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Armor

Dungeon armor is a persistent tier progression system configured in content/armor.yml. Players earn armor XP from successful dungeon swings, unlock tiers in sequence, equip cosmetic skins, and purchase optional upgrades.

Global equipment and XP

xp-per-swing: 2
equipment:
  helmet: LEATHER_HELMET
  chestplate: LEATHER_CHESTPLATE
  leggings: LEATHER_LEGGINGS
  boots: LEATHER_BOOTS

Leather equipment uses each tier or skin's configured dye. Other wearable materials retain their vanilla appearance.

Armor tiers

tiers:
  basic:
    order: 1
    display-name: 'Basic'
    styled-name: '&3&lBasic &b&lArmor'
    dye: '#269BD8'
    max-level: 25
    xp-base: 1500
    xp-growth: 1.05
    boost-per-level: 0.01
    boosts: { money: 0.10, souls: 0.10, essence: 0.10 }

Tier order must remain sequential. The number of tiers must fit the tier slots in menus/armor.yml. Boosts are additive: 0.10 adds ten percent, producing a 1.10x total before other systems.

Skins

The optional skins catalogue supports any number of administrator-defined entries:

Permission access and persistent unlocks are independent. Grant a permanent unlock with:

Set skins.enabled: false to hide and disable skin selection without deleting stored selections.

Upgrades

upgrades.enabled controls the complete upgrade menu. Each upgrade defines a currency, maximum level, base price, growth, and effect per level. The set multiplier also defines its active bonus and duration.

  • menus/armor.yml controls tier presentation.

  • menus/armor-skins.yml controls cosmetic selection.

  • menus/armor-upgrades.yml controls paid upgrades.

After balance changes, test XP gain, tier transitions, equipment refresh, death, reconnect, skin permissions, and all configured reward currencies.