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+# Paperdoll Slice 1 (Equip Slots) Implementation Plan
+
+> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
+
+**Goal:** Bind the ~21 mounted paperdoll equip slots to live equipped-item data and make them drag-drop wield/unwield targets (no 3D doll — that's Slice 2).
+
+**Architecture:** A new `PaperdollController` (mirrors the shipped `InventoryController`) maps each equip-slot element-id → `EquipMask`, populates each single-cell `UiItemList` from the item whose `CurrentlyEquippedLocation` intersects the slot mask, and is the slots' `IItemListDragHandler` (drop = wield via the existing `GetAndWieldItem 0x001A` wire + a new optimistic-equip Core method). Two Core prerequisites: correct the misaligned `EquipMask` enum to canonical ACE/retail values, and add `WieldItemOptimistic` + an equip-aware rollback snapshot. Unwield is already handled by `InventoryController` (dragging an equipped item onto the grid).
+
+**Tech Stack:** C# / .NET 10, xUnit, the acdream `UiHost` retained-mode toolkit, the `ClientObjectTable` data model.
+
+**Spec:** `docs/superpowers/specs/2026-06-22-d2b-paperdoll-slice1-equip-slots-design.md`
+
+---
+
+## Task 1: De-risk probe — equip slots resolve to `UiItemList`
+
+The whole plan assumes the imported paperdoll subtree materializes each equip slot as a `UiItemList`
+(factory `0x10000031`). Verify against the live dat FIRST. If it fails, STOP and report — the importer
+would need to factory-build the slots (out of this plan's scope).
+
+**Files:**
+- Modify: `tests/AcDream.App.Tests/UI/Layout/InventoryFrameImportProbe.cs`
+
+- [ ] **Step 1: Add the using + the probe test**
+
+At the top of the file, ensure `using AcDream.App.UI;` is present (add it after `using AcDream.App.UI.Layout;`). Then add this method inside the `InventoryFrameImportProbe` class:
+
+```csharp
+[Fact]
+public void Paperdoll_equip_slots_resolve_to_item_lists()
+{
+ var datDir = DatDir();
+ if (datDir is null) return; // CI: no live dat — skip
+
+ using var dats = new DatCollection(datDir, DatAccessType.Read);
+ var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
+ Assert.NotNull(layout);
+
+ // A representative spread across the slot grid (head, shield, the weapon composite, cloak,
+ // trinket, a finger). All inherit base 0x100001E4 → 0x2100003D (Type 0x10000031 = UIElement_ItemList).
+ foreach (uint id in new[] { 0x100005ABu, 0x100001E1u, 0x100001DFu, 0x100005E9u, 0x1000058Eu, 0x100001DCu })
+ {
+ var el = layout!.FindElement(id);
+ Assert.True(el is UiItemList,
+ $"equip slot 0x{id:X8} resolved to {el?.GetType().Name ?? "null"}, expected UiItemList");
+ }
+}
+```
+
+- [ ] **Step 2: Run the probe against the live dat**
+
+Run (PowerShell, the dat dir is the user's):
+
+```
+$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
+dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~Paperdoll_equip_slots_resolve_to_item_lists"
+```
+
+Expected: **PASS** (1 test). If it reports 0 run, the env var didn't take — confirm the dat dir exists.
+**If it FAILS** (a slot resolved to `UiDatElement`/null), STOP: the importer does not factory-build the
+paperdoll slots. Report this — the plan needs an importer fix prepended before continuing.
+
+- [ ] **Step 3: Commit**
+
+```bash
+git add tests/AcDream.App.Tests/UI/Layout/InventoryFrameImportProbe.cs
+git commit -m "test(D.2b): probe — paperdoll equip slots resolve to UiItemList"
+```
+
+---
+
+## Task 2: Correct the `EquipMask` enum (Core) + numeric-pin test
+
+acdream's `EquipMask` diverges from canonical AC (`acclient.h:3193` `INVENTORY_LOC`) from bit `0x2000` up
+(phantom `HandArmor`/`FootArmor`). Replace it with the verbatim retail values and lock them with a test.
+
+**Files:**
+- Create: `tests/AcDream.Core.Tests/Items/EquipMaskTests.cs`
+- Modify: `src/AcDream.Core/Items/ClientObject.cs:60-100` (the `EquipMask` enum)
+
+- [ ] **Step 1: Write the failing numeric-pin test**
+
+Create `tests/AcDream.Core.Tests/Items/EquipMaskTests.cs`:
+
+```csharp
+using AcDream.Core.Items;
+using Xunit;
+
+namespace AcDream.Core.Tests.Items;
+
+///
+/// Pins every EquipMask member to the verbatim retail INVENTORY_LOC value
+/// (docs/research/named-retail/acclient.h:3193). The wire delivers these exact bits
+/// (ACE EquipMask == retail INVENTORY_LOC); any drift desyncs the paperdoll element-id→mask
+/// map and the GetAndWieldItem wire. This test is the anti-regression lock.
+///
+public sealed class EquipMaskTests
+{
+ [Theory]
+ [InlineData(0x00000000u, EquipMask.None)]
+ [InlineData(0x00000001u, EquipMask.HeadWear)]
+ [InlineData(0x00000002u, EquipMask.ChestWear)]
+ [InlineData(0x00000004u, EquipMask.AbdomenWear)]
+ [InlineData(0x00000008u, EquipMask.UpperArmWear)]
+ [InlineData(0x00000010u, EquipMask.LowerArmWear)]
+ [InlineData(0x00000020u, EquipMask.HandWear)]
+ [InlineData(0x00000040u, EquipMask.UpperLegWear)]
+ [InlineData(0x00000080u, EquipMask.LowerLegWear)]
+ [InlineData(0x00000100u, EquipMask.FootWear)]
+ [InlineData(0x00000200u, EquipMask.ChestArmor)]
+ [InlineData(0x00000400u, EquipMask.AbdomenArmor)]
+ [InlineData(0x00000800u, EquipMask.UpperArmArmor)]
+ [InlineData(0x00001000u, EquipMask.LowerArmArmor)]
+ [InlineData(0x00002000u, EquipMask.UpperLegArmor)]
+ [InlineData(0x00004000u, EquipMask.LowerLegArmor)]
+ [InlineData(0x00008000u, EquipMask.NeckWear)]
+ [InlineData(0x00010000u, EquipMask.WristWearLeft)]
+ [InlineData(0x00020000u, EquipMask.WristWearRight)]
+ [InlineData(0x00040000u, EquipMask.FingerWearLeft)]
+ [InlineData(0x00080000u, EquipMask.FingerWearRight)]
+ [InlineData(0x00100000u, EquipMask.MeleeWeapon)]
+ [InlineData(0x00200000u, EquipMask.Shield)]
+ [InlineData(0x00400000u, EquipMask.MissileWeapon)]
+ [InlineData(0x00800000u, EquipMask.MissileAmmo)]
+ [InlineData(0x01000000u, EquipMask.Held)]
+ [InlineData(0x02000000u, EquipMask.TwoHanded)]
+ [InlineData(0x04000000u, EquipMask.TrinketOne)]
+ [InlineData(0x08000000u, EquipMask.Cloak)]
+ [InlineData(0x10000000u, EquipMask.SigilOne)]
+ [InlineData(0x20000000u, EquipMask.SigilTwo)]
+ [InlineData(0x40000000u, EquipMask.SigilThree)]
+ public void Member_has_canonical_retail_value(uint expected, EquipMask member)
+ => Assert.Equal(expected, (uint)member);
+
+ [Fact]
+ public void Weapon_ready_slot_composite_is_0x3500000() // acclient.h:3235 WEAPON_READY_SLOT_LOC
+ => Assert.Equal(0x3500000u,
+ (uint)(EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded));
+}
+```
+
+- [ ] **Step 2: Run it to verify it fails**
+
+```
+dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~EquipMaskTests"
+```
+
+Expected: **FAIL** — e.g. `EquipMask.UpperLegArmor` is `0x4000` but the test expects `0x2000`; `Shield` is `0x800000` but expected `0x200000`. (Several `Member_has_canonical_retail_value` cases fail; some won't even compile if a member name is gone — proceed to Step 3.)
+
+- [ ] **Step 3: Replace the enum body with the canonical values**
+
+In `src/AcDream.Core/Items/ClientObject.cs`, replace the entire `EquipMask` enum (the `[Flags] public enum EquipMask : uint { … }` block, currently lines ~64-100) and its doc comment with:
+
+```csharp
+///
+/// Equipment slot bitmask — the verbatim retail INVENTORY_LOC enum
+/// (docs/research/named-retail/acclient.h:3193; identical to ACE's EquipMask).
+/// The wire (ValidLocations / CurrentWieldedLocation / WieldObject EquipLoc) delivers
+/// these exact bits. Pinned by EquipMaskTests — do NOT renumber.
+///
+[Flags]
+public enum EquipMask : uint
+{
+ None = 0x00000000,
+ HeadWear = 0x00000001,
+ ChestWear = 0x00000002,
+ AbdomenWear = 0x00000004,
+ UpperArmWear = 0x00000008,
+ LowerArmWear = 0x00000010,
+ HandWear = 0x00000020,
+ UpperLegWear = 0x00000040,
+ LowerLegWear = 0x00000080,
+ FootWear = 0x00000100,
+ ChestArmor = 0x00000200,
+ AbdomenArmor = 0x00000400,
+ UpperArmArmor = 0x00000800,
+ LowerArmArmor = 0x00001000,
+ UpperLegArmor = 0x00002000,
+ LowerLegArmor = 0x00004000,
+ NeckWear = 0x00008000,
+ WristWearLeft = 0x00010000,
+ WristWearRight = 0x00020000,
+ FingerWearLeft = 0x00040000,
+ FingerWearRight= 0x00080000,
+ MeleeWeapon = 0x00100000,
+ Shield = 0x00200000,
+ MissileWeapon = 0x00400000,
+ MissileAmmo = 0x00800000,
+ Held = 0x01000000,
+ TwoHanded = 0x02000000,
+ TrinketOne = 0x04000000,
+ Cloak = 0x08000000,
+ SigilOne = 0x10000000,
+ SigilTwo = 0x20000000,
+ SigilThree = 0x40000000,
+}
+```
+
+- [ ] **Step 4: Run the pin test + the full Core suite**
+
+```
+dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj
+```
+
+Expected: **PASS** (EquipMaskTests green; the existing `ClientObjectTableTests` round-trip tests using `EquipMask.MeleeWeapon` still pass — they're value-agnostic). If a NON-test file fails to compile because it used a removed member (`HandArmor`/`Necklace`/`LeftRing`/`AetheriaRed`/etc.), that is a real consumer the §3 blast-radius scan missed — STOP and report it (do not invent a replacement).
+
+- [ ] **Step 5: Run the Core.Net suite too** (the wire round-trip lives there)
+
+```
+dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj
+```
+
+Expected: **PASS** (`GameEventWiringTests` WieldObject round-trips are value-agnostic).
+
+- [ ] **Step 6: Commit**
+
+```bash
+git add src/AcDream.Core/Items/ClientObject.cs tests/AcDream.Core.Tests/Items/EquipMaskTests.cs
+git commit -m "fix(D.2b): correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin test"
+```
+
+---
+
+## Task 3: `WieldItemOptimistic` + equip-aware rollback snapshot (Core)
+
+Add the wield sibling to `MoveItemOptimistic` and extend the pending-move snapshot to remember the
+pre-move equip location (so rollback is faithful in both directions).
+
+**Files:**
+- Modify: `src/AcDream.Core/Items/ClientObjectTable.cs`
+- Modify: `tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs`
+
+- [ ] **Step 1: Write the failing tests**
+
+Add to `ClientObjectTableTests.cs` (the class already has a `FullWeenie` helper; these tests use the simpler `AddOrUpdate`+`MoveItem` seed path like the existing optimistic tests):
+
+```csharp
+[Fact]
+public void WieldItemOptimistic_equipsInstantly_andSetsWielderAndContainer()
+{
+ var table = new ClientObjectTable();
+ const uint player = 0x50000001u, pack = 0x40000005u;
+ table.AddOrUpdate(new ClientObject { ObjectId = 0x940u });
+ table.MoveItem(0x940u, pack, newSlot: 2); // a pack item
+ table.WieldItemOptimistic(0x940u, player, EquipMask.HeadWear);
+ var o = table.Get(0x940u)!;
+ Assert.Equal(EquipMask.HeadWear, o.CurrentlyEquippedLocation); // equipped now (instant)
+ Assert.Equal(player, o.WielderId);
+ Assert.Equal(player, o.ContainerId);
+}
+
+[Fact]
+public void WieldItemOptimistic_rollback_unequips_andReturnsToPack()
+{
+ var table = new ClientObjectTable();
+ const uint player = 0x50000001u, pack = 0x40000005u;
+ table.AddOrUpdate(new ClientObject { ObjectId = 0x941u });
+ table.MoveItem(0x941u, pack, newSlot: 2);
+ table.WieldItemOptimistic(0x941u, player, EquipMask.HeadWear);
+ Assert.True(table.RollbackMove(0x941u)); // server rejected the wield
+ var o = table.Get(0x941u)!;
+ Assert.Equal(EquipMask.None, o.CurrentlyEquippedLocation); // un-equipped
+ Assert.Equal(pack, o.ContainerId); // back in the pack
+ Assert.Equal(2, o.ContainerSlot); // at its original slot
+}
+
+[Fact]
+public void RollbackMove_restoresPreMoveEquipLocation() // unwield-reject must snap back to EQUIPPED
+{
+ var table = new ClientObjectTable();
+ const uint player = 0x50000001u;
+ table.AddOrUpdate(new ClientObject { ObjectId = 0x942u });
+ table.MoveItem(0x942u, player, newSlot: -1, newEquipLocation: EquipMask.Shield); // equipped
+ table.MoveItemOptimistic(0x942u, player, 0); // optimistic UNWIELD into the pack (clears equip)
+ Assert.Equal(EquipMask.None, table.Get(0x942u)!.CurrentlyEquippedLocation);
+ Assert.True(table.RollbackMove(0x942u)); // server rejected the unwield
+ Assert.Equal(EquipMask.Shield, table.Get(0x942u)!.CurrentlyEquippedLocation); // restored to equipped
+}
+
+[Fact]
+public void WieldItemOptimistic_unknownItem_false()
+ => Assert.False(new ClientObjectTable().WieldItemOptimistic(0xDEADu, 0x1u, EquipMask.HeadWear));
+```
+
+- [ ] **Step 2: Run to verify they fail**
+
+```
+dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~ClientObjectTableTests"
+```
+
+Expected: **FAIL to compile** (`WieldItemOptimistic` does not exist) — that counts as red; proceed.
+
+- [ ] **Step 3: Extend the snapshot tuple + add the helper + `WieldItemOptimistic`**
+
+In `src/AcDream.Core/Items/ClientObjectTable.cs`:
+
+(a) Change the `_pendingMoves` field (line ~50) to carry the equip location:
+
+```csharp
+private readonly Dictionary _pendingMoves = new();
+```
+
+(b) In `MoveItemOptimistic`, replace the inline snapshot block (the `if (_pendingMoves.TryGetValue(itemId, out var p)) … else …` that currently records `(item.ContainerId, item.ContainerSlot, 1)`) with a single call:
+
+```csharp
+ RecordPending(itemId, item);
+```
+
+(c) Add the shared helper (place it just above `MoveItemOptimistic`):
+
+```csharp
+/// Snapshot the item's pre-move (container, slot, equip) the FIRST time it moves, and
+/// bump the OUTSTANDING count on subsequent in-flight moves of the same item (so an early confirm
+/// can't clear a still-pending later move — the I1 hardening). Shared by MoveItemOptimistic (unwield/
+/// move) and WieldItemOptimistic (wield).
+private void RecordPending(uint itemId, ClientObject item)
+{
+ if (_pendingMoves.TryGetValue(itemId, out var p))
+ _pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding + 1);
+ else
+ _pendingMoves[itemId] = (item.ContainerId, item.ContainerSlot,
+ item.CurrentlyEquippedLocation, 1);
+}
+```
+
+(d) In `ConfirmMove`, fix the decrement line to carry `equip`:
+
+```csharp
+ else _pendingMoves[itemId] = (p.container, p.slot, p.equip, p.outstanding - 1);
+```
+
+(e) In `RollbackMove`, restore the equip location too:
+
+```csharp
+ return MoveItem(itemId, pre.container, pre.slot, pre.equip);
+```
+
+(f) Add `WieldItemOptimistic` (place it just after `MoveItemOptimistic`):
+
+```csharp
+/// Optimistic (instant) wield: snapshot the pre-wield (container, slot, equip), then set
+/// ContainerId = WielderId = wielderGuid and CurrentlyEquippedLocation = equipMask (matching the
+/// server's WieldObject 0x0023 confirm), firing ObjectMoved for an immediate repaint. The caller
+/// sends GetAndWieldItem; ConfirmMove (on the 0x0023 echo) / RollbackMove (on 0x00A0) reconcile.
+public bool WieldItemOptimistic(uint itemId, uint wielderGuid, EquipMask equipMask)
+{
+ if (!_objects.TryGetValue(itemId, out var item)) return false;
+ RecordPending(itemId, item);
+ item.WielderId = wielderGuid; // unambiguously the player's gear during the optimistic window
+ return MoveItem(itemId, wielderGuid, newSlot: -1, newEquipLocation: equipMask);
+}
+```
+
+- [ ] **Step 4: Run the full Core suite**
+
+```
+dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj
+```
+
+Expected: **PASS** — the 4 new tests + all existing optimistic-move tests (`MoveItemOptimistic_*`, `ConfirmMove_*`, the I1/I2 tests) stay green (the tuple gained a field but their behavior is unchanged).
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.Core/Items/ClientObjectTable.cs tests/AcDream.Core.Tests/Items/ClientObjectTableTests.cs
+git commit -m "feat(D.2b): WieldItemOptimistic + equip-aware rollback snapshot (Core)"
+```
+
+---
+
+## Task 4: Confirm an optimistic wield on the `WieldObject 0x0023` echo (Core.Net)
+
+The `WieldObject` handler updates state but never calls `ConfirmMove`, so an optimistic wield's snapshot
+would linger. Add the confirm (mirrors the `InventoryPutObjInContainer` handler).
+
+**Files:**
+- Modify: `src/AcDream.Core.Net/GameEventWiring.cs` (the `WieldObject` handler, ~line 238)
+- Modify: `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs`
+
+- [ ] **Step 1: Write the failing test**
+
+Add to `GameEventWiringTests.cs` (mirror the existing `WireAll_WieldObject_RoutesToClientObjectTable` payload format — itemGuid, EquipLoc, WielderGuid):
+
+```csharp
+[Fact]
+public void WireAll_WieldObject_ConfirmsOptimisticWield()
+{
+ var (d, items, _, _, _) = MakeAll();
+ const uint player = 0x2000u;
+ items.AddOrUpdate(new ClientObject { ObjectId = 0x1500, WeenieClassId = 1 });
+ items.MoveItem(0x1500, 0x9999u, newSlot: 0); // start in a pack
+ items.WieldItemOptimistic(0x1500, player, EquipMask.MeleeWeapon); // optimistic wield → snapshot pending
+
+ byte[] payload = new byte[12];
+ BinaryPrimitives.WriteUInt32LittleEndian(payload, 0x1500);
+ BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(4), (uint)EquipMask.MeleeWeapon);
+ BinaryPrimitives.WriteUInt32LittleEndian(payload.AsSpan(8), player);
+ var env = GameEventEnvelope.TryParse(WrapEnvelope(GameEventType.WieldObject, payload));
+ d.Dispatch(env!.Value); // server confirms the wield
+
+ Assert.False(items.RollbackMove(0x1500)); // pending snapshot was cleared by ConfirmMove
+}
+```
+
+- [ ] **Step 2: Run to verify it fails**
+
+```
+dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj --filter "FullyQualifiedName~WireAll_WieldObject_ConfirmsOptimisticWield"
+```
+
+Expected: **FAIL** — `RollbackMove` returns `true` (the snapshot was never confirmed), so the assertion fails.
+
+- [ ] **Step 3: Add the `ConfirmMove` call**
+
+In `src/AcDream.Core.Net/GameEventWiring.cs`, the `WieldObject` handler currently reads:
+
+```csharp
+ dispatcher.Register(GameEventType.WieldObject, e =>
+ {
+ var p = GameEvents.ParseWieldObject(e.Payload.Span);
+ if (p is not null) items.MoveItem(
+ p.Value.ItemGuid,
+ newContainerId: p.Value.WielderGuid,
+ newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
+ });
+```
+
+Change the body so it confirms an optimistic wield after applying the move:
+
+```csharp
+ dispatcher.Register(GameEventType.WieldObject, e =>
+ {
+ var p = GameEvents.ParseWieldObject(e.Payload.Span);
+ if (p is null) return;
+ items.MoveItem(
+ p.Value.ItemGuid,
+ newContainerId: p.Value.WielderGuid,
+ newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
+ items.ConfirmMove(p.Value.ItemGuid); // Slice 1: confirm an optimistic wield (mirrors the 0x0022 handler)
+ });
+```
+
+- [ ] **Step 4: Run the full Core.Net suite**
+
+```
+dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj
+```
+
+Expected: **PASS** (the new test + the existing `WireAll_WieldObject_RoutesToClientObjectTable` both green).
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.Core.Net/GameEventWiring.cs tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs
+git commit -m "fix(D.2b): ConfirmMove on the WieldObject 0x0023 echo (clears optimistic wield)"
+```
+
+---
+
+## Task 5: `PaperdollController` + tests + divergence rows (App)
+
+The controller: element-id→mask map, bind each slot, populate icons, be the wield drag handler.
+
+**Files:**
+- Create: `src/AcDream.App/UI/Layout/PaperdollController.cs`
+- Create: `tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs`
+- Modify: `docs/architecture/retail-divergence-register.md`
+
+- [ ] **Step 1: Write the failing tests**
+
+Create `tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs`:
+
+```csharp
+using System.Collections.Generic;
+using AcDream.App.UI;
+using AcDream.App.UI.Layout;
+using AcDream.Core.Items;
+using Xunit;
+
+namespace AcDream.App.Tests.UI.Layout;
+
+public class PaperdollControllerTests
+{
+ private const uint Player = 0x50000001u;
+ private const uint Pack = 0x40000005u;
+ private const uint HeadSlot = 0x100005ABu; // HeadWear 0x1
+ private const uint ShieldSlot = 0x100001E1u; // Shield 0x200000
+ private const uint WeaponSlot = 0x100001DFu; // composite 0x3500000
+ private const uint FingerLSlot= 0x100001DCu; // FingerWearLeft 0x40000
+
+ private sealed class RootElement : UiElement { }
+
+ private static (ImportedLayout layout, Dictionary lists) BuildLayout()
+ {
+ var ids = new[] { HeadSlot, ShieldSlot, WeaponSlot, FingerLSlot };
+ var lists = new Dictionary();
+ var byId = new Dictionary();
+ var root = new RootElement { Width = 224, Height = 214 };
+ foreach (var id in ids)
+ {
+ var list = new UiItemList { Width = 32, Height = 32 };
+ lists[id] = list; byId[id] = list; root.AddChild(list);
+ }
+ return (new ImportedLayout(root, byId), lists);
+ }
+
+ private static PaperdollController Bind(ImportedLayout layout, ClientObjectTable objects,
+ List<(uint item, uint mask)>? wields = null)
+ => PaperdollController.Bind(layout, objects, () => Player,
+ iconIds: (_, _, _, _, _) => 0x1234u,
+ sendWield: wields is null ? null : (i, m) => wields.Add((i, m)));
+
+ private static void SeedEquipped(ClientObjectTable t, uint guid, EquipMask loc)
+ {
+ t.AddOrUpdate(new ClientObject { ObjectId = guid, WielderId = Player });
+ t.MoveItem(guid, Player, newSlot: -1, newEquipLocation: loc);
+ }
+
+ private static void SeedPackItem(ClientObjectTable t, uint guid, EquipMask validLocations)
+ {
+ t.AddOrUpdate(new ClientObject { ObjectId = guid, ValidLocations = validLocations });
+ t.MoveItem(guid, Pack, newSlot: 0);
+ }
+
+ [Fact]
+ public void Populate_shows_equipped_item_in_its_slot()
+ {
+ var (layout, lists) = BuildLayout();
+ var objects = new ClientObjectTable();
+ SeedEquipped(objects, 0xA01u, EquipMask.HeadWear);
+ Bind(layout, objects);
+ Assert.Equal(0xA01u, lists[HeadSlot].Cell.ItemId); // helm in the head slot
+ Assert.Equal(0u, lists[ShieldSlot].Cell.ItemId); // shield slot empty
+ }
+
+ [Fact]
+ public void Populate_matches_a_weapon_into_the_composite_slot()
+ {
+ var (layout, lists) = BuildLayout();
+ var objects = new ClientObjectTable();
+ SeedEquipped(objects, 0xB01u, EquipMask.MeleeWeapon); // a sword's actual equip loc
+ Bind(layout, objects);
+ Assert.Equal(0xB01u, lists[WeaponSlot].Cell.ItemId); // matched via (loc & composite) != 0
+ }
+
+ [Fact]
+ public void OnDragOver_accepts_only_valid_locations()
+ {
+ var (layout, lists) = BuildLayout();
+ var objects = new ClientObjectTable();
+ SeedPackItem(objects, 0xC01u, EquipMask.HeadWear); // a helm in the pack
+ var ctrl = Bind(layout, objects);
+ var payload = new ItemDragPayload(0xC01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
+ Assert.True(ctrl.OnDragOver(lists[HeadSlot], lists[HeadSlot].Cell, payload)); // helm → head OK
+ Assert.False(ctrl.OnDragOver(lists[ShieldSlot], lists[ShieldSlot].Cell, payload)); // helm → shield NO
+ }
+
+ [Fact]
+ public void HandleDropRelease_wields_optimistically_and_sends_wire()
+ {
+ var (layout, lists) = BuildLayout();
+ var objects = new ClientObjectTable();
+ SeedPackItem(objects, 0xD01u, EquipMask.HeadWear);
+ var wields = new List<(uint item, uint mask)>();
+ var ctrl = Bind(layout, objects, wields);
+ var payload = new ItemDragPayload(0xD01u, ItemDragSource.Inventory, 0, lists[HeadSlot].Cell);
+ ctrl.HandleDropRelease(lists[HeadSlot], lists[HeadSlot].Cell, payload);
+ Assert.Equal(EquipMask.HeadWear, objects.Get(0xD01u)!.CurrentlyEquippedLocation); // equipped instantly
+ Assert.Equal(Player, objects.Get(0xD01u)!.WielderId);
+ Assert.Single(wields);
+ Assert.Equal((0xD01u, (uint)EquipMask.HeadWear), wields[0]); // GetAndWieldItem wire
+ }
+
+ [Fact]
+ public void HandleDropRelease_resolves_the_finger_bit_for_a_dual_finger_ring()
+ {
+ var (layout, lists) = BuildLayout();
+ var objects = new ClientObjectTable();
+ SeedPackItem(objects, 0xE01u, EquipMask.FingerWearLeft | EquipMask.FingerWearRight);
+ var wields = new List<(uint item, uint mask)>();
+ var ctrl = Bind(layout, objects, wields);
+ var payload = new ItemDragPayload(0xE01u, ItemDragSource.Inventory, 0, lists[FingerLSlot].Cell);
+ ctrl.HandleDropRelease(lists[FingerLSlot], lists[FingerLSlot].Cell, payload);
+ Assert.Equal((uint)EquipMask.FingerWearLeft, wields[0].mask); // ValidLocations & slotMask = left finger only
+ }
+
+ [Fact]
+ public void Empty_equip_slot_is_transparent() // EmptySprite=0 ⇒ nothing drawn (no doll behind it in Slice 1)
+ {
+ var (layout, lists) = BuildLayout();
+ Bind(layout, new ClientObjectTable());
+ Assert.Equal(0u, lists[HeadSlot].Cell.EmptySprite);
+ }
+}
+```
+
+- [ ] **Step 2: Run to verify they fail**
+
+```
+dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj --filter "FullyQualifiedName~PaperdollControllerTests"
+```
+
+Expected: **FAIL to compile** (`PaperdollController` does not exist) — counts as red; proceed.
+
+- [ ] **Step 3: Implement `PaperdollController`**
+
+Create `src/AcDream.App/UI/Layout/PaperdollController.cs`:
+
+```csharp
+using System;
+using System.Collections.Generic;
+using AcDream.App.UI;
+using AcDream.Core.Items;
+
+namespace AcDream.App.UI.Layout;
+
+///
+/// Binds the ~21 equip slots mounted under the paperdoll (gmPaperDollUI 0x21000024, nested in the
+/// inventory frame 0x21000023) to live equipped-item data and makes them drag-drop WIELD targets.
+/// The acdream analogue of gmPaperDollUI::PostInit + GetLocationInfoFromElementID (named-retail decomp
+/// 175480 / 173620). Slice 1: equip slots only — no 3D doll viewport (that's Slice 2).
+/// Unwield is handled by InventoryController (dragging an equipped item onto the pack grid).
+///
+public sealed class PaperdollController : IItemListDragHandler
+{
+ // WEAPON_READY_SLOT_LOC (acclient.h:3235): the weapon-hand doll slot accepts any wieldable weapon.
+ private const EquipMask WeaponSlotMask =
+ EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded;
+
+ // element-id → EquipMask (verified: dump paperdoll-0x21000024.txt ↔ deep-dive §3a ↔ acclient.h:3193).
+ // The 3 Aetheria sigil slots (0x10000595/96/97) are SetVisible(0) in retail — skipped (Slice 1 scope).
+ private static readonly (uint Element, EquipMask Mask)[] SlotMap =
+ {
+ (0x100005ABu, EquipMask.HeadWear), // 0x1
+ (0x100001E2u, EquipMask.ChestWear), // 0x2
+ (0x100001E3u, EquipMask.UpperLegWear), // 0x40
+ (0x100005B0u, EquipMask.HandWear), // 0x20
+ (0x100005B3u, EquipMask.FootWear), // 0x100
+ (0x100005ACu, EquipMask.ChestArmor), // 0x200
+ (0x100005ADu, EquipMask.AbdomenArmor), // 0x400
+ (0x100005AEu, EquipMask.UpperArmArmor), // 0x800
+ (0x100005AFu, EquipMask.LowerArmArmor), // 0x1000
+ (0x100005B1u, EquipMask.UpperLegArmor), // 0x2000
+ (0x100005B2u, EquipMask.LowerLegArmor), // 0x4000
+ (0x100001DAu, EquipMask.NeckWear), // 0x8000
+ (0x100001DBu, EquipMask.WristWearLeft), // 0x10000
+ (0x100001DDu, EquipMask.WristWearRight), // 0x20000
+ (0x100001DCu, EquipMask.FingerWearLeft), // 0x40000
+ (0x100001DEu, EquipMask.FingerWearRight), // 0x80000
+ (0x100001E1u, EquipMask.Shield), // 0x200000
+ (0x100001E0u, EquipMask.MissileAmmo), // 0x800000 (LIKELY — gate-verify, AP row)
+ (0x100001DFu, WeaponSlotMask), // 0x3500000 composite
+ (0x1000058Eu, EquipMask.TrinketOne), // 0x4000000
+ (0x100005E9u, EquipMask.Cloak), // 0x8000000
+ };
+
+ private readonly ClientObjectTable _objects;
+ private readonly Func _playerGuid;
+ private readonly Func _iconIds;
+ private readonly Action? _sendWield; // (itemGuid, equipMask) → GetAndWieldItem 0x001A
+ private readonly List<(EquipMask Mask, UiItemList List)> _slots = new();
+
+ private PaperdollController(
+ ImportedLayout layout, ClientObjectTable objects, Func playerGuid,
+ Func iconIds, Action? sendWield)
+ {
+ _objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield;
+
+ int index = 0;
+ foreach (var (element, mask) in SlotMap)
+ {
+ if (layout.FindElement(element) is not UiItemList list) { index++; continue; }
+ list.RegisterDragHandler(this);
+ list.Cell.SourceKind = ItemDragSource.Equipment;
+ list.Cell.SlotIndex = index++; // a stable per-slot index (routing uses the list, not this)
+ list.Cell.EmptySprite = 0u; // TRANSPARENT empty slot (brainstorm decision; no doll behind it)
+ _slots.Add((mask, list));
+ }
+
+ _objects.ObjectAdded += OnObjectChanged;
+ _objects.ObjectMoved += OnObjectMoved;
+ _objects.ObjectRemoved += OnObjectChanged;
+ _objects.ObjectUpdated += OnObjectChanged;
+
+ Populate();
+ }
+
+ public static PaperdollController Bind(
+ ImportedLayout layout, ClientObjectTable objects, Func playerGuid,
+ Func iconIds, Action? sendWield = null)
+ => new PaperdollController(layout, objects, playerGuid, iconIds, sendWield);
+
+ private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); }
+ private void OnObjectMoved(ClientObject o, uint from, uint to)
+ { if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
+
+ /// The object is (or just became / ceased to be) the player's equipped gear.
+ private bool Concerns(ClientObject o)
+ {
+ uint p = _playerGuid();
+ return o.CurrentlyEquippedLocation != EquipMask.None || o.WielderId == p || o.ContainerId == p;
+ }
+
+ public void Populate()
+ {
+ uint p = _playerGuid();
+
+ // The player's equipped gear (one pass). Scoped to the player so a vendor's/NPC's wielded item
+ // (which can also carry CurrentWieldedLocation) can't leak into the doll.
+ var equipped = new List();
+ foreach (var o in _objects.Objects)
+ if (o.CurrentlyEquippedLocation != EquipMask.None && (o.WielderId == p || o.ContainerId == p))
+ equipped.Add(o);
+
+ foreach (var (mask, list) in _slots)
+ {
+ ClientObject? worn = null;
+ foreach (var o in equipped)
+ if ((o.CurrentlyEquippedLocation & mask) != EquipMask.None) { worn = o; break; }
+
+ if (worn is null) { list.Cell.Clear(); continue; }
+ uint tex = _iconIds(worn.Type, worn.IconId, worn.IconUnderlayId, worn.IconOverlayId, worn.Effects);
+ list.Cell.SetItem(worn.ObjectId, tex);
+ }
+ }
+
+ private EquipMask MaskFor(UiItemList list)
+ {
+ foreach (var (mask, l) in _slots) if (ReferenceEquals(l, list)) return mask;
+ return EquipMask.None;
+ }
+
+ // ── IItemListDragHandler ──────────────────────────────────────────────────────────────────────
+ /// No-op: a wielded item stays put until the server confirms (same as the inventory grid,
+ /// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController.
+ public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { }
+
+ /// Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask).
+ /// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302).
+ public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
+ {
+ var item = _objects.Get(payload.ObjId);
+ if (item is null) return false;
+ return (item.ValidLocations & MaskFor(targetList)) != EquipMask.None;
+ }
+
+ /// Wield the dropped item: optimistic local equip (instant) + GetAndWieldItem 0x001A.
+ /// wieldMask = ValidLocations & slotMask resolves the specific bit (the composite weapon slot, the
+ /// chosen finger). Retail: gmPaperDollUI HandleDropRelease → GetAndWieldItem.
+ public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
+ {
+ var item = _objects.Get(payload.ObjId);
+ if (item is null) return;
+ EquipMask wieldMask = item.ValidLocations & MaskFor(targetList);
+ if (wieldMask == EquipMask.None) return; // not wieldable here (defensive; OnDragOver already rejected)
+ _objects.WieldItemOptimistic(payload.ObjId, _playerGuid(), wieldMask);
+ _sendWield?.Invoke(payload.ObjId, (uint)wieldMask);
+ }
+
+ /// Detach event handlers (idempotent).
+ public void Dispose()
+ {
+ _objects.ObjectAdded -= OnObjectChanged;
+ _objects.ObjectMoved -= OnObjectMoved;
+ _objects.ObjectRemoved -= OnObjectChanged;
+ _objects.ObjectUpdated -= OnObjectChanged;
+ }
+}
+```
+
+- [ ] **Step 4: Run the controller tests + the full App suite**
+
+```
+dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj
+```
+
+Expected: **PASS** (the 6 `PaperdollControllerTests` + the whole App suite green; the EquipMask correction is value-agnostic for existing App tests).
+
+- [ ] **Step 5: Add the divergence-register rows**
+
+Read `docs/architecture/retail-divergence-register.md`, find the highest existing `AP-NN`, and append three rows using the next sequential numbers (the B-Drag rows AP-60/AP-61 are the current tail, so expect AP-62..AP-64 — but use whatever the file's actual max+1 is). One-line rows in the file's existing format:
+
+1. **MissileAmmo slot mask LIKELY** — `0x100001E0 → MissileAmmo 0x800000` is inferred (the decomp immediate at `GetLocationInfoFromElementID` 173676 is corrupted to a string pointer); risk if wrong: dropping ammo onto that slot wields to the wrong location. Source: `PaperdollController.SlotMap`. Gate-verify.
+2. **Dual-wield-into-shield-slot special not implemented** — retail `OnItemListDragOver` (decomp 174302) lets a melee-capable item also drop on the Shield slot; acdream's `wieldMask = ValidLocations & slotMask` rejects it. Risk: a dual-wielder can't off-hand a melee weapon via the doll. Source: `PaperdollController.HandleDropRelease`.
+3. **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise it's corrected by the next authoritative message. Source: `GameEventWiring` 0x00A0 handler. Gate-verify via WireMCP.
+
+- [ ] **Step 6: Commit**
+
+```bash
+git add src/AcDream.App/UI/Layout/PaperdollController.cs tests/AcDream.App.Tests/UI/Layout/PaperdollControllerTests.cs docs/architecture/retail-divergence-register.md
+git commit -m "feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)"
+```
+
+---
+
+## Task 6: Wire `PaperdollController` into GameWindow (App)
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs` (the field declaration near `_inventoryController`; the bind site at ~line 2245, right after the `InventoryController.Bind(...)` call)
+
+- [ ] **Step 1: Add the field**
+
+Find the `_inventoryController` field declaration (grep `_inventoryController` in `GameWindow.cs` — it's a `private … InventoryController? _inventoryController;`). Add directly beneath it:
+
+```csharp
+ private AcDream.App.UI.Layout.PaperdollController? _paperdollController;
+```
+
+- [ ] **Step 2: Add the Bind call**
+
+In the inventory-frame block, immediately after the `_inventoryController = AcDream.App.UI.Layout.InventoryController.Bind(...);` statement ends (the `sendPutItemInContainer:` line that closes with `));`, ~line 2245) and before the following `Console.WriteLine("[D.2b-B] retail inventory window …");`, insert:
+
+```csharp
+ // Slice 1: bind the paperdoll equip slots (same imported subtree) — show equipped gear +
+ // wield-on-drop. Unwield is handled by InventoryController (drag an equipped item to the grid).
+ _paperdollController = AcDream.App.UI.Layout.PaperdollController.Bind(
+ invLayout, Objects,
+ playerGuid: () => _playerServerGuid,
+ iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
+ sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask));
+```
+
+- [ ] **Step 3: Build the whole solution**
+
+```
+dotnet build
+```
+
+Expected: **build succeeds** (0 errors).
+
+- [ ] **Step 4: Run the full test suite (all projects)**
+
+```
+dotnet test
+```
+
+Expected: **all green** across Core / Core.Net / App / UI.Abstractions. This is the phase-boundary full-suite gate (the B-Wire process lesson — don't trust filtered subsets).
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.App/Rendering/GameWindow.cs
+git commit -m "feat(D.2b): wire PaperdollController into the inventory frame (Slice 1)"
+```
+
+---
+
+## Visual gate (user)
+
+Launch the client (plain `dotnet run` — do NOT auto-kill a running client; if a rebuild is locked, ASK the user to close it), log in, press **F12**:
+
+- Equipped gear shows as icons in the correct doll slots; empty slots are transparent.
+- Drag a wieldable item from the pack onto a matching slot → it wields instantly (icon appears) and survives the server echo; an invalid slot shows red and rejects.
+- Drag an equipped item from a slot to the pack → it unwields.
+
+While testing, run WireMCP to confirm `GetAndWieldItem 0x001A` goes out on a wield and whether `0x00A0` comes back on a rejected wield (divergence row 3).
+
+## Post-gate (after visual confirmation)
+
+- Update `claude-memory/project_d2b_retail_ui.md` with the Slice 1 SHIPPED entry (key facts + DO-NOT-RETRY).
+- Update `docs/plans/2026-04-11-roadmap.md` (Sub-phase C Slice 1 shipped).
+- Note in `docs/ISSUES.md` any gate-verify follow-ups (the AP rows).