EQUIPMENT BIBLE — full ladder
STATUS: filled — 5 tiers × (Weapon/Tool/Light/Armor/Trinket) + material chains. DONE v1.
Design rule: few slots, clear upgrades, every piece feels like a reward. Power comes from **tools
(verbs), forged weapons, light gear, and trinkets** that change how you play. POWER
values follow BALANCE.md bands. Difficulty HARD: each tier is a step ahead but gated behind grind
(rarer mats / a harder dungeon). Canon mats: black-iron nails, heartwood, ash, salt, glass.
Slots: Weapon · Tool · Light · Armor · Trinket ×2.
TIER BANDS (from BALANCE.md)
| Tier | Act/Regions | Lvl | weaponPWR | ArmorDef |
|---|---|---|---|---|
| T1 Scavenged | R1–2 | 1–8 | +0…+4 | 0–3 |
| T2 Forged Iron | R3–4 | 8–16 | +5…+10 | 4–8 |
| T3 Smith-Steel | R5–7 | 16–26 | +11…+18 | 9–14 |
| T4 Veil-Touched | R8–10 | 26–38 | +19…+30 | 15–22 |
| T5 Starborne (set) | R11–12 + Obs. | 38–50 | +31…+48 | 23–34 |
A. WEAPONS (Gideon melee / both)
B. TOOLS — permanent VERBS (mostly Veil Medals, see REGIONS.md)
Lantern · Pickaxe · Hoe (core) · **Counting Bell · Tide Whistle · Mirror Shard · Heartwood Hammer ·
Frostbrand Nail · True-Sight Lens · Reaping Sickle · Stormnail Spike · Veil Compass · Hush Censer ·
Concord Key (the 12 Medal items, one per dungeon). Tools never break; upgrades** (brighter lantern,
longer whistle, deeper pick) are the gold+material sink across the game.
C. LIGHT GEAR (light = survival & weapon)
D. ARMOR
E. TRINKETS (×2 — define builds)
F. MATERIALS (the grind chains)
ore → Iron Ingot (10 ore). 2 ingot + flux → Steel. Beast Hide (drops). Heartwood (forest dungeons).
Glass Pane (sand/observatory). Salt (mines/towns). Veil Shard (T4 dungeon-locked drops). **Counted-Nail
Relics (T5, finale-gated). Each tier needs a mat that only drops past the prior region's dungeon** — clear
content to advance (the Minecraft loop). Chase items = the boss-drop base + crafted top of each tier.