# Castle Raidr Phase 1 items list

**500 draft designs: 420 equipment items and 80 consumable, ammunition, material or utility entries.** The list retains 71 existing concepts and adds 429 designs, including 39 new Legendaries alongside Bastion’s Answer. All 40 Legendary identities and signatures follow the supplied briefs.

Each row describes a proposed gameplay choice, tradeoff and visual construction. Native definitions, exact balance, assets and real-client acceptance remain production gates; this list enables no items or drops.

## Allocation

| Category | Retained | Added | Common | Magic | Rare | Legendary | Total |
|---|---:|---:|---:|---:|---:|---:|---:|---:|
| Melee weapons | 26 | 84 | 15 | 45 | 38 | 12 | 110 |
| Ranged weapons | 2 | 48 | 8 | 20 | 16 | 6 | 50 |
| Shields and held offhand implements | 8 | 52 | 8 | 24 | 22 | 6 | 60 |
| Head armour | 6 | 44 | 7 | 22 | 17 | 4 | 50 |
| Chest armour | 6 | 44 | 7 | 22 | 17 | 4 | 50 |
| Leg armour | 6 | 44 | 7 | 22 | 17 | 4 | 50 |
| Foot armour | 6 | 44 | 7 | 22 | 17 | 4 | 50 |
| Consumables | 5 | 55 | 26 | 20 | 14 | 0 | 60 |
| Materials ammunition and utility | 6 | 14 | 15 | 3 | 2 | 0 | 20 |
| **Total** | **71** | **429** | **100** | **200** | **160** | **40** | **500** |

Catalogue composition is not a probability table. Published eligible source opportunities may be empty; there are no pity counters, smart loot, guaranteed upgrades or guaranteed Legendaries.

## Progression and use

B1–B5 are proposed qualitative planning bands. The supplied loot specification leaves numeric item levels and Legendary availability to signed balance publication, so every numeric level range is unresolved. Bands do not represent castle floors or character levels.

Only equipped armor, the active offhand and selected main hand contribute. Initial build caps remain 25% melee power, 25% melee guard and 15% fleetness. New handling, resistance, wear and conditional modifiers require their own budgets and native proof; they cannot bypass existing caps.

Permanent equipment remains provisional until successful settlement of sealed final claims. Reveal, pickup, reconnect and retry preserve the same resolved item. Legendaries are loot-only, with no crafting or quartermaster sale. Their signature numbers are initial test fixtures, not approved balance.

Native supply trades and recipes use raid-local inputs and non-exportable outputs. Loot-derived supply persistence, exact consumption accounting, prices and recipe quantities remain open decisions. Carrying supplies grants no passive effects.

**Reading the rows:** retained entries identify one existing concept; added entries are new designs. Gameplay, tradeoffs and visual details are authoring proposals. The JSON companion contains canonical design IDs, proposed affix families, capability gates, lifecycle profiles, exact Legendary signatures and source hashes.

## Melee weapons

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-001 **Breaching Mallet** (`castle:breaching_mallet`) | Common | B3, B4 | Added | Slow impact and strong qualified displacement create space for retreat. **Tradeoff:** Reduced damage budget relative to the cleaver; displacement never bypasses arena bounds. | Broad wooden striking faces clamped between two exposed iron hoops. |
| P1-002 **Diamond Axe** (`castle:diamond_axe`) | Common | B1, B2, B3, B4, B5 | Retained | High-damage native axe option for direct melee. **Tradeoff:** Trades sword-style handling and enchantment profile for axe use. | Vanilla broad diamond axe head. |
| P1-003 **Diamond Sword** (`castle:diamond_sword`) | Common | B1, B2, B3, B4, B5 | Retained | Native high-base sword with no Castle affixes. **Tradeoff:** No guard, fleetness or signature contribution. | Vanilla straight diamond blade. |
| P1-004 **Dock Billhook** (`castle:dock_billhook`) | Common | B3, B5 | Added | Curved compact head trades raw impact for fast follow-up timing. **Tradeoff:** No pulling, extended reach or passive benefit while unselected. | Forward-hooked blade seated beside a blunt rear hook on a short haft. |
| P1-005 **Drill Rapier** (`castle:drill_rapier`) | Common | B2, B4 | Added | Durable low-displacement duelling profile supports long encounters. **Tradeoff:** Moderate impact and deliberately modest native enchantment eligibility. | Long narrow blade with a double-loop guard and squared practice-button pommel. |
| P1-006 **Gatehouse Pike** (`castle:gatehouse_pike`) | Common | B2, B3 | Added | Measured thrust timing favours repeated attacks on one reachable enemy. **Tradeoff:** Normal qualified melee reach; slower target changes than the knife. | Compact leaf point above two blunt side lugs and a rope-bound socket. |
| P1-007 **Iron Axe** (`castle:iron_axe`) | Common | B1, B2, B3, B4, B5 | Retained | Baseline native axe for direct melee. **Tradeoff:** No Castle affix or special block-breaking authority. | Vanilla compact iron axe head. |
| P1-008 **Iron Sword** (`castle:iron_sword`) | Common | B1, B2, B3, B4, B5 | Retained | Dependable native starter melee weapon. **Tradeoff:** Lower base damage than later native material options. | Vanilla straight iron sword. |
| P1-009 **Netherite Sword** (`castle:netherite_sword`) | Common | B1, B2, B3, B4, B5 | Retained | High native base sword for a build avoiding capped Castle bonuses. **Tradeoff:** No signature or mixed affixes; level eligibility remains unpublished. | Vanilla dark netherite sword. |
| P1-010 **Parade Sabre** (`castle:parade_sabre`) | Common | B1, B2 | Added | Light main-hand profile preserves movement during guarded advance. **Tradeoff:** Smaller intrinsic hit than a heavy sword; no bonus while carried. | Swept knuckle bow and a thin crescent blade with a flat-backed tip. |
| P1-011 **Portcullis Club** (`castle:portcullis_club`) | Common | B1, B2 | Added | Heavy single strikes prioritise bounded native knockback over sustained damage. **Tradeoff:** Slow recovery risks retaliation when a hit misses. | Open lattice iron cage around a thick wooden striking head. |
| P1-012 **Quarry Mattock** (`castle:quarry_mattock`) | Common | B2, B3 | Added | High single-target pressure with deliberately low knockback holds enemies near allies. **Tradeoff:** Heavy recovery and no mining or terrain-breaking benefit in raids. | One narrow iron point opposite a short rectangular hammer face. |
| P1-013 **Trident** (`castle:trident`) | Common | B1, B2, B3, B4, B5 | Retained | Native melee and attributed thrown attack reference. **Tradeoff:** Throw ownership and recovery require proof; no extended melee reach. | Vanilla symmetric three-prong trident. |
| P1-014 **Watch Knife** (`castle:watch_knife`) | Common | B1, B2 | Added | Fast low-impact cuts let a shield user punish short openings. **Tradeoff:** Low damage per successful hit and little displacement. | Short triangular blade with a broad thumb stop and stitched square pommel. |
| P1-015 **Weighted Cleaver** (`castle:weighted_cleaver`) | Common | B2, B3 | Added | Large base hits reward waiting for a safe committed swing. **Tradeoff:** Proposed two-hand attack profile disables active shield benefits during attack. | Deep rectangular blade with a circular balance hole near the heel. |
| P1-016 **Anchor Chisel** (`castle:anchor_chisel`) | Magic | B3, B4 | Added | Stationary power and low knockback suit holding one narrow doorway. **Tradeoff:** Movement cancels the conditional offensive modifier. | Square chisel point with an exposed anchor-shaped counterweight. |
| P1-017 **Ash Mortise** (`castle:ash_mortise`) | Magic | B3, B4 | Added | Power against armoured enemies rewards selecting a blunt-response intrinsic profile. **Tradeoff:** Ordinary armoured-target modifier requires trusted target armour; not universal armour bypass. | Blackened rectangular head with a visible mortise-and-tenon wooden core. |
| P1-018 **Bastle Baton** (`castle:bastle_baton`) | Magic | B1, B2 | Added | Incoming projectile protection helps a melee fighter close archer lanes. **Tradeoff:** Its protection budget provides little extra melee offence. | Thick baton with overlapping angled iron fins near the grip. |
| P1-019 **Blackmill Tooth** (`castle:blackmill_tooth`) | Magic | B2, B4 | Added | Power against freshly undamaged targets emphasises first contact. **Tradeoff:** The bonus disappears after any valid damage lowers the target below its threshold. | Offset axe blade cut into a single mill-wheel tooth profile. |
| P1-020 **Braidbreaker** (`castle:braidbreaker`) | Magic | B3, B5 | Added | Conditional damage against interruptible-channel enemies supports coordinated punish windows. **Tradeoff:** Does not interrupt; the channel must remain active at impact. | Twin hammer cheeks tied visually by a thick metal braid over the socket. |
| P1-021 **Cairn Knuckle** (`castle:cairn_knuckle`) | Magic | B3, B5 | Added | Projectile defence while grounded supports holding a ranged chokepoint. **Tradeoff:** Airborne movement removes the condition and the heavy head slows attacks. | Stacked irregular stone-like metal lobes held within a tight iron frame. |
| P1-022 **Cantilever Blade** (`castle:cantilever_blade`) | Magic | B3, B5 | Added | A high base impact and attack-recovery affix reduce heavy-weapon commitment. **Tradeoff:** Proposed two-hand profile suppresses shield benefit during the attack. | Long blade braced by one exposed diagonal spine beam above an open guard. |
| P1-023 **Chapel Shiver** (`castle:chapel_shiver`) | Magic | B2, B4 | Added | Power against slowed enemies exploits crowd control supplied by another qualified source. **Tradeoff:** Cannot apply a slow itself. | Broad serrated-looking spine above a clean short edge and a tiny bell-shaped pommel. |
| P1-024 **Copper Vane** (`castle:copper_vane`) | Magic | B2, B4 | Added | A light sabre combines quick low-impact cuts with conditional low-health walking escape. **Tradeoff:** Low base damage and displacement; no healing or movement benefit above its condition. | Sweeping blade with three copper vanes forming an asymmetrical guard. |
| P1-025 **Courtyard Reed** (`castle:courtyard_reed`) | Magic | B1, B3 | Added | Movement affix supports repeated approach-and-retreat melee positioning. **Tradeoff:** Low impact; fleetness remains subject to the shared build cap. | Hollow reed-like haft with a split bronze collar and narrow leaf tip. |
| P1-026 **Ember Bracket** (`castle:ember_bracket`) | Magic | B3, B5 | Added | Damage against registered fire-resistant enemies offers an alternative to fire-themed offence. **Tradeoff:** Target-family filter gives no general elemental damage or reward effect. | Heavy blade framed by two dark brackets enclosing a recessed ceramic slab. |
| P1-027 **Gallery Foil** (`castle:gallery_foil`) | Magic | B2, B3 | Added | Short attack recovery and small melee guard favour controlled duels. **Tradeoff:** Lower damage and no multi-target effect. | Thin blade with a broad flat cup guard pierced by a gallery-arch opening. |
| P1-028 **Glazier Awl** (`castle:glazier_awl`) | Magic | B2, B4 | Added | Conditional damage against currently shielded enemies creates an anti-defence choice. **Tradeoff:** Trusted active defence is required; no unconditional block bypass. | Fine spike projecting through a thick translucent-looking faceted collar. |
| P1-029 **Grave Mason** (`castle:grave_mason`) | Magic | B3, B5 | Added | Undead damage and short recovery specialise a heavy strike for crypt elites. **Tradeoff:** Two-hand attack condition and no bonus against living targets. | Stone-faced cube head with three inset funerary arch panels. |
| P1-030 **Gutter Stitch** (`castle:gutter_stitch`) | Magic | B1, B3 | Added | A narrow poison-resistance modifier supports attrition-heavy routes. **Tradeoff:** No poison application, curing, healing or immunity. | Straight stitched leather hilt behind a deeply notched knife spine. |
| P1-031 **Hearthbound Edge** (`castle:hearthbound_edge`) | Magic | B1, B3 | Added | Fire protection provides a safe weapon choice for known furnace routes. **Tradeoff:** Does not prevent the triggering damage or grant fire immunity. | Broad double-edged blade above a small closed hearth-shaped guard. |
| P1-032 **Hinge Lancet** (`castle:hinge_lancet`) | Magic | B2, B4 | Added | Damage while crouched supports deliberate close-range stance changes. **Tradeoff:** No bonus on jumping or ordinary running attacks. | Narrow knife folded around a visible immobile hinge-shaped spine. |
| P1-033 **Kiln Tooth** (`castle:kiln_tooth`) | Magic | B2, B3 | Added | Conditional power favours registered burning targets. **Tradeoff:** Requires an independently applied legitimate burn; never ignites terrain. | Single ceramic axe tooth cradled in an open iron jaw. |
| P1-034 **Oxbow Tine** (`castle:oxbow_tine`) | Magic | B3, B4 | Added | Melee guard during grounded movement supports mobile defensive thrusting. **Tradeoff:** Thrown attacks do not gain the melee-only conditional protection. | Deep curved yoke joining three uneven short tines to a low-set socket. |
| P1-035 **Pale Writ** (`castle:pale_writ`) | Magic | B2, B4 | Added | Small melee power plus projectile guard fits mixed melee-and-archer rooms. **Tradeoff:** Neither modifier reaches the focused specialist allocation on its own. | Broad pale inlay shaped like a torn strip through a square-ended blade. |
| P1-036 **Parapet Crescent** (`castle:parapet_crescent`) | Magic | B2, B4 | Added | Strong ordinary knockback affix favours space control at safe arena boundaries. **Tradeoff:** Lower power budget; displacement remains bounded and respects boss immunity. | Half-moon blade with two square parapet teeth on the blunt rear. |
| P1-037 **Rafter Talon** (`castle:rafter_talon`) | Magic | B2, B4 | Added | Power during grounded movement rewards repositioning before ordinary hits. **Tradeoff:** The qualified movement condition excludes knockback, teleport and airborne movement. | Three blunt claw sockets around a small forward-set axe blade. |
| P1-038 **Raincut** (`castle:raincut`) | Magic | B2, B3 | Added | Wet-state guard helps the wielder trade hits in exposed wet areas. **Tradeoff:** The wearer must be authoritatively wet; cannot create water or extend the state. | Hooked raindrop guard beneath a shallow scalloped sabre spine. |
| P1-039 **Reeve Hook** (`castle:reeve_hook`) | Magic | B1, B3 | Added | A guard affix makes an aggressive compact weapon usable in defensive builds. **Tradeoff:** Lower native impact than the offensive billhook profiles. | Near-circular hooked head with a long flat wooden hand guard. |
| P1-040 **Rivetfang** (`castle:rivetfang`) | Magic | B1, B2 | Added | Ordinary damage bonus specialises in enemies below the published health threshold. **Tradeoff:** Weak opening strikes against healthy targets. | Triangular knife with three exposed rivets following the cutting edge. |
| P1-041 **Silt Needle** (`castle:silt_needle`) | Magic | B1, B3 | Added | Wet-enemy damage pairs with modest movement for moat encounters. **Tradeoff:** Loses its offensive specialisation on dry targets. | Long needle blade passing through an oval perforated bronze shell. |
| P1-042 **Sparring Cross** (`castle:sparring_cross`) | Magic | B1, B2 | Added | Guard and durability support safe repeated practice-length engagements. **Tradeoff:** A deliberately blunt intrinsic damage profile trails offensive swords. | Broad cross-shaped guard and a visibly rounded rectangular blade tip. |
| P1-043 **Split Notary** (`castle:split_notary`) | Magic | B2, B3 | Added | Damage against undead and durable construction support long crypt routes. **Tradeoff:** No specialist damage against other registered enemy families. | Straight split-tip blade with a boxed seal-shaped guard. |
| P1-044 **Steadfast Diamond Sword** (`castle:steadfast_diamond_sword`) | Magic | B2, B3 | Retained | Keep high base sword damage while selecting a defensive affix. **Tradeoff:** Guard only; no offensive or movement roll. | A broad gem ricasso inside a tall squared guard. |
| P1-045 **Steadfast Iron Axe** (`castle:steadfast_iron_axe`) | Magic | B2, B3 | Retained | Defensive axe role for holding a close fighting position. **Tradeoff:** Guard only; no offensive or movement roll. | A half-moon head with a thick inner hand brace. |
| P1-046 **Steadfast Iron Sword** (`castle:steadfast_iron_sword`) | Magic | B2, B3 | Retained | Defensive sword selection when other armor slots serve offense. **Tradeoff:** Guard only; no offensive or movement roll. | A broad ricasso and two close-set basket ribs. |
| P1-047 **Steadfast Trident** (`castle:steadfast_trident`) | Magic | B2, B3 | Retained | Defensive trident while the weapon is selected for melee. **Tradeoff:** Guard only; no offensive or movement roll. | A broad lower tine bridge with two recessed grip shields. |
| P1-048 **Tally Cutter** (`castle:tally_cutter`) | Magic | B2, B3 | Added | Ordinary power against elites supports a deliberately narrow encounter role. **Tradeoff:** No effect on ordinary mobs and no alteration to elite reward odds. | Heavy curved edge with five deep tally cutouts along its blunt spine. |
| P1-049 **Tempered Diamond Sword** (`castle:tempered_diamond_sword`) | Magic | B2, B3 | Retained | Improve a higher native sword base with focused power allocation. **Tradeoff:** Power only; no guard or fleetness roll. | A split diamond edge held in a thin exposed steel spine. |
| P1-050 **Tempered Iron Axe** (`castle:tempered_iron_axe`) | Magic | B2, B3 | Retained | Focused axe melee output without spending armor affixes on power. **Tradeoff:** Power only; no guard or fleetness roll. | A forward wedge edge with a narrow back counterweight. |
| P1-051 **Tempered Iron Sword** (`castle:tempered_iron_sword`) | Magic | B2, B3 | Retained | Direct melee focus while retaining starter-sword handling. **Tradeoff:** Power only; no guard or fleetness roll. | A blade with an inset cutting strip and split oval pommel. |
| P1-052 **Tempered Trident** (`castle:tempered_trident`) | Magic | B2, B3 | Retained | Melee-focused trident allocation; thrown scaling is separately qualified. **Tradeoff:** Power only; no guard or fleetness roll. | Three square-ended tines with one exposed central reinforcing strip. |
| P1-053 **Vault Knocker** (`castle:vault_knocker`) | Magic | B2, B4 | Added | Guard while crouched supports stationary shield-line fighting. **Tradeoff:** Protection requires the declared stance and consumes affix budget instead of damage. | Octagonal head with an oversized door-knocker ring fixed through its centre. |
| P1-054 **Vintner Prong** (`castle:vintner_prong`) | Magic | B1, B2 | Added | Durability and quick recovery favour many low-risk ordinary attacks. **Tradeoff:** Small damage budget; normal reach and no harvesting utility. | Short two-prong head with a barrel-hoop ferrule around the shaft. |
| P1-055 **Wayfarer’s Diamond Sword** (`castle:wayfarer_diamond_sword`) | Magic | B2, B3 | Retained | High-base duelling sword for walking pursuit. **Tradeoff:** Fleetness only; no power or guard roll. | A tapered blade with an offset open knuckle loop. |
| P1-056 **Wayfarer’s Iron Axe** (`castle:wayfarer_iron_axe`) | Magic | B2, B3 | Retained | Axe approach role using walking movement under the shared cap. **Tradeoff:** Fleetness only; no power or guard roll. | A narrow hooked head on a wrapped open-ended haft. |
| P1-057 **Wayfarer’s Iron Sword** (`castle:wayfarer_iron_sword`) | Magic | B2, B3 | Retained | Mobile sword for closing a retreating enemy without range extension. **Tradeoff:** Fleetness only; no power or guard roll. | A swept short guard and visibly hollow terminal grip. |
| P1-058 **Wayfarer’s Trident** (`castle:wayfarer_trident`) | Magic | B2, B3 | Retained | Walking pursuit with native trident attack bounds. **Tradeoff:** Fleetness only; no power or guard roll. | Unequal swept tine supports around a slender central socket. |
| P1-059 **Whitecap Fork** (`castle:whitecap_fork`) | Magic | B2, B4 | Added | Thrown handling and wet-target power favour water-edge switching. **Tradeoff:** Throwing temporarily removes main-hand melee contribution; no automatic return promised. | Two short outer prongs framing one broad offset central tine. |
| P1-060 **Wicker Fang** (`castle:wicker_fang`) | Magic | B1, B3 | Added | A slow club uses greater per-hit displacement to create an escape opening before low-health fleetness. **Tradeoff:** Long attack recovery and low sustained damage; misses leave more exposure than Copper Vane. | Knotted thornwood cage around one blunt iron fang. |
| P1-061 **Anchorpoint Oath** (`castle:anchorpoint_oath`) | Rare | B3, B5 | Added | Stationary power, stance guard and projectile guard support holding one defended opening. **Tradeoff:** Repositioning removes stationary offence and stance protection. | Broad straight blade with an anchor-shaped guard and a stone disk at the pommel. |
| P1-062 **Belfry Clamp** (`castle:belfry_clamp`) | Rare | B3, B5 | Added | Channeling-target power, melee guard and durability favour punishing advertised caster windows. **Tradeoff:** Never interrupts mandatory mechanics; slow outside-window damage. | Clamped pair of iron jaws around a hollow bell-profile impact block. |
| P1-063 **Bellows Rake** (`castle:bellows_rake`) | Rare | B3, B5 | Added | Fire-resistant-target power, fire guard and recovery offer a furnace counterbuild. **Tradeoff:** No fire application or dynamic light; depends on target resistance identity. | Three forward rake teeth braced over an accordion-shaped ceramic socket. |
| P1-064 **Breachforged Diamond Sword** (`castle:breach_diamond_sword`) | Rare | B2, B3 | Retained | Use high base sword damage with an offense-led mixed allocation. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A chisel tip and three interrupted metal backing tabs. |
| P1-065 **Breachforged Iron Axe** (`castle:breach_iron_axe`) | Rare | B2, B3 | Retained | Offense-led mixed axe for committed close attacks. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A staggered double-step blade with a short rear wedge. |
| P1-066 **Breachforged Iron Sword** (`castle:breach_iron_sword`) | Rare | B2, B3 | Retained | Power-led sword with small guard and approach support. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A stepped tip with a wedge brace across the guard. |
| P1-067 **Breachforged Trident** (`castle:breach_trident`) | Rare | B2, B3 | Retained | Melee-power-led trident with modest guard and movement support. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A stepped central tine and a triangular lower brace. |
| P1-068 **Censer Nail** (`castle:censer_nail`) | Rare | B2, B4 | Added | Undead power, poison guard and durability fit prolonged hazardous crypt routes. **Tradeoff:** Low ordinary damage against healthy living targets. | Long tapering nail blade through a tiny three-chain censer-shaped hilt. |
| P1-069 **Chancel Rebuttal** (`castle:chancel_rebuttal`) | Rare | B3, B5 | Added | Undead power, projectile guard and recovery fit exposed crypt duelling. **Tradeoff:** Low base impact and narrow enemy speciality. | Long thin blade with a three-arch pierced basket and a pale squared pommel. |
| P1-070 **Cobbler Thorn** (`castle:cobbler_thorn`) | Rare | B1, B3 | Added | Low-health movement, poison guard and recovery provide a fragile escape-oriented melee option. **Tradeoff:** Little bonus damage and no direct healing. | Small curved blade emerging above a double-stitched awl-like leather grip. |
| P1-071 **Confluence Diamond Sword** (`castle:confluence_diamond_sword`) | Rare | B2, B3 | Retained | Combine strong native sword base with evenly useful support rolls. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | Two gem cutting rails around a short open centre slot. |
| P1-072 **Confluence Iron Axe** (`castle:confluence_iron_axe`) | Rare | B2, B3 | Retained | Balanced axe for switching armor specializations. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | A pierced axe cheek with three asymmetrical joining pins. |
| P1-073 **Confluence Iron Sword** (`castle:confluence_iron_sword`) | Rare | B2, B3 | Retained | Balanced sword that reserves other slots for specialized gear. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | A forked guard joining a central ring and two narrow fullers. |
| P1-074 **Confluence Trident** (`castle:confluence_trident`) | Rare | B2, B3 | Retained | Balanced selected trident build with no passive benefit after switching. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | Three independent tine sockets joined by a wave-shaped crosspiece. |
| P1-075 **Crownless Wedge** (`castle:crownless_wedge`) | Rare | B3, B5 | Added | Armoured-target power, execution power and recovery specialise finishing protected elites. **Tradeoff:** No defensive affix; both damage conditions must be individually inspected. | Heavy wedge blade with a broken crown-shaped spine notch and a wrapped rectangular hilt. |
| P1-076 **Crowstep Divider** (`castle:crowstep_divider`) | Rare | B2, B4 | Added | Execution power, fleetness and knockback help finish one low-health enemy then disengage. **Tradeoff:** Heavy recovery and weak opening affix contribution. | Deep divided blade with three stair-like spine shelves and a narrow hooked heel. |
| P1-077 **Dross Examiner** (`castle:dross_examiner`) | Rare | B3, B5 | Added | Armoured-target power, projectile guard and durability suit a protected armour specialist. **Tradeoff:** Low utility against unarmoured melee packs. | Long square pick with a scooped inspection pan forming the rear counterweight. |
| P1-078 **Drowned Charter** (`castle:drowned_charter`) | Rare | B3, B5 | Added | Wet power, throw handling and projectile guard support melee/throw alternation. **Tradeoff:** No free projectile return and dry targets remove its damage speciality. | Three broad flattened prongs pierced by horizontal charter-like slots. |
| P1-079 **Fen Rationer** (`castle:fen_rationer`) | Rare | B2, B4 | Added | Slowed-target power, poison guard and wet guard support attrition near hazardous water. **Tradeoff:** Depends on other control sources and loses guard when dry. | Low broad axe blade with three drainage slots and a wrapped root-like haft. |
| P1-080 **Gallery Reclaimer** (`castle:gallery_reclaimer`) | Rare | B3, B5 | Added | Elite power, projectile guard and durability sustain careful pressure on exposed leaders. **Tradeoff:** Normal reach and no movement bonus during closing. | Wide gallery-arch socket beneath a thin point and two closed side rings. |
| P1-081 **Glassworker Rasp** (`castle:glassworker_rasp`) | Rare | B3, B5 | Added | Guarding-target power, recovery and fire guard help attack defended furnace enemies. **Tradeoff:** No armour bypass and reduced durability intrinsic budget. | Rasp-backed metal pick passing through two separated glass-like ferrule rings. |
| P1-082 **Kiln Writ** (`castle:kiln_writ`) | Rare | B3, B5 | Added | Burning-target power, fire guard and durability sustain a furnace-room specialist. **Tradeoff:** Needs independently burning enemies and sacrifices movement affixes. | Squared ceramic axe blade crossed by a recessed iron script band. |
| P1-083 **Marsh Tribunal** (`castle:marsh_tribunal`) | Rare | B3, B5 | Added | Moving power, wet guard, poison guard and recovery combine a hazardous-frontline profile. **Tradeoff:** Lower magnitude budget per affix and no passive dry-ground protection. | Forked hook head on a broad socket with three unequal bronze judgment tabs. |
| P1-084 **Merciless Gauge** (`castle:merciless_gauge`) | Rare | B3, B5 | Added | Execution power, recovery and grounded guard favour deliberate finishing blows. **Tradeoff:** Large attack commitment and no healing or kill-trigger effect. | Broad blade with an open ruler-slot spine and an unornamented heavy crossbar. |
| P1-085 **Ninefold Spur** (`castle:ninefold_spur`) | Rare | B2, B4 | Added | Healthy-target power, fleetness and recovery emphasise quick opening attacks then repositioning. **Tradeoff:** Loses offensive affix after the target leaves its healthy range. | Short blade with nine blunt radial spurs forming a broad circular guard. |
| P1-086 **Palisade Verdict** (`castle:palisade_verdict`) | Rare | B2, B4 | Added | Melee guard, recovery and durability favour repeated short protected counterwindows. **Tradeoff:** Modest intrinsic hit and no burst or signature trigger. | Straight blade with alternating tall and short palisade cutouts along the central fuller. |
| P1-087 **Pilaster Fang** (`castle:pilaster_fang`) | Rare | B2, B4 | Added | Guarding-target power, melee guard and durability reward pressure against defensive enemies. **Tradeoff:** No automatic shield break and no elite modifier. | Single pointed striking rib set between two fluted pillar-shaped side plates. |
| P1-088 **Porch Duelist** (`castle:porch_duelist`) | Rare | B2, B4 | Added | Stance power, projectile guard and durability support stationary ranged-lane duelling. **Tradeoff:** The power condition is lost immediately on leaving the stance. | Cup guard shaped as a shallow porch roof with two unequal support ribs. |
| P1-089 **Rampart Quill** (`castle:rampart_quill`) | Rare | B2, B4 | Added | Healthy-target power, grounded guard and recovery reward a cautious first contact. **Tradeoff:** No damage speciality once its target is wounded. | Narrow blade with a feather-like raised spine inside a squared parapet guard. |
| P1-090 **Redoubt Measure** (`castle:redoubt_measure`) | Rare | B3, B5 | Added | Elite power, grounded guard and recovery specialise safe committed boss-adjacent hits. **Tradeoff:** No loot bonus and no guard during airborne movement. | Broad hammer head with one cut-through square measuring window and a stepped poll. |
| P1-091 **Reed Court** (`castle:reed_court`) | Rare | B2, B4 | Added | Moving power, projectile guard and fleetness sustain pursuit through ranged lanes. **Tradeoff:** Low per-hit impact and no stationary damage affix. | Slender blade with three narrow reed stems forming a swept guard. |
| P1-092 **Rootstock Patent** (`castle:rootstock_patent`) | Rare | B2, B4 | Added | Melee guard, poison guard and fleetness favour safe traversal of mixed attrition rooms. **Tradeoff:** Low native impact and no offensive affix pool. | Knotted split root stock held together by three unaligned iron stamps. |
| P1-093 **Sable Ferry** (`castle:sable_ferry`) | Rare | B2, B4 | Added | Wet power, recovery and low-health movement balance moat offence with emergency escape. **Tradeoff:** No guard allocation and two narrow conditions. | Long shallow curve with a ferry-prow guard and broad split wooden pommel. |
| P1-094 **Scaffold Cant** (`castle:scaffold_cant`) | Rare | B3, B5 | Added | Moving power, moving guard and durability support a grounded roaming frontline. **Tradeoff:** Standing still removes both conditional combat modifiers; no increased reach. | Leaf point held inside an open rectangular scaffold-shaped frame. |
| P1-095 **Sluicewarden** (`castle:sluicewarden`) | Rare | B2, B4 | Added | Wet-target power, wet guard and movement support deliberate moat-front engagement. **Tradeoff:** Its protection and offence lose their conditions on dry ground. | Wide sluice-gate centre prong between two bronze hooks and a rope-wrapped lower shaft. |
| P1-096 **Snowmelt Clause** (`castle:snowmelt_clause`) | Rare | B2, B4 | Added | Slowed-target power, wet guard and fleetness exploit a teammate controlled wet fight. **Tradeoff:** Applies neither wetness nor slow and depends on both trusted conditions. | Sinuous edge above a hollow thaw-channel running through a folded metal guard. |
| P1-097 **Sootbound Arbiter** (`castle:sootbound_arbiter`) | Rare | B3, B5 | Added | Armoured-target power, fire guard and stationary guard specialise a furnace chokepoint. **Tradeoff:** Slow attacks; the protective stance is lost during movement. | Wide dark head with a brass weighing bar crossing an offset ceramic face. |
| P1-098 **Tollhouse Weight** (`castle:tollhouse_weight`) | Rare | B2, B4 | Added | Grounded guard, knockback and recovery allow controlled melee retreats. **Tradeoff:** Jumping removes guard; knockback costs raw damage budget. | Twin stacked toll weights with one offset bronze handle through the head. |
| P1-099 **Bellringer** (`castle:bellringer`) | Legendary | B3, B4, B5 | Added | A direct hit on an enemy performing an explicitly interruptible encounter channel cancels that channel once; 12-second cooldown. Immune phases and non-interruptible actions are unchanged. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | An open bell-cage mace with a visible bronze clapper and three quiet rings. |
| P1-100 **Cinderwake** (`castle:cinderwake`) | Legendary | B3, B4, B5 | Added | A direct melee kill creates one 2-block ember patch for 3 seconds. It damages at most two registered enemies for 1 HP each second; 10-second cooldown. No fire blocks, terrain damage or secondary proc triggers. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A hooked sabre with a cracked charcoal edge and narrow ember channels. |
| P1-101 **Gatebreaker** (`castle:gatebreaker`) | Legendary | B3, B4, B5 | Added | Three direct hits against the same registered enemy within 4 seconds arm a breach. The third hit adds 3 HP damage and clears the counter; 8-second cooldown. Changing target clears the counter. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A square-headed maul with a split gate grille; dark iron and exposed brass wedges. |
| P1-102 **Gravequiet** (`castle:gravequiet`) | Legendary | B3, B4, B5 | Added | A direct kill marks the nearest visible registered enemy within 4 blocks for 3 seconds, reducing its outgoing melee damage by 15 percent; 10-second cooldown. One mark per owner. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A broad greatsword with a hollow centre and an unlit funerary seal. |
| P1-103 **Morrowglass** (`castle:morrowglass`) | Legendary | B3, B4, B5 | Added | Alternating direct hits between two enemies within 3 seconds grants 1 HP bonus on the second hit and 2 HP on the third, then resets; 6-second cooldown. Repeating one target breaks the sequence. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A short split-glass blade with a deliberately missing central facet. |
| P1-104 **Oathspike** (`castle:oathspike`) | Legendary | B3, B4, B5 | Added | Remaining grounded and crouched for 1 second arms one 3-second charge. The next direct hit slows its victim by 15 percent for 2 seconds and adds 2 HP; 8-second cooldown. No extended hitbox. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A broad-headed polearm with a stone oath seal suspended below the blade. |
| P1-105 **Rimehook** (`castle:rimehook`) | Legendary | B3, B4, B5 | Added | The first direct hit after cooldown slows one registered enemy by 20 percent for 2 seconds; 6-second cooldown. Boss slow magnitude is capped at 10 percent and never stacks. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A backward-hooked axe with frosted glass rivets and a rough iron spine. |
| P1-106 **Stormcant** (`castle:stormcant`) | Legendary | B3, B4, B5 | Added | Four direct hits within 6 seconds discharge one 3-HP arc to a different visible enemy within 3 blocks; 10-second cooldown. One hop, one secondary victim, no recursive triggers. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A hammer built around two copper tuning forks and a dark ceramic core. |
| P1-107 **Sunscar** (`castle:sunscar`) | Legendary | B3, B4, B5 | Added | After avoiding damage for 4 seconds, the next direct hit adds 2 HP to the victim and 1 HP to one other visible enemy within 2 blocks; 8-second cooldown. No wall hits or proc chaining. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A narrow duelling blade with a sun-cut crescent guard and matte ivory grip. |
| P1-108 **Thorn Ledger** (`castle:thorn_ledger`) | Legendary | B3, B4, B5 | Added | Hits on three different registered enemies within 5 seconds arm a 4-second charge. The next direct hit consumes it for 4 HP bonus damage; 10-second cooldown. No increased reach is implied. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A spear with three asymmetrical thorns and notched wooden tally plates. |
| P1-109 **Tidemark** (`castle:tidemark`) | Legendary | B3, B4, B5 | Added | A direct melee hit marks one enemy for 4 seconds. The next owned thrown hit on that same enemy consumes the mark for 3 HP bonus damage; 8-second cooldown. Ownership and projectile attribution are mandatory. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A trident with unequal wave-shaped prongs and blue enamel channels. |
| P1-110 **Vowkeeper** (`castle:vowkeeper`) | Legendary | B3, B4, B5 | Added | A verified full shield block arms the next direct sword hit for 3 seconds. That hit grants the wielder 10 percentage points of melee guard for 2 seconds, subject to the build cap; 8-second cooldown. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A straight blade with a bifurcated oath-ring guard and pale inlay. |

## Ranged weapons

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-111 **Bow** (`castle:bow`) | Common | B1, B2, B3, B4, B5 | Retained | Charge-and-release ranged weapon for deliberate shots. **Tradeoff:** Requires ammunition and draw time. | Vanilla curved wooden bow. |
| P1-112 **Courtyard Longbow** (`castle:courtyard_longbow`) | Common | B1, B3 | Added | Longer full draw emphasises deliberate single-target projectile impact. **Tradeoff:** Slow preparation and a larger movement penalty while drawing. | Tall straight wood limbs with one broad rectangular bridge above the grip. |
| P1-113 **Crossbow** (`castle:crossbow`) | Common | B1, B2, B3, B4, B5 | Retained | Prepare a loaded native projectile for a timed shot. **Tradeoff:** Reload exposure and compatible ammunition required. | Vanilla transverse bow and stock. |
| P1-114 **Folding Handbow** (`castle:folding_handbow`) | Common | B1, B3 | Added | Low-impact short reload supports frequent single shots while repositioning. **Tradeoff:** Weak distant impact and no multishot or free ammunition. | Short asymmetrical limbs on a compact triangular stock with a fixed hinge motif. |
| P1-115 **Guardroom Shortbow** (`castle:guardroom_shortbow`) | Common | B1, B2 | Added | Short draw commitment supports quick shots during close retreats. **Tradeoff:** Low base projectile impact and ordinary arrow consumption. | Compact reflex limbs around a thick square leather-wrapped grip. |
| P1-116 **Reed Recurve** (`castle:reed_recurve`) | Common | B2, B4 | Added | Moderate draw and modest movement cost provide a mobile ranged base profile. **Tradeoff:** Lower full-draw damage than the longbow and limited durability. | Two recurved hollow reed-like limbs joined by a broad bronze cuff. |
| P1-117 **Sentry Arbalest** (`castle:sentry_arbalest`) | Common | B2, B4 | Added | Slow preloaded heavy shot suits prepared doorway defence. **Tradeoff:** Long reload; qualified bolt required and no native piercing assumption. | Wide iron bow assembly above a thick open ladder stock. |
| P1-118 **Vault Crankbow** (`castle:vault_crankbow`) | Common | B3, B5 | Added | Durable heavy single-shot construction favours prolonged guarded encounters. **Tradeoff:** Deliberately longest reload and low movement during cocking. | Exposed non-animated crank wheel and twin deep stock rails under a broad prod. |
| P1-119 **Belfry String** (`castle:belfry_string`) | Magic | B2, B4 | Added | Power against channeling enemies rewards responding to an advertised cast window. **Tradeoff:** Does not interrupt or suppress casts. | Two narrow bell-cage braces near the nocks and a hollow central riser. |
| P1-120 **Bramble Ledger** (`castle:bramble_ledger`) | Magic | B2, B4 | Added | Poison defence and durability support ranged attrition routes. **Tradeoff:** Sacrifices offensive modifier allocation. | Notched wooden tally strips bound between thornwood limb braces. |
| P1-121 **Chalkline Bow** (`castle:chalkline_bow`) | Magic | B1, B3 | Added | Projectile power at long launch-to-impact distance supports open-courtyard positioning. **Tradeoff:** No bonus at close range and no extended projectile lifetime. | Straight upper limb with a taut contrasting chalk-cord guide beside the string. |
| P1-122 **Cinder Rail** (`castle:cinder_rail`) | Magic | B3, B5 | Added | Projectile power against burning targets complements a legitimate fire source. **Tradeoff:** Never creates fire or an extra impact; no damage modifier on unburning targets. | Recessed ceramic rail between two exposed dark iron heat guards. |
| P1-123 **Copper Bracebow** (`castle:copper_bracebow`) | Magic | B2, B4 | Added | Fire resistance while actively loaded supports furnace-lane defence. **Tradeoff:** No resistance while unloaded or carried; no fire immunity. | Open copper brace enclosing a short ceramic chamber below the rail. |
| P1-124 **Crypt Sight** (`castle:crypt_sight`) | Magic | B2, B4 | Added | Projectile power against undead specialises deliberate crypt shots. **Tradeoff:** No family bonus against living enemies. | Squared sight frame shaped as a small funerary arch above a dark stock. |
| P1-125 **Fletchers Rest** (`castle:fletchers_rest`) | Magic | B1, B3 | Added | Durability and modest reload/draw handling support long arrow-intensive routes. **Tradeoff:** No direct damage speciality. | Curved wooden arrow shelf with an exposed replaceable-looking horn rest. |
| P1-126 **Garrison Proof** (`castle:garrison_proof`) | Magic | B3, B5 | Added | Elite-target projectile power focuses on mandatory leader encounters. **Tradeoff:** No loot influence and no bonus against ordinary mobs. | Heavy stock with a broad proof-stamp plate forming a squared rear cheek. |
| P1-127 **Iron Mantlet** (`castle:iron_mantlet`) | Magic | B2, B4 | Added | Projectile guard while loaded lets a defender wait behind a firing lane. **Tradeoff:** Protection ends when the shot is discharged; slow reload. | Wide flat mantlet-like front plate surrounding a narrow bolt channel. |
| P1-128 **Narrow Petition** (`castle:narrow_petition`) | Magic | B3, B5 | Added | Guarding-target projectile power creates pressure against actively defended enemies. **Tradeoff:** Cannot bypass a full physical block or hit through walls. | Long thin petition-slot rail framed by a folded shield-shaped front bracket. |
| P1-129 **Quarterturn** (`castle:quarterturn`) | Magic | B1, B3 | Added | Reload handling reduces exposure between deliberate single shots. **Tradeoff:** Low projectile impact and no automatic fire or extra ammunition. | A quarter-circle crank motif beneath an unusually short open stock. |
| P1-130 **Rainskein Bow** (`castle:rainskein_bow`) | Magic | B2, B4 | Added | Projectile power against wet targets fits moat firing positions. **Tradeoff:** Requires authoritative target wetness; cannot apply it. | Twin swept limbs wrapped in a loose-looking but fixed rain-gutter metal lattice. |
| P1-131 **Reedrunner Bow** (`castle:reedrunner_bow`) | Magic | B1, B3 | Added | Reduced draw movement penalty supports firing during grounded retreat. **Tradeoff:** Lower damage budget and shared fleetness cap still applies. | Narrow swept limbs with two exposed braided reed ribs at the grip. |
| P1-132 **Sapper Rail** (`castle:sapper_rail`) | Magic | B3, B5 | Added | Projectile damage against armoured enemies supports a distinct heavy-target build. **Tradeoff:** Ordinary conditional damage rather than unconditional armour piercing. | Broad wedge bolt rail with three exposed square rivet heads beneath the prod. |
| P1-133 **Sleet Pinion** (`castle:sleet_pinion`) | Magic | B2, B4 | Added | Projectile power against slowed enemies rewards existing team control. **Tradeoff:** Cannot slow enemies itself. | Offset feather-like metal fin along a narrow translucent-looking limb insert. |
| P1-134 **Stairwell Nock** (`castle:stairwell_nock`) | Magic | B1, B3 | Added | Projectile damage against nearby enemies supports short-angle stair defence. **Tradeoff:** Narrow near-distance condition and low long-range intrinsic damage. | Short limbs with stepped nock blocks and an offset leather grip shelf. |
| P1-135 **Stillcord** (`castle:stillcord`) | Magic | B2, B4 | Added | Stationary projectile power rewards firing after a deliberate planted stance. **Tradeoff:** Moving before launch removes the bonus. | Thick straight limbs around a broad flat foot-like lower grip. |
| P1-136 **Sunken Yoke** (`castle:sunken_yoke`) | Magic | B2, B4 | Added | Wet-state guard and draw mobility support exposed shoreline shooting. **Tradeoff:** Guard vanishes when dry and the base projectile impact remains modest. | Deep U-shaped bronze riser holding two flattened driftwood limbs. |
| P1-137 **Watchglass Bow** (`castle:watchglass_bow`) | Magic | B2, B4 | Added | Healthy-target projectile power supports careful opening shots. **Tradeoff:** Bonus stops once the target crosses the declared health threshold. | Circular glass-like sight aperture with three asymmetrical support spokes. |
| P1-138 **Widow Stair** (`castle:widow_stair`) | Magic | B3, B5 | Added | Execution projectile power improves finishing already wounded targets. **Tradeoff:** Reduced opening-shot budget and no guaranteed kill. | Narrow ascending stair-step stock with a small split rear brace. |
| P1-139 **Belfry Argument** (`castle:belfry_argument`) | Rare | B3, B5 | Added | Channeling-target power, elite power and reload handling specialise caster-leader punish windows. **Tradeoff:** No interruption and limited general-room value. | Long stock with two unequal open bell frames suspended beside the bolt rail. |
| P1-140 **Causeway Survey** (`castle:causeway_survey`) | Rare | B2, B4 | Added | Long-distance projectile power, draw mobility and durability support exposed long approaches. **Tradeoff:** Close encounters lose the damage condition and no guard is supplied. | Long flat limbs with two brass measuring tabs and a deep offset bridge. |
| P1-141 **Cryptkeepers Span** (`castle:cryptkeepers_span`) | Rare | B3, B5 | Added | Undead projectile power, projectile guard and reload handling suit crypt archer duels. **Tradeoff:** Slow intrinsic reload and no family bonus on living enemies. | Wide crossbar with a carved triple crypt arch forming the central stock. |
| P1-142 **Drowned Belfry** (`castle:drowned_belfry`) | Rare | B3, B5 | Added | Wet-target power, channeling-target power and wet guard focus a specialist water-caster role. **Tradeoff:** Requires distinct trusted conditions; offers no crowd control or extra hit. | Arched bronze riser around a hollow bell-shaped opening and flattened wave-form limbs. |
| P1-143 **Firstlight Petition** (`castle:firstlight_petition`) | Rare | B2, B4 | Added | Healthy-target power, distance power and draw handling support distant opening shots. **Tradeoff:** Both offensive conditions fade in close sustained engagements. | Tall asymmetric limbs with a low crescent sight and a split pale grip. |
| P1-144 **Gallery Traverse** (`castle:gallery_traverse`) | Rare | B2, B4 | Added | Near-distance projectile power, draw mobility and projectile guard support mobile close-range archery. **Tradeoff:** Lower long-range damage budget and no arrow refund. | Short sweeping limbs with a long off-centre gallery-rail handguard. |
| P1-145 **Hearthline Bow** (`castle:hearthline_bow`) | Rare | B2, B4 | Added | Fire-resistant-target projectile power, fire guard and draw mobility counter furnace specialists. **Tradeoff:** No elemental conversion or universal damage increase. | Dark limbs with a raised hearth-outline riser and a short recessed ceramic arrow rest. |
| P1-146 **Hinge Tribunal** (`castle:hinge_tribunal`) | Rare | B3, B5 | Added | Near-distance power, loaded fire guard, reload handling and durability fit a close furnace defence. **Tradeoff:** Four-way allocation reduces each specialist budget; no far-distance damage bonus. | Wide hinged-looking shield wings fixed around a compact bronze bolt channel. |
| P1-147 **Kiln Governor** (`castle:kiln_governor`) | Rare | B3, B5 | Added | Burning-target power, fire guard and reload handling support furnace support fire. **Tradeoff:** Cannot start burns and its heavy projectile profile has low mobility. | Broad ceramic cheek plates around an exposed iron regulator-shaped crank. |
| P1-148 **Lastbolt Docket** (`castle:lastbolt_docket`) | Rare | B3, B5 | Added | Execution power, projectile guard and reload handling offer safe target finishing. **Tradeoff:** No opening power speciality and no guaranteed execution. | Broad docket-shaped stock with an inset crossed-bolt emblem and short thick prod. |
| P1-149 **Masons Injunction** (`castle:masons_injunction`) | Rare | B3, B5 | Added | Armoured-target power, guarding-target power and durability specialise defended enemies. **Tradeoff:** Cannot defeat genuine full blocks without another authorised opening. | Squared stone-like prod braces over a long exposed wedge rail. |
| P1-150 **Nettle Axiom** (`castle:nettle_axiom`) | Rare | B2, B4 | Added | Moving projectile power, draw mobility and durability reward grounded mobile shots. **Tradeoff:** Stationary volleys lose offensive modifier; no increased projectile count. | Narrow swept thornwood limbs with a diagonal iron brace crossing the grip. |
| P1-151 **Rampart Writ** (`castle:rampart_writ`) | Rare | B3, B5 | Added | Stationary projectile power, loaded guard and durability reward a prepared firing post. **Tradeoff:** Moving removes offence and firing removes loaded defence until reloaded. | Wide manuscript-shaped rear plate with a narrow firing slit through a stepped front brace. |
| P1-152 **Refuge Crank** (`castle:refuge_crank`) | Rare | B2, B4 | Added | Loaded projectile guard, poison guard and durability support defensive attrition. **Tradeoff:** No offensive affixes and protection drops during reload. | Large protective crank housing with a slotted shelter-roof plate above the rail. |
| P1-153 **Sluice Surveyor** (`castle:sluice_surveyor`) | Rare | B2, B4 | Added | Wet-target projectile power, wet guard and draw handling support moat overwatch. **Tradeoff:** Both combat conditions depend on genuine wet states. | Swept bronze limbs over a narrow sluice-slot riser and two unequal rope collars. |
| P1-154 **Whitefen Cord** (`castle:whitefen_cord`) | Rare | B2, B4 | Added | Slowed-target power, poison guard and draw handling support control-assisted marsh fights. **Tradeoff:** Applies no slow and has no direct benefit against uncontrolled targets. | Twin pale reed limbs bound by a broad rootlike lattice near each nock. |
| P1-155 **Copper Tempest** (`castle:copper_tempest`) | Legendary | B3, B4, B5 | Added | A bolt hitting a wet registered enemy arcs 2 HP to one visible wet enemy within 3 blocks; 8-second cooldown. Wet state comes from the trusted runtime; no extra hop or lightning entity. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A compact crossbow with an exposed spiral copper conductor and ceramic stock. |
| P1-156 **Lantern Wake** (`castle:lantern_wake`) | Legendary | B3, B4, B5 | Added | A projectile hit marks an enemy for 4 seconds. The next direct hit by a different admitted player consumes the mark and heals that player for 2 HP, capped at maximum health; 10-second cooldown. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A bow carrying a small enclosed lantern below the grip; amber ribs on dark wood. |
| P1-157 **Nightglass** (`castle:nightglass`) | Legendary | B3, B4, B5 | Added | An owned projectile hit marks one enemy for 4 seconds. A second owned projectile hit while marked adds 3 HP and removes the mark; 7-second cooldown. The marker conveys no unseen targets through walls. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | An angular black-glass bow with a narrow, non-glowing crescent aperture. |
| P1-158 **Rookspine** (`castle:rookspine`) | Legendary | B3, B4, B5 | Added | Three owned arrow hits on one enemy within 5 seconds cause the third to apply one short knockback impulse; 8-second cooldown. Displacement is bounded to 1.5 blocks in the fixture; boss immunity applies. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A recurved bow with a crenellated upper limb and a red fletching comb. |
| P1-159 **Starfall** (`castle:starfall`) | Legendary | B3, B4, B5 | Added | A fully drawn owned arrow hit marks its victim; after 0.75 seconds a single 2-HP spark hits that victim if still alive in the same raid; 5-second cooldown. The visual does not imply an explosion. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A tall bow with a single suspended star-shaped bridge and pearl-black limbs. |
| P1-160 **Threadcutter** (`castle:threadcutter`) | Legendary | B3, B4, B5 | Added | A qualified custom bolt may pierce its first enemy and hit one more enemy, with the second impact at 50 percent of the projectile base damage; 8-second cooldown. Blocks stop it; each victim can be hit once. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A crossbow with parallel needle rails and a taut silver filament. |

## Shields and held offhand implements

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-161 **Bridge Pavise** (`castle:bridge_pavise`) | Common | B2, B3 | Added | High wear capacity supports holding a narrow approach against repeated frontal shots. **Tradeoff:** Heavy active-hold movement penalty and slow proposed raising. | Tall flat shield with a forked lower foot and offset viewing notch. |
| P1-162 **Garrison Round** (`castle:garrison_round`) | Common | B1, B2 | Added | Balanced frontal blocking with inexpensive ordinary repair and moderate wear capacity. **Tradeoff:** Neither the lightest guard nor the longest-lasting shield; no rolled affixes. | Circular planked face with one transverse iron rib and a square grip boss. |
| P1-163 **Kiln Door** (`castle:kiln_door`) | Common | B2, B3 | Added | High base wear tolerance makes this a sustained blocking option in forge encounters. **Tradeoff:** Slow handling and a greater movement burden than ordinary guards. | A squat ceramic-faced rectangle with a heavy ring handle and iron corner clamps. |
| P1-164 **Quilted Screen** (`castle:quilted_screen`) | Common | B1, B2 | Added | Projectile-focused base protection for crossing exposed galleries. **Tradeoff:** Reduced melee wear endurance compared with rigid metal guards. | Rectangular fabric screen crossed by raised padded chevrons and narrow wood rails. |
| P1-165 **Riveted Targe** (`castle:riveted_targe`) | Common | B1, B2, B3 | Added | Durable melee blocking for long encounters where repairs are scarce. **Tradeoff:** Heavier than the round shield and weak in damage-support stats. | Layered round iron plates with visibly staggered rivet circles. |
| P1-166 **Shield** (`castle:shield`) | Common | B1, B2, B3, B4, B5 | Retained | Native active blocking reference for direct comparisons. **Tradeoff:** Block observation and damage-cause coverage require current-target proof. | Vanilla tall wooden shield with an iron rim. |
| P1-167 **Splitplank Buckler** (`castle:splitplank_buckler`) | Common | B1, B2 | Added | Short proposed raise time supports brief blocks between ordinary attacks. **Tradeoff:** Low wear capacity makes sustained projectile barrages expensive. | A small split teardrop of wood joined by two exposed stitch plates. |
| P1-168 **Totem Of Undying** (`castle:totem_of_undying`) | Common | B1, B2, B3, B4, B5 | Retained | Active native emergency survival reference with explicit raid-session consumption. **Tradeoff:** Not armor or a permanent invulnerability effect; never silently deplete owned stock. | Vanilla small carved gold-green totem. |
| P1-169 **Anchorwake** (`castle:anchorwake`) | Magic | B3, B4 | Added | Melee guard and knockback resistance support holding a front position. **Tradeoff:** Slow active movement prevents it serving a chase build. | An anchor-shaped lower edge beneath one broad overlapping iron plate. |
| P1-170 **Ashen Socket** (`castle:ashen_socket`) | Magic | B2, B3 | Added | A nonblocking held socket supports fire resistance and melee power together. **Tradeoff:** Cannot block and has no projectile defense. | A ceramic cup enclosing one blackened iron socket with an exposed gripping stem. |
| P1-171 **Ballast Targe** (`castle:ballast_targe`) | Magic | B2, B3 | Added | Knockback resistance helps keep a blocking position on narrow balconies. **Tradeoff:** Heavy movement burden persists while held. | Low oval shield with a visible suspended iron ballast crescent at its bottom. |
| P1-172 **Caravan Heart** (`castle:caravan_heart`) | Magic | B1, B2, B3 | Added | A maximum-health modifier gives a broader damage buffer than cause-specific resistance. **Tradeoff:** Heavy base profile offers little mobility or attack support. | A deep shield with an inflated leather centre and three protective iron hoops. |
| P1-173 **Chapel Lens** (`castle:chapel_lens`) | Magic | B2, B3, B4 | Added | A nonblocking handheld lens increases healing received and maximum health. **Tradeoff:** Offers no blocking and no outgoing-damage modifier. | An oval milky lens held within an open silver fork with visible leather ties. |
| P1-174 **Cinder Flange** (`castle:cinder_flange`) | Magic | B2, B3 | Added | Fire resistance supports forge corridors while preserving ordinary frontal blocking. **Tradeoff:** Minimal offensive contribution and poor projectile wear endurance. | Broad iron face with projecting ceramic flanges and a recessed charcoal centre. |
| P1-175 **Duelist's Ledger** (`castle:duelist_s_ledger`) | Magic | B2, B3, B4 | Added | Melee power and handling speed support attack-block alternation. **Tradeoff:** Small wear pool punishes prolonged defensive holding. | An oblong buckler with stacked tally plates and a cut-away wrist edge. |
| P1-176 **Fever Wicker** (`castle:fever_wicker`) | Magic | B2, B3 | Added | Poison resistance supports attrition encounters without an offensive proc. **Tradeoff:** Wicker construction has weak repeated-block endurance. | Open basket weave tightened around a thick asymmetric clay rim. |
| P1-177 **Hardweather Disc** (`castle:hardweather_disc`) | Magic | B2, B3, B4 | Added | Combined fire and poison resistance supports mixed damage corridors. **Tradeoff:** Spends both ordinary affix choices on defenses rather than power or guard. | A compact hexagonal disc with alternating glazed and woven segments. |
| P1-178 **Mercy's Shutter** (`castle:mercy_s_shutter`) | Magic | B1, B2, B3 | Added | Increased healing received favours coordinated recovery behind frontal cover. **Tradeoff:** No self-heal and reduced maximum wear compared with rigid shields. | Two nested shutters with a white cloth hinge and small rectangular hand aperture. |
| P1-179 **Needleblind** (`castle:needleblind`) | Magic | B1, B2, B3 | Added | Projectile resistance and reduced block wear suit archer-heavy approaches. **Tradeoff:** Heavy handling and no melee-power roll. | Slotted lattice face backed by a dense angled strip curtain. |
| P1-180 **Oath Notch** (`castle:oath_notch`) | Magic | B2, B3 | Added | Melee power and guard support a stationary sword-and-shield exchange. **Tradeoff:** Substantial active movement penalty limits disengagement. | A circular guard with an off-centre oath notch and a raised single bar across its boss. |
| P1-181 **Openhand Reliquary** (`castle:openhand_reliquary`) | Magic | B3, B4, B5 | Added | A nonblocking enclosed lantern carries melee guard and fleetness for agile support. **Tradeoff:** Does not heal allies or provide shield blocking; lighting requires separate proof. | A pierced lantern cage with two unequal handles and inward-folded opaque shutters. |
| P1-182 **Rime Divider** (`castle:rime_divider`) | Magic | B2, B3, B4 | Added | Slow resistance and fleetness suit repositioning against cold-control enemies. **Tradeoff:** No fire resistance and a light base protection profile. | Two narrow glass-faced panels separated by an open central spine. |
| P1-183 **Riveter's Palm** (`castle:riveter_s_palm`) | Magic | B1, B2, B3 | Added | Reduced wear supports players who block frequently but need a light guard. **Tradeoff:** Low base block endurance and no damage modifier; reduced wear does not grant passive armor. | A hand-sized open ring with three long replaceable rivet teeth. |
| P1-184 **Rooftop Pennant** (`castle:rooftop_pennant`) | Magic | B1, B2, B3 | Added | A nonblocking held standard favours projectile damage and movement for a ranged build. **Tradeoff:** Gives no shield protection and occupies the offhand needed by defensive tools. | A stiff triangular pennant stretched between a forked brass hand frame. |
| P1-185 **Sentry's Measure** (`castle:sentry_s_measure`) | Magic | B3, B4 | Added | Projectile resistance and knockback resistance suit holding exposed firing positions. **Tradeoff:** Heavy movement burden and no damage support. | A long upper sight rail over a square shield face with a narrow hinged lower skirt. |
| P1-186 **Siltgrip** (`castle:siltgrip`) | Magic | B1, B2, B3 | Added | Wet-state guard gives a compact defensive option for water-adjacent fights. **Tradeoff:** Its conditional modifier is inactive on dry routes. | A mud-scored round centre over a flared bronze lower lip with drainage holes. |
| P1-187 **Sparrow Rim** (`castle:sparrow_rim`) | Magic | B1, B2 | Added | Fleetness and melee guard favour repositioning between short frontal defenses. **Tradeoff:** Low base durability leaves little tolerance for repeated blocks. | Thin crescent rim surrounding a narrow central leather disc with an open upper wedge. |
| P1-188 **Steadfast Shield** (`castle:steadfast_shield`) | Magic | B2, B3 | Retained | Active offhand guard for a defensive build. **Tradeoff:** Guard only; no offensive or movement roll. | A deep curved rim with two large rear reinforcing bars. |
| P1-189 **Stringwarden** (`castle:stringwarden`) | Magic | B2, B3, B4 | Added | Ranged draw handling supports bow use when the qualified active-slot adapter permits it. **Tradeoff:** Low melee durability and no projectile damage roll. | A long curved outer rib with a string-shaped inset channel and a compact boss. |
| P1-190 **Tempered Shield** (`castle:tempered_shield`) | Magic | B2, B3 | Retained | Active offhand power frees main-hand affixes for defense. **Tradeoff:** Power only; no guard or fleetness roll. | A narrow shield body with a forward central ridge. |
| P1-191 **Wader's Board** (`castle:wader_s_board`) | Magic | B2, B3 | Added | Wet-state movement support reduces the cost of guarded moat crossings. **Tradeoff:** Slow dry-land block raising compared with other boards; no passive armor, breathing or terrain bypass. | A long narrow plank shield with a hooked top and deep drainage channels. |
| P1-192 **Wayfarer’s Shield** (`castle:wayfarer_shield`) | Magic | B2, B3 | Retained | Active offhand fleetness for a mobile weapon choice. **Tradeoff:** Fleetness only; no power or guard roll. | A cutaway lower shield corner and a hollow spoke boss. |
| P1-193 **Blackfen Ward** (`castle:blackfen_ward`) | Rare | B2, B3, B4 | Added | Poison resistance, wet guard and maximum health support swamp-side attrition. **Tradeoff:** Wet guard is unavailable on dry ground and base movement is heavy. | A broad reed-backed oval with a raised bronze marsh grid and one recessed grip. |
| P1-194 **Blackthorn Brace** (`castle:blackthorn_brace`) | Rare | B2, B3, B4 | Added | A nonblocking wrist implement combines melee power, maximum health and poison resistance. **Tradeoff:** No thorns retaliation and no shield-block capability. | A short thornwood cross brace is lashed beneath a blunt steel hand ring. |
| P1-195 **Breachforged Shield** (`castle:breach_shield`) | Rare | B2, B3 | Retained | Offense-led mixed offhand while preserving qualified blocking. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A stepped upper shield rim and a short central wedge. |
| P1-196 **Confluence Shield** (`castle:confluence_shield`) | Rare | B2, B3 | Retained | Balanced offhand contribution for specialized armor builds. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | Three separate shield panels surrounding an open circular boss. |
| P1-197 **Crosswind Bulwark** (`castle:crosswind_bulwark`) | Rare | B2, B3, B4 | Added | Projectile resistance, fleetness and knockback resistance support moving between exposed firing lanes. **Tradeoff:** Low melee wear endurance discourages holding a doorway indefinitely. | A tilted kite face bisected by three curved wind ribs and a hollow lower point. |
| P1-198 **Dawnward Shutter** (`castle:dawnward_shutter`) | Rare | B2, B3, B4 | Added | Slow resistance, fleetness and block raising help escape control-heavy melee pressure. **Tradeoff:** Lower base armor than stationary shields; no healing benefit. | Two folding triangular shutters surround a narrow rising sun slit. |
| P1-199 **Frostkiln Aegis** (`castle:frostkiln_aegis`) | Rare | B3, B4, B5 | Added | Fire resistance, slow resistance and melee guard serve encounters mixing heat and control. **Tradeoff:** No damage, movement or durability affix remains. | A thick half-round ceramic top joined to a ribbed glass lower crescent. |
| P1-200 **Gutterglass** (`castle:gutterglass`) | Rare | B3, B4 | Added | A nonblocking glass focus improves projectile power, draw handling and fleetness. **Tradeoff:** Sacrifices shield blocking and melee protection entirely. | A short gutter-shaped glass channel inside a skeletal brass hand frame. |
| P1-201 **Harrowline** (`castle:harrowline`) | Rare | B3, B4, B5 | Added | Melee power, poison resistance and guard balance offense against venomous melee foes. **Tradeoff:** Reduced projectile wear capacity and poor draw handling. | An irregular iron face crossed by diagonal thornwood struts and a hooked grip plate. |
| P1-202 **Hearthchain** (`castle:hearthchain`) | Rare | B2, B3, B4 | Added | A nonblocking held cage combines fire resistance, healing received and fleetness for mobile recovery. **Tradeoff:** Gives no blocking or team aura; any illumination is separately gated. | A squat ceramic lamp hangs from a short triangular chain below a broad insulated grip. |
| P1-203 **Hundred Rivets** (`castle:hundred_rivets`) | Rare | B2, B3, B4 | Added | Reduced wear, maximum health and knockback resistance favour endurance over speed. **Tradeoff:** Slow raising and movement make sudden threat changes costly. | A shield tiled with many small replaceable iron squares surrounding an exposed circular grip. |
| P1-204 **Ironlit Buckler** (`castle:ironlit_buckler`) | Rare | B2, B3, B4 | Added | A heavier buckler favors slower high-endurance attack-block exchanges with power and reduced wear. **Tradeoff:** Slower intrinsic raise time and a walking penalty make Duelist’s Ledger better for rapid mobile exchanges despite its smaller wear pool. | A hooked iron ring framing two offset luminous ceramic dots without a solid lower face. |
| P1-205 **Lattice Vow** (`castle:lattice_vow`) | Rare | B2, B3, B4 | Added | Melee power, guard and slow resistance suit duels against controlling melee enemies. **Tradeoff:** Thin lattice has a small wear pool despite its mixed modifiers. | Interlocked narrow silver bars leave three large open diamond gaps around the boss. |
| P1-206 **Mason's Counterweight** (`castle:mason_s_counterweight`) | Rare | B2, B3, B4 | Added | A nonblocking held counterweight combines melee power, reduced equipment wear and slow resistance for long control-heavy melee routes. **Tradeoff:** Forfeits all shield blocking, carries an active movement penalty and supplies neither melee guard nor a maximum-health buffer. | A hanging triangular stone weight has two unequal iron locking collars and a recessed replaceable stone plug below a short hand loop. |
| P1-207 **Mender's Parapet** (`castle:mender_s_parapet`) | Rare | B2, B3, B4 | Added | Maximum health, healing received and guard support a dedicated frontline recovery loadout. **Tradeoff:** Slow movement and block raising; it provides no actual healing event. | A wide rectangular pavise with padded shoulder rests and three high recessed arches. |
| P1-208 **Redoubt Prism** (`castle:redoubt_prism`) | Rare | B3, B4, B5 | Added | Melee guard, projectile resistance, fire resistance and slow resistance cover mixed threats. **Tradeoff:** Four modest defensive rolls leave no damage, speed or healing modifier. | A faceted shield face has four uneven panels around a deep triangular boss. |
| P1-209 **Rooffall Mirrorplate** (`castle:rooffall_mirrorplate`) | Rare | B3, B4, B5 | Added | Projectile resistance, maximum health and faster block raising improve ranged threat reaction. **Tradeoff:** No reflection, no attack bonus and modest sustained wear capacity. | A downward-sloping polished plate sits behind a thick trapezoid rim and an offset thumb guard. |
| P1-210 **Rook's Abacus** (`castle:rook_s_abacus`) | Rare | B3, B4, B5 | Added | A nonblocking hand weight combines melee power, knockback resistance and guard for aggressive spacing. **Tradeoff:** No shield block and no movement bonus despite its defensive modifiers. | Three rectangular iron beads slide on a rigid crescent-shaped hand bar. |
| P1-211 **Tidehook Guard** (`castle:tidehook_guard`) | Rare | B3, B4, B5 | Added | Wet movement, wet guard and projectile resistance support guarded water transitions. **Tradeoff:** Two modifiers require the authoritative wet state and add no dry-land power. | A hooked bronze crest above a scalloped lower skirt and prominent drainage spine. |
| P1-212 **Vaultspoke** (`castle:vaultspoke`) | Rare | B3, B4 | Added | Melee guard, maximum health and reduced wear support long boss pressure. **Tradeoff:** No mobility modifier and a substantial active-hold burden. | A domed octagonal face with eight unequal vault spokes ending at a recessed square boss. |
| P1-213 **Waystone Orrery** (`castle:waystone_orrery`) | Rare | B3, B4, B5 | Added | A nonblocking handheld model combines fleetness, knockback resistance, projectile power and slow resistance for kiting. **Tradeoff:** No melee guard or blocking; offensive benefit applies only to attributed projectiles. | Three incomplete stone rings sit at unequal angles around a narrow copper grip. |
| P1-214 **Wickbound Screen** (`castle:wickbound_screen`) | Rare | B2, B3, B4 | Added | Fire resistance, healing received and projectile resistance support recovery under ranged fire. **Tradeoff:** Little melee damage reduction and no outgoing damage support. | A narrow screen of overlapping ceramic wick cups above a cloth-wrapped wrist brace. |
| P1-215 **Bastion's Answer** (`castle:bastions_answer`) | Legendary | B3, B4, B5 | Retained | A damaging registered-enemy melee hit arms +2 HP bonus damage on the next direct melee hit within 3 seconds. One charge; 5-second cooldown. A fully blocked hit does not arm it. This is bonus damage, not healing. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A stepped tower shield with a broken central boss and one narrow charge seam. |
| P1-216 **Doorwarden** (`castle:doorwarden`) | Legendary | B3, B4, B5 | Added | A verified full block grants the wielder 10 percentage points of guard for 2 seconds, subject to the cap; 8-second cooldown. Guard ends on unequip and cannot be refreshed by the same attack. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A heavy door-shaped shield with a large keyhole and iron hinge braces. |
| P1-217 **Moonwell** (`castle:moonwell`) | Legendary | B3, B4, B5 | Added | Two verified full blocks within 4 seconds heal the nearest injured, visible admitted ally within 4 blocks for 2 HP; 10-second cooldown. One target and no self-heal substitute when none qualifies. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A shallow crescent buckler with a recessed silver bowl and dim opal centre. |
| P1-218 **Pilgrim's Lantern** (`castle:pilgrims_lantern`) | Legendary | B3, B4, B5 | Added | While actively held, a nearby ally's direct kill within 4 blocks restores 1 HP to the holder and that ally; 12-second cooldown. Both heals are capped; no passive effect from an unused hotbar slot. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A hand lantern with an asymmetrical handle and bone-white shutters. |
| P1-219 **Stormglass Mirror** (`castle:stormglass_mirror`) | Legendary | B3, B4, B5 | Added | A verified blocked enemy projectile arms a 3-second charge. The next direct melee hit adds 3 HP shock damage; 10-second cooldown. This is stored retaliation, not an unproven physical reflection. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A triangular shield with one polished glass face and a copper lightning-shaped brace. |
| P1-220 **Sunder Seal** (`castle:sunder_seal`) | Legendary | B3, B4, B5 | Added | A damaging enemy melee hit marks the attacker for 4 seconds. A different admitted player's direct melee hit consumes it for 3 HP bonus damage; 10-second cooldown. No bonus on a blocked hit. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A kite shield with a diagonal wax seal and a visibly split metal rim. |

## Head armour

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-221 **Barricade Helm** (`castle:barricade_helm`) | Common | B2, B3 | Added | Heavy base protection favours standing through ordinary melee pressure. **Tradeoff:** Movement burden and slow handling outweigh its raw defense for kiting. | A squared bucket helm with a deep centre ridge and short sloped visor. |
| P1-222 **Hide Watchcap** (`castle:hide_watchcap`) | Common | B1, B2 | Added | Minimal armor with almost no movement burden supports early mobile loadouts. **Tradeoff:** Low durability and weak raw protection. | A close leather cap with one oversized stitched ear flap and a raised centre seam. |
| P1-223 **Iron Helmet** (`castle:iron_helmet`) | Common | B1, B2, B3, B4, B5 | Retained | Baseline native head protection. **Tradeoff:** No status resistance or additional vision. | Vanilla open-faced iron helmet. |
| P1-224 **Longwatch Hood** (`castle:longwatch_hood`) | Common | B1, B2, B3 | Added | Light base armor with high wear capacity suits long routes without repairs. **Tradeoff:** Provides less raw protection than metal headgear. | A long folded hood extends over the neck with a rigid stitched forehead band. |
| P1-225 **Quarry Browplate** (`castle:quarry_browplate`) | Common | B1, B2, B3 | Added | A concentrated base armor profile offers a durable low-complexity protection option. **Tradeoff:** Heavier than its small silhouette suggests and gives no offensive modifier. | A thick horizontal brow slab hangs from an exposed padded crown harness. |
| P1-226 **Ridgeback Sallet** (`castle:ridgeback_sallet`) | Common | B2, B3 | Added | Medium armor with lower active burden bridges cloth and heavy helmets. **Tradeoff:** Less durable than the coif and without resistance bonuses. | A rear-swept sallet ends in three stepped neck plates and an open narrow brow. |
| P1-227 **Rivet Coif** (`castle:rivet_coif`) | Common | B1, B2 | Added | Moderate armor and repair endurance suit a balanced starter replacement. **Tradeoff:** Heavier than cloth and lacks specialized resistance. | A linked coif framed by a stepped row of broad forehead rivets. |
| P1-228 **Adderfelt** (`castle:adderfelt`) | Magic | B1, B2, B3 | Added | Poison resistance counters venom attrition while preserving light movement. **Tradeoff:** Low armor and no direct healing effect. | A flattened felt cap has two unequal folded side lobes and a stitched snake-scale band. |
| P1-229 **Arrowhush Coif** (`castle:arrowhush_coif`) | Magic | B1, B2, B3 | Added | Projectile resistance complements medium armor for exposed approaches. **Tradeoff:** Little protection against poison or control effects. | Closely layered side rings surround a broad diagonal forehead strip. |
| P1-230 **Chapel Wrap** (`castle:chapel_wrap`) | Magic | B1, B2, B3 | Added | Healing received improves the value of actual healing from permitted sources. **Tradeoff:** No healing proc or damage reduction is granted by the wrap itself. | A layered white cloth wrap hangs through two heavy forehead rings. |
| P1-231 **Cloudline Visor** (`castle:cloudline_visor`) | Magic | B2, B3, B4 | Added | Fleetness and projectile resistance suit moving between cover against archers. **Tradeoff:** Lower melee armor and no damage bonus. | A high split visor has two projecting parallel ribs and a tapered open rear. |
| P1-232 **Coldshaft Helm** (`castle:coldshaft_helm`) | Magic | B3, B4 | Added | Slow resistance and melee guard favour holding position under cold melee pressure. **Tradeoff:** Movement burden and no fire protection. | A narrow slotted helm rises to a blunt vertical ice-ribbed spine. |
| P1-233 **Fencer's Brow** (`castle:fencer_s_brow`) | Magic | B2, B3 | Added | Melee power and guard support short direct exchanges. **Tradeoff:** Small raw armor contribution limits resilience to mixed damage. | A narrow steel eyebrow guard projects over a slim leather crown band. |
| P1-234 **Flintveil** (`castle:flintveil`) | Magic | B1, B2, B3 | Added | Fire resistance protects a mobile user through heat-heavy routes. **Tradeoff:** Light base armor and no melee guard roll. | A short hood with a flint-studded brow and an overlapping ceramic cheek veil. |
| P1-235 **Furnace Bevor** (`castle:furnace_bevor`) | Magic | B2, B3, B4 | Added | Fire resistance and maximum health favour enduring unavoidable heat hits. **Tradeoff:** High movement burden and weak projectile specialization. | A raised lower face plate forms a deep ceramic throat cup beneath an open upper visor. |
| P1-236 **Glassleaf Wreath** (`castle:glassleaf_wreath`) | Magic | B2, B3, B4 | Added | Poison resistance and healing received support recovery from attrition damage. **Tradeoff:** Minimal armor and no poison cleanse. | Three opaque glass leaves are pinned at different heights to an open twig ring. |
| P1-237 **Hearthglass Cowl** (`castle:hearthglass_cowl`) | Magic | B2, B3, B4 | Added | Fire resistance and projectile power favour a ranged user in heated arenas. **Tradeoff:** Sparse base armor and no melee protection modifier. | A short cowl frames the face with thick ceramic beads and two angular amber glass tabs. |
| P1-238 **Knotted Oathband** (`castle:knotted_oathband`) | Magic | B2, B3, B4 | Added | Melee power and healing received support aggressive players backed by actual healing. **Tradeoff:** Low base armor and no self-heal trigger. | A thick cord band passes through one heavy silver knot above the left brow. |
| P1-239 **Leadbell Casque** (`castle:leadbell_casque`) | Magic | B2, B3 | Added | Knockback resistance helps maintain position during close encounters. **Tradeoff:** Heavy active movement burden and no extra health. | A rounded casque supports a low solid crest shaped like an unringing bell. |
| P1-240 **Longdraw Circlet** (`castle:longdraw_circlet`) | Magic | B2, B3, B4 | Added | Projectile power and draw handling favour a deliberate ranged loadout. **Tradeoff:** Little raw armor and no melee bonus. | A split brass circlet carries a long backward-facing sight fin above one ear. |
| P1-241 **Redoubt Crest** (`castle:redoubt_crest`) | Magic | B2, B3, B4 | Added | Melee guard and maximum health create a straightforward frontline buffer. **Tradeoff:** Heavy burden and no ranged resistance. | A broad helmet has a short wall-shaped crest and a deep recessed face opening. |
| P1-242 **Rimeslip Mask** (`castle:rimeslip_mask`) | Magic | B2, B3, B4 | Added | Slow resistance and fleetness support reliable repositioning under control pressure. **Tradeoff:** Thin base armor and no guard modifier. | An asymmetric half-mask has one long cheek fin and staggered opaque glass ridges. |
| P1-243 **Running Stitch Hood** (`castle:running_stitch_hood`) | Magic | B1, B2 | Added | Fleetness supports a low-burden melee or ranged build. **Tradeoff:** Very weak base protection and no damage modifier. | An open-faced hood has a long split rear tail held by offset crossing stitches. |
| P1-244 **Smith's Overcap** (`castle:smith_s_overcap`) | Magic | B1, B2, B3 | Added | Reduced equipment wear improves endurance for a frequently hit armor set. **Tradeoff:** No specialized resistance or movement roll. | A square leather overcap has a thick stitched crown pad and four exposed repair staples. |
| P1-245 **Steadfast Iron Helmet** (`castle:steadfast_iron_helmet`) | Magic | B2, B3 | Retained | Concentrate head-slot contribution on melee guard. **Tradeoff:** Guard only; no offensive or movement roll. | A deep cheek enclosure and an overlapping low brow. |
| P1-246 **Stillwater Coif** (`castle:stillwater_coif`) | Magic | B2, B3 | Added | Wet-state guard supports fights at moat edges. **Tradeoff:** The modifier is dormant on dry ground and adds no breathing ability. | Bronze-linked coif ends in layered scale tabs with three open drainage gaps. |
| P1-247 **Survey Hood** (`castle:survey_hood`) | Magic | B1, B2, B3 | Added | Projectile resistance and reduced equipment wear favour long ranged routes. **Tradeoff:** No projectile damage modifier and limited base armor. | A shallow hood is stiffened by a segmented overhead measuring arch. |
| P1-248 **Tempered Iron Helmet** (`castle:tempered_iron_helmet`) | Magic | B2, B3 | Retained | Allocate head equipment to melee power while keeping native armor. **Tradeoff:** Power only; no guard or fleetness roll. | A raised forward brow ridge with an inset metal crest. |
| P1-249 **Wayfarer’s Iron Helmet** (`castle:wayfarer_iron_helmet`) | Magic | B2, B3 | Retained | Head-slot fleetness leaves boots available for another role. **Tradeoff:** Fleetness only; no power or guard roll. | An open temple band with a short backward fin. |
| P1-250 **Anvil Cant** (`castle:anvil_cant`) | Rare | B2, B3, B4 | Added | Melee power, guard and reduced wear favour prolonged direct combat. **Tradeoff:** High movement burden limits pursuit and evasion. | A squat anvil-shaped crown sits above a deep open throat and broad cheek blocks. |
| P1-251 **Breachforged Iron Helmet** (`castle:breach_iron_helmet`) | Rare | B2, B3 | Retained | Offense-led helmet with small guard and movement additions. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A notched visor edge beneath a three-step forehead plate. |
| P1-252 **Confluence Iron Helmet** (`castle:confluence_iron_helmet`) | Rare | B2, B3 | Retained | Balanced head piece for mixed builds that avoid specialist overcap. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | A three-panel crown with separated cheek mounting studs. |
| P1-253 **Copper Aperture** (`castle:copper_aperture`) | Rare | B3, B4, B5 | Added | Projectile power, draw handling, slow resistance and healing received favour a ranged support build. **Tradeoff:** Minimal raw armor and no blocking or team healing effect. | An incomplete copper sight ring encloses a narrow rectangular opening over the right eye. |
| P1-254 **Fallow Crown** (`castle:fallow_crown`) | Rare | B2, B3, B4 | Added | Poison resistance, maximum health and healing received support attrition endurance. **Tradeoff:** No guard or damage modifier and modest raw armor. | A low iron crown has broad seedpod-shaped plates separated by rough cloth gaps. |
| P1-255 **Galehook Visor** (`castle:galehook_visor`) | Rare | B3, B4, B5 | Added | Fleetness, slow resistance and knockback resistance support consistent movement under control. **Tradeoff:** Low base armor and no direct damage bonus. | A hooked sweeping visor attaches to three narrow backwards-curved crown ribs. |
| P1-256 **Horizon Stitch** (`castle:horizon_stitch`) | Rare | B2, B3, B4 | Added | Projectile power, fleetness and reduced wear suit long ranged routes. **Tradeoff:** Light armor and no draw handling improvement. | A low hood has an extended flat rear seam and a rigid crescent brim. |
| P1-257 **Needlepoint Dioptre** (`castle:needlepoint_dioptre`) | Rare | B3, B4, B5 | Added | Projectile power, draw handling and projectile resistance favour ranged trading behind cover. **Tradeoff:** Little melee resilience and no movement roll. | A single offset triangular sight lens sits over an open two-ring crown frame. |
| P1-258 **Nightward Lattice** (`castle:nightward_lattice`) | Rare | B3, B4, B5 | Added | Guard, projectile resistance, poison resistance and reduced wear provide broad defense. **Tradeoff:** Four lower-budget defenses leave no power, speed or maximum-health modifier. | A fine dark chain hood is crossed by four thick unequal lattice bands. |
| P1-259 **Rafterguard** (`castle:rafterguard`) | Rare | B2, B3, B4 | Added | Projectile resistance, guard and maximum health protect against mixed balcony pressure. **Tradeoff:** Heavy base burden and no damage modifier. | A helmet roof is reinforced by three exposed rafter-like struts over a recessed visor. |
| P1-260 **Reedglass Cap** (`castle:reedglass_cap`) | Rare | B2, B3, B4 | Added | Wet guard, poison resistance and fleetness support marsh-edge skirmishing. **Tradeoff:** Wet guard has no dry-route value and raw armor is light. | A reed-woven cap has three uneven opaque glass slats fanned over its brow. |
| P1-261 **Sanctum Splitmask** (`castle:sanctum_splitmask`) | Rare | B3, B4, B5 | Added | Healing received, fire resistance and projectile resistance cover recovery under two damage causes. **Tradeoff:** No guard or movement modifier and weak melee base armor. | A split ceramic face mask hangs from three unequal silver temple hooks. |
| P1-262 **Sootscript Hood** (`castle:sootscript_hood`) | Rare | B2, B3, B4 | Added | Fire resistance, healing received and fleetness support mobile recovery through heat. **Tradeoff:** Weak raw armor and no poison coverage. | Charcoal cloth panels are edged by pale stitched script blocks and one ceramic forehead clasp. |
| P1-263 **Splitforge Crown** (`castle:splitforge_crown`) | Rare | B3, B4, B5 | Added | Melee power, fire resistance and slow resistance cover an aggressive forge loadout. **Tradeoff:** Minimal projectile defense and a heavy base movement cost. | Two incomplete ceramic crowns interlock around one thick black iron front tooth. |
| P1-264 **Stonebind Casque** (`castle:stonebind_casque`) | Rare | B3, B4, B5 | Added | Guard, knockback resistance and slow resistance support a stable frontline stance. **Tradeoff:** Heavy movement burden persists outside combat. | A deep stone-faced casque is lashed inside an exposed iron ring cage. |
| P1-265 **Thornbridge Circlet** (`castle:thornbridge_circlet`) | Rare | B2, B3, B4 | Added | Melee power, maximum health and poison resistance support sustained venomous melee fights. **Tradeoff:** Light raw armor and no healing or retaliation effect. | A thornwood arch bridges two blunt iron temples above an open forehead. |
| P1-266 **Vaultkeeper's Hood** (`castle:vaultkeeper_s_hood`) | Rare | B3, B4, B5 | Added | Maximum health, projectile resistance and healing received support safe recovery under ranged pressure. **Tradeoff:** No melee guard or projectile damage modifier. | A deep hood holds a rigid squared front opening and a wide padded nape roll. |
| P1-267 **Emberwatch Visor** (`castle:emberwatch_visor`) | Legendary | B3, B4, B5 | Added | Taking registered fire damage arms 4 seconds of 15-percent fire resistance for subsequent hits; 12-second cooldown. It cannot erase or retroactively reduce the triggering hit. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A full visor with one split ember slit and a blunt, blackened crest. |
| P1-268 **Hushcrown** (`castle:hushcrown`) | Legendary | B3, B4, B5 | Added | A direct hit on a channeling enemy suppresses one explicitly suppressible secondary cast for 2 seconds; 12-second cooldown. Boss phases and mandatory mechanics cannot be suppressed. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A low crown with three unequal muted bells and dark felt beneath silver. |
| P1-269 **Laurel of Ash** (`castle:laurel_of_ash`) | Legendary | B3, B4, B5 | Added | A direct kill while below half health heals the wearer for 2 HP; 8-second cooldown. No healing from summoned adds marked reward-ineligible or from secondary effect damage. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A charred laurel circlet with three pale new leaves and no flame halo. |
| P1-270 **Surveyor's Diadem** (`castle:surveyors_diadem`) | Legendary | B3, B4, B5 | Added | An owned projectile hit at least 8 blocks from launch adds 2 HP if its line of travel was unobstructed; 6-second cooldown. Distance is server-measured; no aim assistance. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | An offset brass sight-ring and a short ivory measuring vane. |

## Chest armour

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-271 **Chain Hauberk** (`castle:chain_hauberk`) | Common | B1, B2, B3 | Added | Balanced armor and repairable wear support repeated ordinary encounters. **Tradeoff:** Heavier than cloth and without specialized modifiers. | Long visible chain sleeves frame a split square hem and plain central clasp. |
| P1-272 **Iron Chestplate** (`castle:iron_chestplate`) | Common | B1, B2, B3, B4, B5 | Retained | Baseline native torso protection. **Tradeoff:** No rolled power or conditional guard modifier. | Vanilla broad iron breastplate. |
| P1-273 **Lamellar Vest** (`castle:lamellar_vest`) | Common | B1, B2, B3 | Added | Medium armor with moderate movement cost offers a compromise between coat and cuirass. **Tradeoff:** No specialized resistance and less durability than heavy metal armor. | Overlapping rectangular lamellae form two offset diagonal seams across an open-sleeved vest. |
| P1-274 **Padded Watchcoat** (`castle:padded_watchcoat`) | Common | B1, B2 | Added | Light base armor and a small movement burden support early mobile builds. **Tradeoff:** Low protection against sustained melee pressure. | A short quilted coat has a single off-centre buckle and thick diagonal shoulder pads. |
| P1-275 **Portcullis Cuirass** (`castle:portcullis_cuirass`) | Common | B2, B3 | Added | Heavy base protection favours direct frontline combat. **Tradeoff:** Large active movement penalty makes disengagement costly. | A squared breastplate carries raised vertical gate bars over broad flat side plates. |
| P1-276 **Ranger's Jack** (`castle:ranger_s_jack`) | Common | B1, B2, B3 | Added | Low-burden armor supports movement-heavy ranged play. **Tradeoff:** Less raw protection and wear endurance than a chain coat. | A fitted leather jack has an open shoulder cut and staggered horizontal chest laces. |
| P1-277 **Rivet Mantle** (`castle:rivet_mantle`) | Common | B2, B3 | Added | High base durability supports long routes where repairs are limited. **Tradeoff:** High weight for only moderate raw protection. | A deep shoulder mantle is assembled from broad riveted trapezoids above a plain cloth torso. |
| P1-278 **Bellows Plate** (`castle:bellows_plate`) | Magic | B3, B4 | Added | Melee guard and reduced wear support sustained blocking-compatible frontline play. **Tradeoff:** Heavy movement burden with no power or speed support. | Broad folded plate ribs expand down the chest like a closed blacksmith's bellows. |
| P1-279 **Bitterroot Surcoat** (`castle:bitterroot_surcoat`) | Magic | B2, B3 | Added | Poison resistance counters damage-over-time attrition. **Tradeoff:** Moderate armor and no immediate cleanse or healing. | A split surcoat has braided root cords tracing an uneven ladder across the breast. |
| P1-280 **Boltwright's Jack** (`castle:boltwright_s_jack`) | Magic | B1, B2, B3 | Added | Projectile resistance protects a mobile ranged player on exposed routes. **Tradeoff:** Weak melee base protection and no projectile damage bonus. | A layered leather jack has a dense fan of narrow iron strips over its right chest. |
| P1-281 **Brinecord Harness** (`castle:brinecord_harness`) | Magic | B2, B3, B4 | Added | Wet movement and poison resistance support marsh and moat routes. **Tradeoff:** Water movement benefit is conditional and base armor is light. | Thick bronze cords trace an open rib cage above a split water-shedding cloth hem. |
| P1-282 **Chimneyguard** (`castle:chimneyguard`) | Magic | B2, B3, B4 | Added | Fire resistance and maximum health support enduring unavoidable forge damage. **Tradeoff:** Slow active movement and poor projectile specialization. | A tall collar rises behind the neck above a broad soot-grooved breast dome. |
| P1-283 **Closeguard Mail** (`castle:closeguard_mail`) | Magic | B2, B3 | Added | Melee guard favours direct enemy exchanges without conditional triggers. **Tradeoff:** Heavy base movement cost and no projectile specialization. | A compact mail shirt is bound by two thick chest bars and a raised collar ring. |
| P1-284 **Duelpath Coat** (`castle:duelpath_coat`) | Magic | B2, B3, B4 | Added | Melee power and fleetness favour active pursuit and disengagement. **Tradeoff:** Low guard and modest raw armor make sustained trading risky. | A short coat has a slashed single shoulder and three narrow forward-pointing lapels. |
| P1-285 **Froststitch Mail** (`castle:froststitch_mail`) | Magic | B2, B3, B4 | Added | Slow resistance and melee guard support fighting control-heavy enemies. **Tradeoff:** Movement burden remains and fire resistance is absent. | Mail panels are separated by pale stitched zigzags under a blunt high collar. |
| P1-286 **Fulcrum Cuirass** (`castle:fulcrum_cuirass`) | Magic | B2, B3, B4 | Added | Knockback resistance supports holding a front position against pushes. **Tradeoff:** Large active movement burden and no offensive modifier. | A convex breastplate pivots around one prominent low central hinge and wide shoulder wings. |
| P1-287 **Kilnweave Coat** (`castle:kilnweave_coat`) | Magic | B1, B2, B3 | Added | Fire resistance supports traversing repeated heat hazards. **Tradeoff:** Light raw armor and no melee guard modifier. | Ceramic discs are sewn into a coarse coat along a broad zigzag seam. |
| P1-288 **Lanternkeeper's Apron** (`castle:lanternkeeper_s_apron`) | Magic | B1, B2, B3 | Added | Healing received improves recovery from allies or consumables. **Tradeoff:** Does not heal and offers little raw back-to-back damage protection. | A long stiff apron has deep square pockets and one broad padded chest loop. |
| P1-289 **Longmarch Brigandine** (`castle:longmarch_brigandine`) | Magic | B1, B2, B3 | Added | Reduced equipment wear supports longer combat routes with fewer repairs. **Tradeoff:** Heavy profile and no specialized resistance. | Small plates sit beneath cloth whose repair seams form a deliberate staggered grid. |
| P1-290 **Longshot Harness** (`castle:longshot_harness`) | Magic | B2, B3, B4 | Added | Projectile power and draw handling support deliberate ranged damage. **Tradeoff:** Very low base armor and no melee modifier. | An asymmetric shoulder harness carries a rigid bowstring-shaped chest brace. |
| P1-291 **Mender's Quilt** (`castle:mender_s_quilt`) | Magic | B1, B2, B3 | Added | Healing received and maximum health support attrition recovery. **Tradeoff:** No direct mitigation affix and low base armor. | A thick quilted coat has unequal rectangular pads tied by visible long loop stitches. |
| P1-292 **Moatward Lamellar** (`castle:moatward_lamellar`) | Magic | B2, B3 | Added | Wet guard supports close fights during water transitions. **Tradeoff:** Conditional guard is dormant inland and provides no drowning immunity. | Wave-cut lamellae overlap above a broad vented bronze waist plate. |
| P1-293 **Oathbound Scale** (`castle:oathbound_scale`) | Magic | B2, B3, B4 | Added | Melee power and guard balance ordinary direct combat. **Tradeoff:** High movement burden and no self-healing benefit. | Four broad silver-edged scales interlock over a dark ribbed chest panel. |
| P1-294 **Quickseam Vest** (`castle:quickseam_vest`) | Magic | B1, B2 | Added | Fleetness supports frequent repositioning with a minimal burden profile. **Tradeoff:** Low armor and low wear capacity. | A short open-sided vest is joined by one long crossing seam and narrow rib straps. |
| P1-295 **Rafter Runner** (`castle:rafter_runner`) | Magic | B2, B3, B4 | Added | Projectile resistance and fleetness favour cover-to-cover movement. **Tradeoff:** Low melee armor and no damage roll. | A cropped jack has three long thin slats bridging a reinforced shoulder to the opposite hip. |
| P1-296 **Redthread Jerkin** (`castle:redthread_jerkin`) | Magic | B1, B2, B3 | Added | Maximum health adds a broad buffer to a light armor profile. **Tradeoff:** No cause-specific mitigation and modest durability. | A close leather jerkin is crossed by a single thick winding red cord under exposed rib buckles. |
| P1-297 **Steadfast Iron Chestplate** (`castle:steadfast_iron_chestplate`) | Magic | B2, B3 | Retained | Use the torso as the main guard allocation. **Tradeoff:** Guard only; no offensive or movement roll. | A broad overlapping belly plate with deep shoulder returns. |
| P1-298 **Tempered Iron Chestplate** (`castle:tempered_iron_chestplate`) | Magic | B2, B3 | Retained | Spend torso affixes on melee power over additional defense. **Tradeoff:** Power only; no guard or fleetness roll. | A narrow raised central strike plate over recessed side ribs. |
| P1-299 **Wayfarer’s Iron Chestplate** (`castle:wayfarer_iron_chestplate`) | Magic | B2, B3 | Retained | Torso fleetness lets weapon and boots specialize elsewhere. **Tradeoff:** Fleetness only; no power or guard roll. | A split cuirass with visible flexible textile side gussets. |
| P1-300 **Breachforged Iron Chestplate** (`castle:breach_iron_chestplate`) | Rare | B2, B3 | Retained | Offense-led mixed cuirass for close-range pressure. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A pointed breastplate with three offset wedge fasteners. |
| P1-301 **Breachline Cuirass** (`castle:breachline_cuirass`) | Rare | B3, B4, B5 | Added | Melee power, guard and slow resistance support committed frontline attacks. **Tradeoff:** Heavy movement burden and no projectile protection modifier. | A sharply split breastplate has offset forward wedges and a broad flat nape collar. |
| P1-302 **Cairnweave Redoubt** (`castle:cairnweave_redoubt`) | Rare | B3, B4, B5 | Added | Guard, poison resistance, slow resistance and knockback resistance cover control-heavy defensive encounters. **Tradeoff:** Heavy burden and no damage, speed or healing modifier. | Small squared stone inserts sit within a dense woven coat beneath a broken crenellated collar. |
| P1-303 **Candlemend Surcoat** (`castle:candlemend_surcoat`) | Rare | B2, B3, B4 | Added | Healing received, fire resistance and maximum health buffer long attrition routes. **Tradeoff:** No melee guard or projectile resistance and limited base armor. | A long cloth surcoat is edged with short wax-coloured ceramic tabs and a stitched central flame outline. |
| P1-304 **Coalglass Jack** (`castle:coalglass_jack`) | Rare | B3, B4, B5 | Added | Fire resistance, projectile power and fleetness favour mobile ranged combat in heat. **Tradeoff:** Thin base armor and no melee guard or draw support. | Opaque glass ribs are sewn between charcoal leather panels ending in a sharp split hem. |
| P1-305 **Confluence Iron Chestplate** (`castle:confluence_iron_chestplate`) | Rare | B2, B3 | Retained | Balanced torso allocation for builds using ordinary gear in other slots. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | A central ring plate connected to three separate armor panels. |
| P1-306 **Furnace Accord** (`castle:furnace_accord`) | Rare | B3, B4, B5 | Added | Fire resistance, guard and knockback resistance support a forge frontline. **Tradeoff:** High burden and no healing or ranged resistance. | An offset ceramic breast shield sits between broad iron shoulder yokes and a segmented throat guard. |
| P1-307 **Gatehouse Lamellar** (`castle:gatehouse_lamellar`) | Rare | B2, B3, B4 | Added | Melee guard, projectile resistance and reduced wear support sustained mixed threat defense. **Tradeoff:** Heavy burden and no maximum-health or power roll. | Tall overlapping plates terminate in a low gate-shaped breast arch with open side laces. |
| P1-308 **Pilgrim's Patchcoat** (`castle:pilgrim_s_patchcoat`) | Rare | B2, B3, B4 | Added | Fleetness, healing received and maximum health support mobile recovery. **Tradeoff:** Light armor and no damage mitigation modifier. | Unequal cloth patches form an angled chest path joined by oversized silver clasps. |
| P1-309 **Quietforge Vest** (`castle:quietforge_vest`) | Rare | B3, B4, B5 | Added | Fire resistance, slow resistance and reduced wear favour long mixed-hazard runs. **Tradeoff:** No offensive affix or maximum-health buffer. | A compact vest has three deep black iron fold channels and glazed ceramic underarm strips. |
| P1-310 **Rainspoke Harness** (`castle:rainspoke_harness`) | Rare | B2, B3, B4 | Added | Projectile power, wet movement and poison resistance support ranged marsh routes. **Tradeoff:** No guard and wet movement is absent outside water. | Open bronze spokes radiate from one low chest ring above a reed-woven back strap. |
| P1-311 **Silver Span** (`castle:silver_span`) | Rare | B3, B4, B5 | Added | Melee power, maximum health, healing received and projectile resistance support a broad melee support build. **Tradeoff:** Four moderate rolls leave no fleetness or guard affix. | A single silver arch bridges two uneven shoulder plates above small dark torso scales. |
| P1-312 **Stonebark Mantle** (`castle:stonebark_mantle`) | Rare | B2, B3, B4 | Added | Maximum health, knockback resistance and reduced wear support long exposure to ordinary hits. **Tradeoff:** Substantial burden and no cause-specific damage reduction. | Thick bark-like stone plates overlap on a deep shoulder mantle with short chain side ties. |
| P1-313 **Stringline Brigandine** (`castle:stringline_brigandine`) | Rare | B2, B3, B4 | Added | Projectile power, draw handling and projectile resistance support exchanging shots. **Tradeoff:** Limited melee armor and no speed modifier. | Long narrow plates run diagonally across a padded bowstring-shaped chest panel. |
| P1-314 **Thornwell Jerkin** (`castle:thornwell_jerkin`) | Rare | B2, B3, B4 | Added | Poison resistance, healing received and guard favour recovery during venomous melee fights. **Tradeoff:** No retaliation, cleanse or power benefit. | A thornwood-ribbed leather chest has a recessed well-shaped centre tied with pale thread. |
| P1-315 **Tidelock Hauberk** (`castle:tidelock_hauberk`) | Rare | B2, B3, B4 | Added | Wet guard, wet movement and projectile resistance support contested water crossings. **Tradeoff:** Two modifiers depend on wet state and the mail is heavy on dry routes. | Linked bronze sections hang beneath a large forked chest clasp and vented lower scales. |
| P1-316 **Windlass Coat** (`castle:windlass_coat`) | Rare | B3, B4, B5 | Added | A braced coat combines better ordinary armor with power, fleetness and slow resistance for committed pursuit. **Tradeoff:** Intrinsic walking penalty consumes some movement contribution; the lighter Duelpath Coat better serves free repositioning. | A fitted coat carries a visible chest windlass wheel and two taut diagonal cloth bands. |
| P1-317 **Briarheart Coat** (`castle:briarheart_coat`) | Legendary | B3, B4, B5 | Added | A damaging enemy melee hit retaliates for 2 HP against that same attacker if within 2 blocks; 6-second cooldown. Retaliation cannot trigger itself, other procs, healing or reward events. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A leather-and-metal coat with a thorn-shaped heart plate and green seams. |
| P1-318 **Last Rampart** (`castle:last_rampart`) | Legendary | B3, B4, B5 | Added | An enemy hit that leaves the wearer alive below 30-percent health grants 15 percentage points of melee guard for 3 seconds, capped; 20-second cooldown. It cannot prevent the triggering lethal hit. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A breastplate with a battered central arch and heavy squared shoulders. |
| P1-319 **Mourning Choir** (`castle:mourning_choir`) | Legendary | B3, B4, B5 | Added | Three damaging enemy melee hits within 5 seconds arm one 3-second charge. The next direct melee hit adds 3 HP and slows its target by 10 percent for 1 second; 12-second cooldown. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A ribbed coat with three small resonator plates over a dark cloth centre. |
| P1-320 **Starforge Harness** (`castle:starforge_harness`) | Legendary | B3, B4, B5 | Added | An owned projectile hit followed by a direct melee hit on the same enemy within 4 seconds adds 3 HP to that melee hit; 8-second cooldown. Only the actual active weapon contributes weapon affixes. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | An open-ring chest harness with four offset bright rivets and matte straps. |

## Leg armour

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-321 **Cinderwrap Breeches** (`castle:cinderwrap_breeches`) | Common | B1, B2 | Added | An insulated base that reduces registered environmental fire damage during ordinary traversal. **Tradeoff:** Insulation replaces metal armor and never prevents lava, contact hazards or mandatory encounter damage. | Overlapping ceramic shingles face outward from a thick rolled-cloth waist and widely spaced knee pads. |
| P1-322 **Crouchguard Knees** (`castle:crouchguard_knees`) | Common | B1, B2 | Added | A low-profile base whose protective facing favors crouched exposure behind low cover. **Tradeoff:** Standing protection is weaker than full cuisses, and crouching still limits travel. | Broad forward knee bowls project from a short soft backing, with open backs and laced side stays. |
| P1-323 **Gatewatch Cuisses** (`castle:gatewatch_cuisses`) | Common | B1, B2 | Added | A stationary front-line base: articulated thigh plates favor ordinary melee protection while standing and fighting. **Tradeoff:** Heavy articulation reduces travel mobility; a runner gains less value than a player holding a doorway. | Long rectangular thigh plates end above exposed cloth knees; two broad square hip hinges. |
| P1-324 **Iron Leggings** (`castle:iron_leggings`) | Common | B1, B2, B3, B4, B5 | Retained | Baseline native leg protection. **Tradeoff:** No movement modifier or stance benefit. | Vanilla articulated iron leggings. |
| P1-325 **Reedseal Waders** (`castle:reedseal_waders`) | Common | B1, B2 | Added | A water-route base intended to preserve ordinary shallow-water walking control. **Tradeoff:** A sealed flexible shell sacrifices dry melee armor and confers no swimming speed, breathing or water immunity. | Folded tubular cuffs and stitched horizontal reed ribs cover a continuous waterproof trouser shell. |
| P1-326 **Splithem Chausses** (`castle:splithem_chausses`) | Common | B1, B2 | Added | A light base that preserves grounded strafe mobility for close-range repositioning. **Tradeoff:** Thin cloth offers substantially less ordinary armor than plated legs; this is a movement choice rather than a defense upgrade. | A divided skirt hem hangs over narrow leggings, leaving a conspicuous triangular gap at each knee. |
| P1-327 **Sporeguard Trews** (`castle:sporeguard_trews`) | Common | B1, B2 | Added | A lined base that reduces incoming registered poison damage without removing the poison state. **Tradeoff:** Low physical protection and no cure; an antidote remains useful when immediate state removal matters. | Dense bellows-like cloth channels run down the outer thighs into sealed rounded knee patches. |
| P1-328 **Amber Veil Leggings** (`castle:amber_veil_leggings`) | Magic | B3, B4 | Added | Favor resistance to registered damage over time and reduce the duration of eligible movement slows. **Tradeoff:** Direct hits retain normal damage; mandatory encounter debuffs and their timing remain unchanged. | A translucent-looking outer mesh is held over solid cloth by three wide waist hoops and square knee frames. |
| P1-329 **Ballast Harness** (`castle:ballast_harness`) | Magic | B2, B3 | Added | Reduce bounded enemy knockback while emphasizing ordinary melee guard during a grounded stance. **Tradeoff:** A weighted base reduces ordinary movement, and displacement reduction never becomes immunity or blocks forced encounter relocation. | Two square ballast cases sit outside the hips, linked to short knee cages by broad straps. |
| P1-330 **Briarpass Chaps** (`castle:briarpass_chaps`) | Magic | B2, B3 | Added | Favor poison mitigation and grounded lateral motion for moving across hazardous combat lanes. **Tradeoff:** The chaps trade ordinary armor for protection against one damage class; diagonal sprinting gains no extra modifier. | Long scalloped leather fronts hang from a doubled belt, leaving the backs visibly open. |
| P1-331 **Caravan Spurs** (`castle:caravan_spurs`) | Magic | B4, B5 | Added | Favor grounded forward sprint movement while reducing wear from registered projectile hits. **Tradeoff:** The movement allocation is weak for retreat and does not improve firing or weapon damage; projectile damage is not reduced. | Wide diagonal straps form large X shapes over thick side panels, with blunt decorative hip spurs that never strike enemies. |
| P1-332 **Chapel Hem** (`castle:chapel_hem`) | Magic | B2, B3 | Added | Increase received direct ally healing while protecting against registered magic-projectile damage. **Tradeoff:** No self-heal multiplier, no increase to healing above maximum health, and little protection from melee or environmental fire. | A folded chapel-cloth front panel overlaps three narrow descending wrap layers at each shin. |
| P1-333 **Crosswind Tassets** (`castle:crosswind_tassets`) | Magic | B4, B5 | Added | Preserve backward walking speed while reducing projectile-inflicted knockback. **Tradeoff:** No resistance to projectile damage itself and no protection against melee displacement or scripted encounter movement. | Four offset metal fins hang diagonally from the hips, leaving a continuous exposed fabric stripe down each leg. |
| P1-334 **Ferryhand Trousers** (`castle:ferryhand_trousers`) | Magic | B2, B3 | Added | Support wet grounded movement and shorten qualifying movement-slow effects for moat approaches. **Tradeoff:** Neither modifier improves dry damage or removes rooted/mandatory encounter states. | Large knotted rope cuffs and overlapping canvas hip panels form a wide, low-slung outline. |
| P1-335 **Glassward Pleats** (`castle:glassward_pleats`) | Magic | B3, B4 | Added | Emphasize ordinary projectile resistance while preserving some grounded guard when standing still. **Tradeoff:** The stationary guard ends with movement; fragile inserts accept more wear and grant no block or projectile reflection. | Long vertical pleats alternate cloth and opaque ribbed glass strips around an otherwise narrow silhouette. |
| P1-336 **Grillebound Greaves** (`castle:grillebound_greaves`) | Magic | B1, B2 | Added | Favor guard during grounded backward steps when yielding space to a melee enemy. **Tradeoff:** Forward pursuit receives no conditional guard, and a rigid rear brace reduces sustained travel comfort. | Open square lattice cages run down the thighs, joined by a broad rear crossbar above each knee. |
| P1-337 **Hearthside Cuisses** (`castle:hearthside_cuisses`) | Magic | B3, B4 | Added | Combine fire resistance with received direct ally healing for a player assigned to fire-heavy encounters. **Tradeoff:** No poison or projectile protection; healing remains externally supplied and bounded by maximum health. | Short flared ceramic thigh shells sit above broad knitted knee sleeves with a visibly open center seam. |
| P1-338 **Lockstep Plates** (`castle:lockstep_plates`) | Magic | B2, B3 | Added | Favor ordinary melee power while grounded and moving sideways, supporting a deliberate strafe attack style. **Tradeoff:** Stopping, backpedaling or sprinting removes the conditional contribution; frontal armor remains below a stationary defensive base. | One long outer-thigh plate faces a three-piece articulated opposite side, joined by a low rigid belt. |
| P1-339 **Longhaul Gaiters** (`castle:longhaul_gaiters`) | Magic | B2, B3 | Added | Reduce armor durability loss from ordinary enemy melee hits during extended routes. **Tradeoff:** Provides no damage reduction beyond its light base armor and does not repair owned equipment or prevent authoritative wear accounting. | Tall stitched gaiters overlap the knees, each with a long raised reinforcing spine on its outer seam. |
| P1-340 **Parapet Striders** (`castle:parapet_striders`) | Magic | B1, B2 | Added | Combine crouched walking mobility with ranged-impact protection for deliberate movement between cover. **Tradeoff:** The mobility bonus requires crouching, and projectile protection leaves melee exposure weak. | A slotted metal apron has two long rear tails and narrow riveted outer-thigh strips. |
| P1-341 **Ramp Walker** (`castle:ramp_walker`) | Magic | B3, B4 | Added | Favor grounded uphill walking without changing jump height or giving airborne acceleration. **Tradeoff:** Flat-ground travel gains no conditional bonus, and the exposed articulation reduces base armor. | Large circular knee hinges rise above swept-forward thigh rails and a narrow central apron. |
| P1-342 **Rationswain Slacks** (`castle:rationswain_slacks`) | Magic | B3, B4 | Added | Reduce incoming melee damage only during an actual trusted food-consumption action. **Tradeoff:** The wearer must still complete or cancel the normal use action; protection supplies no food, healing or permanent spend authorization. | A broad flat apron covers trousers with two rigid cylindrical ration cases on the front thighs. |
| P1-343 **Scree Fold** (`castle:scree_fold`) | Magic | B3, B4 | Added | Reduce qualifying short-fall damage and preserve grounded movement on a descending route. **Tradeoff:** No benefit while airborne, no immunity and no bypass of safe boundaries or lethal encounter falls; protection against weapons is low. | Accordion-fold knee panels join a broad padded seat and tapered split ankle hems. |
| P1-344 **Scullery Runner** (`castle:scullery_runner`) | Magic | B1, B2 | Added | Improve straight grounded walking between rooms while favoring inexpensive light construction. **Tradeoff:** The walking modifier does not apply while sprinting, airborne or moving backward; physical protection is light. | Short pegged trousers sit above wrapped knees, with an oversized diamond-shaped rear pocket flap. |
| P1-345 **Smelter Kilts** (`castle:smelter_kilts`) | Magic | B2, B3 | Added | Combine fire-damage resistance with shorter duration of eligible nonmandatory burning states. **Tradeoff:** A short exposed-knee construction protects poorly against direct melee; neither modifier removes a mandatory hazard or grants immunity. | A stiff pleated kilt carries six broad ceramic tabs over bare chain-backed knees. |
| P1-346 **Steadfast Iron Leggings** (`castle:steadfast_iron_leggings`) | Magic | B2, B3 | Retained | Concentrate leg contribution on guard during melee exposure. **Tradeoff:** Guard only; no offensive or movement roll. | Wide overlapping tassets and high closed knee cups. |
| P1-347 **Tempered Iron Leggings** (`castle:tempered_iron_leggings`) | Magic | B2, B3 | Retained | Leg-slot power allocation preserves defensive head and torso choices. **Tradeoff:** Power only; no guard or fleetness roll. | Forward-ridged thigh plates with narrow squared knee bosses. |
| P1-348 **Underbridge Hosen** (`castle:underbridge_hosen`) | Magic | B4, B5 | Added | Favor melee guard while crouched with a ranged weapon actively selected, supporting a vulnerable firing posture. **Tradeoff:** No bonus while holding a melee weapon; crouching still slows route traversal and offers no accuracy or damage assistance. | A flat diamond chain panel wraps the knees beneath a broad, unusually low hip band. |
| P1-349 **Wayfarer’s Iron Leggings** (`castle:wayfarer_iron_leggings`) | Magic | B2, B3 | Retained | Leg-slot movement role for walking repositioning. **Tradeoff:** Fleetness only; no power or guard roll. | Split outer thigh strips over visible pleated undercloth. |
| P1-350 **Boltcatch Weave** (`castle:boltcatch_weave`) | Rare | B3, B4 | Added | Emphasize projectile damage resistance, projectile knockback reduction and reduced projectile-related wear. **Tradeoff:** The concentrated projectile package provides no additional melee protection and cannot count a hit as blocked or reflected. | A dense basket weave is framed by broad fore-and-aft splints and a flat rectangular knee screen. |
| P1-351 **Breachforged Iron Leggings** (`castle:breach_iron_leggings`) | Rare | B2, B3 | Retained | Offense-led mixed leg protection for advancing melee builds. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | Stepped outer tassets with wedge-shaped knee braces. |
| P1-352 **Causeway Lattice** (`castle:causeway_lattice`) | Rare | B4, B5 | Added | A mobile wet-lane choice combining wet movement, projectile resistance and reduced slow duration. **Tradeoff:** Light lattice construction leaves ordinary melee armor below stationary alternatives; no swimming or breath benefit. | Tall hexagonal lattice shells cover the outside legs, with a continuous narrow central cloth channel. |
| P1-353 **Cloister Brace** (`castle:cloister_brace`) | Rare | B3, B4 | Added | Support a defensive ally-heal recipient through ally healing received, crouched guard and poison resistance. **Tradeoff:** Requires a qualifying external heal and a crouched stance for full value; no damage bonus or direct cure. | A wide padded stole drapes from the waist around large stitched knee braces and a forked rear panel. |
| P1-354 **Confluence Iron Leggings** (`castle:confluence_iron_leggings`) | Rare | B2, B3 | Retained | Balanced leg allocation for mixed base equipment. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | Three linked floating panels across each thigh and knee. |
| P1-355 **Field Chirurgeon Trews** (`castle:field_chirurgeon_trews`) | Rare | B2, B3 | Added | Support receiving ally healing while using a restorative, with guard during trusted potion consumption and reduced eligible slow duration. **Tradeoff:** No passive healing or instant potion use; normal cancellation, cooldown and consumption accounting still apply. | Two hinged rectangular medicine cases flank a layered front apron with a wide stitched medical cross-shaped seam. |
| P1-356 **Flanking Harness** (`castle:flanking_harness`) | Rare | B4, B5 | Added | Combine lateral melee power, forward sprint speed and projectile-related wear resistance for deliberate melee approach paths. **Tradeoff:** The offensive and movement conditions apply to different actions, requiring positioning rather than permanent simultaneous bonuses; protection remains light. | An offset ladder of narrow side plates meets a swept rear sash and exposed circular knee joints. |
| P1-357 **Foundry Cantilever** (`castle:foundry_cantilever`) | Rare | B4, B5 | Added | A fire-room anchor combining grounded guard, fire resistance and bounded grounded knockback reduction. **Tradeoff:** Heavy supports penalize travel and do not cancel mandatory displacement; resistance and guard remain separately bounded. | Large triangular hip supports cantilever over thick rectangular knee plates and open-sided shins. |
| P1-358 **Gutterglass Chausses** (`castle:gutterglass_chausses`) | Rare | B2, B3 | Added | Favor grounded lateral movement through fire lanes with fire resistance and shorter eligible burning-state duration. **Tradeoff:** No direct offensive modifier or poison protection; sprinting removes the lateral walking contribution and mandatory hazard timing is unchanged. | Ribbed glass gutters run down the outer thighs between thick U-shaped ceramic brackets. |
| P1-359 **Redoubt Fold** (`castle:redoubt_fold`) | Rare | B3, B4 | Added | A stationary defensive build combining stationary guard, projectile resistance and reduced melee-related wear. **Tradeoff:** Moving to pursue immediately loses its conditional guard; it has no movement or power investment. | Three broad horizontal metal folds meet an unbroken tall front apron and blunt square kneecaps. |
| P1-360 **Reedbastion Legguards** (`castle:reedbastion_legguards`) | Rare | B2, B3 | Added | A wet-route combat choice combining wet walking mobility, poison resistance and bounded enemy knockback reduction. **Tradeoff:** The wet modifier gives no dry travel advantage and the shell has less melee armor than a dry fortified set. | Stacked woven reed boxes enclose the thighs above seamless bulb-shaped knee seals. |
| P1-361 **Sallyport Rig** (`castle:sallyport_rig`) | Rare | B2, B3 | Added | A doorway retreat build combining backward walking speed, backward-step guard and ordinary projectile resistance. **Tradeoff:** Most value requires a grounded retreat; advancing or remaining stationary leaves a weaker general armor profile. | A broad rear skirt supports short front plates and two projecting square hip flaps. |
| P1-362 **Sidewinder Cuisses** (`castle:sidewinder_cuisses`) | Rare | B3, B4 | Added | Combine lateral-step melee power, lateral walking speed and reduced qualifying slow duration for close-range strafe fighting. **Tradeoff:** Conditional output and movement disappear during straight pursuit, retreat or stationary attacks; base armor is light. | S-shaped outer-thigh rails sit over a two-piece wrap, with narrow forward-facing knee hooks. |
| P1-363 **Siegepantry Harness** (`castle:siegepantry_harness`) | Rare | B4, B5 | Added | Protect trusted food and potion use while improving ally-supplied healing received during difficult recovery windows. **Tradeoff:** Food and potion guard are mutually exclusive action states sharing the guard cap; the rig contributes no passive damage increase. | A high slatted apron is suspended between two large covered pannier frames with squared lower corners. |
| P1-364 **Sootline Overalls** (`castle:sootline_overalls`) | Rare | B3, B4 | Added | Combine fire resistance, damage-over-time resistance and guard during actual food use to stabilize hazardous recovery windows. **Tradeoff:** The two resistance groups must compose under a shared proposed resistance budget; ordinary weapon hits remain a weakness. | An oversized folded bib hangs from a segmented waist yoke above heavy tubular trouser legs. |
| P1-365 **Switchback Lames** (`castle:switchback_lames`) | Rare | B3, B4 | Added | Favor grounded uphill and backward walking, plus resistance to qualifying short falls on ordinary stair routes. **Tradeoff:** The two movement conditions share the fleetness cap and never increase jumping or authorize unsafe shortcuts; flat forward combat is weaker. | Small stepped lames rise toward the outer hips, ending in deep forked knee caps and a narrow rear tail. |
| P1-366 **Triage Chaps** (`castle:triage_chaps`) | Rare | B4, B5 | Added | Favor receiving ally healing after poison exposure, with poison mitigation and reduced qualifying slow duration. **Tradeoff:** No condition is automatically cleansed, no heal is generated, and general melee protection is lower than a full plate choice. | Two deep split leather flaps hang beside compact rectangular thigh boxes and wide cloth knee bandages. |
| P1-367 **March of Iron** (`castle:march_of_iron`) | Legendary | B3, B4, B5 | Added | After walking 4 horizontal blocks while grounded, the next damaging melee hit within 3 seconds grants 10 percentage points guard for 2 seconds, capped; 8-second cooldown. Teleports and knockback do not charge it. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Broad plated greaves with paired horizontal tread bars and brass knee locks. |
| P1-368 **Oaththread** (`castle:oaththread`) | Legendary | B3, B4, B5 | Added | Consuming an ally-support mark created by another item grants the wearer 5 percentage points movement for 3 seconds, subject to the fleetness cap; 10-second cooldown. No solo self-trigger or proc loop. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | A woven leg harness with one continuous diagonal silver oath-thread. |
| P1-369 **Riftstitch** (`castle:riftstitch`) | Legendary | B3, B4, B5 | Added | Taking an enemy projectile hit arms the next direct melee hit for 3 seconds to slow that attacker by 20 percent for 2 seconds; 10-second cooldown. No teleportation, phasing or terrain bypass. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Split cloth leggings joined by visible offset stitches and violet ceramic tabs. |
| P1-370 **Tidebound Tassets** (`castle:tidebound_tassets`) | Legendary | B3, B4, B5 | Added | Taking a damaging melee hit while wet grants 10 percentage points guard for 3 seconds, capped; 10-second cooldown. Leaving water does not extend duration; wet state is authoritative. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Overlapping wave-shaped tassets with rough bronze rims and blue textile gaps. |

## Foot armour

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-371 **Ford Moccasins** (`castle:ford_moccasins`) | Common | B1, B2 | Added | A flexible base favoring ordinary shallow-water walking over dry armor. **Tradeoff:** Provides no swimming speed, breath extension or dry combat bonus; seams wear quickly under melee attack. | A continuous folded sole rises into a broad sealed upper with two long horizontal ankle wraps. |
| P1-372 **Iron Boots** (`castle:iron_boots`) | Common | B1, B2, B3, B4, B5 | Retained | Baseline native foot armor. **Tradeoff:** No fleetness or special terrain protection. | Vanilla paired iron boots. |
| P1-373 **Kilnsoles** (`castle:kilnsoles`) | Common | B1, B2 | Added | An insulated base reducing registered environmental fire damage underfoot. **Tradeoff:** Low direct-hit armor, no lava immunity and no protection from mandatory encounter hazards. | Three thick ceramic sole blocks are separated by open gaps beneath a low leather upper. |
| P1-374 **Landing Pads** (`castle:landing_pads`) | Common | B1, B2 | Added | A cushioned base reducing qualifying short-fall impact during ordinary room traversal. **Tradeoff:** Low armor and no reduction to lethal scripted falls, safe-zone penalties or weapon hits beyond base protection. | A deep rounded heel cushion and broad layered toe pad protrude from a narrow cloth ankle. |
| P1-375 **Portcullis Sabatons** (`castle:portcullis_sabatons`) | Common | B1, B2 | Added | A grounded defensive base emphasizing ordinary melee armor at the expense of walking speed. **Tradeoff:** Heavy soles favor holding a line and make pursuit and route traversal less efficient. | Broad flat toes extend beneath two square stacked ankle plates and a low raised heel rim. |
| P1-376 **Softsole Turnshoes** (`castle:softsole_turnshoes`) | Common | B1, B2 | Added | A light base preserving ordinary grounded lateral stepping for close-range movement. **Tradeoff:** Minimal armor and low durability leave the wearer exposed during repeated direct hits. | Narrow turned-up toes and a single diagonal seam sit below an open V-shaped ankle cut. |
| P1-377 **Treadlock Boots** (`castle:treadlock_boots`) | Common | B1, B2 | Added | A braced base reducing ordinary grounded enemy knockback without providing immunity. **Tradeoff:** Rigid ankles sacrifice travel mobility, and forced encounter movement remains authoritative. | Square tread blocks project beneath a rigid ankle U-brace and a thick short heel. |
| P1-378 **Arrowheel Boots** (`castle:arrowheel_boots`) | Magic | B2, B3 | Added | Reduce projectile-inflicted knockback while resisting projectile damage. **Tradeoff:** No melee impulse protection and no projectile block, reflection or dodging behavior. | A long rear ankle fin sits over layered flat toe plates with a hollow rectangular heel. |
| P1-379 **Baffle Boots** (`castle:baffle_boots`) | Magic | B4, B5 | Added | Combine resistance to damage over time with reduced projectile-related wear. **Tradeoff:** The padding does not reduce direct projectile damage or melee impacts and provides no status cure. | Three large staggered baffle plates sit over the instep, with an open rectangular gap above the heel. |
| P1-380 **Brackenseal Boots** (`castle:brackenseal_boots`) | Magic | B3, B4 | Added | Combine poison resistance with shorter duration of eligible nonmandatory poison effects. **Tradeoff:** No instant antidote action or reduction to direct melee damage; mandatory encounter-state timing remains unchanged. | A continuous bell-shaped cuff encloses overlapping broad leaf-shaped leather panels around the shin. |
| P1-381 **Courtyard Slippers** (`castle:courtyard_slippers`) | Magic | B1, B2 | Added | Favor forward walking mobility for ordinary travel between cleared spaces. **Tradeoff:** No additional sprint or combat protection, and the open heel leaves durability low. | A long flat toe flap extends beyond a short upper, with an exposed heel loop. |
| P1-382 **Crossbar Heels** (`castle:crossbar_heels`) | Magic | B2, B3 | Added | Reduce enemy melee knockback while adding guard during stationary grounded defense. **Tradeoff:** Movement ends conditional guard, and the rigid crossbars impose a travel penalty rather than knockback immunity. | A broad horizontal rear bar connects a tall heel cage to a short squared toe cap. |
| P1-383 **Crouchspine Boots** (`castle:crouchspine_boots`) | Magic | B3, B4 | Added | Combine crouched melee guard with reduced duration of eligible movement slows. **Tradeoff:** Standing removes the guard allocation and slows from mandatory encounter states remain unchanged. | An arched rear spine rises from a flat low toe, while a deep front notch permits crouching. |
| P1-384 **Dartsprint Footwraps** (`castle:dartsprint_footwraps`) | Magic | B4, B5 | Added | Favor forward grounded sprint mobility while reducing duration of qualifying slows. **Tradeoff:** No retreat bonus; the two movement effects cannot bypass the shared fleetness cap or cancel rooted encounter states. | Long narrow cloth tails trail from tightly crossed instep bands over a thin exposed heel. |
| P1-385 **Descender Shoes** (`castle:descender_shoes`) | Magic | B2, B3 | Added | Favor controlled grounded downhill walking with resistance to qualifying short landing impacts. **Tradeoff:** No airborne steering and no protection against lethal or scripted falls; uphill travel is ordinary. | A long heel wedge projects behind a short toe cap, joined by an open triangular side brace. |
| P1-386 **Medicant Sandals** (`castle:medicant_sandals`) | Magic | B2, B3 | Added | Improve received direct ally healing while protecting a trusted potion-consumption action. **Tradeoff:** No self-healing or faster potion completion; exposed sandal construction has low baseline armor. | A raised sole is tied by two wide crossed straps and a conspicuous square ankle clasp. |
| P1-387 **Mire Runners** (`castle:mire_runners`) | Magic | B2, B3 | Added | Favor wet grounded movement while shortening qualifying movement slows. **Tradeoff:** No benefit to swimming, dry sprint speed or mandatory immobilizing mechanics. | Long narrow soles curve up into sealed pointed cuffs, with a deep front pleat at each ankle. |
| P1-388 **Rationrest Boots** (`castle:rationrest_boots`) | Magic | B3, B4 | Added | Provide guard during trusted food consumption and improve received direct ally healing. **Tradeoff:** No self-supplied healing, food creation or simultaneous attack bonus; recovery still requires an actual use action or ally. | A wide flat instep ledge and folded upper form a short boot with large rectangular side pockets. |
| P1-389 **Retreat Cleats** (`castle:retreat_cleats`) | Magic | B1, B2 | Added | Favor backward walking speed while keeping the selected weapon facing an approaching enemy. **Tradeoff:** No forward movement bonus and no implied knockback resistance; light armor favors active spacing. | Three blunt rear sole cleats extend behind a narrow toe and tall rectangular heel guard. |
| P1-390 **Shuffler Wraps** (`castle:shuffler_wraps`) | Magic | B1, B2 | Added | Reduce the movement cost of grounded lateral walking while crouched. **Tradeoff:** No benefit to forward sprinting or standing movement; ordinary armor is weaker than plated footwear. | Wide crossed cloth bands wrap a flat split sole and finish in oversized side knots. |
| P1-391 **Skirmish Soles** (`castle:skirmish_soles`) | Magic | B3, B4 | Added | Favor ordinary melee power during grounded lateral steps. **Tradeoff:** Stationary attacks, forward pursuit and retreat receive no conditional power; light construction sacrifices ordinary armor. | A narrow split toe is paired with a wide outer sole flange and an exposed inner ankle. |
| P1-392 **Slagstep Clogs** (`castle:slagstep_clogs`) | Magic | B2, B3 | Added | Combine fire resistance with shorter duration of eligible nonmandatory burning states on hot routes. **Tradeoff:** Stiff wooden construction reduces ordinary maneuverability and offers little protection against enemy projectiles or mandatory hazard damage. | A single deep hollow sole supports a squat upper with two broad ceramic instep ribs. |
| P1-393 **Sleetlatch Boots** (`castle:sleetlatch_boots`) | Magic | B3, B4 | Added | Reduce registered cold-damage exposure while shortening eligible movement slows. **Tradeoff:** Cold mitigation has no fire, poison or direct-melee benefit and does not disable encounter freezing mechanics. | A broad three-tab ankle latch closes over deep ribbed soles and blunt hexagonal toe plates. |
| P1-394 **Stairjaw Boots** (`castle:stairjaw_boots`) | Magic | B2, B3 | Added | Favor grounded uphill movement on legitimate ramps and stairs. **Tradeoff:** The modifier ends when airborne and grants no jump height, wall climbing or flat-ground speed advantage. | A stepped front sole climbs into a deep jaw-shaped toe guard with two exposed ankle pivots. |
| P1-395 **Steadfast Iron Boots** (`castle:steadfast_iron_boots`) | Magic | B2, B3 | Retained | Use foot affixes for melee guard rather than movement. **Tradeoff:** Guard only; no offensive or movement roll. | A deep ankle cuff and a squared overlapping instep plate. |
| P1-396 **Stridekeeper Shoes** (`castle:stridekeeper_shoes`) | Magic | B3, B4 | Added | Combine forward walking movement with reduced durability loss from ordinary enemy melee hits. **Tradeoff:** Damage itself is unchanged; no conditional benefit for backward movement or sprinting. | Two long raised seams run over a broad rounded toe and an unusually thick replaceable heel patch. |
| P1-397 **Tempered Iron Boots** (`castle:tempered_iron_boots`) | Magic | B2, B3 | Retained | Foot-slot power allows a defensive main-hand selection. **Tradeoff:** Power only; no guard or fleetness roll. | A reinforced forward toe ridge above a compact flat sole. |
| P1-398 **Vantage Sabatons** (`castle:vantage_sabatons`) | Magic | B4, B5 | Added | Favor stationary guard when a ranged weapon is actually selected. **Tradeoff:** Moving or selecting melee removes the conditional contribution, making the heavy soles poor for pursuit. | A raised square toe hood and outward-flared ankle panels form a broad, planted outline. |
| P1-399 **Wayfarer’s Iron Boots** (`castle:wayfarer_iron_boots`) | Magic | B2, B3 | Retained | Focused walking speed under the fleetness cap. **Tradeoff:** Fleetness only; no power or guard roll. | A split heel plate and a thin swept ankle fin. |
| P1-400 **Ashpan Brogues** (`castle:ashpan_brogues`) | Rare | B2, B3 | Added | Favor grounded forward walking through fire lanes with fire resistance and reduced eligible slow duration. **Tradeoff:** Neither fire resistance nor movement applies as general melee armor; no benefit to airborne movement or lava immunity. | A broad shallow tray sole rises around a low perforated upper and a square ceramic heel block. |
| P1-401 **Boltwarden Soles** (`castle:boltwarden_soles`) | Rare | B3, B4 | Added | Combine projectile resistance, projectile knockback reduction and projectile-related wear resistance. **Tradeoff:** Concentrates all modifiers on projectile exposure; melee, poison and fire receive no special mitigation. | A long narrow toe visor and three forward-leaning ankle ribs shield a hollow stepped heel. |
| P1-402 **Breachforged Iron Boots** (`castle:breach_iron_boots`) | Rare | B2, B3 | Retained | Offense-led mixed boots for approach and contact. **Tradeoff:** Smaller per-stat rolls than specialists; power-led mixed allocation. | A wedge toe cap with three staggered side straps. |
| P1-403 **Bulwark Treads** (`castle:bulwark_treads`) | Rare | B3, B4 | Added | Combine stationary guard, bounded melee knockback reduction and fire resistance for holding a hazardous lane. **Tradeoff:** Heavy treads slow travel; moving ends conditional guard and mandatory relocation remains effective. | A very wide segmented sole sits beneath a tall rectangular ankle box and two blunt front rollers. |
| P1-404 **Chapelround Sandals** (`castle:chapelround_sandals`) | Rare | B2, B3 | Added | Support recovery through ally healing received, potion-use guard and food-use guard. **Tradeoff:** Only one trusted consumption action can contribute guard at a time; no passive regeneration and minimal ordinary armor. | A raised circular heel pad contrasts with a square toe platform beneath broad forked straps. |
| P1-405 **Confluence Iron Boots** (`castle:confluence_iron_boots`) | Rare | B2, B3 | Retained | Balanced boots for rounding out a mixed six-position build. **Tradeoff:** Lower power ceiling than Breachforged; mixed rolls can waste cap room. | Three offset instep panels joined by a visible heel hoop. |
| P1-406 **Craglace Boots** (`castle:craglace_boots`) | Rare | B3, B4 | Added | Combine uphill grounded walking, qualifying short-fall resistance and reduced melee-related wear for legitimate stair routes. **Tradeoff:** No jump or climb advantage, no immunity to lethal falls and no reduction in ordinary melee damage. | Tall diagonal lacing runs between two stepped side rails above a layered toe and oversized rounded heel. |
| P1-407 **Crosscourt Footguards** (`castle:crosscourt_footguards`) | Rare | B3, B4 | Added | Combine lateral-step power, lateral walking speed and projectile resistance for deliberate strafe attacks. **Tradeoff:** Straight advance and stationary swings lose conditional output; projectile investment displaces ordinary melee armor. | Wide outward-facing sole wings sit below short diagonal toe plates and an open inner ankle. |
| P1-408 **Emberward Spurs** (`castle:emberward_spurs`) | Rare | B4, B5 | Added | Combine fire resistance, potion-use guard and improved direct ally healing received during hazardous recovery. **Tradeoff:** The outward heel spurs are structural rather than weapons; no fire immunity, automatic healing or attack proc is supplied. | Two short blunt heel spurs brace tall ceramic ankle ribs over an open-laced cloth toe. |
| P1-409 **Farwatch Heelguards** (`castle:farwatch_heelguards`) | Rare | B4, B5 | Added | Combine stationary ranged-weapon guard, projectile resistance and received direct ally healing for a defended firing position. **Tradeoff:** Moving or selecting melee removes conditional guard; no range, aim assistance or extra projectile damage is implied. | Two tall rear heel shields stand behind a broad grounded sole and a short split toe canopy. |
| P1-410 **Mossquiet Boots** (`castle:mossquiet_boots`) | Rare | B3, B4 | Added | Combine poison mitigation, damage-over-time mitigation and increased received direct ally healing. **Tradeoff:** Resistance groups compose under one proposed budget; there is no self-heal, antidote or protection against ordinary direct melee. | A tall folded upper surrounds a flat broad toe and a thick exposed stitched felt midsole. |
| P1-411 **Pavement Fold Boots** (`castle:pavement_fold_boots`) | Rare | B3, B4 | Added | Combine crouched lateral movement, crouched guard and reduced eligible slow duration for low-cover repositioning. **Tradeoff:** Standing removes both posture-specific benefits; the wearer still moves more slowly while crouched than under an unbounded mobility fantasy. | A deep flexible front fold joins a flat divided sole to short wing-like outer ankle pads. |
| P1-412 **Pursuit Reins** (`castle:pursuit_reins`) | Rare | B4, B5 | Added | Combine forward sprint movement, bounded projectile knockback reduction and reduced qualifying slow duration for closing distance. **Tradeoff:** No retreat or stationary defensive investment; projectile damage is normal and encounter roots remain effective. | A long strap runs from a narrow toe hook to a high rear ankle yoke, leaving the side panels mostly open. |
| P1-413 **Reedcross Galoshes** (`castle:reedcross_galoshes`) | Rare | B2, B3 | Added | Combine wet grounded movement, poison resistance and shorter eligible poison duration for long wet routes. **Tradeoff:** A specialized wet package offers no extra dry speed or projectile defense and never immediately cures poison or modifies mandatory encounter states. | A deep continuous rubber-like shell folds around a tall cross-strapped cuff and squared broad toe. |
| P1-414 **Sallyrunner Boots** (`castle:sallyrunner_boots`) | Rare | B2, B3 | Added | Combine backward walking movement, backward-step guard and reduced projectile knockback for an active retreat build. **Tradeoff:** The guard and movement contribution disappear during pursuit, and projectile damage itself remains normal. | A long rear split sole supports a narrow toe hood and two broad rectangular ankle wings. |
| P1-415 **Screeweave Shoes** (`castle:screeweave_shoes`) | Rare | B4, B5 | Added | Combine grounded downhill movement, qualifying short-fall resistance and damage-over-time resistance. **Tradeoff:** No airborne shortcut, fall immunity or direct weapon damage reduction; specialist route value displaces combat armor. | A folded woven upper descends into three separate rounded heel cushions and a low narrow toe strap. |
| P1-416 **Traverse Heelplates** (`castle:traverse_heelplates`) | Rare | B4, B5 | Added | Combine uphill and downhill grounded movement with projectile-related wear resistance. **Tradeoff:** Both slope modifiers share the fleetness cap; flat rooms gain no conditional speed and projectiles still inflict ordinary damage. | An extended split heel rail balances a blunt elevated toe with two large exposed hinge pins. |
| P1-417 **Ashstep** (`castle:ashstep`) | Legendary | B3, B4, B5 | Added | Walking 4 grounded blocks then landing a direct melee hit within 2 seconds adds 2 HP and leaves a 1-second cosmetic ember footprint; 8-second cooldown. Footprints never deal damage. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Asymmetric boots with slanted charcoal soles and small rear ember slots. |
| P1-418 **Quietus** (`castle:quietus`) | Legendary | B3, B4, B5 | Added | After 3 seconds without dealing or taking damage, movement receives +5 percentage points while walking, subject to the cap. Any damage or unequip ends it; it re-arms after 3 seconds. No invisibility or enemy disengagement. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Soft black slippers with a divided heel and three pale, offset stitches. |
| P1-419 **Rimewake** (`castle:rimewake`) | Legendary | B3, B4, B5 | Added | A damaging enemy melee hit slows that attacker by 15 percent for 2 seconds if within 2 blocks; 8-second cooldown. One attacker; boss cap 10 percent. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Wide frost-ribbed sabatons with a heel fin and opaque ice-coloured accents. |
| P1-420 **Stonewake** (`castle:stonewake`) | Legendary | B3, B4, B5 | Added | A verified full block while grounded grants 10 percentage points guard for 2 seconds, capped, and visibly locks the ankle hoops; 10-second cooldown. No claimed knockback immunity without a separate qualified adapter. **Tradeoff:** Conditional signature requires its exact trigger, duration and cooldown; ordinary affixes may lose to a specialist Magic or Rare build. | Heavy square-toed boots with stone plugs and narrow iron ankle hoops. |

## Consumables

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-421 **Apple Leather** (`castle:apple_leather`) | Common | B1, B2 | Added | Small quick ration for topping up hunger. **Tradeoff:** Low total hunger return; cannot replace a main meal. | A rolled fruit ribbon held by a split wooden clasp. |
| P1-422 **Bitter Antidote** (`castle:bitter_antidote`) | Common | B1, B2, B3 | Added | Remove one currently active eligible poison effect. **Tradeoff:** No poison immunity and no cure for unrelated debuffs. | A narrow green-glass bottle with a thorn-shaped stopper. |
| P1-423 **Bracing Draught** (`castle:bracing_draught`) | Common | B1, B2, B3 | Added | Gain a brief melee-guard contribution through the normal cap. **Tradeoff:** No projectile protection; cannot stack defensive draughts. | A broad flask with two iron grip bands. |
| P1-424 **Bread** (`castle:bread`) | Common | B1, B2, B3, B4, B5 | Retained | Basic native hunger ration. **Tradeoff:** No direct heal or custom status cure. | Vanilla scored loaf. |
| P1-425 **Clearwater Vial** (`castle:clearwater_vial`) | Common | B1, B2 | Added | A small immediate self-heal usable while moving through a short gap. **Tradeoff:** Low burst; shares restorative cooldown and never over-heals. | A squat clear vial with a single ceramic finger loop. |
| P1-426 **Cooked Beef** (`castle:cooked_beef`) | Common | B1, B2, B3, B4, B5 | Retained | Native high-saturation food for sustained exploration. **Tradeoff:** Eating requires a clear use window. | Vanilla cooked steak. |
| P1-427 **Cooling Salve** (`castle:cooling_salve`) | Common | B1, B2 | Added | Extinguish current burning when applied. **Tradeoff:** No fire resistance; does not reverse damage already taken. | A shallow wax tin with a recessed snowflake stamp. |
| P1-428 **Courtyard Tea** (`castle:courtyard_tea`) | Common | B1, B2 | Added | Restore a small amount of health while resting stationary. **Tradeoff:** Movement or incoming damage cancels the remaining channel. | A low brass cup fitted into a folded cloth cradle. |
| P1-429 **Dryfoot Wax** (`castle:dryfoot_wax`) | Common | B1, B2 | Added | Reduce an authored wet-floor movement penalty for a short duration. **Tradeoff:** No water walking, fall protection or extra traversal access. | A boot-shaped wax tablet inside a hinged wooden case. |
| P1-430 **Dust Rinse** (`castle:dust_rinse`) | Common | B1, B2 | Added | Clear the named dust-obscured status after an eligible hazard. **Tradeoff:** Does not reveal enemies, hidden loot or targets through walls. | A flat flask with an angled pouring lip. |
| P1-431 **Enchanted Golden Apple** (`castle:enchanted_golden_apple`) | Common | B1, B2, B3, B4, B5 | Retained | Consume for its qualified native temporary effects. **Tradeoff:** Scarce eligibility and native timing; not a guaranteed source reward. | Vanilla enchanted golden apple presentation. |
| P1-432 **Experience Bottle** (`castle:experience_bottle`) | Common | B1, B2, B3, B4, B5 | Retained | Apply qualified native raid-session experience on trusted use. **Tradeoff:** Does not grant permanent character XP or enable arbitrary enchanting. | Vanilla small corked experience bottle. |
| P1-433 **Field Loaf** (`castle:field_loaf`) | Common | B1, B2 | Added | A compact ration favors immediate hunger refill over sustained saturation. **Tradeoff:** Lower saturation than native Bread; useful before a short fight rather than a long expedition. | A scored square loaf in a folded flax sleeve. |
| P1-434 **Golden Apple** (`castle:golden_apple`) | Common | B1, B2, B3, B4, B5 | Retained | Consume for the proposed native recovery effect profile. **Tradeoff:** No permanent passive bonus from carrying. | Vanilla ordinary golden apple. |
| P1-435 **Herb Wrap** (`castle:herb_wrap`) | Common | B1, B2 | Added | Apply a small gradual health restoration after combat. **Tradeoff:** Channel cancels on damage; cannot stack healing channels. | A flat herb pad under crossed linen strips. |
| P1-436 **Honeyed Oats** (`castle:honeyed_oats`) | Common | B1, B2 | Added | Prepare a stable hunger reserve before advancing. **Tradeoff:** Can only be eaten when native hunger rules permit. | An open hexagonal oat parcel in waxed paper. |
| P1-437 **Mushroom Broth** (`castle:mushroom_broth`) | Common | B1, B2 | Added | Liquid meal restores hunger and returns an empty bowl. **Tradeoff:** Long drink; bowl occupies a returned supply stack. | A lidded earthen bowl with one broad wooden handle. |
| P1-438 **Roast Riverfish** (`castle:roast_riverfish`) | Common | B1, B2, B3 | Added | A stationary meal channel provides a long saturation reserve for an upcoming encounter. **Tradeoff:** Movement or damage cancels the meal; native Cooked Beef remains usable during movement. | A split fish folded around a short skewer. |
| P1-439 **Salted Root Cake** (`castle:salted_root_cake`) | Common | B1, B2 | Added | Compact hunger recovery for short gaps between fights. **Tradeoff:** Less saturation than a full meal. | Three root discs tied through a central reed pin. |
| P1-440 **Saltwater Gargle** (`castle:saltwater_gargle`) | Common | B1, B2 | Added | Clear a registered minor silence affecting supply use. **Tradeoff:** Cannot suppress a boss phase or remove mandatory mechanics. | A wide-neck bottle with a perforated shell cap. |
| P1-441 **Soot Filter Chew** (`castle:soot_filter_chew`) | Common | B1, B2 | Added | Shorten a specifically registered smoke irritation debuff. **Tradeoff:** No immunity to fire, fog mechanics or mandatory hazards. | A pleated charcoal sachet with a bite-off corner. |
| P1-442 **Sour Wake Tea** (`castle:sour_wake_tea`) | Common | B1, B2 | Added | Clear the named drowsiness status used by eligible encounters. **Tradeoff:** No encounter interrupt or general stun immunity. | A pointed teapot bottle with a short side spout. |
| P1-443 **Splinter Wash** (`castle:splinter_wash`) | Common | B1, B2 | Added | Remove the published minor wound debuff. **Tradeoff:** Requires that named debuff; no generic negative-effect purge. | A ribbed wash flask with a brush tied alongside. |
| P1-444 **Staunching Powder** (`castle:staunching_powder`) | Common | B1, B2, B3 | Added | End the current eligible bleed debuff. **Tradeoff:** No health restoration; subsequent hits can reapply bleed. | A triangular paper packet with a tear notch. |
| P1-445 **Warming Sip** (`castle:warming_sip`) | Common | B1, B2 | Added | Reduce a registered environmental chill penalty temporarily. **Tradeoff:** Cannot remove boss slow mechanics or exceed movement cap. | A small insulated flask wrapped in zigzag felt. |
| P1-446 **Watchers Biscuit** (`castle:watchers_biscuit`) | Common | B1, B2 | Added | An emergency snack has a very short use action when severely hungry. **Tradeoff:** Requires the published low-hunger condition; cannot serve as a routine topping-up snack like Apple Leather. | A ring biscuit with one deliberately broken segment. |
| P1-447 **Arrowveil Draught** (`castle:arrowveil_draught`) | Magic | B2, B3 | Added | Briefly reduce registered projectile damage through a separate bounded budget. **Tradeoff:** No melee protection; exclusive with other defensive draughts. | A tapered flask protected by three arrow-shaped ribs. |
| P1-448 **Ashskin Unguent** (`castle:ashskin_unguent`) | Magic | B2, B3 | Added | Reduce the next bounded number of registered fire hits. **Tradeoff:** Expires after its duration or hit budget; never stacks into immunity. | A soot-grey ointment pot with three counting grooves. |
| P1-449 **Bitterroot Paste** (`castle:bitterroot_paste`) | Magic | B2, B3 | Added | Remove one eligible poison and one eligible wound in sequence. **Tradeoff:** Slow application; cannot clear arbitrary encounter debuffs. | A broad paste tube wound around a root-shaped key. |
| P1-450 **Briar Sap Balm** (`castle:briar_sap_balm`) | Magic | B2, B3 | Added | Consume to reduce the next eligible wound duration. **Tradeoff:** Does not heal or trigger retaliation; limited personal buff group. | A split seedpod jar held closed by a briar clasp. |
| P1-451 **Copperground Salts** (`castle:copperground_salts`) | Magic | B2, B3 | Added | Reduce registered shock damage for a short preparation window. **Tradeoff:** No protection from physical strikes or scripted arena objectives. | A squat shaker with a perforated copper grounding plate. |
| P1-452 **Embermilk** (`castle:embermilk`) | Magic | B2, B3 | Added | Reduce subsequent registered fire damage temporarily. **Tradeoff:** Cannot negate the trigger hit or mandatory lethal mechanics. | A white ceramic bottle with an offset burnt collar. |
| P1-453 **Fleet Reed Cordial** (`castle:fleet_reed_cordial`) | Magic | B2, B3 | Added | Temporarily add walking fleetness under the normal cap. **Tradeoff:** No sprint multiplier; wasted at the cap. | A slender reed flask with two staggered joints. |
| P1-454 **Gate Oil** (`castle:gate_oil`) | Magic | B2, B3 | Added | Apply a short ordinary melee-power modifier to the active weapon. **Tradeoff:** Power remains capped; coating ends when its selected weapon is removed. | A hinged oil can with a flat tooth-shaped nozzle. |
| P1-455 **Grave Mint Infusion** (`castle:grave_mint_infusion`) | Magic | B2, B3 | Added | Restore health gradually while continuing ordinary movement. **Tradeoff:** Damage interrupts the remaining healing; lower burst than tonic. | A long frosted bottle with a mint sprig cage. |
| P1-456 **Ironbark Sip** (`castle:ironbark_sip`) | Magic | B2, B3 | Added | Temporarily increase melee guard subject to the build cap. **Tradeoff:** Longer drink action; no benefit when already guard capped. | A bark-wrapped cylinder clasped by an iron fork. |
| P1-457 **Menders Broth** (`castle:menders_broth`) | Magic | B2, B3 | Added | Restore health in a longer uninterrupted rest channel. **Tradeoff:** Cannot be used to repair equipment or bypass durability policy. | A deep bowl with a stitched-linen lid and side ladle. |
| P1-458 **Oathwater Ampoule** (`castle:oathwater_ampoule`) | Magic | B2, B3 | Added | Heal one selected visible admitted ally within a short range. **Tradeoff:** One target and capped heal; requires trusted ally-use adapter. | A snapped-ring ampoule fitted to a blunt applicator. |
| P1-459 **Redleaf Tonic** (`castle:redleaf_tonic`) | Magic | B2, B3 | Added | A stationary drinking action gives a moderate immediate heal for planned recovery. **Tradeoff:** Moving or taking damage cancels use; less emergency flexibility than Clearwater Vial. | A twin-neck vial with a redleaf pressed into its label. |
| P1-460 **Rimeguard Tea** (`castle:rimeguard_tea`) | Magic | B2, B3 | Added | Reduce subsequent registered cold damage temporarily. **Tradeoff:** No blanket slow immunity and no stacking resistance drinks. | A square tea flask with a split-glass outer sleeve. |
| P1-461 **Runner Jelly** (`castle:runner_jelly`) | Magic | B2, B3 | Added | Grant walking fleetness only while below full hunger. **Tradeoff:** Native hunger remains unchanged; no benefit at movement cap. | A segmented jelly bar in a ribbed wax trough. |
| P1-462 **Sentry Syrup** (`castle:sentry_syrup`) | Magic | B2, B3 | Added | Reduce projectile damage only while crouched and grounded. **Tradeoff:** Standing, swimming or moving into another buff group ends it. | A square syrup jar beneath a small hinged visor. |
| P1-463 **Steadyhand Bitter** (`castle:steadyhand_bitter`) | Magic | B2, B3 | Added | Temporarily improve the published aimed-projectile damage family. **Tradeoff:** Requires aimed hits; cannot improve unaimed or secondary impacts. | A low flask with a horizontal sight bar across its neck. |
| P1-464 **Stillness Tea** (`castle:stillness_tea`) | Magic | B2, B3 | Added | Improve guard while stationary for a brief prepared interval. **Tradeoff:** Movement ends the conditional benefit; normal guard cap applies. | A flat-bottom teacup secured to a broad stone saucer. |
| P1-465 **Tidebreath Bottle** (`castle:tidebreath_bottle`) | Magic | B2, B3 | Added | Extend ordinary underwater breathing briefly for wet-area fights. **Tradeoff:** No water movement boost, secret route access or infinite air. | A bulbous bottle with a ribbed shell breathing cap. |
| P1-466 **Venomcut Elixir** (`castle:venomcut_elixir`) | Magic | B2, B3 | Added | Remove eligible poison and provide short poison resistance. **Tradeoff:** No automatic heal; resistance does not bypass encounter rules. | A hooked bottle whose stopper resembles closed shears. |
| P1-467 **Citadel Draught** (`castle:citadel_draught`) | Rare | B3, B4, B5 | Added | Brief balanced mitigation against melee and projectiles. **Tradeoff:** Lower per-cause benefit than specialist drinks; exclusive defensive group. | A twin-chamber flask joined by a battlement bridge. |
| P1-468 **Crimson Reserve** (`castle:crimson_reserve`) | Rare | B3, B4, B5 | Added | A rapid large self-heal is usable only after surviving into the published low-health range. **Tradeoff:** Long restorative cooldown; cannot be pre-drunk or used to top up a healthy player. | A heavy red flask inside a three-pronged steel cage. |
| P1-469 **Deepwell Restorative** (`castle:deepwell_restorative`) | Rare | B3, B4, B5 | Added | Restore moderate health and hunger together after trusted consumption. **Tradeoff:** Lower health burst than Crimson Reserve; cannot overfill either resource. | A well-shaped stone bottle with a tiny suspended dipper. |
| P1-470 **Duelists Concentrate** (`castle:duelists_concentrate`) | Rare | B3, B4, B5 | Added | Temporarily improve ordinary single-target melee power. **Tradeoff:** Normal power cap; no secondary damage, extra reach or loot modifier. | A needle-neck flask inside a split duelling-guard frame. |
| P1-471 **Longwatch Infusion** (`castle:longwatch_infusion`) | Rare | B3, B4, B5 | Added | Longer moderate projectile resistance for an exposed ranged encounter. **Tradeoff:** Less peak mitigation than short draughts; exclusive defensive group. | A long rectangular flask beneath a folding sight plate. |
| P1-472 **Phoenixleaf Poultice** (`castle:phoenixleaf_poultice`) | Rare | B3, B4, B5 | Added | Apply a strong heal-over-time after a survived fire encounter. **Tradeoff:** Living player only; no resurrection or retroactive lethal-hit prevention. | A layered leaf pad secured by a fan-shaped bronze clip. |
| P1-473 **Pilgrims Rest** (`castle:pilgrims_rest`) | Rare | B3, B4, B5 | Added | Heal a greater total amount through a quiet out-of-combat channel. **Tradeoff:** Any incoming or outgoing damage cancels remaining healing. | A folded travel bowl with a tall arched carrying frame. |
| P1-474 **Prism Antivenom** (`castle:prism_antivenom`) | Rare | B3, B4, B5 | Added | Clear eligible poison and briefly resist its reapplication. **Tradeoff:** Cannot clear wounds or grant global status immunity. | A six-sided ampoule holding a visible spiral glass insert. |
| P1-475 **Quiet Recovery** (`castle:quiet_recovery`) | Rare | B3, B4, B5 | Added | Regenerate health and clear a minor wound during complete stillness. **Tradeoff:** Movement, combat or a new wound ends the channel immediately. | A shallow black bowl beneath a removable felt-lined dome. |
| P1-476 **Rampart Resin** (`castle:rampart_resin`) | Rare | B3, B4, B5 | Added | Consumption arms one capped guard charge for the next eligible melee impact before expiry. **Tradeoff:** One incoming hit spends the charge; Bracing Draught instead provides a continuous timed guard contribution. | A broad resin tin with a raised crenellated rim. |
| P1-477 **Stormcell Cordial** (`castle:stormcell_cordial`) | Rare | B3, B4, B5 | Added | Short shock resistance plus grounded projectile protection. **Tradeoff:** Grounded condition is required; no melee or fire protection. | A cylindrical flask between two separated copper coil halves. |
| P1-478 **Waylight Communion** (`castle:waylight_communion`) | Rare | B3, B4, B5 | Added | Restore a bounded amount of health to one nearby admitted ally and the user. **Tradeoff:** Requires both targets in range; no substitute extra self-heal if alone. | Two small bottles linked by one hinged lantern handle. |
| P1-479 **Whitebriar Remedy** (`castle:whitebriar_remedy`) | Rare | B3, B4, B5 | Added | Remove the currently registered poison, wound and smoke irritation statuses. **Tradeoff:** Long use action; excludes boss mechanics and unrelated effects. | A three-lobed remedy jar wrapped by a white thorn frame. |
| P1-480 **Winterheart Distillate** (`castle:winterheart_distillate`) | Rare | B3, B4, B5 | Added | Brief strong cold resistance with limited wound recovery. **Tradeoff:** Does not remove boss slows; shares resistance-group cooldown. | A heart-shaped glass flask with an open iron cage. |

## Materials ammunition and utility

| ID and item | Rarity | Bands | Origin | Proposed gameplay and tradeoff | Visual identity |
|---|---|---|---|---|---|
| P1-481 **Arrow** (`castle:arrow`) | Common | B1, B2, B3, B4, B5 | Retained | Ordinary ammunition for qualified native bows and crossbows. **Tradeoff:** No passive effect and no special projectile modifier. | Vanilla straight arrow silhouette. |
| P1-482 **Bitterroot Bundle** (`castle:bitterroot_bundle`) | Common | B1, B2 | Added | Input for the proposed antidote supply recipe. **Tradeoff:** No direct effect while carried and no equipment transformation. | Two twisted roots bound through a flat seed tag. |
| P1-483 **Charcoal Briquette** (`castle:charcoal_briquette`) | Common | B1, B2 | Added | Fuel the proposed lantern refill supply recipe. **Tradeoff:** No smelting, equipment recipes or unrestricted block use. | A pressed charcoal oval pierced by a cord hole. |
| P1-484 **Clean Linen** (`castle:clean_linen`) | Common | B1, B2 | Added | Input for the proposed herb-wrap supply recipe. **Tradeoff:** Usable only in raid-local supply crafting. | A three-fold cloth strip secured with a wooden needle. |
| P1-485 **Diamond** (`castle:diamond`) | Common | B1, B2, B3, B4, B5 | Retained | Raid-local focusing input for the proposed Hooded Glowstone light-supply recipe. **Tradeoff:** No equipment crafting, backend currency or permanent extraction. | Vanilla blue faceted diamond. |
| P1-486 **Emerald** (`castle:emerald`) | Common | B1, B2, B3, B4, B5 | Retained | Allowlisted native tender for one raid-local basic-supply trade. **Tradeoff:** No account-currency conversion or permanent extraction. | Vanilla green-cut emerald. |
| P1-487 **Empty Field Flask** (`castle:empty_field_flask`) | Common | B1, B2, B3 | Added | Returned vessel and input for the basic antidote recipe. **Tradeoff:** Empty carry grants no effect; cannot represent an owned equipment item. | A squat empty bottle with a removable loop stopper. |
| P1-488 **Gold Ingot** (`castle:gold_ingot`) | Common | B1, B2, B3, B4, B5 | Retained | Raid-local input for the proposed Lantern Refill supply recipe. **Tradeoff:** Cannot craft equipment or represent persistent currency. | Vanilla bevelled gold bar. |
| P1-489 **Lantern Refill** (`castle:lantern_refill`) | Common | B1, B2, B3 | Added | Refuel an allowlisted light socket without moving world geometry. **Tradeoff:** Limited charge; never damages terrain or opens new routes. | A ribbed oil cartridge with an enclosed wick cap. |
| P1-490 **Practice Bolt** (`castle:practice_bolt`) | Common | B1, B2 | Added | Provide one ordinary owned bolt for compatible custom crossbows. **Tradeoff:** Consumed on launch; no piercing, explosive or permanent recovery. | A blunt three-fin bolt with a square wooden head. |
| P1-491 **Quartermaster Scrip** (`castle:quartermaster_scrip`) | Common | B1, B2, B3, B4, B5 | Added | Spend at the raid-local quartermaster on allowlisted supplies. **Tradeoff:** Cannot become account currency or permanent inventory. | A square punched tin chit with one clipped corner. |
| P1-492 **Route Chalk** (`castle:route_chalk`) | Common | B1, B2, B3 | Added | Place a bounded party-visible navigation mark on an proposed marker point. **Tradeoff:** No terrain edits, wall vision, chest detection or reward triggers. | A notched chalk stick in a split leather sleeve. |
| P1-493 **Signal Pennant** (`castle:signal_pennant`) | Common | B1, B2, B3 | Added | Request a short party-visible regroup marker at the user position. **Tradeoff:** Bounded lifetime and rate; cannot claim sources or teleport players. | A folded swallowtail pennant on a short hinged mast. |
| P1-494 **Stone Pickaxe** (`castle:stone_pickaxe`) | Common | B1, B2, B3, B4, B5 | Retained | Mine only allowlisted disposable supply nodes under an Adventure-mode adapter. **Tradeoff:** Cannot alter castle structure, objectives, safe areas or reward conditions. | Vanilla stone pick head with a wooden handle. |
| P1-495 **Torch** (`castle:torch`) | Common | B1, B2, B3, B4, B5 | Retained | Provide ordinary light at proposed supply sockets. **Tradeoff:** Placement is restricted to allowlisted sockets; no unrestricted block edits. | Vanilla short stick and flame. |
| P1-496 **Hooded Glowstone** (`castle:hooded_glowstone`) | Magic | B2, B3 | Added | Create a quiet bounded light marker at an proposed supply socket. **Tradeoff:** No dynamic carried-light claim until native proof; no damage effect. | A faceted light core enclosed by four hinged opaque shutters. |
| P1-497 **Reinforced Bolt** (`castle:reinforced_bolt`) | Magic | B2, B3 | Added | Higher base impact bolt for slower compatible crossbow profiles. **Tradeoff:** Reduced projectile speed and heavier proposed reload profile. | A broad metal bolt with a fluted central spine. |
| P1-498 **Salt-Tipped Arrow** (`castle:salt_tipped_arrow`) | Magic | B2, B3 | Added | A compatible owned arrow supplies an ordinary wet-target damage modifier. **Tradeoff:** One projectile only; no universal debuff or passive carried bonus. | An arrow with a split salt-ceramic tip and short rear vane. |
| P1-499 **Prismatic Survey Lens** (`castle:prismatic_survey_lens`) | Rare | B3, B4, B5 | Added | Read range and line of sight to one already visible registered target. **Tradeoff:** Information only; no aim assistance, hidden-target reveal or combat stat. | A hand lens with three offset glass segments and a folding ruler. |
| P1-500 **Splithead Arrow** (`castle:splithead_arrow`) | Rare | B3, B4, B5 | Added | Improve the first direct impact against an armored registered enemy. **Tradeoff:** Consumed on launch; no pierce or secondary victim. | An arrow whose two broad wedges meet around a narrow centre slot. |

## Planned quartermaster transactions

These six transaction kinds remain native implementation and no-extraction tests. Prices and quantities require approval.

| Transaction | Output | Scope |
|---|---|---|
| `quartermaster_field_loaf` | Field Loaf | Raid-local, non-exportable |
| `quartermaster_clearwater_vial` | Clearwater Vial | Raid-local, non-exportable |
| `quartermaster_bitter_antidote` | Bitter Antidote | Raid-local, non-exportable |
| `quartermaster_bracing_draught` | Bracing Draught | Raid-local, non-exportable |
| `quartermaster_practice_bolt` | Practice Bolt | Raid-local, non-exportable |
| `quartermaster_lantern_refill` | Lantern Refill | Raid-local, non-exportable |

## Planned supply recipes

Recipe quantities and native execution remain pending. No recipe produces permanent equipment or a Legendary.

| Recipe | Inputs | Output |
|---|---|---|
| `supply_herb_wrap` | Clean Linen, Bitterroot Bundle | Herb Wrap |
| `supply_bitter_antidote` | Empty Field Flask, Bitterroot Bundle | Bitter Antidote |
| `supply_lantern_refill` | Charcoal Briquette, Gold Ingot | Lantern Refill |
| `supply_hooded_glowstone` | Diamond, Torch | Hooded Glowstone |

## Existing concept audit

Every original concept appears once. The 25 native references retain their Minecraft identifiers; the 45 workshop designs and Bastion’s Answer require new custom definitions and individual qualification.

| Original concept ID | Phase 1 design ID | Disposition |
|---|---|---|
| `arrow` | `castle:arrow` | retain native reference |
| `bastions_answer` | `castle:bastions_answer` | reauthor existing concept |
| `bow` | `castle:bow` | retain native reference |
| `breach_diamond_sword` | `castle:breach_diamond_sword` | reauthor existing concept |
| `breach_iron_axe` | `castle:breach_iron_axe` | reauthor existing concept |
| `breach_iron_boots` | `castle:breach_iron_boots` | reauthor existing concept |
| `breach_iron_chestplate` | `castle:breach_iron_chestplate` | reauthor existing concept |
| `breach_iron_helmet` | `castle:breach_iron_helmet` | reauthor existing concept |
| `breach_iron_leggings` | `castle:breach_iron_leggings` | reauthor existing concept |
| `breach_iron_sword` | `castle:breach_iron_sword` | reauthor existing concept |
| `breach_shield` | `castle:breach_shield` | reauthor existing concept |
| `breach_trident` | `castle:breach_trident` | reauthor existing concept |
| `bread` | `castle:bread` | retain native reference |
| `confluence_diamond_sword` | `castle:confluence_diamond_sword` | reauthor existing concept |
| `confluence_iron_axe` | `castle:confluence_iron_axe` | reauthor existing concept |
| `confluence_iron_boots` | `castle:confluence_iron_boots` | reauthor existing concept |
| `confluence_iron_chestplate` | `castle:confluence_iron_chestplate` | reauthor existing concept |
| `confluence_iron_helmet` | `castle:confluence_iron_helmet` | reauthor existing concept |
| `confluence_iron_leggings` | `castle:confluence_iron_leggings` | reauthor existing concept |
| `confluence_iron_sword` | `castle:confluence_iron_sword` | reauthor existing concept |
| `confluence_shield` | `castle:confluence_shield` | reauthor existing concept |
| `confluence_trident` | `castle:confluence_trident` | reauthor existing concept |
| `cooked_beef` | `castle:cooked_beef` | retain native reference |
| `crossbow` | `castle:crossbow` | retain native reference |
| `diamond` | `castle:diamond` | retain native reference |
| `diamond_axe` | `castle:diamond_axe` | retain native reference |
| `diamond_sword` | `castle:diamond_sword` | retain native reference |
| `emerald` | `castle:emerald` | retain native reference |
| `enchanted_golden_apple` | `castle:enchanted_golden_apple` | retain native reference |
| `experience_bottle` | `castle:experience_bottle` | retain native reference |
| `gold_ingot` | `castle:gold_ingot` | retain native reference |
| `golden_apple` | `castle:golden_apple` | retain native reference |
| `iron_axe` | `castle:iron_axe` | retain native reference |
| `iron_boots` | `castle:iron_boots` | retain native reference |
| `iron_chestplate` | `castle:iron_chestplate` | retain native reference |
| `iron_helmet` | `castle:iron_helmet` | retain native reference |
| `iron_leggings` | `castle:iron_leggings` | retain native reference |
| `iron_sword` | `castle:iron_sword` | retain native reference |
| `netherite_sword` | `castle:netherite_sword` | retain native reference |
| `shield` | `castle:shield` | retain native reference |
| `steadfast_diamond_sword` | `castle:steadfast_diamond_sword` | reauthor existing concept |
| `steadfast_iron_axe` | `castle:steadfast_iron_axe` | reauthor existing concept |
| `steadfast_iron_boots` | `castle:steadfast_iron_boots` | reauthor existing concept |
| `steadfast_iron_chestplate` | `castle:steadfast_iron_chestplate` | reauthor existing concept |
| `steadfast_iron_helmet` | `castle:steadfast_iron_helmet` | reauthor existing concept |
| `steadfast_iron_leggings` | `castle:steadfast_iron_leggings` | reauthor existing concept |
| `steadfast_iron_sword` | `castle:steadfast_iron_sword` | reauthor existing concept |
| `steadfast_shield` | `castle:steadfast_shield` | reauthor existing concept |
| `steadfast_trident` | `castle:steadfast_trident` | reauthor existing concept |
| `stone_pickaxe` | `castle:stone_pickaxe` | retain native reference |
| `tempered_diamond_sword` | `castle:tempered_diamond_sword` | reauthor existing concept |
| `tempered_iron_axe` | `castle:tempered_iron_axe` | reauthor existing concept |
| `tempered_iron_boots` | `castle:tempered_iron_boots` | reauthor existing concept |
| `tempered_iron_chestplate` | `castle:tempered_iron_chestplate` | reauthor existing concept |
| `tempered_iron_helmet` | `castle:tempered_iron_helmet` | reauthor existing concept |
| `tempered_iron_leggings` | `castle:tempered_iron_leggings` | reauthor existing concept |
| `tempered_iron_sword` | `castle:tempered_iron_sword` | reauthor existing concept |
| `tempered_shield` | `castle:tempered_shield` | reauthor existing concept |
| `tempered_trident` | `castle:tempered_trident` | reauthor existing concept |
| `torch` | `castle:torch` | retain native reference |
| `totem_of_undying` | `castle:totem_of_undying` | retain native reference |
| `trident` | `castle:trident` | retain native reference |
| `wayfarer_diamond_sword` | `castle:wayfarer_diamond_sword` | reauthor existing concept |
| `wayfarer_iron_axe` | `castle:wayfarer_iron_axe` | reauthor existing concept |
| `wayfarer_iron_boots` | `castle:wayfarer_iron_boots` | reauthor existing concept |
| `wayfarer_iron_chestplate` | `castle:wayfarer_iron_chestplate` | reauthor existing concept |
| `wayfarer_iron_helmet` | `castle:wayfarer_iron_helmet` | reauthor existing concept |
| `wayfarer_iron_leggings` | `castle:wayfarer_iron_leggings` | reauthor existing concept |
| `wayfarer_iron_sword` | `castle:wayfarer_iron_sword` | reauthor existing concept |
| `wayfarer_shield` | `castle:wayfarer_shield` | reauthor existing concept |
| `wayfarer_trident` | `castle:wayfarer_trident` | reauthor existing concept |

## Distinctness review

All designs require gameplay and visual review. These three nearby pairs have explicit proposed tradeoffs that need native measurement before they can count as qualified content:

- **Duelist's Ledger / Ironlit Buckler:** Fast mobile low-endurance buckler versus slower heavier high-endurance buckler.
- **Duelpath Coat / Windlass Coat:** Light free repositioning versus braced armor with a movement cost and slow resistance.
- **Copper Vane / Wicker Fang:** Quick low-impact sabre versus committed displacement club.

## Open production decisions

- **LEVELS — balance:** Publish exact B1–B5 item-level ranges and source/difficulty mapping; no numeric ranges occur in the supplied sources.
- **ODDS — balance:** Publish source opportunities, empty masses, rarity/base/affix weights, roll supports and Legendary eligibility.
- **SUPPLY — loot-integration:** Approve loot-derived supply persistence/consumption, native trade prices and recipe quantities; native supply outputs and tender remain raid-local.
- **TARGET — coordinator:** Pin the one current BDS/client/API/resource tuple and prove every proposed capability, including shield causes, offhand implements, two-hand conditions and projectiles.
- **POLICY — coordinator:** Resolve loot-spec section12 departure/grace, leftovers, early collection close, towers, elite scope, sources and capacity/overflow before activation.
- **ART — art:** Author and review icons, held/worn/ground geometry, PBR, audio and accessibility cues; complete the distinctness and recognition reviews.

## Source references and tracking

- [REFERENCE/CASTLE_RAIDR_PHASE1_ITEMS_IMPLEMENTATION_PLAN.md](CASTLE_RAIDR_PHASE1_ITEMS_IMPLEMENTATION_PLAN.md) — SHA-256 `d7899343b2a9680cd495ccd4bf71749929c71ca29d30f9458e26de2ca0620b64`
- [REFERENCE/CASTLE_RAIDR_PHASE1_ITEMS_PLAN.json](CASTLE_RAIDR_PHASE1_ITEMS_PLAN.json) — SHA-256 `0803dbcc274757f47e676caf9cd15287179a848e6f4e24233cfe8ccec48dd3d8`
- [REFERENCE/CASTLE_RAIDR_PHASE1_LEGENDARY_BRIEFS.json](CASTLE_RAIDR_PHASE1_LEGENDARY_BRIEFS.json) — SHA-256 `38ae7f1d753d5994ec2da91c14bac581c839c3546d29bcd843f4728fc1395263`
- [REFERENCE/CASTLE_RAIDR_LOOT_SPEC.md](CASTLE_RAIDR_LOOT_SPEC.md) — SHA-256 `fae5f2ccd5aa6acfe686abc709dd709171cc51437ccfc7b9f773cc532f63b5c8`
- [contracts/game_catalogue.json](../contracts/game_catalogue.json) — SHA-256 `235c9747147afb94af8cbf9a3cf36c5a410888ddd5633e32f19e7d6f63839944`
- [contracts/game_catalogue.py](../contracts/game_catalogue.py) — SHA-256 `d9e1901af34b9a1fca29e333003cacac1bc81686860338f2544b50a4663d277c`
- [contracts/equipment_workshop.py](../contracts/equipment_workshop.py) — SHA-256 `19b65e0112c38b0842adcd75caad18ce6c5f156e6d0b6f19e5a22d7ece0931f3`

Source plan baseline: `eb50b2836ab8021daad1010905417351a7b1f2c8`. Existing concepts re-audited at checkout HEAD `fadd8569c54e08755f9b7fa89577d39bdf2a7304`.

Design-list task: [Forgejo #20](https://forgejo.mwc.enclavr.io/markz0r/castle-raidr/issues/20).

Validate the counts, baseline audit, Legendary briefs, source hashes, planned routes and readable-list parity:

```bash
python3 REFERENCE/validate_phase1_items_list.py
```

After editing the authored JSON, regenerate this companion with `python3 REFERENCE/validate_phase1_items_list.py --write`. This tool never builds runtime item definitions or publishes loot.
