Spirit Stones are equipment-like effects that respond to battle actions. That first-party description is specific enough to define their purpose but not enough to publish a fake item list. The useful launch reference should transcribe every Stone’s exact name and text, show where it came from, and distinguish the action that triggers it from the effect it produces.
Build recommendations belong on the Spirit Stone builds page. This page is the evidence ledger from which those recommendations can be made.
Use a fixed catalog schema
Each entry should contain in-game name, icon only as a visual aid, displayed description, trigger, result, duration, limit or cooldown, acquisition, slot requirement, upgrade state, and tested version. Include category wording exactly as the game presents it. If the UI does not state a property, label it unknown rather than inferring from animation.
Keep description transcription separate from interpretation. A phrase such as “after a battle action” needs the exact named action and a live test. A percentage should retain its condition and unit. Translation differences should not be merged until localization can be checked against the source English entry.
Record the acquisition path
For an exploration reward, include region, nearby landmark, route condition, source container or interaction, and story state. First-party material says exploration yields specialized equipment, while preview reporting observed optional structures. Only the release route can establish the actual Stone placement.
For a boss, quest, shop, or automatic reward, record that source explicitly. Do not mark an item missable until the game prevents return or a reproducible save comparison confirms it. Do not create individual thin pages until an item has enough unique acquisition and effect evidence.
Reproduce the trigger
Remove other effects that could create the same cue. Fix difficulty, enemy, weapon, skills, Koo Charm and Arts. Perform the named action repeatedly and capture activation. If it refers to parry, require the game’s parry feedback and FP result. If it refers to Down, state whether it means buildup, entry, duration, or conversion.
Record unsuccessful attempts as well. They can reveal range, target, cooldown, or state requirements. A single activation proves possibility but not a complete rule.
Measure the outcome independently
Compare a baseline and equipped trial with the same sequence. Keep health damage, Down movement, FP, survival, control, and movement in separate observations. If the result lasts, record start cue, end cue, and whether a repeated trigger refreshes or stacks.
Visible rounded values can hide internal precision, so avoid unnecessary decimals. If the game provides a tooltip number, cite it as displayed. If a test estimates a value, label the method and uncertainty rather than presenting it as UI text.
Determine slot and stacking rules
The public loadout should reveal how many Stones can be equipped, when slots unlock, whether duplicates exist, and whether removal costs anything. Capture the UI message for an invalid combination. Then test two compatible-looking effects only if the interface does not already settle their relationship.
Possible outcomes include independent activation, additive or multiplicative stacking, refresh, priority, cap, or mutual exclusion. None is assumed before evidence. List the exact pair and version for any result; “Spirit Stones stack” is too broad.
Attach version scope to every numerical row
Pre-release evidence did not publish a semantic game version. At launch, use the version visible inside the game when available and record the Steam update context separately. A depot BuildID should not be rewritten as a consumer-facing patch number.
When an official patch changes a Stone, preserve the old row as historical and make the current row explicit. Recheck both description and observable result. This keeps players on an older build from receiving silently incompatible advice.
Avoid category mistakes
Spirit Stones are not Amber, Koo skins, Charms, or Bloom Arts. Amber is a resource. Charms are specialized Koo equipment. Bloom Arts are FP-powered commands. A Spirit Stone can interact with those systems through a battle-action condition, but the interaction does not merge their identities.
Similarly, a Stone name that resembles an element or character does not prove damage type, lore ownership, or boss origin. Only the inventory and acquisition evidence can support those claims.
Pre-launch evidence statement
The Steam Store product description and official publisher materials establish Spirit Stones as effects tied to battle actions. Kota Furushima’s Developer_Direct article supplies the broader Emma-and-Koo combat framework. No complete first-party catalog, slot count, names, locations, or stacking values were public by 2026-08-01, so the reference deliberately waits for direct game evidence.