# Phase 7.1 Recruit Loadout And Level Contract ## Equipment Rule - Each living Recruit owns zero or one `equipped_item_id`. - Item forms such as armament, guard, garb, charm and kit are eligibility and presentation families, not simultaneous body slots. - Equip is a replacement transaction: candidate enters the one active slot and the prior item, if any, returns to run inventory in the same receipt. - An item can interact with a neighbor's item or a shared event, but no effect may require its wearer to hold a second item. - Artifacts remain run-wide rules and never consume the Recruit's item slot. ## Level Rule - Every Recruit stores its own `level` and `xp`. - Level range is `1..10`; XP is earned only by the living deployed Recruit who qualifies under the economy authority. - Reserve and Fallen Recruits gain no battle XP. - Hiring, dismissal, death, promotion and run closure never transfer level or XP to another Recruit. - Promotion preserves that Recruit's level and XP; it does not create a shared Company level. ## UI Read - Offer, Roster, Recruit detail, Equipment, Party and Result surfaces identify level as text. - Recruit detail exposes exact current XP/next-level progress. - Equipment comparison shows exactly `Current slot -> Candidate`, the returned item and the behavior delta. - Empty slot, incompatible item and replacement states remain distinguishable without color.