Inventory
The kit you equip before a run.
Player experience
From level select you open your inventory and fill the kit the next life starts with.
Two weapon slots take any weapon you own. A new profile starts with Stream in the first slot and the second empty.
Five spell slots take a spell that fits that home: Movement, Offensive, Summon, Buff, and Secondary. A new profile starts with Dash in Movement. Dash and Ground Pound are the movement abilities, and those two homes are theirs. The other three homes are where the rest of the spells go.
A quest reward puts a weapon, a spell, or the next level in your hands. A weapon or a spell still has to be equipped. A shop purchase can change the kit for this life only. The next life goes back to what you equipped here.
Hardcore ignores that kit for the life and leaves it saved.
Product goal
The kit you choose is what quest rewards are for. Permanent unlocks let you grow from run to run, without the wipe of a hardcore roguelike. The shop only rents a kit for this life.
Open
Which rewards you bring into round 1 is still open, and that question lives with Quests. The weapon pairing lives with Weapons. Which spells share a home lives with Spells.
Weapons and spells have their own pages. Quest rewards are listed on Quests.
As built
Loadout and inventory
What the player can do
From level select the player opens the inventory screen and equips owned weapons and spells into the profile loadout. At the start of a life, LevelState resolves that loadout through the item catalog into a ResolvedLoadout for the local seat. Hardcore replaces that resolved kit with the hardcore start before gameplay builds. Co-op seats use the kit on the match when one was sent; an empty local kit falls back to the saved loadout.
During the life, a shop gauntlet card or spell card equips onto that seat's live kit. IMidLifeGauntletEquip fills an empty secondary slot first, then an empty primary slot. When both slots are full, the purchase names a slot, or it is refused and the credits stay. IMidLifeSpellEquip puts the spell on the live roster for its category. Those commits do not write the profile.
A new profile is seeded from DefaultLoadoutConfig when the inventory is empty.
What ends it
Closing the inventory returns to level select. A shop equip lasts until the life ends. The next life resolves the profile loadout again.
What is saved
Inventory and the equipped loadout are on the profile save via IPlayerDataService. A mid-life shop equip is not that save. Hardcore is a choice on that run, stored on the match config for the life, and it does not replace the saved loadout.
The generated field list is on Reference · Loadout.