Generate seeded armor with defense, elemental resistances, weight, durability, rarity, movement tradeoffs, bonuses, value, and set identity.
Level establishes the base defense budget, then armor class, equipment slot, material, rarity, and seeded variation determine the final defense value.
Heavy materials and armor classes trade mobility for defense. The movement penalty is a design suggestion that helps expose this tradeoff in the generated profile.
Material and seed select primary and secondary resistance types, while rarity and level determine their percentages.
Yes. Set mode gives generated pieces a shared set identity and provides thematic bonus suggestions that can be adapted to your equipment system.
Not always. Chest pieces receive a larger slot multiplier than gloves or boots, so compare defense relative to slot purpose as well as raw totals.