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Run Artifact Catalog

Exact count: 60 stable identities (AR-001..AR-060). Artifacts modify run-wide shop, route, formation, encounter, reward, loss, or mastery rules. They never occupy a recruit equipment fit or duplicate a unit proc.

Artifact Contract

Artifacts are offered as visible milestone choices. A run stores each artifact ID once; duplicates convert to a new choice, never stack. Conflict removes the paired artifact from future offers and is symmetric in this catalog. A conflict is about incompatible run theses, not arbitrary rarity.

Every rule states its information surface and downside. Production plans are compact: all need I collection/choice icon, V run-state cue plus reduced-motion state, and S selection/trigger event plus caption. E or M appears only when the artifact changes environment or music state.

AR-001..AR-010 - Shop And Recruit Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-001 Open Ledger Every shop shows one extra recruit, but equipment offer count is one lower. Conflicts AR-002; shop header displays exchanged slots before entry. I/V/S: open roster pages, slot exchange cue, page fan.
AR-002 Toolwright's Window Every shop shows one extra equipment item, but recruit offer count is one lower. Conflicts AR-001; shop header previews composition. I/V/S: tool window icon, reverse slot cue, latch slide.
AR-003 Common Cause First Common recruit of each shop costs one product-defined tier less; Uncommon/Rare costs one tier more. Conflicts AR-004; every price shows artifact delta. I/V/S: one-notch banner, price arrows, soft stamp.
AR-004 Narrow Search Shops guarantee one Uncommon-or-Rare recruit but suppress one base-profession role weight. Conflicts AR-003; suppressed role is chosen and visible for the run. I/V/S: narrow lens, rarity/role exchange cue, glass close.
AR-005 Second Interview Once per shop, reject one recruit to generate a new presentation with the same combat record. Conflicts AR-006; no power reroll, replacement signature is previewed. I/V/S: two portrait frames, locked-rule cue, card slide.
AR-006 Fresh Aptitude Once per shop, reroll one recruit's trait while keeping profession, grades, level, gear, and cost tier. Conflicts AR-005; old/new benefit and cost compare before acceptance. I/V/S: rotating trait badge, before/after cue, token turn.
AR-007 Full Bench Owned reserve capacity is higher, but every undeployed recruit adds a small shop upkeep tier. Conflicts AR-008; upkeep total is shown before buying. I/V/S: long bench, reserve-to-cost cue, bench creak.
AR-008 Lean Company Reserve capacity is lower; after a death, next legal recruit is guaranteed within recovery cost tier. Conflicts AR-007; capacity and guarantee state remain on roster/shop. I/V/S: short bench, vacancy guarantee cue, firm knock.
AR-009 Familiar Faces Profession+trait duplicates may appear in one shop; buying one suppresses that signature for next two shops. Conflicts AR-010; duplicate warning explains breadth tradeoff. I/V/S: paired silhouettes, suppression clock, double card tap.
AR-010 Wide Casting Each shop must offer distinct base professions while legal, but trait variety protection is disabled. Conflicts AR-009; repeated-trait risk shown on artifact state. I/V/S: twelve-spoke roster, profession spread cue, radial clicks.

AR-011..AR-020 - Formation And Deployment Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-011 Narrow Vanguard Deploy one fewer recruit; foremost starts every battle Guarded and gains forced-target priority. Conflicts AR-012; capacity loss and threat arrow show in Prepare. I/V/S: narrow shield line, capacity minus cue, shield rise.
AR-012 Long Company Deploy one additional recruit up to core cap; no unit starts with Guard. Conflicts AR-011; expanded line and unguarded warning appear in preview. I/V/S: extended line icon, capacity plus cue, marching taps.
AR-013 Fixed Ends Foremost and rearmost cannot be moved voluntarily; center swaps have shorter recovery. Conflicts AR-014; endpoint locks shown on every formation view. I/V/S: pinned end brackets, center arrows, stone pins.
AR-014 Rolling Ends First voluntary endpoint swap each battle is free; center units receive longer movement recovery. Conflicts AR-013; available swap pip and center cost display. I/V/S: rolling brackets, endpoint exchange cue, wheel click.
AR-015 Paired Duties Prepare partitions line into adjacent pairs; enable and Guard sharing inside pairs gain priority. Conflicts AR-016; cross-pair sharing is delayed and pair brackets show. I/V/S: paired links, partition cue, paired pluck.
AR-016 Open Weave No pair or neighbor action may repeat the same recipient consecutively; first new recipient gains reach. Conflicts AR-015; previous recipient marker is always visible. I/V/S: open lattice, recipient trail, thread sweep.
AR-017 Front Inheritance After an allied death, collapse always fills from rear toward front and new foremost inherits position tags. Conflicts AR-018; pre-battle collapse preview shows direction. I/V/S: forward arrows, tag handoff cue, ordered steps.
AR-018 Rear Preservation After an allied death, collapse always fills from front toward rear and rearmost keeps its indexed position. Conflicts AR-017; preserved rear pin shows in preview. I/V/S: backward arrows, rear pin cue, reversed steps.
AR-019 Empty Place Doctrine First allied vacancy each battle remains open for one cadence and counts as terrain. Conflicts AR-020; timer and targeting implications show on gap. I/V/S: hollow line slot, vacancy clock, low wind.
AR-020 Immediate Closure All allied collapse resolves before on-defeat actions; on-defeat benefits resolve after closure. Conflicts AR-019; result timeline labels reordered hooks. I/V/S: closing brackets, hook-order cue, stone slide.

AR-021..AR-030 - Battle Law Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-021 First Word In every battle, allied slowest cadence acts before enemy first basic. Conflicts AR-022; that ally's second action is delayed and forecast shows both. I/V/S: opening speech mark, order swap cue, clear strike.
AR-022 Last Reply Allies do not gain opening action advances; first enemy major action completed refreshes all allied basics. Conflicts AR-021; risk window and refresh event are previewed. I/V/S: reply mark, major-to-party cue, answering chord.
AR-023 Clean Current First hindrance applied by either side lasts one tick and cannot be extended. Conflicts AR-024; source-neutral rule banner names the consumed first tag. I/V/S: clear ring, one-tick cue, water flick.
AR-024 Deep Current First hindrance applied by either side cannot be cleansed before midpoint. Conflicts AR-023; midpoint lock is explicit on status ring. I/V/S: deep ring, midpoint lock cue, low pulse.
AR-025 Honest Screens All screens block one fewer action but reveal source and next target on block. Conflicts AR-026; remaining block count and reveal card display. I/V/S: thin screen eye, count-minus cue, glass reveal.
AR-026 Opaque Screens Screens block one additional action; while active they also hide their owner's next target. Conflicts AR-025; hidden target is declared as artifact cost, never as bug. I/V/S: thick shutter screen, count-plus cue, muffled glass.
AR-027 Shared Tempo At each cadence boundary, fastest allied and enemy basics both wait for their slower neighbor. Conflicts AR-028; paired clocks show every affected action. I/V/S: joined clocks, wait tethers, synchronized ticks.
AR-028 Broken Rhythm Repeating an action cadence band advances the opposing side's slowest unit. Conflicts AR-027; repeat counter and recipient are forecast. I/V/S: broken metronome, opponent arrow cue, skipped beat.
AR-029 Grounded Contest Airborne and concealed windows last one tick less for both sides; forced movement effects last one tick longer. Conflicts AR-030; global duration deltas show on preview tags. I/V/S: ground peg, duration arrows, stake hit.
AR-030 Passing Contest Forced movement resistance is disabled for first attempt on both sides; airborne windows last one tick longer. Conflicts AR-029; first-attempt marker and flight clock show. I/V/S: passing cloud, movement-open cue, air rush.

AR-031..AR-040 - Route And Reward Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-031 Counter Road Route preview reveals one future enemy family and offers matching counter equipment after victory. Conflicts AR-032; reward family replaces a general reward slot. I/V/S/E: fork road with eye, counter preview cue, route bell.
AR-032 Unmapped Road Future enemy identities stay hidden until node commitment; victory grants one extra broad reward choice. Conflicts AR-031; known mechanic tags and uncertainty class remain visible. I/V/S/E: fogged fork, uncertainty card, distant wind.
AR-033 Short March Each region has one fewer ordinary battle before boss; shops have one fewer offer refresh. Conflicts AR-034; route length and lost refresh show at selection. I/V/S/E: shortened path, node-minus cue, quick steps.
AR-034 Long March Each region adds one elite-option node and one recovery-option node; boss reward choice count is lower. Conflicts AR-033; added nodes and boss tradeoff show up front. I/V/S/E: extended path, node-plus cue, measured steps.
AR-035 Salvage Charter Equipment rewards may be converted into two narrower counter-tag choices. Conflicts AR-036; conversion is explicit and cannot return to original. I/V/S: split tool charter, one-to-two cue, paper tear.
AR-036 Whole Goods Equipment rewards cannot be split or rerolled; unchosen items increase next shop variety. Conflicts AR-035; variety counter persists on route bar. I/V/S: sealed crate, future-variety cue, lid close.
AR-037 Threat Dividend Choosing an elite route adds one shop discount tier until any recruit dies. Conflicts AR-038; active/cleared dividend visible on prices. I/V/S: hazard coin, elite-to-price cue, coin ring.
AR-038 Safe Reserve Recovery routes grant one locked low-cost recruit offer; elite rewards contain one fewer choice. Conflicts AR-037; locked offer and elite choice loss preview together. I/V/S: sheltered card, route-to-recruit cue, card latch.
AR-039 Region Memory Revisited regions keep one previously encountered elite composition visible before route selection. Conflicts AR-040; remembered composition consumes one scouting option. I/V/S/E: route memory tablet, composition card, echoing map tone.
AR-040 New Weather Revisited regions replace one ordinary composition with a disclosed cross-region pair. Conflicts AR-039; imported IDs and rules show before commitment. I/V/S/E: crossed weather vane, imported pair cue, mixed ambience sting.

AR-041..AR-050 - Loss And Recovery Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-041 Open Positions After a recruit death, next shop guarantees two affordable replacement roles missing from current deployment. Conflicts AR-042; equipment offers are reduced by one in that shop. I/V/S: two empty cards, role guarantee cue, open book.
AR-042 Kept Tools After a recruit death, one lost equipment counter tag is guaranteed in next shop. Conflicts AR-041; no replacement-role guarantee is added. I/V/S: held tool outline, tag guarantee cue, tool knock.
AR-043 Hard Lesson A death reveals one extra cause/counter comparison and increases next battle reward quality band. Conflicts AR-044; reward boost expires on retreat and never revives recruit. I/V/S: split lesson slate, loss-to-reward cue, sober stamp.
AR-044 Gentle Return After any death, next route must include a recovery option and enemies there cannot be elite. Conflicts AR-043; forced route opportunity cost is previewed. I/V/S/E: sheltered return path, elite-cross cue, low route bell.
AR-045 Dismissal Market Dismissing a living recruit adds their base role weight to next shop twice. Conflicts AR-046; dismissal yields no additional currency benefit. I/V/S: departing role card, double-weight cue, card slide.
AR-046 Long Contracts Dismissal is disabled; owned recruits cost less to re-equip after a role change. Conflicts AR-045; disabled action and re-equip delta are always shown. I/V/S: bound roster cord, lock/discount cue, knot tighten.
AR-047 Survivor's Account Each battle with no death adds one recovery credit; a death spends all credits to lower replacement cost tier. Conflicts AR-048; exact credits and spending preview are persistent. I/V/S: survival tally, credit-to-cost cue, bead count.
AR-048 Immediate Aid No-death streak grants nothing; first death per region instantly creates one affordable recruit offer. Conflicts AR-047; one-per-region state is explicit. I/V/S: urgent open card, death-to-offer cue, fast bell.
AR-049 Shared History On death, one mastered profession becomes more likely in replacement offers. Conflicts AR-050; no stats, traits, gear, name, or identity transfer. I/V/S: profession crest trail, offer-weight cue, fading chime.
AR-050 Clean Slate Company Replacement offers ignore dead recruits' professions but guarantee a role not currently deployed. Conflicts AR-049; missing-role calculation is shown. I/V/S: blank roster slate, missing-role cue, chalk wipe.

AR-051..AR-060 - Mastery And Difficulty Rules

ID and name Run-wide rule and decision effect Cost, conflict, and visibility Production needs
AR-051 Practice Makes Breadth Winning with three base professions not used last battle adds one profession-specific equipment choice. Conflicts AR-052; repeating a profession grants no artifact reward. I/V/S: rotating crests, breadth counter, three-note rise.
AR-052 Practice Makes Depth Winning three battles with unchanged profession set adds one advanced-prerequisite offer. Conflicts AR-051; changing one profession resets count visibly. I/V/S: stacked crests, depth counter, steady three beats.
AR-053 Known Law Choose one mastered region grammar to suppress from RG-08 ordinary encounters. Conflicts AR-054; suppressed grammar increases boss reward uncertainty. I/V/S/M: crossed motif seal, suppression cue, removed music stem.
AR-054 Full Synthesis RG-08 ordinary encounters always combine two distinct known grammars; reward choices gain one counter-tag option. Conflicts AR-053; both grammar IDs show in preview. I/V/S/M: joined motif wheel, dual-rule cue, layered stem sting.
AR-055 Visible Adversity One extra difficulty rule is active, but its exact schedule and targets are always shown. Conflicts AR-056; reward breadth rises, never base power. I/V/S: open hazard card, schedule cue, clear warning chord.
AR-056 Bounded Fog One enemy target preference per battle is hidden until first action; no extra difficulty rule is added. Conflicts AR-055; hidden field and reveal condition are declared. I/V/S: one covered reticle, bounded fog cue, muffled click.
AR-057 Alternate Crown Alternate bosses replace first-clear bosses; ordinary region length is shorter. Conflicts AR-058; boss identity and shortened practice path show at region entry. I/V/S/M: double-crown token, boss-swap cue, alternate motif.
AR-058 Complete Circuit Player must face both bosses in each visited region with a recovery node between. Conflicts AR-057; second boss reward has fewer choices. I/V/S/M: paired crown path, two-boss schedule, linked boss cadence.
AR-059 Final Examination Training comparisons are disabled during run; first plan divergence each boss grants one extra inspect pause. Conflicts AR-060; preparation view states no replay access. I/V/S: closed slate/open eye, divergence pause cue, solemn tone.
AR-060 Open Workshop Training comparison is available at each shop; boss inspect does not pause simulation. Conflicts AR-059; training gives no rewards and time cost is explicit. I/V/S: open slate/clock eye, workshop cue, chalk-and-clock tone.

No-Duplication Audit

  • Shop/recruit artifacts change offer composition and generation constraints, not one recruit's item trigger.
  • Formation/battle artifacts apply symmetrically or to the whole deployed line.
  • Route/reward artifacts alter node and choice grammar, not item power.
  • Loss/recovery artifacts create replacement counterfactuals and never revive a dead recruit or erase consequence.
  • Mastery artifacts change run laws and information boundaries, not flat stats.
  • All 30 conflict pairs are symmetric and all 60 artifacts are unique.