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Red Alert

David Troyer edited this page Dec 3, 2023 · 1 revision

Type: Protection
Rarity: Uncommon
Levels: 4
Primary Targets: Any Armor
Secondary Targets: Shields (if enabled)
Treasure: No

Description:

Red Alert gives the user layers of shielding that each negate one instance of damage. It grants the user a layer of shielding once every 12 seconds at Red Alert I, accelerating by 2 seconds for each enchantment level to once every 6 seconds at Red Alert IV. The enchantment maintains a maximum number of shield layers equal to the number of Red Alert items worn by the user. If worn items have different levels of Red Alert, the average level is used to determine the shield recovery rate.

Red alert is the best enchantment for players faced with death from massive, singular sources. Gravity means nothing before it, and creeper ambushes are a threat only if other foes break your shields first. Red alert is the worst enchantment for players faced with persistent, cumulative damage. Fire and poison will devour your defenses with petty strikes, and it may as well not exist in lava.

Configuration:

RECOVERY_RATE - Default value 240. This is how long it takes to generate one shield, measured in ticks.

RECOVERY_REDUCTION - Default value 40. This is how much recovery time is reduced by each level of Red Alert, measured in ticks.

SHIELD_DURATION - Default value 600. This is how long the shielded buff will persist if armor breaks or is removed, measured in ticks.

MINIMUM_RECOVERY_TIME - Default value 20. This is the minimum recovery time allowed for extreme levels of Red Alert (reached at level 6.5 at default reduction rates), measured in ticks.

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