Gear Filter — Option Reference

Catalogue of every option shown in the in-game Codex → Gear → Filter UI. Lifted from the game's localization data (Sift_Option_* key family in mgg_loc.csv). Multiple selections allowed within and across tabs.

Source / methodology: see data-session/intermediate/gear_filter_research.md (datamine-extractor research deliverable). 148 options across 5 tabs; all labels verbatim from Sift_Option_Title_* (tab names) and Sift_Option_<Tab>_* (per-tab options).

Filter axes that are NOT exposed by the in-game UI (and thus not in this list): Element, Source, AreaType, AreaName. The wiki's gear-by-area page split (gear/01-world.mdgear/12-ashland-wastes.md) is purely organizational — there is no in-game equivalent.

Tab design — gear-column vs bond-effect-text

The 5 tabs split into two filter tiers based on what they scan:

A few keyword names overlap between tiers (e.g. STR appears in both Basic 1C and Value 05) on purpose — they answer different questions:

Filter Matches
Basic 1C STR Gear with EquipDataTable.STR > 0 OR UpgradeAttr includes 力量 (gear gives STR by itself)
Value 05 STR Gear whose Pure/Title/Enhance bonds have effect text mentioning STR (gear eventually gives STR via set bond)

Same overlap pattern for SPD / Luck / Toughness / Starting Mana / SPI / AGI / HP. Filtering both surfaces gear that hits the stat from any source.

Mechanic / Timing / Status tabs have no Basic-tier counterpart because raw stat columns can't store mechanism semantics (triggers, conditions, status applications) — those live entirely in bond effect strings.

Tab 1 — Basic

Discrete categorical filter; maps to specific EquipDataTable columns.

Rarity (4 buttons)

In-game uses 4 rarity tiers (Common / Rare / Epic / Legendary) but EquipDataTable.Step has 5 values (SS / S / A / B / C). Best-inference mapping below — confirm in-game with a Filter screenshot if exact bucketing matters:

Rarity Probable Step Approx items
Common C 121
Rare B 273
Epic A 480
Legendary S + SS 348 + 12

Open question: SS may merge into Legendary, get its own implicit row, or be excluded — confirm with screenshot.

Class (4 buttons)

Filter EquipDataTable.Class match
Warrior atomic Warrior (342) + any combo containing it
Archer atomic Archer (149) + combos
Mage atomic Mage (154) + combos
Priest atomic Priest (118) + combos

All-Class gear (116 items) has no dedicated button; likely surfaces under all 4 class filters when any is selected.

Stat keyword (8 buttons)

Surfaces gear that grants the named raw stat. Best inference is the filter checks both the gear's base stat columns and its UpgradeAttr (the stats that scale on star-up) — the in-game UI is not yet decompiled for the exact predicate.

Filter Source columns checked
STR EquipDataTable.STR > 0 OR UpgradeAttr contains 力量
SPI INT > 0 OR UpgradeAttr contains 精神
AGI DEX > 0 OR UpgradeAttr contains 敏捷
HP CONS > 0 OR UpgradeAttr contains 生命
SPD SPD > 0 OR UpgradeAttr contains 速度
Luck Luck > 0 (no UpgradeAttr coverage; gear only)
Toughness Tough > 0 OR UpgradeAttr contains 韧性
Starting Mana InitialMagic > 0 OR UpgradeAttr contains 初始魔力

(STR / SPI / AGI / HP do not have keyword pages — they are base attributes, not gameplay keywords.)

Slot (10 buttons)

Three slot labels differ between the in-game UI and the wiki's EquipDataTable.Type_EN column. The right-hand column lists the wiki label currently emitted by the gear pages. The left column is what the in-game Filter shows.

In-game UI label Wiki / Type_EN label
Main Hand Main Hand
Off Hand Off Hand
Head Head
Body Body
Hands Gloves
Belt Belt
Feet Shoes
Badge Badge
Amulet Necklace
Ring Ring

Recommend updating data-session/tools/seed_dict.json to align the wiki labels with the in-game Filter (Hands/Feet/Amulet) — owner: datamine-extractor (touches translator config). 3 entries to flip.

Tab 2 — Value

Content-text filter — surfaces gear whose effect strings (the Pure / Title / Enhance bond entries plus BondDataTable effects they reference) mention the named numeric stat or mechanism. Useful when hunting for +ATK, +Action Mana, +Counter Range, etc.

# Filter Linked keyword
01 Increase DMG
02 Reduce DMG Taken
03 HP Granted HP Granted
04 HP Drain
05 STR
06 SPI
07 AGI
08 ATK ATK
09 DEF DEF
10 Weakness Weakness
11 SPD SPD
12 Luck Luck
13 HP
14 Toughness Toughness
15 HP Lost
16 Current Toughness
17 Toughness Lost
18 Max Mana Max Mana
19 Current Mana
20 Starting Mana Starting Mana
21 Action Mana Action Mana
22 Hit Mana Hit Mana
23 Extra Action Extra Action
24 Extra Targets
25 Counter Range
26 Counters Counters
27 Follow-Ups Follow-Ups
28 Skill Uses

Tab 3 — Mechanic

Same content-text filter pattern as Tab 2, but for higher-level mechanism names.

# Filter Linked keyword
01 HP Gain HP Gain
02 HP Loss HP Loss
03 HP Gain Bonus
04 HP Loss Bonus
05 HP Loss Resist
06 Overflow HP
07 Mana Gain Mana Gain
08 Mana Loss Mana Loss
09 Mana Gain Bonus
10 Mana Loss Resist
11 Toughness Gain
12 Toughness Loss
13 Ally Count Ally Count
14 Enemy Count
15 At Low HP At Low HP (self condition)
16 At High HP At High HP (self condition)
17 Ally Low HP
18 Ally High HP
19 Increase Stacks Stacks
20 Reduce Stacks Stacks
21 Immune Status
22 Consume Status
23 Trigger Status
24 With Status
25 No Status
26 Absorb Effect Absorb
27 Change Target
28 Act First Act First

Tab 4 — Timing

Trigger-window filter — surfaces gear whose effects fire on a specific event. 30 numbered options + 3 late-additions (_New keys) added in a later patch.

# Filter Notes
01 Battle Start
02 Turn Start
03 Action Start
04 Action End
05 Basic Attack
06 Basic Heal
07 Cast Skill
08 Attacking Attacking
09 Healing Healing
10 Following Up
11 Countering
12 Bonus Heal
13 Counter Heal
14 Deal DMG
15 Heal
16 Take Hit
17 Receive Healing
18 Take DMG
19 Heal (duplicate label of #15 — likely a registration mistake)
19' HP Restored (loc key Timing_19_New — probably the intended "received heal" semantics)
20 Take Basic Attack
21 Take Skill
22 Take Follow-Up
23 Take Counter
24 Exposed
25 Ally Exposed
26 Enemy Exposed Weakness exposed
27 Defeated
28 Ally Defeated
29 Enemy Defeated
30 Defeat Target
Enemy Low HP (loc key Timing_New01)
Enemy High HP (loc key Timing_New02)

Tab 5 — Status

Filter by named status effect. Each entry corresponds to a status keyword already documented under visualise-session/keywords/.

# Filter Wiki page
01 All Status (umbrella; no dedicated page)
02 Buffs (umbrella)
03 Debuffs (umbrella)
04 Instant (umbrella)
05 Shield Shield
06 Bloodlust Bloodlust
07 Haste Haste
08 Growth Growth
09 Regen Regen
10 Soothe Soothe
11 Faith Faith
12 Thorns Thorns
13 Precision Precision
14 Vulnerable Vulnerable
15 Chill Chill
16 Slow Slow
17 Expose Expose
18 Burn Burn
19 Shock Shock
20 Hinder Hinder
21 Taunt Taunt
22 Stun Stun
23 Inspire Inspire
24 Decay Decay
25 Reversal Reversal
26 Cleanse Cleanse
27 Fortitude Fortitude
28 Fear Fear

Open questions / TODO

  1. Step → Rarity mapping — assumed Legendary = SS+S; needs Filter screenshot to confirm SS bucketing.
  2. Slot label rename — wiki currently emits Gloves / Shoes / Necklace (legacy translator output) but the in-game Filter shows Hands / Feet / Amulet. Recommend updating data-session/tools/seed_dict.json (3 entries) and re-running translate.py + the gear generators. Owner: datamine-extractor.
  3. Stat keyword filter scope — does the Basic stat-keyword filter check base columns only, UpgradeAttr only, or both? Best inference is "both" — verify with a Filter test in-game.

Source data files