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Difference between revisions of "v0.31:Armor"

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There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.
 
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.
  
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt
+
Note that the availability of specific articles of clothing varies from civilization to civilization.  So one civilization may not be able to make vests, another may not be able to make togas, still another may only be able to not be able to make dresses and cloaks.
 +
This list only includes equipment Dwarves can potentially manufacture, from the file \raw\objects\entity_default.txt, while other items which exist can never be made by un-modded dwarves such as a head or face veil.
  
 
{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
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|-
 
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|Tunic|| ||3||Clothes||Clothes|| || || || ||10||50||Under
 
|Tunic|| ||3||Clothes||Clothes|| || || || ||10||50||Under
 +
|-
 +
|Toga|| ||5||Clothes||Clothes|| || || || ||30||100||Over
 
|-
 
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|Vest|| ||2||Clothes||Clothes|| || || || ||10||50||Over
 
|Vest|| ||2||Clothes||Clothes|| || || || ||10||50||Over

Revision as of 17:02, 12 June 2010

Template:AV

Armor is the protective equipment used to reduce/deflect damage coming from enemy weapons. It comes in several pieces, each one protecting certain area. The purpose of each piece is pretty much self-explanatory. Note that the breastplates only protect upper/lower torso areas, while the mail shirts also cover the upper arms. Throat, ears, nose, fingers, lips and teeth are exposed, even in full armor. The 4 best materials for armor are, in that order, Template:L, Template:L, Template:L, Template:L.

Concerning armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least bronze armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (Well now that is really new and unexpected,sire!)
It should be noted that armor material is extremely important now, for example fully iron-armored dwarves with iron short swords stand no chances against steel equipped ones. Same material cutting weapons cannot pierce same material armor ( e.g. steel short swords vs steel armor).

It is unclear whether the armor user skill affects combat in any way, since the movement speed and armor penetration looks the same for legendary armor users and untrained users.


Types of Protection

Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.

They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.

There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the Template:L skill.

Note that the availability of specific articles of clothing varies from civilization to civilization. So one civilization may not be able to make vests, another may not be able to make togas, still another may only be able to not be able to make dresses and cloaks. This list only includes equipment Dwarves can potentially manufacture, from the file \raw\objects\entity_default.txt, while other items which exist can never be made by un-modded dwarves such as a head or face veil.

Body Part Clothing Armor Level* Material Size Template:L/Template:L Template:L Template:L Template:L Template:L Template:L Template:L Template:L Layer
Head Cap + 1 Clothes Clothes Leather 10 15 Over
Helm[S] 1+ 2 Leather Leather Leather Chain 30 20 Armor
Hood 2 Clothes Clothes 10 100 Cover
Upper Body Dress 5 Clothes Clothes 10 50 Under
Shirt 3 Clothes Clothes 10 50 Under
Tunic 3 Clothes Clothes 10 50 Under
Toga 5 Clothes Clothes 30 100 Over
Vest 2 Clothes Clothes 10 50 Over
Robe 6 Clothes Clothes 20 100 Over
Coat 5 Clothes Clothes 20 50 Over
Leather Armor[S] 1 6 Leather 20 50 Armor
Chainmail 2 6 Chain 15 50 Armor
Breastplate[S] 3 9 Plate 20 50 Armor
Cloak 5 Clothes Clothes 15 150 Cover
Hands Gloves 1 Clothes Clothes 10 10 Under
Gauntlets[S] 2 2 Chain Chain Chain 20 15 Armor
Mittens 1 Clothes Clothes 15 20 Cover
Lower Body Trousers 4 Clothes Clothes 15 30 Over
Leggings[S] 1+ 5 Leather Leather Leather Chain 15 30 Armor
Greaves[S] 3 6 Plate Plate 15 30 Armor
Feet Socks 1 Clothes Clothes 10 15 Under
Shoes 1 Clothes Clothes 20 15 Over
Low Boots 1 1 Leather Chain 25 15 Armor
High Boots 1+ 1 Leather Chain 25 15 Armor
Shield Buckler 1 2 Buckler Buckler Buckler NA NA NA
Shield 2 4 Shield Shield Shield NA NA NA

Some clothing articles may not be crafted in fortresses of a given Template:L - only those items marked as 'common' for that civilization may be craftedv0.31.03.

[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)

  • The armor level of an item with a "+" can be increased by one if made from metal.

Size, Permit, and layering armor

The Size and Permit values govern how much clothing or armor can be worn.

Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more size worth of clothing on the upper body, it cannot put any more clothing on the upper body. (This explains why the old Template:Ls tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)

Unfortunately, [LAYER:COVER] items are the only items playing by the old rules. This much is certain from testing in arena mode.

  • If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is less than or equal to the item's permit value then evaluate as true.
  • If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be less than the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.
  • If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is less than the smallest permit value then evaluate as true.
  • If the sum of the size values for all items on the body part are less than or equal to the permit value of the item about to be added then evaluate as true.

The item is allowed if all rules either evaluate to true or are not applicable. This is in addition to the rule allowing only one shaped item on a given body part at a time.

Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100). Any of these configurations can fit 6 additional hoods if desired.

Example: Wearing a cap(10,20) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.

Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.


Template:L follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head. Confirmation is needed to see if Template:L follows the old rules or the new arena rules.

Other Restrictions

In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.

In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" restrictions. This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.

Bugs

A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the announcement seen reads

"Urist McArmorsmith cancels forge <x-metal> breastplate: needs 3 <x-metal> bars."
A similar situation exists with chainmail (40d:chain armor), but with an announcement re "2 bars". Since in 40d a breastplate (40d:plate armor) required 3 bars and chain required 2, it's a good bet that this can be viewed as a (minor) bug.


In adv and arena mode, putting a pair of socks(or any under-layer foot wear) on before putting on a pair of boots(or any over-layer foot wear) will keep you from putting on the last boot. So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does. This is a very minor bug.