The tools,
in the order you earn them.
Five instruments, each granted by a promotion. Some reveal what harder tickets require; the rest help a sharp eye work faster. Every tool introduces itself the first time it matters, and the day clock waits while you read.

Ruler
An 8px grid, and the exact distance between things.
Spacing drifts hide between elements — a gap that’s 14px where the spec says 20. Overlay the grid on both panels, then hover anything: the ruler prints its size and the exact gap to its neighbors, the way a browser’s devtools does. Two charges a day.

Inspector
The render is perfect. The code isn’t.
Some tickets are pixel-identical on both panels. The drift lives in the implementation — a hardcoded value where a token belongs. The DEV panel lists every property, spec beside deliverable. Click an element to jump to its section, then flag the line that lies.


Drift detector
How much is wrong, before you look.
Before Staff you fly blind: the story points hint at difficulty, never the count. The detector tells you how many drifts a ticket hides before you start — and when a 13 lands, you can send it back.

Eyedropper
Read the exact color under the pointer.
Hover any pixel and read its hex — text, fill, border, or ground. The tell for the drifts that are one step off a token, where the eye says “close enough” and the number says no.

Magnifier
A 3× lens over any region.
A lens that follows the pointer and shows the pixels under it at three times their size. A 1px radius, a border a hair too thick — under the lens they stop being guesses. The last tool on the ladder.