most brute force in bronze, no lessons included.
Bronze BowSniper ShotA short recurve tipped with bronze; favors precision over power. Attack 8.
Bronze StaffHeal LightA focus rod capped with a bronze sigil that hums with faint light. Magic attack 10 — a staff mends as well as it curses.
Bronze ShieldA round bronze buckler, dented but dependable. Defense 5, magic defense 2 — and a much better chance of guarding, halving blows it catches.
Screenshot · The Barracks — a soldier's gear
teaches Heavy Slash — the writ's quiet last line.

What gear changes — and what it never does

Gear moves numbers: how hard a blow lands, how much of it is soaked, how often a guard catches it. It never changes the shape of a battle — the turn order, the reading of writs, the sequence of reactions all stand regardless of who carries what. Better bronze makes the same plan stronger; it does not substitute for one.

The unarmed test

A soldier with an empty writ and a teaching weapon still fights — the gear's quiet rule sees to that. A soldier with an empty writ and no teaching simply holds, every turn, until something kills them. If a hireling seems to be doing nothing, check their hands before you check their head.