1371 lines
204 KiB
Markdown
1371 lines
204 KiB
Markdown
# Aetherbound Guild - Complete Content Catalog
|
|
|
|
Generated Recruits, 42 Professions, 36 Traits, 320 equipment items, 60 Artifacts, 100 enemies, 16 Bosses and 8 Regions.
|
|
|
|
## Owner Review / Owner 审核
|
|
|
|
检查全部可生产内容:生成角色规则、42 职业、36 特性、320 装备、60 遗物、100 敌人、16 Boss 和 8 区域。这里是开发时的数据与素材总表。
|
|
|
|
本文件是当前六份审核文档之一。历史拆分文件仅保留在 Git 历史中;文内规则、表格和 ID 仍是完整开发依据。
|
|
|
|
## 2026-08-17 Continuous-Growth Content Override
|
|
|
|
Generated Recruits are persistent Expedition Company members across Contract
|
|
runs. Zero HP knocks a Recruit out of the current battle only; the same stable
|
|
ID, level, XP, Profession, Trait, equipment and history returns for the next
|
|
stage. The exact stage-entry HP amount remains a later balance decision.
|
|
|
|
Content rows may still use `defeat` for an enemy leaving battle or battle-local
|
|
line collapse. They may not delete an allied Recruit, fund Replacement Credit,
|
|
archive the Company at Contract close or require a newly generated replacement.
|
|
The older equipment and Artifact rows whose tradeoff depends on permanent death
|
|
or replacement are `FROZEN_LEGACY_FG4` and unavailable to current production
|
|
until their later conversion assigns a real persistent-growth decision. Their
|
|
stable IDs remain reserved; DEV-2 neither implements nor produces media for
|
|
them.
|
|
|
|
<!-- Historical section source: CONTENT_INDEX; retained in Git history. -->
|
|
|
|
## Content Matrix Authority
|
|
|
|
> Revision: `abg-v2-content-r1`
|
|
>
|
|
> Scope: canonical generated-Recruit, Profession, Trait, equipment, Artifact,
|
|
> Region, enemy and Boss content for Aetherbound Guild.
|
|
|
|
### Authority And Boundaries
|
|
|
|
The product and systems contracts outrank this package. This package owns
|
|
identities, catalog relationships, content-facing
|
|
triggers, tradeoffs, counters, and production briefs. It does not own combat
|
|
formulas, prices, save transactions, UI layouts, runtime code, or final media.
|
|
|
|
All names and rules here are independently authored for Aetherbound Guild.
|
|
Authorized private reference material informed only the need for readable
|
|
party order, role telegraphs, equipment decisions, milestone pivots, and
|
|
separate gameplay and production ledgers. No reference names, prose, formulas,
|
|
layouts, progression topology, code, or commercial assets are reproduced.
|
|
|
|
The former authored-cast and social-story assumptions, multi-lane formation,
|
|
and fixed deployment-size assumptions are obsolete. Achievements and
|
|
collection screen content are intentionally outside this Goal and require a
|
|
later frozen contract; their removed legacy document is not replaced by
|
|
invented scope.
|
|
|
|
### Package Map
|
|
|
|
| Authority | Exact owned content |
|
|
|---|---|
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | Generated name, modular appearance, rolls, profession, trait, equipment, level, price tier, rarity, and duplicate rules |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 12 base, 24 regular advanced, and 6 hidden hybrid professions |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 36 one-per-recruit mechanical traits |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 320 unit equipment identities |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 60 run-wide rule modifiers |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 8 regions, progression pressure, encounter grammar, and production ledger |
|
|
| [05_CONTENT_CATALOG.md](05_CONTENT_CATALOG.md) | 100 ordinary/elite enemies and 16 bosses |
|
|
|
|
### Stable ID Namespaces
|
|
|
|
| Pattern | Meaning | Required total |
|
|
|---|---|---:|
|
|
| `PF-B01..PF-B12` | Base profession | 12 |
|
|
| `PF-A01..PF-A24` | Regular advanced profession | 24 |
|
|
| `PF-H01..PF-H06` | Hidden hybrid profession | 6 |
|
|
| `TR-001..TR-036` | Recruit trait | 36 |
|
|
| `EQ-001..EQ-320` | Equipment | 320 |
|
|
| `AR-001..AR-060` | Artifact | 60 |
|
|
| `RG-01..RG-08` | Region | 8 |
|
|
| `EN-Rx-yy` | Ordinary or elite enemy assigned to region `x` | 100 total |
|
|
| `BO-Rx-yy` | Boss assigned to region `x` | 16 total |
|
|
|
|
IDs are immutable after owner approval. Renaming display text does not change
|
|
an ID. Rarity, level, palette, portrait part, animation frame, and elite combat
|
|
state never create another identity.
|
|
|
|
### Shared Content Vocabulary
|
|
|
|
The vocabulary is semantic so integration can map it to the core system's
|
|
numeric formulas without content inventing a second simulator.
|
|
|
|
| Term | Content meaning |
|
|
|---|---|
|
|
| front / center / rear band | Semantic order preference: front is nearest the enemy, rear is farthest, and center is between; integrated core rules own segmentation and short-line ties |
|
|
| foremost / rearmost | Living unit nearest the front or rear end of its line |
|
|
| neighbor | Immediately adjacent living unit after collapse is resolved |
|
|
| behind / ahead | Relative order, never a separate lane |
|
|
| reach N | May select through at most `N-1` intervening living units; `line` reaches any legal unit |
|
|
| step / swap / push / pull | Discrete order changes resolved by the core movement transaction |
|
|
| collapse | The deterministic closing of a vacant position after a battle-local knockout or defeat; dismissal is never a battle action |
|
|
| reserve | Owned recruit not currently deployed; not a hidden battle slot |
|
|
| cadence | One unit's basic-action timing cycle |
|
|
| wind-up | Telegraph interval before an action resolves |
|
|
| interrupt | A declared cancellation rule, never an implied chance |
|
|
| marked / guarded / hindered / exposed | Visible content tags whose numeric implementation belongs to core rules |
|
|
| Parts, Focus, Verse, Remedy, Guard | Profession-local meters or tokens; each profession row defines gain and spend behavior |
|
|
| behavior class `B` | Changes targeting, timing, reach, order, resource flow, status rules, or profession behavior |
|
|
| tradeoff class `T` | Changes a choice through a visible conditional benefit and cost but does not rewrite a core hook |
|
|
|
|
Equipment must have at least 160 `B` rows. Artifacts never attach to one unit:
|
|
they modify shop, route, reward, loss, formation, encounter, or other run-wide
|
|
rules. A row is filler if its display name can change without changing a
|
|
trigger, legal target, counterfactual, or production brief.
|
|
|
|
### Production Brief Codes
|
|
|
|
Every identity carries a compact production brief. These are planning counts,
|
|
not generated or final assets.
|
|
|
|
| Code | Required deliverable |
|
|
|---|---|
|
|
| `I` | Inventory/preview icon plus monochrome accessibility silhouette |
|
|
| `O` | Modular actor overlay or held-object layer |
|
|
| `A` | Reusable animation family and identity-specific timing note |
|
|
| `V` | VFX cue with reduced-motion state and non-color shape cue |
|
|
| `S` | SFX event role, caption token, and speed-safe mix note |
|
|
| `P` | Portrait/body-part family or enemy silhouette kit |
|
|
| `E` | Environment layer, hazard cue, or encounter prop |
|
|
| `M` | Music-state or boss transition requirement |
|
|
|
|
A row such as `I/O/V/S` requests all four deliverables. Reuse keys appear in
|
|
the row text; reuse never permits identical threat silhouettes where the
|
|
player must distinguish behavior.
|
|
|
|
### Automated Acceptance Checks
|
|
|
|
Run the consolidated owner-document validator from the repository root. It
|
|
checks the six-file boundary, internal links, both 50-page inventories, exact
|
|
content counts and contiguous numeric namespaces.
|
|
|
|
```sh
|
|
python3 tools/validate_predevelopment_design.py
|
|
python3 tools/validate_predevelopment_design.py --self-test
|
|
```
|
|
|
|
Integration must additionally resolve every backticked ID against these
|
|
namespaces, compare product hook names, and independently review whether each
|
|
row changes an actual decision. Exact counts are a necessary gate, not proof of
|
|
fun, comprehension, balance, visual quality, listening quality, or owner
|
|
approval.
|
|
|
|
<!-- Historical section source: RECRUIT_GENERATION; retained in Git history. -->
|
|
|
|
## Generated Recruit Authority
|
|
|
|
> Contract: every recruit is a run-scoped composition, not an authored story
|
|
> identity. Many recruits may share a profession. Generation must remain
|
|
> deterministic from the saved run seed and offer index.
|
|
>
|
|
> Revision: recruit-line-design-r3 / 2026-08-11
|
|
|
|
### 1. Recruit Record
|
|
|
|
```text
|
|
recruit_instance_id, generation_seed, offer_index, source_offer_id
|
|
source_draft_id or Market_id, canonical_output_hash
|
|
display_name_tokens, pronoun_set, voice_effort_set
|
|
body_frame, face_shape, skin_palette, hair_shape, hair_palette
|
|
garment_cut, garment_palette, profession_overlay, detail_mark
|
|
base_profession_id, attribute_vector, trait_id
|
|
starting_equipment_id, level, xp, mastery_by_profession
|
|
quality_band, shop_cost_tier, duplicate_signature
|
|
survival_battles, knockouts, scars[], acquired_tick
|
|
```
|
|
|
|
`recruit_instance_id` is unique even when two offers have the same visible
|
|
composition. `duplicate_signature` hashes name tokens, visual parts,
|
|
profession, trait, and attribute grade pattern; equipment and level are not
|
|
part of it. Survival history changes the run record and optional scar overlay,
|
|
never the recruit's rules invisibly.
|
|
|
|
### 2. Deterministic Generation Order
|
|
|
|
Generation consumes substreams in this fixed order so a presentation change
|
|
cannot reroll combat power:
|
|
|
|
1. choose base profession from the shop's visible role-weight table;
|
|
2. roll attribute grade pattern from the profession's legal templates;
|
|
3. choose one legal trait after profession exclusions;
|
|
4. choose quality band from the offer's disclosed band weights;
|
|
5. choose starting level from region depth and recovery pressure;
|
|
6. choose starting equipment from the profession's starter tags and quality;
|
|
7. assemble display-name tokens and pronoun set;
|
|
8. assemble modular body, face, hair, garment, palette, overlay, and detail;
|
|
9. run duplicate protection and, if rejected, reroll only presentation tokens;
|
|
10. derive cost tier from level, quality, equipment, and scarcity using the
|
|
product economy formula.
|
|
|
|
The combat substream ends after step 6. Steps 7-9 can never alter profession,
|
|
attributes, trait, level, equipment, or price tier.
|
|
|
|
#### 2.1 Opening Four-Offer Binding
|
|
|
|
Opening generation is legal only from a validated, read-back
|
|
`run_creation_draft` created by an applied seed-reservation operation. The
|
|
generator cannot reserve a seed, read wall clock, consume an ambient
|
|
random stream, or run speculatively before that boundary. For each unsigned
|
|
opening index `i` in the closed set `0..3`, derive:
|
|
|
|
```text
|
|
opening_offer_id_i = low128(sha256(run_seed || "opening-offer-id" || u8(i)))
|
|
generation_seed_i = low128(sha256(run_seed || "opening-recruit" || u8(i)))
|
|
recruit_instance_id_i = low128(
|
|
sha256(run_seed || "opening-recruit-instance" || u8(i)))
|
|
canonical_output_hash_i = sha256(canonical_bytes(complete Recruit record_i,
|
|
excluding this hash))
|
|
```
|
|
|
|
The draft's saved Contract, difficulty, ruleset, content revision, and opening
|
|
role-weight snapshot are immutable inputs to the generation procedure. They may
|
|
affect the generated record but cannot change the ID/seed mapping above. All
|
|
four complete records, their ordered indices, offer IDs, and output hashes enter
|
|
one materialization commit; a partial array is invalid. Re-running generation
|
|
after interruption must reproduce byte-equivalent canonical records and all
|
|
four hashes or fail `OPENING_OFFER_HASH_MISMATCH` without replacing the seed.
|
|
|
|
The accepted opening choice is an unordered set of exactly two distinct saved
|
|
offer IDs. Selecting or revising that set consumes no random draw and never
|
|
mutates any Recruit record. Run commit transfers the two records with their
|
|
existing `recruit_instance_id`, generation seed, index, offer ID, and output
|
|
hash. The two unchosen records remain in the draft until that commit applies;
|
|
only the applied commit discards them.
|
|
|
|
### 3. Display-Name Pool
|
|
|
|
Names use one given token plus one byname token. Localizers may substitute a
|
|
curated culturally coherent pool rather than transliterate combinatorial
|
|
fragments; the saved identity stores message IDs, not rendered strings.
|
|
|
|
| Pool | Independently authored tokens |
|
|
|---|---|
|
|
| Given A | Aven, Brin, Cassa, Dorel, Eiren, Fara, Gannet, Hessa, Iven, Jora, Kelm, Lio |
|
|
| Given B | Marn, Neris, Orra, Pella, Quin, Rusk, Sella, Tavin, Ulan, Vessa, Wren, Yori |
|
|
| Byname A | Amberfield, Bellwake, Coldmere, Dawnreed, Emberstep, Faircurrent, Glassfern, Highspoke |
|
|
| Byname B | Ironleaf, Juniper, Kindler, Larkfall, Mossward, Northcoil, Oatbridge, Pineglass |
|
|
| Byname C | Quillwater, Rill, Stonebloom, Tidewell, Umberlane, Valehook, Windrow, Yarrow |
|
|
|
|
The base pool yields 576 visible combinations before localization. A run may
|
|
reuse a given token or byname, but not the exact pair until every legal pair in
|
|
the current language pool has appeared. The name is never used as a combat
|
|
seed, target key, unlock key, or uniqueness restriction.
|
|
|
|
### 4. Modular Visual Grammar
|
|
|
|
| Part | Options | Production and readability rule |
|
|
|---|---:|---|
|
|
| Body frame | 8 | Four height bands by two mass bands; identical collision and timing |
|
|
| Face shape | 12 | Must read at portrait scale without encoding combat quality |
|
|
| Skin palette | 12 | Hand-authored values checked across daylight, dusk, and status overlays |
|
|
| Hair/head shape | 24 | Includes bald, covered, braided, curled, straight, and textured families |
|
|
| Hair palette | 10 | Natural and aether-touched options; no rarity coding |
|
|
| Garment cut | 12 | Shared neutral underlayers compatible with every profession overlay |
|
|
| Garment palette | 16 | Contrast-paired main/accent sets with color-blind luminance separation |
|
|
| Profession overlay | 42 | One modular silhouette cue per `PF-*`; it communicates active ruleset |
|
|
| Detail mark | 20 | Scar, freckle, paint, jewelry, patch, or tool token; cosmetic only |
|
|
| Voice effort set | 8 | Nonverbal effort/defeat/confirmation sets shared broadly; no personal scenes |
|
|
|
|
The assembler rejects combinations that obscure face, weapon action, front/rear
|
|
orientation, status halo, or profession silhouette. Pronoun sets are selected
|
|
independently of body and voice options. Critical information is always text,
|
|
shape, and timing readable; color and sound are supplemental.
|
|
|
|
### 5. Attribute Roll
|
|
|
|
Every recruit has five displayed grades: `Vigor`, `Force`, `Finesse`, `Focus`,
|
|
and `Resolve`. The core system maps grades to numbers. Content generation owns
|
|
only grade allocation.
|
|
|
|
| Template | Grade multiset | Decision meaning | Quality availability |
|
|
|---|---|---|---|
|
|
| Even | B, B, B, C, C | Flexible, no extreme liability | Common and above |
|
|
| Pointed | A, B, C, C, D | Strong thesis with one exposed failure | Common and above |
|
|
| Twin | A, A, C, D, D | Two-role spike with expensive protection needs | Uncommon and above |
|
|
| Durable | A in Vigor or Resolve; B, B, C, D elsewhere | Survival consistency, slower payoff | Common and above |
|
|
| Precise | A in Finesse or Focus; B, B, C, D elsewhere | Target/timing consistency, fragile edge | Common and above |
|
|
| Volatile | S, B, D, D, D | Build-around extreme; never an opening forced buy | Rare only |
|
|
|
|
Each base profession declares two preferred attributes. A legal template places
|
|
at least one `A` or `B` in a preferred attribute and never places both preferred
|
|
attributes at `D`. Grades do not improve with recruit quality; quality changes
|
|
how pointed a legal pattern may be, starting gear breadth, and price pressure.
|
|
No hidden luck, growth-rate, or personality stat exists.
|
|
|
|
### 6. Trait Selection
|
|
|
|
Exactly one `TR-*` row is attached at generation. Selection procedure:
|
|
|
|
1. remove traits whose prohibited profession, action, or equipment tag matches;
|
|
2. weight remaining traits toward an exposed cost the preview can explain;
|
|
3. suppress any trait already held by two living owned recruits when at least
|
|
twelve other legal traits remain;
|
|
4. show both benefit and cost in the offer before purchase;
|
|
5. preserve the trait through profession advancement and switching.
|
|
|
|
Traits are never upgraded, stacked, inherited, or secretly paired. An artifact
|
|
that references traits changes a run-wide selection rule; it does not give a
|
|
recruit a second trait.
|
|
|
|
### 7. Starting Profession And Advancement
|
|
|
|
Opening and ordinary offers use one of `PF-B01..PF-B12`. Regular advanced
|
|
professions are learned only through the parent mapping in
|
|
`05_CONTENT_CATALOG.md`. Hidden hybrids require mastery of both listed bases,
|
|
the row's run deed, and an explicit conversion choice; they never appear as
|
|
random shop offers.
|
|
|
|
Shop role weights use visible unmet-demand tags: `front-hold`, `single-pressure`,
|
|
`reach`, `reorder`, `projectile`, `area`, `restore`, `enable`, `construct`,
|
|
`impair`, `tempo`, and `supply`. A reroll may change offers but cannot change
|
|
the advertised weight table until the next battle result.
|
|
|
|
### 8. Starting Equipment
|
|
|
|
Starting equipment is drawn only from these disclosed pools. The item catalog
|
|
owns each actual rule and eligibility condition.
|
|
|
|
| Offer depth | Legal IDs | Count equipped | Constraint |
|
|
|---|---|---:|---|
|
|
| Opening | `EQ-001..EQ-040` | 1 | Must be legal for the rolled profession and cannot repeat another opening offer's item while alternatives exist |
|
|
| Early | `EQ-001..EQ-080` | 1 | At least one offer per shop has a behavior-class `B` item |
|
|
| Middle | `EQ-041..EQ-200` | 1 | Item must expose its behavior hook and wearer tradeoff in preview |
|
|
| Late | `EQ-121..EQ-280` | 1 | Item must be legal for the rolled Profession and current ruleset |
|
|
| Mastery/postgame | `EQ-161..EQ-320` | 1 | `EQ-281..EQ-320` appear only after their visible unlock deed |
|
|
|
|
Starting gear is part of the displayed price. Removing it before purchase is
|
|
not allowed; after purchase, normal equip and salvage rules apply.
|
|
|
|
### 9. Level, Quality, Cost, And Rarity Boundaries
|
|
|
|
| Quality | Visible mark | Generation boundary | Cost consequence | Duplicate boundary |
|
|
|---|---|---|---|---|
|
|
| Common | one notch | Even, Pointed, Durable, or Precise; one starter item from the common eligible band | baseline cost tier | exact combat signature may recur after three other offers |
|
|
| Uncommon | two notches | Any non-Volatile template; one starter item with a disclosed behavior hook | +1 tier | same profession+trait suppressed while a legal alternative exists |
|
|
| Rare | three notches | Includes Volatile; one behavior-class `B` starter item from the rare eligible band | +2 tiers | exact combat signature once per run unless pool exhaustion is shown |
|
|
|
|
There are no higher recruit rarities. Quality does not grant a universal stat
|
|
multiplier. Starting level is `max(1, region_floor - 1)` through
|
|
`region_floor + 1`, bounded by the product progression cap. A knockout-recovery
|
|
shop guarantees at least one recruit at or below the player's current recovery
|
|
cost tier; content never sets the currency value itself.
|
|
|
|
### 10. Duplicate And Exhaustion Rules
|
|
|
|
- Same profession is always legal and strategically expected.
|
|
- Same name pair is presentation-only and blocked until name-pool exhaustion.
|
|
- Same profession+trait is blocked in a single shop while another legal trait
|
|
exists; it may recur across shops.
|
|
- Exact combat signature is suppressed according to quality in Section 9.
|
|
- Same visual assembly is blocked for the whole run; on exhaustion, reroll the
|
|
detail mark, then garment palette, then hair palette, in that order.
|
|
- Locked shop offers retain their complete saved record. Refreshing, loading,
|
|
localization changes, or clock changes cannot reroll them.
|
|
- Opening provisional offers retain their complete saved records in the
|
|
`run_creation_draft`. Back, Cancel, retry, restart, selection revision, and
|
|
clock changes return the same IDs and hashes and cannot invoke refresh logic.
|
|
- Pool exhaustion is visible and deterministic. It relaxes presentation
|
|
uniqueness before combat uniqueness and never invents an unavailable ID.
|
|
|
|
### 11. Offer Preview And Production Handoff
|
|
|
|
Every recruit offer exposes: profession responsibility and band preference;
|
|
attribute grades; trait benefit and cost; starting equipment behavior; current
|
|
level; total product-calculated cost; quality boundaries; predicted first
|
|
basic target; and one sentence explaining the roster decision the recruit
|
|
adds. Modular production needs are `P/O/A/V/S`: portrait parts, profession
|
|
overlay, shared action timing, profession feedback, and shared effort events.
|
|
|
|
An opening provisional preview additionally binds its displayed card to
|
|
`source_draft_id`, `offer_index`, `source_offer_id`, and
|
|
`canonical_output_hash`. Those identifiers are semantic state, not player-facing
|
|
technical copy; presentation may expose a short recovery/reference code when an
|
|
integrity error must be reported.
|
|
|
|
No generated recruit requires authored biography, social progression,
|
|
romantic content, personal quest, unique dialogue, or individual casting. The
|
|
run history may record purchase, battles survived, knockouts, equipment,
|
|
profession changes, and knockouts as factual events without generating narrative
|
|
claims.
|
|
|
|
<!-- Historical section source: PROFESSION_CATALOG; retained in Git history. -->
|
|
|
|
## Profession Catalog
|
|
|
|
> Exact topology: 12 base professions, two regular advanced professions per
|
|
> base, and 6 hidden hybrids. A profession is a reusable combat ruleset, never
|
|
> a unique recruit identity.
|
|
|
|
### Schema And Cadence
|
|
|
|
Each row supplies role, preferred line band, basic action, local resource,
|
|
passive, upgrade transformation, target/reach rule, counter, synergy, automatic
|
|
cadence, and production handoff. Core systems own numeric formulas and final
|
|
timing values; content owns what changes and why the player would choose it.
|
|
|
|
`fast`, `steady`, and `slow` cadence are relative scheduling bands. AI clauses
|
|
are evaluated left to right at action-ready time. They may inspect only visible
|
|
state. If no clause is legal, the profession uses its basic against its
|
|
declared fallback target.
|
|
|
|
### Base Professions
|
|
|
|
| ID | Name; role; band | Basic action; resource; passive | Regular upgrades | Target/reach and AI cadence | Counters; synergies | Production needs |
|
|
|---|---|---|---|---|---|---|
|
|
| `PF-B01` | Hearthguard; front-hold; front | **Shield Knock** hits foremost reachable and Guard 1 neighbor. **Guard** gained when struck, spent to intercept one neighbor hit. **Set Feet:** cannot be pushed while Guarded, but steps slower. | `PF-A01`, `PF-A02` | reach 1; steady: intercept lethal neighbor hit, refresh own Guard, then Knock nearest. | Countered by rear pressure and Guard stripping; enables slow casters and adjacency items. | `P/O/A/V/S`: broad shield overlay, brace/knock family, square amber guard cue, wood-metal block event. |
|
|
| `PF-B02` | Edgehand; single-pressure; front/center | **Testing Cut** hits nearest exposed enemy. **Edge** gained on alternating targets, spent to finish a marked target. **No Waste:** overflow damage becomes one Edge, not splash. | `PF-A03`, `PF-A04` | reach 1; fast: finish legal low target, alternate target for Edge, then nearest exposed. | Countered by decoys and heavy protection; likes marks and enemy reorder. | `P/O/A/V/S`: paired short-blade overlay, alternating slash poses, chevron Edge cue, dry cut/finish pair. |
|
|
| `PF-B03` | Longspoke; reach-control; center | **Measured Thrust** strikes through one unit. **Poise** gained by attacking without moving, spent to extend reach or resist pull. **Keep Distance:** loses Poise after a step. | `PF-A05`, `PF-A06` | reach 2; steady: interrupt approaching short-reach threat, pierce aligned front pair, then foremost. | Countered by forced movement and rear divers; protects center damage through controlled reach. | `P/O/A/V/S`: modular polearm, plant/thrust/pivot family, straight-line white cue, haft plant and air-cut events. |
|
|
| `PF-B04` | Wayrunner; reorder; any | **Passing Strike** swaps with the neighbor ahead after hitting. **Momentum** gained per distinct position visited, spent on a long step. **Open Route:** allies moved through are briefly unpushable. | `PF-A07`, `PF-A08` | reach 1; fast: escape marked danger, fill exposed front gap, then cycle toward least-visited position. | Countered by roots and narrow safe bands; enables position triggers and rescues fragile units. | `P/O/A/V/S`: light hooked blade, run/brake/swap family, footprint cue, cloth rush and heel-stop events. |
|
|
| `PF-B05` | Farstring; projectile-pressure; rear | **Draw Shot** targets foremost legal enemy; each uninterrupted shot gains **Aim**, spent to select rearmost. **Clear Arc:** loses Aim when an ally is pulled behind the Farstring. | `PF-A09`, `PF-A10` | line reach projectile; steady: spend Aim on dangerous rear caster, hit marked target, then foremost. | Countered by projectile screens and rear intrusion; likes stable protection and target marks. | `P/O/A/V/S`: bow family, draw/loose/reacquire, arc-and-notch cue, bow snap and distinct blocked shot. |
|
|
| `PF-B06` | Riftcaller; area-pressure; rear | **Rift Spark** hits foremost and echoes lightly to its neighbor. **Charge** gained while wind-up completes, spent to widen an area. **Unstable Weave:** interruption clears Charge. | `PF-A11`, `PF-A12` | line spell reach; slow: widen against clustered pair, punish summoned unit, then Spark highest cluster value. | Countered by interrupts and forced retarget; likes time protection and grouping effects. | `P/O/A/V/S`: focus rod, two-stage channel/cast, forked diamond cue, rising tone with captioned discharge. |
|
|
| `PF-B07` | Kindhand; restore; center/rear | **Tending Pulse** heals lowest-vitality reachable ally. **Remedy** gained when healing actual loss, spent to cleanse one hindrance. **Honest Care:** overheal grants no Remedy. | `PF-A13`, `PF-A14` | reach 2 allied; steady: prevent lethal forecast, cleanse action-blocking status, then heal lowest ratio. | Countered by split pressure and heal denial; likes Guard, shared damage, and predictable cadence. | `P/O/A/V/S`: satchel and hand-lamp, assess/tend/cleanse, open-circle cue, soft chime plus captioned cleanse. |
|
|
| `PF-B08` | Bondwright; enable; center | **Joining Thread** lightly damages an enemy and links the caster to one neighbor. **Bond** gained when linked units use different action tags, spent to share Guard or Remedy. **Tension:** same-tag repeats fray the link. | `PF-A15`, `PF-A16` | reach 2; steady: repair broken useful link, share resource before threshold, then hit linked enemy. | Countered by isolation and repetitive parties; amplifies mixed roles and alternating cadences. | `P/O/A/V/S`: knot-frame focus, cast/tie/release, braided line cue with shape dashes, two-tone pluck event. |
|
|
| `PF-B09` | Coilsmith; construct; center/rear | **Tool Tap** attacks nearest threat. **Parts** gained every second basic, spent to deploy a one-footprint device behind self. **Pack Up:** stepping salvages half unspent Parts but removes device. | `PF-A17`, `PF-A18` | reach 1 basic; steady: replace destroyed device, trigger safe utility, then Tap nearest device threat. | Countered by rear compression and device hunters; likes stable order and Parts equipment. | `P/O/A/V/S`: tool rig and compact device kit, place/tune/pack, cog-square cue, ratchet and device-state events. |
|
|
| `PF-B10` | Gloamreader; impair; rear | **Dimming Word** damages the enemy with highest current cadence and applies Hindered. **Omen** gained when a debuff expires, spent to extend a different debuff. **No Echo:** cannot extend own same tag twice. | `PF-A19`, `PF-A20` | line spell reach; slow: stop imminent major action, extend ally-applied status, then dim fastest enemy. | Countered by cleanse and staggered immunity; likes varied statuses and long fights. | `P/O/A/V/S`: tablet veil, inscribe/close/release, broken-ring cue, whispered consonant texture with captions. |
|
|
| `PF-B11` | Bellkeeper; tempo; center | **Time Bell** strikes nearest and advances the slower neighbor's next basic. **Verse** gained when allies act in three different cadence bands, spent to delay an enemy wind-up. **Offbeat:** repeated band gives no Verse. | `PF-A21`, `PF-A22` | reach 1/line delay; steady: delay major action, advance restorative neighbor, then strike nearest. | Countered by silence and uniform-speed builds; enables slow wind-ups and cadence alternation. | `P/O/A/V/S`: handbell frame, strike/listen/cutoff, three-bar cue, pitch-coded but fully captioned bell events. |
|
|
| `PF-B12` | Packwarden; supply; center/rear | **Rationed Blow** hits nearest; every third basic creates one **Supply**, spent to refresh a neighbor's item cooldown or grant a safe retreat step. **Inventory Rule:** cannot target self twice in succession. | `PF-A23`, `PF-A24` | reach 1; steady: enable urgent item, move endangered rearward neighbor, then build Supply. | Countered by item lock and isolation; supports proc gear and replaceable front lines. | `P/O/A/V/S`: pack-frame and tally tags, handoff/strike/guide, stacked-tab cue, buckle and counted click events. |
|
|
|
|
### Regular Advanced Professions
|
|
|
|
| ID | Name; parent; transformation | Role/band; action and resource change | Target/reach and automatic cadence | Counters; synergies; branch opposition | Production needs |
|
|
|---|---|---|---|---|---|
|
|
| `PF-A01` | Gatebearer; `PF-B01`; interception becomes directional | front-hold/front; **Gate Arc** intercepts only attacks crossing the bearer, refunding Guard when prediction is correct. | reach 1; reserve Guard for crossing attacks, then protect neighbor behind. | Rear-origin attacks bypass it; superb with fragile unit directly behind. Opposes `PF-A02` aggression. | `O/A/V/S`: tall gate shield, swing-open brace, doorway cue, resonant latch block. |
|
|
| `PF-A02` | Ramward; `PF-B01`; Guard becomes forward displacement | control/front; **Driving Wall** spends Guard to push foremost enemy and follow into the new front. | reach 1; push channeling or short-reach threat, otherwise maintain Guard. | Immovable enemies waste its conversion; groups enemies for area roles. Opposes `PF-A01` protection. | `O/A/V/S`: convex shield, two-step drive, wedge cue, shove impact layers. |
|
|
| `PF-A03` | Lastlight; `PF-B02`; Edge wagers on execution | finish/front/center; **Final Measure** reserves all Edge; kill refunds half, survival leaves user Exposed. | reach 1; wager only when visible forecast crosses defeat threshold. | Barriers and knockout prevention punish wager; marks improve forecast. Opposes `PF-A04` patience. | `O/A/V/S`: narrow dueling blade, held finish pose, closing-line cue, silence-then-hit event. |
|
|
| `PF-A04` | Turnblade; `PF-B02`; Edge becomes a deterministic counter | pressure/front; **Turn Aside** reserves one Edge as an explicit Block charge against the next eligible direct component targeting self. Trigger `TURNBLADE_RETURN` declares `observed_role=actual_recipient`, `outcome_ids=AO_BLOCKED`, `component_tags=direct+block_eligible`, `once_scope=action`, and `allow_derived=false`; it queues **Return Cut** against the source next tick. | reach 2 counter; reserve Edge only for a telegraphed Block-eligible component due before the next basic; fire Return Cut only while its source remains legal and reachable, otherwise log the suppressed source reason. | Unblockable/area components and sources beyond reach deny the return; readable single-target telegraphs and reach control enable it. Opposes `PF-A03` execution. | `O/A/V/S`: guard-ring blade, brace/return family, `AO_BLOCKED` square-to-arrow cue, parry scrape and return cut. |
|
|
| `PF-A05` | Hookmarshal; `PF-B03`; Poise controls enemy order | reach-control/center; **Crook Pull** spends Poise to pull a reach-legal enemy one position forward. | reach 2; pull protected caster when counterline can absorb it, then thrust. | Pull immunity and front traps punish it; empowers Edgehand and short reach. Opposes `PF-A06` static damage. | `O/A/V/S`: hooked polearm, catch/haul, hooked-line cue, chainless wood-and-cloth pull. |
|
|
| `PF-A06` | Sunlance; `PF-B03`; Poise becomes piercing setup | pressure/center; **Noon Line** spends all Poise to pierce every intervening enemy with declining effect. | line reach; fire only through two or more legal targets, else build Poise. | Spacing and forced movement collapse value; grouping and stable front enable it. Opposes `PF-A05` reorder. | `O/A/V/S`: long bright spear, extended plant/cast, straight sunbar cue, layered pass-through hits. |
|
|
| `PF-A07` | Relayknife; `PF-B04`; movement hands timing to allies | enable/any; **Pass The Turn** spends Momentum on swap, advancing the swapped ally's basic while delaying own. | adjacent ally; rescue endangered unit or advance a ready counter before cycling. | Roots or selfish carry builds reduce value; slow high-impact basics benefit. Opposes `PF-A08` self-routing. | `O/A/V/S`: baton knife, tap-and-pass motion, paired footprints, handoff click. |
|
|
| `PF-A08` | Backdraft; `PF-B04`; full-line route becomes attack | reorder-pressure/any; **Wake Cut** damages each unique enemy passed while sprinting rear to front, then becomes Exposed. | line traversal only when path is open; retreat after wake if threatened. | Occupied path and focus fire punish it; Guard and pull setup open routes. Opposes `PF-A07` ally timing. | `O/A/V/S`: scarf blade, full-line sprint, tapered wake cue, sequential rush hits. |
|
|
| `PF-A09` | Pinseeker; `PF-B05`; Aim selects action parts | precision/rear; **Joint Pin** spends Aim to delay a telegraphed movement or interruptible wind-up instead of dealing full damage. | line projectile; pin highest-impact legal telegraph, otherwise preserve Aim. | Screens and uninterruptible actions counter it; Bellkeeper extends pin windows. Opposes `PF-A10` coverage. | `O/A/V/S`: pin bow, low draw, joint-cross cue, taut snap with delayed thunk. |
|
|
| `PF-A10` | Rainbow; `PF-B05`; Aim becomes distributed volley | area/rear; **Falling String** spends Aim to strike three distinct legal targets; cannot repeat one target. | line projectile; volley at three targets, otherwise basic to build Aim. | Single durable enemy wastes breadth; debuff-on-hit gear multiplies it. Opposes `PF-A09` precision. | `O/A/V/S`: split-limb bow, upward release, three-notch cue, staggered arrow rain. |
|
|
| `PF-A11` | Stormledger; `PF-B06`; Charge chains by cadence | area/rear; **Rolling Sum** jumps to the next enemy whose action is later, losing power each jump. | line spell; start on fastest enemy when at least two later targets exist. | Uniform timing and isolation limit chain; tempo delays reshape the sequence. Opposes `PF-A12` focused channel. | `O/A/V/S`: page-rod, sequential cast, numbered bolt cue, pitch-descending chain. |
|
|
| `PF-A12` | Hollowstar; `PF-B06`; Charge is stored through interruption at a cost | pressure/rear; **Held Rift** preserves Charge when interrupted but applies self Hindered; release focuses one target. | line spell; retain through one interruption, release at marked high-threat enemy. | Repeated interrupts compound delay; Guard and cleanse protect payoff. Opposes `PF-A11` distributed chain. | `O/A/V/S`: dark aperture focus, brace/release, hollow diamond cue, muted charge then bass impact. |
|
|
| `PF-A13` | Fieldmender; `PF-B07`; Remedy follows moving patients | restore/center; **Walking Triage** heals a target then swaps it one step rearward if the space relation is legal. | allied reach 2; extract lowest-vitality exposed ally, otherwise cleanse. | Reorder locks and rear pressure counter extraction; front replacements benefit. Opposes `PF-A14` delayed care. | `O/A/V/S`: sling lamp, support-and-step, rear arrow in circle, bandage rustle and step. |
|
|
| `PF-A14` | Aftercare; `PF-B07`; Remedy schedules future healing | restore/rear; **Promise Dose** spends Remedy now to heal after target's next action, stronger if it takes damage first. | allied reach line; schedule on forecast target, never duplicate an active promise. | Burst before trigger defeats it; predictable tanks and action acceleration enable it. Opposes `PF-A13` immediate extraction. | `O/A/V/S`: sealed vial lamp, tag-and-release, hourglass-cross cue, delayed glass chime. |
|
|
| `PF-A15` | Chainhost; `PF-B08`; one Bond links three different roles | enable/center; **Third Knot** extends a link through both neighbors; any same-tag repeat frays both sides. | adjacent network; build only with three distinct action tags, share to weakest side. | Displacement and role duplication break it; mixed cadence lines gain coverage. Opposes `PF-A16` pair focus. | `O/A/V/S`: triple knot frame, three-hand sweep, tri-braid cue, three-note pluck. |
|
|
| `PF-A16` | Burdenmate; `PF-B08`; Bond transfers a chosen cost | protect/center; **Take The Clause** moves one visible hindrance or item cooldown from neighbor to self, gaining Bond. | neighbor only; take action-blocking cost if self can still act, then share resource. | Isolation and nontransferable boss tags stop it; cleanse and self-cost equipment enable it. Opposes `PF-A15` network breadth. | `O/A/V/S`: split knot frame, pull-to-chest, divided-circle cue, tension snap. |
|
|
| `PF-A17` | Sentrymaker; `PF-B09`; Parts create rear projectile device | construct/rear; **Needle Post** occupies one footprint behind user and shoots user's last basic target. | mirrored line reach; deploy only with rear room, retune when target invalid. | Rear compression/device hunters remove it; marks stabilize target. Opposes `PF-A18` frontline trap. | `O/A/V/S`: fold-out post, plant/aim/fold, tripod cue, clockwork shot events. |
|
|
| `PF-A18` | Snarewright; `PF-B09`; Parts arm a vacated position | control/center; **Latch Tile** triggers when an enemy is pushed or pulled across its indexed line position. | position target; arm ahead of predicted reorder, otherwise conserve Parts. | No displacement means dormant value; Hookmarshal and Ramward trigger it. Opposes `PF-A17` repeated shots. | `O/A/V/S`: flat latch kit, place/arm/spring, toothed-square cue, clamp event. |
|
|
| `PF-A19` | Paleoracle; `PF-B10`; Omen copies expiry timing | impair/rear; **Borrowed End** makes a different hindrance expire when the copied source expires, sharing cleanse risk. | line spell; pair long ally status with urgent enemy status. | Cleanse removes both schedule value; varied debuff durations enable planning. Opposes `PF-A20` consumption. | `O/A/V/S`: twin tablet, cross-inscribe, linked broken rings, paired whisper cutoff. |
|
|
| `PF-A20` | Dreadtaster; `PF-B10`; consumes hindrance for burst | pressure/rear; **Bitter Proof** removes one enemy hindrance to damage and expose it based on remaining duration. | line spell; consume just before cleanse or kill window, never erase needed control early. | Premature use wastes setup; many short debuffs and finishers enable it. Opposes `PF-A19` duration control. | `O/A/V/S`: tasting needle and veil, draw/strike, collapsing ring cue, inhale-to-crack event. |
|
|
| `PF-A21` | Marchbell; `PF-B11`; Verse synchronizes basics | tempo/center; **Common Step** spends Verse so both neighbors' next basics resolve together after the slower one. | neighbors; synchronize complementary basics, avoid simultaneous overkill. | Area interrupts and redundant targets punish sync; combo tags and shared target rules benefit. Opposes `PF-A22` enemy denial. | `O/A/V/S`: broad bell, two-side conducting, paired bars cue, merged beat event. |
|
|
| `PF-A22` | Quietus; `PF-B11`; Verse cancels sound-tagged wind-ups | control/center/rear; **Held Clapper** spends all Verse to interrupt one sound or command telegraph, then self-silences. | line control; reserve for preview-tagged major action, otherwise advance ally. | Non-sound threats bypass it; forecast and cleanse support the self-cost. Opposes `PF-A21` ally acceleration. | `O/A/V/S`: wrapped bell, catch-clapper pose, crossed-wave cue, sudden mix duck with caption. |
|
|
| `PF-A23` | Trailfactor; `PF-B12`; Supply alters post-battle offers | supply/rear; **Field Sample** marks first defeated enemy family; post-battle shop guarantees one matching counter tag, spending stored Supply. | battle reach 1; sample novel threat, use Supply on urgent item refresh. | Repeated familiar enemies lower value; diverse routes and missing counter gear reward it. Opposes `PF-A24` immediate line logistics. | `O/A/V/S`: sample pack, tag/scoop/ledger, specimen-tab cue, cork and pencil events. |
|
|
| `PF-A24` | Lineporter; `PF-B12`; Supply moves equipment triggers | enable/center; **Hand Carry** transfers one unused once-per-battle item trigger to a legal neighbor; item itself stays equipped. | neighbor only; move a trigger to the unit with legal target, else retreat-step endangered ally. | Bound/self-only items cannot transfer; proc gear and mixed eligibility benefit. Opposes `PF-A23` future offers. | `O/A/V/S`: open-frame pack, pass token, hand-arrow cue, clasp-release event. |
|
|
|
|
### Hidden Hybrid Professions
|
|
|
|
Hidden hybrids are optional rule conversions, not a third branch owed to every
|
|
base. A recruit must master both listed bases, complete the visible run deed,
|
|
and accept the listed lock. Every base participates in exactly one path.
|
|
|
|
| ID | Name; required bases; visible deed; lock | Role/band; core rules | Target/reach and automatic cadence | Counters; synergies | Production needs |
|
|
|---|---|---|---|---|---|
|
|
| `PF-H01` | Warmantle; `PF-B01` + `PF-B07`; prevent a lethal hit then restore that unit in one battle; locks personal direct damage item triggers | front-restore/front; intercepted loss becomes **Care Debt**; basics pay debt before generating Guard, and paid debt heals the protected neighbor. | reach 1; intercept only survivable debt, pay oldest debt, then Shield Knock. | Anti-heal turns debt dangerous; delayed-heal gear and stable adjacency excel. | `P/O/A/V/S`: mantle shield, brace/tend cycle, stitched-square cue, block resolving into heartbeat. |
|
|
| `PF-H02` | Danceshear; `PF-B02` + `PF-B11`; alternate three targets on three cadence bands; locks heavy Guard equipment | tempo-pressure/front/center; Edge is gained by landing exactly between neighbor actions; spend to cut an enemy wind-up shorter or longer. | reach 2; alter a telegraph only when it changes collision with ally timing, else alternate targets. | Silence and uniform cadence deny setup; Marchbell and multi-hit gear create windows. | `P/O/A/V/S`: bell-hilt blades, beat-step cuts, split metronome cue, blade/bell hybrid events. |
|
|
| `PF-H03` | Horizon Reaver; `PF-B03` + `PF-B05`; defeat a rearmost enemy without changing party order; locks reach-1-only equipment | projectile-reach/center/rear; plants polearm as a guide, making next shot pierce to rearmost, then must recover the guide with a basic thrust. | line reach; guide only when rear target matters, recover before another guided shot. | Forced movement cancels recovery; stable front and marks enable precise rear removal. | `P/O/A/V/S`: bow-spear assembly, plant/draw/recover, horizon line cue, taut shot with haft return. |
|
|
| `PF-H04` | Switchwright; `PF-B04` + `PF-B09`; trigger a device from three different positions; locks immobile-device items | reorder-construct/any; carries one device while stepping; each new indexed position changes its mode: guard, strike, then pull ally rearward. | adjacent/device reach; choose route by needed third mode, avoid cycling through danger. | Roots and full lines stop modes; position-trigger gear compounds planning. | `P/O/A/V/S`: backpack automaton, carry/drop/switch, numbered footprint cue, three-mode mechanical motif. |
|
|
| `PF-H05` | Eventide Scholar; `PF-B06` + `PF-B10`; interrupt a charged cast and use the retained hindrance to win; locks instant-cast items | area-impair/rear; interrupted Charge becomes **Shadow Text** that can be placed on an enemy; its next hindrance expiry releases the stored area cast. | line spell; accept one safe interrupt, place text on durable target, then seed expiry. | Cleanse before expiry erases cast; Aftercare timing and varied hindrances support it. | `P/O/A/V/S`: split light tablet, collapse/inscribe/release, eclipsed diamond cue, reversed charge audio. |
|
|
| `PF-H06` | Covenant Factor; `PF-B08` + `PF-B12`; share three different resources without repeating a recipient; locks self-only item refresh | enable-supply/center; Bond tracks declared loans of Guard, Remedy, Parts, Verse, or Supply; repayment on recipient action yields one flexible **Credit**. | neighbors then reach 2; loan what recipient can spend next, use Credit on broken link or item cooldown. | Resource lock and isolation create bad debt; mixed professions and proc gear reward it. | `P/O/A/V/S`: ledger-knot frame, loan/mark/close, linked tabs cue, stamped pluck events. |
|
|
|
|
### Topology And No-Filler Audit
|
|
|
|
| Base | Regular choices | Hidden participation | Decision split |
|
|
|---|---|---|---|
|
|
| `PF-B01` | `PF-A01`, `PF-A02` | `PF-H01` | intercept direction vs forward push vs care debt |
|
|
| `PF-B02` | `PF-A03`, `PF-A04` | `PF-H02` | execution wager vs counter timing vs cadence cut |
|
|
| `PF-B03` | `PF-A05`, `PF-A06` | `PF-H03` | pull vs pierce vs guided projectile |
|
|
| `PF-B04` | `PF-A07`, `PF-A08` | `PF-H04` | ally handoff vs route attack vs mobile device |
|
|
| `PF-B05` | `PF-A09`, `PF-A10` | `PF-H03` | telegraph pin vs broad volley vs guided pierce |
|
|
| `PF-B06` | `PF-A11`, `PF-A12` | `PF-H05` | timing chain vs retained focus vs delayed expiry cast |
|
|
| `PF-B07` | `PF-A13`, `PF-A14` | `PF-H01` | immediate extraction vs delayed heal vs care debt |
|
|
| `PF-B08` | `PF-A15`, `PF-A16` | `PF-H06` | network breadth vs cost transfer vs resource loans |
|
|
| `PF-B09` | `PF-A17`, `PF-A18` | `PF-H04` | rear sentry vs crossed-position trap vs mobile modes |
|
|
| `PF-B10` | `PF-A19`, `PF-A20` | `PF-H05` | expiry pairing vs status consumption vs stored cast |
|
|
| `PF-B11` | `PF-A21`, `PF-A22` | `PF-H02` | ally synchronization vs sound denial vs cadence cut |
|
|
| `PF-B12` | `PF-A23`, `PF-A24` | `PF-H06` | future counter offers vs trigger transfer vs resource loans |
|
|
|
|
No advanced row is a scalar upgrade. Each exchanges targeting, timing, order,
|
|
resource flow, or risk ownership, and each production brief exposes that change
|
|
through motion, shape, audio, captions, and reduced-motion alternatives.
|
|
|
|
<!-- Historical section source: TRAIT_CATALOG; retained in Git history. -->
|
|
|
|
## Recruit Trait Catalog
|
|
|
|
> Exact count: 36. One recruit carries exactly one trait for the entire run.
|
|
> Each benefit is inseparable from its cost and both appear in shop, formation,
|
|
> battle inspection, and results.
|
|
|
|
`Prohibited` lists combinations the generator removes before rolling. An action
|
|
or equipment tag is a catalog eligibility tag, not an unresolved ID. The global
|
|
one-trait rule prohibits every `TR-*` + `TR-*` pairing even when an artifact
|
|
changes offer weights.
|
|
|
|
| ID | Name | Visible benefit | Visible cost | Visibility and result evidence | Prohibited combinations |
|
|
|---|---|---|---|---|---|
|
|
| `TR-001` | First Through | First action after becoming foremost gains reach +1. | That action cannot target the current foremost enemy. | Front-arrow badge pulses; result names chosen farther target. | `PF-B01`, `PF-A01`, `PF-H01`; self-only target actions. |
|
|
| `TR-002` | Patient Start | After two allied actions resolve, first basic gains one local resource. | Starts battle with its first basic delayed one cadence band. | Two-notch timer under portrait; report shows delayed and paid tick. | `PF-A21`; opening-action equipment. |
|
|
| `TR-003` | Narrow Guard | When only one neighbor exists, intercepts one non-area hit without spending resource. | While two neighbors exist, cannot receive transferred Guard. | One/two-neighbor shield icon; intercept has trait source label. | `PF-A15`; forced-intercept equipment. |
|
|
| `TR-004` | Long Memory | Repeating the last legal target increases status duration by one tick. | Changing target delays the next action by one tick. | Prior-target ring and tick preview; report groups repeats/switches. | Target-randomizing equipment; `PF-A10`. |
|
|
| `TR-005` | Spare Hand | May carry one construct or summon footprint through a swap. | Carried object loses its next automatic action. | Object attaches visibly during swap; result logs skipped action. | `PF-H04`; immovable-device items. |
|
|
| `TR-006` | Open Stance | After a push or pull, immediately basic-attacks the mover if reachable. | Becomes Exposed until that basic resolves. | Bent-arrow badge and exposed outline; counter target logged. | Displacement immunity equipment; `PF-A04`. |
|
|
| `TR-007` | Deep Pocket | First consumable equipment trigger each battle is preserved for a second legal target. | Both uses have one longer cooldown band. | Two-charge item pip and extended clock; results split both uses. | `PF-A24`; single-use wager items. |
|
|
| `TR-008` | Quiet Hands | Cannot be targeted by sound-tagged enemy actions while behind two allies. | Own sound-tagged actions generate no local resource. | Muted-wave badge; rejected targets explain depth condition. | `PF-A22`; `PF-B11`. |
|
|
| `TR-009` | Counterweight | Resists first pull and transfers its movement to the neighbor ahead. | If that neighbor cannot move, both become Hindered. | Linked weight icon; preview shows legal recipient; failure logs blockage. | `PF-B01`; movement-lock equipment. |
|
|
| `TR-010` | Shared Cup | Effective healing received also restores a smaller amount to lowest-vitality neighbor. | Direct self-healing is reduced. | Cup arc identifies neighbor before resolution; result separates shared heal. | `PF-H01`; no-neighbor formation starts. |
|
|
| `TR-011` | Bright Target | Enemies prefer this recruit over equal-reach candidates. | Each attack survived grants one Focus, capped until the recruit moves. | Visible threat flare and Focus pips; report cites target-score source. | Untargetable-opening items; `PF-A08`. |
|
|
| `TR-012` | Late Step | When neighbor ahead dies, steps into the gap only after completing current wind-up. | Cannot act during the subsequent collapse tick. | Pending-step ghost silhouette; result shows preserved cast and lost tick. | Instant-collapse equipment; no-wind-up actions. |
|
|
| `TR-013` | Frugal Rhythm | Every third basic that spends no resource shortens one equipment cooldown. | Resource-spending actions reset the three-basic count. | Three-bead counter; reset and refresh named in results. | `PF-B12`; equipment without cooldowns. |
|
|
| `TR-014` | Heavy Sleeve | First interrupt becomes a delay instead of cancellation. | Wind-up after the delay resolves one cadence band slower. | Sleeve bar catches interrupt cue; report contrasts old/new completion tick. | Uninterruptible-cast equipment; `PF-A12`. |
|
|
| `TR-015` | Far Listener | May receive enable actions from one additional position away. | Cannot receive them from an immediate neighbor while at full vitality. | Distant-ear arc and rejected-neighbor reason. | `PF-A15`; adjacency-only bond equipment. |
|
|
| `TR-016` | Ash Appetite | Defeating a Hindered enemy restores one local resource. | Defeating an unhindered enemy removes one local resource if available. | Status-check flame icon; both gain/loss events captioned. | Professions with no local resource; status-immunity items. |
|
|
| `TR-017` | Exacting | The first action each battle gains +1 reach only for completion validation against its reserved target; movement that remains inside that reach follows the same unit ID and records `TARGET_MOVED_STILL_LEGAL` on its terminal outcome. | If that reservation instead emits `AO_INVALID_REACH`, `AO_INVALID_UNTARGETABLE`, `AO_INVALID_FALLEN`, or `AO_INVALID_FILTER`, its policy is forced to `fizzle`, then emits `AO_FIZZLED` with zero resource or cooldown refund; it cannot retarget or ground-resolve. | Reservation frame shows the one-use extended reach; results show the invalid record, `AO_FIZZLED`, or the followed-target detail and accepted wager. | Ground-resolve equipment; `PF-A10`. |
|
|
| `TR-018` | Thin Blood | Taking area damage advances next action by one tick. | Direct single-target healing is less effective. | Area-hit speed notch and cracked-drop badge; report quantifies lost care. | Area immunity equipment; `PF-B07`. |
|
|
| `TR-019` | Backwatch | First enemy entering the allied rear is immediately Marked. | While no rear intruder exists, recruit's forward reach is reduced by one. | Rear eye badge; reach preview updates; intrusion mark logged. | `PF-B05`; reach-1 professions. |
|
|
| `TR-020` | Oathbound Tool | The Recruit's equipped item's first trigger gains priority over its profession action. | Until that trigger resolves or expires, the Recruit's first technique waits. | One-slot oath ribbon and queue state; delayed technique has a reason. | Triggerless equipment; `PF-A24`. |
|
|
| `TR-021` | Loose Formation | Gains one local resource after swapping with a different profession role. | Repeating a swap partner applies Hindered to self. | Partner-role bead track; repeat warning in formation preview. | `PF-H04`; swap-lock equipment. |
|
|
| `TR-022` | Stone Count | Third hit from the same enemy grants Guard and clears its Mark. | Changing attackers resets count. | Attacker portrait with three stones; reset shown on target change. | Forced-target equipment; `PF-A01`. |
|
|
| `TR-023` | Borrowed Pace | After receiving an action advance, copies the giver's cadence for one basic. | If copied cadence is slower, cannot be advanced again until that basic. | Donor-color-independent bar shape; report records copied band. | `PF-A21`; cadence-fixed equipment. |
|
|
| `TR-024` | Clean Break | First cleanse also removes the recruit's oldest positive tag and grants local resource. | If no positive tag exists, cleanse takes one extra tick. | Paired plus/minus token; tooltip previews removed tag. | `PF-A16`; positive-tag-lock items. |
|
|
| `TR-025` | Risk Ledger | Surviving while Exposed adds one discount step to this recruit's next shop equipment purchase. | Ending battle never Exposed clears all accumulated steps. | Persistent personal tally visible in roster/shop; result states kept/cleared. | Exposed-immunity equipment; retreat-only encounters. |
|
|
| `TR-026` | Hollow Reach | Basics may pass through a summoned footprint. | Basics deal no effect to summoned units. | Hollow projectile/line cue; illegal summon target reason. | Summon-hunter equipment; `PF-A17`. |
|
|
| `TR-027` | Rooted Voice | Sound and command actions cannot be interrupted while recruit has not moved. | Moving self-silences until next basic resolves. | Rooted waveform icon; movement preview shows silence interval. | `PF-B04`, `PF-A08`, `PF-H04`. |
|
|
| `TR-028` | Second Draft | First self-applied hindrance is replaced by Hindered of shorter duration. | Second self-applied hindrance lasts one tick longer. | Two-page counter; replacement/extension source is explicit. | Self-cost-free equipment; `PF-A16`. |
|
|
| `TR-029` | Open Palm | Resource-sharing actions can target through one intervening ally. | Sharing with a distant ally gives nothing to immediate neighbors that cadence. | Straight handoff line; opportunity cost shown on neighbor pips. | `PF-H06`; no-resource professions. |
|
|
| `TR-030` | Turncoat Buckle | When pushed behind the current rearmost position, immediately steps to center. | Drops one active positive equipment tag during the step. | Buckle opens and center ghost appears; dropped tag named in log. | Position-lock equipment; `PF-A08`. |
|
|
| `TR-031` | Storm Nerve | Each completed enemy major wind-up grants Focus. | An interrupted enemy major action removes all stored Focus. | Major-action rings feed Focus pips; interruption loss bursts visibly. | Focusless professions; `PF-A09`. |
|
|
| `TR-032` | Gentle Finish | Overkill is converted into Remedy for the lowest-vitality ally. | Cannot benefit from execution-threshold effects. | Overkill trail bends to ally; threshold rejection is explicit. | `PF-A03`; execution-tag equipment. |
|
|
| `TR-033` | Split Attention | Can maintain two Marks placed by equipment. | Profession-applied Marks last one tick less. | Two half-eye pips; source-specific duration in inspect. | Equipment set without Marks; markless professions. |
|
|
| `TR-034` | Weathered | First region hazard each battle has no effect. | Second hazard of a different tag has extended duration. | Region hazard shield with empty/filled halves; result cites both tags. | Hazard-immunity equipment; single-hazard challenge rules. |
|
|
| `TR-035` | Empty Scabbard | With no armament-tag item, basic gains a profession-specific alternate target rule. | Equipping an armament disables the trait and adds one cost tier to that shop action. | Empty-slot target preview and explicit disabled state. | Required-armament professions; bound armament items. |
|
|
| `TR-036` | Last Witness | When the only living member in a line band, reveals next enemy target and gains reach +1. | Cannot receive invisibility or untargetable tags. | Lone-band eye and forecast line; rejected concealment has trait reason. | Concealment equipment; `PF-B01`. |
|
|
|
|
### Production Ledger
|
|
|
|
All traits reuse one badge atlas (`I`) and the underlying action family's motion.
|
|
Every trigger additionally needs a shape-coded overhead cue (`V`), a concise
|
|
event caption, an optional short SFX role (`S`), a reduced-motion state, and
|
|
result-log source text. No trait needs portrait, body, bespoke voice, or unique
|
|
animation production.
|
|
|
|
<!-- Historical section source: EQUIPMENT_CATALOG; retained in Git history. -->
|
|
|
|
## 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 `05_CONTENT_CATALOG.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, break 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 reduced to zero HP by the hit, normal current-battle knockout applies; the Recruit remains owned. | `I/O/V/S`: split-tail pennant, exit block cue, flag-and-clang. |
|
|
| `EQ-227` Downed Neighbor Knot | charm; any | B | Neighbor knockout grants an immediate basic against the defeating source. | Wearer becomes Exposed and loses reserved resource spend. | `I/V/S`: cut knot, counter 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 this item's 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 wearer's item and one adjacent ally's item would trigger together, choose their left-to-right resolution order. | Second Recruit's trigger resolves one tick later. | `I/O/V/S`: toothed comb, two-Recruit order 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 this item readies, pull one cooldown tick from an adjacent ally's equipped item. | The ally's item gains that tick and this wearer becomes Hindered. | `I/V/S`: bridge clasp, neighbor 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 | Wearer's direct-hit item proc readies the nearest ally's area-tag item, or the reverse pairing. | Same-family pairing is prohibited and Hinders wearer. | `I/V/S`: dot/ring token, cross-Recruit 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 this item's first automatic trigger and release it on a wearer condition set in Prepare. | While stored, the wearer's signature action cannot begin. | `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` Knockout-Proof Queue | charm; support | B | If item target is knocked out during trigger, queue transfers to the nearest active 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 | This item has no trigger; profession basic gains one alternate legal target rule. | It occupies the Recruit's one equipment slot and supplies no item-trigger event. Unlock: win one region without item triggers. | `I/V/S`: blank oath medallion, empty-hook cue, solemn click. |
|
|
| `EQ-316` Item Chorus Frame | kit; any | B | Three different allied equipped-item trigger tags in one battle schedule a non-damaging repeat of the oldest. | The three contributing allied items each gain cooldown. Unlock: activate eight distinct trigger tags. | `I/O/V/S`: three-Recruit 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**.
|
|
|
|
<!-- Historical section source: ARTIFACT_CATALOG; retained in Git history. -->
|
|
|
|
## 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 an allied knockout, the next legal Recruit offer is guaranteed within its declared affordable tier. | Conflicts `AR-007`; capacity and guarantee state remain on roster/shop. | `I/V/S`: short bench, opportunity 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 knockout, current-battle line collapse fills from rear toward front and the 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 knockout, current-battle line collapse fills from front toward rear and the rearmost unit 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 knockout, the next shop guarantees two affordable Recruit roles missing from current deployment. | Conflicts `AR-042`; equipment offers are reduced by one in that shop. | `I/V/S`: two open offer frames, role guarantee cue, open book. |
|
|
| `AR-042` Kept Tools | After a Recruit knockout, one equipment counter tag relevant to the knockout cause is guaranteed in the next shop. | Conflicts `AR-041`; no Recruit-role guarantee is added. | `I/V/S`: held tool outline, tag guarantee cue, tool knock. |
|
|
| `AR-043` Hard Lesson | A knockout reveals one extra cause/counter comparison and increases the next battle reward quality band. | Conflicts `AR-044`; reward boost expires on retreat and does not return the Recruit inside the same battle. | `I/V/S`: split lesson slate, setback-to-reward cue, sober stamp. |
|
|
| `AR-044` Gentle Return | After any allied knockout, the 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 allied knockout adds one recovery credit; a later knockout spends all credits to lower the next Recruit offer's 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 | A no-knockout streak grants nothing; the first allied knockout per Region instantly creates one affordable Recruit offer. | Conflicts `AR-047`; one-per-Region state is explicit. | `I/V/S`: urgent open offer, knockout-to-offer cue, fast bell. |
|
|
| `AR-049` Shared History | On allied knockout, one mastered Profession becomes more likely in later Recruit offers. | Conflicts `AR-050`; no stats, Traits, gear, name or identity transfers from the knocked-out Recruit. | `I/V/S`: Profession crest trail, offer-weight cue, fading chime. |
|
|
| `AR-050` Clean Slate Company | Later Recruit offers ignore knocked-out members' 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.
|
|
- Knockout/recovery Artifacts create recruitment counterfactuals and never return
|
|
a Recruit inside the same battle or erase the battle consequence.
|
|
- Mastery artifacts change run laws and information boundaries, not flat stats.
|
|
- All 30 conflict pairs are symmetric and all 60 artifacts are unique.
|
|
|
|
<!-- Historical section source: ENEMY_CATALOG; retained in Git history. -->
|
|
|
|
## Enemy And Boss Catalog
|
|
|
|
> Exact envelope: 100 ordinary/elite enemy identities plus 16 bosses across
|
|
> eight regions. Level, palette, group size, and difficulty state are variants,
|
|
> not additional identities.
|
|
|
|
### Row Contract
|
|
|
|
Every enemy preview shows class, initial order, legal reach, target rule, major
|
|
telegraph, escalation condition, and two counter responses. In battle, shape,
|
|
motion, and caption carry the same rule. Results name the first decisive enemy
|
|
rule and the player counter that did or did not answer it.
|
|
|
|
Production shorthand follows `05_CONTENT_CATALOG.md`. `P/A/V/S` on every row means
|
|
silhouette/portrait kit, action family, VFX plus reduced-motion cue, SFX role
|
|
plus caption. Reuse families are named, but a reused rig cannot erase the
|
|
identity's distinct pre-commitment silhouette.
|
|
|
|
### `RG-01` Windglass Verge - 12 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R1-01` | ordinary; Pane Nibbler | Bites the foremost unit; after two uninterrupted bites, chips Guard from that unit's neighbor. | Reorder the neighbor; interrupt the second bite. Teaches adjacency protection. | Third bite becomes a two-target arc. `P/A/V/S`: low glass-jaw, double-bite ticks, chipped-square cue, brittle clicks. |
|
|
| `EN-R1-02` | ordinary; Gust Finch | From rear, telegraphs a projectile at the rearmost allied unit and steps forward after firing. | Use projectile screen; pull the shooter into short reach. Tests rear safety. | Each blocked shot shortens its next step. `P/A/V/S`: fork-wing silhouette, perch/loose, feather-arrow cue, wind snap. |
|
|
| `EN-R1-03` | ordinary; Terrace Ram | Headwind charge pushes the foremost allied unit one position rearward, targeting foremost only. | Brace against push; leave a durable replacement directly behind. Combines with collapse. | Failed push grants it Guard. `P/A/V/S`: wedge-horn body, paw/charge, chevron lane cue, hoof rumble. |
|
|
| `EN-R1-04` | ordinary; Bellstem Grazer | Eats the oldest positive tag on the foremost reachable ally instead of dealing damage. | Delay positive tag until after bite; expose an untagged front. Introduces dispel timing. | Consumed tag makes next bite reach 2. `P/A/V/S`: tall stem-antler, sniff/pluck, hollow-plus cue, plucked chime. |
|
|
| `EN-R1-05` | ordinary; Shardback | Reflects the first projectile each cadence to its source; reflection is previewed and cannot chain. | Use melee/spell first; spend a low-value projectile to open the screen. | At half vitality, screen resets once. `P/A/V/S`: faceted shell, flare/turn, mirrored arrow cue, glass ping. |
|
|
| `EN-R1-06` | ordinary; Verge Stalker | Targets the first ally with reach greater than 1; otherwise attacks foremost. | Equip short reach; Guard the identified long-reach unit. Teaches target-filter preview. | Marked target becomes Exposed after two hits. `P/A/V/S`: long forelegs, scan/pounce, reach-ruler cue, scrape/hiss. |
|
|
| `EN-R1-07` | ordinary; Whistle Midge | A swarm delays the next action of whichever allied band contains the most units. | Balance band occupancy; cleanse the visible delay. Interacts with order bands. | Repeats on a band only after another band is hit. `P/A/V/S`: triangular swarm, orbit/dive, band-bracket cue, filtered whistle. |
|
|
| `EN-R1-08` | ordinary; Glassroot Sprout | Starts as a rear footprint and grows one position forward each cadence; on reaching front, shields all enemies behind it. | Defeat it early at range; push it backward before growth. | Growth cannot be interrupted twice consecutively. `P/A/V/S`: staged crystal plant, three growth poses, numbered sprout cue, rising cracks. |
|
|
| `EN-R1-09` | ordinary; Crosswind Scribe | Draws a line between allied foremost and rearmost; next swap crossing the line becomes Hindered. | Avoid swapping that cadence; cleanse then use movement anyway. | Uncrossed line converts to a weak area hit. `P/A/V/S`: kite-robed caster, draw/release, dotted span cue, chalk-wind stroke. |
|
|
| `EN-R1-10` | ordinary; Ledge Hopper | Leaps over its own foremost neighbor to become front, then strikes the first ally whose target changed. | Hold targets stable; intercept the announced leap strike. | If no target changed, Hopper becomes Exposed. `P/A/V/S`: spring-legged silhouette, vault/stab, target-turn cue, stone tap. |
|
|
| `EN-R1-11` | elite; Gale Bailiff | Declares **Stand Order** on one indexed allied position; leaving it causes a line-wide push, remaining causes focused projectiles. | Choose a braced occupant; deliberately leave before ranged wind-up and absorb push. | Alternates ordered index front/rear. `P/A/V/S`: tall banner coat, point/stamp, numbered pennant cue, gavel-gust event. |
|
|
| `EN-R1-12` | elite; Prism Ox | Occupies two enemy footprints; frontal damage rotates its prism, changing whether it screens projectiles, spells, or pushes. | Rotate with a cheap legal hit; attack through the currently unscreened family. | At low vitality rotation occurs every hit. `P/A/V/S`: two-footprint ox, heavy pivot, three-shape prism cue, bass glass rotation. |
|
|
|
|
### `RG-02` Siltwake Fens - 12 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R2-01` | ordinary; Reed Hook | Pulls the rearmost allied unit one step forward, then attacks its new neighbor. | Brace/pull resist; place a durable unit at rear. Extends displacement lesson. | Successful pull leaves a one-tick snare. `P/A/V/S`: hook-beak reed body, cast/haul, hooked-water cue, rope-wet snap. |
|
|
| `EN-R2-02` | ordinary; Mudlamp Leech | Attaches to lowest-vitality ally in reach 2 and converts incoming healing into its own Guard until removed by damage. | Hit the leech before healing; cleanse attachment then restore. | At full Guard it detaches and moves rearward. `P/A/V/S`: glowing leech, latch/swell/drop, crossed-heal cue, wet pulse. |
|
|
| `EN-R2-03` | ordinary; Silt Mimic | Copies the last allied basic target rule, not its damage, and attacks the mirrored legal candidate. | Feed it a harmless target rule; change party order so copied candidate is guarded. | Two identical copied rules grant it speed. `P/A/V/S`: mud double, trace/strike, mirrored reticle cue, muffled copy hit. |
|
|
| `EN-R2-04` | ordinary; Bank Tortoise | Marks its current indexed position; push or pull across that index creates a slowing mud patch. | Avoid displacement across mark; trigger it early then route around the known patch. | Second crossing expands patch to neighbors. `P/A/V/S`: flat bank shell, stamp/tuck, muddy index cue, suction thud. |
|
|
| `EN-R2-05` | ordinary; Fen Piper | Sound wind-up commands the foremost enemy to step back, changing enemy order before allies resolve. | Interrupt sound; reserve actions with flexible retarget. | Each successful command adds one farther enemy. `P/A/V/S`: reed-mask piper, inhale/play, wave-arrow cue, captioned reed call. |
|
|
| `EN-R2-06` | ordinary; Brackwater Wisp | Applies a hindrance that becomes stronger if cleansed before half its duration. | Let it expire under protection; cleanse only after the midpoint notch. | Reapplication targets a different band. `P/A/V/S`: droplet light, tag/fade, split-duration ring, damp fizz. |
|
|
| `EN-R2-07` | ordinary; Ferry Crab | Side-steps from enemy front to rear after being hit, then targets the attacker through allies. | Use line reach to finish; alternate low-impact attackers behind Guard. | Stops moving when Hindered. `P/A/V/S`: wide ferry shell, scuttle/claw, attacker tether cue, shell clack. |
|
|
| `EN-R2-08` | ordinary; Drownseed Pod | On defeat, places a visible seed at the defeating ally's position; after two cadences it bursts unless that ally moves. | Plan a safe move after defeat; delay killing until movement is ready. | Burst pulls both neighbors toward seed. `P/A/V/S`: buoy pod, swell/burst, seed countdown cue, bubble pop/bass pull. |
|
|
| `EN-R2-09` | ordinary; Mire Medic | Restores the enemy with the oldest hindrance, but each heal shortens that hindrance. | Focus the medic; use short hindrances so its heal removes setup. | With no hindered ally, attacks allied healer. `P/A/V/S`: reed satchel, scoop/pour, shrinking-ring cue, gourd splash. |
|
|
| `EN-R2-10` | ordinary; Fogjaw | Cannot be targeted beyond reach 1 until it attacks; its attack reveals it for one cadence and targets center band. | Hold a short-reach counter; expose a guarded center target to bait reveal. | At half vitality reveal window shortens one tick. `P/A/V/S`: fog-maw silhouette, emerge/bite, open-eye cue, muffled-to-clear snap. |
|
|
| `EN-R2-11` | elite; Channel Widow | Threads two allied positions; healing either transfers the same amount as damage to the other until thread is cut by swapping them adjacent. | Perform the disclosed swap; stagger healing until one target is safe. | Recasts on farthest pair after break. `P/A/V/S`: long-legged reed frame, thread/cinch, paired droplet cue, taut fiber tone. |
|
|
| `EN-R2-12` | elite; Sluice Elder | Moves the region safe index frontward each cadence; units outside it gain Wet, and three Wet causes a pull. | Reorder with the moving safe index; cleanse Wet before third stack. | Below half vitality safe index reverses direction. `P/A/V/S`: gate-backed elder, valve walk, numbered waterline cue, gate groan. |
|
|
|
|
### `RG-03` Emberloom Works - 12 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R3-01` | ordinary; Cinder Tick | Attaches to the ally whose equipment triggered most recently and lengthens that item's cooldown. | Trigger a disposable item to bait; remove attachment before key proc. | Detaching deals a small area burst. `P/A/V/S`: ember tick, leap/clamp, item-clock cue, metal tick/hiss. |
|
|
| `EN-R3-02` | ordinary; Kiln Porter | Carries a hot vessel toward enemy front; on arrival, throws at allied front and leaves a hazard at that index. | Push porter back; defeat it while vessel is over an empty enemy index. | Each push raises vessel countdown speed. `P/A/V/S`: vessel carrier, stagger/throw, heat-number cue, ceramic rattle. |
|
|
| `EN-R3-03` | ordinary; Glaze Hound | Targets the ally with the most active positive tags; hit seals one tag so it cannot refresh until expiry. | Spread positive tags; Guard the previewed target and accept a harmless seal. | Three sealed tags grant Hound a second bite. `P/A/V/S`: glossy hound, sniff/lunge, wax-seal cue, glazed scrape. |
|
|
| `EN-R3-04` | ordinary; Draft Scamp | Opens a vent that advances every slow wind-up, allied and enemy, at its position. | Move desired caster into index; destroy vent before enemy major cast. | Second vent opens behind it if first survives. `P/A/V/S`: soot mechanic, crank/fan, double-arrow clock cue, vent rush. |
|
|
| `EN-R3-05` | ordinary; Clinker Shell | Drops brittle armor when hit by three different action tags; same-tag hits harden it. | Diversify attacks; use same tag deliberately to delay defeat timing. | Hardened state reflects pushes. `P/A/V/S`: clinker plates, chip/set, three-tool cue, ceramic knocks. |
|
|
| `EN-R3-06` | ordinary; Spark Clerk | Tallies local-resource gains; after the third gain on one ally, steals the next gain and gives it to enemy rear. | Space resource gains; spend/disable before third. | Tally moves to new ally after theft. `P/A/V/S`: ledger imp, mark/snatch, three-box cue, pencil spark. |
|
|
| `EN-R3-07` | ordinary; Furnace Kite | Airborne during allied basics, lands during equipment triggers and major actions. | Use equipment/major action while landed; delay basics to preserve legal target. | Landing hit damages its enemy neighbors. `P/A/V/S`: ember kite, lift/dive, ground-window cue, canvas flare. |
|
|
| `EN-R3-08` | ordinary; Ashen Riveter | Marks two adjacent enemies with a metal link; damage to either grants the other Guard until link is interrupted. | Area-hit both simultaneously; pull them apart to break link. | Repairs link once at half vitality. `P/A/V/S`: rivet arms, hammer/link, paired-plate cue, ringing rivets. |
|
|
| `EN-R3-09` | ordinary; Pressure Newt | Stores damage during its wind-up and releases a fraction as line-wide heat; interrupting releases it early but weaker. | Interrupt early; pause damage during storage then burst after release. | Storage cap rises each cycle. `P/A/V/S`: gauge-backed newt, inflate/vent, filling gauge cue, pressure whine. |
|
|
| `EN-R3-10` | ordinary; Toolmagnet | Pulls the allied unit with the most cooldown-ready equipment one step forward and disables one item for a cadence. | Put ready gear on front holder; trigger key gear before the pull. | Disabled item type becomes its temporary screen. `P/A/V/S`: magnet limbs, point/pull, tool silhouette cue, magnetic clank. |
|
|
| `EN-R3-11` | elite; Master Stoker | Assigns hot/cold states to alternating enemy positions; striking wrong state changes the target's next action into a burst. | Follow disclosed action-state match; reorder enemies to move state with position. | Pattern reverses after an interrupt. `P/A/V/S`: forked stoker, stamp/fan, black-white shape pattern, alternating furnace beats. |
|
|
| `EN-R3-12` | elite; Walking Crucible | Occupies two footprints and builds Pressure from every action in battle; player may vent it by hitting a shown weak side, but vent pushes allied front. | Schedule weak-side hits with brace; race damage before cap. | Below half vitality weak side swaps each cadence. `P/A/V/S`: two-foot crucible, lumber/vent, side-arrow gauge, deep boil/vent blast. |
|
|
|
|
### `RG-04` Quillroot Archive - 12 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R4-01` | ordinary; Margin Moth | Copies the last equipment trigger at reduced effect for the enemy side, using same legal target class. | Feed a harmless trigger; defeat before valuable proc. | Copy gains full timing after three different triggers. `P/A/V/S`: page-wing moth, trace/flutter, copied-item outline, paper flick. |
|
|
| `EN-R4-02` | ordinary; Root Indexer | Labels allied positions A/B/C; its attack cycles to the next occupied label regardless of movement. | Move a guard into next label; eliminate before cycle reaches fragile band. | Empty label advances twice. `P/A/V/S`: root pointer, label/stab, letter-shape tabs, wooden tick. |
|
|
| `EN-R4-03` | ordinary; Erasure Slug | Removes the newest Mark or Hindered tag from enemy team and leaves an ink patch at source position. | Apply expendable tag last; use raw damage while it is ready. | Ink patch shortens future tag duration there. `P/A/V/S`: white slug, wipe/trail, erased-ring cue, wet page scrape. |
|
|
| `EN-R4-04` | ordinary; Footnote Jackal | Acts immediately after the slowest allied action and targets that actor. | Guard the slow actor; accelerate or cancel the slow action. | Consecutive same target gains reach. `P/A/V/S`: narrow text-tail jackal, wait/pounce, footnote bracket cue, page snap. |
|
|
| `EN-R4-05` | ordinary; Clause Beetle | Preview declares Repeat or Alternate; obeying grants beetle Guard, breaking exposes it but Hinders actor. | Break clause with durable actor; obey until a finisher is ready. | Clause switches after exposure. `P/A/V/S`: split-shell beetle, stamp/flip, repeat/alternate glyphs, wax click. |
|
|
| `EN-R4-06` | ordinary; Leaf Counter | Counts target changes; third change causes the acting ally's action to retarget foremost. | Commit to targets; deliberately trigger on flexible area action. | Count persists through enemy defeat. `P/A/V/S`: abacus vine, count/snap, three-leaf cue, bead rustle. |
|
|
| `EN-R4-07` | ordinary; Citation Crow | Marks the source of every positive tag; when tag expires, pecks that source if reachable. | Use short tags from guarded source; cleanse the Crow's source marks. | Multiple expiries queue distinct pecks. `P/A/V/S`: ink-beak bird, point/peck, source-arrow cue, quill tap. |
|
|
| `EN-R4-08` | ordinary; Binding Vine | Links foremost allied and enemy units; push/pull on either mirrors onto the other when legal. | Avoid displacement; exploit mirror to pull enemy front out. | Illegal mirror Hinders initiator. `P/A/V/S`: braided vine, knot/tug, mirrored arrows, fiber strain. |
|
|
| `EN-R4-09` | ordinary; Redraft Shade | First action that fizzles is repeated by the Shade against its own side's equivalent target. | Avoid fizzle; intentionally fizzle a restorative/benign action. | After copying, becomes targetable at line reach. `P/A/V/S`: crossed-out shade, wait/rewrite, dashed replay cue, reversed page sound. |
|
|
| `EN-R4-10` | ordinary; Shelf Warden | Protects the enemy immediately behind; when that unit moves, Wardens swaps and protects the next. | Pull protected target two steps; attack Warden or use bypass. | Each completed swap grants it Guard. `P/A/V/S`: shelf-plated guard, slide/brace, bookend cue, wood block. |
|
|
| `EN-R4-11` | elite; Glossary Keeper | Declares one action tag as **defined**; only that tag can interrupt it, but every use also accelerates its major cast. | Reserve one defined-tag interrupt; race with other tags and accept cast. | Defined tag changes after each interruption. `P/A/V/S`: many-tabbed keeper, name/cast, highlighted-tag shape, spoken caption tone. |
|
|
| `EN-R4-12` | elite; Palimpsest Hart | Records the first three allied actions, then replays their target rules in reverse as enemy attacks. | Seed safe target rules; reorder before reverse replay. | At half vitality records four actions but displays all slots. `P/A/V/S`: layered-script antlers, record/replay, numbered reverse track, backward chime sequence. |
|
|
|
|
### `RG-05` Tideglass Reach - 13 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R5-01` | ordinary; Mirror Skater | Creates a delayed footprint copy at its prior position; copy repeats only movement, not attacks. | Target the source shape; occupy or trap the announced copy path. | Third copy path applies Hindered on crossing. `P/A/V/S`: blade-foot skater, glide/echo, solid-versus-hollow cue, delayed ice scrape. |
|
|
| `EN-R5-02` | ordinary; Salt Decoy | Appears as foremost but cannot attack; damage to it redirects part to the rearmost source and exposes attacker. | Use the redirect to reach source; dispel decoy before committing a fragile attacker. | Source creates one replacement after decoy defeat. `P/A/V/S`: hollow salt double, crack/reform, tethered-source cue, dry fracture. |
|
|
| `EN-R5-03` | ordinary; Beacon Ray | Marks the rearmost allied unit; the next enemy projectile reserves that unit ID, follows it through legal movement, and uses the current protection path. | Place an interceptor or Block charge by the marked unit; interrupt beacon wind-up. | An intended-target `AO_INTERCEPTED` or actual-recipient `AO_BLOCKED` record leaves a revealing pool at the marked unit's reserved depth. `P/A/V/S`: luminous ray, fan/mark, persistent arc plus outcome-shaped pool cue, glass-water ping. |
|
|
| `EN-R5-04` | ordinary; Undertow Hand | Emerges in allied rear for one cadence, attacks nearest unit, then returns to stored enemy index. | Keep rear defender; use attack that follows returning targets. | Being hit while invading delays return. `P/A/V/S`: water hand silhouette, emerge/grab/sink, return-clock cue, suction slap. |
|
|
| `EN-R5-05` | ordinary; Twinwake Eel | Alternates source and echo states; only source can receive status, only echo can receive direct damage. | Time status then damage across states; use persistent area effect covering both. | State swaps one tick faster below half vitality. `P/A/V/S`: doubled eel, phase/flick, filled/outline cue, alternating splash tones. |
|
|
| `EN-R5-06` | ordinary; Flatglass Snail | Reflects target marks back to their source; unmarked attacks slowly remove its shell. | Avoid marks and chip shell; deliberately mark with a protected source to bait response. | Shell break makes it fast and Exposed. `P/A/V/S`: mirror shell, reflect/shatter, returned-eye cue, glass scrape/break. |
|
|
| `EN-R5-07` | ordinary; Brine Caller | Summons one empty footprint behind foremost enemy; next defeated ordinary enemy leaves a temporary echo there. | Defeat Caller first; keep area response for the disclosed echo. | Echo repeats only defeated unit's basic. `P/A/V/S`: conch caster, call/shape, empty-footprint cue, conch plus ghost hit. |
|
|
| `EN-R5-08` | ordinary; Whitecap Lurker | Targets the ally whose predicted first target is invalidated, surfacing beside that ally. | Use retarget-follow actions; preserve original target until Lurker is revealed. | Each invalidation increases surfacing damage. `P/A/V/S`: fin-shadow body, track/breach, broken-reticle cue, rising splash. |
|
|
| `EN-R5-09` | ordinary; Shallows Notary | Stamps source or echo on every summoned footprint; attacking the wrong stamp spends the attack with no effect. | Inspect stamps and set filters; use ground effect that legally covers both. | Stamps swap after every enemy defeat. `P/A/V/S`: seal-backed crab, stamp/click, filled/hollow seal cue, waxy shell tap. |
|
|
| `EN-R5-10` | ordinary; Rescue Thief | Pulls lowest-vitality ally rearward, but steals its oldest positive tag as payment. | Let it rescue an untagged ally; brace or cleanse pull and heal in place. | Stolen tag is granted to enemy source unit. `P/A/V/S`: rope-finned thief, cast/strip, tag-on-hook cue, rope hiss. |
|
|
| `EN-R5-11` | ordinary; Tidal Lens | Focuses all enemy rearmost-target actions onto one previewed ally for a cadence, then shifts to another band. | Guard focused ally; interrupt or reorder so redirected actions become illegal. | Each legal hit extends focus one tick, capped. `P/A/V/S`: floating lens, focus/sweep, converging arrows, glass hum. |
|
|
| `EN-R5-12` | elite; Duplicate Marshal | Creates a one-vitality echo of the allied foremost unit's profession basic and inserts it into enemy line. | Defeat echo before its basic; change foremost before creation to offer a manageable rule. | Second creation copies current trait cost but not benefit. `P/A/V/S`: mirrored uniform, copy/salute, profession-outline cue, distorted allied basic. |
|
|
| `EN-R5-13` | elite; Lowtide Colossus | Two-footprint body becomes targetable only where receding water exposes a shown side; wrong-side hits create undertow at attacker index. | Follow side countdown; use undertow immunity and attack wrong side deliberately for movement setup. | Exposure sequence reverses below half vitality. `P/A/V/S`: broad tidal stone, rise/turn, left-right waterline cue, surf and stone bass. |
|
|
|
|
### `RG-06` Skyrail Orchard - 13 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R6-01` | ordinary; Rail Pippit | Boards at enemy rear, rides forward one index per cadence, and drops a seed bomb opposite its stop. | Defeat before dangerous stop; move target away from shown opposite index. | Skipped stop advances bomb timer. `P/A/V/S`: fruit-round bird, board/hop/drop, station-notch cue, rail chirp/pop. |
|
|
| `EN-R6-02` | ordinary; Orchard Glider | Airborne until a slow allied action begins, then dives at that actor. | Bait dive with guarded slow action; use fast actions and wait for region stop. | Interrupted dive returns airborne with Guard. `P/A/V/S`: leaf-wing glider, circle/dive, actor tether cue, canopy rush. |
|
|
| `EN-R6-03` | ordinary; Cargo Mite | Occupies a cargo footprint; attacks against it risk damaging reward cargo unless attacker is adjacent. | Use reach-1 attacker; push mite off cargo before ranged damage. | Damaged cargo makes Mite faster, preserving consequence. `P/A/V/S`: crate-clinging mite, grip/skitter, cargo-warning cue, wood scratch. |
|
|
| `EN-R6-04` | ordinary; Switch Ape | At each rail stop swaps foremost and rearmost enemies, then targets the allied unit whose target became illegal. | Use flexible retarget; interrupt the shown switch action. | Legal target changes grant it Guard. `P/A/V/S`: lever-armed climber, pull/swing, endpoint-swap cue, heavy lever clack. |
|
|
| `EN-R6-05` | ordinary; Pearshot Wasp | Fires at center band; projectile becomes a hanging fruit hazard if blocked. | Let a mobile unit bait and then leave; destroy or trigger hanging fruit safely. | Two hanging fruits fall together. `P/A/V/S`: pear-abdomen wasp, aim/sting, hanging-circle cue, buzz/thunk. |
|
|
| `EN-R6-06` | ordinary; Brakevine | Roots the first unit to step during each stop window, ally or enemy. | Move after another unit triggers it; remain still and exploit rooted enemy. | Root transfers to nearest neighbor on cleanse. `P/A/V/S`: rail vine, coil/snap, stop-window footprint, cable twang. |
|
|
| `EN-R6-07` | ordinary; Platform Cook | Feeds foremost enemy at each stop, advancing its action; if the feeder is pushed front, feeds itself instead. | Push Cook forward; interrupt meal before high-impact front action. | Every unused meal becomes a weak heal. `P/A/V/S`: apron shell, ladle/pass, bowl-arrow cue, pan and spoon events. |
|
|
| `EN-R6-08` | ordinary; Updraft Koi | Swims airborne through both lines; crossing a projectile path redirects that projectile to nearest legal unit. | Favor melee/spells; time projectiles between shown crossings. | Redirected projectiles speed next crossing. `P/A/V/S`: ribbon-fin koi, arc/swim, path-cross cue, airy water swoop. |
|
|
| `EN-R6-09` | ordinary; Applejack Coil | Rolls from enemy rear to front when hit, pushing enemy neighbors; at front, rolls into allied front once. | Freeze/impair before front; exploit its enemy push to break protection. | Allied collision bounces it rearward and repeats cycle. `P/A/V/S`: coiled fruit shell, roll/bounce, route-chevron cue, rolling wooden knocks. |
|
|
| `EN-R6-10` | ordinary; Station Caller | Announces next rail stop; sound action gives airborne allies Untargetable until stop completes. | Cause `AO_INTERRUPTED`; otherwise hold attacks for landing and use ground hazards. | Trigger `STATION_CALL_DELAY` observes the source's first `AO_APPLIED` Untargetable component with `once_scope=action` and `allow_derived=false`, delaying all rail arrivals one tick; `AO_INTERRUPTED` prevents both the application and delay. `P/A/V/S`: long-horn caller, announce/point, station wave plus outcome cue, captioned horn. |
|
|
| `EN-R6-11` | ordinary; Harvest Bail | Wraps the highest-Force allied unit and prevents basics; attacking the wrap also damages captive slightly. | Cleanse/cut with utility action; accept controlled damage and break quickly. | Freed target gains one action advance. `P/A/V/S`: straw bundle, cast/bind, wrapped-fist cue, rope/straw strain. |
|
|
| `EN-R6-12` | elite; Timetable Knight | Shows a three-stop schedule assigning strike, guard, and swap; repeats exactly unless interrupted, which rotates schedule. | Build response to fixed cycle; interrupt once to rotate dangerous event away. | Below half vitality adds a fourth double-action stop, still shown. `P/A/V/S`: rail-sign armor, point/execute, four-cell schedule cue, metronomic rail hits. |
|
|
| `EN-R6-13` | elite; Orchard Engine | Two-footprint harvest machine pulls cargo and units toward center on each stop; jam meter rises when hit from both ends in one cadence. | Coordinate front/rear attacks to jam; brace and fight through center pressure. | Jam releases cargo but triggers area steam. `P/A/V/S`: broad picker machine, reel/jam/vent, two-end meter cue, gears and steam captions. |
|
|
|
|
### `RG-07` Nightcurrent Basin - 13 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R7-01` | ordinary; Dusk Skimmer | Major action category is hidden until the region current reaches it; silhouette still shows legal target band. | Bring reveal equipment; stall until current exposes category. | After reveal, Skimmer acts one tick sooner. `P/A/V/S`: flat luminous wings, skim/flare, sealed-to-open cue, sonar sweep. |
|
|
| `EN-R7-02` | ordinary; Blackwater Tithe | Steals one local resource from the richest reachable ally and exposes which enemy will spend it. | Spend before theft; bait with expendable resource and punish spender. | Zero-resource target takes Hindered instead. `P/A/V/S`: cup-maw body, measure/drain, resource-arrow cue, hollow sip. |
|
|
| `EN-R7-03` | ordinary; Circuit Eel | Links to nearest different enemy family; damage alternates across linked pair rather than staying on target. | Break distance link by reorder; use area damage to value both halves. | Link repairs to next family once. `P/A/V/S`: luminous segmented eel, tether/flick, alternating-node cue, electric water pulse. |
|
|
| `EN-R7-04` | ordinary; Lanternless Frog | Croak turns off predicted-target lines for one cadence but not target rules. | Pause/inspect before croak; use simple fixed-target basics. | Each target change during darkness heals Frog. `P/A/V/S`: dark throat silhouette, inhale/croak, crossed-forecast cue, captioned bass croak. |
|
|
| `EN-R7-05` | ordinary; Current Miser | Hoards expired positive and negative tags as charges, then releases all of one sign. | Stagger expiries; defeat before chosen-sign release or intentionally feed beneficial sign. | Release sign alternates and is previewed. `P/A/V/S`: jar-backed wader, collect/pour, plus-minus jar cue, bottled fizz. |
|
|
| `EN-R7-06` | ordinary; Moonwake Needle | Targets the ally with the fullest local resource meter; hit locks gain but not spend for one cadence. | Spend before hit; Guard the named full-meter unit and coast on stored resource. | Repeated same target extends lock, capped. `P/A/V/S`: needlefish silhouette, sight/dart, full-meter reticle, thin water snap. |
|
|
| `EN-R7-07` | ordinary; Sump Herald | Marks one older enemy mechanic as returning: push, expiry, copy, or arrival; preview names which, and Herald triggers it once. | Counter the named mechanic; interrupt Herald and remove the imported threat. | On survival, selects a second distinct known mechanic. `P/A/V/S`: four-tab herald, raise/trigger, legacy-tag cue, motif reprise event. |
|
|
| `EN-R7-08` | ordinary; Darkbank Mason | Builds a wall footprint behind enemy front; wall blocks reveal current but also enemy projectiles. | Destroy wall to reveal; keep it to screen shots and use melee. | Rebuilds at opposite end once. `P/A/V/S`: stone-carrying mason, stack/brace, occlusion rectangle cue, wet stone thud. |
|
|
| `EN-R7-09` | ordinary; Echo Taxer | Whenever an allied equipment trigger repeats, delays the second and gains Guard. | Diversify triggers; time repeated proc after Guard strip. | Third repetition steals the trigger target. `P/A/V/S`: tally-finned taxer, mark/hold, repeated-item brackets, stamping splash. |
|
|
| `EN-R7-10` | ordinary; Glowmire Nurse | Heals only unrevealed enemies; reveal converts queued heal into Hindered on that target. | Reveal during wind-up; focus already revealed targets to deny heal. | At low vitality hides self once behind current. `P/A/V/S`: lamp-gourd nurse, tend/recoil, eye-cross heal cue, damp chime. |
|
|
| `EN-R7-11` | ordinary; Undertone Ray | Retaliates against damage family most used in prior cadence; retaliation family and target are previewed after tally. | Alternate damage families; Guard the declared retaliatory target. | Three-family cadence makes it Exposed instead. `P/A/V/S`: broad ray with three bands, tally/pulse, family histogram cue, low harmonic pulse. |
|
|
| `EN-R7-12` | elite; Midnight Auditor | At battle start names one resource, one target rule, and one equipment tag; using all three in a cadence triggers a confiscating area action. | Avoid completing the triad; complete it under interrupt/Guard to open Auditor's Exposed state. | Triad rotates after trigger. `P/A/V/S`: tall tabbed silhouette, list/seize, three-part checklist cue, stamped bass chord. |
|
|
| `EN-R7-13` | elite; Abyss Conductor | Connects three enemies into a visible circuit; actions travel front-to-rear until one node is interrupted or displaced. | Break any node with interrupt; pull middle node out to ground circuit. | Repairs circuit in reverse order below half vitality. `P/A/V/S`: many-armed conductor, connect/sweep, three-node current cue, directional electric rhythm. |
|
|
|
|
### `RG-08` Crown of Morn - 13 Identities
|
|
|
|
| ID | Class and identity | Previewed rule; target/order pressure | Two rational responses; interaction | Escalation and production |
|
|
|---|---|---|---|
|
|
| `EN-R8-01` | ordinary; Dawn Shard | Alternates projectile screen and spell screen each cadence while stepping toward front. | Attack with unscreened family; push rearward to gain more planning time. | At front, both screens drop and basic becomes area. `P/A/V/S`: split-sun crystal, rotate/step, alternating screen shapes, bright turning chime. |
|
|
| `EN-R8-02` | ordinary; Route Binder | Links one allied step to one enemy step; first movement on either side forces the paired legal movement. | Stay still until link expires; exploit paired step to break enemy protection. | Illegal pair Hinders both linked units. `P/A/V/S`: ribbon-stone body, tie/pull, paired footprints, taut route string. |
|
|
| `EN-R8-03` | ordinary; Morning Copy | Records first profession resource spend and repeats only its cost on that recruit next cadence. | Delay spend until Copy defeated; spend a resource with harmless zero-state cost. | Repeated cost converts to Hindered if meter is empty. `P/A/V/S`: pale silhouette slate, record/echo, empty-meter replay cue, reversed spend sound. |
|
|
| `EN-R8-04` | ordinary; Crown Porter | Carries an enemy device, hindrance, or screen chosen in preview from an earlier region and drops it at center on defeat. | Plan counter for named cargo; time defeat when dropped rule helps or is harmless. | Cargo activates once while carried below half vitality. `P/A/V/S`: ring-pack porter, carry/drop, cargo-icon crown cue, motif-specific container sound. |
|
|
| `EN-R8-05` | ordinary; Eightfold Finch | Cycles target filters: foremost, rearmost, richest resource, lowest vitality; current and next are shown. | Reorder/Spend to shape next target; interrupt dangerous filter transition. | Cycle skips invalid filter and gains speed. `P/A/V/S`: eight-feather bird, point/dart, four-cell wheel cue, four-note target motif. |
|
|
| `EN-R8-06` | ordinary; Reprise Ram | Repeats the last forced movement used by either side, targeting the same relative band. | Avoid displacement; feed a movement that benefits allied order before reprise. | Two different movements combine into push then pull. `P/A/V/S`: ring-horn ram, recall/charge, replay-chevron cue, echoed hoof event. |
|
|
| `EN-R8-07` | ordinary; Zenith Mender | Converts first incoming hindrance into healing, second into Exposed, then resets. | Apply sacrificial hindrance before key control; use direct pressure and skip cycle. | Below half vitality cycle begins with heal twice. `P/A/V/S`: sun-vial healer, turn/pour, two-state flask cue, bright inversion chime. |
|
|
| `EN-R8-08` | ordinary; Nexus Tile | A mobile footprint copies the region hazard of the allied position opposite it; enemy handler moves it one step per cadence. | Occupy safe opposite index; destroy handler or push tile away. | Tile reverses direction on area hit. `P/A/V/S`: floating stone tile, glide/inscribe, opposite-index cue, grinding motif blend. |
|
|
| `EN-R8-09` | ordinary; Goldwake Diver | Begins airborne, dives at first unit whose equipment and profession trigger in same cadence. | Separate trigger timing; bait dive onto guarded unit then focus grounded target. | Successful dive steals one item cooldown step. `P/A/V/S`: gold ribbon diver, circle/plunge, dual-trigger reticle, high rush/impact. |
|
|
| `EN-R8-10` | ordinary; Last Clause | Chooses Repeat, Alternate, or Preserve based on the player's first two actions; selected rule remains visible. | Seed desired clause deliberately; break rule with resilient actor to expose it. | Clause violation also advances imported enemy mechanic. `P/A/V/S`: root-ring beetle, observe/stamp, three-clause crown cue, page-stone click. |
|
|
| `EN-R8-11` | ordinary; Daybreak Sentry | Guards enemy directly behind until current reveal reaches it; then swaps to rearmost and fires forward. | Pull protected unit before reveal; prepare projectile screen for disclosed swap shot. | Each blocked shot shortens next reveal. `P/A/V/S`: prism spear sentry, brace/swap/fire, sun-track cue, spear chime and shot. |
|
|
| `EN-R8-12` | elite; Circuit Regent | Selects three known rules from earlier regions and assigns them to front, center, rear enemy bands; assignments are fully previewed. | Reorder enemies to move rules; counter the most dangerous band and burst Regent. | Surviving rule migrates on enemy defeat. `P/A/V/S`: triple-ring regent, assign/migrate, banded rule seals, layered motif stamps. |
|
|
| `EN-R8-13` | elite; Meridian Engine | Two-footprint engine advances a public eight-tick schedule of push, screen, copy, reveal, pull, heal denial, arrival, and rest. | Build for schedule weak ticks; interrupt once to insert a rest but accelerate next two ticks. | At half vitality schedule runs backward, still visible. `P/A/V/S`: circular engine, eight phase motions, radial schedule cue, eight-event mechanical suite. |
|
|
|
|
### Bosses - 16 Identities
|
|
|
|
Bosses have phase changes but one stable ID and health record. First use of each
|
|
major action receives the longest core telegraph band; repeats may shorten only
|
|
to the disclosed difficulty floor. No phase adds an unpreviewed immunity.
|
|
|
|
| ID | Region and boss identity | Synthesis rule and target/order pressure | Counter paths and failure explanation | Phase change and production |
|
|
|---|---|---|---|---|
|
|
| `BO-R1-01` | `RG-01`; The Many-Paned Stag | Rotates three panes that screen projectile, spell, or forced movement; antler sweep pushes the current foremost after each rotation. | Rotate with cheap unscreened hit, then use open family; brace sweep and punish recovery. Failure: wrong family fed pane timing. | Half vitality rotates two steps. `P/A/V/S/M`: two-footprint stag, pane-antler kit, tri-screen cue, glass-horn boss motif. |
|
|
| `BO-R1-02` | `RG-01`; Gale Loom | Stationary wind engine inserts a gust footprint front-to-rear; attacks on its weak spindle reverse gust direction. | Break spindle to redirect gust through enemies; hold stable order and race core. Failure: uncontrolled gust exposed rear. | At half vitality two gusts move from opposite ends. `P/A/V/S/M`: loom-engine, spindle/gust phases, numbered wind paths, mechanical gale stem. |
|
|
| `BO-R2-01` | `RG-02`; Sluiceback Mother | Shell carries a moving safe index; eggs at unsafe positions hatch pullers, while direct attacks shift the index. | Follow index and clear eggs; deliberately shift index to hatch where area attack is ready. Failure: third Wet/pull broke care order. | Half vitality reverses index and hatches existing eggs. `P/A/V/S/M`: broad shell, egg/valve kit, tide ruler, wet percussion boss stem. |
|
|
| `BO-R2-02` | `RG-02`; The Drowned Bell | Sound pulses link two allied positions; healing, movement, or cleanse on one echoes as a cost on the other. | Interrupt chosen pulse family; place two durable units in linked indices and stagger actions. Failure: linked cost chained through recovery. | Each third pulse links three consecutive positions. `P/A/V/S/M`: submerged bell body, rope/current motions, link glyph suite, caption-first bell motif. |
|
|
| `BO-R3-01` | `RG-03`; Furnace That Walks | Two-footprint kiln stores all battle actions as Pressure; weak-side vents push allies, strong-side damage accelerates rupture. | Alternate safe weak-side vent with brace; burst strong side before rupture. Failure: action density exceeded vent plan. | Half vitality swaps weak/strong every cadence. `P/A/V/S/M`: walking kiln, side panels/vent, dual gauges, clay-metal boss rhythm. |
|
|
| `BO-R3-02` | `RG-03`; Foreman Nine-Sparks | Commands eight small spark footprints plus self; every third identical player action tag promotes a spark into a copy of that tag's target rule. | Vary tags; allow a safe promotion then defeat promoted spark for reward charge. Failure: repetition built hostile copies. | Half vitality promotes every second repeat but sparks lose Guard. `P/A/V/S/M`: tall stoker plus spark swarm, command/copy suite, repetition counter, nine-beat motif. |
|
|
| `BO-R4-01` | `RG-04`; The Walking Index | Labels every position and advances a pointer after each action; boss action depends on pointer label: erase, copy, bind, or strike. | Manipulate action count to land safe label; interrupt to freeze pointer one action. Failure: unplanned action crossed dangerous label. | Half vitality pointer moves backward on equipment triggers. `P/A/V/S/M`: root catalog giant, rotating tabs, full-line index cue, measured page-turn score. |
|
|
| `BO-R4-02` | `RG-04`; Redaction Hart | Records four allied rules, visibly blacks out one target clause in each, then replays them against equivalent targets. | Seed rules whose missing clause becomes harmless; reorder before replay and interrupt most dangerous entry. Failure: seeded action converted to hostile target. | Half vitality records six but displays replay order. `P/A/V/S/M`: ink-antler hart, record/redact/replay poses, crossed-clause cards, reversed string motif. |
|
|
| `BO-R5-01` | `RG-05`; Mirror-Tide Leviathan | Source body and two echo footprints trade vulnerability: status, direct damage, and displacement each apply to one shown state. | Rotate action families with state; use persistent area and follow-source targeting. Failure: actions struck illegal echo state. | Half vitality swaps state after every major action rather than cadence. `P/A/V/S/M`: long mirrored leviathan, three-state body kit, fill-pattern cues, phase-shift water score. |
|
|
| `BO-R5-02` | `RG-05`; Beacon Below | Hidden source projects four surface lights; only one has a solid return tether, while false lights attack rearmost. | Inspect tether and strike source light; screen false projectiles and use area reveal. Failure: decoy focus left rear exposed. | Half vitality true tether changes after every hit. `P/A/V/S/M`: submerged core/light rig, tether swaps, solid/dash accessibility, sonar-glass motif. |
|
|
| `BO-R6-01` | `RG-06`; Grand Orchard Engine | Rail boss runs a four-stop schedule: board units, pull center, threaten cargo, vent. Player attacks can jam one future stop at cost of cargo Guard. | Jam dangerous stop with coordinated end attacks; preserve cargo and respond to fixed cycle. Failure: stop schedule collapsed line or cargo. | Half vitality adds airborne harvest arm between stops. `P/A/V/S/M`: multi-car engine, stop-specific motions, timetable HUD cue, rail-orchard boss suite. |
|
|
| `BO-R6-02` | `RG-06`; Queen of Updrafts | Airborne boss descends only when two different cadence bands overlap; landing pushes both lines outward and opens a damage window. | Synchronize two bands intentionally; guard outward push and burst on landing. Failure: uniform timing never grounded boss or bad landing order. | Half vitality requires three bands but stays grounded longer. `P/A/V/S/M`: vast leaf-wing queen, circle/descent/launch, overlap clock cue, soaring-to-grounded motif. |
|
|
| `BO-R7-01` | `RG-07`; Nightcurrent Judge | Hides one of four known major-action categories until current reveal; steals richest resource to power it, but stolen type predicts target band. | Spend to shape theft and prediction; accelerate reveal or interrupt after category opens. Failure: resource hoard powered unrevealed pressure. | Half vitality current sweeps rear-to-front. `P/A/V/S/M`: basin-robed judge, steal/reveal/cast, resource-band clue cue, dark-to-bright score. |
|
|
| `BO-R7-02` | `RG-07`; Choir of Empty Lamps | Four linked lamp bodies share one health pool; circuit direction determines target, damage family, and resource theft, all shown by current flow. | Displace a lamp to break circuit; interrupt conductor lamp and attack open body. Failure: intact circuit compounded three effects. | Half vitality circuit splits into two shorter opposing loops. `P/A/V/S/M`: four-body lamp ensemble, link/break/rejoin, directional shape current, polyphonic captioned motif. |
|
|
| `BO-R8-01` | `RG-08`; Crown Meridian | Eight-tick wheel assigns one prior region rule to each tick and one line band; wheel is visible and can be rotated once by defeating a summoned key. | Plan cooldowns around wheel; defeat key to rotate lethal pairing into prepared counter. Failure: known synthesis pair exceeded redundancy. | Half vitality wheel reverses and two nonadjacent ticks resolve together. `P/A/V/S/M`: ring nexus avatar, eight-rule animation suite, radial forecast, full motif reprise. |
|
|
| `BO-R8-02` | `RG-08`; The Public Way | Living route construct mirrors the player's current order and assigns each mirror one disclosed enemy rule; changing order updates mirrors after a one-cadence lag. | Reorder to move dangerous mirror away from fragile unit; hold order and burst during lag. Failure: repeated changes fed lagged target mismatch. | Half vitality locks one mirrored position for two cadences, clearly marked. `P/A/V/S/M`: full-line stone figures, lagged mirror motion, before/after order cue, eight-region resolution score. |
|
|
|
|
### Count And Assignment Check
|
|
|
|
| Region | Ordinary/elite IDs | Count | Boss IDs | Count |
|
|
|---|---|---:|---|---:|
|
|
| `RG-01` | `EN-R1-01..EN-R1-12` | 12 | `BO-R1-01..BO-R1-02` | 2 |
|
|
| `RG-02` | `EN-R2-01..EN-R2-12` | 12 | `BO-R2-01..BO-R2-02` | 2 |
|
|
| `RG-03` | `EN-R3-01..EN-R3-12` | 12 | `BO-R3-01..BO-R3-02` | 2 |
|
|
| `RG-04` | `EN-R4-01..EN-R4-12` | 12 | `BO-R4-01..BO-R4-02` | 2 |
|
|
| `RG-05` | `EN-R5-01..EN-R5-13` | 13 | `BO-R5-01..BO-R5-02` | 2 |
|
|
| `RG-06` | `EN-R6-01..EN-R6-13` | 13 | `BO-R6-01..BO-R6-02` | 2 |
|
|
| `RG-07` | `EN-R7-01..EN-R7-13` | 13 | `BO-R7-01..BO-R7-02` | 2 |
|
|
| `RG-08` | `EN-R8-01..EN-R8-13` | 13 | `BO-R8-01..BO-R8-02` | 2 |
|
|
| **Total** | | **100** | | **16** |
|
|
|
|
<!-- Historical section source: REGION_CATALOG; retained in Git history. -->
|
|
|
|
## Region Catalog
|
|
|
|
> Exact count: eight regions. Regions provide minimal world framing and a
|
|
> progression of encounter grammars. Narrative scope is environmental pressure,
|
|
> guild route work, and recoverable run consequences.
|
|
|
|
### Shared Region Structure
|
|
|
|
Each region contains ordinary fights, one elite route, one hazard route, one
|
|
shop-pressure route, and two bosses. A first-clear run confronts one boss per
|
|
region; the alternate boss enters later runs and high-difficulty route pools.
|
|
Enemy identity counts are not encounter counts: an encounter composes two to
|
|
five identities under the region grammar.
|
|
|
|
Previews disclose enemy IDs, order, arrival rules, hazard tags, reward family,
|
|
and retreat consequence. Variants may change level or palette but never hide a
|
|
new mechanic. Region transitions expand counterfactuals instead of applying a
|
|
universal stat step.
|
|
|
|
### Region Matrix
|
|
|
|
| ID | Region and minimal framing | New behavior and build pressure | Encounter grammar and progression | Content assignment | Production needs |
|
|
|---|---|---|---|---|---|
|
|
| `RG-01` | **Windglass Verge**; open grass terraces where suspended mineral panes redirect aether gusts. The guild charts a safe trade crossing. | Introduces front-to-rear reach, basic protection, visible projectile screens, and simple pushes. Pressures the player to field a front holder without making one profession mandatory. | Two-threat tutorials become three-unit compositions; glass-wind hazard telegraphs a push one cadence ahead. Shops emphasize `EQ-001..EQ-040`; first clear opens all base profession shop weights. | `EN-R1-01..EN-R1-12`; `BO-R1-01..BO-R1-02`; artifacts `AR-001..AR-008`. | `E/P/A/V/S/M`: bright terrace layers, wind direction shapes, 12 silhouette kits, two boss scale kits, calm-to-gale music stem. |
|
|
| `RG-02` | **Siltwake Fens**; reed channels carry luminous sediment between movable banks. The guild reopens seasonal ferry paths. | Introduces pulls, position-indexed hazards, hindrance expiry, and healing denial. Pressures stable order versus deliberate movement. | Tide markers shift the safe line index after a disclosed countdown; enemy pairs exploit whichever end the player leaves unsupported. Shops add `EQ-041..EQ-080`; route rewards add `AR-009..AR-015`. | `EN-R2-01..EN-R2-12`; `BO-R2-01..BO-R2-02`. | `E/P/A/V/S/M`: layered reeds/waterline, non-color tide notches, wet movement family, low pulse/hazard events, reed-and-drum tension stem. |
|
|
| `RG-03` | **Emberloom Works**; communal kilns weave heat through old ceramic conduits. The guild prevents cascading pressure faults. | Introduces constructs, delayed bursts, item cooldown attacks, and Heat-like self-cost patterns. Pressures timing protection and device removal. | Every encounter declares one pressure valve position; occupying, vacating, or crossing it changes a known countdown. Shops add `EQ-081..EQ-120`; rewards add `AR-016..AR-022`. | `EN-R3-01..EN-R3-12`; `BO-R3-01..BO-R3-02`. | `E/P/A/V/S/M`: kiln layers, pressure gauges readable without color, construct/hot-metal families, vent captions, struck-clay industrial stem. |
|
|
| `RG-04` | **Quillroot Archive**; living root shelves preserve route contracts as changing leaf patterns. The guild restores public navigation copies. | Introduces copied actions, target redirection, cleanse traps, and rule-text enemies. Pressures source diversity and inspection rather than raw output. | Encounters choose one disclosed archive clause: repeat, alternate, or preserve. Enemies reward obeying or deliberately breaking it. Shops add `EQ-121..EQ-160`; rewards add `AR-023..AR-030`. | `EN-R4-01..EN-R4-12`; `BO-R4-01..BO-R4-02`. | `E/P/A/V/S/M`: root stacks and leaf-script shapes, copy/erase motion family, paper/wood events with captions, plucked-string puzzle stem. |
|
|
| `RG-05` | **Tideglass Reach**; salt flats hold mirror pools that repeat silhouettes out of sequence. The guild stabilizes rescue beacons. | Introduces decoys, delayed copies, rearmost intrusion, and identity-versus-footprint rules. Pressures legal target filters and rear recovery. | Preview distinguishes source from echo with shape and timing; some routes start with an empty rear arrival index. Shops add `EQ-161..EQ-200`; rewards add `AR-031..AR-037`. | `EN-R5-01..EN-R5-13`; `BO-R5-01..BO-R5-02`. | `E/P/A/V/S/M`: high-contrast salt/mirror layers, source/echo silhouette treatment, reflection timing VFX, water-glass events, reversed motif stem. |
|
|
| `RG-06` | **Skyrail Orchard**; fruit terraces hang from slow freight rails crossing strong updrafts. The guild makes harvest routes dependable. | Introduces moving enemy order, airborne untargetability windows, falling arrivals, and contested center. Pressures flexible reach and action reservation. | Rail cars announce two future stops; enemies board or leave only at a shown stop. Rewards improve when the player preserves cargo footprints. Shops add `EQ-201..EQ-240`; rewards add `AR-038..AR-045`. | `EN-R6-01..EN-R6-13`; `BO-R6-01..BO-R6-02`. | `E/P/A/V/S/M`: orchard/rail parallax, stop glyphs, board/leap/fall families, rail clack with haptic-safe caption, airy string/percussion stem. |
|
|
| `RG-07` | **Nightcurrent Basin**; dark water channels reveal only what luminous current touches. The guild maps safe night crossings. | Introduces forecast denial that must be actively revealed, resource theft, linked enemy circuits, and mixed-damage retaliation. Pressures scouting tools and diversified resource loops. | One visible current sweeps front to rear; it reveals a hidden action category before the action can become major. The player always has at least one non-item reveal route. Shops add `EQ-241..EQ-280`; rewards add `AR-046..AR-052`. | `EN-R7-01..EN-R7-13`; `BO-R7-01..BO-R7-02`. | `E/P/A/V/S/M`: dark-but-readable basin layers, luminance-safe reveal shapes, current-link VFX, sonar-like captions, sparse bass-to-bright reveal stem. |
|
|
| `RG-08` | **Crown of Morn**; the high route nexus folds all prior currents through a ring of dawnlit stone. The guild completes a stable public circuit. | Synthesizes push/pull, expiry, constructs, copies, echoes, rail timing, and reveal without adding an undisclosed immunity. Pressures role redundancy, replacement depth, and adapting across consecutive fights. | Routes present two known grammars at once and one choice of recovery versus counter reward. Boss preview names every inherited rule source. Shops add `EQ-281..EQ-320`; rewards add `AR-053..AR-060`; clearing either boss completes the first-clear route and opens alternate-boss mastery paths. | `EN-R8-01..EN-R8-13`; `BO-R8-01..BO-R8-02`. | `E/P/A/V/S/M`: dawn nexus with eight readable current motifs, synthesis action families, motif-specific captions, layered reprise music with reduced-density mix. |
|
|
|
|
### Encounter Composition Rules
|
|
|
|
| Region band | Ordinary composition | Elite composition | Anti-filler requirement |
|
|
|---|---|---|---|
|
|
| `RG-01..RG-02` | Two or three identities; at most one delayed arrival. | Three identities with one `elite` row and one readable synergy. | A composition must change which end, target, or timing the player protects. |
|
|
| `RG-03..RG-04` | Three or four identities; one region object or clause. | One `elite` plus two older identities whose rules interact with it. | At least two rational response tags appear in preview. |
|
|
| `RG-05..RG-06` | Three to five identities; source/footprint and arrival order explicit. | One `elite`, one region support, and one pressure identity from an earlier region. | Removing the elite must change target or order logic, not only durability. |
|
|
| `RG-07..RG-08` | Four or five identities; one disclosed synthesis pair. | One or two elites with a recovery or reward tradeoff. | No encounter may require a single profession or exact item ID. |
|
|
|
|
Bosses use their own identity rows rather than scaled elite variants. No boss
|
|
is a unique recruit, social gate, or source of individual voice content.
|
|
|
|
### Progression And Revisit Rules
|
|
|
|
- First clear visits regions in numeric order so each grammar receives an
|
|
isolated introduction before synthesis.
|
|
- Later runs may branch between two unlocked adjacent regions, with previewed
|
|
shop band and enemy grammar. Route order never rerolls locked offers.
|
|
- Each region adds item and artifact breadth; it does not remove earlier legal
|
|
counters.
|
|
- Ordinary enemies may recur outside their home region only when the encounter
|
|
preview names the imported rule. Elites and bosses remain home-region
|
|
identities.
|
|
- Difficulty layers shorten safe timing, alter compositions, or combine known
|
|
rules. They may not hide telegraphs, add immunity by palette, or inflate a row
|
|
into a new identity.
|
|
- Region completion records encountered IDs, defeated IDs, and counter tags
|
|
used. It grants breadth and mastery routes, not compulsory flat power.
|