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Difference between revisions of "Armor"

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(→‎Lower Body: added that they can also (uncommonly) make Braies)
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{{Quality|Masterwork|19:39, 13 February 2023 (UTC)}}
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[[File:dwarf_in_armor.png|221px|right]]'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory.  
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[[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce or deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory.  
  
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{menu icon|k}}, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
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Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{k|k}}, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
  
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.
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Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.
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'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing [[weapons]] (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.
  
 
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.
 
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.
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Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.
 
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.
  
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]
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[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]
 
== Basics ==
 
== Basics ==
 
=== Purpose ===
 
=== Purpose ===
 
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.
 
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.
  
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.
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While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.
  
 
=== Types of armor ===
 
=== Types of armor ===
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The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat_skill#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.
 
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat_skill#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.
  
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).
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Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage; though using greaves is still recommended, as there can never be "enough armor" in the world of Dwarf Fortress).
  
 
=== Armor skill ===
 
=== Armor skill ===
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| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
|}
 
|}
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)
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:: (* Bronze here also includes [[bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)
  
 
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.
 
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.
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Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives.  
 
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives.  
  
Since most dwarves are not [[danger_room]]-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.
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Since most dwarves are not [[danger room]]-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.
  
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.
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Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify|Are armor levels still relevant in the new material properties-based mechanics?}} metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.
  
 
=== Wear ===
 
=== Wear ===
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.
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Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.
  
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear - this is a feature intended to dispose of unwanted items in a refuse stockpile.{{bug|5711}}
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=== Race ===
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Armor is typically sized for the kind of creature that produced it.  [[Goblin]]s, [[elves]] and your [[dwarves]] are all about the same size and their equipment can be used interchangeably, but [[human]] armor is too big for other races.  You can manually specify the target race when forging armor, which is useful if you have non-dwarf [[visitor|residents]].  Also, armor sized for [[hyena man|hyena men]] is big enough to be worn by humans, but still small enough to be worn by dwarves.  Being bigger, it also [[material science#Contact Area|offers]] slightly better slashing [[weapon]] protection than dwarf-sized armor, but is also more [[weight|heavy]].  Conversely, [[wolf man]]-sized armor is the smallest you can produce for your dwarf military, and may reduce their encumbrance a bit (but it's worse against slashing attacks).
 +
 
 +
Shields do not have a target race, so anyone can use them.
  
 
== Layers ==
 
== Layers ==
 
 
The layers are, in order from inner to outer:
 
The layers are, in order from inner to outer:
 
*Under
 
*Under
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*Cover
 
*Cover
  
==Types of Protection==
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==Types of protection==
===Material Requirements===
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===Material requirements===
 
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.
 
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.
 
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.
 
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.
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|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
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!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
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!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em;"|+
+
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_icon.png]]
 +
|style="border:1px #AAA solid;padding:0.2em;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
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|-
 
|-
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
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|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Mask{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
+
|style="border:1px #AAA solid;padding:0.2em;"|C,L,B,S,M
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Turban†
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|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 +
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†
+
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 +
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†
+
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 +
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†
+
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 +
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
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|}
 
|}
  
===Upper Body===
+
===Upper body===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
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|style="border:1px #AAA solid;padding:0.2em;"|Dress
 
|style="border:1px #AAA solid;padding:0.2em;"|Dress
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
Line 329: Line 358:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 344: Line 375:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 358: Line 391:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Toga
+
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 374: Line 409:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 389: Line 426:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 404: Line 443:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 418: Line 459:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 434: Line 477:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 448: Line 493:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|9
 
|style="border:1px #AAA solid;padding:0.2em;"|9
Line 464: Line 511:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 478: Line 527:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Cape†
+
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|style="border:1px #AAA solid;padding:0.2em;"|5
+
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
Line 494: Line 545:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:backpack_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 509: Line 562:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:quiver_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 524: Line 579:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:flask_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 529: Line 586:
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
|style="border:1px #AAA solid;padding:0.2em;"|Unique*
+
|style="border:1px #AAA solid;padding:0.2em;"|Unique
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 543: Line 600:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 557: Line 616:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gloves_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:glove_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 570: Line 631:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlets_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlet_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 585: Line 648:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mittens_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mitten_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 600: Line 665:
 
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.
 
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.
  
===Lower Body===
+
===Lower body===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 618: Line 685:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 631: Line 700:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Leggings{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 645: Line 716:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Greaves{{tooltip|<sup>§</sup>|Shaped}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 660: Line 733:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths
 
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 673: Line 748:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Braies
+
|style="border:1px #AAA solid;padding:0.2em;"|Braies{{tooltip|<sup>≈</sup>|Uncommon}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 687: Line 764:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†
+
|style="border:1px #AAA solid;padding:0.2em;"|Thongs{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:thong_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 701: Line 780:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short){{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 715: Line 796:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 729: Line 812:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long){{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 747: Line 832:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 761: Line 848:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 774: Line 863:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†
+
|style="border:1px #AAA solid;padding:0.2em;"|Sandals{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 789: Line 880:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 803: Line 896:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
|style="border:1px #AAA solid;padding:0.2em;"|1
+
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_icon.png]]
 +
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|15
 
|style="border:1px #AAA solid;padding:0.2em;"|15
|style="border:1px #AAA solid;padding:0.2em;"|Armor
+
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 817: Line 912:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|High Boots
 
|style="border:1px #AAA solid;padding:0.2em;"|High Boots
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 822: Line 919:
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|15
 
|style="border:1px #AAA solid;padding:0.2em;"|15
|style="border:1px #AAA solid;padding:0.2em;"|Armor
+
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 830: Line 927:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†
+
|style="border:1px #AAA solid;padding:0.2em;"|Chausses{{tooltip|<sup>ƒ</sup>|Foreign}}
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 850: Line 949:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 +
!style="border:1px #AAA solid;padding:1.2em;"|Blockchance
 +
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 864: Line 966:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_icon.png]]
 +
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 878: Line 983:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_sprite.png]]
 +
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_icon.png]]
 +
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 890: Line 998:
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|}
 
|}
 +
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockchance even at novice skill.
  
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
+
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.
+
:+ The armor level is increased by one if made from metal.
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.
+
:<sup>§</sup> A shaped item, max one shaped item per body slot (e.g. a breastplate cannot be worn with leather armor, but it can be worn with a mail shirt, while greaves and leggings cannot be combined).
* [S] {{=}} shaped item, max one [S] per body slot (e.g. a breastplate cannot be worn with leather armor, but it can be worn with a mail shirt, and greaves and leggings cannot be combined).
+
:<sup>ƒ</sup> This "foreign" article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
+
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking.[http://www.bay12forums.com/smf/index.php?topic=134779.0] The chance to block [[projectile]]s is doubled.{{cite forum|169696/8385967}}
+
* In theory, the only metal armor pieces what is not "shaped" is Mail Shirt, Flask, Low Boots and High Boots; in practice, the only ''true'' shapeless metal armor is Mail Shirt, because Flask can't deflect hits, while Low and High boots have such low permit what it's impossible anyway to put second pair of boots on top of the first.
  
 
==Special procedurally generated armors==
 
==Special procedurally generated armors==
Line 902: Line 1,011:
  
 
==Equipping clothing==
 
==Equipping clothing==
 
 
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.
 
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.
  
Line 908: Line 1,016:
  
 
===Process for equipping a new piece of clothing===
 
===Process for equipping a new piece of clothing===
 
+
[[File:aardvark_armor_preview.png|thumb|300px|right|An aardvark wearing armor meant for a dwarf. Somehow.]]The following variables will be used in the logic below:  
The following variables will be used in the logic below:  
 
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]).  
 
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]).  
 
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.
 
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.
 
  
 
In order to equip a new item, the dwarf (or other creature) ...
 
In order to equip a new item, the dwarf (or other creature) ...
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).
+
:*will determine if they are eligible to wear the item in question (Perhaps the body part is missing/severed).
 
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.
 
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.
 
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.
 
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.
Line 926: Line 1,032:
  
 
===Equipment process example===
 
===Equipment process example===
 
 
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.
 
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.
  
Line 958: Line 1,063:
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|20
|style="border:1px #AAA solid;padding:0.2em;"|50
+
|style="border:1px #AAA solid;padding:0.2em;"|45
 
|style="border:1px #AAA solid;padding:0.2em;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
 
|-
 
|-
Line 1,124: Line 1,229:
 
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.
 
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.
  
 
+
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds that Urist McNopants follows a totally different set of rules than either of these - their rules tell them to forget both caps, all of the hoods, both socks, and their trousers, and each successive time they get dressed ,they feel the need to do it differently.)
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)
 
  
 
===Some more workarounds regarding Size, Permit, and Layering===
 
===Some more workarounds regarding Size, Permit, and Layering===
Line 1,147: Line 1,251:
 
1 × breastplate<br />
 
1 × breastplate<br />
 
6 × cloaks<br />
 
6 × cloaks<br />
16 x capes
+
16 × capes
  
 
'''Armor (no foreign items)'''<br/>
 
'''Armor (no foreign items)'''<br/>
Line 1,158: Line 1,262:
 
3 × robe<br/>
 
3 × robe<br/>
 
3 × cloak<br/>
 
3 × cloak<br/>
 
  
 
'''Legs'''<br/>
 
'''Legs'''<br/>
Line 1,171: Line 1,274:
 
2 × trousers<br />
 
2 × trousers<br />
 
1 × leggings
 
1 × leggings
 
  
 
'''Helm'''<br/>
 
'''Helm'''<br/>
 
1 × helm<br />
 
1 × helm<br />
 
8 × hood
 
8 × hood
 
  
 
'''Gloves'''<br/>
 
'''Gloves'''<br/>
Line 1,185: Line 1,286:
 
2 × pairs of gloves<br />
 
2 × pairs of gloves<br />
 
1 × pairs of mittens
 
1 × pairs of mittens
 
  
 
'''Boots †'''<br/>
 
'''Boots †'''<br/>
Line 1,201: Line 1,301:
 
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).
 
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).
  
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.
+
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this, or refusing to put parts on because they found their boots before their socks.
  
 
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''
 
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''
  
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.
+
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of their feet.
  
 
==Coverage==
 
==Coverage==
 
 
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.
 
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.
  
Line 1,228: Line 1,327:
  
 
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br />
 
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]
 
 
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.
 
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.
 
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.
 
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.
Line 1,245: Line 1,343:
  
 
== Other Restrictions ==
 
== 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 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.
  
Line 1,255: Line 1,352:
  
 
== Bugs ==
 
== Bugs ==
 
* Many players report ranged dwarves have particular trouble equipping and using ammunition unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.
 
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}
 
* In fortress mode, it is possible to have (at least) 3 shields equipped.
 
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 
 
 
{{Translation
 
{{Translation
 
| dwarven = tosid
 
| dwarven = tosid
Line 1,267: Line 1,358:
 
| human  = stalcon
 
| human  = stalcon
 
}}
 
}}
 +
* Many players report ranged dwarves have particular trouble equipping and using ammunition, unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.
 +
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}
 +
* In fortress mode, it is possible to have (at least) 3 shields equipped.*(left hand, right hand, back, (turtle mode))
 +
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 +
* In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for dwarves, elves, and kobolds' armor (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.
 +
* The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.
 +
  
 
{{Industry}}
 
{{Industry}}

Revision as of 11:42, 25 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Dwarf armor preview.png

Armor is protective equipment used to reduce or deflect damage during combat. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory.

Loosely speaking, anything worn provides some protection, so it is considered "armor". In the stocks menu k, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)

Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, humans, elves, kobolds and goblins that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures can wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.

The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it. "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the weapon article for more specific information.

Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same weight. See Weapon#Superior metal rule for further discussion.

Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the armor user skill.

Dwarven armor coverage chart[Verify]

Basics

Purpose

Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. Clothes, though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.

While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin ambush in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious army requires equally serious armor.

Types of armor

In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any squad in your squad sidebar Ui q.png