Brawl:
Anchor: Falling triggers a [Shockwave] on hit, and is stronger underwater
Executioner's Sword: Attacks on mobs below 50% health gives [Haste] and does a [Shockwave]
Hammer: Attack while falling to launch upward and empower [Shockwaves] on the target. [Interact] to launch upward
Battle Axe: After moving 45 blocks the next attack will [Cleave]
Katar: Every other attack [Thrusts] and empowers [Shockwaves] on the target
Dense Boots: Become immune to knockback. Falling does a [Shockwave]
Sturdy Pauldrons: Your [Cleave] attacks [Stagger]
Weighted Greaves: [Shockwaves] deal [Wind] damage and launch mobs into the air
Rogue:
Dagger: Attacks deal bonus damage to [Poisoned] mobs. Can [Sneak strike]
Sickle: Attacks [Poison] the target
Scythe: Can [Sneak strike] to gain life and grant [Stealth] after killing a mob
Hand Fan: [Interact] to perform a whirlwind attack and become [Stealthed]
Balloon Bow: Shoots balloons which launch nearby mobs when popped
Bladed Bracers: Gain [Strength] when leaving [Stealth]
Poison Belt: Attacking [Poisoned] targets sets them on [Fire] and they [Explode] on death
Caltrop Satchel: Drop [Poison] caltrops while [Stealthed] which stack [Poison]
Archer:
Blast Crossbow: Stacks explosives on the target that [Explode] when attacked. Requires arrows
Curving Bow: Arrows shot are [Homing] with increased knockback
Throwing Axe: [Interact] to throw, after doing so empower projectiles hitting the target
Automatic Crossbow: When in Off-hand: After moving 25 blocks shoot a [Homing arrow]
Quiver: Every third arrow fired from a bow also shoots a [Homing] arrow
Scout Goggles: Projectile hits from 15 blocks away apply [Glowing] And [Exposed], increasing projectile damage
Stabilizing Cloak: Gain an extra jump. While loading [Bows] and [Crossbows] gain [Slow falling]
Duelist:
Rapier: Next attack shortly after a [Parry] [Thrusts] forward
Tachi: [Interact] to charge and release to [Cleave]. Enchants: Slashing: Charge attack no longer cleaves, but the cooldown is refreshed when hitting a staggered target. Deflecting: Charge attack now also parries
Gauntlet: [Interact] to punch and [Stagger] targets hit
Parrying Dagger: When in Off-hand: [Interact] to parry attacks
Sheathed Katana: Every successful [Parry] [Cleaves] when it ends
Gladiator Helm: Gain [Firebrand] while near a [Staggered] mob
Duelists Armaments: Every [Parry] and [Cleave] knocks back nearby mobs and does a [Shockwave]
Magic: Adds a new element system where applying two different elements triggers a reaction
Wind Grimoire: [Attack] to fire a gust of [Wind]. [Interact] to spawn a [Wind] cyclone
Flame Grimoire: [Attack] to throw a [Fire] ball. [Interact] to spawn a [Fire] geyser
Frost Grimoire: [Attack] to shoot a [Frost] icicle. [Interact] to throw a giant block of [Frost]
Wand: When in Off-hand: After casting a [Spell] shoot a [Fire] ball
Staff: [Attack] to shoot an [Arcane] blast. [Interact] to rain down [Frost] icicles
Halberd: Attacks cast an evoker fang [Spell] beneath the target. Enchants: Puncturing 1 - 4: Spawns additional evoker fangs for each level of the enchant. Rupturing: Now spawns evoker fangs in a line and triggers even when not hitting a mob. Pinpoint 1 - 3: Attacks deal damage equal to distance from the target
Blood Pendant: Ranged [Spells] have no cooldown but cost life
Flying Boots: Briefly gain [Levitation] after casting a [Spell]
Scroll Backpack: Gain three magic scrolls after casting a [Spell], but only one can be used.
Misc Trinkets:
Spring Boots: Attacks give [Jump boost]
Trinket Vest: Gain [Regeneration] while wearing at least two other trinkets