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 fromSift_Option_Title_*(tab names) andSift_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.md…gear/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:
- Tab 1 (Basic) — scans gear's own EquipDataTable columns: rarity =
Step, class =Class, slot =Type, stat keyword = base stat columns +UpgradeAttr. Player intuition: "the gear inherently is/has X." - Tabs 2–5 (Value / Mechanic / Timing / Status) — scan the bond effect text referenced by each gear's
Pure/Title/Enhanceslots, resolved throughBondDataTable.EffectDescription_EN. Player intuition: "once I farm the matching set bond, the gear will give me X."
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_ENcolumn. 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.jsonto 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
- Step → Rarity mapping — assumed Legendary = SS+S; needs Filter screenshot to confirm SS bucketing.
- Slot label rename — wiki currently emits
Gloves / Shoes / Necklace(legacy translator output) but the in-game Filter showsHands / Feet / Amulet. Recommend updatingdata-session/tools/seed_dict.json(3 entries) and re-runningtranslate.py+ the gear generators. Owner: datamine-extractor. - Stat keyword filter scope — does the Basic stat-keyword filter check base columns only,
UpgradeAttronly, or both? Best inference is "both" — verify with a Filter test in-game.
Source data files
- Filter labels:
data-session/intermediate/mgg_loc.csv, key familySift_Option_*(lines 14320–14468 + 740–742) - Frame labels:
Equip_Button_01"Filter",Sift_Title_Text_01..04 - Source columns:
data-session/mgg_datamine/EquipDataTable.md(Step / Type / Class / 8 stat columns / UpgradeAttr / Pure / Title / Enhance) - Status keyword pages:
visualise-session/keywords/<category>-<name>.md(category∈ buff / debuff / instant) - Full research deliverable:
data-session/intermediate/gear_filter_research.md