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aetherbound-guild/runtime/p10_0/catalog.json
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{
"schema": 1,
"source": {
"path": "prototype/site/data/catalog.json",
"sha256": "fb99bcd75ca6308091fa56b45f8da551276a496a1f96acbb44225efe491fdfef",
"authority_revision": "phase8-p8-3r2-contact-rear-actions-replacement"
},
"names_zh": {
"PF-B01": "护心卫士",
"PF-B02": "锋刃手",
"PF-B03": "长枪使",
"PF-B04": "逐风行者",
"PF-B05": "远弦射手",
"PF-B06": "裂隙法师",
"PF-B07": "仁心医者",
"PF-B08": "结契师",
"PF-B09": "机关匠",
"PF-B10": "暮兆术士",
"PF-B11": "律钟师",
"PF-B12": "辎重官",
"PF-A01": "门垒卫",
"PF-A02": "冲城卫",
"PF-A03": "终光刃",
"PF-A04": "回锋剑士",
"PF-A05": "钩阵统领",
"PF-A06": "日耀枪骑",
"PF-A07": "传步刺客",
"PF-A08": "逆风刃",
"PF-A09": "定穴射手",
"PF-A10": "箭雨使",
"PF-A11": "风暴算师",
"PF-A12": "空星术士",
"PF-A13": "战地医师",
"PF-A14": "延疗师",
"PF-A15": "三联契师",
"PF-A16": "担契者",
"PF-A17": "哨械师",
"PF-A18": "陷阵工匠",
"PF-A19": "苍白先知",
"PF-A20": "苦兆术士",
"PF-A21": "行军钟师",
"PF-A22": "寂音师",
"PF-A23": "觅迹补给官",
"PF-A24": "阵线搬运师",
"TR-001": "先行一步",
"TR-002": "耐心起手",
"TR-003": "窄阵护卫",
"TR-004": "长久记忆",
"TR-005": "空闲之手",
"TR-006": "开放步法",
"TR-007": "深口袋",
"TR-008": "静默双手",
"TR-009": "配重步",
"TR-010": "共饮药杯",
"TR-011": "醒目目标",
"TR-012": "迟步补位",
"TR-013": "节俭节拍",
"TR-014": "厚重袖口",
"TR-015": "远听者",
"TR-016": "灰烬胃口",
"TR-017": "一丝不苟",
"TR-018": "薄血",
"TR-019": "后阵守望",
"TR-020": "器具誓约",
"TR-021": "松散阵形",
"TR-022": "石刻计数",
"TR-023": "借来节奏",
"TR-024": "净断",
"TR-025": "风险账本",
"TR-026": "空隙射程",
"TR-027": "定声",
"TR-028": "二次草拟",
"TR-029": "摊开手掌",
"TR-030": "反转带扣",
"TR-031": "风暴胆识",
"TR-032": "温和收尾",
"TR-033": "分心并顾",
"TR-034": "久经风霜",
"TR-035": "空剑鞘",
"TR-036": "最后见证",
"EQ-001": "退步靴",
"EQ-002": "钉前护胫",
"EQ-003": "传步腰带",
"EQ-004": "寻隙凉鞋",
"EQ-005": "铅坠束带",
"EQ-006": "后钩披风",
"EQ-007": "转轴脚环",
"EQ-008": "静路绑带",
"EQ-009": "救援环扣",
"EQ-010": "前位主张",
"EQ-011": "邻位带扣",
"EQ-012": "开阵系带",
"EQ-013": "交步徽记",
"EQ-014": "静默后甲",
"EQ-015": "接力马刺",
"EQ-016": "空位铃",
"EQ-017": "撑钩护腕",
"EQ-018": "远行缎带",
"EQ-019": "定步石",
"EQ-020": "守线标签",
"EQ-021": "威胁镜片",
"EQ-022": "前标粉笔",
"EQ-023": "后阵呼哨",
"EQ-024": "仁慈刻度盘",
"EQ-025": "分选硬币",
"EQ-026": "召唤刺针",
"EQ-027": "伤势测带",
"EQ-028": "破盾缝锥",
"EQ-029": "疾影墨水",
"EQ-030": "末目标绳结",
"EQ-031": "护卫标签",
"EQ-032": "显形粉末",
"EQ-033": "对面镜盾",
"EQ-034": "低潮量规",
"EQ-035": "开侧弦线",
"EQ-036": "双重准星",
"EQ-037": "打断账册",
"EQ-038": "旧伤罗盘",
"EQ-039": "崩解瞄具",
"EQ-040": "破选别针",
"EQ-041": "邻壁护墙",
"EQ-042": "疏孔圆盾",
"EQ-043": "护值导环",
"EQ-044": "露锋战旗",
"EQ-045": "二次受击甲",
"EQ-046": "医者护轨",
"EQ-047": "脆面巨盾",
"EQ-048": "后向神盾",
"EQ-049": "借来的掩护",
"EQ-050": "破露头盔",
"EQ-051": "静默拦截者",
"EQ-052": "蓄热披风",
"EQ-053": "空护笼",
"EQ-054": "三击灯台",
"EQ-055": "邻誓胸甲",
"EQ-056": "回推框架",
"EQ-057": "慈护屏",
"EQ-058": "低护围裙",
"EQ-059": "逆印盾",
"EQ-060": "仅邻共享甲",
"EQ-061": "提前钟",
"EQ-062": "屏息面罩",
"EQ-063": "断复剪",
"EQ-064": "后拍指环",
"EQ-065": "缓燃引信",
"EQ-066": "速引顶针",
"EQ-067": "正午刻度盘",
"EQ-068": "错拍扣具",
"EQ-069": "耐性笔羽",
"EQ-070": "断念烛",
"EQ-071": "邻位时钟",
"EQ-072": "三巡齿轮",
"EQ-073": "破晓复元带",
"EQ-074": "迟净药瓶",
"EQ-075": "未成节拍器",
"EQ-076": "双启纺线",
"EQ-077": "歇步鞋",
"EQ-078": "观首镜片",
"EQ-079": "短忆弹簧",
"EQ-080": "长忆弹簧",
"EQ-081": "接节长枪",
"EQ-082": "近弦弓",
"EQ-083": "远灯",
"EQ-084": "回勾杖",
"EQ-085": "邻针刃",
"EQ-086": "贯盾弩矢",
"EQ-087": "慈及长杖",
"EQ-088": "中线六分仪",
"EQ-089": "连发投石索",
"EQ-090": "近身法印",
"EQ-091": "长护钩",
"EQ-092": "后线穿针",
"EQ-093": "接地尖钉",
"EQ-094": "阔口法器",
"EQ-095": "反咬短刀",
"EQ-096": "跨度盘",
"EQ-097": "接力箭",
"EQ-098": "穿根锥",
"EQ-099": "远端杯",
"EQ-100": "断距链",
"EQ-101": "弹步鞋",
"EQ-102": "推步护腕",
"EQ-103": "牵篷披风",
"EQ-104": "三席靴",
"EQ-105": "退击枪",
"EQ-106": "进灯杖",
"EQ-107": "并肩指环",
"EQ-108": "坍塌闸",
"EQ-109": "拖敌绳",
"EQ-110": "空位车",
"EQ-111": "追击扣",
"EQ-112": "逆罗盘",
"EQ-113": "渡竿",
"EQ-114": "跳板盾",
"EQ-115": "归途线",
"EQ-116": "护送缰",
"EQ-117": "公羊礼",
"EQ-118": "后场迎垫",
"EQ-119": "步税令牌",
"EQ-120": "折线披风",
"EQ-121": "守注阀",
"EQ-122": "余药瓶架",
"EQ-123": "零件回收爪",
"EQ-124": "韵律杯",
"EQ-125": "锋鞘",
"EQ-126": "定盘砣",
"EQ-127": "势能瓶",
"EQ-128": "分瞄器",
"EQ-129": "蓄能池",
"EQ-130": "断契筹",
"EQ-131": "兆沙漏",
"EQ-132": "补给箱钥",
"EQ-133": "空槽鼓",
"EQ-134": "满槽印",
"EQ-135": "邻借条",
"EQ-136": "杂锦囊",
"EQ-137": "截流闸",
"EQ-138": "溢流嘴",
"EQ-139": "逆序账",
"EQ-140": "末筹坠",
"EQ-141": "中点净刷",
"EQ-142": "印记接力针",
"EQ-143": "滞碍钩",
"EQ-144": "破绽丝",
"EQ-145": "空白板",
"EQ-146": "长恙环",
"EQ-147": "短祝光",
"EQ-148": "状态棱镜",
"EQ-149": "断根刀",
"EQ-150": "静音拍",
"EQ-151": "守毒瓶",
"EQ-152": "绽伤贴",
"EQ-153": "终铃",
"EQ-154": "净镜",
"EQ-155": "印路图",
"EQ-156": "分态器",
"EQ-157": "双净则",
"EQ-158": "隔染栅",
"EQ-159": "真言杯",
"EQ-160": "永痕甲",
"EQ-161": "护肩带",
"EQ-162": "盾铰",
"EQ-163": "冲锋帽",
"EQ-164": "红绳",
"EQ-165": "残光押注印",
"EQ-166": "回锋护",
"EQ-167": "定根握把",
"EQ-168": "钩颚",
"EQ-169": "日影",
"EQ-170": "路珠",
"EQ-171": "拇指板",
"EQ-172": "接地棒",
"EQ-173": "量勺",
"EQ-174": "第三扣",
"EQ-175": "折叠背架",
"EQ-176": "墨叶",
"EQ-177": "软槌",
"EQ-178": "敞篷包",
"EQ-179": "杂交撬",
"EQ-180": "归本章",
"EQ-181": "折叠哨卫",
"EQ-182": "守灯",
"EQ-183": "牵引标",
"EQ-184": "机关替身",
"EQ-185": "标记炮塔",
"EQ-186": "药雾器",
"EQ-187": "袖珍壁垒",
"EQ-188": "行走雷",
"EQ-189": "回声轴",
"EQ-190": "回收筝",
"EQ-191": "曲箭",
"EQ-192": "迟滞矢",
"EQ-193": "回旋镖",
"EQ-194": "破屏石",
"EQ-195": "邻位射击",
"EQ-196": "坠空枪",
"EQ-197": "安货镖",
"EQ-198": "连线弹弓",
"EQ-199": "沉矢",
"EQ-200": "末箭匣",
"EQ-201": "预兆绷带",
"EQ-202": "溢流漏斗",
"EQ-203": "净息毯",
"EQ-204": "后顾灯",
"EQ-205": "分剂杯",
"EQ-206": "迟滞夹板",
"EQ-207": "伤转药瓶",
"EQ-208": "苦味净剂",
"EQ-209": "续命丝",
"EQ-210": "分诊牌",
"EQ-211": "守赠盒",
"EQ-212": "节拍茶",
"EQ-213": "标记缎带",
"EQ-214": "邻电瓶",
"EQ-215": "足迹榜",
"EQ-216": "空手礼",
"EQ-217": "对带旗",
"EQ-218": "换岗徽",
"EQ-219": "安押印",
"EQ-220": "三邻号角",
"EQ-221": "诀别盾",
"EQ-222": "空靴",
"EQ-223": "末目标胸针",
"EQ-224": "拾荒索",
"EQ-225": "退路罗盘",
"EQ-226": "殿后旗",
"EQ-227": "难友结",
"EQ-228": "空位栅",
"EQ-229": "余生杯",
"EQ-230": "余筹匣",
"EQ-231": "倾覆灯",
"EQ-232": "纪念钉",
"EQ-233": "残息苇",
"EQ-234": "替身尺",
"EQ-235": "断线补",
"EQ-236": "断后刀",
"EQ-237": "承袭扣",
"EQ-238": "静默面纱",
"EQ-239": "归位图",
"EQ-240": "遣散牌",
"EQ-241": "风镜风向标",
"EQ-242": "棱镜刮刀",
"EQ-243": "沼泽步屐",
"EQ-244": "中水计时器",
"EQ-245": "窑阀钥匙",
"EQ-246": "热量账簿",
"EQ-247": "档案书签",
"EQ-248": "防复制蜡",
"EQ-249": "潮镜铅垂",
"EQ-250": "尾灯钩",
"EQ-251": "站台表",
"EQ-252": "护货臂甲",
"EQ-253": "水流灯",
"EQ-254": "税金囊",
"EQ-255": "断路楔",
"EQ-256": "合成转盘",
"EQ-257": "时刻针",
"EQ-258": "旧规则牌",
"EQ-259": "阶段石板",
"EQ-260": "应对罗盘",
"EQ-261": "先后开关",
"EQ-262": "再来印",
"EQ-263": "眠齿轮铃",
"EQ-264": "触发梳",
"EQ-265": "邻触发线",
"EQ-266": "取消接",
"EQ-267": "哑火灯",
"EQ-268": "冷却桥",
"EQ-269": "共触发杯",
"EQ-270": "标记触发羽",
"EQ-271": "反触发环",
"EQ-272": "三源坠",
"EQ-273": "无触发刀",
"EQ-274": "延迟触发带",
"EQ-275": "来源滤镜",
"EQ-276": "双战簧",
"EQ-277": "不灭队列",
"EQ-278": "筛触发镜",
"EQ-279": "资源门齿轮",
"EQ-280": "末触发账",
"EQ-281": "定向壁垒",
"EQ-282": "负债披风",
"EQ-283": "处决空鞘",
"EQ-284": "逆时马刺",
"EQ-285": "地平叉",
"EQ-286": "移动工坊",
"EQ-287": "蚀叶符",
"EQ-288": "契约印章",
"EQ-289": "三屏棱镜",
"EQ-290": "位序笔",
"EQ-291": "敌款缚",
"EQ-292": "回声源针",
"EQ-293": "轨司怀表",
"EQ-294": "流派读本",
"EQ-295": "合成挽具",
"EQ-296": "首轮之钥",
"EQ-297": "承继纹章",
"EQ-298": "不重徽章",
"EQ-299": "全线旗",
"EQ-300": "净果镜片",
"EQ-301": "单端冠",
"EQ-302": "零护之刃",
"EQ-303": "满护灯",
"EQ-304": "空源法器",
"EQ-305": "满源赌注",
"EQ-306": "无屏弓",
"EQ-307": "拒净石板",
"EQ-308": "全净水盘",
"EQ-309": "不移引擎",
"EQ-310": "随行引擎",
"EQ-311": "首动之印",
"EQ-312": "末动之印",
"EQ-313": "无邻披风",
"EQ-314": "密集外袍",
"EQ-315": "弃物之誓",
"EQ-316": "器物合唱架",
"EQ-317": "精准坍塌环",
"EQ-318": "反实石板",
"EQ-319": "八区罗盘",
"EQ-320": "开放公会牌",
"AR-001": "开放账册",
"AR-002": "巧匠橱窗",
"AR-003": "共同目标",
"AR-004": "窄域搜寻",
"AR-005": "二次面谈",
"AR-006": "新生资质",
"AR-007": "满员长凳",
"AR-008": "精简队伍",
"AR-009": "熟悉的面孔",
"AR-010": "广域招募",
"AR-011": "窄阵先锋",
"AR-012": "长列远征",
"AR-013": "固定两端",
"AR-014": "流转两端",
"AR-015": "成对执务",
"AR-016": "开放织法",
"AR-017": "前列继承",
"AR-018": "后列保存",
"AR-019": "空位守则",
"AR-020": "即刻闭合",
"AR-021": "先说",
"AR-022": "后答",
"AR-023": "清流",
"AR-024": "深流",
"AR-025": "明屏",
"AR-026": "暗屏",
"AR-027": "共拍",
"AR-028": "断拍",
"AR-029": "着地竞",
"AR-030": "凌空竞",
"AR-031": "逆流路",
"AR-032": "未测路",
"AR-033": "短途行军",
"AR-034": "长途行军",
"AR-035": "回收特许",
"AR-036": "整货",
"AR-037": "风险分红",
"AR-038": "安全储备",
"AR-039": "区域记忆",
"AR-040": "新气象",
"AR-041": "空位",
"AR-042": "留存工具",
"AR-043": "沉痛教训",
"AR-044": "温和回归",
"AR-045": "遣散市场",
"AR-046": "长期合同",
"AR-047": "幸存者账簿",
"AR-048": "即时援助",
"AR-049": "共同历史",
"AR-050": "白板新团",
"AR-051": "广度练习",
"AR-052": "深度练习",
"AR-053": "已知法则",
"AR-054": "完全合成",
"AR-055": "可见逆境",
"AR-056": "有限迷雾",
"AR-057": "替冠",
"AR-058": "完整回路",
"AR-059": "终考",
"AR-060": "开放工坊",
"EN-R1-01": "晶板啮兽",
"EN-R1-02": "疾风雀",
"EN-R1-03": "台地冲羊",
"EN-R1-04": "钟茎食草兽",
"EN-R1-05": "晶背兽",
"EN-R1-06": "原野潜猎者",
"EN-R1-07": "鸣哨飞蠓",
"EN-R1-08": "玻根幼芽",
"EN-R1-09": "横风书记",
"EN-R1-10": "崖沿跃客",
"EN-R1-11": "狂风执令官",
"EN-R1-12": "棱晶角兽",
"EN-R2-01": "芦苇钩手",
"EN-R2-02": "泥灯水蛭",
"EN-R2-03": "淤泥拟态",
"EN-R2-04": "堤岸陆龟",
"EN-R2-05": "沼笛手",
"EN-R2-06": "咸水幽光",
"EN-R2-07": "渡船蟹",
"EN-R2-08": "溺种荚",
"EN-R2-09": "泥沼医者",
"EN-R2-10": "雾颌兽",
"EN-R2-11": "潮道寡妇",
"EN-R2-12": "闸门长者",
"EN-R3-01": "炉渣蜱",
"EN-R3-02": "窑口搬运工",
"EN-R3-03": "釉猎犬",
"EN-R3-04": "风箱顽童",
"EN-R3-05": "熔渣甲",
"EN-R3-06": "火星书记",
"EN-R3-07": "熔炉风筝",
"EN-R3-08": "灰铆工",
"EN-R3-09": "压力蝾螈",
"EN-R3-10": "工具磁",
"EN-R3-11": "炉司",
"EN-R3-12": "行走坩埚",
"EN-R4-01": "页边蛾",
"EN-R4-02": "根标者",
"EN-R4-03": "拭墨蛞蝓",
"EN-R4-04": "脚注豺",
"EN-R4-05": "条款甲虫",
"EN-R4-06": "叶算子",
"EN-R4-07": "引文鸦",
"EN-R4-08": "缚藤",
"EN-R4-09": "重写影",
"EN-R4-10": "守架卫",
"EN-R4-11": "辞典守者",
"EN-R4-12": "复写鹿",
"EN-R5-01": "镜面滑行者",
"EN-R5-02": "盐替身",
"EN-R5-03": "信标鳐",
"EN-R5-04": "逆流手",
"EN-R5-05": "双尾鳗",
"EN-R5-06": "平板蜗牛",
"EN-R5-07": "盐螺召唤者",
"EN-R5-08": "浪尖潜伏者",
"EN-R5-09": "浅滩公证蟹",
"EN-R5-10": "救援窃贼",
"EN-R5-11": "潮汐透镜",
"EN-R5-12": "复制元帅",
"EN-R5-13": "落潮巨像",
"EN-R6-01": "铁道雏鸟",
"EN-R6-02": "果园滑翔者",
"EN-R6-03": "货螨",
"EN-R6-04": "扳手猿",
"EN-R6-05": "梨弹蜂",
"EN-R6-06": "刹车藤",
"EN-R6-07": "站台厨子",
"EN-R6-08": "上升锦鲤",
"EN-R6-09": "苹果卷",
"EN-R6-10": "报站员",
"EN-R6-11": "丰收包",
"EN-R6-12": "时刻骑士",
"EN-R6-13": "果园引擎",
"EN-R7-01": "暮光滑翔者",
"EN-R7-02": "黑水税杯",
"EN-R7-03": "回路鳗",
"EN-R7-04": "无灯蛙",
"EN-R7-05": "守财徒",
"EN-R7-06": "月痕针鱼",
"EN-R7-07": "浅滩传令官",
"EN-R7-08": "暗堤工匠",
"EN-R7-09": "回声税吏",
"EN-R7-10": "微光护士",
"EN-R7-11": "低音鳐",
"EN-R7-12": "午夜审计官",
"EN-R7-13": "深渊指挥家",
"EN-R8-01": "晨片",
"EN-R8-02": "路线缚者",
"EN-R8-03": "晨间摹本",
"EN-R8-04": "冠运工",
"EN-R8-05": "八重雀",
"EN-R8-06": "重演公羊",
"EN-R8-07": "天顶医者",
"EN-R8-08": "枢纽砖",
"EN-R8-09": "金涛潜者",
"EN-R8-10": "末款",
"EN-R8-11": "破晓哨兵",
"EN-R8-12": "回路执政",
"EN-R8-13": "子午引擎",
"BO-R1-01": "千镜角鹿",
"BO-R1-02": "风织机",
"BO-R2-01": "闸背母兽",
"BO-R2-02": "沉钟",
"BO-R3-01": "行走的窑炉",
"BO-R3-02": "九星工头",
"BO-R4-01": "行走总目",
"BO-R4-02": "遮墨鹿",
"BO-R5-01": "镜潮利维坦",
"BO-R5-02": "深渊信标",
"BO-R6-01": "大果园引擎",
"BO-R6-02": "上升气流女王",
"BO-R7-01": "夜流判官",
"BO-R7-02": "空灯合唱团",
"BO-R8-01": "冠冕子午",
"BO-R8-02": "公共之路",
"RG-01": "风镜原野",
"RG-02": "淤醒沼泽",
"RG-03": "余烬织坊",
"RG-04": "卷根档案馆",
"RG-05": "潮镜滩",
"RG-06": "空轨果园",
"RG-07": "夜流盆地",
"RG-08": "晨冠",
"CTR-R1-01": "风镜初渡",
"CTR-R1-02": "风织机通路",
"CTR-R2-01": "淤醒渡口",
"CTR-R2-02": "沉钟水道",
"CTR-R3-01": "余烬窑道",
"CTR-R3-02": "九星工场",
"CTR-R4-01": "卷根初索",
"CTR-R4-02": "遮墨书架",
"CTR-R5-01": "潮镜初涉",
"CTR-R5-02": "深渊灯塔",
"CTR-R6-01": "果园首班车",
"CTR-R6-02": "上升女王线",
"CTR-R7-01": "夜流初渡",
"CTR-R7-02": "空灯水道",
"CTR-R8-01": "晨冠正途",
"CTR-R8-02": "公共之路"
},
"execution_tags": {
"PF-B01": [
"front_hold",
"guard",
"intercept",
"push_resist"
],
"PF-B02": [
"single_pressure",
"edge",
"execute",
"overflow_convert"
],
"PF-B03": [
"reach_control",
"poise",
"pierce",
"move_cost"
],
"PF-B04": [
"reorder",
"momentum",
"swap",
"push_protect"
],
"PF-B05": [
"projectile",
"aim",
"rear_target",
"line_stability"
],
"PF-B06": [
"area",
"charge",
"echo",
"interrupt_cost"
],
"PF-B07": [
"restore",
"remedy",
"cleanse",
"no_overheal_gain"
],
"PF-B08": [
"enable",
"bond",
"neighbor_link",
"tag_variety"
],
"PF-B09": [
"construct",
"parts",
"device",
"salvage_on_move"
],
"PF-B10": [
"impair",
"omen",
"hinder",
"expiry_extend"
],
"PF-B11": [
"tempo",
"verse",
"ally_advance",
"enemy_delay"
],
"PF-B12": [
"supply",
"item_refresh",
"retreat_step",
"target_rotation"
],
"PF-A01": [
"front_hold",
"directional_intercept",
"guard_refund"
],
"PF-A02": [
"front_hold",
"guard_spend",
"push",
"follow_step"
],
"PF-A03": [
"single_pressure",
"edge_wager",
"execute",
"exposed_cost"
],
"PF-A04": [
"single_pressure",
"edge_reserve",
"block",
"return_cut"
],
"PF-A05": [
"reach_control",
"poise_spend",
"pull",
"enemy_reorder"
],
"PF-A06": [
"reach_control",
"poise_spend",
"line_pierce",
"declining_damage"
],
"PF-A07": [
"reorder",
"momentum_spend",
"swap",
"ally_advance"
],
"PF-A08": [
"reorder",
"sprint",
"multi_target",
"exposed_cost"
],
"PF-A09": [
"projectile",
"aim_spend",
"movement_delay",
"interrupt"
],
"PF-A10": [
"projectile",
"aim_spend",
"three_targets",
"no_repeat"
],
"PF-A11": [
"area",
"charge",
"cadence_chain",
"declining_damage"
],
"PF-A12": [
"area",
"charge_preserve",
"self_hinder",
"focused_release"
],
"PF-A13": [
"restore",
"remedy",
"heal",
"rear_swap"
],
"PF-A14": [
"restore",
"remedy_spend",
"delayed_heal",
"damage_bonus"
],
"PF-A15": [
"enable",
"bond",
"three_link",
"same_tag_fray"
],
"PF-A16": [
"enable",
"bond_gain",
"cost_transfer",
"self_burden"
],
"PF-A17": [
"construct",
"parts_spend",
"rear_device",
"repeat_target"
],
"PF-A18": [
"construct",
"parts_spend",
"position_trap",
"forced_move_trigger"
],
"PF-A19": [
"impair",
"omen",
"linked_expiry",
"cleanse_risk"
],
"PF-A20": [
"impair",
"consume_hindrance",
"burst",
"expose"
],
"PF-A21": [
"tempo",
"verse_spend",
"neighbor_sync",
"slowest_timing"
],
"PF-A22": [
"tempo",
"verse_spend",
"sound_interrupt",
"self_silence"
],
"PF-A23": [
"supply",
"enemy_sample",
"shop_counter",
"future_value"
],
"PF-A24": [
"supply",
"item_trigger_transfer",
"neighbor_only",
"item_stays"
],
"TR-001": [
"position_trigger",
"reach_bonus",
"foremost_filter_cost"
],
"TR-002": [
"action_count",
"resource_gain",
"opening_delay"
],
"TR-003": [
"neighbor_count",
"free_intercept",
"guard_transfer_lock"
],
"TR-004": [
"repeat_target",
"duration_bonus",
"retarget_delay"
],
"TR-005": [
"swap",
"carry_footprint",
"object_action_loss"
],
"TR-006": [
"forced_move",
"counterattack",
"self_exposed"
],
"TR-007": [
"consumable",
"duplicate_target",
"cooldown_cost"
],
"TR-008": [
"rear_cover",
"sound_immunity",
"resource_lock"
],
"TR-009": [
"pull_resist",
"movement_transfer",
"failure_hinder"
],
"TR-010": [
"healing_received",
"neighbor_splash",
"self_heal_cost"
],
"TR-011": [
"target_priority",
"survive_hit",
"focus_gain"
],
"TR-012": [
"ally_fallen",
"delayed_collapse",
"action_lock"
],
"TR-013": [
"basic_count",
"item_cooldown",
"resource_reset"
],
"TR-014": [
"interrupt_convert",
"delay",
"slower_resolve"
],
"TR-015": [
"enable_range",
"distant_receive",
"adjacent_lock"
],
"TR-016": [
"hindered_kill",
"resource_restore",
"plain_kill_cost"
],
"TR-017": [
"reserved_target",
"reach_validate",
"forced_fizzle"
],
"TR-018": [
"area_damage",
"action_advance",
"single_heal_cost"
],
"TR-019": [
"rear_intruder",
"auto_mark",
"forward_reach_cost"
],
"TR-020": [
"item_priority",
"first_trigger",
"technique_wait"
],
"TR-021": [
"swap_role",
"resource_gain",
"repeat_partner_hinder"
],
"TR-022": [
"same_attacker_count",
"guard_gain",
"mark_clear"
],
"TR-023": [
"action_advance",
"cadence_copy",
"repeat_advance_lock"
],
"TR-024": [
"cleanse",
"positive_tag_cost",
"resource_gain"
],
"TR-025": [
"survive_exposed",
"shop_discount",
"clear_on_safe_end"
],
"TR-026": [
"summon_pass",
"basic_reach",
"summon_no_damage"
],
"TR-027": [
"stationary",
"sound_uninterruptible",
"move_silence"
],
"TR-028": [
"self_hindrance",
"short_replace",
"second_extend"
],
"TR-029": [
"resource_share",
"extended_range",
"adjacent_exclusion"
],
"TR-030": [
"overpush",
"center_step",
"positive_tag_drop"
],
"TR-031": [
"enemy_windup",
"focus_gain",
"interrupt_reset"
],
"TR-032": [
"overkill",
"remedy_convert",
"execute_lock"
],
"TR-033": [
"equipment_mark",
"two_marks",
"profession_mark_cost"
],
"TR-034": [
"region_hazard",
"first_immunity",
"second_extend"
],
"TR-035": [
"empty_armament",
"alternate_target",
"equip_cost"
],
"TR-036": [
"lone_band",
"forecast",
"reach_bonus",
"concealment_lock"
],
"EQ-001": [
"first_direct_hit",
"rear_step",
"next_basic_delay"
],
"EQ-002": [
"first_push",
"push_resist",
"post_basic_hinder"
],
"EQ-003": [
"ally_swap",
"ally_advance",
"wearer_delay"
],
"EQ-004": [
"vacated_position",
"forward_step",
"guard_loss"
],
"EQ-005": [
"forced_move",
"movement_reduce",
"pace_cost"
],
"EQ-006": [
"rear_target",
"front_pull",
"next_action_delay"
],
"EQ-007": [
"position_change",
"trigger_reset",
"cooldown_cost"
],
"EQ-008": [
"stationary",
"poise_gain",
"move_reset"
],
"EQ-009": [
"ally_low_hp",
"rescue_step",
"self_delay"
],
"EQ-010": [
"front_entry",
"target_priority",
"guard_cost"
],
"EQ-011": [
"neighbor_hit",
"guard_share",
"pace_cost"
],
"EQ-012": [
"open_line",
"reach_bonus",
"guard_lock"
],
"EQ-013": [
"cross_swap",
"action_advance",
"self_hinder"
],
"EQ-014": [
"rear_position",
"projectile_resist",
"move_disable"
],
"EQ-015": [
"wearer_swap",
"position_trigger_refresh",
"partner_lock"
],
"EQ-016": [
"empty_position",
"cadence_advance",
"position_fill_reset"
],
"EQ-017": [
"guarded",
"pull_resist",
"guard_break_cost"
],
"EQ-018": [
"three_positions",
"item_refresh",
"repeat_reset"
],
"EQ-019": [
"stationary_count",
"guard_gain",
"forced_move_reset"
],
"EQ-020": [
"neighbor_move",
"safe_step",
"item_pause"
],
"EQ-021": [
"threat_preview",
"target_reveal",
"damage_cost"
],
"EQ-022": [
"foremost_mark",
"ally_focus",
"rear_exposed"
],
"EQ-023": [
"rear_threat",
"target_redirect",
"front_delay"
],
"EQ-024": [
"lowest_hp",
"heal_target",
"overheal_lock"
],
"EQ-025": [
"equal_targets",
"alternate_family",
"critical_lock"
],
"EQ-026": [
"summon",
"target_mark",
"owner_delay"
],
"EQ-027": [
"wounded_target",
"damage_bonus",
"healthy_cost"
],
"EQ-028": [
"guarded_enemy",
"guard_strip",
"raw_damage_cost"
],
"EQ-029": [
"fastest_enemy",
"hinder",
"slow_target_lock"
],
"EQ-030": [
"last_target",
"repeat_bonus",
"retarget_cost"
],
"EQ-031": [
"ally_targeted",
"intercept",
"self_exposed"
],
"EQ-032": [
"screened_enemy",
"screen_remove",
"damage_lock"
],
"EQ-033": [
"front_attack",
"reflect",
"rear_bypass"
],
"EQ-034": [
"low_resource",
"resource_gain",
"full_resource_delay"
],
"EQ-035": [
"open_flank",
"rear_target",
"foremost_damage_cost"
],
"EQ-036": [
"area_action",
"second_target",
"primary_damage_cost"
],
"EQ-037": [
"interrupt",
"cooldown_refresh",
"failed_interrupt_cost"
],
"EQ-038": [
"oldest_hindrance",
"cleanse",
"urgent_newer_cost"
],
"EQ-039": [
"enemy_collapse",
"reserved_target",
"double_collapse_fizzle"
],
"EQ-040": [
"equal_target_families",
"alternate_default",
"critical_lock"
],
"EQ-041": [
"guard",
"intercept",
"neighbor_protect"
],
"EQ-042": [
"guard",
"area_share",
"neighbor"
],
"EQ-043": [
"guard",
"transfer",
"expiry"
],
"EQ-044": [
"exposed",
"taunt",
"ally_cover"
],
"EQ-045": [
"guard",
"repeat_hit_resist",
"class_b"
],
"EQ-046": [
"heal",
"push_resist",
"protection"
],
"EQ-047": [
"guard",
"projectile_screen",
"opening"
],
"EQ-048": [
"guard",
"rear_origin_block",
"front_protect"
],
"EQ-049": [
"guard",
"copy",
"behind_guard"
],
"EQ-050": [
"exposed",
"action_advance",
"class_b"
],
"EQ-051": [
"intercept",
"no_resource_gain",
"class_b"
],
"EQ-052": [
"area_store",
"release_on_move",
"class_b"
],
"EQ-053": [
"guard",
"strip_convert",
"class_b"
],
"EQ-054": [
"screen",
"spell_screen",
"hit_counter"
],
"EQ-055": [
"guard",
"choose_side",
"protection_scope"
],
"EQ-056": [
"push_reflect",
"front",
"class_b"
],
"EQ-057": [
"projectile",
"survive_at_one",
"support"
],
"EQ-058": [
"guard",
"share",
"low_vitality_neighbor"
],
"EQ-059": [
"mark_convert",
"guard",
"cleanse"
],
"EQ-060": [
"guard",
"share_damage",
"one_neighbor"
],
"EQ-061": [
"tempo",
"earlier_tick",
"class_b"
],
"EQ-062": [
"windup",
"interrupt_survive",
"class_b"
],
"EQ-063": [
"defeat",
"recovery_clear",
"class_b"
],
"EQ-064": [
"tempo",
"resource_gain",
"neighbor"
],
"EQ-065": [
"burst",
"delayed",
"follow"
],
"EQ-066": [
"projectile",
"no_windup",
"class_b"
],
"EQ-067": [
"cooldown_refresh",
"midpoint",
"class_b"
],
"EQ-068": [
"action_advance",
"store_release",
"class_b"
],
"EQ-069": [
"hindrance",
"lengthen",
"patience"
],
"EQ-070": [
"interrupt",
"immediate_trigger",
"class_b"
],
"EQ-071": [
"cadence",
"opposite_band",
"choose_neighbor"
],
"EQ-072": [
"device",
"repeat",
"multi_target"
],
"EQ-073": [
"recovery",
"interrupted",
"boss"
],
"EQ-074": [
"cleanse",
"action_advance",
"class_b"
],
"EQ-075": [
"fizzle",
"fast_basic",
"class_b"
],
"EQ-076": [
"linked",
"windup",
"neighbor"
],
"EQ-077": [
"reorder",
"recovery_end",
"step"
],
"EQ-078": [
"boss",
"cooldown_pause",
"telegraph"
],
"EQ-079": [
"repeat",
"windup_shorten",
"class_b"
],
"EQ-080": [
"alternate",
"recovery_shorten",
"class_b"
],
"EQ-081": [
"reach",
"every_second",
"extend"
],
"EQ-082": [
"projectile",
"screened_target",
"screen_pierce"
],
"EQ-083": [
"spell",
"rear",
"line_reach"
],
"EQ-084": [
"pull",
"unreachable_target",
"reposition"
],
"EQ-085": [
"target_rule",
"neighbor_mirror",
"flexible"
],
"EQ-086": [
"projectile",
"protector_pierce",
"first_shot"
],
"EQ-087": [
"restore",
"reach_extend",
"low_vitality"
],
"EQ-088": [
"position_choice",
"center_band",
"line_end"
],
"EQ-089": [
"projectile",
"double_hit",
"rear_target"
],
"EQ-090": [
"spell",
"adjacent_target",
"interrupt"
],
"EQ-091": [
"guard",
"intercept_reach",
"through_ally"
],
"EQ-092": [
"thread",
"foremost_to_rearmost",
"first_hit"
],
"EQ-093": [
"kit",
"index_hazard",
"airborne_punish"
],
"EQ-094": [
"area",
"shape_expand",
"front_center"
],
"EQ-095": [
"reach_flip",
"rear_intrusion",
"reach_1"
],
"EQ-096": [
"focus_gain",
"reach_diversity",
"threshold"
],
"EQ-097": [
"projectile",
"construct_bounce",
"chain"
],
"EQ-098": [
"footprint_ignore",
"blocker_break",
"reach"
],
"EQ-099": [
"enable",
"resource_share",
"farthest_ally"
],
"EQ-100": [
"control",
"reach_reduce",
"next_basic"
],
"EQ-101": [
"reorder",
"post_basic_swap",
"tempo"
],
"EQ-102": [
"guard",
"block_step",
"mutual_displace"
],
"EQ-103": [
"support",
"pull_allies",
"low_vitality"
],
"EQ-104": [
"position_visit",
"readied_action",
"battle_once"
],
"EQ-105": [
"front",
"strike_then_rear",
"trail_cover"
],
"EQ-106": [
"rear",
"cast_advance",
"pressure"
],
"EQ-107": [
"same_role",
"auto_swap",
"adjacent"
],
"EQ-108": [
"support",
"collapse_delay",
"windup_guard"
],
"EQ-109": [
"control",
"pull_chain",
"neighbor_drag"
],
"EQ-110": [
"construct",
"vacancy_fill",
"delay"
],
"EQ-111": [
"pursuit",
"push_follow",
"pressure"
],
"EQ-112": [
"movement_flip",
"declared_opposite",
"battle_once"
],
"EQ-113": [
"support",
"swap_neighbors",
"instead_of_damage"
],
"EQ-114": [
"guard",
"push_launch",
"neighbor_behind"
],
"EQ-115": [
"position_mark",
"return_once",
"battle_once"
],
"EQ-116": [
"support",
"carry_neighbor",
"low_vitality"
],
"EQ-117": [
"guard",
"push_swap_instead",
"front"
],
"EQ-118": [
"rear",
"arrival_delay",
"hostile_entry"
],
"EQ-119": [
"impair",
"index_tax",
"movement_punish"
],
"EQ-120": [
"endpoint_swap",
"battle_once",
"line_fold"
],
"EQ-121": [
"guard_convert",
"focus_gain",
"resource"
],
"EQ-122": [
"remedy_spend",
"cooldown_refresh",
"heal_item"
],
"EQ-123": [
"device_destroyed",
"parts_return",
"construct"
],
"EQ-124": [
"verse_spend",
"neighbor_gift",
"tempo"
],
"EQ-125": [
"edge_carry",
"mark_transfer",
"single_target"
],
"EQ-126": [
"poise_spend",
"forced_move_cancel",
"stance"
],
"EQ-127": [
"momentum_spend",
"trigger_refresh",
"reorder"
],
"EQ-128": [
"aim_spend",
"rear_mark",
"projectile"
],
"EQ-129": [
"charge_store",
"interrupt_hold",
"basic_return"
],
"EQ-130": [
"link_break",
"bond_to_guard",
"support"
],
"EQ-131": [
"omen_spend",
"hindrance_pause",
"wind_up"
],
"EQ-132": [
"supply_spend",
"cooldown_open",
"item"
],
"EQ-133": [
"zero_resource",
"basic_advance",
"tempo"
],
"EQ-134": [
"full_resource",
"steal_ward",
"guard_spend"
],
"EQ-135": [
"lend_resource",
"neighbor_match",
"timer"
],
"EQ-136": [
"three_types",
"supply_create",
"resource"
],
"EQ-137": [
"resource_floor",
"direct_hit",
"expose_cost"
],
"EQ-138": [
"overflow_share",
"cap_spill",
"neighbor"
],
"EQ-139": [
"damage_gain",
"spend_redirect",
"ledger"
],
"EQ-140": [
"last_token",
"rider_keep",
"spend"
],
"EQ-141": [
"midpoint_cleanse",
"guard_gain",
"restore"
],
"EQ-142": [
"mark_expire",
"mark_jump",
"single_tick"
],
"EQ-143": [
"hindered_pull",
"forward_pull",
"basic"
],
"EQ-144": [
"guard_break",
"mark_breaker",
"expose"
],
"EQ-145": [
"tag_cancel",
"same_cadence",
"no_resource"
],
"EQ-146": [
"hindrance_refresh",
"no_stack",
"immunity_tick"
],
"EQ-147": [
"short_tag",
"expiry_rider",
"no_extend"
],
"EQ-148": [
"tag_mirror",
"opposite_sign",
"nearest_enemy"
],
"EQ-149": [
"root_cleanse",
"move_unlock",
"no_damage"
],
"EQ-150": [
"hinder_silence",
"windup_stop",
"one_tick"
],
"EQ-151": [
"guarded_hinder",
"cleanse_lock",
"guard_cost"
],
"EQ-152": [
"heal_deny",
"source_mark",
"reveal"
],
"EQ-153": [
"tag_expiry",
"action_advance",
"oldest_tag"
],
"EQ-154": [
"enemy_cleanse",
"mirror_cleanse",
"restore"
],
"EQ-155": [
"mark_keep",
"approach_hold",
"reorder"
],
"EQ-156": [
"area_ends",
"status_limit",
"area"
],
"EQ-157": [
"second_cleanse",
"cooldown_refresh",
"restore"
],
"EQ-158": [
"spread_block",
"neighbor_guard",
"short_tag"
],
"EQ-159": [
"conceal_cleanse",
"action_reveal",
"guard_gift"
],
"EQ-160": [
"full_duration",
"tag_immunity",
"one_battle"
],
"EQ-161": [
"intercept_keep",
"guard",
"neighbor_target"
],
"EQ-162": [
"directional_block",
"swing_step",
"guard"
],
"EQ-163": [
"wall_stop",
"foremost_hold",
"push"
],
"EQ-164": [
"alternate_targets",
"tempo_swap",
"edge"
],
"EQ-165": [
"edge_reserve",
"final_measure",
"wager"
],
"EQ-166": [
"counter_reach",
"return_cut",
"parry"
],
"EQ-167": [
"poise_root",
"position_pin",
"stance"
],
"EQ-168": [
"pull_reverse",
"poise_cost",
"reorder"
],
"EQ-169": [
"skip_guard",
"projectile",
"line_sweep"
],
"EQ-170": [
"momentum_keep",
"forced_move",
"track"
],
"EQ-171": [
"aim_to_guard",
"rear_cover",
"projectile"
],
"EQ-172": [
"ground_cast",
"charge",
"area"
],
"EQ-173": [
"exact_heal",
"remedy_double",
"restore"
],
"EQ-174": [
"link_skip",
"bond",
"support"
],
"EQ-175": [
"device_keep",
"redeploy_cost",
"construct"
],
"EQ-176": [
"hinder_mark",
"source_eye",
"impair"
],
"EQ-177": [
"ally_beat",
"verse_cost",
"tempo"
],
"EQ-178": [
"supply_reach",
"neighbor_item",
"kit"
],
"EQ-179": [
"hybrid_first",
"priority",
"hidden_lock"
],
"EQ-180": [
"parent_basic",
"advanced_pause",
"recall"
],
"EQ-181": [
"deploy_sentry",
"basic_echo",
"construct"
],
"EQ-182": [
"device_guard",
"forward_aid",
"construct"
],
"EQ-183": [
"destroy_pull",
"reorder",
"device"
],
"EQ-184": [
"decoy_taunt",
"footprint_hold",
"construct"
],
"EQ-185": [
"third_mark",
"device_aim",
"construct"
],
"EQ-186": [
"double_cleanse",
"device_cure",
"restore"
],
"EQ-187": [
"rear_block",
"screen",
"deploy"
],
"EQ-188": [
"mine_follow",
"forced_trigger",
"construct"
],
"EQ-189": [
"trigger_copy",
"legality_reveal",
"item"
],
"EQ-190": [
"salvage_refresh",
"rear_hold",
"item"
],
"EQ-191": [
"bend_shot",
"screen_break",
"projectile"
],
"EQ-192": [
"delayed_hit",
"follow_step",
"projectile"
],
"EQ-193": [
"return_cleanse",
"line_pass",
"projectile"
],
"EQ-194": [
"screen_remove",
"projectile",
"heavy_hit"
],
"EQ-195": [
"invalid_retarget",
"nearest_depth",
"projectile"
],
"EQ-196": [
"air_pull",
"landing_drag",
"projectile"
],
"EQ-197": [
"cargo_safe",
"no_crit",
"projectile"
],
"EQ-198": [
"origin_shift",
"construct_fire",
"projectile"
],
"EQ-199": [
"wait_reveal",
"held_aim",
"projectile"
],
"EQ-200": [
"three_targets",
"item_refresh",
"projectile"
],
"EQ-201": [
"heal_reserve",
"predicted_hit",
"restore"
],
"EQ-202": [
"overheal_share",
"lowest_first",
"restore"
],
"EQ-203": [
"cleanse_pause",
"neighbor_hold",
"restore"
],
"EQ-204": [
"heal_reveal",
"rear_eye",
"restore"
],
"EQ-205": [
"split_heal",
"adjacent_pair",
"restore"
],
"EQ-206": [
"move_heal",
"stillness_cue",
"restore"
],
"EQ-207": [
"block_remedy",
"prevent_gain",
"restore"
],
"EQ-208": [
"double_cleanse",
"advance_target",
"restore"
],
"EQ-209": [
"death_redirect",
"neighbor_heal",
"restore"
],
"EQ-210": [
"band_alternate",
"reach_bonus",
"restore"
],
"EQ-211": [
"guard_share",
"tag_refresh",
"enable"
],
"EQ-212": [
"cadence_pick",
"basic_adopt",
"enable"
],
"EQ-213": [
"tag_marks",
"ally_tether",
"enable"
],
"EQ-214": [
"cooldown_gift",
"neighbor_clock",
"enable"
],
"EQ-215": [
"reach_copy",
"move_learn",
"enable"
],
"EQ-216": [
"empty_grant",
"resource_gift",
"enable"
],
"EQ-217": [
"front_rear_echo",
"enable_copy",
"banner"
],
"EQ-218": [
"role_swap",
"tag_trade",
"enable"
],
"EQ-219": [
"advance_wager",
"expose_risk",
"enable"
],
"EQ-220": [
"two_sides",
"sound_reach",
"enable"
],
"EQ-221": [
"defeat_guard",
"rear_gift",
"front"
],
"EQ-222": [
"defeat_root",
"collapse_aid",
"survive"
],
"EQ-223": [
"defeat_mark",
"party_eye",
"pressure"
],
"EQ-224": [
"break_refresh",
"device_hunt",
"support"
],
"EQ-225": [
"retreat_step",
"exit_first",
"survive"
],
"EQ-226": [
"retreat_block",
"exit_guard",
"front"
],
"EQ-227": [
"knockout_counter",
"expose_cost",
"survive"
],
"EQ-228": [
"defeat_ward",
"rear_delay",
"construct"
],
"EQ-229": [
"survive_priority",
"heal_first",
"survive"
],
"EQ-230": [
"defeat_loan",
"token_pass",
"resource"
],
"EQ-231": [
"collapse_reveal",
"order_eye",
"survive"
],
"EQ-232": [
"defeat_hazard",
"index_spike",
"control"
],
"EQ-233": [
"defeat_echo",
"sound_finish",
"sound"
],
"EQ-234": [
"vacancy_reach",
"inherit_rule",
"survive"
],
"EQ-235": [
"ghost_neighbor",
"enable_once",
"survive"
],
"EQ-236": [
"retreat_target",
"hinder_exit",
"survive"
],
"EQ-237": [
"trigger_inherit",
"neighbor_pass",
"survive"
],
"EQ-238": [
"quiet_defeat",
"no_riders",
"survive"
],
"EQ-239": [
"defeat_record",
"formation_fix",
"reorder"
],
"EQ-240": [
"dismiss_token",
"shop_shape",
"reserve"
],
"EQ-241": [
"push_reveal",
"brace_front",
"region_counter"
],
"EQ-242": [
"screen_cycle",
"family_shift",
"no_damage"
],
"EQ-243": [
"safe_cleanse",
"wet_stack",
"region_counter"
],
"EQ-244": [
"midpoint_show",
"cooldown_gain",
"restore"
],
"EQ-245": [
"remote_valve",
"no_target",
"region_counter"
],
"EQ-246": [
"cost_delay",
"hinder_hold",
"region_counter"
],
"EQ-247": [
"clause_lock",
"extra_cadence",
"region_counter"
],
"EQ-248": [
"copy_default",
"retarget_share",
"region_counter"
],
"EQ-249": [
"preview_hold",
"swap_sight",
"region_counter"
],
"EQ-250": [
"rear_mark",
"center_pull",
"support"
],
"EQ-251": [
"stop_pause",
"tick_wait",
"region_counter"
],
"EQ-252": [
"cargo_safe",
"guard_gift",
"region_counter"
],
"EQ-253": [
"reveal_ahead",
"current_eye",
"reveal"
],
"EQ-254": [
"bait_token",
"theft_mark",
"resource"
],
"EQ-255": [
"circuit_break",
"middle_hit",
"control"
],
"EQ-256": [
"grammar_pick",
"prepare_lock",
"region_counter"
],
"EQ-257": [
"schedule_pin",
"wait_cast",
"timing"
],
"EQ-258": [
"reprise_mark",
"first_import",
"region_counter"
],
"EQ-259": [
"phase_keep",
"target_hold",
"region_counter"
],
"EQ-260": [
"pair_refresh",
"tag_response",
"region_counter"
],
"EQ-261": [
"trigger_order",
"prepare_lock",
"weave"
],
"EQ-262": [
"repeat_trigger",
"double_cool",
"weave"
],
"EQ-263": [
"fallback_self",
"hinder_cost",
"weave"
],
"EQ-264": [
"order_pick",
"tick_delay",
"weave"
],
"EQ-265": [
"arm_neighbor",
"tag_share",
"support"
],
"EQ-266": [
"cancel_ready",
"no_refund",
"weave"
],
"EQ-267": [
"fizzle_reveal",
"forced_target",
"weave"
],
"EQ-268": [
"tick_pull",
"ally_cost",
"weave"
],
"EQ-269": [
"proxy_heal",
"condition_share",
"support"
],
"EQ-270": [
"mark_first",
"hook_order",
"weave"
],
"EQ-271": [
"cross_ready",
"pair_rule",
"weave"
],
"EQ-272": [
"three_focus",
"source_count",
"weave"
],
"EQ-273": [
"empty_count",
"expose_third",
"pressure"
],
"EQ-274": [
"store_release",
"prepare_hold",
"weave"
],
"EQ-275": [
"source_lock",
"trigger_gate",
"weave"
],
"EQ-276": [
"carry_ready",
"hinder_cost",
"weave"
],
"EQ-277": [
"knockout_pass",
"neighbor_carry",
"support"
],
"EQ-278": [
"screen_scan",
"first_open",
"projectile"
],
"EQ-279": [
"threshold_gate",
"cool_pause",
"weave"
],
"EQ-280": [
"dormant_log",
"swap_hint",
"weave"
],
"EQ-281": [
"directional_intercept",
"origin_filter",
"guard"
],
"EQ-282": [
"care_debt",
"transfer",
"profession_h01"
],
"EQ-283": [
"execution",
"stop_at_one",
"pressure"
],
"EQ-284": [
"cadence_cut",
"shift_ally",
"profession_h02"
],
"EQ-285": [
"guided_split",
"polearm_anchor",
"projectile"
],
"EQ-286": [
"device_progress",
"carry",
"construct"
],
"EQ-287": [
"shadow_text",
"guard_attach",
"charm"
],
"EQ-288": [
"resource_loan",
"trigger_repay",
"charm"
],
"EQ-289": [
"screen_family",
"rotate",
"guard"
],
"EQ-290": [
"trigger_index",
"reorder",
"kit"
],
"EQ-291": [
"store_clause",
"delay",
"control"
],
"EQ-292": [
"echo_mark",
"non_damage",
"weapon"
],
"EQ-293": [
"cooldown_shift",
"timing",
"charm"
],
"EQ-294": [
"reveal_extra",
"resource_visibility",
"charm"
],
"EQ-295": [
"two_counters",
"carry_limit",
"garb"
],
"EQ-296": [
"boss_schedule",
"rotate_tick",
"kit"
],
"EQ-297": [
"position_inherit",
"collapse",
"charm"
],
"EQ-298": [
"three_rules",
"refresh_trigger",
"charm"
],
"EQ-299": [
"all_bands",
"enable",
"support"
],
"EQ-300": [
"plan_divergence",
"auto_pause",
"charm"
],
"EQ-301": [
"endpoint_choice",
"flexible_band",
"charm"
],
"EQ-302": [
"zero_guard",
"ignore_protection",
"weapon"
],
"EQ-303": [
"full_guard",
"area_enable",
"charm"
],
"EQ-304": [
"zero_resource",
"alternate_target",
"weapon"
],
"EQ-305": [
"spend_all",
"copy_target",
"charm"
],
"EQ-306": [
"screen_ignore",
"self_expose",
"projectile"
],
"EQ-307": [
"hindrance_lock",
"no_cleanse",
"charm"
],
"EQ-308": [
"mass_cleanse",
"oldest_first",
"restore"
],
"EQ-309": [
"device_stationary",
"duration",
"construct"
],
"EQ-310": [
"device_follows",
"movement",
"construct"
],
"EQ-311": [
"first_action_repeat",
"phase",
"charm"
],
"EQ-312": [
"retreat_repeat",
"last_action",
"charm"
],
"EQ-313": [
"no_neighbor",
"reach_gain",
"garb"
],
"EQ-314": [
"two_neighbors",
"trigger_choice",
"garb"
],
"EQ-315": [
"no_trigger",
"basic_gain",
"charm"
],
"EQ-316": [
"three_tags",
"chorus",
"kit"
],
"EQ-317": [
"collapse_direction",
"choice",
"reorder"
],
"EQ-318": [
"training_swap",
"replay",
"kit"
],
"EQ-319": [
"region_tag",
"mastered_choice",
"charm"
],
"EQ-320": [
"replacement_inherit",
"support",
"kit"
],
"AR-001": [
"market_slots",
"recruit_plus",
"equipment_minus",
"conflict_ar002"
],
"AR-002": [
"market_slots",
"equipment_plus",
"recruit_minus",
"conflict_ar001"
],
"AR-003": [
"recruit_price",
"common_discount",
"rare_surcharge",
"conflict_ar004"
],
"AR-004": [
"recruit_weights",
"narrow_profession",
"other_surcharge",
"conflict_ar003"
],
"AR-005": [
"recruit_offer",
"extra_candidate",
"discard_one",
"conflict_ar006"
],
"AR-006": [
"trait_reroll",
"preserve_combat_fields",
"once_per_market",
"conflict_ar005"
],
"AR-007": [
"reserve_capacity",
"capacity_plus",
"upkeep_cost",
"conflict_ar008"
],
"AR-008": [
"reserve_capacity",
"capacity_minus",
"death_guarantee",
"conflict_ar007"
],
"AR-009": [
"duplicate_pairs",
"shop_composition",
"core_rule"
],
"AR-010": [
"distinct_professions",
"shop_composition",
"core_rule"
],
"AR-011": [
"deploy_minus_one",
"front_guard",
"core_rule"
],
"AR-012": [
"deploy_plus_one",
"core_cap",
"core_rule"
],
"AR-013": [
"endpoint_lock",
"center_free",
"core_rule"
],
"AR-014": [
"endpoint_swap_free",
"once_per_battle",
"core_rule"
],
"AR-015": [
"pair_partition",
"enable_guard_share",
"core_rule"
],
"AR-016": [
"recipient_variety",
"pair_rule",
"shop_composition"
],
"AR-017": [
"collapse_front",
"knockout_rule",
"formation"
],
"AR-018": [
"collapse_rear",
"knockout_rule",
"formation"
],
"AR-019": [
"vacancy_open",
"battle_once",
"formation"
],
"AR-020": [
"collapse_first",
"ordering",
"formation"
],
"AR-021": [
"slowest_first",
"battle_start",
"tempo"
],
"AR-022": [
"no_opening_advance",
"first_enemy",
"tempo"
],
"AR-023": [
"first_hinder",
"one_tick",
"no_extend"
],
"AR-024": [
"first_hinder",
"midpoint_lock",
"no_cleanse"
],
"AR-025": [
"screen_minus",
"source_reveal",
"block"
],
"AR-026": [
"screen_plus",
"target_hide",
"block"
],
"AR-027": [
"cadence_wait",
"fast_slow_pair",
"tempo"
],
"AR-028": [
"repeat_punish",
"enemy_advance",
"cadence"
],
"AR-029": [
"air_short",
"force_long",
"duration"
],
"AR-030": [
"force_open",
"air_long",
"movement"
],
"AR-031": [
"preview_family",
"counter_gear",
"route"
],
"AR-032": [
"hidden_foes",
"extra_reward",
"route"
],
"AR-033": [
"fewer_battles",
"shop_minus",
"route"
],
"AR-034": [
"extra_nodes",
"boss_trade",
"route"
],
"AR-035": [
"split_rewards",
"counter_narrow",
"route"
],
"AR-036": [
"no_reroll",
"future_variety",
"route"
],
"AR-037": [
"elite_discount",
"shop_tier",
"route"
],
"AR-038": [
"locked_offer",
"elite_minus",
"route"
],
"AR-039": [
"elite_memory",
"scout_cost",
"route"
],
"AR-040": [
"cross_pair",
"revisit_swap",
"route"
],
"AR-041": [
"knockout_offer",
"role_guarantee",
"recovery"
],
"AR-042": [
"knockout_tag",
"counter_keep",
"recovery"
],
"AR-043": [
"knockout_reward",
"cause_compare",
"recovery"
],
"AR-044": [
"forced_recovery",
"no_elite",
"recovery"
],
"AR-045": [
"dismiss_weight",
"shop_double",
"recovery"
],
"AR-046": [
"no_dismiss",
"reequip_cheap",
"recovery"
],
"AR-047": [
"credit_clean",
"knockout_spend",
"recovery"
],
"AR-048": [
"streak_nothing",
"first_aid",
"recovery"
],
"AR-049": [
"master_weight",
"offer_bias",
"recovery"
],
"AR-050": [
"ignore_fallen",
"role_guarantee",
"recovery"
],
"AR-051": [
"breadth_win",
"gear_choice",
"mastery"
],
"AR-052": [
"depth_streak",
"advanced_offer",
"mastery"
],
"AR-053": [
"suppress_grammar",
"mastered_region",
"run_rule"
],
"AR-054": [
"two_families",
"region_eight",
"encounter_rule"
],
"AR-055": [
"extra_difficulty",
"declared_rule",
"risk"
],
"AR-056": [
"hidden_preference",
"reveal_on_commit",
"risk"
],
"AR-057": [
"alternate_boss",
"first_clear",
"progression"
],
"AR-058": [
"both_bosses",
"per_region",
"progression"
],
"AR-059": [
"no_training",
"first_clear",
"mastery"
],
"AR-060": [
"training_available",
"boss_gate",
"mastery"
],
"EN-R1-01": [
"foremost_bite",
"repeat_count",
"neighbor_guard_chip"
],
"EN-R1-02": [
"rear_projectile",
"rearmost_target",
"forward_step"
],
"EN-R1-03": [
"headwind_charge",
"foremost_target",
"push"
],
"EN-R1-04": [
"positive_tag",
"consume_oldest",
"no_damage"
],
"EN-R1-05": [
"projectile_screen",
"first_reflect",
"no_chain"
],
"EN-R1-06": [
"reach_filter",
"long_reach_target",
"foremost_fallback"
],
"EN-R1-07": [
"band_count",
"majority_delay",
"order_pressure"
],
"EN-R1-08": [
"rear_growth",
"forward_step",
"rear_shield"
],
"EN-R1-09": [
"front_rear_line",
"swap_crossing",
"hinder"
],
"EN-R1-10": [
"enemy_reorder",
"leap_front",
"changed_target_strike"
],
"EN-R1-11": [
"elite",
"indexed_position",
"push_or_projectile"
],
"EN-R1-12": [
"elite",
"two_footprint",
"screen_rotation",
"damage_family"
],
"EN-R2-01": [
"pull",
"rear_intrusion",
"order_pressure"
],
"EN-R2-02": [
"attach",
"low_vitality",
"healing_denial"
],
"EN-R2-03": [
"copy",
"target_rule",
"misdirect"
],
"EN-R2-04": [
"position_mark",
"index_hazard",
"movement_punish"
],
"EN-R2-05": [
"sound_windup",
"command",
"enemy_order"
],
"EN-R2-06": [
"hindrance",
"cleanse_punish",
"escalate"
],
"EN-R2-07": [
"sidestep",
"front_to_rear",
"reposition"
],
"EN-R2-08": [
"defeat_seed",
"delayed",
"proximity"
],
"EN-R2-09": [
"restore",
"hindrance_oldest",
"enemy_support"
],
"EN-R2-10": [
"untargetable",
"melee_only",
"reveal_by_attack"
],
"EN-R2-11": [
"thread",
"heal_transfer",
"linked_positions"
],
"EN-R2-12": [
"safe_index",
"advance",
"hazard_shift"
],
"EN-R3-01": [
"attach",
"equipment_trigger",
"resource_drain"
],
"EN-R3-02": [
"hot_vessel",
"delayed_burst",
"construct"
],
"EN-R3-03": [
"positive_tag",
"dispel",
"target_rule"
],
"EN-R3-04": [
"vent",
"windup_advance",
"tempo"
],
"EN-R3-05": [
"armor_drop",
"damage_family",
"mobility"
],
"EN-R3-06": [
"resource_tally",
"escalate",
"cooldown"
],
"EN-R3-07": [
"airborne",
"timing_shift",
"equipment_trigger"
],
"EN-R3-08": [
"link",
"shared_damage",
"adjacent"
],
"EN-R3-09": [
"store",
"release",
"windup"
],
"EN-R3-10": [
"pull",
"cooldown_ready",
"target_filter"
],
"EN-R3-11": [
"hot_cold_state",
"alternate",
"elite"
],
"EN-R3-12": [
"two_footprint",
"pressure_build",
"elite"
],
"EN-R4-01": [
"copy_trigger",
"reduced_copy",
"equipment_echo"
],
"EN-R4-02": [
"label_positions",
"cycle_attack",
"reorder"
],
"EN-R4-03": [
"tag_erase",
"ink_patch",
"cleanse_trap"
],
"EN-R4-04": [
"slow_follow",
"slow_target",
"punish"
],
"EN-R4-05": [
"repeat_alternate",
"clause_obey",
"guard_expose"
],
"EN-R4-06": [
"target_count",
"retarget_foremost",
"commit"
],
"EN-R4-07": [
"tag_source",
"expiry_peck",
"positive_tag"
],
"EN-R4-08": [
"link_units",
"mirror_push",
"displacement"
],
"EN-R4-09": [
"fizzle_copy",
"replay_fizzle",
"line_reach"
],
"EN-R4-10": [
"protect_rear",
"swap_guard",
"bypass"
],
"EN-R4-11": [
"define_tag",
"interrupt_limit",
"cast_race"
],
"EN-R4-12": [
"record_actions",
"reverse_replay",
"target_rules"
],
"EN-R5-01": [
"delayed_copy",
"movement_echo",
"footprint"
],
"EN-R5-02": [
"false_front",
"redirect_part",
"decoy"
],
"EN-R5-03": [
"mark_rear",
"projectile_track",
"reveal_pool"
],
"EN-R5-04": [
"rear_invade",
"return_clock",
"ambush"
],
"EN-R5-05": [
"source_echo",
"status_split",
"phase"
],
"EN-R5-06": [
"mark_reflect",
"shell_chip",
"mirror"
],
"EN-R5-07": [
"empty_footprint",
"defeat_echo",
"summon"
],
"EN-R5-08": [
"retarget_track",
"breach_side",
"invalid_bait"
],
"EN-R5-09": [
"stamp_source",
"wrong_waste",
"inspect"
],
"EN-R5-10": [
"pull_rear",
"tag_theft",
"vital_low"
],
"EN-R5-11": [
"focus_fire",
"band_shift",
"guard_focus"
],
"EN-R5-12": [
"echo_copy",
"one_vitality",
"profession_mirror"
],
"EN-R5-13": [
"side_expose",
"wrong_undertow",
"two_footprint"
],
"EN-R6-01": [
"ride_forward",
"seed_bomb",
"rail_stop"
],
"EN-R6-02": [
"airborne_dive",
"slow_bait",
"canopy"
],
"EN-R6-03": [
"cargo_hold",
"adjacent_hit",
"push_off"
],
"EN-R6-04": [
"swap_ends",
"retarget_flex",
"rail_stop"
],
"EN-R6-05": [
"center_shot",
"fruit_hazard",
"hanging_fall"
],
"EN-R6-06": [
"stop_root",
"first_step",
"cleanse_pass"
],
"EN-R6-07": [
"feed_front",
"push_feed",
"meal_heal"
],
"EN-R6-08": [
"cross_redirect",
"melee_first",
"air_path"
],
"EN-R6-09": [
"roll_push",
"hit_rolls",
"front_crash"
],
"EN-R6-10": [
"announce_stop",
"untargetable_air",
"interrupt"
],
"EN-R6-11": [
"wrap_captive",
"utility_cut",
"bind_basic"
],
"EN-R6-12": [
"fixed_schedule",
"interrupt_rotate",
"elite_cycle"
],
"EN-R6-13": [
"center_pull",
"two_end_jam",
"cargo_steam"
],
"EN-R7-01": [
"hidden_major",
"current_reveal",
"silhouette"
],
"EN-R7-02": [
"resource_theft",
"spender_mark",
"rich_first"
],
"EN-R7-03": [
"link_pair",
"damage_split",
"family_tie"
],
"EN-R7-04": [
"forecast_off",
"croak_dark",
"fixed_target"
],
"EN-R7-05": [
"tag_hoard",
"sign_release",
"expiry_feed"
],
"EN-R7-06": [
"full_meter",
"gain_lock",
"spend_free"
],
"EN-R7-07": [
"old_mechanic",
"named_return",
"interrupt"
],
"EN-R7-08": [
"wall_block",
"reveal_wall",
"projectile_screen"
],
"EN-R7-09": [
"repeat_delay",
"guard_gain",
"trigger_tax"
],
"EN-R7-10": [
"hidden_heal",
"reveal_hinder",
"windup_deny"
],
"EN-R7-11": [
"family_tally",
"retaliate_most",
"guard_named"
],
"EN-R7-12": [
"triad_trap",
"confiscate_area",
"elite_list"
],
"EN-R7-13": [
"three_circuit",
"node_break",
"current_flow"
],
"EN-R8-01": [
"screen_alternate",
"step_forward",
"front_pressure"
],
"EN-R8-02": [
"link_step",
"paired_movement",
"order_pressure"
],
"EN-R8-03": [
"record_spend",
"repeat_cost",
"resource_pressure"
],
"EN-R8-04": [
"carry_cargo",
"drop_on_defeat",
"device"
],
"EN-R8-05": [
"target_cycle",
"filter_rotate",
"tempo"
],
"EN-R8-06": [
"repeat_displacement",
"band_target",
"push_pull"
],
"EN-R8-07": [
"hindrance_convert",
"heal_cycle",
"status"
],
"EN-R8-08": [
"hazard_copy",
"footprint_move",
"index"
],
"EN-R8-09": [
"airborne_dive",
"dual_trigger",
"item_steal"
],
"EN-R8-10": [
"clause_choice",
"player_read",
"rule_visible"
],
"EN-R8-11": [
"guard_behind",
"reveal_swap",
"projectile"
],
"EN-R8-12": [
"rule_assignment",
"band_seal",
"elite"
],
"EN-R8-13": [
"eight_tick_schedule",
"two_footprint",
"elite"
],
"BO-R1-01": [
"boss",
"two_footprint",
"three_panes",
"sweep_push"
],
"BO-R1-02": [
"boss",
"stationary",
"gust_footprint",
"spindle_reverse"
],
"BO-R2-01": [
"safe_index",
"eggs",
"hatch_pullers"
],
"BO-R2-02": [
"sound_pulse",
"linked_positions",
"phase_shift"
],
"BO-R3-01": [
"pressure",
"two_footprint",
"store_actions"
],
"BO-R3-02": [
"spark_footprints",
"command",
"phase_shift"
],
"BO-R4-01": [
"pointer_labels",
"erase_copy_bind",
"boss_r4"
],
"BO-R4-02": [
"record_rules",
"redact_clause",
"replay_boss"
],
"BO-R5-01": [
"three_states",
"family_rotate",
"boss_r5"
],
"BO-R5-02": [
"four_lights",
"tether_hunt",
"boss_r5"
],
"BO-R6-01": [
"four_stops",
"jam_cost",
"boss_r6"
],
"BO-R6-02": [
"band_overlap",
"landing_burst",
"boss_r6"
],
"BO-R7-01": [
"hidden_major",
"theft_power",
"boss_r7"
],
"BO-R7-02": [
"four_lamps",
"circuit_split",
"boss_r7"
],
"BO-R8-01": [
"region_rule_wheel",
"eight_tick",
"phase_shift"
],
"BO-R8-02": [
"route_mirror",
"player_follow",
"boss_r8"
],
"RG-01": [
"region",
"windglass",
"push",
"projectile_screen"
],
"RG-02": [
"pull",
"index_hazard",
"hindrance_expiry",
"healing_denial"
],
"RG-03": [
"construct",
"delayed_burst",
"item_cooldown",
"pressure_valve"
],
"RG-04": [
"copy_actions",
"redirect",
"cleanse_trap",
"archive_clause"
],
"RG-05": [
"decoy_copies",
"rear_intrude",
"source_echo",
"mirror_pools"
],
"RG-06": [
"moving_order",
"air_windows",
"cargo_fight",
"rail_stops"
],
"RG-07": [
"forecast_deny",
"resource_theft",
"enemy_circuit",
"dark_current"
],
"RG-08": [
"region_rule_wheel",
"schedule",
"alternate_boss",
"final_region"
],
"CTR-R1-01": [
"contract",
"twelve_rounds",
"boss_bo_r1_01",
"clear_rg01_c01"
],
"CTR-R1-02": [
"contract",
"twelve_rounds",
"boss_bo_r1_02",
"clear_rg01_c02"
],
"CTR-R2-01": [
"region_two",
"boss_sluice",
"region_r2"
],
"CTR-R2-02": [
"region_two",
"boss_bell",
"region_r2"
],
"CTR-R3-01": [
"region_three",
"boss_furnace",
"second_contract"
],
"CTR-R3-02": [
"region_three",
"boss_foreman",
"contract_two"
],
"CTR-R4-01": [
"region_four",
"boss_index",
"region_r4"
],
"CTR-R4-02": [
"region_four",
"boss_redact",
"contract_two"
],
"CTR-R5-01": [
"region_five",
"boss_leviathan",
"region_r5"
],
"CTR-R5-02": [
"region_five",
"boss_beacon",
"contract_two"
],
"CTR-R6-01": [
"region_six",
"boss_engine",
"region_r6"
],
"CTR-R6-02": [
"region_six",
"boss_queen",
"contract_two"
],
"CTR-R7-01": [
"region_seven",
"boss_judge",
"region_r7"
],
"CTR-R7-02": [
"region_seven",
"boss_choir",
"contract_two"
],
"CTR-R8-01": [
"region_eight",
"boss_meridian",
"first_contract"
],
"CTR-R8-02": [
"region_eight",
"boss_public_way",
"contract_two"
]
},
"professions": [
{
"id": "PF-B01",
"name": "Hearthguard",
"family": "base",
"role": "front-hold; front",
"rules": "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.",
"cadence": "reach 1; steady: intercept lethal neighbor hit, refresh own Guard, then Knock nearest.",
"strategy": "Countered by rear pressure and Guard stripping; enables slow casters and adjacency items.",
"production": "P/O/A/V/S: broad shield overlay, brace/knock family, square amber guard cue, wood-metal block event."
},
{
"id": "PF-B02",
"name": "Edgehand",
"family": "base",
"role": "single-pressure; front/center",
"rules": "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.",
"cadence": "reach 1; fast: finish legal low target, alternate target for Edge, then nearest exposed.",
"strategy": "Countered by decoys and heavy protection; likes marks and enemy reorder.",
"production": "P/O/A/V/S: paired short-blade overlay, alternating slash poses, chevron Edge cue, dry cut/finish pair."
},
{
"id": "PF-B03",
"name": "Longspoke",
"family": "base",
"role": "reach-control; center",
"rules": "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.",
"cadence": "reach 2; steady: interrupt approaching short-reach threat, pierce aligned front pair, then foremost.",
"strategy": "Countered by forced movement and rear divers; protects center damage through controlled reach.",
"production": "P/O/A/V/S: modular polearm, plant/thrust/pivot family, straight-line white cue, haft plant and air-cut events."
},
{
"id": "PF-B04",
"name": "Wayrunner",
"family": "base",
"role": "reorder; any",
"rules": "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.",
"cadence": "reach 1; fast: escape marked danger, fill exposed front gap, then cycle toward least-visited position.",
"strategy": "Countered by roots and narrow safe bands; enables position triggers and rescues fragile units.",
"production": "P/O/A/V/S: light hooked blade, run/brake/swap family, footprint cue, cloth rush and heel-stop events."
},
{
"id": "PF-B05",
"name": "Farstring",
"family": "base",
"role": "projectile-pressure; rear",
"rules": "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.",
"cadence": "line reach projectile; steady: spend Aim on dangerous rear caster, hit marked target, then foremost.",
"strategy": "Countered by projectile screens and rear intrusion; likes stable protection and target marks.",
"production": "P/O/A/V/S: bow family, draw/loose/reacquire, arc-and-notch cue, bow snap and distinct blocked shot."
},
{
"id": "PF-B06",
"name": "Riftcaller",
"family": "base",
"role": "area-pressure; rear",
"rules": "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.",
"cadence": "line spell reach; slow: widen against clustered pair, punish summoned unit, then Spark highest cluster value.",
"strategy": "Countered by interrupts and forced retarget; likes time protection and grouping effects.",
"production": "P/O/A/V/S: focus rod, two-stage channel/cast, forked diamond cue, rising tone with captioned discharge."
},
{
"id": "PF-B07",
"name": "Kindhand",
"family": "base",
"role": "restore; center/rear",
"rules": "Tending Pulse heals lowest-vitality reachable ally. Remedy gained when healing actual loss, spent to cleanse one hindrance. Honest Care: overheal grants no Remedy.",
"cadence": "reach 2 allied; steady: prevent lethal forecast, cleanse action-blocking status, then heal lowest ratio.",
"strategy": "Countered by split pressure and heal denial; likes Guard, shared damage, and predictable cadence.",
"production": "P/O/A/V/S: satchel and hand-lamp, assess/tend/cleanse, open-circle cue, soft chime plus captioned cleanse."
},
{
"id": "PF-B08",
"name": "Bondwright",
"family": "base",
"role": "enable; center",
"rules": "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.",
"cadence": "reach 2; steady: repair broken useful link, share resource before threshold, then hit linked enemy.",
"strategy": "Countered by isolation and repetitive parties; amplifies mixed roles and alternating cadences.",
"production": "P/O/A/V/S: knot-frame focus, cast/tie/release, braided line cue with shape dashes, two-tone pluck event."
},
{
"id": "PF-B09",
"name": "Coilsmith",
"family": "base",
"role": "construct; center/rear",
"rules": "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.",
"cadence": "reach 1 basic; steady: replace destroyed device, trigger safe utility, then Tap nearest device threat.",
"strategy": "Countered by rear compression and device hunters; likes stable order and Parts equipment.",
"production": "P/O/A/V/S: tool rig and compact device kit, place/tune/pack, cog-square cue, ratchet and device-state events."
},
{
"id": "PF-B10",
"name": "Gloamreader",
"family": "base",
"role": "impair; rear",
"rules": "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.",
"cadence": "line spell reach; slow: stop imminent major action, extend ally-applied status, then dim fastest enemy.",
"strategy": "Countered by cleanse and staggered immunity; likes varied statuses and long fights.",
"production": "P/O/A/V/S: tablet veil, inscribe/close/release, broken-ring cue, whispered consonant texture with captions."
},
{
"id": "PF-B11",
"name": "Bellkeeper",
"family": "base",
"role": "tempo; center",
"rules": "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.",
"cadence": "reach 1/line delay; steady: delay major action, advance restorative neighbor, then strike nearest.",
"strategy": "Countered by silence and uniform-speed builds; enables slow wind-ups and cadence alternation.",
"production": "P/O/A/V/S: handbell frame, strike/listen/cutoff, three-bar cue, pitch-coded but fully captioned bell events."
},
{
"id": "PF-B12",
"name": "Packwarden",
"family": "base",
"role": "supply; center/rear",
"rules": "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.",
"cadence": "reach 1; steady: enable urgent item, move endangered rearward neighbor, then build Supply.",
"strategy": "Countered by item lock and isolation; supports proc gear and replaceable front lines.",
"production": "P/O/A/V/S: pack-frame and tally tags, handoff/strike/guide, stacked-tab cue, buckle and counted click events."
},
{
"id": "PF-A01",
"name": "Gatebearer",
"family": "advanced",
"role": "PF-B01; interception becomes directional",
"rules": "front-hold/front; Gate Arc intercepts only attacks crossing the bearer, refunding Guard when prediction is correct.",
"cadence": "reach 1; reserve Guard for crossing attacks, then protect neighbor behind.",
"strategy": "Rear-origin attacks bypass it; superb with fragile unit directly behind. Opposes PF-A02 aggression.",
"production": "O/A/V/S: tall gate shield, swing-open brace, doorway cue, resonant latch block."
},
{
"id": "PF-A02",
"name": "Ramward",
"family": "advanced",
"role": "PF-B01; Guard becomes forward displacement",
"rules": "control/front; Driving Wall spends Guard to push foremost enemy and follow into the new front.",
"cadence": "reach 1; push channeling or short-reach threat, otherwise maintain Guard.",
"strategy": "Immovable enemies waste its conversion; groups enemies for area roles. Opposes PF-A01 protection.",
"production": "O/A/V/S: convex shield, two-step drive, wedge cue, shove impact layers."
},
{
"id": "PF-A03",
"name": "Lastlight",
"family": "advanced",
"role": "PF-B02; Edge wagers on execution",
"rules": "finish/front/center; Final Measure reserves all Edge; kill refunds half, survival leaves user Exposed.",
"cadence": "reach 1; wager only when visible forecast crosses defeat threshold.",
"strategy": "Barriers and death prevention punish wager; marks improve forecast. Opposes PF-A04 patience.",
"production": "O/A/V/S: narrow dueling blade, held finish pose, closing-line cue, silence-then-hit event."
},
{
"id": "PF-A04",
"name": "Turnblade",
"family": "advanced",
"role": "PF-B02; Edge becomes a deterministic counter",
"rules": "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.",
"cadence": "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.",
"strategy": "Unblockable/area components and sources beyond reach deny the return; readable single-target telegraphs and reach control enable it. Opposes PF-A03 execution.",
"production": "O/A/V/S: guard-ring blade, brace/return family, AO_BLOCKED square-to-arrow cue, parry scrape and return cut."
},
{
"id": "PF-A05",
"name": "Hookmarshal",
"family": "advanced",
"role": "PF-B03; Poise controls enemy order",
"rules": "reach-control/center; Crook Pull spends Poise to pull a reach-legal enemy one position forward.",
"cadence": "reach 2; pull protected caster when counterline can absorb it, then thrust.",
"strategy": "Pull immunity and front traps punish it; empowers Edgehand and short reach. Opposes PF-A06 static damage.",
"production": "O/A/V/S: hooked polearm, catch/haul, hooked-line cue, chainless wood-and-cloth pull."
},
{
"id": "PF-A06",
"name": "Sunlance",
"family": "advanced",
"role": "PF-B03; Poise becomes piercing setup",
"rules": "pressure/center; Noon Line spends all Poise to pierce every intervening enemy with declining effect.",
"cadence": "line reach; fire only through two or more legal targets, else build Poise.",
"strategy": "Spacing and forced movement collapse value; grouping and stable front enable it. Opposes PF-A05 reorder.",
"production": "O/A/V/S: long bright spear, extended plant/cast, straight sunbar cue, layered pass-through hits."
},
{
"id": "PF-A07",
"name": "Relayknife",
"family": "advanced",
"role": "PF-B04; movement hands timing to allies",
"rules": "enable/any; Pass The Turn spends Momentum on swap, advancing the swapped ally's basic while delaying own.",
"cadence": "adjacent ally; rescue endangered unit or advance a ready counter before cycling.",
"strategy": "Roots or selfish carry builds reduce value; slow high-impact basics benefit. Opposes PF-A08 self-routing.",
"production": "O/A/V/S: baton knife, tap-and-pass motion, paired footprints, handoff click."
},
{
"id": "PF-A08",
"name": "Backdraft",
"family": "advanced",
"role": "PF-B04; full-line route becomes attack",
"rules": "reorder-pressure/any; Wake Cut damages each unique enemy passed while sprinting rear to front, then becomes Exposed.",
"cadence": "line traversal only when path is open; retreat after wake if threatened.",
"strategy": "Occupied path and focus fire punish it; Guard and pull setup open routes. Opposes PF-A07 ally timing.",
"production": "O/A/V/S: scarf blade, full-line sprint, tapered wake cue, sequential rush hits."
},
{
"id": "PF-A09",
"name": "Pinseeker",
"family": "advanced",
"role": "PF-B05; Aim selects action parts",
"rules": "precision/rear; Joint Pin spends Aim to delay a telegraphed movement or interruptible wind-up instead of dealing full damage.",
"cadence": "line projectile; pin highest-impact legal telegraph, otherwise preserve Aim.",
"strategy": "Screens and uninterruptible actions counter it; Bellkeeper extends pin windows. Opposes PF-A10 coverage.",
"production": "O/A/V/S: pin bow, low draw, joint-cross cue, taut snap with delayed thunk."
},
{
"id": "PF-A10",
"name": "Rainbow",
"family": "advanced",
"role": "PF-B05; Aim becomes distributed volley",
"rules": "area/rear; Falling String spends Aim to strike three distinct legal targets; cannot repeat one target.",
"cadence": "line projectile; volley at three targets, otherwise basic to build Aim.",
"strategy": "Single durable enemy wastes breadth; debuff-on-hit gear multiplies it. Opposes PF-A09 precision.",
"production": "O/A/V/S: split-limb bow, upward release, three-notch cue, staggered arrow rain."
},
{
"id": "PF-A11",
"name": "Stormledger",
"family": "advanced",
"role": "PF-B06; Charge chains by cadence",
"rules": "area/rear; Rolling Sum jumps to the next enemy whose action is later, losing power each jump.",
"cadence": "line spell; start on fastest enemy when at least two later targets exist.",
"strategy": "Uniform timing and isolation limit chain; tempo delays reshape the sequence. Opposes PF-A12 focused channel.",
"production": "O/A/V/S: page-rod, sequential cast, numbered bolt cue, pitch-descending chain."
},
{
"id": "PF-A12",
"name": "Hollowstar",
"family": "advanced",
"role": "PF-B06; Charge is stored through interruption at a cost",
"rules": "pressure/rear; Held Rift preserves Charge when interrupted but applies self Hindered; release focuses one target.",
"cadence": "line spell; retain through one interruption, release at marked high-threat enemy.",
"strategy": "Repeated interrupts compound delay; Guard and cleanse protect payoff. Opposes PF-A11 distributed chain.",
"production": "O/A/V/S: dark aperture focus, brace/release, hollow diamond cue, muted charge then bass impact."
},
{
"id": "PF-A13",
"name": "Fieldmender",
"family": "advanced",
"role": "PF-B07; Remedy follows moving patients",
"rules": "restore/center; Walking Triage heals a target then swaps it one step rearward if the space relation is legal.",
"cadence": "allied reach 2; extract lowest-vitality exposed ally, otherwise cleanse.",
"strategy": "Reorder locks and rear pressure counter extraction; front replacements benefit. Opposes PF-A14 delayed care.",
"production": "O/A/V/S: sling lamp, support-and-step, rear arrow in circle, bandage rustle and step."
},
{
"id": "PF-A14",
"name": "Aftercare",
"family": "advanced",
"role": "PF-B07; Remedy schedules future healing",
"rules": "restore/rear; Promise Dose spends Remedy now to heal after target's next action, stronger if it takes damage first.",
"cadence": "allied reach line; schedule on forecast target, never duplicate an active promise.",
"strategy": "Burst before trigger defeats it; predictable tanks and action acceleration enable it. Opposes PF-A13 immediate extraction.",
"production": "O/A/V/S: sealed vial lamp, tag-and-release, hourglass-cross cue, delayed glass chime."
},
{
"id": "PF-A15",
"name": "Chainhost",
"family": "advanced",
"role": "PF-B08; one Bond links three different roles",
"rules": "enable/center; Third Knot extends a link through both neighbors; any same-tag repeat frays both sides.",
"cadence": "adjacent network; build only with three distinct action tags, share to weakest side.",
"strategy": "Displacement and role duplication break it; mixed cadence lines gain coverage. Opposes PF-A16 pair focus.",
"production": "O/A/V/S: triple knot frame, three-hand sweep, tri-braid cue, three-note pluck."
},
{
"id": "PF-A16",
"name": "Burdenmate",
"family": "advanced",
"role": "PF-B08; Bond transfers a chosen cost",
"rules": "protect/center; Take The Clause moves one visible hindrance or item cooldown from neighbor to self, gaining Bond.",
"cadence": "neighbor only; take action-blocking cost if self can still act, then share resource.",
"strategy": "Isolation and nontransferable boss tags stop it; cleanse and self-cost equipment enable it. Opposes PF-A15 network breadth.",
"production": "O/A/V/S: split knot frame, pull-to-chest, divided-circle cue, tension snap."
},
{
"id": "PF-A17",
"name": "Sentrymaker",
"family": "advanced",
"role": "PF-B09; Parts create rear projectile device",
"rules": "construct/rear; Needle Post occupies one footprint behind user and shoots user's last basic target.",
"cadence": "mirrored line reach; deploy only with rear room, retune when target invalid.",
"strategy": "Rear compression/device hunters remove it; marks stabilize target. Opposes PF-A18 frontline trap.",
"production": "O/A/V/S: fold-out post, plant/aim/fold, tripod cue, clockwork shot events."
},
{
"id": "PF-A18",
"name": "Snarewright",
"family": "advanced",
"role": "PF-B09; Parts arm a vacated position",
"rules": "control/center; Latch Tile triggers when an enemy is pushed or pulled across its indexed line position.",
"cadence": "position target; arm ahead of predicted reorder, otherwise conserve Parts.",
"strategy": "No displacement means dormant value; Hookmarshal and Ramward trigger it. Opposes PF-A17 repeated shots.",
"production": "O/A/V/S: flat latch kit, place/arm/spring, toothed-square cue, clamp event."
},
{
"id": "PF-A19",
"name": "Paleoracle",
"family": "advanced",
"role": "PF-B10; Omen copies expiry timing",
"rules": "impair/rear; Borrowed End makes a different hindrance expire when the copied source expires, sharing cleanse risk.",
"cadence": "line spell; pair long ally status with urgent enemy status.",
"strategy": "Cleanse removes both schedule value; varied debuff durations enable planning. Opposes PF-A20 consumption.",
"production": "O/A/V/S: twin tablet, cross-inscribe, linked broken rings, paired whisper cutoff."
},
{
"id": "PF-A20",
"name": "Dreadtaster",
"family": "advanced",
"role": "PF-B10; consumes hindrance for burst",
"rules": "pressure/rear; Bitter Proof removes one enemy hindrance to damage and expose it based on remaining duration.",
"cadence": "line spell; consume just before cleanse or kill window, never erase needed control early.",
"strategy": "Premature use wastes setup; many short debuffs and finishers enable it. Opposes PF-A19 duration control.",
"production": "O/A/V/S: tasting needle and veil, draw/strike, collapsing ring cue, inhale-to-crack event."
},
{
"id": "PF-A21",
"name": "Marchbell",
"family": "advanced",
"role": "PF-B11; Verse synchronizes basics",
"rules": "tempo/center; Common Step spends Verse so both neighbors' next basics resolve together after the slower one.",
"cadence": "neighbors; synchronize complementary basics, avoid simultaneous overkill.",
"strategy": "Area interrupts and redundant targets punish sync; combo tags and shared target rules benefit. Opposes PF-A22 enemy denial.",
"production": "O/A/V/S: broad bell, two-side conducting, paired bars cue, merged beat event."
},
{
"id": "PF-A22",
"name": "Quietus",
"family": "advanced",
"role": "PF-B11; Verse cancels sound-tagged wind-ups",
"rules": "control/center/rear; Held Clapper spends all Verse to interrupt one sound or command telegraph, then self-silences.",
"cadence": "line control; reserve for preview-tagged major action, otherwise advance ally.",
"strategy": "Non-sound threats bypass it; forecast and cleanse support the self-cost. Opposes PF-A21 ally acceleration.",
"production": "O/A/V/S: wrapped bell, catch-clapper pose, crossed-wave cue, sudden mix duck with caption."
},
{
"id": "PF-A23",
"name": "Trailfactor",
"family": "advanced",
"role": "PF-B12; Supply alters post-battle offers",
"rules": "supply/rear; Field Sample marks first defeated enemy family; post-battle shop guarantees one matching counter tag, spending stored Supply.",
"cadence": "battle reach 1; sample novel threat, use Supply on urgent item refresh.",
"strategy": "Repeated familiar enemies lower value; diverse routes and missing counter gear reward it. Opposes PF-A24 immediate line logistics.",
"production": "O/A/V/S: sample pack, tag/scoop/ledger, specimen-tab cue, cork and pencil events."
},
{
"id": "PF-A24",
"name": "Lineporter",
"family": "advanced",
"role": "PF-B12; Supply moves equipment triggers",
"rules": "enable/center; Hand Carry transfers one unused once-per-battle item trigger to a legal neighbor; item itself stays equipped.",
"cadence": "neighbor only; move a trigger to the unit with legal target, else retreat-step endangered ally.",
"strategy": "Bound/self-only items cannot transfer; proc gear and mixed eligibility benefit. Opposes PF-A23 future offers.",
"production": "O/A/V/S: open-frame pack, pass token, hand-arrow cue, clasp-release event."
}
],
"traits": [
{
"id": "TR-001",
"name": "First Through",
"benefit": "First action after becoming foremost gains reach +1.",
"cost": "That action cannot target the current foremost enemy.",
"evidence": "Front-arrow badge pulses; result names chosen farther target.",
"prohibited": "PF-B01, PF-A01, PF-H01; self-only target actions."
},
{
"id": "TR-002",
"name": "Patient Start",
"benefit": "After two allied actions resolve, first basic gains one local resource.",
"cost": "Starts battle with its first basic delayed one cadence band.",
"evidence": "Two-notch timer under portrait; report shows delayed and paid tick.",
"prohibited": "PF-A21; opening-action equipment."
},
{
"id": "TR-003",
"name": "Narrow Guard",
"benefit": "When only one neighbor exists, intercepts one non-area hit without spending resource.",
"cost": "While two neighbors exist, cannot receive transferred Guard.",
"evidence": "One/two-neighbor shield icon; intercept has trait source label.",
"prohibited": "PF-A15; forced-intercept equipment."
},
{
"id": "TR-004",
"name": "Long Memory",
"benefit": "Repeating the last legal target increases status duration by one tick.",
"cost": "Changing target delays the next action by one tick.",
"evidence": "Prior-target ring and tick preview; report groups repeats/switches.",
"prohibited": "Target-randomizing equipment; PF-A10."
},
{
"id": "TR-005",
"name": "Spare Hand",
"benefit": "May carry one construct or summon footprint through a swap.",
"cost": "Carried object loses its next automatic action.",
"evidence": "Object attaches visibly during swap; result logs skipped action.",
"prohibited": "PF-H04; immovable-device items."
},
{
"id": "TR-006",
"name": "Open Stance",
"benefit": "After a push or pull, immediately basic-attacks the mover if reachable.",
"cost": "Becomes Exposed until that basic resolves.",
"evidence": "Bent-arrow badge and exposed outline; counter target logged.",
"prohibited": "Displacement immunity equipment; PF-A04."
},
{
"id": "TR-007",
"name": "Deep Pocket",
"benefit": "First consumable equipment trigger each battle is preserved for a second legal target.",
"cost": "Both uses have one longer cooldown band.",
"evidence": "Two-charge item pip and extended clock; results split both uses.",
"prohibited": "PF-A24; single-use wager items."
},
{
"id": "TR-008",
"name": "Quiet Hands",
"benefit": "Cannot be targeted by sound-tagged enemy actions while behind two allies.",
"cost": "Own sound-tagged actions generate no local resource.",
"evidence": "Muted-wave badge; rejected targets explain depth condition.",
"prohibited": "PF-A22; PF-B11."
},
{
"id": "TR-009",
"name": "Counterweight",
"benefit": "Resists first pull and transfers its movement to the neighbor ahead.",
"cost": "If that neighbor cannot move, both become Hindered.",
"evidence": "Linked weight icon; preview shows legal recipient; failure logs blockage.",
"prohibited": "PF-B01; movement-lock equipment."
},
{
"id": "TR-010",
"name": "Shared Cup",
"benefit": "Effective healing received also restores a smaller amount to lowest-vitality neighbor.",
"cost": "Direct self-healing is reduced.",
"evidence": "Cup arc identifies neighbor before resolution; result separates shared heal.",
"prohibited": "PF-H01; no-neighbor formation starts."
},
{
"id": "TR-011",
"name": "Bright Target",
"benefit": "Enemies prefer this recruit over equal-reach candidates.",
"cost": "Each attack survived grants one Focus, capped until the recruit moves.",
"evidence": "Visible threat flare and Focus pips; report cites target-score source.",
"prohibited": "Untargetable-opening items; PF-A08."
},
{
"id": "TR-012",
"name": "Late Step",
"benefit": "When neighbor ahead dies, steps into the gap only after completing current wind-up.",
"cost": "Cannot act during the subsequent collapse tick.",
"evidence": "Pending-step ghost silhouette; result shows preserved cast and lost tick.",
"prohibited": "Instant-collapse equipment; no-wind-up actions."
},
{
"id": "TR-013",
"name": "Frugal Rhythm",
"benefit": "Every third basic that spends no resource shortens one equipment cooldown.",
"cost": "Resource-spending actions reset the three-basic count.",
"evidence": "Three-bead counter; reset and refresh named in results.",
"prohibited": "PF-B12; equipment without cooldowns."
},
{
"id": "TR-014",
"name": "Heavy Sleeve",
"benefit": "First interrupt becomes a delay instead of cancellation.",
"cost": "Wind-up after the delay resolves one cadence band slower.",
"evidence": "Sleeve bar catches interrupt cue; report contrasts old/new completion tick.",
"prohibited": "Uninterruptible-cast equipment; PF-A12."
},
{
"id": "TR-015",
"name": "Far Listener",
"benefit": "May receive enable actions from one additional position away.",
"cost": "Cannot receive them from an immediate neighbor while at full vitality.",
"evidence": "Distant-ear arc and rejected-neighbor reason.",
"prohibited": "PF-A15; adjacency-only bond equipment."
},
{
"id": "TR-016",
"name": "Ash Appetite",
"benefit": "Defeating a Hindered enemy restores one local resource.",
"cost": "Defeating an unhindered enemy removes one local resource if available.",
"evidence": "Status-check flame icon; both gain/loss events captioned.",
"prohibited": "Professions with no local resource; status-immunity items."
},
{
"id": "TR-017",
"name": "Exacting",
"benefit": "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.",
"cost": "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.",
"evidence": "Reservation frame shows the one-use extended reach; results show the invalid record, AO_FIZZLED, or the followed-target detail and accepted wager.",
"prohibited": "Ground-resolve equipment; PF-A10."
},
{
"id": "TR-018",
"name": "Thin Blood",
"benefit": "Taking area damage advances next action by one tick.",
"cost": "Direct single-target healing is less effective.",
"evidence": "Area-hit speed notch and cracked-drop badge; report quantifies lost care.",
"prohibited": "Area immunity equipment; PF-B07."
},
{
"id": "TR-019",
"name": "Backwatch",
"benefit": "First enemy entering the allied rear is immediately Marked.",
"cost": "While no rear intruder exists, recruit's forward reach is reduced by one.",
"evidence": "Rear eye badge; reach preview updates; intrusion mark logged.",
"prohibited": "PF-B05; reach-1 professions."
},
{
"id": "TR-020",
"name": "Oathbound Tool",
"benefit": "The Recruit's equipped item's first trigger gains priority over its profession action.",
"cost": "Until that trigger resolves or expires, the Recruit's first technique waits.",
"evidence": "One-slot oath ribbon and queue state; delayed technique has a reason.",
"prohibited": "Triggerless equipment; PF-A24."
},
{
"id": "TR-021",
"name": "Loose Formation",
"benefit": "Gains one local resource after swapping with a different profession role.",
"cost": "Repeating a swap partner applies Hindered to self.",
"evidence": "Partner-role bead track; repeat warning in formation preview.",
"prohibited": "PF-H04; swap-lock equipment."
},
{
"id": "TR-022",
"name": "Stone Count",
"benefit": "Third hit from the same enemy grants Guard and clears its Mark.",
"cost": "Changing attackers resets count.",
"evidence": "Attacker portrait with three stones; reset shown on target change.",
"prohibited": "Forced-target equipment; PF-A01."
},
{
"id": "TR-023",
"name": "Borrowed Pace",
"benefit": "After receiving an action advance, copies the giver's cadence for one basic.",
"cost": "If copied cadence is slower, cannot be advanced again until that basic.",
"evidence": "Donor-color-independent bar shape; report records copied band.",
"prohibited": "PF-A21; cadence-fixed equipment."
},
{
"id": "TR-024",
"name": "Clean Break",
"benefit": "First cleanse also removes the recruit's oldest positive tag and grants local resource.",
"cost": "If no positive tag exists, cleanse takes one extra tick.",
"evidence": "Paired plus/minus token; tooltip previews removed tag.",
"prohibited": "PF-A16; positive-tag-lock items."
},
{
"id": "TR-025",
"name": "Risk Ledger",
"benefit": "Surviving while Exposed adds one discount step to this recruit's next shop equipment purchase.",
"cost": "Ending battle never Exposed clears all accumulated steps.",
"evidence": "Persistent personal tally visible in roster/shop; result states kept/cleared.",
"prohibited": "Exposed-immunity equipment; retreat-only encounters."
},
{
"id": "TR-026",
"name": "Hollow Reach",
"benefit": "Basics may pass through a summoned footprint.",
"cost": "Basics deal no effect to summoned units.",
"evidence": "Hollow projectile/line cue; illegal summon target reason.",
"prohibited": "Summon-hunter equipment; PF-A17."
},
{
"id": "TR-027",
"name": "Rooted Voice",
"benefit": "Sound and command actions cannot be interrupted while recruit has not moved.",
"cost": "Moving self-silences until next basic resolves.",
"evidence": "Rooted waveform icon; movement preview shows silence interval.",
"prohibited": "PF-B04, PF-A08, PF-H04."
},
{
"id": "TR-028",
"name": "Second Draft",
"benefit": "First self-applied hindrance is replaced by Hindered of shorter duration.",
"cost": "Second self-applied hindrance lasts one tick longer.",
"evidence": "Two-page counter; replacement/extension source is explicit.",
"prohibited": "Self-cost-free equipment; PF-A16."
},
{
"id": "TR-029",
"name": "Open Palm",
"benefit": "Resource-sharing actions can target through one intervening ally.",
"cost": "Sharing with a distant ally gives nothing to immediate neighbors that cadence.",
"evidence": "Straight handoff line; opportunity cost shown on neighbor pips.",
"prohibited": "PF-H06; no-resource professions."
},
{
"id": "TR-030",
"name": "Turncoat Buckle",
"benefit": "When pushed behind the current rearmost position, immediately steps to center.",
"cost": "Drops one active positive equipment tag during the step.",
"evidence": "Buckle opens and center ghost appears; dropped tag named in log.",
"prohibited": "Position-lock equipment; PF-A08."
},
{
"id": "TR-031",
"name": "Storm Nerve",
"benefit": "Each completed enemy major wind-up grants Focus.",
"cost": "An interrupted enemy major action removes all stored Focus.",
"evidence": "Major-action rings feed Focus pips; interruption loss bursts visibly.",
"prohibited": "Focusless professions; PF-A09."
},
{
"id": "TR-032",
"name": "Gentle Finish",
"benefit": "Overkill is converted into Remedy for the lowest-vitality ally.",
"cost": "Cannot benefit from execution-threshold effects.",
"evidence": "Overkill trail bends to ally; threshold rejection is explicit.",
"prohibited": "PF-A03; execution-tag equipment."
},
{
"id": "TR-033",
"name": "Split Attention",
"benefit": "Can maintain two Marks placed by equipment.",
"cost": "Profession-applied Marks last one tick less.",
"evidence": "Two half-eye pips; source-specific duration in inspect.",
"prohibited": "Equipment set without Marks; markless professions."
},
{
"id": "TR-034",
"name": "Weathered",
"benefit": "First region hazard each battle has no effect.",
"cost": "Second hazard of a different tag has extended duration.",
"evidence": "Region hazard shield with empty/filled halves; result cites both tags.",
"prohibited": "Hazard-immunity equipment; single-hazard challenge rules."
},
{
"id": "TR-035",
"name": "Empty Scabbard",
"benefit": "With no armament-tag item, basic gains a profession-specific alternate target rule.",
"cost": "Equipping an armament disables the trait and adds one cost tier to that shop action.",
"evidence": "Empty-slot target preview and explicit disabled state.",
"prohibited": "Required-armament professions; bound armament items."
},
{
"id": "TR-036",
"name": "Last Witness",
"benefit": "When the only living member in a line band, reveals next enemy target and gains reach +1.",
"cost": "Cannot receive invisibility or untargetable tags.",
"evidence": "Lone-band eye and forecast line; rejected concealment has trait reason.",
"prohibited": "Concealment equipment; PF-B01."
}
],
"equipment": [
{
"id": "EQ-001",
"name": "Stepback Soles",
"fit": "garb; any",
"class": "B",
"effect": "After first direct hit, step one position rearward if legal.",
"tradeoff": "Next basic waits one tick; full rear makes trigger dormant.",
"production": "I/O/V/S: split-heel boots, rear arrow, heel scrape."
},
{
"id": "EQ-002",
"name": "Frontpin Greaves",
"fit": "garb; front",
"class": "B",
"effect": "Resist the first enemy push until wearer completes a basic.",
"tradeoff": "The completed basic Hinders wearer for one tick.",
"production": "I/O/V/S: pegged greaves, brace notch, stone pin."
},
{
"id": "EQ-003",
"name": "Passing Sash",
"fit": "garb; any",
"class": "B",
"effect": "First allied swap through wearer advances the passing ally's basic.",
"tradeoff": "Wearer's next basic is delayed equally.",
"production": "I/O/V/S: two-tail sash, handoff arrows, cloth snap."
},
{
"id": "EQ-004",
"name": "Gapfinder Sandals",
"fit": "garb; any",
"class": "B",
"effect": "On a neighbor's defeat, choose collapse toward wearer instead of default once.",
"tradeoff": "Wearer becomes Exposed during the collapse tick.",
"production": "I/O/V/S: open-toe route marks, gap ghost, quick step."
},
{
"id": "EQ-005",
"name": "Leadweight Belt",
"fit": "garb; front/center",
"class": "B",
"effect": "First pull on wearer pulls the neighbor ahead instead when legal.",
"tradeoff": "Illegal transfer Hinders both units.",
"production": "I/O/V/S: hanging weight, forked pull cue, buckle strain."
},
{
"id": "EQ-006",
"name": "Rearhook Cloak",
"fit": "garb; rear",
"class": "B",
"effect": "First enemy entering allied rear is pulled one position forward after acting.",
"tradeoff": "Wearer must remain rearmost; movement disables hook until next basic.",
"production": "I/O/V/S: hooked hem, return arrow, cloth catch."
},
{
"id": "EQ-007",
"name": "Pivot Anklet",
"fit": "charm; any",
"class": "B",
"effect": "After wearer swaps, next basic targets the unit opposite the swap direction.",
"tradeoff": "No legal opposite target causes a fizzle without resource gain.",
"production": "I/V/S: compass anklet, pivot reticle, metal tick."
},
{
"id": "EQ-008",
"name": "Stillroad Wrap",
"fit": "garb; any",
"class": "B",
"effect": "Two cadences without movement grant immunity to next forced step.",
"tradeoff": "Moving voluntarily clears the stored immunity.",
"production": "I/O/V/S: wrapped calves, two-bead root cue, cloth tighten."
},
{
"id": "EQ-009",
"name": "Rescue Loop",
"fit": "kit; support",
"class": "B",
"effect": "First heal on a foremost ally also pulls that ally one position rearward.",
"tradeoff": "Heal resolves weaker if pull is illegal.",
"production": "I/O/V/S: rope loop, heal-arrow cue, soft rope slide."
},
{
"id": "EQ-010",
"name": "Forward Claim",
"fit": "charm; any",
"class": "B",
"effect": "First time wearer becomes foremost, mark current foremost enemy.",
"tradeoff": "Mark ends if wearer moves rearward.",
"production": "I/V/S: pennant clasp, paired front markers, flag flick."
},
{
"id": "EQ-011",
"name": "Neighbor's Buckle",
"fit": "garb; any",
"class": "B",
"effect": "When wearer receives Guard, give one Guard token to neighbor behind.",
"tradeoff": "Wearer cannot receive Guard from that neighbor that cadence.",
"production": "I/O/V/S: twin buckle, rear handoff cue, clasp click."
},
{
"id": "EQ-012",
"name": "Open-Line Cord",
"fit": "charm; any",
"class": "B",
"effect": "With no neighbor ahead, basics gain reach +1.",
"tradeoff": "Gaining a front neighbor immediately ends any reserved long target.",
"production": "I/V/S: loose cord, reach ruler, cord pluck."
},
{
"id": "EQ-013",
"name": "Crossstep Token",
"fit": "charm; any",
"class": "B",
"effect": "First targeted enemy movement grants wearer one legal step after its action.",
"tradeoff": "Skipping the step delays wearer's next action.",
"production": "I/V/S: crossed feet token, follow cue, two-step tap."
},
{
"id": "EQ-014",
"name": "Quiet Rearplate",
"fit": "guard; rear",
"class": "B",
"effect": "While rearmost, first area hit is converted to a direct hit.",
"tradeoff": "Direct hit may now trigger single-target enemy riders.",
"production": "I/O/V/S: narrow backplate, area-to-point cue, muted clang."
},
{
"id": "EQ-015",
"name": "Relay Spur",
"fit": "garb; reorder",
"class": "B",
"effect": "A swap initiated by wearer refreshes the swapped ally's position trigger.",
"tradeoff": "Same ally cannot be chosen twice consecutively.",
"production": "I/O/V/S: forked spur, reset loop, bright heel click."
},
{
"id": "EQ-016",
"name": "Empty-Space Bell",
"fit": "charm; any",
"class": "B",
"effect": "A vacant neighbor position makes wearer's next item trigger occur before basic.",
"tradeoff": "If vacancy collapses first, item goes on short cooldown unused.",
"production": "I/V/S: hollow bell, vacancy square, small cutoff chime."
},
{
"id": "EQ-017",
"name": "Bracehook Cuff",
"fit": "guard; front/center",
"class": "B",
"effect": "When neighbor is pulled, wearer may share the pull as a swap.",
"tradeoff": "Both become Hindered after shared movement.",
"production": "I/O/V/S: hooked cuff, split arrow, leather strain."
},
{
"id": "EQ-018",
"name": "Longway Ribbon",
"fit": "garb; any",
"class": "B",
"effect": "Traversing three unique positions refreshes one movement item.",
"tradeoff": "Returning to a repeated position resets progress.",
"production": "I/O/V/S: three-knot ribbon, footprint track, flutter count."
},
{
"id": "EQ-019",
"name": "Settle Stone",
"fit": "charm; any",
"class": "B",
"effect": "After involuntary movement, wearer keeps reserved target if still reachable.",
"tradeoff": "Retarget is forbidden; illegal target fizzles normally.",
"production": "I/V/S: flat stone, solid target tether, dull knock."
},
{
"id": "EQ-020",
"name": "Linekeeper Tab",
"fit": "kit; support",
"class": "B",
"effect": "Once per battle, prevent an allied swap that would expose lowest-vitality unit.",
"tradeoff": "Prevention spends wearer's next item opportunity.",
"production": "I/O/V/S: red tally tab, blocked swap cue, stamp click."
},
{
"id": "EQ-021",
"name": "Threatglass Lens",
"fit": "charm; any",
"class": "B",
"effect": "First basic targets enemy with longest shown wind-up instead of default.",
"tradeoff": "If no wind-up exists, wearer waits one tick before defaulting.",
"production": "I/O/V/S: clear lens, clock reticle, glass focus."
},
{
"id": "EQ-022",
"name": "Frontmark Chalk",
"fit": "kit; any",
"class": "B",
"effect": "Basic on foremost enemy Marks it for wearer's neighbor behind.",
"tradeoff": "Wearer cannot benefit from that Mark.",
"production": "I/V/S: chalk wedge, neighbor eye cue, chalk stroke."
},
{
"id": "EQ-023",
"name": "Rearcall Whistle",
"fit": "kit; reach 2+",
"class": "B",
"effect": "First legal attack selects rearmost enemy and reveals intervening screens.",
"tradeoff": "Attack deals no status on that use.",
"production": "I/O/V/S: flat whistle, rear line cue, captioned chirp."
},
{
"id": "EQ-024",
"name": "Mercy Dial",
"fit": "charm; restore",
"class": "B",
"effect": "Healing prefers ally whose next incoming hit is earliest, not lowest vitality.",
"tradeoff": "Unforecast damage is ignored by the dial.",
"production": "I/V/S: rotating cross dial, timeline reticle, soft click."
},
{
"id": "EQ-025",
"name": "Split-Choice Coin",
"fit": "charm; any",
"class": "B",
"effect": "On exact target-score tie, choose rearmost rather than random tie rule.",
"tradeoff": "After tie resolves, wearer becomes Exposed one tick.",
"production": "I/V/S: split coin, rear tie arrow, coin flip."
},
{
"id": "EQ-026",
"name": "Summon Pricker",
"fit": "armament; any",
"class": "B",
"effect": "Basics prefer enemy footprints with independent actions.",
"tradeoff": "Against no footprint, basic recovery is one tick longer.",
"production": "I/O/V/S: short pricker, footprint reticle, dry prick."
},
{
"id": "EQ-027",
"name": "Woundreader Tape",
"fit": "kit; pressure",
"class": "B",
"effect": "First basic targets enemy most recently effectively healed.",
"tradeoff": "Target outside reach causes default with no item benefit.",
"production": "I/O/V/S: marked tape, heal-history cue, tape pull."
},
{
"id": "EQ-028",
"name": "Guard-Seam Pick",
"fit": "armament; any",
"class": "B",
"effect": "Basic prefers target currently protecting a neighbor.",
"tradeoff": "Damage cannot defeat the protector on that item-triggered hit.",
"production": "I/O/V/S: seam pick, guard-link reticle, metal pry."
},
{
"id": "EQ-029",
"name": "Fastest-Shadow Ink",
"fit": "charm; impair",
"class": "B",
"effect": "Debuffs prefer enemy with shortest next-action time.",
"tradeoff": "Applied duration is one tick shorter.",
"production": "I/V/S: ink drop, short clock cue, quick brush."
},
{
"id": "EQ-030",
"name": "Last-Target Knot",
"fit": "charm; any",
"class": "B",
"effect": "If prior target dies, next action follows its nearest living neighbor.",
"tradeoff": "If both neighbors equidistant, action fizzles.",
"production": "I/V/S: linked knot, neighbor branch cue, string snap."
},
{
"id": "EQ-031",
"name": "Bodyguard Tag",
"fit": "kit; support",
"class": "B",
"effect": "Choose one neighbor in Prepare; enable actions prefer that unit while below half vitality.",
"tradeoff": "Other allies receive weaker enable duration.",
"production": "I/O/V/S: name-free tag, chosen outline, buckle tap."
},
{
"id": "EQ-032",
"name": "Unmasking Powder",
"fit": "kit; line reach",
"class": "B",
"effect": "First hit on untargetable-window enemy becomes a reveal instead of damage.",
"tradeoff": "Powder is spent for battle even if reveal ends same tick.",
"production": "I/V/S: powder cone, open-eye cloud, soft burst."
},
{
"id": "EQ-033",
"name": "Counterface Mirror",
"fit": "guard; front",
"class": "B",
"effect": "First forced-target effect aimed at wearer is reflected as Mark on source.",
"tradeoff": "Wearer remains the legal target for that action.",
"production": "I/O/V/S: small mirror guard, return-eye cue, glass ping."
},
{
"id": "EQ-034",
"name": "Lowwater Gauge",
"fit": "charm; any",
"class": "B",
"effect": "At action ready, target lowest current local-resource enemy if legal.",
"tradeoff": "Enemy resource type is revealed to wearer only after first gain.",
"production": "I/V/S: shallow gauge, meter reticle, liquid tick."
},
{
"id": "EQ-035",
"name": "Open-Flank String",
"fit": "armament; reach 2+",
"class": "B",
"effect": "Attacks prefer enemy with no living neighbor ahead.",
"tradeoff": "A new front neighbor invalidates reserve; action retargets foremost.",
"production": "I/O/V/S: fork string, empty-front cue, twang."
},
{
"id": "EQ-036",
"name": "Twin Reticle",
"fit": "charm; area",
"class": "B",
"effect": "Area action centers between two adjacent legal targets rather than foremost.",
"tradeoff": "Single-target state prevents item trigger.",
"production": "I/V/S: paired circles, midpoint cue, double click."
},
{
"id": "EQ-037",
"name": "Interrupt Ledger",
"fit": "kit; control",
"class": "B",
"effect": "After any ally interrupts, wearer targets that interrupted enemy next.",
"tradeoff": "If unreachable, wearer skips one basic rather than defaulting.",
"production": "I/O/V/S: slim ledger, interrupt tether, page tick."
},
{
"id": "EQ-038",
"name": "Oldest-Harm Compass",
"fit": "charm; restore",
"class": "B",
"effect": "Cleanse targets ally with oldest active hindrance.",
"tradeoff": "Newer action-blocking hindrance is not prioritized.",
"production": "I/V/S: aged compass, duration rings, slow click."
},
{
"id": "EQ-039",
"name": "Collapse Sight",
"fit": "armament; any",
"class": "B",
"effect": "Reserved target follows one deterministic enemy collapse.",
"tradeoff": "Second collapse before resolution causes fizzle.",
"production": "I/O/V/S: sliding sight, one-step tether, rail slide."
},
{
"id": "EQ-040",
"name": "Choicebreaker Pin",
"fit": "charm; any",
"class": "B",
"effect": "First action with two equally legal target families alternates from previewed default.",
"tradeoff": "Target receives no critical effect.",
"production": "I/V/S: half-turn pin, alternate reticle, pin turn."
},
{
"id": "EQ-041",
"name": "Neighborwall",
"fit": "guard; front",
"class": "B",
"effect": "First direct hit on neighbor behind is intercepted.",
"tradeoff": "Wearer becomes Exposed until its next basic.",
"production": "I/O/V/S: half-wall shield, rear block cue, broad clang."
},
{
"id": "EQ-042",
"name": "Porous Buckler",
"fit": "guard; any",
"class": "B",
"effect": "Area damage to wearer is shared with both neighbors.",
"tradeoff": "Empty neighbor share returns to wearer as Hindered.",
"production": "I/O/V/S: perforated buckler, three-way split, airy clang."
},
{
"id": "EQ-043",
"name": "Guard Siphon Ring",
"fit": "charm; any",
"class": "B",
"effect": "On Guard expiry, transfer half remaining Guard to lowest-Guard neighbor.",
"tradeoff": "Wearer cannot refresh Guard that cadence.",
"production": "I/V/S: drain ring, expiry arrow, low chime."
},
{
"id": "EQ-044",
"name": "Exposed Standard",
"fit": "kit; front",
"class": "B",
"effect": "While Exposed, enemies prefer wearer and allies behind gain projectile screen.",
"tradeoff": "Screen ends immediately when Exposed clears.",
"production": "I/O/V/S: open pennant, threat flare, flag crack."
},
{
"id": "EQ-045",
"name": "Second Blow Plate",
"fit": "guard; any",
"class": "B",
"effect": "Ignores the rider effect of the second hit from same enemy.",
"tradeoff": "The hit's base damage remains and count resets on target change.",
"production": "I/O/V/S: double-dent plate, two-hit pip, muted second clang."
},
{
"id": "EQ-046",
"name": "Mender's Guardrail",
"fit": "guard; support",
"class": "B",
"effect": "Effective healing grants recipient protection from next push.",
"tradeoff": "Healing wearer never grants this protection.",
"production": "I/O/V/S: rail bracer, heal-to-root cue, latch sound."
},
{
"id": "EQ-047",
"name": "Brittle Pavise",
"fit": "guard; front",
"class": "B",
"effect": "Blocks all first-cadence projectiles crossing wearer.",
"tradeoff": "Shatters afterward and applies Hindered to wearer.",
"production": "I/O/V/S: tall cracked shield, break cue, layered impacts."
},
{
"id": "EQ-048",
"name": "Rearward Aegis",
"fit": "guard; rear",
"class": "B",
"effect": "Protects neighbor ahead from attacks originating behind allied line.",
"tradeoff": "Gives no protection against normal front-origin attacks.",
"production": "I/O/V/S: backward shield, rear-origin arrow, reversed clang."
},
{
"id": "EQ-049",
"name": "Borrowed Cover",
"fit": "charm; any",
"class": "B",
"effect": "When wearer steps behind a Guarded ally, copies one Guard token.",
"tradeoff": "Copied token expires on next movement.",
"production": "I/V/S: overlapping plates icon, step-copy cue, small scrape."
},
{
"id": "EQ-050",
"name": "Strike-Open Helm",
"fit": "guard; pressure",
"class": "B",
"effect": "Becoming Exposed advances wearer's next basic.",
"tradeoff": "Exposed cannot be cleansed before that basic.",
"production": "I/O/V/S: split visor, speed crack cue, visor snap."
},
{
"id": "EQ-051",
"name": "Quiet Interceptor",
"fit": "guard; any",
"class": "B",
"effect": "First intercepted hit generates no enemy on-hit resource.",
"tradeoff": "Wearer's own on-hit resource also does not trigger.",
"production": "I/O/V/S: padded guard, crossed resource cue, soft thud."
},
{
"id": "EQ-052",
"name": "Heatcatch Mantle",
"fit": "garb; any",
"class": "B",
"effect": "First area burst is stored and released after wearer moves.",
"tradeoff": "If wearer cannot move in two cadences, burst resolves on wearer.",
"production": "I/O/V/S: ember-lined mantle, stored flame cue, cloth hiss."
},
{
"id": "EQ-053",
"name": "Empty Guard Cage",
"fit": "guard; any",
"class": "B",
"effect": "With zero Guard, incoming Guard strip becomes one Guard instead.",
"tradeoff": "Cannot receive normal Guard same cadence.",
"production": "I/O/V/S: open cage bracer, inversion cue, metal catch."
},
{
"id": "EQ-054",
"name": "Three-Hit Sconce",
"fit": "charm; front",
"class": "B",
"effect": "Third direct hit lights a screen against next spell.",
"tradeoff": "Moving resets hit count.",
"production": "I/O/V/S: three-wick sconce, count/flame cue, three taps."
},
{
"id": "EQ-055",
"name": "Adjacent Oathplate",
"fit": "guard; any",
"class": "B",
"effect": "Choose ahead or behind in Prepare; protection effects only flow that direction but last longer.",
"tradeoff": "Other neighbor cannot be protected by wearer.",
"production": "I/O/V/S: asymmetrical plate, chosen arrow, locking clasp."
},
{
"id": "EQ-056",
"name": "Pushback Frame",
"fit": "guard; front",
"class": "B",
"effect": "First blocked push is reflected onto source if legal.",
"tradeoff": "Reflection consumes all Guard on wearer.",
"production": "I/O/V/S: spring frame, return chevron, compressed clang."
},
{
"id": "EQ-057",
"name": "Mercy Screen",
"fit": "guard; support",
"class": "B",
"effect": "Projectile that would defeat an ally instead leaves it at survival floor and breaks screen.",
"tradeoff": "Protected ally becomes untargetable to healing for one tick.",
"production": "I/O/V/S: translucent screen, survival line, crystal break."
},
{
"id": "EQ-058",
"name": "Lowguard Apron",
"fit": "garb; center",
"class": "B",
"effect": "Neighbor ahead below half vitality receives wearer's first positive Guard gain.",
"tradeoff": "Wearer receives none of that gain.",
"production": "I/O/V/S: plated apron, forward handoff, buckle clink."
},
{
"id": "EQ-059",
"name": "Counterseal Shield",
"fit": "guard; any",
"class": "B",
"effect": "First Mark applied to wearer becomes Guard and removes Mark.",
"tradeoff": "Next Mark lasts one tick longer.",
"production": "I/O/V/S: seal shield, mark inversion, wax crack."
},
{
"id": "EQ-060",
"name": "Last Neighbor Plate",
"fit": "guard; any",
"class": "B",
"effect": "With exactly one living neighbor, both share first direct hit.",
"tradeoff": "Shared hit cannot be intercepted again.",
"production": "I/O/V/S: twin plate halves, shared-hit cue, paired clang."
},
{
"id": "EQ-061",
"name": "Early Bell",
"fit": "charm; any",
"class": "B",
"effect": "First basic resolves one tick earlier.",
"tradeoff": "Second basic resolves one tick later.",
"production": "I/V/S: two-position bell clock, early/late chimes."
},
{
"id": "EQ-062",
"name": "Held Breath Mask",
"fit": "garb; slow",
"class": "B",
"effect": "First wind-up may survive one interrupt as a delay.",
"tradeoff": "Delayed action loses status riders.",
"production": "I/O/V/S: slotted mask, held clock cue, inhale/cutoff."
},
{
"id": "EQ-063",
"name": "Recovery Shears",
"fit": "kit; any",
"class": "B",
"effect": "Defeating a target removes current recovery time.",
"tradeoff": "If target survives, recovery doubles.",
"production": "I/O/V/S: clock shears, cut/wager cue, snip."
},
{
"id": "EQ-064",
"name": "Afterbeat Ring",
"fit": "charm; tempo",
"class": "B",
"effect": "Acting immediately after a neighbor grants one local resource.",
"tradeoff": "Acting before both neighbors Hinders wearer.",
"production": "I/V/S: trailing ring, neighbor beat cue, delayed ping."
},
{
"id": "EQ-065",
"name": "Slow Fuse",
"fit": "kit; area",
"class": "B",
"effect": "Equipment burst waits until target's next action, then follows it.",
"tradeoff": "Target defeat before acting cancels burst.",
"production": "I/O/V/S: long fuse vial, target clock, fuse hiss."
},
{
"id": "EQ-066",
"name": "Quickdraw Thimble",
"fit": "charm; projectile",
"class": "B",
"effect": "First projectile has no wind-up.",
"tradeoff": "It cannot use Marks or critical riders.",
"production": "I/O/V/S: draw thimble, crossed wind-up cue, snap shot."
},
{
"id": "EQ-067",
"name": "Noon Dial",
"fit": "charm; any",
"class": "B",
"effect": "At exact battle midpoint forecast, refresh oldest item cooldown.",
"tradeoff": "Before midpoint, item cooldowns recover one tick slower.",
"production": "I/V/S: split sun dial, midpoint flare, clock chime."
},
{
"id": "EQ-068",
"name": "Staggered Buckle",
"fit": "garb; any",
"class": "B",
"effect": "Receiving action advance stores it; release after next neighbor acts.",
"tradeoff": "Stored advance expires if wearer moves.",
"production": "I/O/V/S: offset buckle, stored arrow, click-release."
},
{
"id": "EQ-069",
"name": "Patience Quill",
"fit": "kit; control",
"class": "B",
"effect": "Each cadence without acting lengthens next hindrance by one tick, capped at two.",
"tradeoff": "Any fizzle clears stored length.",
"production": "I/O/V/S: notched quill, waiting pips, scratch count."
},
{
"id": "EQ-070",
"name": "Interrupt Candle",
"fit": "charm; any",
"class": "B",
"effect": "After wearer is interrupted, its next item trigger occurs immediately.",
"tradeoff": "Trigger effect is reduced to non-damaging utility.",
"production": "I/O/V/S: cut-wick candle, interrupt spark, wick sputter."
},
{
"id": "EQ-071",
"name": "Neighbor Clock",
"fit": "charm; support",
"class": "B",
"effect": "Choose a neighbor; wearer basic cadence becomes opposite band of neighbor.",
"tradeoff": "Choice locks for battle.",
"production": "I/V/S: linked clocks, fast/slow shapes, alternating ticks."
},
{
"id": "EQ-072",
"name": "Third-Cycle Cog",
"fit": "kit; construct",
"class": "B",
"effect": "Every third device action occurs twice at different legal targets.",
"tradeoff": "Device pauses on following cadence.",
"production": "I/O/V/S: triple cog, double-action cue, ratchet pair."
},
{
"id": "EQ-073",
"name": "Dawn Recovery Strap",
"fit": "garb; any",
"class": "B",
"effect": "First action recovery ends when first enemy major wind-up begins.",
"tradeoff": "If no major wind-up, recovery is one tick longer.",
"production": "I/O/V/S: sunrise strap, recovery-to-major tether, buckle slide."
},
{
"id": "EQ-074",
"name": "Late Cleanse Vial",
"fit": "kit; restore",
"class": "B",
"effect": "Cleanse after status midpoint also advances target's next basic.",
"tradeoff": "Early cleanse delays that basic.",
"production": "I/O/V/S: half-mark vial, early/late arrows, glass flip."
},
{
"id": "EQ-075",
"name": "Unfinished Metronome",
"fit": "charm; any",
"class": "B",
"effect": "A fizzle makes next legal basic fast instead of refunding time.",
"tradeoff": "No resource is refunded on fizzle.",
"production": "I/V/S: broken metronome, fizzle-to-speed cue, skipped beat."
},
{
"id": "EQ-076",
"name": "Twin Windup Thread",
"fit": "charm; linked",
"class": "B",
"effect": "Linked neighbors begin their next wind-ups together.",
"tradeoff": "Faster action waits for slower; link breaks after use.",
"production": "I/V/S: twin clocks on thread, tie cue, synchronized pull."
},
{
"id": "EQ-077",
"name": "Rest-Step Sole",
"fit": "garb; reorder",
"class": "B",
"effect": "Voluntary step during recovery ends recovery.",
"tradeoff": "Next wind-up is one tick longer.",
"production": "I/O/V/S: pause-mark sole, step-cut cue, heel stop."
},
{
"id": "EQ-078",
"name": "Bosswatch Lens",
"fit": "charm; any",
"class": "B",
"effect": "First boss major telegraph pauses wearer's item cooldowns and readies inspect response.",
"tradeoff": "No cooldown progress occurs during telegraph.",
"production": "I/O/V/S: large clock lens, boss ring cue, deep focus tone."
},
{
"id": "EQ-079",
"name": "Short Memory Spring",
"fit": "kit; any",
"class": "B",
"effect": "Repeating the same action tag shortens wind-up.",
"tradeoff": "Third repeat locks target to foremost for one action.",
"production": "I/O/V/S: compressed spring, repeat counter, spring ticks."
},
{
"id": "EQ-080",
"name": "Long Memory Spring",
"fit": "kit; any",
"class": "B",
"effect": "Alternating action tags shortens recovery.",
"tradeoff": "Repeating a tag resets benefit and Hinders wearer.",
"production": "I/O/V/S: stretched spring, alternate counter, elastic twang."
},
{
"id": "EQ-081",
"name": "Jointed Pike",
"fit": "armament; reach 1",
"class": "B",
"effect": "Every second basic gains reach 2.",
"tradeoff": "Extended basic cannot hit foremost enemy.",
"production": "I/O/V/S: folding pike, joint ruler, metal extend."
},
{
"id": "EQ-082",
"name": "Nearstring Bow",
"fit": "armament; projectile",
"class": "B",
"effect": "May target through only one unit but ignores projectile screens at reach 1.",
"tradeoff": "Cannot select rearmost while any nearer enemy lives.",
"production": "I/O/V/S: short recurved bow, near arc cue, blunt twang."
},
{
"id": "EQ-083",
"name": "Far Lantern",
"fit": "charm; spell",
"class": "B",
"effect": "Spell reach becomes line while wearer is rearmost.",
"tradeoff": "Moving forward clears local resource.",
"production": "I/O/V/S: long-beam lamp, line ruler, glass hum."
},
{
"id": "EQ-084",
"name": "Crook of Return",
"fit": "armament; reach 2",
"class": "B",
"effect": "On unreachable reserved target, pull nearest legal enemy instead of fizzle.",
"tradeoff": "Pull deals no direct effect.",
"production": "I/O/V/S: return crook, fallback hook cue, haft sweep."
},
{
"id": "EQ-085",
"name": "Neighbor Needle",
"fit": "armament; any",
"class": "B",
"effect": "Basic may target an enemy opposite wearer's neighbor rather than self.",
"tradeoff": "Chosen neighbor becomes Exposed during wind-up.",
"production": "I/O/V/S: side-eyed needle, neighbor line cue, light stab."
},
{
"id": "EQ-086",
"name": "Throughguard Bolt",
"fit": "armament; projectile",
"class": "B",
"effect": "First shot passes one protector to hit protected unit.",
"tradeoff": "Protector gains Guard afterward.",
"production": "I/O/V/S: narrow bolt rig, bypass cue, piercing whistle."
},
{
"id": "EQ-087",
"name": "Mercy Reach Staff",
"fit": "armament; restore",
"class": "B",
"effect": "Allied reach extends by one for targets below quarter vitality.",
"tradeoff": "Healing above that threshold has reach 1.",
"production": "I/O/V/S: forked staff, threshold ruler, warm pulse."
},
{
"id": "EQ-088",
"name": "Centerline Sextant",
"fit": "charm; any",
"class": "B",
"effect": "From center band, actions may choose either line end at normal reach.",
"tradeoff": "Cannot target center-band units with item benefit.",
"production": "I/O/V/S: two-ended sextant, endpoint cue, swivel click."
},
{
"id": "EQ-089",
"name": "Repeating Sling",
"fit": "armament; projectile",
"class": "B",
"effect": "Hit rearmost target twice if no enemy lies between source and target.",
"tradeoff": "Any intervening footprint cancels second hit.",
"production": "I/O/V/S: twin-pouch sling, clear-path cue, double snap."
},
{
"id": "EQ-090",
"name": "Close Quarters Seal",
"fit": "charm; spell",
"class": "B",
"effect": "Spell against adjacent enemy becomes interrupt-capable.",
"tradeoff": "Spell loses area shape.",
"production": "I/V/S: closed circle seal, adjacency flash, compact crack."
},
{
"id": "EQ-091",
"name": "Longguard Hook",
"fit": "guard; front",
"class": "B",
"effect": "Interception reach extends through one allied unit.",
"tradeoff": "Intervening ally becomes Hindered after interception.",
"production": "I/O/V/S: long hooked shield, two-step block cue, dragging clang."
},
{
"id": "EQ-092",
"name": "Rear Threader",
"fit": "armament; line",
"class": "B",
"effect": "First hit on foremost threads next basic to rearmost.",
"tradeoff": "Thread breaks if wearer changes position.",
"production": "I/O/V/S: eye-ended blade, front-rear tether, string zing."
},
{
"id": "EQ-093",
"name": "Grounding Spike",
"fit": "kit; any",
"class": "B",
"effect": "Place at one enemy index; airborne unit crossing index becomes targetable.",
"tradeoff": "Spike blocks allied forced movement across opposite index.",
"production": "I/O/V/S: ground spike, vertical line cue, stake impact."
},
{
"id": "EQ-094",
"name": "Wide-Mouth Focus",
"fit": "armament; area",
"class": "B",
"effect": "Area shape expands one neighbor when centered on foremost.",
"tradeoff": "Center loses direct damage/status.",
"production": "I/O/V/S: flared focus, hollow area cue, wide pulse."
},
{
"id": "EQ-095",
"name": "Backbite Knife",
"fit": "armament; reach 1",
"class": "B",
"effect": "If enemy enters allied rear, reach flips to target rear intruder anywhere.",
"tradeoff": "Normal forward reach is lost until intruder leaves.",
"production": "I/O/V/S: reversed knife, rear lock cue, backhand slice."
},
{
"id": "EQ-096",
"name": "Span Tally",
"fit": "charm; any",
"class": "B",
"effect": "Each different reach used grants one Focus; at three, next action gains line reach.",
"tradeoff": "Repeating reach resets tally.",
"production": "I/V/S: three-rung tally, ruler pips, count clicks."
},
{
"id": "EQ-097",
"name": "Relay Arrow",
"fit": "armament; projectile",
"class": "B",
"effect": "Projectile can bounce from allied construct to legal enemy behind it.",
"tradeoff": "Construct loses its next action.",
"production": "I/O/V/S: fork arrow, device bounce cue, wood-metal ping."
},
{
"id": "EQ-098",
"name": "Rootborer Awl",
"fit": "armament; any",
"class": "B",
"effect": "Ignores one footprint-based reach blocker.",
"tradeoff": "Cannot apply movement or Mark on that hit.",
"production": "I/O/V/S: spiral awl, hollow footprint cue, drilling scrape."
},
{
"id": "EQ-099",
"name": "Farside Cup",
"fit": "kit; enable",
"class": "B",
"effect": "Resource share may target the farthest ally in same band.",
"tradeoff": "Recipient's nearest neighbor cannot receive resource that cadence.",
"production": "I/O/V/S: handled cup, far handoff line, cup tap."
},
{
"id": "EQ-100",
"name": "Reachbreaker Chain",
"fit": "armament; control",
"class": "B",
"effect": "Hit reduces target reach to 1 for its next basic.",
"tradeoff": "Wearer's next basic also has reach 1.",
"production": "I/O/V/S: short chain, clipped ruler cue, chain drop."
},
{
"id": "EQ-101",
"name": "Switchblade Shoe",
"fit": "garb; any",
"class": "B",
"effect": "After basic, swap with neighbor whose action is farthest away.",
"tradeoff": "Both lose positive movement tags.",
"production": "I/O/V/S: blade-heel shoe, clocked swap cue, slide."
},
{
"id": "EQ-102",
"name": "Pushstep Bracer",
"fit": "guard; front",
"class": "B",
"effect": "Successful block steps wearer and source one position forward on their lines.",
"tradeoff": "Illegal step removes Guard.",
"production": "I/O/V/S: forward bracer, paired chevrons, marching clang."
},
{
"id": "EQ-103",
"name": "Pullcord Cape",
"fit": "garb; support",
"class": "B",
"effect": "First ally below quarter vitality is pulled one position toward wearer.",
"tradeoff": "Wearer is rooted until ally completes next action.",
"production": "I/O/V/S: corded cape, rescue tether, fabric pull."
},
{
"id": "EQ-104",
"name": "Three-Position Boots",
"fit": "garb; any",
"class": "B",
"effect": "Visiting front, center, and rear readies an immediate basic.",
"tradeoff": "Repeat band clears progress.",
"production": "I/O/V/S: three-color-independent soles, band track, triple heel."
},
{
"id": "EQ-105",
"name": "Retreating Spear",
"fit": "armament; front",
"class": "B",
"effect": "After striking, step rearward and leave a one-tick threat marker at old position.",
"tradeoff": "Marker draws attacks to replacement ally.",
"production": "I/O/V/S: long spear, fading threat square, backstep scrape."
},
{
"id": "EQ-106",
"name": "Advancing Lantern",
"fit": "armament; rear",
"class": "B",
"effect": "Each completed cast steps wearer one position forward and strengthens next reach.",
"tradeoff": "At foremost, cast becomes Hindered.",
"production": "I/O/V/S: walking lantern, forward pips, lamp swing."
},
{
"id": "EQ-107",
"name": "Side-by-Side Ring",
"fit": "charm; any",
"class": "B",
"effect": "Adjacent same-role units swap automatically when one becomes Exposed.",
"tradeoff": "Both item cooldowns pause one tick.",
"production": "I/V/S: paired ring, exposed swap cue, double click."
},
{
"id": "EQ-108",
"name": "Collapse Brake",
"fit": "kit; support",
"class": "B",
"effect": "Delay one ally collapse until current wind-ups finish.",
"tradeoff": "Delayed units cannot receive movement effects.",
"production": "I/O/V/S: wedge brake, pending gap cue, wheel stop."
},
{
"id": "EQ-109",
"name": "Enemy Towline",
"fit": "kit; control",
"class": "B",
"effect": "First enemy pull also drags its neighbor behind.",
"tradeoff": "Both targets gain Guard after movement.",
"production": "I/O/V/S: twin hook line, double pull cue, rope strain."
},
{
"id": "EQ-110",
"name": "Empty-Rank Cart",
"fit": "kit; construct",
"class": "B",
"effect": "Device moves into first vacant allied position after collapse.",
"tradeoff": "Device cannot act on movement cadence.",
"production": "I/O/V/S: small cart, gap path cue, wheel clatter."
},
{
"id": "EQ-111",
"name": "Pursuit Clasp",
"fit": "garb; pressure",
"class": "B",
"effect": "When target is pushed rearward, wearer steps forward if that preserves reach.",
"tradeoff": "Step makes wearer Exposed.",
"production": "I/O/V/S: arrow clasp, follow tether, clasp snap."
},
{
"id": "EQ-112",
"name": "Reverse Compass",
"fit": "charm; any",
"class": "B",
"effect": "First voluntary movement resolves opposite declared direction.",
"tradeoff": "Opposite destination must be legal or action cancels.",
"production": "I/V/S: reverse needle, preview ghost, wrong-way click."
},
{
"id": "EQ-113",
"name": "Ferry Pole",
"fit": "armament; support",
"class": "B",
"effect": "Basic may swap two neighbors ahead instead of dealing damage.",
"tradeoff": "Wearer loses next basic opportunity.",
"production": "I/O/V/S: long pole, neighbor swap cue, pole plant."
},
{
"id": "EQ-114",
"name": "Springboard Guard",
"fit": "guard; front",
"class": "B",
"effect": "Blocked push launches neighbor behind one position rearward safely.",
"tradeoff": "Neighbor's next action is delayed.",
"production": "I/O/V/S: angled guard, spring arrow, boing-clang."
},
{
"id": "EQ-115",
"name": "Homeward Thread",
"fit": "charm; any",
"class": "B",
"effect": "Mark starting position; once per battle return there after action if vacant relation exists.",
"tradeoff": "Return clears all local resource.",
"production": "I/V/S: spool token, home ghost cue, rewinding thread."
},
{
"id": "EQ-116",
"name": "Escort Bridle",
"fit": "kit; support",
"class": "B",
"effect": "Wearer movement carries lowest-vitality neighbor one step in same direction.",
"tradeoff": "Carried ally loses its reserved target.",
"production": "I/O/V/S: linked bridle, paired step cue, leather tug."
},
{
"id": "EQ-117",
"name": "Ram's Courtesy",
"fit": "guard; front",
"class": "B",
"effect": "A pushed enemy swaps with its neighbor instead of compressing both.",
"tradeoff": "Swapped neighbor gains action advance.",
"production": "I/O/V/S: curled guard, enemy swap cue, horn knock."
},
{
"id": "EQ-118",
"name": "Rear Arrival Mat",
"fit": "kit; rear",
"class": "B",
"effect": "First hostile rear arrival lands one position forward of intended.",
"tradeoff": "Wearer becomes its forced target for one action.",
"production": "I/O/V/S: marked mat, shifted arrival cue, fabric thump."
},
{
"id": "EQ-119",
"name": "Step Tax Token",
"fit": "charm; impair",
"class": "B",
"effect": "Enemy movement through wearer's indexed opposite position gains Hindered.",
"tradeoff": "Allied movement through same index also Hinders.",
"production": "I/V/S: toll token, indexed footprint, coin stamp."
},
{
"id": "EQ-120",
"name": "Linefold Cape",
"fit": "garb; any",
"class": "B",
"effect": "Once per battle swap foremost and rearmost allies after a major telegraph.",
"tradeoff": "Both lose reserved actions and cannot move one cadence.",
"production": "I/O/V/S: two-ended cape, endpoint fold cue, sweeping cloth."
},
{
"id": "EQ-121",
"name": "Guard-to-Focus Valve",
"fit": "kit; resource",
"class": "B",
"effect": "First excess Guard gain converts to Focus.",
"tradeoff": "Wearer cannot gain Guard next tick.",
"production": "I/O/V/S: two-chamber valve, conversion arrow, valve hiss."
},
{
"id": "EQ-122",
"name": "Remedy Bottle Rack",
"fit": "kit; restore",
"class": "B",
"effect": "Spending Remedy refreshes oldest healing-item cooldown.",
"tradeoff": "Item heal cannot generate Remedy.",
"production": "I/O/V/S: small rack, remedy-to-clock cue, bottle clink."
},
{
"id": "EQ-123",
"name": "Parts Reclaimer",
"fit": "kit; construct",
"class": "B",
"effect": "Destroyed allied device returns one Parts to wearer.",
"tradeoff": "Wearer becomes Hindered if device was full duration.",
"production": "I/O/V/S: salvage claw, device-to-part cue, ratchet pull."
},
{
"id": "EQ-124",
"name": "Verse Cup",
"fit": "charm; tempo",
"class": "B",
"effect": "Spending Verse gives one local resource to slower neighbor.",
"tradeoff": "Wearer loses next Verse gain from that neighbor.",
"production": "I/V/S: notched cup, slow-arrow handoff, cup tone."
},
{
"id": "EQ-125",
"name": "Edge Scabbard",
"fit": "armament; PF-B02 family",
"class": "B",
"effect": "Unspent Edge at target defeat transfers to next nearest target as Mark.",
"tradeoff": "Marked target gains Guard.",
"production": "I/O/V/S: glowing scabbard, Edge-to-Mark cue, blade ring."
},
{
"id": "EQ-126",
"name": "Poise Counterweight",
"fit": "armament; PF-B03 family",
"class": "B",
"effect": "Forced movement spends Poise to cancel and preserve target.",
"tradeoff": "All remaining Poise is lost.",
"production": "I/O/V/S: haft weight, Poise shield cue, heavy plant."
},
{
"id": "EQ-127",
"name": "Momentum Flask",
"fit": "kit; PF-B04 family",
"class": "B",
"effect": "Spending Momentum also refreshes oldest position trigger.",
"tradeoff": "Wearer cannot gain Momentum next cadence.",
"production": "I/O/V/S: rolling flask, footprint refresh, liquid spin."
},
{
"id": "EQ-128",
"name": "Aim Splitter",
"fit": "armament; PF-B05 family",
"class": "B",
"effect": "Spending Aim on rearmost also Marks foremost.",
"tradeoff": "Shot cannot apply other status.",
"production": "I/O/V/S: twin-notch bow piece, end markers, split twang."
},
{
"id": "EQ-129",
"name": "Charge Sink",
"fit": "charm; PF-B06 family",
"class": "B",
"effect": "Interrupted Charge moves to item and returns after next basic.",
"tradeoff": "Returned Charge is capped and wearer is Hindered.",
"production": "I/V/S: crystal sink, stored-charge cue, deep hum."
},
{
"id": "EQ-130",
"name": "Bond Tally",
"fit": "charm; PF-B08 family",
"class": "B",
"effect": "Broken link converts one Bond into Guard for both former partners.",
"tradeoff": "Link cannot be remade one cadence.",
"production": "I/V/S: snapped knot tally, twin Guard cue, string break."
},
{
"id": "EQ-131",
"name": "Omen Hourglass",
"fit": "charm; PF-B10 family",
"class": "B",
"effect": "Spending Omen pauses target hindrance expiry during its next wind-up.",
"tradeoff": "Target cannot receive another hindrance in that window.",
"production": "I/V/S: dark hourglass, pause ring, sand hush."
},
{
"id": "EQ-132",
"name": "Supply Crate Key",
"fit": "kit; PF-B12 family",
"class": "B",
"effect": "Spending Supply opens one adjacent item cooldown immediately.",
"tradeoff": "Same item is locked for following cadence.",
"production": "I/O/V/S: crate key, open/lock clock, latch turn."
},
{
"id": "EQ-133",
"name": "Empty-Meter Drum",
"fit": "charm; any",
"class": "B",
"effect": "Reaching zero local resource advances next basic.",
"tradeoff": "Resource gain before basic cancels advance and Hinders.",
"production": "I/V/S: hollow drum, zero-arrow cue, dry beat."
},
{
"id": "EQ-134",
"name": "Full-Meter Seal",
"fit": "charm; any",
"class": "B",
"effect": "At full local resource, next enemy cannot steal or drain it.",
"tradeoff": "Wearer cannot spend until after that enemy action.",
"production": "I/V/S: full seal, lock meter cue, wax stamp."
},
{
"id": "EQ-135",
"name": "Neighbor Loan Note",
"fit": "charm; support",
"class": "B",
"effect": "Once per battle lend one local resource to neighbor with matching token type.",
"tradeoff": "If unspent in one cadence, both lose one token.",
"production": "I/V/S: split note, loan timer, paper flick."
},
{
"id": "EQ-136",
"name": "Mixed Purse",
"fit": "kit; any",
"class": "B",
"effect": "First three different resource types gained by party create one Supply.",
"tradeoff": "Repeated type before completion resets purse.",
"production": "I/O/V/S: three-pocket purse, type pips, coin-and-token clicks."
},
{
"id": "EQ-137",
"name": "Resource Brake",
"fit": "guard; any",
"class": "B",
"effect": "Direct hit cannot reduce local resource below one.",
"tradeoff": "Wearer becomes Exposed when brake triggers.",
"production": "I/O/V/S: meter brake plate, floor line cue, hard stop."
},
{
"id": "EQ-138",
"name": "Overfill Spout",
"fit": "kit; any",
"class": "B",
"effect": "Resource gained at cap pours to legal neighbor using same type.",
"tradeoff": "If none, wearer is Hindered.",
"production": "I/O/V/S: side spout, overflow arrow, pouring chime."
},
{
"id": "EQ-139",
"name": "Contrary Ledger",
"fit": "charm; any",
"class": "B",
"effect": "Gaining resource from damage taken makes next spend target enemy; from own action makes it target ally when legal.",
"tradeoff": "Wrong-side-only profession actions cannot spend that token.",
"production": "I/V/S: two-column ledger, side arrows, page flip."
},
{
"id": "EQ-140",
"name": "Last Token Locket",
"fit": "charm; any",
"class": "B",
"effect": "Spending final resource preserves one token until action resolves, enabling its rider.",
"tradeoff": "Preserved token disappears and cannot be refunded.",
"production": "I/V/S: single-token locket, held pip cue, clasp close."
},
{
"id": "EQ-141",
"name": "Midpoint Cleanser",
"fit": "kit; restore",
"class": "B",
"effect": "Cleanse after status midpoint removes it and grants Guard.",
"tradeoff": "Early cleanse turns status into shorter Hindered.",
"production": "I/O/V/S: half-ring brush, midpoint cue, brush sweep."
},
{
"id": "EQ-142",
"name": "Mark Relay Pin",
"fit": "charm; any",
"class": "B",
"effect": "Expired Mark jumps to nearest unmarked enemy.",
"tradeoff": "Jumped Mark lasts one tick only.",
"production": "I/V/S: arrow pin, mark hop cue, sharp ping."
},
{
"id": "EQ-143",
"name": "Hinder Hook",
"fit": "armament; any",
"class": "B",
"effect": "Hitting Hindered target pulls it one position forward.",
"tradeoff": "Pull removes Hindered.",
"production": "I/O/V/S: hooked blade, status-to-pull cue, chainless tug."
},
{
"id": "EQ-144",
"name": "Expose Thread",
"fit": "charm; any",
"class": "B",
"effect": "When wearer's Guard breaks, Mark the breaker and become Exposed.",
"tradeoff": "Mark ends when Exposed clears.",
"production": "I/V/S: snapped thread, paired tags cue, twang."
},
{
"id": "EQ-145",
"name": "Clean Slate",
"fit": "kit; any",
"class": "B",
"effect": "First positive and negative tag applied same cadence cancel each other.",
"tradeoff": "Wearer gains no local resource from either.",
"production": "I/O/V/S: blank slate, plus-minus cancel cue, chalk wipe."
},
{
"id": "EQ-146",
"name": "Long Ill",
"fit": "charm; impair",
"class": "B",
"effect": "Reapplying same hindrance refreshes expiry but not strength.",
"tradeoff": "Target gains one-tick immunity after expiry.",
"production": "I/V/S: long ring, refresh/not-stack cue, low pulse."
},
{
"id": "EQ-147",
"name": "Short Blessing",
"fit": "charm; enable",
"class": "B",
"effect": "Positive tag lasts one cadence but triggers its on-expiry rider immediately after.",
"tradeoff": "It cannot be extended.",
"production": "I/V/S: clipped halo, quick expiry cue, bright cutoff."
},
{
"id": "EQ-148",
"name": "Status Prism",
"fit": "charm; any",
"class": "B",
"effect": "First tag on wearer is copied as opposite sign to nearest enemy when legal.",
"tradeoff": "Original tag remains unchanged.",
"production": "I/V/S: two-tone-shape prism, copy arrow, glass split."
},
{
"id": "EQ-149",
"name": "Root-Cutting Knife",
"fit": "armament; any",
"class": "B",
"effect": "Basic against root source cleanses wearer movement lock.",
"tradeoff": "Basic deals no damage/status.",
"production": "I/O/V/S: pruning knife, root-source tether, clean snip."
},
{
"id": "EQ-150",
"name": "Silence Clapper",
"fit": "kit; control",
"class": "B",
"effect": "Applying Hindered to sound user also silences its current wind-up.",
"tradeoff": "Hindered duration becomes one tick.",
"production": "I/O/V/S: wrapped clapper, sound-cross cue, muted hit."
},
{
"id": "EQ-151",
"name": "Guarded Poison Phial",
"fit": "kit; impair",
"class": "B",
"effect": "Hindrance applied while wearer Guarded cannot be cleansed for one tick.",
"tradeoff": "Applying it consumes all wearer Guard.",
"production": "I/O/V/S: caged phial, lock ring, glass clink."
},
{
"id": "EQ-152",
"name": "Open-Wound Tape",
"fit": "kit; pressure",
"class": "B",
"effect": "Healing-denial tag reveals and Marks its source when target receives attempted heal.",
"tradeoff": "Attempted heal is still denied.",
"production": "I/O/V/S: red-free cross tape, source eye cue, tape rip."
},
{
"id": "EQ-153",
"name": "Expiry Bell",
"fit": "charm; any",
"class": "B",
"effect": "Oldest tag expiry advances wearer's next action.",
"tradeoff": "Manual cleanse never triggers bell.",
"production": "I/V/S: fading bell ring, expiry arrow, soft chime."
},
{
"id": "EQ-154",
"name": "Cleanse Mirror",
"fit": "guard; any",
"class": "B",
"effect": "First enemy cleanse also removes wearer's oldest hindrance.",
"tradeoff": "Enemy cleanse still resolves fully.",
"production": "I/O/V/S: mirror plate, paired erase cue, glass wipe."
},
{
"id": "EQ-155",
"name": "Marked Route Map",
"fit": "kit; reorder",
"class": "B",
"effect": "Stepping toward Marked enemy preserves Mark duration.",
"tradeoff": "Stepping away removes Mark.",
"production": "I/O/V/S: folded map, direction eye cue, paper snap."
},
{
"id": "EQ-156",
"name": "Status Splitter",
"fit": "armament; area",
"class": "B",
"effect": "Area action applies chosen status to only first and last target.",
"tradeoff": "Middle targets receive no status.",
"production": "I/O/V/S: forked focus, endpoint status cue, split pulse."
},
{
"id": "EQ-157",
"name": "Two-Cleanse Rule",
"fit": "charm; restore",
"class": "B",
"effect": "Second cleanse on same ally also refreshes one item cooldown.",
"tradeoff": "First cleanse on that ally is delayed one tick.",
"production": "I/V/S: double brush token, two-count cue, paired swish."
},
{
"id": "EQ-158",
"name": "Contagion Fence",
"fit": "guard; any",
"class": "B",
"effect": "Prevents status spread across wearer between neighbors.",
"tradeoff": "Wearer receives both attempted spread tags at shorter duration.",
"production": "I/O/V/S: slatted fence guard, blocked arrows, wood rattle."
},
{
"id": "EQ-159",
"name": "Truth Serum Cup",
"fit": "kit; reveal",
"class": "B",
"effect": "Cleansing concealment reveals target's next action category.",
"tradeoff": "Target gains Guard after reveal.",
"production": "I/O/V/S: clear cup, open card cue, glass tap."
},
{
"id": "EQ-160",
"name": "Lasting Scarab",
"fit": "charm; any",
"class": "B",
"effect": "First hindrance surviving full duration becomes one-battle immunity to that tag.",
"tradeoff": "Immunity also blocks allied beneficial conversion of that tag.",
"production": "I/O/V/S: scarab brooch, completed-ring shield, shell click."
},
{
"id": "EQ-161",
"name": "Hearthguard Shoulderstrap",
"fit": "guard; PF-B01 family",
"class": "B",
"effect": "Intercepting for neighbor behind also preserves that neighbor's reserved target.",
"tradeoff": "Neighbor cannot move until target resolves.",
"production": "I/O/V/S: broad strap, solid target tether, leather catch."
},
{
"id": "EQ-162",
"name": "Gatebearer Hinge",
"fit": "guard; PF-A01",
"class": "B",
"effect": "Correct directional intercept swings wearer one position toward attack origin.",
"tradeoff": "Wrong-direction hit strips one Guard.",
"production": "I/O/V/S: shield hinge, swing arrow, heavy hinge."
},
{
"id": "EQ-163",
"name": "Ramward Cap",
"fit": "guard; PF-A02",
"class": "B",
"effect": "Driving Wall can stop before follow step, leaving wearer foremost.",
"tradeoff": "Stopping early gives pushed enemy action advance.",
"production": "I/O/V/S: blunt shield cap, optional-step cue, padded thud."
},
{
"id": "EQ-164",
"name": "Edgehand Red Cord",
"fit": "armament; PF-B02 family",
"class": "B",
"effect": "Alternating targets also alternates attack timing fast/slow.",
"tradeoff": "Repeating target locks cadence slow.",
"production": "I/O/V/S: red-free contrast cord, two-clock cue, cord flick."
},
{
"id": "EQ-165",
"name": "Lastlight Wager Seal",
"fit": "charm; PF-A03",
"class": "B",
"effect": "Final Measure may reserve half Edge and spend half.",
"tradeoff": "Kill refunds nothing; survival Exposed duration is shorter.",
"production": "I/V/S: split wager seal, half-meter cue, coin crack."
},
{
"id": "EQ-166",
"name": "Turnblade Sideguard",
"fit": "armament; PF-A04",
"class": "B",
"effect": "Return Cut may target an attacker through one intervening enemy.",
"tradeoff": "Counter loses movement riders.",
"production": "I/O/V/S: ring sideguard, counter ruler, parry ring."
},
{
"id": "EQ-167",
"name": "Longspoke Grip",
"fit": "armament; PF-B03 family",
"class": "B",
"effect": "Building Poise also fixes current indexed position against one collapse.",
"tradeoff": "Fixed position delays normal line closing.",
"production": "I/O/V/S: rooted grip, position pin cue, haft grind."
},
{
"id": "EQ-168",
"name": "Hookmarshal Jaw",
"fit": "armament; PF-A05",
"class": "B",
"effect": "Crook Pull can move target rearward instead of forward once.",
"tradeoff": "Reverse pull costs all Poise and Hinders wearer.",
"production": "I/O/V/S: reversible hook, two-way arrow, metal turn."
},
{
"id": "EQ-169",
"name": "Sunlance Shade",
"fit": "armament; PF-A06",
"class": "B",
"effect": "Noon Line skips one Guarded enemy and preserves more effect for next.",
"tradeoff": "Skipped enemy gains projectile screen.",
"production": "I/O/V/S: sliding spear shade, skip cue, bright sweep."
},
{
"id": "EQ-170",
"name": "Wayrunner Route Beads",
"fit": "charm; PF-B04 family",
"class": "B",
"effect": "Unique-position Momentum track persists through one forced movement.",
"tradeoff": "Forced movement cannot generate Momentum.",
"production": "I/V/S: route beads, preserved track cue, bead roll."
},
{
"id": "EQ-171",
"name": "Farstring Thumbplate",
"fit": "armament; PF-B05 family",
"class": "B",
"effect": "Losing Aim to rear intrusion converts it into Guard for wearer.",
"tradeoff": "Aim cannot rebuild until intruder leaves.",
"production": "I/O/V/S: thumbplate, Aim-to-Guard cue, string mute."
},
{
"id": "EQ-172",
"name": "Riftcaller Grounding Rod",
"fit": "armament; PF-B06 family",
"class": "B",
"effect": "Widened cast may ground-resolve if target dies.",
"tradeoff": "Ground cast cannot generate Charge.",
"production": "I/O/V/S: forked rod, ground diamond cue, bass discharge."
},
{
"id": "EQ-173",
"name": "Kindhand Measure Spoon",
"fit": "kit; PF-B07 family",
"class": "B",
"effect": "Exact non-overheal creates two Remedy instead of one.",
"tradeoff": "Any overheal next cast removes one Remedy.",
"production": "I/O/V/S: marked spoon, exact-fill cue, cup tap."
},
{
"id": "EQ-174",
"name": "Bondwright Third Eyelet",
"fit": "charm; PF-B08 family",
"class": "B",
"effect": "Link may skip one intervening ally to reach a different role.",
"tradeoff": "Intervening ally cannot receive shared resource.",
"production": "I/O/V/S: three-eyelet clasp, skipped-link cue, triple pluck."
},
{
"id": "EQ-175",
"name": "Coilsmith Packframe",
"fit": "kit; PF-B09 family",
"class": "B",
"effect": "Packing a device preserves its mode for redeploy.",
"tradeoff": "Redeploy costs one extra Parts.",
"production": "I/O/V/S: folding frame, stored-mode icon, ratchet fold."
},
{
"id": "EQ-176",
"name": "Gloamreader Blackleaf",
"fit": "charm; PF-B10 family",
"class": "B",
"effect": "Extending ally-applied hindrance Marks its source for wearer.",
"tradeoff": "Wearer's next debuff cannot target another enemy.",
"production": "I/V/S: dark leaf, source eye cue, dry whisper."
},
{
"id": "EQ-177",
"name": "Bellkeeper Soft Clapper",
"fit": "charm; PF-B11 family",
"class": "B",
"effect": "Time Bell can advance a neighbor without striking enemy.",
"tradeoff": "No Verse gained that cadence.",
"production": "I/O/V/S: padded clapper, ally-only beat cue, soft bell."
},
{
"id": "EQ-178",
"name": "Packwarden Open Flap",
"fit": "kit; PF-B12 family",
"class": "B",
"effect": "Supply may refresh neighbor item through one intervening ally.",
"tradeoff": "Intervening ally's items pause one tick.",
"production": "I/O/V/S: open satchel, long handoff cue, buckle chain."
},
{
"id": "EQ-179",
"name": "Hybrid Lockpick",
"fit": "kit; PF-H01..PF-H06",
"class": "B",
"effect": "First action created by hidden hybrid lock condition gains priority.",
"tradeoff": "All ordinary equipment triggers wait until it resolves.",
"production": "I/O/V/S: six-tooth pick, hybrid crest cue, precise click."
},
{
"id": "EQ-180",
"name": "Base Recall Medal",
"fit": "charm; advanced",
"class": "B",
"effect": "Once per battle use parent base basic instead of advanced basic.",
"tradeoff": "Advanced local resource gain pauses one cadence.",
"production": "I/V/S: nested medal, parent-arrow cue, two-tone ring."
},
{
"id": "EQ-181",
"name": "Folding Sentry",
"fit": "kit; construct",
"class": "B",
"effect": "Deploy rear footprint that repeats wearer's basic target once.",
"tradeoff": "Wearer basic is delayed while sentry unfolds.",
"production": "I/O/V/S: tripod sentry, unfold/shot cue, ratchet bolt."
},
{
"id": "EQ-182",
"name": "Guard Lantern",
"fit": "kit; construct",
"class": "B",
"effect": "Device gives Guard to unit directly ahead each second cadence.",
"tradeoff": "Device cannot attack and is targetable.",
"production": "I/O/V/S: shield lamp, forward square cue, shutter clack."
},
{
"id": "EQ-183",
"name": "Pull Beacon",
"fit": "kit; construct",
"class": "B",
"effect": "On destruction, pulls wearer one position toward device.",
"tradeoff": "Forced pull clears wearer's reserved target.",
"production": "I/O/V/S: hook beacon, break tether, winch snap."
},
{
"id": "EQ-184",
"name": "Clockwork Decoy",
"fit": "kit; construct",
"class": "B",
"effect": "Occupies one allied footprint and attracts first legal enemy basic.",
"tradeoff": "Collapse around decoy is delayed until it breaks.",
"production": "I/O/V/S: flat mannequin, threat flare, hollow knock."
},
{
"id": "EQ-185",
"name": "Marking Turret",
"fit": "kit; construct",
"class": "B",
"effect": "Every third wearer basic lets device Mark same target.",
"tradeoff": "Device cannot retarget; invalid target wastes shot.",
"production": "I/O/V/S: eye turret, three-count reticle, clockwork click."
},
{
"id": "EQ-186",
"name": "Remedy Sprayer",
"fit": "kit; construct",
"class": "B",
"effect": "Device cleanses nearest ally after two distinct hindrances appear.",
"tradeoff": "It consumes both status observations and cannot heal.",
"production": "I/O/V/S: pump sprayer, two-tag cue, mist burst."
},
{
"id": "EQ-187",
"name": "Pocket Barricade",
"fit": "kit; construct",
"class": "B",
"effect": "Place behind wearer; blocks first rear-origin attack.",
"tradeoff": "Also blocks allied projectile passing rearward.",
"production": "I/O/V/S: folding slat, bidirectional screen cue, wood snap."
},
{
"id": "EQ-188",
"name": "Walking Mine",
"fit": "kit; construct",
"class": "B",
"effect": "Device follows enemy foremost position and triggers on forced movement.",
"tradeoff": "Natural enemy steps do not trigger; mine can be destroyed.",
"production": "I/O/V/S: legged mine, follow/arm cue, ticking clamp."
},
{
"id": "EQ-189",
"name": "Echo Spindle",
"fit": "kit; construct",
"class": "B",
"effect": "Stores first item trigger and repeats its target rule without effect to reveal legality.",
"tradeoff": "Stored item cooldown is one tick longer.",
"production": "I/O/V/S: spool device, ghost trigger cue, winding tone."
},
{
"id": "EQ-190",
"name": "Salvage Kite",
"fit": "kit; construct",
"class": "B",
"effect": "Destroyed allied footprint gives wearer one item refresh.",
"tradeoff": "Kite must be deployed and occupies rear room.",
"production": "I/O/V/S: hooked kite, salvage arrow, canvas catch."
},
{
"id": "EQ-191",
"name": "Bending Arrow",
"fit": "armament; projectile",
"class": "B",
"effect": "First blocked projectile bends to blocker instead of fizzle.",
"tradeoff": "Blocker gains Guard before damage.",
"production": "I/O/V/S: curved arrow, bend path cue, curved whistle."
},
{
"id": "EQ-192",
"name": "Delay Bolt",
"fit": "armament; projectile",
"class": "B",
"effect": "Hit arrives after target's next basic and follows one step.",
"tradeoff": "Target defeat cancels bolt.",
"production": "I/O/V/S: clock-fletched bolt, delayed path, ticking twang."
},
{
"id": "EQ-193",
"name": "Returning Disk",
"fit": "armament; projectile",
"class": "B",
"effect": "After hit, passes through allied line and cleanses first minor hindrance encountered.",
"tradeoff": "If no hindrance, wearer is Hindered on catch.",
"production": "I/O/V/S: ring disk, return path cue, spin/catch."
},
{
"id": "EQ-194",
"name": "Screenbreaker Stone",
"fit": "armament; projectile",
"class": "B",
"effect": "First projectile removes screen without damaging target.",
"tradeoff": "Wearer's next projectile is delayed.",
"production": "I/O/V/S: heavy sling stone, broken-screen cue, glassy thud."
},
{
"id": "EQ-195",
"name": "Neighboring Shot",
"fit": "armament; projectile",
"class": "B",
"effect": "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.",
"tradeoff": "If no restricted candidate is legal, emit AO_FIZZLED; a retargeted component cannot apply status.",
"production": "I/O/V/S: fork-fletched arrow, invalid-outcome branch cue, split whistle."
},
{
"id": "EQ-196",
"name": "Nearfall Javelin",
"fit": "armament; projectile",
"class": "B",
"effect": "Airborne target hit is pulled one index toward enemy front on landing.",
"tradeoff": "Javelin unavailable until target lands.",
"production": "I/O/V/S: tether javelin, landing pull cue, rope whistle."
},
{
"id": "EQ-197",
"name": "Cargo-Safe Dart",
"fit": "armament; projectile",
"class": "B",
"effect": "Ignores cargo/neutral footprint and hits occupant without collateral rule.",
"tradeoff": "Dart cannot critical or trigger defeat riders.",
"production": "I/O/V/S: blunt dart, safe-cargo outline, soft thunk."
},
{
"id": "EQ-198",
"name": "Crossline Sling",
"fit": "armament; projectile",
"class": "B",
"effect": "Shot may originate from allied construct's index.",
"tradeoff": "Construct loses next utility action.",
"production": "I/O/V/S: relay sling, origin-shift cue, double twang."
},
{
"id": "EQ-199",
"name": "Sunken Quarrel",
"fit": "armament; projectile",
"class": "B",
"effect": "Projectile waits through concealment and fires on reveal.",
"tradeoff": "Wearer cannot choose another target while waiting.",
"production": "I/O/V/S: heavy quarrel, wait-eye cue, held string creak."
},
{
"id": "EQ-200",
"name": "Last Arrow Case",
"fit": "kit; projectile",
"class": "B",
"effect": "Third distinct projectile target refreshes oldest projectile item.",
"tradeoff": "Repeating target resets case count.",
"production": "I/O/V/S: three-slot case, target pips, case clicks."
},
{
"id": "EQ-201",
"name": "Forecast Bandage",
"fit": "kit; restore",
"class": "B",
"effect": "First heal reserves on predicted next-hit ally and resolves just before hit.",
"tradeoff": "If prediction changes, heal fizzles with half cooldown refund.",
"production": "I/O/V/S: clock bandage, pre-hit cue, cloth snap."
},
{
"id": "EQ-202",
"name": "Overheal Funnel",
"fit": "kit; restore",
"class": "B",
"effect": "Overheal flows to next-lowest-vitality neighbor.",
"tradeoff": "Original target receives no positive tag riders.",
"production": "I/O/V/S: fork funnel, overflow arc, liquid chime."
},
{
"id": "EQ-203",
"name": "Cleanse Blanket",
"fit": "garb; restore",
"class": "B",
"effect": "Cleansing wearer also pauses neighbor hindrance expiry one tick.",
"tradeoff": "Neighbor cannot be cleansed that tick.",
"production": "I/O/V/S: stitched blanket, pause ring cue, fabric hush."
},
{
"id": "EQ-204",
"name": "Rear Triage Lamp",
"fit": "kit; restore",
"class": "B",
"effect": "Healing rearmost ally also reveals next rear-targeting enemy action.",
"tradeoff": "No reveal if heal is overheal.",
"production": "I/O/V/S: back-facing lamp, heal-eye cue, shutter chime."
},
{
"id": "EQ-205",
"name": "Shared Dose Cup",
"fit": "kit; restore",
"class": "B",
"effect": "Split one heal evenly between two adjacent legal allies.",
"tradeoff": "Neither half can generate resource from exact healing.",
"production": "I/O/V/S: divided cup, split cross cue, twin pours."
},
{
"id": "EQ-206",
"name": "Delayed Splint",
"fit": "kit; restore",
"class": "B",
"effect": "After forced movement, schedule heal when target next becomes still.",
"tradeoff": "A second movement cancels heal.",
"production": "I/O/V/S: clock splint, stillness cue, wood wrap."
},
{
"id": "EQ-207",
"name": "Harm-to-Remedy Vial",
"fit": "kit; restore",
"class": "B",
"effect": "First prevented hit creates one Remedy for nearest restorer.",
"tradeoff": "Preventing source gains no local resource.",
"production": "I/O/V/S: shield vial, block-to-drop cue, glass ping."
},
{
"id": "EQ-208",
"name": "Bitter Cleanser",
"fit": "kit; restore",
"class": "B",
"effect": "Cleanse positive and negative oldest tags together, then advance target.",
"tradeoff": "Target loses both tags regardless of value.",
"production": "I/O/V/S: double-ended vial, plus-minus sweep, bitter clink."
},
{
"id": "EQ-209",
"name": "Last-Care Thread",
"fit": "charm; restore",
"class": "B",
"effect": "If heal target dies during wind-up, heal retargets its nearest living neighbor.",
"tradeoff": "Retarget heal is delayed one tick.",
"production": "I/V/S: trailing cross thread, neighbor branch, soft pluck."
},
{
"id": "EQ-210",
"name": "Triage Divider",
"fit": "charm; restore",
"class": "B",
"effect": "Alternate heals between front and rear bands; each alternate gains reach.",
"tradeoff": "Repeating a band reduces reach to 1.",
"production": "I/V/S: divided cross, band alternator, paired chime."
},
{
"id": "EQ-211",
"name": "Guard Gift Box",
"fit": "kit; enable",
"class": "B",
"effect": "First Guard shared also refreshes recipient's oldest positive tag.",
"tradeoff": "Giver loses all other positive tags.",
"production": "I/O/V/S: hinged box, Guard-to-tag cue, lid click."
},
{
"id": "EQ-212",
"name": "Cadence Tea",
"fit": "kit; enable",
"class": "B",
"effect": "Choose fast or slow in Prepare; first recipient basic adopts that cadence.",
"tradeoff": "Recipient next basic uses opposite cadence.",
"production": "I/O/V/S: two-spout cup, fast/slow cue, pour ticks."
},
{
"id": "EQ-213",
"name": "Marking Ribbon",
"fit": "charm; enable",
"class": "B",
"effect": "Positive tag on ally also Marks its current legal target.",
"tradeoff": "Ally becomes Exposed if target dies before tag.",
"production": "I/V/S: eye ribbon, ally-target tether, ribbon snap."
},
{
"id": "EQ-214",
"name": "Neighbor Battery",
"fit": "kit; enable",
"class": "B",
"effect": "Item cooldown progress can be transferred to one neighbor.",
"tradeoff": "Wearer's cooldown pauses until neighbor trigger.",
"production": "I/O/V/S: twin-cell pack, clock handoff, electric click."
},
{
"id": "EQ-215",
"name": "Position Lesson Slate",
"fit": "kit; enable",
"class": "B",
"effect": "After wearer moves, neighbor copies its reach rule for one basic.",
"tradeoff": "Neighbor loses own target preference for that basic.",
"production": "I/O/V/S: footprint slate, copied ruler, chalk tap."
},
{
"id": "EQ-216",
"name": "Empty-Hand Gift",
"fit": "charm; enable",
"class": "B",
"effect": "With no ready item, wearer grants one local resource to neighbor.",
"tradeoff": "Wearer's items gain one cooldown tick.",
"production": "I/V/S: open palm brooch, resource arrow, clasp sound."
},
{
"id": "EQ-217",
"name": "Opposite-Band Banner",
"fit": "kit; enable",
"class": "B",
"effect": "Enable action aimed front also gives shorter version to rear, and vice versa.",
"tradeoff": "Center-band allies cannot receive item copy.",
"production": "I/O/V/S: two-ended banner, endpoint arcs, flag wave."
},
{
"id": "EQ-218",
"name": "Role Exchange Badge",
"fit": "charm; enable",
"class": "B",
"effect": "Different-role neighbors swap one positive profession tag after both act.",
"tradeoff": "Same-role adjacency makes badge dormant.",
"production": "I/V/S: two-role badge, exchange arrows, double ping."
},
{
"id": "EQ-219",
"name": "Safe Wager Seal",
"fit": "charm; enable",
"class": "B",
"effect": "Give ally action advance and Exposed; if it completes action, Exposed clears.",
"tradeoff": "Interruption leaves Exposed extended.",
"production": "I/V/S: open seal, action wager clock, seal crack."
},
{
"id": "EQ-220",
"name": "Third Neighbor Horn",
"fit": "kit; enable",
"class": "B",
"effect": "If wearer has two neighbors, sound action reaches both with alternating effects.",
"tradeoff": "With one neighbor, effect is weaker and generates no resource.",
"production": "I/O/V/S: fork horn, two-side wave cue, captioned double call."
},
{
"id": "EQ-221",
"name": "Parting Guard",
"fit": "guard; front",
"class": "B",
"effect": "On wearer defeat, grant remaining Guard to neighbor behind before collapse.",
"tradeoff": "No Guard means no trigger; item is lost with wearer under core loss rule.",
"production": "I/O/V/S: split shield, defeat handoff cue, fading clang."
},
{
"id": "EQ-222",
"name": "Empty Boots",
"fit": "garb; any",
"class": "B",
"effect": "On wearer defeat, next ally collapsing into position gains movement immunity.",
"tradeoff": "Ally's next voluntary movement is delayed.",
"production": "I/O/V/S: hollow boots, inherited root cue, empty heel."
},
{
"id": "EQ-223",
"name": "Last Mark Brooch",
"fit": "charm; pressure",
"class": "B",
"effect": "On wearer defeat, Mark its last legal enemy target for whole party.",
"tradeoff": "Mark lasts one cadence and grants target Guard.",
"production": "I/V/S: fading eye brooch, party Mark cue, low ping."
},
{
"id": "EQ-224",
"name": "Salvager's Cord",
"fit": "kit; support",
"class": "B",
"effect": "First allied equipment broken in battle refreshes wearer's item trigger.",
"tradeoff": "Wearer becomes priority target for device hunters.",
"production": "I/O/V/S: hooked salvage cord, break-to-clock cue, reel."
},
{
"id": "EQ-225",
"name": "Retreat Compass",
"fit": "charm; any",
"class": "B",
"effect": "During declared retreat, wearer steps rearward before enemy exit actions.",
"tradeoff": "Wearer cannot attack during retreat resolution.",
"production": "I/V/S: backward compass, exit arrow, urgent clicks."
},
{
"id": "EQ-226",
"name": "Rearguard Pennant",
"fit": "kit; front",
"class": "B",
"effect": "During declared retreat, wearer remains to intercept one crossing hit then exits.",
"tradeoff": "If reduced to zero HP by the hit, normal current-battle knockout applies; the Recruit remains owned.",
"production": "I/O/V/S: split-tail pennant, exit block cue, flag-and-clang."
},
{
"id": "EQ-227",
"name": "Downed Neighbor Knot",
"fit": "charm; any",
"class": "B",
"effect": "Neighbor knockout grants an immediate basic against the defeating source.",
"tradeoff": "Wearer becomes Exposed and loses reserved resource spend.",
"production": "I/V/S: cut knot, counter tether, sharp twang."
},
{
"id": "EQ-228",
"name": "Vacancy Ward",
"fit": "kit; construct",
"class": "B",
"effect": "On allied defeat, place one-cadence neutral footprint that delays enemy rear intrusion.",
"tradeoff": "Also delays allied collapse into that position.",
"production": "I/O/V/S: folding ward, vacancy square, ward unfold."
},
{
"id": "EQ-229",
"name": "Survivor's Cup",
"fit": "charm; any",
"class": "B",
"effect": "After wearer survives below threshold, next healing targets wearer before lower allies.",
"tradeoff": "Heal receives no overheal conversion.",
"production": "I/V/S: cracked cup, priority cross cue, cup tap."
},
{
"id": "EQ-230",
"name": "Unspent Token Case",
"fit": "kit; resource",
"class": "B",
"effect": "On wearer defeat, one local token transfers to legal same-resource ally.",
"tradeoff": "All other tokens are discarded before other riders.",
"production": "I/O/V/S: single-slot case, defeat loan cue, case close."
},
{
"id": "EQ-231",
"name": "Collapse Lantern",
"fit": "kit; any",
"class": "B",
"effect": "First ally collapse reveals enemy action that will target new order.",
"tradeoff": "Reveal delays wearer's next item trigger.",
"production": "I/O/V/S: folding lamp, collapse-eye cue, shutter open."
},
{
"id": "EQ-232",
"name": "Memorial Spike",
"fit": "kit; control",
"class": "B",
"effect": "Position where wearer is defeated becomes one-cadence enemy movement hazard.",
"tradeoff": "Allied movement through it is also blocked.",
"production": "I/O/V/S: plain spike, indexed hazard cue, stake drop."
},
{
"id": "EQ-233",
"name": "Last Breath Reed",
"fit": "charm; sound",
"class": "B",
"effect": "On wearer defeat, complete current sound wind-up at reduced non-damaging effect.",
"tradeoff": "No other defeat trigger on wearer can resolve.",
"production": "I/O/V/S: cracked reed, fading waveform, breath tone caption."
},
{
"id": "EQ-234",
"name": "Replacement Measure",
"fit": "charm; any",
"class": "B",
"effect": "First ally entering wearer's vacated position copies wearer's last reach for one basic.",
"tradeoff": "It loses its own target preference.",
"production": "I/V/S: empty ruler token, inherited reach cue, slide click."
},
{
"id": "EQ-235",
"name": "Broken-Line Patch",
"fit": "garb; any",
"class": "B",
"effect": "With two defeated allies, wearer may treat vacancy as neighbor for one enable action.",
"tradeoff": "Action cannot transfer resource.",
"production": "I/O/V/S: gap patch, ghost neighbor cue, cloth stitch."
},
{
"id": "EQ-236",
"name": "Retreater's Knife",
"fit": "armament; any",
"class": "B",
"effect": "First enemy blocking retreat is targeted regardless of normal preference.",
"tradeoff": "Attack cannot defeat; it applies Hindered instead.",
"production": "I/O/V/S: blunt retreat knife, exit reticle, scraping cut."
},
{
"id": "EQ-237",
"name": "Inheritance Buckle",
"fit": "garb; any",
"class": "B",
"effect": "On wearer defeat, one unspent once-per-battle item trigger transfers to neighbor.",
"tradeoff": "Transfer delays neighbor basic and never transfers item itself.",
"production": "I/O/V/S: detachable buckle, trigger handoff cue, clasp release."
},
{
"id": "EQ-238",
"name": "Quiet Passing Veil",
"fit": "garb; any",
"class": "B",
"effect": "Wearer defeat generates no enemy on-defeat resource.",
"tradeoff": "Allied on-defeat benefits from wearer also do not trigger.",
"production": "I/O/V/S: plain veil, crossed-resource cue, soft fall."
},
{
"id": "EQ-239",
"name": "Last Position Map",
"fit": "kit; reorder",
"class": "B",
"effect": "Result view stores wearer starting/defeat positions and offers one previewed formation correction next Prepare.",
"tradeoff": "Correction is advisory; accepting replaces current saved order.",
"production": "I/O/V/S: folded line map, before/after cue, paper fold."
},
{
"id": "EQ-240",
"name": "Dismissal Tag",
"fit": "charm; reserve planning",
"class": "B",
"effect": "Dismissing wearer converts this item into one role-weight token that shapes the next shop, with exact outcome previewed.",
"tradeoff": "Gives no salvage currency; token expires after that shop and never cancels dismissal consequence.",
"production": "I/V/S: open tally tag, role-to-shop cue, stamp tone."
},
{
"id": "EQ-241",
"name": "Windglass Vane",
"fit": "charm; any",
"class": "B",
"effect": "First region push direction is revealed one cadence earlier and wearer may brace.",
"tradeoff": "Brace locks wearer's target to foremost.",
"production": "I/O/V/S: glass vane, early chevron cue, wind click."
},
{
"id": "EQ-242",
"name": "Prism Scraper",
"fit": "armament; any",
"class": "B",
"effect": "Hitting a family screen changes it to its next disclosed family.",
"tradeoff": "Hit deals no damage/status and screen remains.",
"production": "I/O/V/S: flat scraper, screen-cycle cue, glass scrape."
},
{
"id": "EQ-243",
"name": "Fenstep Rack",
"fit": "garb; any",
"class": "B",
"effect": "Moving with region safe index cleanses one Wet stack.",
"tradeoff": "Moving against index adds Wet.",
"production": "I/O/V/S: reed sole rack, tide arrow cue, wet steps."
},
{
"id": "EQ-244",
"name": "Midwater Timer",
"fit": "charm; restore",
"class": "B",
"effect": "Shows exact safe cleanse midpoint for duration traps; cleanse there advances item cooldown.",
"tradeoff": "Cleansing outside window delays cooldown.",
"production": "I/V/S: water clock, safe notch cue, drip tick."
},
{
"id": "EQ-245",
"name": "Kiln Vent Key",
"fit": "kit; any",
"class": "B",
"effect": "One wearer action may occupy a pressure valve without moving wearer.",
"tradeoff": "That action cannot target a unit.",
"production": "I/O/V/S: ceramic key, remote valve cue, key hiss."
},
{
"id": "EQ-246",
"name": "Heat Ledger",
"fit": "charm; any",
"class": "B",
"effect": "Third self-cost action converts next Heat-like cost into delayed Hindered.",
"tradeoff": "Hindered cannot be cleansed early.",
"production": "I/V/S: three-mark tile, cost-delay cue, clay click."
},
{
"id": "EQ-247",
"name": "Archive Bookmark",
"fit": "kit; any",
"class": "B",
"effect": "Locks current Repeat/Alternate/Preserve clause for one extra cadence.",
"tradeoff": "Wearer is bound by locked clause even if enemy clause source dies.",
"production": "I/O/V/S: root bookmark, clause lock cue, page clamp."
},
{
"id": "EQ-248",
"name": "Copyproof Wax",
"fit": "charm; any",
"class": "B",
"effect": "First enemy copy of wearer's target rule receives default target instead.",
"tradeoff": "Wearer's own next retarget also defaults.",
"production": "I/V/S: sealed eye wax, default arrow, wax press."
},
{
"id": "EQ-249",
"name": "Tideglass Plumb",
"fit": "charm; any",
"class": "B",
"effect": "Source/echo targeting preview remains visible through one swap.",
"tradeoff": "Wearer cannot change target during preserved preview.",
"production": "I/V/S: weighted mirror, solid tether cue, plumb ping."
},
{
"id": "EQ-250",
"name": "Rear Beacon Hook",
"fit": "kit; support",
"class": "B",
"effect": "First hostile rear arrival is Marked and pulled toward center after its action.",
"tradeoff": "Wearer becomes its forced target until pull.",
"production": "I/O/V/S: luminous hook, arrival-center cue, rope splash."
},
{
"id": "EQ-251",
"name": "Railstop Watch",
"fit": "charm; any",
"class": "B",
"effect": "Pauses wearer action one tick before a chosen disclosed rail stop, then releases after stop.",
"tradeoff": "Choosing wrong stop wastes the tick.",
"production": "I/V/S: station watch, stop reservation cue, rail click."
},
{
"id": "EQ-252",
"name": "Cargo Bracer",
"fit": "guard; any",
"class": "B",
"effect": "Attacks from wearer cannot damage neutral cargo; first saved cargo grants Guard.",
"tradeoff": "Damage against cargo occupant is reduced to utility riders.",
"production": "I/O/V/S: crate bracer, cargo shield cue, wood knock."
},
{
"id": "EQ-253",
"name": "Current Lamp",
"fit": "kit; reveal",
"class": "B",
"effect": "Wearer projects reveal one position ahead of region current.",
"tradeoff": "Lamp occupies item trigger and makes wearer preferred by reveal hunters.",
"production": "I/O/V/S: hooded lamp, forward reveal cone, sonar chime."
},
{
"id": "EQ-254",
"name": "Tithe Purse",
"fit": "kit; resource",
"class": "B",
"effect": "Choose one token as theft bait; stolen token Marks receiving enemy.",
"tradeoff": "Chosen token cannot be spent before theft/expiry.",
"production": "I/O/V/S: open purse, bait tether, coin drop."
},
{
"id": "EQ-255",
"name": "Circuit Wedge",
"fit": "kit; control",
"class": "B",
"effect": "Hitting middle member of enemy link breaks circuit for one cadence.",
"tradeoff": "Wedge also prevents allied links through wearer.",
"production": "I/O/V/S: insulated wedge, broken-node cue, dull electric pop."
},
{
"id": "EQ-256",
"name": "Synthesis Dial",
"fit": "charm; any",
"class": "B",
"effect": "In dual-grammar encounter, wearer item may be assigned to counter either named grammar in Prepare.",
"tradeoff": "It cannot trigger against the other grammar that battle.",
"production": "I/V/S: two-motif dial, chosen half cue, rotary click."
},
{
"id": "EQ-257",
"name": "Schedule Needle",
"fit": "charm; timing",
"class": "B",
"effect": "Pin one disclosed eight-tick schedule entry; wearer's action waits to resolve immediately before it.",
"tradeoff": "If entry is skipped, action fizzles.",
"production": "I/V/S: radial needle, schedule pin cue, clock prick."
},
{
"id": "EQ-258",
"name": "Imported Rule Tag",
"fit": "kit; any",
"class": "B",
"effect": "First enemy using an earlier-region mechanic is Marked for wearer.",
"tradeoff": "Native-region enemies cannot be Marked by wearer that cadence.",
"production": "I/O/V/S: eight-tab tag, reprise eye cue, motif stamp."
},
{
"id": "EQ-259",
"name": "Boss Phase Slate",
"fit": "kit; any",
"class": "B",
"effect": "At phase threshold, preserve wearer's reserved target through disclosed form change.",
"tradeoff": "Wearer cannot retarget until action resolves.",
"production": "I/O/V/S: split-phase slate, threshold tether, stone turn."
},
{
"id": "EQ-260",
"name": "Counterpair Compass",
"fit": "charm; any",
"class": "B",
"effect": "After wearer uses two distinct preview response tags, refresh this item's cooldown.",
"tradeoff": "Repeating response resets pair.",
"production": "I/V/S: two-needle compass, response pips, paired ticks."
},
{
"id": "EQ-261",
"name": "Before-After Switch",
"fit": "kit; any",
"class": "B",
"effect": "Choose in Prepare whether item triggers before target selection or after target lock.",
"tradeoff": "Choice cannot change in battle.",
"production": "I/O/V/S: two-position switch, hook labels, hard click."
},
{
"id": "EQ-262",
"name": "Once-More Seal",
"fit": "charm; any",
"class": "B",
"effect": "Repeat first non-damaging item trigger on a different legal target.",
"tradeoff": "Both triggers enter double cooldown.",
"production": "I/V/S: doubled seal, second-target cue, echo stamp."
},
{
"id": "EQ-263",
"name": "Dormant Gear Bell",
"fit": "charm; any",
"class": "B",
"effect": "Two cadences with no legal item target retargets item to self if legal.",
"tradeoff": "Self trigger applies Hindered.",
"production": "I/V/S: sleeping gear bell, fallback-self cue, waking chime."
},
{
"id": "EQ-264",
"name": "Trigger Queue Comb",
"fit": "charm; any",
"class": "B",
"effect": "When wearer's item and one adjacent ally's item would trigger together, choose their left-to-right resolution order.",
"tradeoff": "Second Recruit's trigger resolves one tick later.",
"production": "I/O/V/S: toothed comb, two-Recruit order pips, two clicks."
},
{
"id": "EQ-265",
"name": "Neighbor Proc Wire",
"fit": "kit; support",
"class": "B",
"effect": "Wearer's first item trigger arms neighbor's different-tag item.",
"tradeoff": "Armed item cannot trigger on its own condition first.",
"production": "I/O/V/S: clip wire, item-to-item cue, electric snap."
},
{
"id": "EQ-266",
"name": "Cancel Catch",
"fit": "guard; any",
"class": "B",
"effect": "Cancelled profession action readies non-damaging item trigger.",
"tradeoff": "Cancel gives no timing/resource refund.",
"production": "I/O/V/S: hooked guard catch, cancel-to-item cue, latch."
},
{
"id": "EQ-267",
"name": "Fizzle Lantern",
"fit": "kit; any",
"class": "B",
"effect": "Item fizzle reveals nearest legal target for next profession action.",
"tradeoff": "Next action must use revealed target if legal.",
"production": "I/O/V/S: cracked lamp, fizzle-eye cue, lamp pop."
},
{
"id": "EQ-268",
"name": "Cooldown Bridge",
"fit": "charm; any",
"class": "B",
"effect": "When this item readies, pull one cooldown tick from an adjacent ally's equipped item.",
"tradeoff": "The ally's item gains that tick and this wearer becomes Hindered.",
"production": "I/V/S: bridge clasp, neighbor clock exchange, bridge ping."
},
{
"id": "EQ-269",
"name": "Shared Trigger Cup",
"fit": "kit; support",
"class": "B",
"effect": "Effective heal lets recipient satisfy wearer's next on-heal equipment condition.",
"tradeoff": "Wearer cannot satisfy it directly that cadence.",
"production": "I/O/V/S: linked cup, proxy trigger cue, twin chime."
},
{
"id": "EQ-270",
"name": "Marked Proc Quill",
"fit": "charm; any",
"class": "B",
"effect": "Equipment effects on Marked target occur before its tag-expiry hooks.",
"tradeoff": "Effect removes Mark afterward.",
"production": "I/V/S: eye quill, hook-order cue, page scratch."
},
{
"id": "EQ-271",
"name": "Opposite Trigger Ring",
"fit": "charm; any",
"class": "B",
"effect": "Wearer's direct-hit item proc readies the nearest ally's area-tag item, or the reverse pairing.",
"tradeoff": "Same-family pairing is prohibited and Hinders wearer.",
"production": "I/V/S: dot/ring token, cross-Recruit arrow, two-tone ping."
},
{
"id": "EQ-272",
"name": "Three-Source Locket",
"fit": "charm; any",
"class": "B",
"effect": "Profession, trait, and equipment triggers in one cadence grant one Focus.",
"tradeoff": "Duplicate source resets count.",
"production": "I/V/S: three-compartment locket, source pips, triple click."
},
{
"id": "EQ-273",
"name": "Triggerless Knife",
"fit": "armament; pressure",
"class": "B",
"effect": "If no item triggered for three basics, third basic applies Exposed.",
"tradeoff": "Any item trigger clears count.",
"production": "I/O/V/S: plain knife, empty-clock count, dry cut."
},
{
"id": "EQ-274",
"name": "Delayed Item Strap",
"fit": "garb; any",
"class": "B",
"effect": "Store this item's first automatic trigger and release it on a wearer condition set in Prepare.",
"tradeoff": "While stored, the wearer's signature action cannot begin.",
"production": "I/O/V/S: strapped token, held-proc cue, buckle release."
},
{
"id": "EQ-275",
"name": "Source Filter",
"fit": "charm; any",
"class": "B",
"effect": "Choose profession, trait, or enemy as only legal source for on-status item trigger.",
"tradeoff": "Other-source statuses never trigger it.",
"production": "I/V/S: three-slot filter, chosen source cue, filter turn."
},
{
"id": "EQ-276",
"name": "Two-Battle Spring",
"fit": "kit; any",
"class": "B",
"effect": "Unused once-per-battle trigger starts next battle ready with priority.",
"tradeoff": "If used next battle, wearer begins Hindered.",
"production": "I/O/V/S: double-coil spring, carryover cue, loaded twang."
},
{
"id": "EQ-277",
"name": "Knockout-Proof Queue",
"fit": "charm; support",
"class": "B",
"effect": "If item target is knocked out during trigger, queue transfers to the nearest active neighbor.",
"tradeoff": "Transferred trigger becomes non-damaging.",
"production": "I/V/S: queue bead, neighbor branch cue, bead slide."
},
{
"id": "EQ-278",
"name": "Screened Trigger Lens",
"fit": "charm; projectile",
"class": "B",
"effect": "Projectile item checks screens at trigger time and chooses first unscreened legal target.",
"tradeoff": "It ignores Marks and profession preferences.",
"production": "I/O/V/S: layered lens, screen scan cue, glass ticks."
},
{
"id": "EQ-279",
"name": "Resource-Gated Cog",
"fit": "kit; any",
"class": "B",
"effect": "Choose one local resource threshold as item trigger gate.",
"tradeoff": "Item cooldown pauses while below threshold.",
"production": "I/O/V/S: meter cog, gate line cue, ratchet stop."
},
{
"id": "EQ-280",
"name": "Last Proc Ledger",
"fit": "kit; any",
"class": "B",
"effect": "Result records first dormant/illegal equipment trigger and previews one alternative wearer.",
"tradeoff": "No battle effect; equipping suggested swap replaces current loadout choice only.",
"production": "I/O/V/S: diagnostic ledger, invalid-to-candidate cue, page stamp."
},
{
"id": "EQ-281",
"name": "Directional Bastion",
"fit": "guard; front",
"class": "B",
"effect": "Intercepts only front-origin or rear-origin attacks chosen in Prepare, but refreshes once.",
"tradeoff": "Wrong origin bypasses. Unlock: win after previewing both origins.",
"production": "I/O/V/S: two-face shield, origin selector, reversible clang."
},
{
"id": "EQ-282",
"name": "Debtkeeper Mantle",
"fit": "garb; PF-H01",
"class": "B",
"effect": "Care Debt may be transferred to wearer from neighbor once.",
"tradeoff": "Transfer doubles next debt payment time. Unlock: clear PF-H01 deed.",
"production": "I/O/V/S: stitched mantle, debt arrow, heartbeat cloth."
},
{
"id": "EQ-283",
"name": "Finisher's Empty Sheath",
"fit": "armament; pressure",
"class": "B",
"effect": "Execution action may deliberately stop target at survival floor and Mark it.",
"tradeoff": "Target acts immediately after. Unlock: win with zero overkill.",
"production": "I/O/V/S: empty sheath, survival line cue, blade stop."
},
{
"id": "EQ-284",
"name": "Countertime Spur",
"fit": "garb; PF-H02",
"class": "B",
"effect": "Cadence-cut action may shift allied instead of enemy wind-up.",
"tradeoff": "User becomes Exposed. Unlock: complete three-band alternation.",
"production": "I/O/V/S: metronome spur, ally/enemy clock selector, sharp heel beat."
},
{
"id": "EQ-285",
"name": "Horizon Fork",
"fit": "armament; PF-H03",
"class": "B",
"effect": "Guided projectile splits at planted polearm to front and rear targets.",
"tradeoff": "Guide recovery takes two basics. Unlock: defeat rear target through two units.",
"production": "I/O/V/S: forked spear-bow, split horizon cue, double flight."
},
{
"id": "EQ-286",
"name": "Mobile Workshop",
"fit": "kit; PF-H04",
"class": "B",
"effect": "Carried device retains action progress while moved.",
"tradeoff": "Each move shortens device duration. Unlock: trigger three device modes.",
"production": "I/O/V/S: wheel pack, moving clock cue, rolling ratchet."
},
{
"id": "EQ-287",
"name": "Eclipse Leaf",
"fit": "charm; PF-H05",
"class": "B",
"effect": "Shadow Text may attach to allied Guard and release when Guard breaks.",
"tradeoff": "Release affects both sides in area. Unlock: win from retained interrupt.",
"production": "I/V/S: eclipsed leaf, Guard-text cue, reversed burst."
},
{
"id": "EQ-288",
"name": "Covenant Stamp",
"fit": "charm; PF-H06",
"class": "B",
"effect": "Resource loan may be repaid by equipment trigger instead of profession action.",
"tradeoff": "Failed repayment locks that item. Unlock: complete three distinct loans.",
"production": "I/V/S: knot stamp, item repayment cue, stamped pluck."
},
{
"id": "EQ-289",
"name": "Three-Screen Prism",
"fit": "guard; any",
"class": "B",
"effect": "Choose one screen family to begin active; each successful block rotates family.",
"tradeoff": "Unchosen first attack bypasses. Unlock: break all three screen families.",
"production": "I/O/V/S: tri-prism shield, rotation cue, glass chord."
},
{
"id": "EQ-290",
"name": "Position Author's Quill",
"fit": "kit; reorder",
"class": "B",
"effect": "Set one position as a trigger index for wearer's next three actions.",
"tradeoff": "Leaving index cancels sequence. Unlock: win after using every line band.",
"production": "I/O/V/S: map quill, indexed sequence cue, three strokes."
},
{
"id": "EQ-291",
"name": "Enemy Clause Binder",
"fit": "kit; control",
"class": "B",
"effect": "Store one previewed enemy clause and delay its first activation.",
"tradeoff": "Second activation occurs early. Unlock: counter each archive clause.",
"production": "I/O/V/S: clasped page, late/early cue, binding snap."
},
{
"id": "EQ-292",
"name": "Echo Source Needle",
"fit": "armament; any",
"class": "B",
"effect": "Attack on echo also applies a non-damaging Mark to source.",
"tradeoff": "Source gains one action advance. Unlock: defeat ten echoes via source rules.",
"production": "I/O/V/S: twin-point needle, echo-source tether, paired prick."
},
{
"id": "EQ-293",
"name": "Railmaster's Watch",
"fit": "charm; timing",
"class": "B",
"effect": "Shift one wearer cooldown completion to chosen future rail stop.",
"tradeoff": "Cooldown makes no progress before stop. Unlock: preserve all cargo in elite route.",
"production": "I/V/S: station watch, future-stop lock, rail chime."
},
{
"id": "EQ-294",
"name": "Current Reader",
"fit": "charm; reveal",
"class": "B",
"effect": "Revealing action also exposes resource and target band.",
"tradeoff": "Revealed enemy gains Guard. Unlock: win with no hidden category resolving.",
"production": "I/V/S: open-current lens, triple reveal card, sonar chord."
},
{
"id": "EQ-295",
"name": "Synthesis Harness",
"fit": "garb; any",
"class": "B",
"effect": "Wearer can carry two region-counter items but only one is active per cadence.",
"tradeoff": "Switching active item delays basic. Unlock: counter two grammars in one fight.",
"production": "I/O/V/S: dual-loop harness, active-side cue, buckle shift."
},
{
"id": "EQ-296",
"name": "Bosswheel Key",
"fit": "kit; any",
"class": "B",
"effect": "Once per boss, rotate one public schedule by one tick.",
"tradeoff": "Boss gains action advance after rotated entry. Unlock: clear both bosses in one region.",
"production": "I/O/V/S: radial key, wheel turn cue, heavy click."
},
{
"id": "EQ-297",
"name": "Replacement Crest",
"fit": "charm; any",
"class": "B",
"effect": "Ally collapsing into wearer's former position inherits one positive position tag.",
"tradeoff": "Wearer loses tag immediately. Unlock: win after two mid-battle collapses.",
"production": "I/V/S: passing crest, position inheritance cue, crest slide."
},
{
"id": "EQ-298",
"name": "No-Repeat Medallion",
"fit": "charm; any",
"class": "B",
"effect": "Three distinct target rules refresh item trigger.",
"tradeoff": "Repeating a rule Hinders wearer. Unlock: win using six target rules.",
"production": "I/V/S: three-arrow medal, unique pips, medal ticks."
},
{
"id": "EQ-299",
"name": "Full-Line Standard",
"fit": "kit; support",
"class": "B",
"effect": "First enable action reaches every line band with shorter effect.",
"tradeoff": "Wearer cannot gain local resource that cadence. Unlock: deploy at core maximum capacity.",
"production": "I/O/V/S: tall segmented standard, band waves, broad flag tone."
},
{
"id": "EQ-300",
"name": "Clean Result Lens",
"fit": "charm; any",
"class": "B",
"effect": "On first plan divergence, pause wearer's next automatic item trigger until cause is revealed.",
"tradeoff": "Trigger may lose its original timing window. Unlock: inspect 25 divergence records.",
"production": "I/V/S: clear ledger lens, pause-cause cue, focus tone."
},
{
"id": "EQ-301",
"name": "One-End Crown",
"fit": "charm; front/rear",
"class": "B",
"effect": "Choose foremost or rearmost; wearer actions may only target from that end and gain line reach.",
"tradeoff": "Other-end legal targets are forbidden. Unlock: win with unchanged order.",
"production": "I/O/V/S: half-crown, endpoint selector, bright lock."
},
{
"id": "EQ-302",
"name": "Zero-Guard Blade",
"fit": "armament; pressure",
"class": "B",
"effect": "While wearer has zero Guard, basics ignore protection links.",
"tradeoff": "Any Guard gain disables blade until spent. Unlock: defeat elite without gaining Guard.",
"production": "I/O/V/S: open-spine blade, bypass cue, dry ring."
},
{
"id": "EQ-303",
"name": "Full-Guard Lamp",
"fit": "charm; enable",
"class": "B",
"effect": "At full Guard, next enable action becomes area across neighbors.",
"tradeoff": "It consumes all Guard. Unlock: prevent five hits in one battle.",
"production": "I/O/V/S: shield lamp, neighbor fan cue, bright discharge."
},
{
"id": "EQ-304",
"name": "Empty-Resource Focus",
"fit": "armament; any",
"class": "B",
"effect": "At zero local resource, action uses alternate target rule: highest-resource enemy.",
"tradeoff": "It cannot generate resource. Unlock: complete battle with three zero-meter actions.",
"production": "I/O/V/S: hollow focus, zero-to-enemy meter cue, void hum."
},
{
"id": "EQ-305",
"name": "Full-Resource Wager",
"fit": "charm; any",
"class": "B",
"effect": "Spend all local resource to copy next ally target rule.",
"tradeoff": "Illegal copy loses all spend and fizzles. Unlock: spend cap three ways.",
"production": "I/V/S: full wager gem, ally-copy cue, shattering chime."
},
{
"id": "EQ-306",
"name": "Unscreened Bow",
"fit": "armament; projectile",
"class": "B",
"effect": "Projectiles ignore all screens but wearer becomes forced target of screen source.",
"tradeoff": "Force lasts until next basic. Unlock: break 30 screens.",
"production": "I/O/V/S: open-limb bow, source tether, piercing snap."
},
{
"id": "EQ-307",
"name": "No-Cleanse Tablet",
"fit": "charm; impair",
"class": "B",
"effect": "Hindrances wearer applies cannot be cleansed early.",
"tradeoff": "They expire one cadence sooner and grant target Guard. Unlock: let 20 hindrances expire naturally.",
"production": "I/O/V/S: sealed tablet, locked short ring, hard stamp."
},
{
"id": "EQ-308",
"name": "All-Cleanse Basin",
"fit": "kit; restore",
"class": "B",
"effect": "Once per battle cleanse every ally, oldest hindrance only.",
"tradeoff": "Removes oldest positive tag from each and delays wearer. Unlock: cleanse six tags in one fight.",
"production": "I/O/V/S: wide basin, line sweep cue, water chord."
},
{
"id": "EQ-309",
"name": "Immobile Engine",
"fit": "kit; construct",
"class": "B",
"effect": "Device duration does not expire while wearer stays still.",
"tradeoff": "Any movement destroys device without Parts return. Unlock: device survives whole boss phase.",
"production": "I/O/V/S: anchored engine, root-clock cue, steady motor."
},
{
"id": "EQ-310",
"name": "Wandering Engine",
"fit": "kit; construct",
"class": "B",
"effect": "Device follows wearer on every movement and acts after arriving.",
"tradeoff": "Each action reduces its remaining duration. Unlock: move device through all bands.",
"production": "I/O/V/S: legged engine, follow clock cue, quick gears."
},
{
"id": "EQ-311",
"name": "First-Action Seal",
"fit": "charm; any",
"class": "B",
"effect": "Repeat wearer's first battle action at first phase change against new legal target.",
"tradeoff": "Until phase change, that action tag is unavailable. Unlock: predict first action in 20 battles.",
"production": "I/V/S: sealed opening card, delayed replay cue, wax break."
},
{
"id": "EQ-312",
"name": "Last-Action Seal",
"fit": "charm; any",
"class": "B",
"effect": "On declared retreat, repeat wearer's last non-damaging action before exit.",
"tradeoff": "Retreat takes one tick longer. Unlock: retreat with all survivors twice.",
"production": "I/V/S: closing card, exit replay cue, low stamp."
},
{
"id": "EQ-313",
"name": "Neighborless Mantle",
"fit": "garb; any",
"class": "B",
"effect": "With no living neighbor, wearer gains reach and can self-share resources.",
"tradeoff": "Receiving a neighbor removes all stored resource. Unlock: survive alone for ten cadences.",
"production": "I/O/V/S: open-side mantle, lone-band cue, cloth flare."
},
{
"id": "EQ-314",
"name": "Crowded-Line Tabard",
"fit": "garb; any",
"class": "B",
"effect": "With two neighbors, item triggers can choose either side regardless of facing.",
"tradeoff": "Direct enemy targeting is restricted to foremost. Unlock: win at maximum deployment.",
"production": "I/O/V/S: three-panel tabard, two-side selector, fabric snap."
},
{
"id": "EQ-315",
"name": "No-Item Oath",
"fit": "charm; any",
"class": "B",
"effect": "This item has no trigger; profession basic gains one alternate legal target rule.",
"tradeoff": "It occupies the Recruit's one equipment slot and supplies no item-trigger event. Unlock: win one region without item triggers.",
"production": "I/V/S: blank oath medallion, empty-hook cue, solemn click."
},
{
"id": "EQ-316",
"name": "Item Chorus Frame",
"fit": "kit; any",
"class": "B",
"effect": "Three different allied equipped-item trigger tags in one battle schedule a non-damaging repeat of the oldest.",
"tradeoff": "The three contributing allied items each gain cooldown. Unlock: activate eight distinct trigger tags.",
"production": "I/O/V/S: three-Recruit frame, chorus pips, layered clicks."
},
{
"id": "EQ-317",
"name": "Exact Collapse Ring",
"fit": "charm; reorder",
"class": "B",
"effect": "Choose whether first allied defeat collapses from front or rear direction.",
"tradeoff": "Choice locks in Prepare and may expose opposite end. Unlock: review 20 collapse causes.",
"production": "I/V/S: split-direction ring, collapse selector, stone slide."
},
{
"id": "EQ-318",
"name": "Counterfactual Slate",
"fit": "kit; any",
"class": "B",
"effect": "Training replay may swap this item for one cataloged alternative in the saved snapshot.",
"tradeoff": "Replay grants no reward and slate has no live-battle trigger. Unlock: complete ten training comparisons.",
"production": "I/O/V/S: two-column slate, A/B cue, chalk switch."
},
{
"id": "EQ-319",
"name": "Eight-Region Compass",
"fit": "charm; any",
"class": "B",
"effect": "Choose one mastered region tag; first matching enemy rule Marks its source.",
"tradeoff": "Other region-rule sources prefer wearer. Unlock: clear all eight regions.",
"production": "I/V/S: eight-point compass, chosen motif cue, radial chime."
},
{
"id": "EQ-320",
"name": "Open Guild Sign",
"fit": "kit; support",
"class": "B",
"effect": "First recruit replacement entering Prepare inherits one saved equipment-target preference from dismissed/dead predecessor.",
"tradeoff": "No item or stats transfer; preference must be legal and is shown before acceptance. Unlock: complete first clear.",
"production": "I/O/V/S: open sign frame, preference handoff cue, wooden sign tone."
}
],
"artifacts": [
{
"id": "AR-001",
"name": "Open Ledger",
"rule": "Every shop shows one extra recruit, but equipment offer count is one lower.",
"tradeoff": "Conflicts AR-002; shop header displays exchanged slots before entry.",
"production": "I/V/S: open roster pages, slot exchange cue, page fan."
},
{
"id": "AR-002",
"name": "Toolwright's Window",
"rule": "Every shop shows one extra equipment item, but recruit offer count is one lower.",
"tradeoff": "Conflicts AR-001; shop header previews composition.",
"production": "I/V/S: tool window icon, reverse slot cue, latch slide."
},
{
"id": "AR-003",
"name": "Common Cause",
"rule": "First Common recruit of each shop costs one product-defined tier less; Uncommon/Rare costs one tier more.",
"tradeoff": "Conflicts AR-004; every price shows artifact delta.",
"production": "I/V/S: one-notch banner, price arrows, soft stamp."
},
{
"id": "AR-004",
"name": "Narrow Search",
"rule": "Shops guarantee one Uncommon-or-Rare recruit but suppress one base-profession role weight.",
"tradeoff": "Conflicts AR-003; suppressed role is chosen and visible for the run.",
"production": "I/V/S: narrow lens, rarity/role exchange cue, glass close."
},
{
"id": "AR-005",
"name": "Second Interview",
"rule": "Once per shop, reject one recruit to generate a new presentation with the same combat record.",
"tradeoff": "Conflicts AR-006; no power reroll, replacement signature is previewed.",
"production": "I/V/S: two portrait frames, locked-rule cue, card slide."
},
{
"id": "AR-006",
"name": "Fresh Aptitude",
"rule": "Once per shop, reroll one recruit's trait while keeping profession, grades, level, gear, and cost tier.",
"tradeoff": "Conflicts AR-005; old/new benefit and cost compare before acceptance.",
"production": "I/V/S: rotating trait badge, before/after cue, token turn."
},
{
"id": "AR-007",
"name": "Full Bench",
"rule": "Owned reserve capacity is higher, but every undeployed recruit adds a small shop upkeep tier.",
"tradeoff": "Conflicts AR-008; upkeep total is shown before buying.",
"production": "I/V/S: long bench, reserve-to-cost cue, bench creak."
},
{
"id": "AR-008",
"name": "Lean Company",
"rule": "Reserve capacity is lower; after an allied knockout, the next legal Recruit offer is guaranteed within its declared affordable tier.",
"tradeoff": "Conflicts AR-007; capacity and guarantee state remain on roster/shop.",
"production": "I/V/S: short bench, opportunity guarantee cue, firm knock."
},
{
"id": "AR-009",
"name": "Familiar Faces",
"rule": "Profession+trait duplicates may appear in one shop; buying one suppresses that signature for next two shops.",
"tradeoff": "Conflicts AR-010; duplicate warning explains breadth tradeoff.",
"production": "I/V/S: paired silhouettes, suppression clock, double card tap."
},
{
"id": "AR-010",
"name": "Wide Casting",
"rule": "Each shop must offer distinct base professions while legal, but trait variety protection is disabled.",
"tradeoff": "Conflicts AR-009; repeated-trait risk shown on artifact state.",
"production": "I/V/S: twelve-spoke roster, profession spread cue, radial clicks."
},
{
"id": "AR-011",
"name": "Narrow Vanguard",
"rule": "Deploy one fewer recruit; foremost starts every battle Guarded and gains forced-target priority.",
"tradeoff": "Conflicts AR-012; capacity loss and threat arrow show in Prepare.",
"production": "I/V/S: narrow shield line, capacity minus cue, shield rise."
},
{
"id": "AR-012",
"name": "Long Company",
"rule": "Deploy one additional recruit up to core cap; no unit starts with Guard.",
"tradeoff": "Conflicts AR-011; expanded line and unguarded warning appear in preview.",
"production": "I/V/S: extended line icon, capacity plus cue, marching taps."
},
{
"id": "AR-013",
"name": "Fixed Ends",
"rule": "Foremost and rearmost cannot be moved voluntarily; center swaps have shorter recovery.",
"tradeoff": "Conflicts AR-014; endpoint locks shown on every formation view.",
"production": "I/V/S: pinned end brackets, center arrows, stone pins."
},
{
"id": "AR-014",
"name": "Rolling Ends",
"rule": "First voluntary endpoint swap each battle is free; center units receive longer movement recovery.",
"tradeoff": "Conflicts AR-013; available swap pip and center cost display.",
"production": "I/V/S: rolling brackets, endpoint exchange cue, wheel click."
},
{
"id": "AR-015",
"name": "Paired Duties",
"rule": "Prepare partitions line into adjacent pairs; enable and Guard sharing inside pairs gain priority.",
"tradeoff": "Conflicts AR-016; cross-pair sharing is delayed and pair brackets show.",
"production": "I/V/S: paired links, partition cue, paired pluck."
},
{
"id": "AR-016",
"name": "Open Weave",
"rule": "No pair or neighbor action may repeat the same recipient consecutively; first new recipient gains reach.",
"tradeoff": "Conflicts AR-015; previous recipient marker is always visible.",
"production": "I/V/S: open lattice, recipient trail, thread sweep."
},
{
"id": "AR-017",
"name": "Front Inheritance",
"rule": "After an allied knockout, current-battle line collapse fills from rear toward front and the new foremost inherits position tags.",
"tradeoff": "Conflicts AR-018; pre-battle collapse preview shows direction.",
"production": "I/V/S: forward arrows, tag handoff cue, ordered steps."
},
{
"id": "AR-018",
"name": "Rear Preservation",
"rule": "After an allied knockout, current-battle line collapse fills from front toward rear and the rearmost unit keeps its indexed position.",
"tradeoff": "Conflicts AR-017; preserved rear pin shows in preview.",
"production": "I/V/S: backward arrows, rear pin cue, reversed steps."
},
{
"id": "AR-019",
"name": "Empty Place Doctrine",
"rule": "First allied vacancy each battle remains open for one cadence and counts as terrain.",
"tradeoff": "Conflicts AR-020; timer and targeting implications show on gap.",
"production": "I/V/S: hollow line slot, vacancy clock, low wind."
},
{
"id": "AR-020",
"name": "Immediate Closure",
"rule": "All allied collapse resolves before on-defeat actions; on-defeat benefits resolve after closure.",
"tradeoff": "Conflicts AR-019; result timeline labels reordered hooks.",
"production": "I/V/S: closing brackets, hook-order cue, stone slide."
},
{
"id": "AR-021",
"name": "First Word",
"rule": "In every battle, allied slowest cadence acts before enemy first basic.",
"tradeoff": "Conflicts AR-022; that ally's second action is delayed and forecast shows both.",
"production": "I/V/S: opening speech mark, order swap cue, clear strike."
},
{
"id": "AR-022",
"name": "Last Reply",
"rule": "Allies do not gain opening action advances; first enemy major action completed refreshes all allied basics.",
"tradeoff": "Conflicts AR-021; risk window and refresh event are previewed.",
"production": "I/V/S: reply mark, major-to-party cue, answering chord."
},
{
"id": "AR-023",
"name": "Clean Current",
"rule": "First hindrance applied by either side lasts one tick and cannot be extended.",
"tradeoff": "Conflicts AR-024; source-neutral rule banner names the consumed first tag.",
"production": "I/V/S: clear ring, one-tick cue, water flick."
},
{
"id": "AR-024",
"name": "Deep Current",
"rule": "First hindrance applied by either side cannot be cleansed before midpoint.",
"tradeoff": "Conflicts AR-023; midpoint lock is explicit on status ring.",
"production": "I/V/S: deep ring, midpoint lock cue, low pulse."
},
{
"id": "AR-025",
"name": "Honest Screens",
"rule": "All screens block one fewer action but reveal source and next target on block.",
"tradeoff": "Conflicts AR-026; remaining block count and reveal card display.",
"production": "I/V/S: thin screen eye, count-minus cue, glass reveal."
},
{
"id": "AR-026",
"name": "Opaque Screens",
"rule": "Screens block one additional action; while active they also hide their owner's next target.",
"tradeoff": "Conflicts AR-025; hidden target is declared as artifact cost, never as bug.",
"production": "I/V/S: thick shutter screen, count-plus cue, muffled glass."
},
{
"id": "AR-027",
"name": "Shared Tempo",
"rule": "At each cadence boundary, fastest allied and enemy basics both wait for their slower neighbor.",
"tradeoff": "Conflicts AR-028; paired clocks show every affected action.",
"production": "I/V/S: joined clocks, wait tethers, synchronized ticks."
},
{
"id": "AR-028",
"name": "Broken Rhythm",
"rule": "Repeating an action cadence band advances the opposing side's slowest unit.",
"tradeoff": "Conflicts AR-027; repeat counter and recipient are forecast.",
"production": "I/V/S: broken metronome, opponent arrow cue, skipped beat."
},
{
"id": "AR-029",
"name": "Grounded Contest",
"rule": "Airborne and concealed windows last one tick less for both sides; forced movement effects last one tick longer.",
"tradeoff": "Conflicts AR-030; global duration deltas show on preview tags.",
"production": "I/V/S: ground peg, duration arrows, stake hit."
},
{
"id": "AR-030",
"name": "Passing Contest",
"rule": "Forced movement resistance is disabled for first attempt on both sides; airborne windows last one tick longer.",
"tradeoff": "Conflicts AR-029; first-attempt marker and flight clock show.",
"production": "I/V/S: passing cloud, movement-open cue, air rush."
},
{
"id": "AR-031",
"name": "Counter Road",
"rule": "Route preview reveals one future enemy family and offers matching counter equipment after victory.",
"tradeoff": "Conflicts AR-032; reward family replaces a general reward slot.",
"production": "I/V/S/E: fork road with eye, counter preview cue, route bell."
},
{
"id": "AR-032",
"name": "Unmapped Road",
"rule": "Future enemy identities stay hidden until node commitment; victory grants one extra broad reward choice.",
"tradeoff": "Conflicts AR-031; known mechanic tags and uncertainty class remain visible.",
"production": "I/V/S/E: fogged fork, uncertainty card, distant wind."
},
{
"id": "AR-033",
"name": "Short March",
"rule": "Each region has one fewer ordinary battle before boss; shops have one fewer offer refresh.",
"tradeoff": "Conflicts AR-034; route length and lost refresh show at selection.",
"production": "I/V/S/E: shortened path, node-minus cue, quick steps."
},
{
"id": "AR-034",
"name": "Long March",
"rule": "Each region adds one elite-option node and one recovery-option node; boss reward choice count is lower.",
"tradeoff": "Conflicts AR-033; added nodes and boss tradeoff show up front.",
"production": "I/V/S/E: extended path, node-plus cue, measured steps."
},
{
"id": "AR-035",
"name": "Salvage Charter",
"rule": "Equipment rewards may be converted into two narrower counter-tag choices.",
"tradeoff": "Conflicts AR-036; conversion is explicit and cannot return to original.",
"production": "I/V/S: split tool charter, one-to-two cue, paper tear."
},
{
"id": "AR-036",
"name": "Whole Goods",
"rule": "Equipment rewards cannot be split or rerolled; unchosen items increase next shop variety.",
"tradeoff": "Conflicts AR-035; variety counter persists on route bar.",
"production": "I/V/S: sealed crate, future-variety cue, lid close."
},
{
"id": "AR-037",
"name": "Threat Dividend",
"rule": "Choosing an elite route adds one shop discount tier until any recruit dies.",
"tradeoff": "Conflicts AR-038; active/cleared dividend visible on prices.",
"production": "I/V/S: hazard coin, elite-to-price cue, coin ring."
},
{
"id": "AR-038",
"name": "Safe Reserve",
"rule": "Recovery routes grant one locked low-cost recruit offer; elite rewards contain one fewer choice.",
"tradeoff": "Conflicts AR-037; locked offer and elite choice loss preview together.",
"production": "I/V/S: sheltered card, route-to-recruit cue, card latch."
},
{
"id": "AR-039",
"name": "Region Memory",
"rule": "Revisited regions keep one previously encountered elite composition visible before route selection.",
"tradeoff": "Conflicts AR-040; remembered composition consumes one scouting option.",
"production": "I/V/S/E: route memory tablet, composition card, echoing map tone."
},
{
"id": "AR-040",
"name": "New Weather",
"rule": "Revisited regions replace one ordinary composition with a disclosed cross-region pair.",
"tradeoff": "Conflicts AR-039; imported IDs and rules show before commitment.",
"production": "I/V/S/E: crossed weather vane, imported pair cue, mixed ambience sting."
},
{
"id": "AR-041",
"name": "Open Positions",
"rule": "After a Recruit knockout, the next shop guarantees two affordable Recruit roles missing from current deployment.",
"tradeoff": "Conflicts AR-042; equipment offers are reduced by one in that shop.",
"production": "I/V/S: two open offer frames, role guarantee cue, open book."
},
{
"id": "AR-042",
"name": "Kept Tools",
"rule": "After a Recruit knockout, one equipment counter tag relevant to the knockout cause is guaranteed in the next shop.",
"tradeoff": "Conflicts AR-041; no Recruit-role guarantee is added.",
"production": "I/V/S: held tool outline, tag guarantee cue, tool knock."
},
{
"id": "AR-043",
"name": "Hard Lesson",
"rule": "A knockout reveals one extra cause/counter comparison and increases the next battle reward quality band.",
"tradeoff": "Conflicts AR-044; reward boost expires on retreat and does not return the Recruit inside the same battle.",
"production": "I/V/S: split lesson slate, setback-to-reward cue, sober stamp."
},
{
"id": "AR-044",
"name": "Gentle Return",
"rule": "After any allied knockout, the next route must include a recovery option and enemies there cannot be elite.",
"tradeoff": "Conflicts AR-043; forced route opportunity cost is previewed.",
"production": "I/V/S/E: sheltered return path, elite-cross cue, low route bell."
},
{
"id": "AR-045",
"name": "Dismissal Market",
"rule": "Dismissing a living recruit adds their base role weight to next shop twice.",
"tradeoff": "Conflicts AR-046; dismissal yields no additional currency benefit.",
"production": "I/V/S: departing role card, double-weight cue, card slide."
},
{
"id": "AR-046",
"name": "Long Contracts",
"rule": "Dismissal is disabled; owned recruits cost less to re-equip after a role change.",
"tradeoff": "Conflicts AR-045; disabled action and re-equip delta are always shown.",
"production": "I/V/S: bound roster cord, lock/discount cue, knot tighten."
},
{
"id": "AR-047",
"name": "Survivor's Account",
"rule": "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.",
"tradeoff": "Conflicts AR-048; exact credits and spending preview are persistent.",
"production": "I/V/S: survival tally, credit-to-cost cue, bead count."
},
{
"id": "AR-048",
"name": "Immediate Aid",
"rule": "A no-knockout streak grants nothing; the first allied knockout per Region instantly creates one affordable Recruit offer.",
"tradeoff": "Conflicts AR-047; one-per-Region state is explicit.",
"production": "I/V/S: urgent open offer, knockout-to-offer cue, fast bell."
},
{
"id": "AR-049",
"name": "Shared History",
"rule": "On allied knockout, one mastered Profession becomes more likely in later Recruit offers.",
"tradeoff": "Conflicts AR-050; no stats, Traits, gear, name or identity transfers from the knocked-out Recruit.",
"production": "I/V/S: Profession crest trail, offer-weight cue, fading chime."
},
{
"id": "AR-050",
"name": "Clean Slate Company",
"rule": "Later Recruit offers ignore knocked-out members' Professions but guarantee a role not currently deployed.",
"tradeoff": "Conflicts AR-049; missing-role calculation is shown.",
"production": "I/V/S: blank roster slate, missing-role cue, chalk wipe."
},
{
"id": "AR-051",
"name": "Practice Makes Breadth",
"rule": "Winning with three base professions not used last battle adds one profession-specific equipment choice.",
"tradeoff": "Conflicts AR-052; repeating a profession grants no artifact reward.",
"production": "I/V/S: rotating crests, breadth counter, three-note rise."
},
{
"id": "AR-052",
"name": "Practice Makes Depth",
"rule": "Winning three battles with unchanged profession set adds one advanced-prerequisite offer.",
"tradeoff": "Conflicts AR-051; changing one profession resets count visibly.",
"production": "I/V/S: stacked crests, depth counter, steady three beats."
},
{
"id": "AR-053",
"name": "Known Law",
"rule": "Choose one mastered region grammar to suppress from RG-08 ordinary encounters.",
"tradeoff": "Conflicts AR-054; suppressed grammar increases boss reward uncertainty.",
"production": "I/V/S/M: crossed motif seal, suppression cue, removed music stem."
},
{
"id": "AR-054",
"name": "Full Synthesis",
"rule": "RG-08 ordinary encounters always combine two distinct known grammars; reward choices gain one counter-tag option.",
"tradeoff": "Conflicts AR-053; both grammar IDs show in preview.",
"production": "I/V/S/M: joined motif wheel, dual-rule cue, layered stem sting."
},
{
"id": "AR-055",
"name": "Visible Adversity",
"rule": "One extra difficulty rule is active, but its exact schedule and targets are always shown.",
"tradeoff": "Conflicts AR-056; reward breadth rises, never base power.",
"production": "I/V/S: open hazard card, schedule cue, clear warning chord."
},
{
"id": "AR-056",
"name": "Bounded Fog",
"rule": "One enemy target preference per battle is hidden until first action; no extra difficulty rule is added.",
"tradeoff": "Conflicts AR-055; hidden field and reveal condition are declared.",
"production": "I/V/S: one covered reticle, bounded fog cue, muffled click."
},
{
"id": "AR-057",
"name": "Alternate Crown",
"rule": "Alternate bosses replace first-clear bosses; ordinary region length is shorter.",
"tradeoff": "Conflicts AR-058; boss identity and shortened practice path show at region entry.",
"production": "I/V/S/M: double-crown token, boss-swap cue, alternate motif."
},
{
"id": "AR-058",
"name": "Complete Circuit",
"rule": "Player must face both bosses in each visited region with a recovery node between.",
"tradeoff": "Conflicts AR-057; second boss reward has fewer choices.",
"production": "I/V/S/M: paired crown path, two-boss schedule, linked boss cadence."
},
{
"id": "AR-059",
"name": "Final Examination",
"rule": "Training comparisons are disabled during run; first plan divergence each boss grants one extra inspect pause.",
"tradeoff": "Conflicts AR-060; preparation view states no replay access.",
"production": "I/V/S: closed slate/open eye, divergence pause cue, solemn tone."
},
{
"id": "AR-060",
"name": "Open Workshop",
"rule": "Training comparison is available at each shop; boss inspect does not pause simulation.",
"tradeoff": "Conflicts AR-059; training gives no rewards and time cost is explicit.",
"production": "I/V/S: open slate/clock eye, workshop cue, chalk-and-clock tone."
}
],
"enemies": [
{
"id": "EN-R1-01",
"region": 1,
"name": "Pane Nibbler",
"class": "ordinary",
"rule": "Bites the foremost unit; after two uninterrupted bites, chips Guard from that unit's neighbor.",
"responses": "Reorder the neighbor; interrupt the second bite. Teaches adjacency protection.",
"escalation": "Third bite becomes a two-target arc.",
"production": "P/A/V/S: low glass-jaw, double-bite ticks, chipped-square cue, brittle clicks."
},
{
"id": "EN-R1-02",
"region": 1,
"name": "Gust Finch",
"class": "ordinary",
"rule": "From rear, telegraphs a projectile at the rearmost allied unit and steps forward after firing.",
"responses": "Use projectile screen; pull the shooter into short reach. Tests rear safety.",
"escalation": "Each blocked shot shortens its next step.",
"production": "P/A/V/S: fork-wing silhouette, perch/loose, feather-arrow cue, wind snap."
},
{
"id": "EN-R1-03",
"region": 1,
"name": "Terrace Ram",
"class": "ordinary",
"rule": "Headwind charge pushes the foremost allied unit one position rearward, targeting foremost only.",
"responses": "Brace against push; leave a durable replacement directly behind. Combines with collapse.",
"escalation": "Failed push grants it Guard.",
"production": "P/A/V/S: wedge-horn body, paw/charge, chevron lane cue, hoof rumble."
},
{
"id": "EN-R1-04",
"region": 1,
"name": "Bellstem Grazer",
"class": "ordinary",
"rule": "Eats the oldest positive tag on the foremost reachable ally instead of dealing damage.",
"responses": "Delay positive tag until after bite; expose an untagged front. Introduces dispel timing.",
"escalation": "Consumed tag makes next bite reach 2.",
"production": "P/A/V/S: tall stem-antler, sniff/pluck, hollow-plus cue, plucked chime."
},
{
"id": "EN-R1-05",
"region": 1,
"name": "Shardback",
"class": "ordinary",
"rule": "Reflects the first projectile each cadence to its source; reflection is previewed and cannot chain.",
"responses": "Use melee/spell first; spend a low-value projectile to open the screen.",
"escalation": "At half vitality, screen resets once.",
"production": "P/A/V/S: faceted shell, flare/turn, mirrored arrow cue, glass ping."
},
{
"id": "EN-R1-06",
"region": 1,
"name": "Verge Stalker",
"class": "ordinary",
"rule": "Targets the first ally with reach greater than 1; otherwise attacks foremost.",
"responses": "Equip short reach; Guard the identified long-reach unit. Teaches target-filter preview.",
"escalation": "Marked target becomes Exposed after two hits.",
"production": "P/A/V/S: long forelegs, scan/pounce, reach-ruler cue, scrape/hiss."
},
{
"id": "EN-R1-07",
"region": 1,
"name": "Whistle Midge",
"class": "ordinary",
"rule": "A swarm delays the next action of whichever allied band contains the most units.",
"responses": "Balance band occupancy; cleanse the visible delay. Interacts with order bands.",
"escalation": "Repeats on a band only after another band is hit.",
"production": "P/A/V/S: triangular swarm, orbit/dive, band-bracket cue, filtered whistle."
},
{
"id": "EN-R1-08",
"region": 1,
"name": "Glassroot Sprout",
"class": "ordinary",
"rule": "Starts as a rear footprint and grows one position forward each cadence; on reaching front, shields all enemies behind it.",
"responses": "Defeat it early at range; push it backward before growth.",
"escalation": "Growth cannot be interrupted twice consecutively.",
"production": "P/A/V/S: staged crystal plant, three growth poses, numbered sprout cue, rising cracks."
},
{
"id": "EN-R1-09",
"region": 1,
"name": "Crosswind Scribe",
"class": "ordinary",
"rule": "Draws a line between allied foremost and rearmost; next swap crossing the line becomes Hindered.",
"responses": "Avoid swapping that cadence; cleanse then use movement anyway.",
"escalation": "Uncrossed line converts to a weak area hit.",
"production": "P/A/V/S: kite-robed caster, draw/release, dotted span cue, chalk-wind stroke."
},
{
"id": "EN-R1-10",
"region": 1,
"name": "Ledge Hopper",
"class": "ordinary",
"rule": "Leaps over its own foremost neighbor to become front, then strikes the first ally whose target changed.",
"responses": "Hold targets stable; intercept the announced leap strike.",
"escalation": "If no target changed, Hopper becomes Exposed.",
"production": "P/A/V/S: spring-legged silhouette, vault/stab, target-turn cue, stone tap."
},
{
"id": "EN-R1-11",
"region": 1,
"name": "Gale Bailiff",
"class": "elite",
"rule": "Declares Stand Order on one indexed allied position; leaving it causes a line-wide push, remaining causes focused projectiles.",
"responses": "Choose a braced occupant; deliberately leave before ranged wind-up and absorb push.",
"escalation": "Alternates ordered index front/rear.",
"production": "P/A/V/S: tall banner coat, point/stamp, numbered pennant cue, gavel-gust event."
},
{
"id": "EN-R1-12",
"region": 1,
"name": "Prism Ox",
"class": "elite",
"rule": "Occupies two enemy footprints; frontal damage rotates its prism, changing whether it screens projectiles, spells, or pushes.",
"responses": "Rotate with a cheap legal hit; attack through the currently unscreened family.",
"escalation": "At low vitality rotation occurs every hit.",
"production": "P/A/V/S: two-footprint ox, heavy pivot, three-shape prism cue, bass glass rotation."
},
{
"id": "EN-R2-01",
"region": 2,
"name": "Reed Hook",
"class": "ordinary",
"rule": "Pulls the rearmost allied unit one step forward, then attacks its new neighbor.",
"responses": "Brace/pull resist; place a durable unit at rear. Extends displacement lesson.",
"escalation": "Successful pull leaves a one-tick snare.",
"production": "P/A/V/S: hook-beak reed body, cast/haul, hooked-water cue, rope-wet snap."
},
{
"id": "EN-R2-02",
"region": 2,
"name": "Mudlamp Leech",
"class": "ordinary",
"rule": "Attaches to lowest-vitality ally in reach 2 and converts incoming healing into its own Guard until removed by damage.",
"responses": "Hit the leech before healing; cleanse attachment then restore.",
"escalation": "At full Guard it detaches and moves rearward.",
"production": "P/A/V/S: glowing leech, latch/swell/drop, crossed-heal cue, wet pulse."
},
{
"id": "EN-R2-03",
"region": 2,
"name": "Silt Mimic",
"class": "ordinary",
"rule": "Copies the last allied basic target rule, not its damage, and attacks the mirrored legal candidate.",
"responses": "Feed it a harmless target rule; change party order so copied candidate is guarded.",
"escalation": "Two identical copied rules grant it speed.",
"production": "P/A/V/S: mud double, trace/strike, mirrored reticle cue, muffled copy hit."
},
{
"id": "EN-R2-04",
"region": 2,
"name": "Bank Tortoise",
"class": "ordinary",
"rule": "Marks its current indexed position; push or pull across that index creates a slowing mud patch.",
"responses": "Avoid displacement across mark; trigger it early then route around the known patch.",
"escalation": "Second crossing expands patch to neighbors.",
"production": "P/A/V/S: flat bank shell, stamp/tuck, muddy index cue, suction thud."
},
{
"id": "EN-R2-05",
"region": 2,
"name": "Fen Piper",
"class": "ordinary",
"rule": "Sound wind-up commands the foremost enemy to step back, changing enemy order before allies resolve.",
"responses": "Interrupt sound; reserve actions with flexible retarget.",
"escalation": "Each successful command adds one farther enemy.",
"production": "P/A/V/S: reed-mask piper, inhale/play, wave-arrow cue, captioned reed call."
},
{
"id": "EN-R2-06",
"region": 2,
"name": "Brackwater Wisp",
"class": "ordinary",
"rule": "Applies a hindrance that becomes stronger if cleansed before half its duration.",
"responses": "Let it expire under protection; cleanse only after the midpoint notch.",
"escalation": "Reapplication targets a different band.",
"production": "P/A/V/S: droplet light, tag/fade, split-duration ring, damp fizz."
},
{
"id": "EN-R2-07",
"region": 2,
"name": "Ferry Crab",
"class": "ordinary",
"rule": "Side-steps from enemy front to rear after being hit, then targets the attacker through allies.",
"responses": "Use line reach to finish; alternate low-impact attackers behind Guard.",
"escalation": "Stops moving when Hindered.",
"production": "P/A/V/S: wide ferry shell, scuttle/claw, attacker tether cue, shell clack."
},
{
"id": "EN-R2-08",
"region": 2,
"name": "Drownseed Pod",
"class": "ordinary",
"rule": "On defeat, places a visible seed at the defeating ally's position; after two cadences it bursts unless that ally moves.",
"responses": "Plan a safe move after defeat; delay killing until movement is ready.",
"escalation": "Burst pulls both neighbors toward seed.",
"production": "P/A/V/S: buoy pod, swell/burst, seed countdown cue, bubble pop/bass pull."
},
{
"id": "EN-R2-09",
"region": 2,
"name": "Mire Medic",
"class": "ordinary",
"rule": "Restores the enemy with the oldest hindrance, but each heal shortens that hindrance.",
"responses": "Focus the medic; use short hindrances so its heal removes setup.",
"escalation": "With no hindered ally, attacks allied healer.",
"production": "P/A/V/S: reed satchel, scoop/pour, shrinking-ring cue, gourd splash."
},
{
"id": "EN-R2-10",
"region": 2,
"name": "Fogjaw",
"class": "ordinary",
"rule": "Cannot be targeted beyond reach 1 until it attacks; its attack reveals it for one cadence and targets center band.",
"responses": "Hold a short-reach counter; expose a guarded center target to bait reveal.",
"escalation": "At half vitality reveal window shortens one tick.",
"production": "P/A/V/S: fog-maw silhouette, emerge/bite, open-eye cue, muffled-to-clear snap."
},
{
"id": "EN-R2-11",
"region": 2,
"name": "Channel Widow",
"class": "elite",
"rule": "Threads two allied positions; healing either transfers the same amount as damage to the other until thread is cut by swapping them adjacent.",
"responses": "Perform the disclosed swap; stagger healing until one target is safe.",
"escalation": "Recasts on farthest pair after break.",
"production": "P/A/V/S: long-legged reed frame, thread/cinch, paired droplet cue, taut fiber tone."
},
{
"id": "EN-R2-12",
"region": 2,
"name": "Sluice Elder",
"class": "elite",
"rule": "Moves the region safe index frontward each cadence; units outside it gain Wet, and three Wet causes a pull.",
"responses": "Reorder with the moving safe index; cleanse Wet before third stack.",
"escalation": "Below half vitality safe index reverses direction.",
"production": "P/A/V/S: gate-backed elder, valve walk, numbered waterline cue, gate groan."
},
{
"id": "EN-R3-01",
"region": 3,
"name": "Cinder Tick",
"class": "ordinary",
"rule": "Attaches to the ally whose equipment triggered most recently and lengthens that item's cooldown.",
"responses": "Trigger a disposable item to bait; remove attachment before key proc.",
"escalation": "Detaching deals a small area burst.",
"production": "P/A/V/S: ember tick, leap/clamp, item-clock cue, metal tick/hiss."
},
{
"id": "EN-R3-02",
"region": 3,
"name": "Kiln Porter",
"class": "ordinary",
"rule": "Carries a hot vessel toward enemy front; on arrival, throws at allied front and leaves a hazard at that index.",
"responses": "Push porter back; defeat it while vessel is over an empty enemy index.",
"escalation": "Each push raises vessel countdown speed.",
"production": "P/A/V/S: vessel carrier, stagger/throw, heat-number cue, ceramic rattle."
},
{
"id": "EN-R3-03",
"region": 3,
"name": "Glaze Hound",
"class": "ordinary",
"rule": "Targets the ally with the most active positive tags; hit seals one tag so it cannot refresh until expiry.",
"responses": "Spread positive tags; Guard the previewed target and accept a harmless seal.",
"escalation": "Three sealed tags grant Hound a second bite.",
"production": "P/A/V/S: glossy hound, sniff/lunge, wax-seal cue, glazed scrape."
},
{
"id": "EN-R3-04",
"region": 3,
"name": "Draft Scamp",
"class": "ordinary",
"rule": "Opens a vent that advances every slow wind-up, allied and enemy, at its position.",
"responses": "Move desired caster into index; destroy vent before enemy major cast.",
"escalation": "Second vent opens behind it if first survives.",
"production": "P/A/V/S: soot mechanic, crank/fan, double-arrow clock cue, vent rush."
},
{
"id": "EN-R3-05",
"region": 3,
"name": "Clinker Shell",
"class": "ordinary",
"rule": "Drops brittle armor when hit by three different action tags; same-tag hits harden it.",
"responses": "Diversify attacks; use same tag deliberately to delay defeat timing.",
"escalation": "Hardened state reflects pushes.",
"production": "P/A/V/S: clinker plates, chip/set, three-tool cue, ceramic knocks."
},
{
"id": "EN-R3-06",
"region": 3,
"name": "Spark Clerk",
"class": "ordinary",
"rule": "Tallies local-resource gains; after the third gain on one ally, steals the next gain and gives it to enemy rear.",
"responses": "Space resource gains; spend/disable before third.",
"escalation": "Tally moves to new ally after theft.",
"production": "P/A/V/S: ledger imp, mark/snatch, three-box cue, pencil spark."
},
{
"id": "EN-R3-07",
"region": 3,
"name": "Furnace Kite",
"class": "ordinary",
"rule": "Airborne during allied basics, lands during equipment triggers and major actions.",
"responses": "Use equipment/major action while landed; delay basics to preserve legal target.",
"escalation": "Landing hit damages its enemy neighbors.",
"production": "P/A/V/S: ember kite, lift/dive, ground-window cue, canvas flare."
},
{
"id": "EN-R3-08",
"region": 3,
"name": "Ashen Riveter",
"class": "ordinary",
"rule": "Marks two adjacent enemies with a metal link; damage to either grants the other Guard until link is interrupted.",
"responses": "Area-hit both simultaneously; pull them apart to break link.",
"escalation": "Repairs link once at half vitality.",
"production": "P/A/V/S: rivet arms, hammer/link, paired-plate cue, ringing rivets."
},
{
"id": "EN-R3-09",
"region": 3,
"name": "Pressure Newt",
"class": "ordinary",
"rule": "Stores damage during its wind-up and releases a fraction as line-wide heat; interrupting releases it early but weaker.",
"responses": "Interrupt early; pause damage during storage then burst after release.",
"escalation": "Storage cap rises each cycle.",
"production": "P/A/V/S: gauge-backed newt, inflate/vent, filling gauge cue, pressure whine."
},
{
"id": "EN-R3-10",
"region": 3,
"name": "Toolmagnet",
"class": "ordinary",
"rule": "Pulls the allied unit with the most cooldown-ready equipment one step forward and disables one item for a cadence.",
"responses": "Put ready gear on front holder; trigger key gear before the pull.",
"escalation": "Disabled item type becomes its temporary screen.",
"production": "P/A/V/S: magnet limbs, point/pull, tool silhouette cue, magnetic clank."
},
{
"id": "EN-R3-11",
"region": 3,
"name": "Master Stoker",
"class": "elite",
"rule": "Assigns hot/cold states to alternating enemy positions; striking wrong state changes the target's next action into a burst.",
"responses": "Follow disclosed action-state match; reorder enemies to move state with position.",
"escalation": "Pattern reverses after an interrupt.",
"production": "P/A/V/S: forked stoker, stamp/fan, black-white shape pattern, alternating furnace beats."
},
{
"id": "EN-R3-12",
"region": 3,
"name": "Walking Crucible",
"class": "elite",
"rule": "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.",
"responses": "Schedule weak-side hits with brace; race damage before cap.",
"escalation": "Below half vitality weak side swaps each cadence.",
"production": "P/A/V/S: two-foot crucible, lumber/vent, side-arrow gauge, deep boil/vent blast."
},
{
"id": "EN-R4-01",
"region": 4,
"name": "Margin Moth",
"class": "ordinary",
"rule": "Copies the last equipment trigger at reduced effect for the enemy side, using same legal target class.",
"responses": "Feed a harmless trigger; defeat before valuable proc.",
"escalation": "Copy gains full timing after three different triggers.",
"production": "P/A/V/S: page-wing moth, trace/flutter, copied-item outline, paper flick."
},
{
"id": "EN-R4-02",
"region": 4,
"name": "Root Indexer",
"class": "ordinary",
"rule": "Labels allied positions A/B/C; its attack cycles to the next occupied label regardless of movement.",
"responses": "Move a guard into next label; eliminate before cycle reaches fragile band.",
"escalation": "Empty label advances twice.",
"production": "P/A/V/S: root pointer, label/stab, letter-shape tabs, wooden tick."
},
{
"id": "EN-R4-03",
"region": 4,
"name": "Erasure Slug",
"class": "ordinary",
"rule": "Removes the newest Mark or Hindered tag from enemy team and leaves an ink patch at source position.",
"responses": "Apply expendable tag last; use raw damage while it is ready.",
"escalation": "Ink patch shortens future tag duration there.",
"production": "P/A/V/S: white slug, wipe/trail, erased-ring cue, wet page scrape."
},
{
"id": "EN-R4-04",
"region": 4,
"name": "Footnote Jackal",
"class": "ordinary",
"rule": "Acts immediately after the slowest allied action and targets that actor.",
"responses": "Guard the slow actor; accelerate or cancel the slow action.",
"escalation": "Consecutive same target gains reach.",
"production": "P/A/V/S: narrow text-tail jackal, wait/pounce, footnote bracket cue, page snap."
},
{
"id": "EN-R4-05",
"region": 4,
"name": "Clause Beetle",
"class": "ordinary",
"rule": "Preview declares Repeat or Alternate; obeying grants beetle Guard, breaking exposes it but Hinders actor.",
"responses": "Break clause with durable actor; obey until a finisher is ready.",
"escalation": "Clause switches after exposure.",
"production": "P/A/V/S: split-shell beetle, stamp/flip, repeat/alternate glyphs, wax click."
},
{
"id": "EN-R4-06",
"region": 4,
"name": "Leaf Counter",
"class": "ordinary",
"rule": "Counts target changes; third change causes the acting ally's action to retarget foremost.",
"responses": "Commit to targets; deliberately trigger on flexible area action.",
"escalation": "Count persists through enemy defeat.",
"production": "P/A/V/S: abacus vine, count/snap, three-leaf cue, bead rustle."
},
{
"id": "EN-R4-07",
"region": 4,
"name": "Citation Crow",
"class": "ordinary",
"rule": "Marks the source of every positive tag; when tag expires, pecks that source if reachable.",
"responses": "Use short tags from guarded source; cleanse the Crow's source marks.",
"escalation": "Multiple expiries queue distinct pecks.",
"production": "P/A/V/S: ink-beak bird, point/peck, source-arrow cue, quill tap."
},
{
"id": "EN-R4-08",
"region": 4,
"name": "Binding Vine",
"class": "ordinary",
"rule": "Links foremost allied and enemy units; push/pull on either mirrors onto the other when legal.",
"responses": "Avoid displacement; exploit mirror to pull enemy front out.",
"escalation": "Illegal mirror Hinders initiator.",
"production": "P/A/V/S: braided vine, knot/tug, mirrored arrows, fiber strain."
},
{
"id": "EN-R4-09",
"region": 4,
"name": "Redraft Shade",
"class": "ordinary",
"rule": "First action that fizzles is repeated by the Shade against its own side's equivalent target.",
"responses": "Avoid fizzle; intentionally fizzle a restorative/benign action.",
"escalation": "After copying, becomes targetable at line reach.",
"production": "P/A/V/S: crossed-out shade, wait/rewrite, dashed replay cue, reversed page sound."
},
{
"id": "EN-R4-10",
"region": 4,
"name": "Shelf Warden",
"class": "ordinary",
"rule": "Protects the enemy immediately behind; when that unit moves, Wardens swaps and protects the next.",
"responses": "Pull protected target two steps; attack Warden or use bypass.",
"escalation": "Each completed swap grants it Guard.",
"production": "P/A/V/S: shelf-plated guard, slide/brace, bookend cue, wood block."
},
{
"id": "EN-R4-11",
"region": 4,
"name": "Glossary Keeper",
"class": "elite",
"rule": "Declares one action tag as defined; only that tag can interrupt it, but every use also accelerates its major cast.",
"responses": "Reserve one defined-tag interrupt; race with other tags and accept cast.",
"escalation": "Defined tag changes after each interruption.",
"production": "P/A/V/S: many-tabbed keeper, name/cast, highlighted-tag shape, spoken caption tone."
},
{
"id": "EN-R4-12",
"region": 4,
"name": "Palimpsest Hart",
"class": "elite",
"rule": "Records the first three allied actions, then replays their target rules in reverse as enemy attacks.",
"responses": "Seed safe target rules; reorder before reverse replay.",
"escalation": "At half vitality records four actions but displays all slots.",
"production": "P/A/V/S: layered-script antlers, record/replay, numbered reverse track, backward chime sequence."
},
{
"id": "EN-R5-01",
"region": 5,
"name": "Mirror Skater",
"class": "ordinary",
"rule": "Creates a delayed footprint copy at its prior position; copy repeats only movement, not attacks.",
"responses": "Target the source shape; occupy or trap the announced copy path.",
"escalation": "Third copy path applies Hindered on crossing.",
"production": "P/A/V/S: blade-foot skater, glide/echo, solid-versus-hollow cue, delayed ice scrape."
},
{
"id": "EN-R5-02",
"region": 5,
"name": "Salt Decoy",
"class": "ordinary",
"rule": "Appears as foremost but cannot attack; damage to it redirects part to the rearmost source and exposes attacker.",
"responses": "Use the redirect to reach source; dispel decoy before committing a fragile attacker.",
"escalation": "Source creates one replacement after decoy defeat.",
"production": "P/A/V/S: hollow salt double, crack/reform, tethered-source cue, dry fracture."
},
{
"id": "EN-R5-03",
"region": 5,
"name": "Beacon Ray",
"class": "ordinary",
"rule": "Marks the rearmost allied unit; the next enemy projectile reserves that unit ID, follows it through legal movement, and uses the current protection path.",
"responses": "Place an interceptor or Block charge by the marked unit; interrupt beacon wind-up.",
"escalation": "An intended-target AO_INTERCEPTED or actual-recipient AO_BLOCKED record leaves a revealing pool at the marked unit's reserved depth.",
"production": "P/A/V/S: luminous ray, fan/mark, persistent arc plus outcome-shaped pool cue, glass-water ping."
},
{
"id": "EN-R5-04",
"region": 5,
"name": "Undertow Hand",
"class": "ordinary",
"rule": "Emerges in allied rear for one cadence, attacks nearest unit, then returns to stored enemy index.",
"responses": "Keep rear defender; use attack that follows returning targets.",
"escalation": "Being hit while invading delays return.",
"production": "P/A/V/S: water hand silhouette, emerge/grab/sink, return-clock cue, suction slap."
},
{
"id": "EN-R5-05",
"region": 5,
"name": "Twinwake Eel",
"class": "ordinary",
"rule": "Alternates source and echo states; only source can receive status, only echo can receive direct damage.",
"responses": "Time status then damage across states; use persistent area effect covering both.",
"escalation": "State swaps one tick faster below half vitality.",
"production": "P/A/V/S: doubled eel, phase/flick, filled/outline cue, alternating splash tones."
},
{
"id": "EN-R5-06",
"region": 5,
"name": "Flatglass Snail",
"class": "ordinary",
"rule": "Reflects target marks back to their source; unmarked attacks slowly remove its shell.",
"responses": "Avoid marks and chip shell; deliberately mark with a protected source to bait response.",
"escalation": "Shell break makes it fast and Exposed.",
"production": "P/A/V/S: mirror shell, reflect/shatter, returned-eye cue, glass scrape/break."
},
{
"id": "EN-R5-07",
"region": 5,
"name": "Brine Caller",
"class": "ordinary",
"rule": "Summons one empty footprint behind foremost enemy; next defeated ordinary enemy leaves a temporary echo there.",
"responses": "Defeat Caller first; keep area response for the disclosed echo.",
"escalation": "Echo repeats only defeated unit's basic.",
"production": "P/A/V/S: conch caster, call/shape, empty-footprint cue, conch plus ghost hit."
},
{
"id": "EN-R5-08",
"region": 5,
"name": "Whitecap Lurker",
"class": "ordinary",
"rule": "Targets the ally whose predicted first target is invalidated, surfacing beside that ally.",
"responses": "Use retarget-follow actions; preserve original target until Lurker is revealed.",
"escalation": "Each invalidation increases surfacing damage.",
"production": "P/A/V/S: fin-shadow body, track/breach, broken-reticle cue, rising splash."
},
{
"id": "EN-R5-09",
"region": 5,
"name": "Shallows Notary",
"class": "ordinary",
"rule": "Stamps source or echo on every summoned footprint; attacking the wrong stamp spends the attack with no effect.",
"responses": "Inspect stamps and set filters; use ground effect that legally covers both.",
"escalation": "Stamps swap after every enemy defeat.",
"production": "P/A/V/S: seal-backed crab, stamp/click, filled/hollow seal cue, waxy shell tap."
},
{
"id": "EN-R5-10",
"region": 5,
"name": "Rescue Thief",
"class": "ordinary",
"rule": "Pulls lowest-vitality ally rearward, but steals its oldest positive tag as payment.",
"responses": "Let it rescue an untagged ally; brace or cleanse pull and heal in place.",
"escalation": "Stolen tag is granted to enemy source unit.",
"production": "P/A/V/S: rope-finned thief, cast/strip, tag-on-hook cue, rope hiss."
},
{
"id": "EN-R5-11",
"region": 5,
"name": "Tidal Lens",
"class": "ordinary",
"rule": "Focuses all enemy rearmost-target actions onto one previewed ally for a cadence, then shifts to another band.",
"responses": "Guard focused ally; interrupt or reorder so redirected actions become illegal.",
"escalation": "Each legal hit extends focus one tick, capped.",
"production": "P/A/V/S: floating lens, focus/sweep, converging arrows, glass hum."
},
{
"id": "EN-R5-12",
"region": 5,
"name": "Duplicate Marshal",
"class": "elite",
"rule": "Creates a one-vitality echo of the allied foremost unit's profession basic and inserts it into enemy line.",
"responses": "Defeat echo before its basic; change foremost before creation to offer a manageable rule.",
"escalation": "Second creation copies current trait cost but not benefit.",
"production": "P/A/V/S: mirrored uniform, copy/salute, profession-outline cue, distorted allied basic."
},
{
"id": "EN-R5-13",
"region": 5,
"name": "Lowtide Colossus",
"class": "elite",
"rule": "Two-footprint body becomes targetable only where receding water exposes a shown side; wrong-side hits create undertow at attacker index.",
"responses": "Follow side countdown; use undertow immunity and attack wrong side deliberately for movement setup.",
"escalation": "Exposure sequence reverses below half vitality.",
"production": "P/A/V/S: broad tidal stone, rise/turn, left-right waterline cue, surf and stone bass."
},
{
"id": "EN-R6-01",
"region": 6,
"name": "Rail Pippit",
"class": "ordinary",
"rule": "Boards at enemy rear, rides forward one index per cadence, and drops a seed bomb opposite its stop.",
"responses": "Defeat before dangerous stop; move target away from shown opposite index.",
"escalation": "Skipped stop advances bomb timer.",
"production": "P/A/V/S: fruit-round bird, board/hop/drop, station-notch cue, rail chirp/pop."
},
{
"id": "EN-R6-02",
"region": 6,
"name": "Orchard Glider",
"class": "ordinary",
"rule": "Airborne until a slow allied action begins, then dives at that actor.",
"responses": "Bait dive with guarded slow action; use fast actions and wait for region stop.",
"escalation": "Interrupted dive returns airborne with Guard.",
"production": "P/A/V/S: leaf-wing glider, circle/dive, actor tether cue, canopy rush."
},
{
"id": "EN-R6-03",
"region": 6,
"name": "Cargo Mite",
"class": "ordinary",
"rule": "Occupies a cargo footprint; attacks against it risk damaging reward cargo unless attacker is adjacent.",
"responses": "Use reach-1 attacker; push mite off cargo before ranged damage.",
"escalation": "Damaged cargo makes Mite faster, preserving consequence.",
"production": "P/A/V/S: crate-clinging mite, grip/skitter, cargo-warning cue, wood scratch."
},
{
"id": "EN-R6-04",
"region": 6,
"name": "Switch Ape",
"class": "ordinary",
"rule": "At each rail stop swaps foremost and rearmost enemies, then targets the allied unit whose target became illegal.",
"responses": "Use flexible retarget; interrupt the shown switch action.",
"escalation": "Legal target changes grant it Guard.",
"production": "P/A/V/S: lever-armed climber, pull/swing, endpoint-swap cue, heavy lever clack."
},
{
"id": "EN-R6-05",
"region": 6,
"name": "Pearshot Wasp",
"class": "ordinary",
"rule": "Fires at center band; projectile becomes a hanging fruit hazard if blocked.",
"responses": "Let a mobile unit bait and then leave; destroy or trigger hanging fruit safely.",
"escalation": "Two hanging fruits fall together.",
"production": "P/A/V/S: pear-abdomen wasp, aim/sting, hanging-circle cue, buzz/thunk."
},
{
"id": "EN-R6-06",
"region": 6,
"name": "Brakevine",
"class": "ordinary",
"rule": "Roots the first unit to step during each stop window, ally or enemy.",
"responses": "Move after another unit triggers it; remain still and exploit rooted enemy.",
"escalation": "Root transfers to nearest neighbor on cleanse.",
"production": "P/A/V/S: rail vine, coil/snap, stop-window footprint, cable twang."
},
{
"id": "EN-R6-07",
"region": 6,
"name": "Platform Cook",
"class": "ordinary",
"rule": "Feeds foremost enemy at each stop, advancing its action; if the feeder is pushed front, feeds itself instead.",
"responses": "Push Cook forward; interrupt meal before high-impact front action.",
"escalation": "Every unused meal becomes a weak heal.",
"production": "P/A/V/S: apron shell, ladle/pass, bowl-arrow cue, pan and spoon events."
},
{
"id": "EN-R6-08",
"region": 6,
"name": "Updraft Koi",
"class": "ordinary",
"rule": "Swims airborne through both lines; crossing a projectile path redirects that projectile to nearest legal unit.",
"responses": "Favor melee/spells; time projectiles between shown crossings.",
"escalation": "Redirected projectiles speed next crossing.",
"production": "P/A/V/S: ribbon-fin koi, arc/swim, path-cross cue, airy water swoop."
},
{
"id": "EN-R6-09",
"region": 6,
"name": "Applejack Coil",
"class": "ordinary",
"rule": "Rolls from enemy rear to front when hit, pushing enemy neighbors; at front, rolls into allied front once.",
"responses": "Freeze/impair before front; exploit its enemy push to break protection.",
"escalation": "Allied collision bounces it rearward and repeats cycle.",
"production": "P/A/V/S: coiled fruit shell, roll/bounce, route-chevron cue, rolling wooden knocks."
},
{
"id": "EN-R6-10",
"region": 6,
"name": "Station Caller",
"class": "ordinary",
"rule": "Announces next rail stop; sound action gives airborne allies Untargetable until stop completes.",
"responses": "Cause AO_INTERRUPTED; otherwise hold attacks for landing and use ground hazards.",
"escalation": "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.",
"production": "P/A/V/S: long-horn caller, announce/point, station wave plus outcome cue, captioned horn."
},
{
"id": "EN-R6-11",
"region": 6,
"name": "Harvest Bail",
"class": "ordinary",
"rule": "Wraps the highest-Force allied unit and prevents basics; attacking the wrap also damages captive slightly.",
"responses": "Cleanse/cut with utility action; accept controlled damage and break quickly.",
"escalation": "Freed target gains one action advance.",
"production": "P/A/V/S: straw bundle, cast/bind, wrapped-fist cue, rope/straw strain."
},
{
"id": "EN-R6-12",
"region": 6,
"name": "Timetable Knight",
"class": "elite",
"rule": "Shows a three-stop schedule assigning strike, guard, and swap; repeats exactly unless interrupted, which rotates schedule.",
"responses": "Build response to fixed cycle; interrupt once to rotate dangerous event away.",
"escalation": "Below half vitality adds a fourth double-action stop, still shown.",
"production": "P/A/V/S: rail-sign armor, point/execute, four-cell schedule cue, metronomic rail hits."
},
{
"id": "EN-R6-13",
"region": 6,
"name": "Orchard Engine",
"class": "elite",
"rule": "Two-footprint harvest machine pulls cargo and units toward center on each stop; jam meter rises when hit from both ends in one cadence.",
"responses": "Coordinate front/rear attacks to jam; brace and fight through center pressure.",
"escalation": "Jam releases cargo but triggers area steam.",
"production": "P/A/V/S: broad picker machine, reel/jam/vent, two-end meter cue, gears and steam captions."
},
{
"id": "EN-R7-01",
"region": 7,
"name": "Dusk Skimmer",
"class": "ordinary",
"rule": "Major action category is hidden until the region current reaches it; silhouette still shows legal target band.",
"responses": "Bring reveal equipment; stall until current exposes category.",
"escalation": "After reveal, Skimmer acts one tick sooner.",
"production": "P/A/V/S: flat luminous wings, skim/flare, sealed-to-open cue, sonar sweep."
},
{
"id": "EN-R7-02",
"region": 7,
"name": "Blackwater Tithe",
"class": "ordinary",
"rule": "Steals one local resource from the richest reachable ally and exposes which enemy will spend it.",
"responses": "Spend before theft; bait with expendable resource and punish spender.",
"escalation": "Zero-resource target takes Hindered instead.",
"production": "P/A/V/S: cup-maw body, measure/drain, resource-arrow cue, hollow sip."
},
{
"id": "EN-R7-03",
"region": 7,
"name": "Circuit Eel",
"class": "ordinary",
"rule": "Links to nearest different enemy family; damage alternates across linked pair rather than staying on target.",
"responses": "Break distance link by reorder; use area damage to value both halves.",
"escalation": "Link repairs to next family once.",
"production": "P/A/V/S: luminous segmented eel, tether/flick, alternating-node cue, electric water pulse."
},
{
"id": "EN-R7-04",
"region": 7,
"name": "Lanternless Frog",
"class": "ordinary",
"rule": "Croak turns off predicted-target lines for one cadence but not target rules.",
"responses": "Pause/inspect before croak; use simple fixed-target basics.",
"escalation": "Each target change during darkness heals Frog.",
"production": "P/A/V/S: dark throat silhouette, inhale/croak, crossed-forecast cue, captioned bass croak."
},
{
"id": "EN-R7-05",
"region": 7,
"name": "Current Miser",
"class": "ordinary",
"rule": "Hoards expired positive and negative tags as charges, then releases all of one sign.",
"responses": "Stagger expiries; defeat before chosen-sign release or intentionally feed beneficial sign.",
"escalation": "Release sign alternates and is previewed.",
"production": "P/A/V/S: jar-backed wader, collect/pour, plus-minus jar cue, bottled fizz."
},
{
"id": "EN-R7-06",
"region": 7,
"name": "Moonwake Needle",
"class": "ordinary",
"rule": "Targets the ally with the fullest local resource meter; hit locks gain but not spend for one cadence.",
"responses": "Spend before hit; Guard the named full-meter unit and coast on stored resource.",
"escalation": "Repeated same target extends lock, capped.",
"production": "P/A/V/S: needlefish silhouette, sight/dart, full-meter reticle, thin water snap."
},
{
"id": "EN-R7-07",
"region": 7,
"name": "Sump Herald",
"class": "ordinary",
"rule": "Marks one older enemy mechanic as returning: push, expiry, copy, or arrival; preview names which, and Herald triggers it once.",
"responses": "Counter the named mechanic; interrupt Herald and remove the imported threat.",
"escalation": "On survival, selects a second distinct known mechanic.",
"production": "P/A/V/S: four-tab herald, raise/trigger, legacy-tag cue, motif reprise event."
},
{
"id": "EN-R7-08",
"region": 7,
"name": "Darkbank Mason",
"class": "ordinary",
"rule": "Builds a wall footprint behind enemy front; wall blocks reveal current but also enemy projectiles.",
"responses": "Destroy wall to reveal; keep it to screen shots and use melee.",
"escalation": "Rebuilds at opposite end once.",
"production": "P/A/V/S: stone-carrying mason, stack/brace, occlusion rectangle cue, wet stone thud."
},
{
"id": "EN-R7-09",
"region": 7,
"name": "Echo Taxer",
"class": "ordinary",
"rule": "Whenever an allied equipment trigger repeats, delays the second and gains Guard.",
"responses": "Diversify triggers; time repeated proc after Guard strip.",
"escalation": "Third repetition steals the trigger target.",
"production": "P/A/V/S: tally-finned taxer, mark/hold, repeated-item brackets, stamping splash."
},
{
"id": "EN-R7-10",
"region": 7,
"name": "Glowmire Nurse",
"class": "ordinary",
"rule": "Heals only unrevealed enemies; reveal converts queued heal into Hindered on that target.",
"responses": "Reveal during wind-up; focus already revealed targets to deny heal.",
"escalation": "At low vitality hides self once behind current.",
"production": "P/A/V/S: lamp-gourd nurse, tend/recoil, eye-cross heal cue, damp chime."
},
{
"id": "EN-R7-11",
"region": 7,
"name": "Undertone Ray",
"class": "ordinary",
"rule": "Retaliates against damage family most used in prior cadence; retaliation family and target are previewed after tally.",
"responses": "Alternate damage families; Guard the declared retaliatory target.",
"escalation": "Three-family cadence makes it Exposed instead.",
"production": "P/A/V/S: broad ray with three bands, tally/pulse, family histogram cue, low harmonic pulse."
},
{
"id": "EN-R7-12",
"region": 7,
"name": "Midnight Auditor",
"class": "elite",
"rule": "At battle start names one resource, one target rule, and one equipment tag; using all three in a cadence triggers a confiscating area action.",
"responses": "Avoid completing the triad; complete it under interrupt/Guard to open Auditor's Exposed state.",
"escalation": "Triad rotates after trigger.",
"production": "P/A/V/S: tall tabbed silhouette, list/seize, three-part checklist cue, stamped bass chord."
},
{
"id": "EN-R7-13",
"region": 7,
"name": "Abyss Conductor",
"class": "elite",
"rule": "Connects three enemies into a visible circuit; actions travel front-to-rear until one node is interrupted or displaced.",
"responses": "Break any node with interrupt; pull middle node out to ground circuit.",
"escalation": "Repairs circuit in reverse order below half vitality.",
"production": "P/A/V/S: many-armed conductor, connect/sweep, three-node current cue, directional electric rhythm."
},
{
"id": "EN-R8-01",
"region": 8,
"name": "Dawn Shard",
"class": "ordinary",
"rule": "Alternates projectile screen and spell screen each cadence while stepping toward front.",
"responses": "Attack with unscreened family; push rearward to gain more planning time.",
"escalation": "At front, both screens drop and basic becomes area.",
"production": "P/A/V/S: split-sun crystal, rotate/step, alternating screen shapes, bright turning chime."
},
{
"id": "EN-R8-02",
"region": 8,
"name": "Route Binder",
"class": "ordinary",
"rule": "Links one allied step to one enemy step; first movement on either side forces the paired legal movement.",
"responses": "Stay still until link expires; exploit paired step to break enemy protection.",
"escalation": "Illegal pair Hinders both linked units.",
"production": "P/A/V/S: ribbon-stone body, tie/pull, paired footprints, taut route string."
},
{
"id": "EN-R8-03",
"region": 8,
"name": "Morning Copy",
"class": "ordinary",
"rule": "Records first profession resource spend and repeats only its cost on that recruit next cadence.",
"responses": "Delay spend until Copy defeated; spend a resource with harmless zero-state cost.",
"escalation": "Repeated cost converts to Hindered if meter is empty.",
"production": "P/A/V/S: pale silhouette slate, record/echo, empty-meter replay cue, reversed spend sound."
},
{
"id": "EN-R8-04",
"region": 8,
"name": "Crown Porter",
"class": "ordinary",
"rule": "Carries an enemy device, hindrance, or screen chosen in preview from an earlier region and drops it at center on defeat.",
"responses": "Plan counter for named cargo; time defeat when dropped rule helps or is harmless.",
"escalation": "Cargo activates once while carried below half vitality.",
"production": "P/A/V/S: ring-pack porter, carry/drop, cargo-icon crown cue, motif-specific container sound."
},
{
"id": "EN-R8-05",
"region": 8,
"name": "Eightfold Finch",
"class": "ordinary",
"rule": "Cycles target filters: foremost, rearmost, richest resource, lowest vitality; current and next are shown.",
"responses": "Reorder/Spend to shape next target; interrupt dangerous filter transition.",
"escalation": "Cycle skips invalid filter and gains speed.",
"production": "P/A/V/S: eight-feather bird, point/dart, four-cell wheel cue, four-note target motif."
},
{
"id": "EN-R8-06",
"region": 8,
"name": "Reprise Ram",
"class": "ordinary",
"rule": "Repeats the last forced movement used by either side, targeting the same relative band.",
"responses": "Avoid displacement; feed a movement that benefits allied order before reprise.",
"escalation": "Two different movements combine into push then pull.",
"production": "P/A/V/S: ring-horn ram, recall/charge, replay-chevron cue, echoed hoof event."
},
{
"id": "EN-R8-07",
"region": 8,
"name": "Zenith Mender",
"class": "ordinary",
"rule": "Converts first incoming hindrance into healing, second into Exposed, then resets.",
"responses": "Apply sacrificial hindrance before key control; use direct pressure and skip cycle.",
"escalation": "Below half vitality cycle begins with heal twice.",
"production": "P/A/V/S: sun-vial healer, turn/pour, two-state flask cue, bright inversion chime."
},
{
"id": "EN-R8-08",
"region": 8,
"name": "Nexus Tile",
"class": "ordinary",
"rule": "A mobile footprint copies the region hazard of the allied position opposite it; enemy handler moves it one step per cadence.",
"responses": "Occupy safe opposite index; destroy handler or push tile away.",
"escalation": "Tile reverses direction on area hit.",
"production": "P/A/V/S: floating stone tile, glide/inscribe, opposite-index cue, grinding motif blend."
},
{
"id": "EN-R8-09",
"region": 8,
"name": "Goldwake Diver",
"class": "ordinary",
"rule": "Begins airborne, dives at first unit whose equipment and profession trigger in same cadence.",
"responses": "Separate trigger timing; bait dive onto guarded unit then focus grounded target.",
"escalation": "Successful dive steals one item cooldown step.",
"production": "P/A/V/S: gold ribbon diver, circle/plunge, dual-trigger reticle, high rush/impact."
},
{
"id": "EN-R8-10",
"region": 8,
"name": "Last Clause",
"class": "ordinary",
"rule": "Chooses Repeat, Alternate, or Preserve based on the player's first two actions; selected rule remains visible.",
"responses": "Seed desired clause deliberately; break rule with resilient actor to expose it.",
"escalation": "Clause violation also advances imported enemy mechanic.",
"production": "P/A/V/S: root-ring beetle, observe/stamp, three-clause crown cue, page-stone click."
},
{
"id": "EN-R8-11",
"region": 8,
"name": "Daybreak Sentry",
"class": "ordinary",
"rule": "Guards enemy directly behind until current reveal reaches it; then swaps to rearmost and fires forward.",
"responses": "Pull protected unit before reveal; prepare projectile screen for disclosed swap shot.",
"escalation": "Each blocked shot shortens next reveal.",
"production": "P/A/V/S: prism spear sentry, brace/swap/fire, sun-track cue, spear chime and shot."
},
{
"id": "EN-R8-12",
"region": 8,
"name": "Circuit Regent",
"class": "elite",
"rule": "Selects three known rules from earlier regions and assigns them to front, center, rear enemy bands; assignments are fully previewed.",
"responses": "Reorder enemies to move rules; counter the most dangerous band and burst Regent.",
"escalation": "Surviving rule migrates on enemy defeat.",
"production": "P/A/V/S: triple-ring regent, assign/migrate, banded rule seals, layered motif stamps."
},
{
"id": "EN-R8-13",
"region": 8,
"name": "Meridian Engine",
"class": "elite",
"rule": "Two-footprint engine advances a public eight-tick schedule of push, screen, copy, reveal, pull, heal denial, arrival, and rest.",
"responses": "Build for schedule weak ticks; interrupt once to insert a rest but accelerate next two ticks.",
"escalation": "At half vitality schedule runs backward, still visible.",
"production": "P/A/V/S: circular engine, eight phase motions, radial schedule cue, eight-event mechanical suite."
}
],
"bosses": [
{
"id": "BO-R1-01",
"region": 1,
"class": "RG-01",
"name": "The Many-Paned Stag",
"rule": "Rotates three panes that screen projectile, spell, or forced movement; antler sweep pushes the current foremost after each rotation.",
"responses": "Rotate with cheap unscreened hit, then use open family; brace sweep and punish recovery. Failure: wrong family fed pane timing.",
"escalation": "Half vitality rotates two steps.",
"production": "P/A/V/S/M: two-footprint stag, pane-antler kit, tri-screen cue, glass-horn boss motif."
},
{
"id": "BO-R1-02",
"region": 1,
"class": "RG-01",
"name": "Gale Loom",
"rule": "Stationary wind engine inserts a gust footprint front-to-rear; attacks on its weak spindle reverse gust direction.",
"responses": "Break spindle to redirect gust through enemies; hold stable order and race core. Failure: uncontrolled gust exposed rear.",
"escalation": "At half vitality two gusts move from opposite ends.",
"production": "P/A/V/S/M: loom-engine, spindle/gust phases, numbered wind paths, mechanical gale stem."
},
{
"id": "BO-R2-01",
"region": 2,
"class": "RG-02",
"name": "Sluiceback Mother",
"rule": "Shell carries a moving safe index; eggs at unsafe positions hatch pullers, while direct attacks shift the index.",
"responses": "Follow index and clear eggs; deliberately shift index to hatch where area attack is ready. Failure: third Wet/pull broke care order.",
"escalation": "Half vitality reverses index and hatches existing eggs.",
"production": "P/A/V/S/M: broad shell, egg/valve kit, tide ruler, wet percussion boss stem."
},
{
"id": "BO-R2-02",
"region": 2,
"class": "RG-02",
"name": "The Drowned Bell",
"rule": "Sound pulses link two allied positions; healing, movement, or cleanse on one echoes as a cost on the other.",
"responses": "Interrupt chosen pulse family; place two durable units in linked indices and stagger actions. Failure: linked cost chained through recovery.",
"escalation": "Each third pulse links three consecutive positions.",
"production": "P/A/V/S/M: submerged bell body, rope/current motions, link glyph suite, caption-first bell motif."
},
{
"id": "BO-R3-01",
"region": 3,
"class": "RG-03",
"name": "Furnace That Walks",
"rule": "Two-footprint kiln stores all battle actions as Pressure; weak-side vents push allies, strong-side damage accelerates rupture.",
"responses": "Alternate safe weak-side vent with brace; burst strong side before rupture. Failure: action density exceeded vent plan.",
"escalation": "Half vitality swaps weak/strong every cadence.",
"production": "P/A/V/S/M: walking kiln, side panels/vent, dual gauges, clay-metal boss rhythm."
},
{
"id": "BO-R3-02",
"region": 3,
"class": "RG-03",
"name": "Foreman Nine-Sparks",
"rule": "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.",
"responses": "Vary tags; allow a safe promotion then defeat promoted spark for reward charge. Failure: repetition built hostile copies.",
"escalation": "Half vitality promotes every second repeat but sparks lose Guard.",
"production": "P/A/V/S/M: tall stoker plus spark swarm, command/copy suite, repetition counter, nine-beat motif."
},
{
"id": "BO-R4-01",
"region": 4,
"class": "RG-04",
"name": "The Walking Index",
"rule": "Labels every position and advances a pointer after each action; boss action depends on pointer label: erase, copy, bind, or strike.",
"responses": "Manipulate action count to land safe label; interrupt to freeze pointer one action. Failure: unplanned action crossed dangerous label.",
"escalation": "Half vitality pointer moves backward on equipment triggers.",
"production": "P/A/V/S/M: root catalog giant, rotating tabs, full-line index cue, measured page-turn score."
},
{
"id": "BO-R4-02",
"region": 4,
"class": "RG-04",
"name": "Redaction Hart",
"rule": "Records four allied rules, visibly blacks out one target clause in each, then replays them against equivalent targets.",
"responses": "Seed rules whose missing clause becomes harmless; reorder before replay and interrupt most dangerous entry. Failure: seeded action converted to hostile target.",
"escalation": "Half vitality records six but displays replay order.",
"production": "P/A/V/S/M: ink-antler hart, record/redact/replay poses, crossed-clause cards, reversed string motif."
},
{
"id": "BO-R5-01",
"region": 5,
"class": "RG-05",
"name": "Mirror-Tide Leviathan",
"rule": "Source body and two echo footprints trade vulnerability: status, direct damage, and displacement each apply to one shown state.",
"responses": "Rotate action families with state; use persistent area and follow-source targeting. Failure: actions struck illegal echo state.",
"escalation": "Half vitality swaps state after every major action rather than cadence.",
"production": "P/A/V/S/M: long mirrored leviathan, three-state body kit, fill-pattern cues, phase-shift water score."
},
{
"id": "BO-R5-02",
"region": 5,
"class": "RG-05",
"name": "Beacon Below",
"rule": "Hidden source projects four surface lights; only one has a solid return tether, while false lights attack rearmost.",
"responses": "Inspect tether and strike source light; screen false projectiles and use area reveal. Failure: decoy focus left rear exposed.",
"escalation": "Half vitality true tether changes after every hit.",
"production": "P/A/V/S/M: submerged core/light rig, tether swaps, solid/dash accessibility, sonar-glass motif."
},
{
"id": "BO-R6-01",
"region": 6,
"class": "RG-06",
"name": "Grand Orchard Engine",
"rule": "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.",
"responses": "Jam dangerous stop with coordinated end attacks; preserve cargo and respond to fixed cycle. Failure: stop schedule collapsed line or cargo.",
"escalation": "Half vitality adds airborne harvest arm between stops.",
"production": "P/A/V/S/M: multi-car engine, stop-specific motions, timetable HUD cue, rail-orchard boss suite."
},
{
"id": "BO-R6-02",
"region": 6,
"class": "RG-06",
"name": "Queen of Updrafts",
"rule": "Airborne boss descends only when two different cadence bands overlap; landing pushes both lines outward and opens a damage window.",
"responses": "Synchronize two bands intentionally; guard outward push and burst on landing. Failure: uniform timing never grounded boss or bad landing order.",
"escalation": "Half vitality requires three bands but stays grounded longer.",
"production": "P/A/V/S/M: vast leaf-wing queen, circle/descent/launch, overlap clock cue, soaring-to-grounded motif."
},
{
"id": "BO-R7-01",
"region": 7,
"class": "RG-07",
"name": "Nightcurrent Judge",
"rule": "Hides one of four known major-action categories until current reveal; steals richest resource to power it, but stolen type predicts target band.",
"responses": "Spend to shape theft and prediction; accelerate reveal or interrupt after category opens. Failure: resource hoard powered unrevealed pressure.",
"escalation": "Half vitality current sweeps rear-to-front.",
"production": "P/A/V/S/M: basin-robed judge, steal/reveal/cast, resource-band clue cue, dark-to-bright score."
},
{
"id": "BO-R7-02",
"region": 7,
"class": "RG-07",
"name": "Choir of Empty Lamps",
"rule": "Four linked lamp bodies share one health pool; circuit direction determines target, damage family, and resource theft, all shown by current flow.",
"responses": "Displace a lamp to break circuit; interrupt conductor lamp and attack open body. Failure: intact circuit compounded three effects.",
"escalation": "Half vitality circuit splits into two shorter opposing loops.",
"production": "P/A/V/S/M: four-body lamp ensemble, link/break/rejoin, directional shape current, polyphonic captioned motif."
},
{
"id": "BO-R8-01",
"region": 8,
"class": "RG-08",
"name": "Crown Meridian",
"rule": "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.",
"responses": "Plan cooldowns around wheel; defeat key to rotate lethal pairing into prepared counter. Failure: known synthesis pair exceeded redundancy.",
"escalation": "Half vitality wheel reverses and two nonadjacent ticks resolve together.",
"production": "P/A/V/S/M: ring nexus avatar, eight-rule animation suite, radial forecast, full motif reprise."
},
{
"id": "BO-R8-02",
"region": 8,
"class": "RG-08",
"name": "The Public Way",
"rule": "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.",
"responses": "Reorder to move dangerous mirror away from fragile unit; hold order and burst during lag. Failure: repeated changes fed lagged target mismatch.",
"escalation": "Half vitality locks one mirrored position for two cadences, clearly marked.",
"production": "P/A/V/S/M: full-line stone figures, lagged mirror motion, before/after order cue, eight-region resolution score."
}
],
"region": [
{
"id": "RG-01",
"name": "Windglass Verge",
"framing": "open grass terraces where suspended mineral panes redirect aether gusts. The guild charts a safe trade crossing.",
"pressure": "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.",
"progression": "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.",
"assignment": "EN-R1-01..EN-R1-12; BO-R1-01..BO-R1-02; artifacts AR-001..AR-008.",
"production": "E/P/A/V/S/M: bright terrace layers, wind direction shapes, 12 silhouette kits, two boss scale kits, calm-to-gale music stem."
},
{
"id": "RG-02",
"name": "Siltwake Fens",
"framing": "reed channels carry luminous sediment between movable banks. The guild reopens seasonal ferry paths.",
"pressure": "Introduces pulls, position-indexed hazards, hindrance expiry, and healing denial. Pressures stable order versus deliberate movement.",
"progression": "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.",
"assignment": "EN-R2-01..EN-R2-12; BO-R2-01..BO-R2-02.",
"production": "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."
},
{
"id": "RG-03",
"name": "Emberloom Works",
"framing": "communal kilns weave heat through old ceramic conduits. The guild prevents cascading pressure faults.",
"pressure": "Introduces constructs, delayed bursts, item cooldown attacks, and Heat-like self-cost patterns. Pressures timing protection and device removal.",
"progression": "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.",
"assignment": "EN-R3-01..EN-R3-12; BO-R3-01..BO-R3-02.",
"production": "E/P/A/V/S/M: kiln layers, pressure gauges readable without color, construct/hot-metal families, vent captions, struck-clay industrial stem."
},
{
"id": "RG-04",
"name": "Quillroot Archive",
"framing": "living root shelves preserve route contracts as changing leaf patterns. The guild restores public navigation copies.",
"pressure": "Introduces copied actions, target redirection, cleanse traps, and rule-text enemies. Pressures source diversity and inspection rather than raw output.",
"progression": "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.",
"assignment": "EN-R4-01..EN-R4-12; BO-R4-01..BO-R4-02.",
"production": "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."
},
{
"id": "RG-05",
"name": "Tideglass Reach",
"framing": "salt flats hold mirror pools that repeat silhouettes out of sequence. The guild stabilizes rescue beacons.",
"pressure": "Introduces decoys, delayed copies, rearmost intrusion, and identity-versus-footprint rules. Pressures legal target filters and rear recovery.",
"progression": "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.",
"assignment": "EN-R5-01..EN-R5-13; BO-R5-01..BO-R5-02.",
"production": "E/P/A/V/S/M: high-contrast salt/mirror layers, source/echo silhouette treatment, reflection timing VFX, water-glass events, reversed motif stem."
},
{
"id": "RG-06",
"name": "Skyrail Orchard",
"framing": "fruit terraces hang from slow freight rails crossing strong updrafts. The guild makes harvest routes dependable.",
"pressure": "Introduces moving enemy order, airborne untargetability windows, falling arrivals, and contested center. Pressures flexible reach and action reservation.",
"progression": "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.",
"assignment": "EN-R6-01..EN-R6-13; BO-R6-01..BO-R6-02.",
"production": "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."
},
{
"id": "RG-07",
"name": "Nightcurrent Basin",
"framing": "dark water channels reveal only what luminous current touches. The guild maps safe night crossings.",
"pressure": "Introduces forecast denial that must be actively revealed, resource theft, linked enemy circuits, and mixed-damage retaliation. Pressures scouting tools and diversified resource loops.",
"progression": "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.",
"assignment": "EN-R7-01..EN-R7-13; BO-R7-01..BO-R7-02.",
"production": "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."
},
{
"id": "RG-08",
"name": "Crown of Morn",
"framing": "the high route nexus folds all prior currents through a ring of dawnlit stone. The guild completes a stable public circuit.",
"pressure": "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.",
"progression": "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.",
"assignment": "EN-R8-01..EN-R8-13; BO-R8-01..BO-R8-02.",
"production": "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."
}
],
"contracts": [
{
"id": "CTR-R1-01",
"name": "Windglass Verge Contract 1",
"region_id": "RG-01",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R1-01",
"clear_fact": "CLEAR-RG01-C01",
"first_clear_renown": 14,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R1-02",
"name": "Windglass Verge Contract 2",
"region_id": "RG-01",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R1-02",
"clear_fact": "CLEAR-RG01-C02",
"first_clear_renown": 18,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R2-01",
"name": "Siltwake Fens Contract 1",
"region_id": "RG-02",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R2-01",
"clear_fact": "CLEAR-RG02-C01",
"first_clear_renown": 16,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R2-02",
"name": "Siltwake Fens Contract 2",
"region_id": "RG-02",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R2-02",
"clear_fact": "CLEAR-RG02-C02",
"first_clear_renown": 20,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R3-01",
"name": "Emberloom Works Contract 1",
"region_id": "RG-03",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R3-01",
"clear_fact": "CLEAR-RG03-C01",
"first_clear_renown": 18,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R3-02",
"name": "Emberloom Works Contract 2",
"region_id": "RG-03",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R3-02",
"clear_fact": "CLEAR-RG03-C02",
"first_clear_renown": 22,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R4-01",
"name": "Quillroot Archive Contract 1",
"region_id": "RG-04",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R4-01",
"clear_fact": "CLEAR-RG04-C01",
"first_clear_renown": 20,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R4-02",
"name": "Quillroot Archive Contract 2",
"region_id": "RG-04",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R4-02",
"clear_fact": "CLEAR-RG04-C02",
"first_clear_renown": 24,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R5-01",
"name": "Tideglass Reach Contract 1",
"region_id": "RG-05",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R5-01",
"clear_fact": "CLEAR-RG05-C01",
"first_clear_renown": 22,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R5-02",
"name": "Tideglass Reach Contract 2",
"region_id": "RG-05",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R5-02",
"clear_fact": "CLEAR-RG05-C02",
"first_clear_renown": 26,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R6-01",
"name": "Skyrail Orchard Contract 1",
"region_id": "RG-06",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R6-01",
"clear_fact": "CLEAR-RG06-C01",
"first_clear_renown": 24,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R6-02",
"name": "Skyrail Orchard Contract 2",
"region_id": "RG-06",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R6-02",
"clear_fact": "CLEAR-RG06-C02",
"first_clear_renown": 28,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R7-01",
"name": "Nightcurrent Basin Contract 1",
"region_id": "RG-07",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R7-01",
"clear_fact": "CLEAR-RG07-C01",
"first_clear_renown": 26,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R7-02",
"name": "Nightcurrent Basin Contract 2",
"region_id": "RG-07",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R7-02",
"clear_fact": "CLEAR-RG07-C02",
"first_clear_renown": 30,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R8-01",
"name": "Crown of Morn Contract 1",
"region_id": "RG-08",
"ordinal": 1,
"round_count": 12,
"boss_id": "BO-R8-01",
"clear_fact": "CLEAR-RG08-C01",
"first_clear_renown": 28,
"renown_formula": "8 + 2*G + 4*K"
},
{
"id": "CTR-R8-02",
"name": "Crown of Morn Contract 2",
"region_id": "RG-08",
"ordinal": 2,
"round_count": 12,
"boss_id": "BO-R8-02",
"clear_fact": "CLEAR-RG08-C02",
"first_clear_renown": 32,
"renown_formula": "8 + 2*G + 4*K"
}
],
"content_stage": {
"through_region": 8,
"expected_regions": 8
}
}