KINBARROW modding reference
v0.2.0+main.e011511f4 dataset 4a103dcdb658a75a

Quality: the seven tiers

The content tree — the contract for the data/ tree.

QualityTier (semantic — code branches): Trash, Poor, Normal, Good, Excellent, Masterwork, Legendary. tables/quality_profiles.ron carries the default per-tier effects PER ITEM CLASS (weapon, armor, tool, lock, good): value_factor for every class; attack/damage deltas for weapons; AC delta for armor; work-multiplier for tools (the hook); DC delta for locks.

  • **The lock ladder **: DCs run 1 / 6 / 10 / 14 / 18 / 20 / 24 (Trash..Legendary) — a trash lock is a lock in name only; DC 30 remains enchantment’s alone (the 0058 designer ruling stands). The lock grades collapse in by DC PROXIMITY, not ordinal: Simple = Normal (10, exact), Sturdy = Good (15→14), Fine = Masterwork (20, exact) — a fine lock took a master smith in 0058, so Masterwork is its honest tier, and migrated fine locks REIFY with provenance. Burglary calibration is conserved (largest shift: 1 DC).
  • **Profile mapping **: weapons and armor take their profiles STRUCTURALLY (their own tables); a good referenced as a tool: anywhere derives “tool”; quality_class on a Good overrides where structure can’t say (the lock); everything else is “good”.
  • Overrides: an item may embed quality_overrides: Vec<TierEffects> ONLY where it deviates from its class profile. Resolution rule: an override row REPLACES the class profile’s row for that tier wholesale (no per-field merging). This is the contract’s ONE #[serde(default)] field — it appears in data only when non-empty; no item needs it today.
  • Generation rule (documented here; the engine lands it in 0066): quality derives from the CRAFT CHECK. The worker’s tier BOUNDS reachable quality — an Apprentice caps at Good, a Journeyman at Excellent, Masterwork requires a Master, Legendary a Master plus a rare roll; a fumble mints Trash; the material’s quality_bias LIFTS the check — better stock raises the odds of a better tier, and that is the ONLY door material effects enter by; effectiveness (attack, AC, work, DC) comes from the tier alone, never a second material modifier. work_difficulty extends labor and gates, never touching the roll. Price follows quality via value_factor — the lock rule “price follows DC”, generalized.