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aetherbound-guild/docs/presentation/PHASE7_1_RECRUIT_LOADOUT_LEVEL_CONTRACT.md
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Phase 7.1 Recruit Loadout And Level Contract

Equipment Rule

  • Each living Recruit owns zero or one equipped_item_id.
  • Item forms such as armament, guard, garb, charm and kit are eligibility and presentation families, not simultaneous body slots.
  • Equip is a replacement transaction: candidate enters the one active slot and the prior item, if any, returns to run inventory in the same receipt.
  • An item can interact with a neighbor's item or a shared event, but no effect may require its wearer to hold a second item.
  • Artifacts remain run-wide rules and never consume the Recruit's item slot.

Level Rule

  • Every Recruit stores its own level and xp.
  • Level range is 1..10; XP is earned only by the living deployed Recruit who qualifies under the economy authority.
  • Reserve and Fallen Recruits gain no battle XP.
  • Hiring, dismissal, death, promotion and run closure never transfer level or XP to another Recruit.
  • Promotion preserves that Recruit's level and XP; it does not create a shared Company level.

UI Read

  • Offer, Roster, Recruit detail, Equipment, Party and Result surfaces identify level as text.
  • Recruit detail exposes exact current XP/next-level progress.
  • Equipment comparison shows exactly Current slot -> Candidate, the returned item and the behavior delta.
  • Empty slot, incompatible item and replacement states remain distinguishable without color.