The Unfinished Kingdom does not drop equipment from ordinary enemies or bosses.
That decision changes the entire purpose of the Armory. It is not a bag that fills with disposable objects. It is a permanent catalog of designs the player can understand, pursue, own, improve, and display on the Warden.
Our first Armory layout was too narrow in its thinking. A handful of large tiles looked acceptable, but the final system needs to support many designs separated by equipment type. We rebuilt it around compact side-by-side tiles, persistent slot navigation, an item detail panel, and clear states for locked, available, owned, and equipped designs.
Selecting an item opens its preview and requirements. It does not immediately equip or purchase anything. Owned designs expose a separate enhancement action. Enhancement belongs to the design permanently, even while another item is equipped.
The current prototype uses Parts for equipment enhancement. Frontier progress raises the available enhancement capacity gradually. A player can invest in a favorite design without losing that effort when experimenting with another build.
Visible equipment is essential. Body, Pants, Helmet, Weapon, and Offhand can alter the combat Warden. The interface includes the future Core location now, clearly unavailable, so navigation does not need rearranging when that part of the game arrives.
Mobile usability has driven much of the work. The preview appears only after a player selects a design. Requirements and the Equip action need to remain visible within the reduced height left by phone browser controls. The bottom navigation stays available so leaving the Armory is always obvious.
The permanent catalog gives us a healthier relationship with equipment artwork. Each design can matter for longer, tell a clearer story about the build, and become recognizable without requiring endless random drops.