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Difference between revisions of "v0.34:Armor"

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(→‎Lower Body: no reason to have the sort icon over the words, makes it hard to read)
(Might as well have this image up top too)
 
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{{quality|Masterwork|13:30, 26 July 2012 (UTC)}}{{av}}
 
{{quality|Masterwork|13:30, 26 July 2012 (UTC)}}{{av}}
  
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat.  
+
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms and upper legs. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat.  
  
 
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
 
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
  
 
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron 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. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slow to both move and react in combat.
 
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron 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. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slow to both move and react in combat.
 
+
[[File:Armor Coverage Chart.png|thumb|580px|Dwarven armor coverage chart]]
 
== Basics ==
 
== Basics ==
 
=== Purpose ===
 
=== Purpose ===
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! scope="col" style="background:#efefef;" | Torso
 
! scope="col" style="background:#efefef;" | Torso
 
! scope="col" style="background:#efefef;" | Head
 
! scope="col" style="background:#efefef;" | Head
! scope="col" style="background:#efefef;" | Hands + wrists
+
! scope="col" style="background:#efefef;" | Arm
! scope="col" style="background:#efefef;" | Upper + Middle legs
+
! scope="col" style="background:#efefef;" | Leg
! scope="col" style="background:#efefef;" | Feet/Lower legs
+
! scope="col" style="background:#efefef;" | Feet
 
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)
 
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)
 
|-
 
|-
|Mail Shirt (upper body + upper arms)  
+
|Mail Shirt (upper body + upper arms + upper legs)  
 
'''and/or''' Breastplate (upper body)
 
'''and/or''' Breastplate (upper body)
 
|Helms
 
|Helms
|Gauntlets  
+
|Gauntlets (hands + wrists)
 
|Greaves, made of plate
 
|Greaves, made of plate
 
|High boots (feet + lower legs)
 
|High boots (feet + lower legs)
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|Leather armor (upper body)
 
|Leather armor (upper body)
 
|Cap
 
|Cap
|Gloves
+
|Gloves (hands)
 
|Leggings, made of chain
 
|Leggings, made of chain
 
|Low boots (feet)
 
|Low boots (feet)
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The first row is the more effective choice, while the second row is an alternative offering less protection.
 
The first row is the more effective choice, while the second row is an alternative offering less protection.
 +
 +
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 upper leg from the shirt and lower leg from the boot is complete).
  
 
=== Armor skill ===
 
=== Armor skill ===
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A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].
 
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].
 +
 +
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.
  
 
=== Quality and strange moods ===
 
=== Quality and strange moods ===
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This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.
 
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.
  
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of candy. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.
+
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of paper armor. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.
  
 
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.
 
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.
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The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.
 
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.
  
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and capes will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].
+
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].
 
 
  
 
=== Encumbrance ===
 
=== Encumbrance ===
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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 that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.
 
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 that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.
  
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives a armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more 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 tend to be at least moderately effective if they are masterworks. 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.
+
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more 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 tend to be at least moderately effective if they are masterworks. 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.
 
 
  
 
== Layers ==
 
== Layers ==
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{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;"|Clothing Type
+
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:0.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:0.2em;"|Layer
+
!style="border:1px #AAA solid;padding:1.2em;"|Layer
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:0.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
|-
 
|-
  
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|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|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;"|0.3
 +
|style="border:1px #AAA solid;padding:0.2em;"|30%
  
 
|-
 
|-
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|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
 +
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 +
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
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|style="border:1px #AAA solid;padding:0.2em;"|Cover
 
|style="border:1px #AAA solid;padding:0.2em;"|Cover
 
|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;"|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 +
|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
 
|}
 
|}
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{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;"|Clothing Type
+
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:0.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:0.2em;"|Layer
+
!style="border:1px #AAA solid;padding:1.2em;"|Layer
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UBSTEP]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|LBSTEP]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:0.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency
 
|-
 
|-
  
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|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;"|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
 
|-
 
|-
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|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;"|1
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 +
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
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|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;"|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|1
 +
|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 364: Line 402:
 
|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
 +
|style="border:1px #AAA solid;padding:0.2em;"|1.8
 +
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
|-
 
|-
  
Line 377: Line 417:
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|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;"|2.7
 +
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
|-
 
|-
  
Line 389: Line 431:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|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 402: Line 446:
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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 409: Line 455:
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;"|Clothing Type
+
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:0.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:0.2em;"|Layer
+
!style="border:1px #AAA solid;padding:1.2em;"|Layer
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:0.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %
 
|-
 
|-
  
Line 430: Line 478:
 
|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;"|
 +
|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 443: Line 493:
 
|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;"|1
 +
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 +
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|-
 
|-
  
Line 454: Line 506:
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 +
|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 471: Line 525:
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
|-
 
|-
  
Line 483: Line 539:
 
|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;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 +
|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 496: Line 554:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|1.5
 +
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
|-
 
|-
  
Line 508: Line 568:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|1.8
 +
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
|-
 
|-
  
Line 519: Line 581:
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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 531: Line 595:
 
|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;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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 609:
 
|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;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 +
|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 555: Line 623:
 
|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
 +
|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 567: Line 637:
 
|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;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 +
|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 579: Line 651:
 
|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
 +
|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 585: Line 659:
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;"|Clothing Type
+
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:0.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:0.2em;"|Layer
+
!style="border:1px #AAA solid;padding:1.2em;"|Layer
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:0.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
|-
 
|-
  
Line 606: Line 682:
 
|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;"|  
 +
|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 618: Line 696:
 
|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;"|  
 +
|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 630: Line 710:
 
|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;"|  
 +
|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 643: Line 725:
 
|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
 +
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 +
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
|-
 
|-
  
Line 654: Line 738:
 
|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
|style="border:1px #AAA solid;padding:0.2em;"|1 each
+
|style="border:1px #AAA solid;padding:0.2em;"|1
 +
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 +
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|-
 
|-
  
Line 666: Line 752:
 
|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;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
|style="border:1px #AAA solid;padding:0.2em;"|1
+
|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 674: Line 762:
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;"|Clothing Type
+
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:0.2em;"|Materials
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:0.2em;"|Layer
+
!style="border:1px #AAA solid;padding:1.2em;"|Layer
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:0.2em;"|Bars
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
 +
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 +
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency
 
|-
 
|-
  
Line 696: Line 786:
 
|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;"|1
 +
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 +
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
|-
 
|-
  
Line 708: Line 800:
 
|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;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 +
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 +
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|}
 
|}
  
Line 715: Line 809:
 
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).
 
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).
 
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
 
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
 +
Note: Striking with a shield trains both misc object user and armor user skills.
  
 
==Equipping Clothing==
 
==Equipping Clothing==
  
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, 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 is typically not an issue with soldiers, however.
+
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: 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 is typically not an issue with soldiers, however.
  
 
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.
 
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.
Line 848: Line 943:
  
  
'''[[Adventurer mode]]''' 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 a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found 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 sucessive time he gets dressed he feels the need to do it differently.)
+
'''[[Adventurer mode]]''' 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 a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found 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 workaround about Size, Permit and Layering===
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===Some more workarounds regarding Size, Permit and Layering===
  
 
* You can only have one shaped armor piece (marked with '''[S]''') per body part.
 
* You can only have one shaped armor piece (marked with '''[S]''') per body part.
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'''Boots'''<br/>
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'''Boots '''<br/>
 
1 x pairs of chausses<br />
 
1 x pairs of chausses<br />
 
1 x pairs of high boots
 
1 x pairs of high boots
  
'''Boots (no foreign items)'''<br/>
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'''Boots (no foreign items) '''<br/>
 
1 x pairs of socks<br />
 
1 x pairs of socks<br />
 
1 x pairs of high boots
 
1 x pairs of high boots
  
'''Boots (cheap)'''<br/>
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'''Boots (cheap) '''<br/>
 
1 x pairs of socks<br />
 
1 x pairs of socks<br />
 
1 x pairs of shoes
 
1 x pairs of shoes
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''Note: "Cheap" implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which 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 set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which 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.''
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† 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.
  
 
==Coverage==
 
==Coverage==
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The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.
 
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.
  
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).
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Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).
  
 
:'''[LBSTEP]'''
 
:'''[LBSTEP]'''
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.
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This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.
  
 
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 />
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[[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.
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Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.
 
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.
  
 
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The whole method is pretty nifty, even though faces can't be covered by head armor.
The whole method is pretty nifty with just two problems.<br />
 
* Faces can't be covered by head armor.
 
* Throats cannot be protected by metal armor (except adamantine cloth).
 
  
 
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).
 
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).
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Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.
 
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.
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Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...
  
 
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) 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.
 
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) 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.
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In fortress mode it is possible to have (at least) 3 shields equipped.
 
In fortress mode it is possible to have (at least) 3 shields equipped.
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* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
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* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|6101}}
 
{{Industry}}
 
{{Industry}}

Latest revision as of 21:31, 24 November 2014

This article is about an older version of DF.

Armor is the protective equipment used to reduce/deflect damage during combat. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms and upper legs. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat.

The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.

Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron 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. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slo