User Tools

Site Tools


rpd:armor_item

Armor

Armor

Armor in Remixed Dungeon is protective equipment that reduces damage from enemy attacks. Different types of armor offer different levels of protection and special properties.

Armor Categories

  • Light Armor: Higher mobility but less protection
  • Medium Armor: Balanced protection and mobility
  • Heavy Armor: Maximum protection but reduced mobility
  • Specialty Armor: Class-specific or unique armor

Base Properties

  • Defense Rating: How much damage is reduced from attacks, calculated as: effectiveDR = tier * 2 + level() * tier + (glyph ? tier : 0)
  • Durability: How much damage the armor can take before breaking (related to level)
  • Strength Requirement: Minimum strength needed to wear effectively (decreases as armor is upgraded)
  • Speed Penalty: How much armor may slow you down (based on weight vs strength)
  • Tier: Armor classifies from 1-5 based on protection (Cloth to Plate)
  • Default Price: 10 * (1 « (tier - 1)), with 50% bonus if glyphed

Special Mechanics

  • Glyphs: Armor can have special magical properties added via Arcane Stylus
  • Upgrading: Armor can be upgraded with Scrolls of Upgrade to improve defense rating and potentially add enhancement bonuses
  • Class Specialization: Some classes get special benefits from specific armor types
  • Weight vs. Strength: Heavier armor slows you down if insufficient strength
  • Class Armors: Special armor obtained via Armor Kit on any regular armor - grants special subclass abilities (e.g. Gladiator, Berserker, Warlock, etc.)
  • Defence Processing: Each armor has a defenceProc method that can modify incoming damage based on its glyph

Base Armor Tiers

Available Glyphs

Technical Details

  • Base Class: Armor extends EquipableItem and implements armor-specific mechanics
  • Class Armor Creation: ArmorKit transforms any regular armor into class-specific armor with stats matching the original equipment
  • Glyph System: Glyphs are selected randomly when armor is generated, or can be applied using Arcane Stylus
  • Strength Calculation: requiredSTR = Math.max(typicalSTR() - level(), 2) where typicalSTR = 7 + tier * 2
  • Defense Calculation: effectiveDR = tier * 2 + level() * tier + (glyph ? tier : 0)
  • Upgrade Behavior: When upgrading glyphed armor, there's a chance to lose the glyph (higher level = higher chance of loss)

Content Verification

  • Information Source: com.watabou.pixeldungeon.items.armor.Armor.java (base class)
  • Armor Tiers: Defined by 'tier' property in each armor class constructor
  • Class Armors: com.watabou.pixeldungeon.items.ArmorKit.java transforms regular armor to class armor
  • Glyph Mechanics: Handled by armor's inscribe method in base Armor class and Glyph subclass implementations

Code References

Configuration Files

String Resources

rpd/armor_item.txt · Last modified: by 127.0.0.1