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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.

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 Generated name, modular appearance, rolls, profession, trait, equipment, level, price tier, rarity, and duplicate rules
05_CONTENT_CATALOG.md 12 base, 24 regular advanced, and 6 hidden hybrid professions
05_CONTENT_CATALOG.md 36 one-per-recruit mechanical traits
05_CONTENT_CATALOG.md 320 unit equipment identities
05_CONTENT_CATALOG.md 60 run-wide rule modifiers
05_CONTENT_CATALOG.md 8 regions, progression pressure, encounter grammar, and production ledger
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.

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.

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

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:

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.

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.

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.

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.

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.

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

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.