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aetherbound-guild/docs/content/EQUIPMENT_CATALOG.md
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Equipment Catalog

Exact count: 320 stable identities (EQ-001..EQ-320). Every row is behavior class B: it changes targeting, timing, reach, order, resource flow, status resolution, or profession behavior. There are no rarity-only or scalar-only identities.

Schema And Boundaries

Fit is a content eligibility and production-layer tag, not an assertion about the core system's final slot count. armament, guard, garb, charm, and kit let comparison UI and modular art group like objects. An integrated core schema may map them to slots without changing IDs or effects.

Each proc is nonrecursive: an equipment-triggered action cannot retrigger the same item unless the row explicitly says repeat. Once-per-battle and cooldown timing use core event hooks. Numeric tuning may change during simulation, but a row's trigger, target, tradeoff, and readable feedback are identity-defining.

Production codes use CONTENT_INDEX.md. All rows require icon/accessibility silhouette (I); visible held/worn items add O; trigger feedback adds V/S.

EQ-001..EQ-020 - Opening Order Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-001 Stepback Soles garb; any B After first direct hit, step one position rearward if legal. Next basic waits one tick; full rear makes trigger dormant. I/O/V/S: split-heel boots, rear arrow, heel scrape.
EQ-002 Frontpin Greaves garb; front B Resist the first enemy push until wearer completes a basic. The completed basic Hinders wearer for one tick. I/O/V/S: pegged greaves, brace notch, stone pin.
EQ-003 Passing Sash garb; any B First allied swap through wearer advances the passing ally's basic. Wearer's next basic is delayed equally. I/O/V/S: two-tail sash, handoff arrows, cloth snap.
EQ-004 Gapfinder Sandals garb; any B On a neighbor's defeat, choose collapse toward wearer instead of default once. Wearer becomes Exposed during the collapse tick. I/O/V/S: open-toe route marks, gap ghost, quick step.
EQ-005 Leadweight Belt garb; front/center B First pull on wearer pulls the neighbor ahead instead when legal. Illegal transfer Hinders both units. I/O/V/S: hanging weight, forked pull cue, buckle strain.
EQ-006 Rearhook Cloak garb; rear B First enemy entering allied rear is pulled one position forward after acting. Wearer must remain rearmost; movement disables hook until next basic. I/O/V/S: hooked hem, return arrow, cloth catch.
EQ-007 Pivot Anklet charm; any B After wearer swaps, next basic targets the unit opposite the swap direction. No legal opposite target causes a fizzle without resource gain. I/V/S: compass anklet, pivot reticle, metal tick.
EQ-008 Stillroad Wrap garb; any B Two cadences without movement grant immunity to next forced step. Moving voluntarily clears the stored immunity. I/O/V/S: wrapped calves, two-bead root cue, cloth tighten.
EQ-009 Rescue Loop kit; support B First heal on a foremost ally also pulls that ally one position rearward. Heal resolves weaker if pull is illegal. I/O/V/S: rope loop, heal-arrow cue, soft rope slide.
EQ-010 Forward Claim charm; any B First time wearer becomes foremost, mark current foremost enemy. Mark ends if wearer moves rearward. I/V/S: pennant clasp, paired front markers, flag flick.
EQ-011 Neighbor's Buckle garb; any B When wearer receives Guard, give one Guard token to neighbor behind. Wearer cannot receive Guard from that neighbor that cadence. I/O/V/S: twin buckle, rear handoff cue, clasp click.
EQ-012 Open-Line Cord charm; any B With no neighbor ahead, basics gain reach +1. Gaining a front neighbor immediately ends any reserved long target. I/V/S: loose cord, reach ruler, cord pluck.
EQ-013 Crossstep Token charm; any B First targeted enemy movement grants wearer one legal step after its action. Skipping the step delays wearer's next action. I/V/S: crossed feet token, follow cue, two-step tap.
EQ-014 Quiet Rearplate guard; rear B While rearmost, first area hit is converted to a direct hit. Direct hit may now trigger single-target enemy riders. I/O/V/S: narrow backplate, area-to-point cue, muted clang.
EQ-015 Relay Spur garb; reorder B A swap initiated by wearer refreshes the swapped ally's position trigger. Same ally cannot be chosen twice consecutively. I/O/V/S: forked spur, reset loop, bright heel click.
EQ-016 Empty-Space Bell charm; any B A vacant neighbor position makes wearer's next item trigger occur before basic. If vacancy collapses first, item goes on short cooldown unused. I/V/S: hollow bell, vacancy square, small cutoff chime.
EQ-017 Bracehook Cuff guard; front/center B When neighbor is pulled, wearer may share the pull as a swap. Both become Hindered after shared movement. I/O/V/S: hooked cuff, split arrow, leather strain.
EQ-018 Longway Ribbon garb; any B Traversing three unique positions refreshes one movement item. Returning to a repeated position resets progress. I/O/V/S: three-knot ribbon, footprint track, flutter count.
EQ-019 Settle Stone charm; any B After involuntary movement, wearer keeps reserved target if still reachable. Retarget is forbidden; illegal target fizzles normally. I/V/S: flat stone, solid target tether, dull knock.
EQ-020 Linekeeper Tab kit; support B Once per battle, prevent an allied swap that would expose lowest-vitality unit. Prevention spends wearer's next item opportunity. I/O/V/S: red tally tab, blocked swap cue, stamp click.

EQ-021..EQ-040 - Opening Target Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-021 Threatglass Lens charm; any B First basic targets enemy with longest shown wind-up instead of default. If no wind-up exists, wearer waits one tick before defaulting. I/O/V/S: clear lens, clock reticle, glass focus.
EQ-022 Frontmark Chalk kit; any B Basic on foremost enemy Marks it for wearer's neighbor behind. Wearer cannot benefit from that Mark. I/V/S: chalk wedge, neighbor eye cue, chalk stroke.
EQ-023 Rearcall Whistle kit; reach 2+ B First legal attack selects rearmost enemy and reveals intervening screens. Attack deals no status on that use. I/O/V/S: flat whistle, rear line cue, captioned chirp.
EQ-024 Mercy Dial charm; restore B Healing prefers ally whose next incoming hit is earliest, not lowest vitality. Unforecast damage is ignored by the dial. I/V/S: rotating cross dial, timeline reticle, soft click.
EQ-025 Split-Choice Coin charm; any B On exact target-score tie, choose rearmost rather than random tie rule. After tie resolves, wearer becomes Exposed one tick. I/V/S: split coin, rear tie arrow, coin flip.
EQ-026 Summon Pricker armament; any B Basics prefer enemy footprints with independent actions. Against no footprint, basic recovery is one tick longer. I/O/V/S: short pricker, footprint reticle, dry prick.
EQ-027 Woundreader Tape kit; pressure B First basic targets enemy most recently effectively healed. Target outside reach causes default with no item benefit. I/O/V/S: marked tape, heal-history cue, tape pull.
EQ-028 Guard-Seam Pick armament; any B Basic prefers target currently protecting a neighbor. Damage cannot defeat the protector on that item-triggered hit. I/O/V/S: seam pick, guard-link reticle, metal pry.
EQ-029 Fastest-Shadow Ink charm; impair B Debuffs prefer enemy with shortest next-action time. Applied duration is one tick shorter. I/V/S: ink drop, short clock cue, quick brush.
EQ-030 Last-Target Knot charm; any B If prior target dies, next action follows its nearest living neighbor. If both neighbors equidistant, action fizzles. I/V/S: linked knot, neighbor branch cue, string snap.
EQ-031 Bodyguard Tag kit; support B Choose one neighbor in Prepare; enable actions prefer that unit while below half vitality. Other allies receive weaker enable duration. I/O/V/S: name-free tag, chosen outline, buckle tap.
EQ-032 Unmasking Powder kit; line reach B First hit on untargetable-window enemy becomes a reveal instead of damage. Powder is spent for battle even if reveal ends same tick. I/V/S: powder cone, open-eye cloud, soft burst.
EQ-033 Counterface Mirror guard; front B First forced-target effect aimed at wearer is reflected as Mark on source. Wearer remains the legal target for that action. I/O/V/S: small mirror guard, return-eye cue, glass ping.
EQ-034 Lowwater Gauge charm; any B At action ready, target lowest current local-resource enemy if legal. Enemy resource type is revealed to wearer only after first gain. I/V/S: shallow gauge, meter reticle, liquid tick.
EQ-035 Open-Flank String armament; reach 2+ B Attacks prefer enemy with no living neighbor ahead. A new front neighbor invalidates reserve; action retargets foremost. I/O/V/S: fork string, empty-front cue, twang.
EQ-036 Twin Reticle charm; area B Area action centers between two adjacent legal targets rather than foremost. Single-target state prevents item trigger. I/V/S: paired circles, midpoint cue, double click.
EQ-037 Interrupt Ledger kit; control B After any ally interrupts, wearer targets that interrupted enemy next. If unreachable, wearer skips one basic rather than defaulting. I/O/V/S: slim ledger, interrupt tether, page tick.
EQ-038 Oldest-Harm Compass charm; restore B Cleanse targets ally with oldest active hindrance. Newer action-blocking hindrance is not prioritized. I/V/S: aged compass, duration rings, slow click.
EQ-039 Collapse Sight armament; any B Reserved target follows one deterministic enemy collapse. Second collapse before resolution causes fizzle. I/O/V/S: sliding sight, one-step tether, rail slide.
EQ-040 Choicebreaker Pin charm; any B First action with two equally legal target families alternates from previewed default. Target receives no critical effect. I/V/S: half-turn pin, alternate reticle, pin turn.

EQ-041..EQ-060 - Guard And Exposure Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-041 Neighborwall guard; front B First direct hit on neighbor behind is intercepted. Wearer becomes Exposed until its next basic. I/O/V/S: half-wall shield, rear block cue, broad clang.
EQ-042 Porous Buckler guard; any B Area damage to wearer is shared with both neighbors. Empty neighbor share returns to wearer as Hindered. I/O/V/S: perforated buckler, three-way split, airy clang.
EQ-043 Guard Siphon Ring charm; any B On Guard expiry, transfer half remaining Guard to lowest-Guard neighbor. Wearer cannot refresh Guard that cadence. I/V/S: drain ring, expiry arrow, low chime.
EQ-044 Exposed Standard kit; front B While Exposed, enemies prefer wearer and allies behind gain projectile screen. Screen ends immediately when Exposed clears. I/O/V/S: open pennant, threat flare, flag crack.
EQ-045 Second Blow Plate guard; any B Ignores the rider effect of the second hit from same enemy. The hit's base damage remains and count resets on target change. I/O/V/S: double-dent plate, two-hit pip, muted second clang.
EQ-046 Mender's Guardrail guard; support B Effective healing grants recipient protection from next push. Healing wearer never grants this protection. I/O/V/S: rail bracer, heal-to-root cue, latch sound.
EQ-047 Brittle Pavise guard; front B Blocks all first-cadence projectiles crossing wearer. Shatters afterward and applies Hindered to wearer. I/O/V/S: tall cracked shield, break cue, layered impacts.
EQ-048 Rearward Aegis guard; rear B Protects neighbor ahead from attacks originating behind allied line. Gives no protection against normal front-origin attacks. I/O/V/S: backward shield, rear-origin arrow, reversed clang.
EQ-049 Borrowed Cover charm; any B When wearer steps behind a Guarded ally, copies one Guard token. Copied token expires on next movement. I/V/S: overlapping plates icon, step-copy cue, small scrape.
EQ-050 Strike-Open Helm guard; pressure B Becoming Exposed advances wearer's next basic. Exposed cannot be cleansed before that basic. I/O/V/S: split visor, speed crack cue, visor snap.
EQ-051 Quiet Interceptor guard; any B First intercepted hit generates no enemy on-hit resource. Wearer's own on-hit resource also does not trigger. I/O/V/S: padded guard, crossed resource cue, soft thud.
EQ-052 Heatcatch Mantle garb; any B First area burst is stored and released after wearer moves. If wearer cannot move in two cadences, burst resolves on wearer. I/O/V/S: ember-lined mantle, stored flame cue, cloth hiss.
EQ-053 Empty Guard Cage guard; any B With zero Guard, incoming Guard strip becomes one Guard instead. Cannot receive normal Guard same cadence. I/O/V/S: open cage bracer, inversion cue, metal catch.
EQ-054 Three-Hit Sconce charm; front B Third direct hit lights a screen against next spell. Moving resets hit count. I/O/V/S: three-wick sconce, count/flame cue, three taps.
EQ-055 Adjacent Oathplate guard; any B Choose ahead or behind in Prepare; protection effects only flow that direction but last longer. Other neighbor cannot be protected by wearer. I/O/V/S: asymmetrical plate, chosen arrow, locking clasp.
EQ-056 Pushback Frame guard; front B First blocked push is reflected onto source if legal. Reflection consumes all Guard on wearer. I/O/V/S: spring frame, return chevron, compressed clang.
EQ-057 Mercy Screen guard; support B Projectile that would defeat an ally instead leaves it at survival floor and breaks screen. Protected ally becomes untargetable to healing for one tick. I/O/V/S: translucent screen, survival line, crystal break.
EQ-058 Lowguard Apron garb; center B Neighbor ahead below half vitality receives wearer's first positive Guard gain. Wearer receives none of that gain. I/O/V/S: plated apron, forward handoff, buckle clink.
EQ-059 Counterseal Shield guard; any B First Mark applied to wearer becomes Guard and removes Mark. Next Mark lasts one tick longer. I/O/V/S: seal shield, mark inversion, wax crack.
EQ-060 Last Neighbor Plate guard; any B With exactly one living neighbor, both share first direct hit. Shared hit cannot be intercepted again. I/O/V/S: twin plate halves, shared-hit cue, paired clang.

EQ-061..EQ-080 - Timing Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-061 Early Bell charm; any B First basic resolves one tick earlier. Second basic resolves one tick later. I/V/S: two-position bell clock, early/late chimes.
EQ-062 Held Breath Mask garb; slow B First wind-up may survive one interrupt as a delay. Delayed action loses status riders. I/O/V/S: slotted mask, held clock cue, inhale/cutoff.
EQ-063 Recovery Shears kit; any B Defeating a target removes current recovery time. If target survives, recovery doubles. I/O/V/S: clock shears, cut/wager cue, snip.
EQ-064 Afterbeat Ring charm; tempo B Acting immediately after a neighbor grants one local resource. Acting before both neighbors Hinders wearer. I/V/S: trailing ring, neighbor beat cue, delayed ping.
EQ-065 Slow Fuse kit; area B Equipment burst waits until target's next action, then follows it. Target defeat before acting cancels burst. I/O/V/S: long fuse vial, target clock, fuse hiss.
EQ-066 Quickdraw Thimble charm; projectile B First projectile has no wind-up. It cannot use Marks or critical riders. I/O/V/S: draw thimble, crossed wind-up cue, snap shot.
EQ-067 Noon Dial charm; any B At exact battle midpoint forecast, refresh oldest item cooldown. Before midpoint, item cooldowns recover one tick slower. I/V/S: split sun dial, midpoint flare, clock chime.
EQ-068 Staggered Buckle garb; any B Receiving action advance stores it; release after next neighbor acts. Stored advance expires if wearer moves. I/O/V/S: offset buckle, stored arrow, click-release.
EQ-069 Patience Quill kit; control B Each cadence without acting lengthens next hindrance by one tick, capped at two. Any fizzle clears stored length. I/O/V/S: notched quill, waiting pips, scratch count.
EQ-070 Interrupt Candle charm; any B After wearer is interrupted, its next item trigger occurs immediately. Trigger effect is reduced to non-damaging utility. I/O/V/S: cut-wick candle, interrupt spark, wick sputter.
EQ-071 Neighbor Clock charm; support B Choose a neighbor; wearer basic cadence becomes opposite band of neighbor. Choice locks for battle. I/V/S: linked clocks, fast/slow shapes, alternating ticks.
EQ-072 Third-Cycle Cog kit; construct B Every third device action occurs twice at different legal targets. Device pauses on following cadence. I/O/V/S: triple cog, double-action cue, ratchet pair.
EQ-073 Dawn Recovery Strap garb; any B First action recovery ends when first enemy major wind-up begins. If no major wind-up, recovery is one tick longer. I/O/V/S: sunrise strap, recovery-to-major tether, buckle slide.
EQ-074 Late Cleanse Vial kit; restore B Cleanse after status midpoint also advances target's next basic. Early cleanse delays that basic. I/O/V/S: half-mark vial, early/late arrows, glass flip.
EQ-075 Unfinished Metronome charm; any B A fizzle makes next legal basic fast instead of refunding time. No resource is refunded on fizzle. I/V/S: broken metronome, fizzle-to-speed cue, skipped beat.
EQ-076 Twin Windup Thread charm; linked B Linked neighbors begin their next wind-ups together. Faster action waits for slower; link breaks after use. I/V/S: twin clocks on thread, tie cue, synchronized pull.
EQ-077 Rest-Step Sole garb; reorder B Voluntary step during recovery ends recovery. Next wind-up is one tick longer. I/O/V/S: pause-mark sole, step-cut cue, heel stop.
EQ-078 Bosswatch Lens charm; any B First boss major telegraph pauses wearer's item cooldowns and readies inspect response. No cooldown progress occurs during telegraph. I/O/V/S: large clock lens, boss ring cue, deep focus tone.
EQ-079 Short Memory Spring kit; any B Repeating the same action tag shortens wind-up. Third repeat locks target to foremost for one action. I/O/V/S: compressed spring, repeat counter, spring ticks.
EQ-080 Long Memory Spring kit; any B Alternating action tags shortens recovery. Repeating a tag resets benefit and Hinders wearer. I/O/V/S: stretched spring, alternate counter, elastic twang.

EQ-081..EQ-100 - Reach Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-081 Jointed Pike armament; reach 1 B Every second basic gains reach 2. Extended basic cannot hit foremost enemy. I/O/V/S: folding pike, joint ruler, metal extend.
EQ-082 Nearstring Bow armament; projectile B May target through only one unit but ignores projectile screens at reach 1. Cannot select rearmost while any nearer enemy lives. I/O/V/S: short recurved bow, near arc cue, blunt twang.
EQ-083 Far Lantern charm; spell B Spell reach becomes line while wearer is rearmost. Moving forward clears local resource. I/O/V/S: long-beam lamp, line ruler, glass hum.
EQ-084 Crook of Return armament; reach 2 B On unreachable reserved target, pull nearest legal enemy instead of fizzle. Pull deals no direct effect. I/O/V/S: return crook, fallback hook cue, haft sweep.
EQ-085 Neighbor Needle armament; any B Basic may target an enemy opposite wearer's neighbor rather than self. Chosen neighbor becomes Exposed during wind-up. I/O/V/S: side-eyed needle, neighbor line cue, light stab.
EQ-086 Throughguard Bolt armament; projectile B First shot passes one protector to hit protected unit. Protector gains Guard afterward. I/O/V/S: narrow bolt rig, bypass cue, piercing whistle.
EQ-087 Mercy Reach Staff armament; restore B Allied reach extends by one for targets below quarter vitality. Healing above that threshold has reach 1. I/O/V/S: forked staff, threshold ruler, warm pulse.
EQ-088 Centerline Sextant charm; any B From center band, actions may choose either line end at normal reach. Cannot target center-band units with item benefit. I/O/V/S: two-ended sextant, endpoint cue, swivel click.
EQ-089 Repeating Sling armament; projectile B Hit rearmost target twice if no enemy lies between source and target. Any intervening footprint cancels second hit. I/O/V/S: twin-pouch sling, clear-path cue, double snap.
EQ-090 Close Quarters Seal charm; spell B Spell against adjacent enemy becomes interrupt-capable. Spell loses area shape. I/V/S: closed circle seal, adjacency flash, compact crack.
EQ-091 Longguard Hook guard; front B Interception reach extends through one allied unit. Intervening ally becomes Hindered after interception. I/O/V/S: long hooked shield, two-step block cue, dragging clang.
EQ-092 Rear Threader armament; line B First hit on foremost threads next basic to rearmost. Thread breaks if wearer changes position. I/O/V/S: eye-ended blade, front-rear tether, string zing.
EQ-093 Grounding Spike kit; any B Place at one enemy index; airborne unit crossing index becomes targetable. Spike blocks allied forced movement across opposite index. I/O/V/S: ground spike, vertical line cue, stake impact.
EQ-094 Wide-Mouth Focus armament; area B Area shape expands one neighbor when centered on foremost. Center loses direct damage/status. I/O/V/S: flared focus, hollow area cue, wide pulse.
EQ-095 Backbite Knife armament; reach 1 B If enemy enters allied rear, reach flips to target rear intruder anywhere. Normal forward reach is lost until intruder leaves. I/O/V/S: reversed knife, rear lock cue, backhand slice.
EQ-096 Span Tally charm; any B Each different reach used grants one Focus; at three, next action gains line reach. Repeating reach resets tally. I/V/S: three-rung tally, ruler pips, count clicks.
EQ-097 Relay Arrow armament; projectile B Projectile can bounce from allied construct to legal enemy behind it. Construct loses its next action. I/O/V/S: fork arrow, device bounce cue, wood-metal ping.
EQ-098 Rootborer Awl armament; any B Ignores one footprint-based reach blocker. Cannot apply movement or Mark on that hit. I/O/V/S: spiral awl, hollow footprint cue, drilling scrape.
EQ-099 Farside Cup kit; enable B Resource share may target the farthest ally in same band. Recipient's nearest neighbor cannot receive resource that cadence. I/O/V/S: handled cup, far handoff line, cup tap.
EQ-100 Reachbreaker Chain armament; control B Hit reduces target reach to 1 for its next basic. Wearer's next basic also has reach 1. I/O/V/S: short chain, clipped ruler cue, chain drop.

EQ-101..EQ-120 - Movement Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-101 Switchblade Shoe garb; any B After basic, swap with neighbor whose action is farthest away. Both lose positive movement tags. I/O/V/S: blade-heel shoe, clocked swap cue, slide.
EQ-102 Pushstep Bracer guard; front B Successful block steps wearer and source one position forward on their lines. Illegal step removes Guard. I/O/V/S: forward bracer, paired chevrons, marching clang.
EQ-103 Pullcord Cape garb; support B First ally below quarter vitality is pulled one position toward wearer. Wearer is rooted until ally completes next action. I/O/V/S: corded cape, rescue tether, fabric pull.
EQ-104 Three-Position Boots garb; any B Visiting front, center, and rear readies an immediate basic. Repeat band clears progress. I/O/V/S: three-color-independent soles, band track, triple heel.
EQ-105 Retreating Spear armament; front B After striking, step rearward and leave a one-tick threat marker at old position. Marker draws attacks to replacement ally. I/O/V/S: long spear, fading threat square, backstep scrape.
EQ-106 Advancing Lantern armament; rear B Each completed cast steps wearer one position forward and strengthens next reach. At foremost, cast becomes Hindered. I/O/V/S: walking lantern, forward pips, lamp swing.
EQ-107 Side-by-Side Ring charm; any B Adjacent same-role units swap automatically when one becomes Exposed. Both item cooldowns pause one tick. I/V/S: paired ring, exposed swap cue, double click.
EQ-108 Collapse Brake kit; support B Delay one ally collapse until current wind-ups finish. Delayed units cannot receive movement effects. I/O/V/S: wedge brake, pending gap cue, wheel stop.
EQ-109 Enemy Towline kit; control B First enemy pull also drags its neighbor behind. Both targets gain Guard after movement. I/O/V/S: twin hook line, double pull cue, rope strain.
EQ-110 Empty-Rank Cart kit; construct B Device moves into first vacant allied position after collapse. Device cannot act on movement cadence. I/O/V/S: small cart, gap path cue, wheel clatter.
EQ-111 Pursuit Clasp garb; pressure B When target is pushed rearward, wearer steps forward if that preserves reach. Step makes wearer Exposed. I/O/V/S: arrow clasp, follow tether, clasp snap.
EQ-112 Reverse Compass charm; any B First voluntary movement resolves opposite declared direction. Opposite destination must be legal or action cancels. I/V/S: reverse needle, preview ghost, wrong-way click.
EQ-113 Ferry Pole armament; support B Basic may swap two neighbors ahead instead of dealing damage. Wearer loses next basic opportunity. I/O/V/S: long pole, neighbor swap cue, pole plant.
EQ-114 Springboard Guard guard; front B Blocked push launches neighbor behind one position rearward safely. Neighbor's next action is delayed. I/O/V/S: angled guard, spring arrow, boing-clang.
EQ-115 Homeward Thread charm; any B Mark starting position; once per battle return there after action if vacant relation exists. Return clears all local resource. I/V/S: spool token, home ghost cue, rewinding thread.
EQ-116 Escort Bridle kit; support B Wearer movement carries lowest-vitality neighbor one step in same direction. Carried ally loses its reserved target. I/O/V/S: linked bridle, paired step cue, leather tug.
EQ-117 Ram's Courtesy guard; front B A pushed enemy swaps with its neighbor instead of compressing both. Swapped neighbor gains action advance. I/O/V/S: curled guard, enemy swap cue, horn knock.
EQ-118 Rear Arrival Mat kit; rear B First hostile rear arrival lands one position forward of intended. Wearer becomes its forced target for one action. I/O/V/S: marked mat, shifted arrival cue, fabric thump.
EQ-119 Step Tax Token charm; impair B Enemy movement through wearer's indexed opposite position gains Hindered. Allied movement through same index also Hinders. I/V/S: toll token, indexed footprint, coin stamp.
EQ-120 Linefold Cape garb; any B Once per battle swap foremost and rearmost allies after a major telegraph. Both lose reserved actions and cannot move one cadence. I/O/V/S: two-ended cape, endpoint fold cue, sweeping cloth.

EQ-121..EQ-140 - Resource Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-121 Guard-to-Focus Valve kit; resource B First excess Guard gain converts to Focus. Wearer cannot gain Guard next tick. I/O/V/S: two-chamber valve, conversion arrow, valve hiss.
EQ-122 Remedy Bottle Rack kit; restore B Spending Remedy refreshes oldest healing-item cooldown. Item heal cannot generate Remedy. I/O/V/S: small rack, remedy-to-clock cue, bottle clink.
EQ-123 Parts Reclaimer kit; construct B Destroyed allied device returns one Parts to wearer. Wearer becomes Hindered if device was full duration. I/O/V/S: salvage claw, device-to-part cue, ratchet pull.
EQ-124 Verse Cup charm; tempo B Spending Verse gives one local resource to slower neighbor. Wearer loses next Verse gain from that neighbor. I/V/S: notched cup, slow-arrow handoff, cup tone.
EQ-125 Edge Scabbard armament; PF-B02 family B Unspent Edge at target defeat transfers to next nearest target as Mark. Marked target gains Guard. I/O/V/S: glowing scabbard, Edge-to-Mark cue, blade ring.
EQ-126 Poise Counterweight armament; PF-B03 family B Forced movement spends Poise to cancel and preserve target. All remaining Poise is lost. I/O/V/S: haft weight, Poise shield cue, heavy plant.
EQ-127 Momentum Flask kit; PF-B04 family B Spending Momentum also refreshes oldest position trigger. Wearer cannot gain Momentum next cadence. I/O/V/S: rolling flask, footprint refresh, liquid spin.
EQ-128 Aim Splitter armament; PF-B05 family B Spending Aim on rearmost also Marks foremost. Shot cannot apply other status. I/O/V/S: twin-notch bow piece, end markers, split twang.
EQ-129 Charge Sink charm; PF-B06 family B Interrupted Charge moves to item and returns after next basic. Returned Charge is capped and wearer is Hindered. I/V/S: crystal sink, stored-charge cue, deep hum.
EQ-130 Bond Tally charm; PF-B08 family B Broken link converts one Bond into Guard for both former partners. Link cannot be remade one cadence. I/V/S: snapped knot tally, twin Guard cue, string break.
EQ-131 Omen Hourglass charm; PF-B10 family B Spending Omen pauses target hindrance expiry during its next wind-up. Target cannot receive another hindrance in that window. I/V/S: dark hourglass, pause ring, sand hush.
EQ-132 Supply Crate Key kit; PF-B12 family B Spending Supply opens one adjacent item cooldown immediately. Same item is locked for following cadence. I/O/V/S: crate key, open/lock clock, latch turn.
EQ-133 Empty-Meter Drum charm; any B Reaching zero local resource advances next basic. Resource gain before basic cancels advance and Hinders. I/V/S: hollow drum, zero-arrow cue, dry beat.
EQ-134 Full-Meter Seal charm; any B At full local resource, next enemy cannot steal or drain it. Wearer cannot spend until after that enemy action. I/V/S: full seal, lock meter cue, wax stamp.
EQ-135 Neighbor Loan Note charm; support B Once per battle lend one local resource to neighbor with matching token type. If unspent in one cadence, both lose one token. I/V/S: split note, loan timer, paper flick.
EQ-136 Mixed Purse kit; any B First three different resource types gained by party create one Supply. Repeated type before completion resets purse. I/O/V/S: three-pocket purse, type pips, coin-and-token clicks.
EQ-137 Resource Brake guard; any B Direct hit cannot reduce local resource below one. Wearer becomes Exposed when brake triggers. I/O/V/S: meter brake plate, floor line cue, hard stop.
EQ-138 Overfill Spout kit; any B Resource gained at cap pours to legal neighbor using same type. If none, wearer is Hindered. I/O/V/S: side spout, overflow arrow, pouring chime.
EQ-139 Contrary Ledger charm; any B Gaining resource from damage taken makes next spend target enemy; from own action makes it target ally when legal. Wrong-side-only profession actions cannot spend that token. I/V/S: two-column ledger, side arrows, page flip.
EQ-140 Last Token Locket charm; any B Spending final resource preserves one token until action resolves, enabling its rider. Preserved token disappears and cannot be refunded. I/V/S: single-token locket, held pip cue, clasp close.

EQ-141..EQ-160 - Status Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-141 Midpoint Cleanser kit; restore B Cleanse after status midpoint removes it and grants Guard. Early cleanse turns status into shorter Hindered. I/O/V/S: half-ring brush, midpoint cue, brush sweep.
EQ-142 Mark Relay Pin charm; any B Expired Mark jumps to nearest unmarked enemy. Jumped Mark lasts one tick only. I/V/S: arrow pin, mark hop cue, sharp ping.
EQ-143 Hinder Hook armament; any B Hitting Hindered target pulls it one position forward. Pull removes Hindered. I/O/V/S: hooked blade, status-to-pull cue, chainless tug.
EQ-144 Expose Thread charm; any B When wearer's Guard breaks, Mark the breaker and become Exposed. Mark ends when Exposed clears. I/V/S: snapped thread, paired tags cue, twang.
EQ-145 Clean Slate kit; any B First positive and negative tag applied same cadence cancel each other. Wearer gains no local resource from either. I/O/V/S: blank slate, plus-minus cancel cue, chalk wipe.
EQ-146 Long Ill charm; impair B Reapplying same hindrance refreshes expiry but not strength. Target gains one-tick immunity after expiry. I/V/S: long ring, refresh/not-stack cue, low pulse.
EQ-147 Short Blessing charm; enable B Positive tag lasts one cadence but triggers its on-expiry rider immediately after. It cannot be extended. I/V/S: clipped halo, quick expiry cue, bright cutoff.
EQ-148 Status Prism charm; any B First tag on wearer is copied as opposite sign to nearest enemy when legal. Original tag remains unchanged. I/V/S: two-tone-shape prism, copy arrow, glass split.
EQ-149 Root-Cutting Knife armament; any B Basic against root source cleanses wearer movement lock. Basic deals no damage/status. I/O/V/S: pruning knife, root-source tether, clean snip.
EQ-150 Silence Clapper kit; control B Applying Hindered to sound user also silences its current wind-up. Hindered duration becomes one tick. I/O/V/S: wrapped clapper, sound-cross cue, muted hit.
EQ-151 Guarded Poison Phial kit; impair B Hindrance applied while wearer Guarded cannot be cleansed for one tick. Applying it consumes all wearer Guard. I/O/V/S: caged phial, lock ring, glass clink.
EQ-152 Open-Wound Tape kit; pressure B Healing-denial tag reveals and Marks its source when target receives attempted heal. Attempted heal is still denied. I/O/V/S: red-free cross tape, source eye cue, tape rip.
EQ-153 Expiry Bell charm; any B Oldest tag expiry advances wearer's next action. Manual cleanse never triggers bell. I/V/S: fading bell ring, expiry arrow, soft chime.
EQ-154 Cleanse Mirror guard; any B First enemy cleanse also removes wearer's oldest hindrance. Enemy cleanse still resolves fully. I/O/V/S: mirror plate, paired erase cue, glass wipe.
EQ-155 Marked Route Map kit; reorder B Stepping toward Marked enemy preserves Mark duration. Stepping away removes Mark. I/O/V/S: folded map, direction eye cue, paper snap.
EQ-156 Status Splitter armament; area B Area action applies chosen status to only first and last target. Middle targets receive no status. I/O/V/S: forked focus, endpoint status cue, split pulse.
EQ-157 Two-Cleanse Rule charm; restore B Second cleanse on same ally also refreshes one item cooldown. First cleanse on that ally is delayed one tick. I/V/S: double brush token, two-count cue, paired swish.
EQ-158 Contagion Fence guard; any B Prevents status spread across wearer between neighbors. Wearer receives both attempted spread tags at shorter duration. I/O/V/S: slatted fence guard, blocked arrows, wood rattle.
EQ-159 Truth Serum Cup kit; reveal B Cleansing concealment reveals target's next action category. Target gains Guard after reveal. I/O/V/S: clear cup, open card cue, glass tap.
EQ-160 Lasting Scarab charm; any B First hindrance surviving full duration becomes one-battle immunity to that tag. Immunity also blocks allied beneficial conversion of that tag. I/O/V/S: scarab brooch, completed-ring shield, shell click.

EQ-161..EQ-180 - Profession Catalysts

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-161 Hearthguard Shoulderstrap guard; PF-B01 family B Intercepting for neighbor behind also preserves that neighbor's reserved target. Neighbor cannot move until target resolves. I/O/V/S: broad strap, solid target tether, leather catch.
EQ-162 Gatebearer Hinge guard; PF-A01 B Correct directional intercept swings wearer one position toward attack origin. Wrong-direction hit strips one Guard. I/O/V/S: shield hinge, swing arrow, heavy hinge.
EQ-163 Ramward Cap guard; PF-A02 B Driving Wall can stop before follow step, leaving wearer foremost. Stopping early gives pushed enemy action advance. I/O/V/S: blunt shield cap, optional-step cue, padded thud.
EQ-164 Edgehand Red Cord armament; PF-B02 family B Alternating targets also alternates attack timing fast/slow. Repeating target locks cadence slow. I/O/V/S: red-free contrast cord, two-clock cue, cord flick.
EQ-165 Lastlight Wager Seal charm; PF-A03 B Final Measure may reserve half Edge and spend half. Kill refunds nothing; survival Exposed duration is shorter. I/V/S: split wager seal, half-meter cue, coin crack.
EQ-166 Turnblade Sideguard armament; PF-A04 B Return Cut may target an attacker through one intervening enemy. Counter loses movement riders. I/O/V/S: ring sideguard, counter ruler, parry ring.
EQ-167 Longspoke Grip armament; PF-B03 family B Building Poise also fixes current indexed position against one collapse. Fixed position delays normal line closing. I/O/V/S: rooted grip, position pin cue, haft grind.
EQ-168 Hookmarshal Jaw armament; PF-A05 B Crook Pull can move target rearward instead of forward once. Reverse pull costs all Poise and Hinders wearer. I/O/V/S: reversible hook, two-way arrow, metal turn.
EQ-169 Sunlance Shade armament; PF-A06 B Noon Line skips one Guarded enemy and preserves more effect for next. Skipped enemy gains projectile screen. I/O/V/S: sliding spear shade, skip cue, bright sweep.
EQ-170 Wayrunner Route Beads charm; PF-B04 family B Unique-position Momentum track persists through one forced movement. Forced movement cannot generate Momentum. I/V/S: route beads, preserved track cue, bead roll.
EQ-171 Farstring Thumbplate armament; PF-B05 family B Losing Aim to rear intrusion converts it into Guard for wearer. Aim cannot rebuild until intruder leaves. I/O/V/S: thumbplate, Aim-to-Guard cue, string mute.
EQ-172 Riftcaller Grounding Rod armament; PF-B06 family B Widened cast may ground-resolve if target dies. Ground cast cannot generate Charge. I/O/V/S: forked rod, ground diamond cue, bass discharge.
EQ-173 Kindhand Measure Spoon kit; PF-B07 family B Exact non-overheal creates two Remedy instead of one. Any overheal next cast removes one Remedy. I/O/V/S: marked spoon, exact-fill cue, cup tap.
EQ-174 Bondwright Third Eyelet charm; PF-B08 family B Link may skip one intervening ally to reach a different role. Intervening ally cannot receive shared resource. I/O/V/S: three-eyelet clasp, skipped-link cue, triple pluck.
EQ-175 Coilsmith Packframe kit; PF-B09 family B Packing a device preserves its mode for redeploy. Redeploy costs one extra Parts. I/O/V/S: folding frame, stored-mode icon, ratchet fold.
EQ-176 Gloamreader Blackleaf charm; PF-B10 family B Extending ally-applied hindrance Marks its source for wearer. Wearer's next debuff cannot target another enemy. I/V/S: dark leaf, source eye cue, dry whisper.
EQ-177 Bellkeeper Soft Clapper charm; PF-B11 family B Time Bell can advance a neighbor without striking enemy. No Verse gained that cadence. I/O/V/S: padded clapper, ally-only beat cue, soft bell.
EQ-178 Packwarden Open Flap kit; PF-B12 family B Supply may refresh neighbor item through one intervening ally. Intervening ally's items pause one tick. I/O/V/S: open satchel, long handoff cue, buckle chain.
EQ-179 Hybrid Lockpick kit; PF-H01..PF-H06 B First action created by hidden hybrid lock condition gains priority. All ordinary equipment triggers wait until it resolves. I/O/V/S: six-tooth pick, hybrid crest cue, precise click.
EQ-180 Base Recall Medal charm; advanced B Once per battle use parent base basic instead of advanced basic. Advanced local resource gain pauses one cadence. I/V/S: nested medal, parent-arrow cue, two-tone ring.

EQ-181..EQ-200 - Construct And Projectile Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-181 Folding Sentry kit; construct B Deploy rear footprint that repeats wearer's basic target once. Wearer basic is delayed while sentry unfolds. I/O/V/S: tripod sentry, unfold/shot cue, ratchet bolt.
EQ-182 Guard Lantern kit; construct B Device gives Guard to unit directly ahead each second cadence. Device cannot attack and is targetable. I/O/V/S: shield lamp, forward square cue, shutter clack.
EQ-183 Pull Beacon kit; construct B On destruction, pulls wearer one position toward device. Forced pull clears wearer's reserved target. I/O/V/S: hook beacon, death tether, winch snap.
EQ-184 Clockwork Decoy kit; construct B Occupies one allied footprint and attracts first legal enemy basic. Collapse around decoy is delayed until it breaks. I/O/V/S: flat mannequin, threat flare, hollow knock.
EQ-185 Marking Turret kit; construct B Every third wearer basic lets device Mark same target. Device cannot retarget; invalid target wastes shot. I/O/V/S: eye turret, three-count reticle, clockwork click.
EQ-186 Remedy Sprayer kit; construct B Device cleanses nearest ally after two distinct hindrances appear. It consumes both status observations and cannot heal. I/O/V/S: pump sprayer, two-tag cue, mist burst.
EQ-187 Pocket Barricade kit; construct B Place behind wearer; blocks first rear-origin attack. Also blocks allied projectile passing rearward. I/O/V/S: folding slat, bidirectional screen cue, wood snap.
EQ-188 Walking Mine kit; construct B Device follows enemy foremost position and triggers on forced movement. Natural enemy steps do not trigger; mine can be destroyed. I/O/V/S: legged mine, follow/arm cue, ticking clamp.
EQ-189 Echo Spindle kit; construct B Stores first item trigger and repeats its target rule without effect to reveal legality. Stored item cooldown is one tick longer. I/O/V/S: spool device, ghost trigger cue, winding tone.
EQ-190 Salvage Kite kit; construct B Destroyed allied footprint gives wearer one item refresh. Kite must be deployed and occupies rear room. I/O/V/S: hooked kite, salvage arrow, canvas catch.
EQ-191 Bending Arrow armament; projectile B First blocked projectile bends to blocker instead of fizzle. Blocker gains Guard before damage. I/O/V/S: curved arrow, bend path cue, curved whistle.
EQ-192 Delay Bolt armament; projectile B Hit arrives after target's next basic and follows one step. Target defeat cancels bolt. I/O/V/S: clock-fletched bolt, delayed path, ticking twang.
EQ-193 Returning Disk armament; projectile B After hit, passes through allied line and cleanses first minor hindrance encountered. If no hindrance, wearer is Hindered on catch. I/O/V/S: ring disk, return path cue, spin/catch.
EQ-194 Screenbreaker Stone armament; projectile B First projectile removes screen without damaging target. Wearer's next projectile is delayed. I/O/V/S: heavy sling stone, broken-screen cue, glassy thud.
EQ-195 Neighboring Shot armament; projectile B When the reserved target emits AO_INVALID_REACH, AO_INVALID_UNTARGETABLE, AO_INVALID_FALLEN, or AO_INVALID_FILTER, replace the normal invalid-target policy with retarget_same_policy restricted to the legal living enemy nearest the reserved depth, frontmost on a tie; the new recipient receives its own terminal outcome. If no restricted candidate is legal, emit AO_FIZZLED; a retargeted component cannot apply status. I/O/V/S: fork-fletched arrow, invalid-outcome branch cue, split whistle.
EQ-196 Nearfall Javelin armament; projectile B Airborne target hit is pulled one index toward enemy front on landing. Javelin unavailable until target lands. I/O/V/S: tether javelin, landing pull cue, rope whistle.
EQ-197 Cargo-Safe Dart armament; projectile B Ignores cargo/neutral footprint and hits occupant without collateral rule. Dart cannot critical or trigger defeat riders. I/O/V/S: blunt dart, safe-cargo outline, soft thunk.
EQ-198 Crossline Sling armament; projectile B Shot may originate from allied construct's index. Construct loses next utility action. I/O/V/S: relay sling, origin-shift cue, double twang.
EQ-199 Sunken Quarrel armament; projectile B Projectile waits through concealment and fires on reveal. Wearer cannot choose another target while waiting. I/O/V/S: heavy quarrel, wait-eye cue, held string creak.
EQ-200 Last Arrow Case kit; projectile B Third distinct projectile target refreshes oldest projectile item. Repeating target resets case count. I/O/V/S: three-slot case, target pips, case clicks.

EQ-201..EQ-220 - Restore And Enable Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-201 Forecast Bandage kit; restore B First heal reserves on predicted next-hit ally and resolves just before hit. If prediction changes, heal fizzles with half cooldown refund. I/O/V/S: clock bandage, pre-hit cue, cloth snap.
EQ-202 Overheal Funnel kit; restore B Overheal flows to next-lowest-vitality neighbor. Original target receives no positive tag riders. I/O/V/S: fork funnel, overflow arc, liquid chime.
EQ-203 Cleanse Blanket garb; restore B Cleansing wearer also pauses neighbor hindrance expiry one tick. Neighbor cannot be cleansed that tick. I/O/V/S: stitched blanket, pause ring cue, fabric hush.
EQ-204 Rear Triage Lamp kit; restore B Healing rearmost ally also reveals next rear-targeting enemy action. No reveal if heal is overheal. I/O/V/S: back-facing lamp, heal-eye cue, shutter chime.
EQ-205 Shared Dose Cup kit; restore B Split one heal evenly between two adjacent legal allies. Neither half can generate resource from exact healing. I/O/V/S: divided cup, split cross cue, twin pours.
EQ-206 Delayed Splint kit; restore B After forced movement, schedule heal when target next becomes still. A second movement cancels heal. I/O/V/S: clock splint, stillness cue, wood wrap.
EQ-207 Harm-to-Remedy Vial kit; restore B First prevented hit creates one Remedy for nearest restorer. Preventing source gains no local resource. I/O/V/S: shield vial, block-to-drop cue, glass ping.
EQ-208 Bitter Cleanser kit; restore B Cleanse positive and negative oldest tags together, then advance target. Target loses both tags regardless of value. I/O/V/S: double-ended vial, plus-minus sweep, bitter clink.
EQ-209 Last-Care Thread charm; restore B If heal target dies during wind-up, heal retargets its nearest living neighbor. Retarget heal is delayed one tick. I/V/S: trailing cross thread, neighbor branch, soft pluck.
EQ-210 Triage Divider charm; restore B Alternate heals between front and rear bands; each alternate gains reach. Repeating a band reduces reach to 1. I/V/S: divided cross, band alternator, paired chime.
EQ-211 Guard Gift Box kit; enable B First Guard shared also refreshes recipient's oldest positive tag. Giver loses all other positive tags. I/O/V/S: hinged box, Guard-to-tag cue, lid click.
EQ-212 Cadence Tea kit; enable B Choose fast or slow in Prepare; first recipient basic adopts that cadence. Recipient next basic uses opposite cadence. I/O/V/S: two-spout cup, fast/slow cue, pour ticks.
EQ-213 Marking Ribbon charm; enable B Positive tag on ally also Marks its current legal target. Ally becomes Exposed if target dies before tag. I/V/S: eye ribbon, ally-target tether, ribbon snap.
EQ-214 Neighbor Battery kit; enable B Item cooldown progress can be transferred to one neighbor. Wearer's cooldown pauses until neighbor trigger. I/O/V/S: twin-cell pack, clock handoff, electric click.
EQ-215 Position Lesson Slate kit; enable B After wearer moves, neighbor copies its reach rule for one basic. Neighbor loses own target preference for that basic. I/O/V/S: footprint slate, copied ruler, chalk tap.
EQ-216 Empty-Hand Gift charm; enable B With no ready item, wearer grants one local resource to neighbor. Wearer's items gain one cooldown tick. I/V/S: open palm brooch, resource arrow, clasp sound.
EQ-217 Opposite-Band Banner kit; enable B Enable action aimed front also gives shorter version to rear, and vice versa. Center-band allies cannot receive item copy. I/O/V/S: two-ended banner, endpoint arcs, flag wave.
EQ-218 Role Exchange Badge charm; enable B Different-role neighbors swap one positive profession tag after both act. Same-role adjacency makes badge dormant. I/V/S: two-role badge, exchange arrows, double ping.
EQ-219 Safe Wager Seal charm; enable B Give ally action advance and Exposed; if it completes action, Exposed clears. Interruption leaves Exposed extended. I/V/S: open seal, action wager clock, seal crack.
EQ-220 Third Neighbor Horn kit; enable B If wearer has two neighbors, sound action reaches both with alternating effects. With one neighbor, effect is weaker and generates no resource. I/O/V/S: fork horn, two-side wave cue, captioned double call.

EQ-221..EQ-240 - Survival And Loss Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-221 Parting Guard guard; front B On wearer defeat, grant remaining Guard to neighbor behind before collapse. No Guard means no trigger; item is lost with wearer under core loss rule. I/O/V/S: split shield, defeat handoff cue, fading clang.
EQ-222 Empty Boots garb; any B On wearer defeat, next ally collapsing into position gains movement immunity. Ally's next voluntary movement is delayed. I/O/V/S: hollow boots, inherited root cue, empty heel.
EQ-223 Last Mark Brooch charm; pressure B On wearer defeat, Mark its last legal enemy target for whole party. Mark lasts one cadence and grants target Guard. I/V/S: fading eye brooch, party Mark cue, low ping.
EQ-224 Salvager's Cord kit; support B First allied equipment broken in battle refreshes wearer's item trigger. Wearer becomes priority target for device hunters. I/O/V/S: hooked salvage cord, break-to-clock cue, reel.
EQ-225 Retreat Compass charm; any B During declared retreat, wearer steps rearward before enemy exit actions. Wearer cannot attack during retreat resolution. I/V/S: backward compass, exit arrow, urgent clicks.
EQ-226 Rearguard Pennant kit; front B During declared retreat, wearer remains to intercept one crossing hit then exits. If defeated by hit, normal permanent loss applies. I/O/V/S: split-tail pennant, exit block cue, flag-and-clang.
EQ-227 Fallen Neighbor Knot charm; any B Neighbor defeat grants immediate basic against defeating source. Wearer becomes Exposed and loses reserved resource spend. I/V/S: cut knot, revenge tether, sharp twang.
EQ-228 Vacancy Ward kit; construct B On allied defeat, place one-cadence neutral footprint that delays enemy rear intrusion. Also delays allied collapse into that position. I/O/V/S: folding ward, vacancy square, ward unfold.
EQ-229 Survivor's Cup charm; any B After wearer survives below threshold, next healing targets wearer before lower allies. Heal receives no overheal conversion. I/V/S: cracked cup, priority cross cue, cup tap.
EQ-230 Unspent Token Case kit; resource B On wearer defeat, one local token transfers to legal same-resource ally. All other tokens are discarded before other riders. I/O/V/S: single-slot case, defeat loan cue, case close.
EQ-231 Collapse Lantern kit; any B First ally collapse reveals enemy action that will target new order. Reveal delays wearer's next item trigger. I/O/V/S: folding lamp, collapse-eye cue, shutter open.
EQ-232 Memorial Spike kit; control B Position where wearer is defeated becomes one-cadence enemy movement hazard. Allied movement through it is also blocked. I/O/V/S: plain spike, indexed hazard cue, stake drop.
EQ-233 Last Breath Reed charm; sound B On wearer defeat, complete current sound wind-up at reduced non-damaging effect. No other defeat trigger on wearer can resolve. I/O/V/S: cracked reed, fading waveform, breath tone caption.
EQ-234 Replacement Measure charm; any B First ally entering wearer's vacated position copies wearer's last reach for one basic. It loses its own target preference. I/V/S: empty ruler token, inherited reach cue, slide click.
EQ-235 Broken-Line Patch garb; any B With two defeated allies, wearer may treat vacancy as neighbor for one enable action. Action cannot transfer resource. I/O/V/S: gap patch, ghost neighbor cue, cloth stitch.
EQ-236 Retreater's Knife armament; any B First enemy blocking retreat is targeted regardless of normal preference. Attack cannot defeat; it applies Hindered instead. I/O/V/S: blunt retreat knife, exit reticle, scraping cut.
EQ-237 Inheritance Buckle garb; any B On wearer defeat, one unspent once-per-battle item trigger transfers to neighbor. Transfer delays neighbor basic and never transfers item itself. I/O/V/S: detachable buckle, trigger handoff cue, clasp release.
EQ-238 Quiet Passing Veil garb; any B Wearer defeat generates no enemy on-defeat resource. Allied on-defeat benefits from wearer also do not trigger. I/O/V/S: plain veil, crossed-resource cue, soft fall.
EQ-239 Last Position Map kit; reorder B Result view stores wearer starting/defeat positions and offers one previewed formation correction next Prepare. Correction is advisory; accepting replaces current saved order. I/O/V/S: folded line map, before/after cue, paper fold.
EQ-240 Dismissal Tag charm; reserve planning B Dismissing wearer converts this item into one role-weight token that shapes the next shop, with exact outcome previewed. Gives no salvage currency; token expires after that shop and never cancels dismissal consequence. I/V/S: open tally tag, role-to-shop cue, stamp tone.

EQ-241..EQ-260 - Region Counter Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-241 Windglass Vane charm; any B First region push direction is revealed one cadence earlier and wearer may brace. Brace locks wearer's target to foremost. I/O/V/S: glass vane, early chevron cue, wind click.
EQ-242 Prism Scraper armament; any B Hitting a family screen changes it to its next disclosed family. Hit deals no damage/status and screen remains. I/O/V/S: flat scraper, screen-cycle cue, glass scrape.
EQ-243 Fenstep Rack garb; any B Moving with region safe index cleanses one Wet stack. Moving against index adds Wet. I/O/V/S: reed sole rack, tide arrow cue, wet steps.
EQ-244 Midwater Timer charm; restore B Shows exact safe cleanse midpoint for duration traps; cleanse there advances item cooldown. Cleansing outside window delays cooldown. I/V/S: water clock, safe notch cue, drip tick.
EQ-245 Kiln Vent Key kit; any B One wearer action may occupy a pressure valve without moving wearer. That action cannot target a unit. I/O/V/S: ceramic key, remote valve cue, key hiss.
EQ-246 Heat Ledger charm; any B Third self-cost action converts next Heat-like cost into delayed Hindered. Hindered cannot be cleansed early. I/V/S: three-mark tile, cost-delay cue, clay click.
EQ-247 Archive Bookmark kit; any B Locks current Repeat/Alternate/Preserve clause for one extra cadence. Wearer is bound by locked clause even if enemy clause source dies. I/O/V/S: root bookmark, clause lock cue, page clamp.
EQ-248 Copyproof Wax charm; any B First enemy copy of wearer's target rule receives default target instead. Wearer's own next retarget also defaults. I/V/S: sealed eye wax, default arrow, wax press.
EQ-249 Tideglass Plumb charm; any B Source/echo targeting preview remains visible through one swap. Wearer cannot change target during preserved preview. I/V/S: weighted mirror, solid tether cue, plumb ping.
EQ-250 Rear Beacon Hook kit; support B First hostile rear arrival is Marked and pulled toward center after its action. Wearer becomes its forced target until pull. I/O/V/S: luminous hook, arrival-center cue, rope splash.
EQ-251 Railstop Watch charm; any B Pauses wearer action one tick before a chosen disclosed rail stop, then releases after stop. Choosing wrong stop wastes the tick. I/V/S: station watch, stop reservation cue, rail click.
EQ-252 Cargo Bracer guard; any B Attacks from wearer cannot damage neutral cargo; first saved cargo grants Guard. Damage against cargo occupant is reduced to utility riders. I/O/V/S: crate bracer, cargo shield cue, wood knock.
EQ-253 Current Lamp kit; reveal B Wearer projects reveal one position ahead of region current. Lamp occupies item trigger and makes wearer preferred by reveal hunters. I/O/V/S: hooded lamp, forward reveal cone, sonar chime.
EQ-254 Tithe Purse kit; resource B Choose one token as theft bait; stolen token Marks receiving enemy. Chosen token cannot be spent before theft/expiry. I/O/V/S: open purse, bait tether, coin drop.
EQ-255 Circuit Wedge kit; control B Hitting middle member of enemy link breaks circuit for one cadence. Wedge also prevents allied links through wearer. I/O/V/S: insulated wedge, broken-node cue, dull electric pop.
EQ-256 Synthesis Dial charm; any B In dual-grammar encounter, wearer item may be assigned to counter either named grammar in Prepare. It cannot trigger against the other grammar that battle. I/V/S: two-motif dial, chosen half cue, rotary click.
EQ-257 Schedule Needle charm; timing B Pin one disclosed eight-tick schedule entry; wearer's action waits to resolve immediately before it. If entry is skipped, action fizzles. I/V/S: radial needle, schedule pin cue, clock prick.
EQ-258 Imported Rule Tag kit; any B First enemy using an earlier-region mechanic is Marked for wearer. Native-region enemies cannot be Marked by wearer that cadence. I/O/V/S: eight-tab tag, reprise eye cue, motif stamp.
EQ-259 Boss Phase Slate kit; any B At phase threshold, preserve wearer's reserved target through disclosed form change. Wearer cannot retarget until action resolves. I/O/V/S: split-phase slate, threshold tether, stone turn.
EQ-260 Counterpair Compass charm; any B After wearer uses two distinct preview response tags, refresh oldest item cooldown. Repeating response resets pair. I/V/S: two-needle compass, response pips, paired ticks.

EQ-261..EQ-280 - Trigger-Weaving Tools

ID and name Fit Class Decision effect Visible tradeoff/counter Production
EQ-261 Before-After Switch kit; any B Choose in Prepare whether item triggers before target selection or after target lock. Choice cannot change in battle. I/O/V/S: two-position switch, hook labels, hard click.
EQ-262 Once-More Seal charm; any B Repeat first non-damaging item trigger on a different legal target. Both triggers enter double cooldown. I/V/S: doubled seal, second-target cue, echo stamp.
EQ-263 Dormant Gear Bell charm; any B Two cadences with no legal item target retargets item to self if legal. Self trigger applies Hindered. I/V/S: sleeping gear bell, fallback-self cue, waking chime.
EQ-264 Trigger Queue Comb charm; any B When two items would trigger together, choose left-to-right equipped order. Second trigger resolves one tick later. I/O/V/S: toothed comb, ordered pips, two clicks.
EQ-265 Neighbor Proc Wire kit; support B Wearer's first item trigger arms neighbor's different-tag item. Armed item cannot trigger on its own condition first. I/O/V/S: clip wire, item-to-item cue, electric snap.
EQ-266 Cancel Catch guard; any B Cancelled profession action readies non-damaging item trigger. Cancel gives no timing/resource refund. I/O/V/S: hooked guard catch, cancel-to-item cue, latch.
EQ-267 Fizzle Lantern kit; any B Item fizzle reveals nearest legal target for next profession action. Next action must use revealed target if legal. I/O/V/S: cracked lamp, fizzle-eye cue, lamp pop.
EQ-268 Cooldown Bridge charm; any B When one item readies, transfer one cooldown tick to another equipped item. Ready item becomes unavailable one tick. I/V/S: bridge clasp, clock exchange, bridge ping.
EQ-269 Shared Trigger Cup kit; support B Effective heal lets recipient satisfy wearer's next on-heal equipment condition. Wearer cannot satisfy it directly that cadence. I/O/V/S: linked cup, proxy trigger cue, twin chime.
EQ-270 Marked Proc Quill charm; any B Equipment effects on Marked target occur before its tag-expiry hooks. Effect removes Mark afterward. I/V/S: eye quill, hook-order cue, page scratch.
EQ-271 Opposite Trigger Ring charm; any B Direct-hit item proc also readies next area-trigger item, or reverse. Same-family trigger chain is prohibited and Hinders wearer. I/V/S: dot/ring token, cross-family arrow, two-tone ping.
EQ-272 Three-Source Locket charm; any B Profession, trait, and equipment triggers in one cadence grant one Focus. Duplicate source resets count. I/V/S: three-compartment locket, source pips, triple click.
EQ-273 Triggerless Knife armament; pressure B If no item triggered for three basics, third basic applies Exposed. Any item trigger clears count. I/O/V/S: plain knife, empty-clock count, dry cut.
EQ-274 Delayed Item Strap garb; any B Store first automatic item trigger and release on wearer command condition set in Prepare. Stored trigger blocks all other item triggers. I/O/V/S: strapped token, held-proc cue, buckle release.
EQ-275 Source Filter charm; any B Choose profession, trait, or enemy as only legal source for on-status item trigger. Other-source statuses never trigger it. I/V/S: three-slot filter, chosen source cue, filter turn.
EQ-276 Two-Battle Spring kit; any B Unused once-per-battle trigger starts next battle ready with priority. If used next battle, wearer begins Hindered. I/O/V/S: double-coil spring, carryover cue, loaded twang.
EQ-277 Death-Proof Queue charm; support B If item target dies during trigger, queue transfers to nearest living neighbor. Transferred trigger becomes non-damaging. I/V/S: queue bead, neighbor branch cue, bead slide.
EQ-278 Screened Trigger Lens charm; projectile B Projectile item checks screens at trigger time and chooses first unscreened legal target. It ignores Marks and profession preferences. I/O/V/S: layered lens, screen scan cue, glass ticks.
EQ-279 Resource-Gated Cog kit; any B Choose one local resource threshold as item trigger gate. Item cooldown pauses while below threshold. I/O/V/S: meter cog, gate line cue, ratchet stop.
EQ-280 Last Proc Ledger kit; any B Result records first dormant/illegal equipment trigger and previews one alternative wearer. No battle effect; equipping suggested swap replaces current loadout choice only. I/O/V/S: diagnostic ledger, invalid-to-candidate cue, page stamp.

EQ-281..EQ-300 - Mastery Transform Tools

These rows unlock only after the visible deed stated in the tradeoff cell. Their rule transformations are strong but never universally correct.

ID and name Fit Class Decision effect Visible tradeoff/counter and unlock deed Production
EQ-281 Directional Bastion guard; front B Intercepts only front-origin or rear-origin attacks chosen in Prepare, but refreshes once. Wrong origin bypasses. Unlock: win after previewing both origins. I/O/V/S: two-face shield, origin selector, reversible clang.
EQ-282 Debtkeeper Mantle garb; PF-H01 B Care Debt may be transferred to wearer from neighbor once. Transfer doubles next debt payment time. Unlock: clear PF-H01 deed. I/O/V/S: stitched mantle, debt arrow, heartbeat cloth.
EQ-283 Finisher's Empty Sheath armament; pressure B Execution action may deliberately stop target at survival floor and Mark it. Target acts immediately after. Unlock: win with zero overkill. I/O/V/S: empty sheath, survival line cue, blade stop.
EQ-284 Countertime Spur garb; PF-H02 B Cadence-cut action may shift allied instead of enemy wind-up. User becomes Exposed. Unlock: complete three-band alternation. I/O/V/S: metronome spur, ally/enemy clock selector, sharp heel beat.
EQ-285 Horizon Fork armament; PF-H03 B Guided projectile splits at planted polearm to front and rear targets. Guide recovery takes two basics. Unlock: defeat rear target through two units. I/O/V/S: forked spear-bow, split horizon cue, double flight.
EQ-286 Mobile Workshop kit; PF-H04 B Carried device retains action progress while moved. Each move shortens device duration. Unlock: trigger three device modes. I/O/V/S: wheel pack, moving clock cue, rolling ratchet.
EQ-287 Eclipse Leaf charm; PF-H05 B Shadow Text may attach to allied Guard and release when Guard breaks. Release affects both sides in area. Unlock: win from retained interrupt. I/V/S: eclipsed leaf, Guard-text cue, reversed burst.
EQ-288 Covenant Stamp charm; PF-H06 B Resource loan may be repaid by equipment trigger instead of profession action. Failed repayment locks that item. Unlock: complete three distinct loans. I/V/S: knot stamp, item repayment cue, stamped pluck.
EQ-289 Three-Screen Prism guard; any B Choose one screen family to begin active; each successful block rotates family. Unchosen first attack bypasses. Unlock: break all three screen families. I/O/V/S: tri-prism shield, rotation cue, glass chord.
EQ-290 Position Author's Quill kit; reorder B Set one position as a trigger index for wearer's next three actions. Leaving index cancels sequence. Unlock: win after using every line band. I/O/V/S: map quill, indexed sequence cue, three strokes.
EQ-291 Enemy Clause Binder kit; control B Store one previewed enemy clause and delay its first activation. Second activation occurs early. Unlock: counter each archive clause. I/O/V/S: clasped page, late/early cue, binding snap.
EQ-292 Echo Source Needle armament; any B Attack on echo also applies a non-damaging Mark to source. Source gains one action advance. Unlock: defeat ten echoes via source rules. I/O/V/S: twin-point needle, echo-source tether, paired prick.
EQ-293 Railmaster's Watch charm; timing B Shift one wearer cooldown completion to chosen future rail stop. Cooldown makes no progress before stop. Unlock: preserve all cargo in elite route. I/V/S: station watch, future-stop lock, rail chime.
EQ-294 Current Reader charm; reveal B Revealing action also exposes resource and target band. Revealed enemy gains Guard. Unlock: win with no hidden category resolving. I/V/S: open-current lens, triple reveal card, sonar chord.
EQ-295 Synthesis Harness garb; any B Wearer can carry two region-counter items but only one is active per cadence. Switching active item delays basic. Unlock: counter two grammars in one fight. I/O/V/S: dual-loop harness, active-side cue, buckle shift.
EQ-296 Bosswheel Key kit; any B Once per boss, rotate one public schedule by one tick. Boss gains action advance after rotated entry. Unlock: clear both bosses in one region. I/O/V/S: radial key, wheel turn cue, heavy click.
EQ-297 Replacement Crest charm; any B Ally collapsing into wearer's former position inherits one positive position tag. Wearer loses tag immediately. Unlock: win after two mid-battle collapses. I/V/S: passing crest, position inheritance cue, crest slide.
EQ-298 No-Repeat Medallion charm; any B Three distinct target rules refresh item trigger. Repeating a rule Hinders wearer. Unlock: win using six target rules. I/V/S: three-arrow medal, unique pips, medal ticks.
EQ-299 Full-Line Standard kit; support B First enable action reaches every line band with shorter effect. Wearer cannot gain local resource that cadence. Unlock: deploy at core maximum capacity. I/O/V/S: tall segmented standard, band waves, broad flag tone.
EQ-300 Clean Result Lens charm; any B On first plan divergence, pause wearer's next automatic item trigger until cause is revealed. Trigger may lose its original timing window. Unlock: inspect 25 divergence records. I/V/S: clear ledger lens, pause-cause cue, focus tone.

EQ-301..EQ-320 - Mastery Wager Tools

ID and name Fit Class Decision effect Visible tradeoff/counter and unlock deed Production
EQ-301 One-End Crown charm; front/rear B Choose foremost or rearmost; wearer actions may only target from that end and gain line reach. Other-end legal targets are forbidden. Unlock: win with unchanged order. I/O/V/S: half-crown, endpoint selector, bright lock.
EQ-302 Zero-Guard Blade armament; pressure B While wearer has zero Guard, basics ignore protection links. Any Guard gain disables blade until spent. Unlock: defeat elite without gaining Guard. I/O/V/S: open-spine blade, bypass cue, dry ring.
EQ-303 Full-Guard Lamp charm; enable B At full Guard, next enable action becomes area across neighbors. It consumes all Guard. Unlock: prevent five hits in one battle. I/O/V/S: shield lamp, neighbor fan cue, bright discharge.
EQ-304 Empty-Resource Focus armament; any B At zero local resource, action uses alternate target rule: highest-resource enemy. It cannot generate resource. Unlock: complete battle with three zero-meter actions. I/O/V/S: hollow focus, zero-to-enemy meter cue, void hum.
EQ-305 Full-Resource Wager charm; any B Spend all local resource to copy next ally target rule. Illegal copy loses all spend and fizzles. Unlock: spend cap three ways. I/V/S: full wager gem, ally-copy cue, shattering chime.
EQ-306 Unscreened Bow armament; projectile B Projectiles ignore all screens but wearer becomes forced target of screen source. Force lasts until next basic. Unlock: break 30 screens. I/O/V/S: open-limb bow, source tether, piercing snap.
EQ-307 No-Cleanse Tablet charm; impair B Hindrances wearer applies cannot be cleansed early. They expire one cadence sooner and grant target Guard. Unlock: let 20 hindrances expire naturally. I/O/V/S: sealed tablet, locked short ring, hard stamp.
EQ-308 All-Cleanse Basin kit; restore B Once per battle cleanse every ally, oldest hindrance only. Removes oldest positive tag from each and delays wearer. Unlock: cleanse six tags in one fight. I/O/V/S: wide basin, line sweep cue, water chord.
EQ-309 Immobile Engine kit; construct B Device duration does not expire while wearer stays still. Any movement destroys device without Parts return. Unlock: device survives whole boss phase. I/O/V/S: anchored engine, root-clock cue, steady motor.
EQ-310 Wandering Engine kit; construct B Device follows wearer on every movement and acts after arriving. Each action reduces its remaining duration. Unlock: move device through all bands. I/O/V/S: legged engine, follow clock cue, quick gears.
EQ-311 First-Action Seal charm; any B Repeat wearer's first battle action at first phase change against new legal target. Until phase change, that action tag is unavailable. Unlock: predict first action in 20 battles. I/V/S: sealed opening card, delayed replay cue, wax break.
EQ-312 Last-Action Seal charm; any B On declared retreat, repeat wearer's last non-damaging action before exit. Retreat takes one tick longer. Unlock: retreat with all survivors twice. I/V/S: closing card, exit replay cue, low stamp.
EQ-313 Neighborless Mantle garb; any B With no living neighbor, wearer gains reach and can self-share resources. Receiving a neighbor removes all stored resource. Unlock: survive alone for ten cadences. I/O/V/S: open-side mantle, lone-band cue, cloth flare.
EQ-314 Crowded-Line Tabard garb; any B With two neighbors, item triggers can choose either side regardless of facing. Direct enemy targeting is restricted to foremost. Unlock: win at maximum deployment. I/O/V/S: three-panel tabard, two-side selector, fabric snap.
EQ-315 No-Item Oath charm; any B Disable all other equipment effects; profession basic gains one alternate legal target rule. This item occupies the only active equipment hook. Unlock: win one region without item triggers. I/V/S: blank oath medallion, disabled-slot cue, solemn click.
EQ-316 Item Chorus Frame kit; any B Three different equipped trigger tags in one battle schedule a non-damaging repeat of oldest. All three items gain cooldown. Unlock: activate eight distinct trigger tags. I/O/V/S: three-hook frame, chorus pips, layered clicks.
EQ-317 Exact Collapse Ring charm; reorder B Choose whether first allied defeat collapses from front or rear direction. Choice locks in Prepare and may expose opposite end. Unlock: review 20 collapse causes. I/V/S: split-direction ring, collapse selector, stone slide.
EQ-318 Counterfactual Slate kit; any B Training replay may swap this item for one cataloged alternative in the saved snapshot. Replay grants no reward and slate has no live-battle trigger. Unlock: complete ten training comparisons. I/O/V/S: two-column slate, A/B cue, chalk switch.
EQ-319 Eight-Region Compass charm; any B Choose one mastered region tag; first matching enemy rule Marks its source. Other region-rule sources prefer wearer. Unlock: clear all eight regions. I/V/S: eight-point compass, chosen motif cue, radial chime.
EQ-320 Open Guild Sign kit; support B First recruit replacement entering Prepare inherits one saved equipment-target preference from dismissed/dead predecessor. No item or stats transfer; preference must be legal and is shown before acceptance. Unlock: complete first clear. I/O/V/S: open sign frame, preference handoff cue, wooden sign tone.

Count And Behavior Audit

  • EQ-001..EQ-040: opening pool with broad, legible order/target questions.
  • EQ-041..EQ-160: early/mid defensive, timing, reach, movement, resource, and status transformations.
  • EQ-161..EQ-280: profession, construct, projectile, restore, loss, region, and trigger-weaving transformations.
  • EQ-281..EQ-320: deed-gated mastery transformations, never random opening offers.
  • Behavior class B: 320. Required threshold: at least 160.
  • Percentage-only rows: 0. Name-only rows: 0.