traps -- salt, iron, devil's traps, and goofer barriers Hunter gear and Occultist chalk share the same room marks: How you play (ward list) 1. claim a house your home joins the list automatically 2. protect stand in a room; chalk missing Demon marks (costs kit) and add it to your list 3. salt here | iron here | trap here | goofer here lay one mark when you only have that reagent 4. wardlist see which rooms you keep chalked 5. unprotect [room] drop a room from the list (marks stay) When Deal hellhounds hunt you (help deal), pour goofer here (and salt here) to buy time -- the pack chews the line, it does not last forever. Occultists and Demons with pierce sight may also leash a contained hound briefly (help hellhound). Killing a hound still needs an angel blade, demon-killing knife, or The Colt, plus sight (glasses / celestial). Cadence / your Echo (Hunter, Slayer, or Occultist) re-chalks listed rooms when salt, iron, or the devil's trap goes missing -- they restock kit first when short. Hunters (and Bobby at Singer House) also exorcise Demon hosts held in a devil's trap in the same room or next door. Occultist circle is a timed trap, not a permanent chalk mark. devil's trap permanent map traps, or timed circle -- blocks Demon force-possess; soft-blocks Demon leave salt line vessel-free Demons stumble on entry; spirits cannot cross; also slows Deal hellhounds until chewed iron ward modest edge vs Demons / possessed in the room goofer barrier Deal hellhound block / slow (goofer dust) -- separate from the Demon protect trio Magic casters can also pour a temporary saltline (help saltline) -- same soft-block folklore, fades on its own, no permanent chalk list. Salt-bag kit (inventory). Permanent marks cost folklore reagents from your gear bag or inventory (Ash Garage stock): salt packet -> salt line (salt here / laysalt) iron scrap -> iron ward (iron here) ritual chalk -> devil's trap (trap here) ritual chalk or devil's trap paint -> trap-brand on a weakened Demon (trapbrand <target>) goofer dust -> goofer barrier (goofer here) -- hellhound pursuit protect -> burns one of each Demon-trio reagent you still need (salt / iron / chalk -- not goofer) Abaddon prep (trapbrand) pins a Knight-of-Hell-or-above Demon's smoke to the meatsuit so a later decapitate contains instead of evicting. Room devil's traps alone do not count -- you must brand the host (help decapitate). Haunt salt (no here) still traps a claimed house haunt and also burns a salt packet -- different craft (help haunts).