# Armor

> Kinbarrow modding reference — content tree `b2f73c2ab65ff925`, version `0.2.0+main.a22009f4c`.

One piece of armor from the SRD table (`tables/armor.srd52.ron`): what it costs and how it contributes to AC — a base plus capped Dexterity for body armor, a flat bonus for a shield. `recipes` and `quality_overrides` are OURS, as they are for weapons.

**Note on syntax:** these files are RON, not JSON. The shapes below are exact,
but punctuation follows RON — read a real `data/*.ron` file alongside.

## Fields

| Field | Type | Required | Description |
| --- | --- | --- | --- |
| `ac` | `ArmorClass` | required | How the piece contributes to AC (base + capped Dex, or a flat shield bonus). |
| `category` | `ArmorCategory` | required | The SRD armor category (light/medium/heavy/shield). |
| `doff` | `ArmorEquipCost` | optional | Cost to doff this armor or shield. |
| `don` | `ArmorEquipCost` | optional | Cost to don this armor or shield. |
| `id` | `string` | required | Authored id. |
| `name` | `string` | required | Authored name. |
| `quality_overrides` | `TierEffects[]` | optional | Per-item quality-profile overrides; absent = the class profile. |
| `recipes` | `Recipe[]` | required | The armor's crafting recipes (ORIGINAL content, not SRD). |
| `stealth_disadvantage` | `boolean` | required | True = imposes disadvantage on Stealth checks. |
| `str_min` | `integer` | optional | Minimum Strength score to wear without a speed penalty; absent = none. |
| `training_required_for_ac` | `boolean` | default `false` | A shield grants its AC bonus only to a creature trained with shields. |
| `weight_lb` | `double` | required | Weight in pounds. |

## Nested shapes

<a id="ability"></a>

### Ability

An open, validated Ability id interned from authored data.

<a id="armor-category"></a>

### ArmorCategory

The SRD armor categories — light/medium/heavy body armor and the shield.

<a id="armor-category--light"></a>

#### ArmorCategory::Light

Select the light behavior.

<a id="armor-category--medium"></a>

#### ArmorCategory::Medium

Select the medium behavior.

<a id="armor-category--heavy"></a>

#### ArmorCategory::Heavy

Select the heavy behavior.

<a id="armor-category--shield"></a>

#### ArmorCategory::Shield

Select the shield behavior.

<a id="armor-class"></a>

### ArmorClass

How a piece of armor contributes to AC: body armor's base + a capped Dexterity, or a flat bonus (a shield).

<a id="armor-class--base"></a>

#### ArmorClass::Base

Body armor: a `base` AC plus a [`DexMod`]-capped Dexterity contribution.

| Field | Type | Required | Description |
| --- | --- | --- | --- |
| `base` | `uint32` | required |  |
| `dex` | `DexMod` | required |  |

<a id="armor-class--bonus"></a>

#### ArmorClass::Bonus

A flat AC bonus added on top (a shield's +2).

Carries `uint32`.

<a id="armor-equip-cost"></a>

### ArmorEquipCost

The action economy required to put on or remove armor.

<a id="armor-equip-cost--seconds"></a>

#### ArmorEquipCost::Seconds

A continuous duration in seconds.

Carries `uint32`.

<a id="armor-equip-cost--utilize-action"></a>

#### ArmorEquipCost::UtilizeAction

One Utilize action.

<a id="craft-tier"></a>

### CraftTier

The tool-proficiency ladder — one ladder, two homes (this IS the engine's `TradeTier`).

<a id="craft-tier--apprentice"></a>

#### CraftTier::Apprentice

Select the apprentice behavior.

<a id="craft-tier--journeyman"></a>

#### CraftTier::Journeyman

Select the journeyman behavior.

<a id="craft-tier--master"></a>

#### CraftTier::Master

Select the master behavior.

<a id="dex-mod"></a>

### DexMod

The wearer's Dex modifier contribution.

<a id="dex-mod--full"></a>

#### DexMod::Full

Select the full behavior.

<a id="dex-mod--max2"></a>

#### DexMod::Max2

Select the max2 behavior.

<a id="dex-mod--none"></a>

#### DexMod::None

Select the none behavior.

<a id="quality-tier"></a>

### QualityTier

The seven quality tiers (semantic — engine code branches on it).

<a id="quality-tier--trash"></a>

#### QualityTier::Trash

Select the trash behavior.

<a id="quality-tier--poor"></a>

#### QualityTier::Poor

Select the poor behavior.

<a id="quality-tier--normal"></a>

#### QualityTier::Normal

Select the normal behavior.

<a id="quality-tier--good"></a>

#### QualityTier::Good

Select the good behavior.

<a id="quality-tier--excellent"></a>

#### QualityTier::Excellent

Select the excellent behavior.

<a id="quality-tier--masterwork"></a>

#### QualityTier::Masterwork

Select the masterwork behavior.

<a id="quality-tier--legendary"></a>

#### QualityTier::Legendary

Select the legendary behavior.

<a id="recipe"></a>

### Recipe

A recipe embedded on a good/weapon/armor. Craftable IS having recipes — there is no craftable flag (`data/README.md`).

| Field | Type | Required | Description |
| --- | --- | --- | --- |
| `ability` | `Ability` | optional | The ability whose mod feeds output; absent = untrained extraction. |
| `building` | `string` | required | The building TYPE that produces this good (a `data/buildings/` id, boot-resolved): a recipe names its building directly, and the build-time derivation mints one `Produces` edge at every venue of that type. Producing vs merely crafting is NOT authored: every recipe is a candidate `Produces` edge and the opportunity-cost engine (`best_row`) decides what a shift makes. The only recipes that do not derive an edge are those the 2-input edge model cannot hold (3+ distinct inputs) — a substrate limit, ledgered, not a producibility flag. |
| `forbids_terrain` | `string[]` | default `[]` | The exclusion half of the terrain GATE (see `requires_terrain`): the recipe is skipped at any venue whose town bears one of these tags. |
| `hours` | `uint32` | required | Worked hours committed before reconsidering the chosen recipe. |
| `inputs` | `[RecipeInput, uint32][]` | required | The (input, qty) pairs consumed per batch — boot-resolved. EMPTY = raw extraction (nature's own yield): such a recipe names WHERE and HOW FAST a raw is won, carries no `CRAFTED` flag, and keeps the extraction lottery. A recipe WITH inputs is a craft (sets `CRAFTED`). |
| `rate` | `double` | required | Units per worked hour, before the work multiplier. The recipe carries it, so production truth lives in one place. |
| `requires_terrain` | `string[]` | default `[]` | Terrain GATE: this recipe is wired only at venues whose town bears every `requires_terrain` tag and NONE of `forbids_terrain`. Lets a good be made two ways by place — coast/vale bread bakes `flour` where an `arable` mill stands; the mountain bakes `grain` direct where it does not. Empty gates = wire wherever the building stands. |
| `strike` | `Strike` | optional | The face's RARE find: each produced unit has `odds` chance of striking this good instead of the bulk yield — the mithral vein in the stone. Absent on ordinary recipes. |
| `terrain_mods` | `[string, double][]` | default `[]` | Terrain-tag rate MODIFIERS: the effective production rate at a venue is `rate × Π(multiplier for each town terrain tag present)`. Regional divergence emerges from the GROUND, not hand-wired per venue — grain grows richer on `arable`, an ore seam runs faster in `mountains`. Empty = the base rate stands everywhere the recipe is wired. |
| `tier` | `CraftTier` | required | The tool-proficiency floor to run this recipe. |
| `tool` | `string` | optional | A goods/ id (e.g. "smiths_tools"); absent = bare hands. |
| `yield` | `uint32` | required | Units one run of `inputs` yields. Production consumes those inputs once and spends any open units before starting another run. The worth derivation divides materials by this yield; labour is already per unit through `rate`. Explicit in EVERY recipe — the RON key is `yield`; the no-serde-default contract's one exception is `quality_overrides`, and this is not it (`1` for a single-unit craft). |

<a id="recipe-input"></a>

### RecipeInput

A recipe input: a SPECIFIC good (process inputs) or ANY material of a class (constructive inputs — the family wall).

<a id="recipe-input--good"></a>

#### RecipeInput::Good

A SPECIFIC good by id — the exact material a process consumes.

Carries `string`.

<a id="recipe-input--class"></a>

#### RecipeInput::Class

ANY good of a material CLASS by id — the constructive input (the family wall): whichever member of the class is on hand.

Carries `string`.

<a id="strike"></a>

### Strike

A strike table entry: the rare good and its per-unit odds.

| Field | Type | Required | Description |
| --- | --- | --- | --- |
| `good` | `string` | required | The rare good struck — a goods/ id, boot-resolved. |
| `mods` | `[string, double][]` | default `[]` | Terrain-tag odds MODIFIERS, the `terrain_mods` rule applied to the strike: the effective chance at a venue is `odds × Π(multiplier for each town terrain tag present)`, clamped to a probability. A richer vein is GROUND, not a hand-wired deposit — the same seam runs fatter where the rock says so. Empty = `odds` stands everywhere the recipe is wired. |
| `odds` | `double` | required | Per-unit chance (0..1) of striking `good` instead of the bulk yield. |

<a id="tier-effects"></a>

### TierEffects

One rung of the seven-tier quality ladder: what an item of this tier is worth and how it performs, as deltas off the Normal baseline. A class-wide row in a `QualityProfile`, or a single item's override of one.

| Field | Type | Required | Description |
| --- | --- | --- | --- |
| `ac_delta` | `integer` | optional | AC delta at this tier (armor); absent = n/a. |
| `attack_delta` | `integer` | optional | Attack-roll delta at this tier (weapons); absent = n/a. |
| `damage_delta` | `integer` | optional | Damage delta at this tier (weapons); absent = n/a. |
| `dc_delta` | `integer` | optional | Lock DC delta vs the Normal DC 10 base at this tier (locks); absent = n/a. |
| `integrity_factor` | `number` | optional | Max-integrity multiplier (the `structure` class) — defaulted so the arms/tool/lock profiles never spell it. |
| `tier` | `QualityTier` | required | The quality tier this row describes. |
| `value_factor` | `double` | required | Worth multiplier at this tier (every class). |
| `work_factor` | `number` | optional | Work-output multiplier at this tier (tools); absent = n/a. |


