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	<updated>2026-07-26T19:49:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trap&amp;diff=181693</id>
		<title>v0.34:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trap&amp;diff=181693"/>
		<updated>2013-02-27T03:59:24Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: /* Currently reported bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:51, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal traps''' are items used by a [[trapper]] to catch [[vermin]]. They are created at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled.&lt;br /&gt;
&lt;br /&gt;
Animal traps can be used by ordering one of your trappers to capture a live land animal in the [[kennel]] or [[butcher's shop]] with {{k|q}} then {{k|a}}, or placing an order with the [[manager]] from a [[kennel]] to catch a live land animal, and can also be built by going into the {{k|b}}uild menu, and choosing {{k|m}} to place an animal trap anywhere. In order to catch small animals, after the trap is placed it must be baited ({{k|q}} to select bait type). Bait can be [[fish]], [[meat]], or a large [[gem]] (though gems are currently useless). There is a chance, depending on the [[quality]] of the trap, that it will not spring fast enough to catch the vermin, causing the bait to be lost, and the trap will need to be reset and rebaited, which a trapper dwarf will automatically do on his own.  According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as opposed to being robbed) is '''50/65/75/85/95/100'''; this means that masterwork traps will never be robbed.&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught in a trap, it will be brought to an animal [[stockpile]] which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled.  You can remove a vermin from a trap (thus freeing it for re-use) by assigning it to an installed [[cage]]; for doing this to [[vermin#Hateable_vermin|hateable vermin]] you should have a separate cage in a far away place, so as to reduce the chance of dwarves getting unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
Note that a caught vermin is treated as if it were an item; marking it for [[dumping]] releases it.&lt;br /&gt;
&lt;br /&gt;
== Currently reported bugs ==&lt;br /&gt;
&lt;br /&gt;
* Baiting a trap with meat/fish uses up a whole stack. {{bug|1436}}&lt;br /&gt;
* Creatures escape from Artifact traps/cages. {{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=181692</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=181692"/>
		<updated>2013-02-27T03:59:00Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them on a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a (built) cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is apparently possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand [[cat]]s, and whatever else is on hand, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures from (built) cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a [[lever]]) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed and given water by other dwarves. Unfortunately, these tasks are not given priority, and may be overlooked if your dwarves are otherwise occupied. A few dedicated caregivers can prevent prisoner starvation problems.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== How to get seeds out of a cage ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Marking a seed for dumping can be done by pressing {{k|k}}, then pressing {{k|Enter}} on the cage, then pressing {{k|Enter}} a second time on the seed, and finally pressing {{k|d}} to mark the seed (rather than the cage) for dumping.  Or if there are a lot of seeds, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
&lt;br /&gt;
Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
&lt;br /&gt;
Creatures escape from Artifact traps/cages. {{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Window&amp;diff=169172</id>
		<title>v0.34 Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Window&amp;diff=169172"/>
		<updated>2012-04-03T04:04:28Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: Created page with &amp;quot;== &amp;quot;Gem&amp;quot; Windows == Due to the recent changes that allow stones to be cut into decorative gems, you can currently make gem windows out of unusual materials, such as granite. Unkn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Gem&amp;quot; Windows ==&lt;br /&gt;
Due to the recent changes that allow stones to be cut into decorative gems, you can currently make gem windows out of unusual materials, such as granite. Unknown at this time whether a dwarf can see through a granite window or not. [[User:Earthfiredrake|Earthfiredrake]] 04:04, 3 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=168950</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=168950"/>
		<updated>2012-03-31T03:13:29Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: /* Indication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:59, 20 February 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Vampires are [[night creature]]s that live off of blood, cursed in world generation by profaning against certain gods. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves.&lt;br /&gt;
&lt;br /&gt;
Vampirism is believed to be spreadable (in [[fortress mode]]) by drinking water that has been [[contaminant|contaminated]] by vampire blood.  Also, in [[adventurer mode]], if you drink vampire blood, this will immediately change your character into a vampire.&lt;br /&gt;
&lt;br /&gt;
Having a vampire as the last &amp;quot;dwarf&amp;quot; standing in fortress mode will not trigger a &amp;quot;game-over&amp;quot; screen -- in fact, they may be preferable to regular dwarves because they don't need to eat, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
== Vampires In Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
In a fortress, a vampire acts similar to any other dwarf, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting normally. They can be assigned to [[burrow]]s, be given or claim rooms, possess items, and even be drafted into a military squad just like a normal dwarf. The exception of course is that rather than partaking of a fortress's provisions, they help themselves to the blood of the unwary to sustain their unnatural existence, living long and dark lives. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. This often kills the victim, but sometimes leaves them alive but weakened and unaware of what has happened to them.  If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If they are caught in the act of draining a victim, the crime will be reported in the [[justice]] screen as a murder; if such a corpse is discovered it will be listed as a murder with no suspects. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress. If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things.&lt;br /&gt;
&lt;br /&gt;
== Identifying a Vampire ==&lt;br /&gt;
None of your starting 7 dwarves will ever be a vampire. Vampires are created as historical entities during world generation, and your starting 7 are created independently of that process.&lt;br /&gt;
&lt;br /&gt;
=== Signs ===&lt;br /&gt;
The presence of a vampire will be indicated by different signs. You can be confronted with dwarves who have mysteriously acquired the 'pale' or 'faint' statuses without having apparently been wounded. These dwarves could be bitten by a vampire. More obviously will be the discovery of a corpse which has been drained of all its blood.  If you happen to look at the units screen while the vampire is in the act they will be clearly visible.&lt;br /&gt;
&lt;br /&gt;
=== Indication ===&lt;br /&gt;
Vampires who migrate to your fortress do sometimes have an abnormally massive looking list of former group associations in their [[Thoughts and Preferences|historical background]]. Although this could result in false positives, it is a decent litmus test in cases where two dwarves accuse each other, as vampires will sometimes counteraccuse those who catch them sucking blood in order to avoid suspicion. Furthermore, they are likely to have very large lists of relatives, none of whom can be found within the fortress itself (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If the suspect is married, but his/her counterpart is not present at the fort, this is a very strong evidence. They may also have an unusually large number of children. Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire. The history of a vampire is fake as it's name. As a normal dwarf only live about 150 years, in fortresses with a longer history you could find more regular dwarves with many relatives.{{verify}}&lt;br /&gt;
&lt;br /&gt;
In addition, his/her [[Thoughts and Preferences|personality]] can be scrutinized for abnormalities. Their biographies may indicate that they 'have the appearance of somebody who is (x) years old', which is a very good indicator of a vampire. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs.  In the case of older vampires, particularly those who have immigrated, in the line which speaks about needing alcohol to get through the working day a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time. (This may change in future versions.) Vampire immigrants frequently have very high social skills, and one or more skills at the &amp;quot;Great&amp;quot; level.  By itself, this may not be sufficient evidence to prove a dwarf is a vampire, but it is a frequent indicator. Another excellent indicator is that all vampires have white hair.{{verify}} &amp;lt;!-- ToDo:Uses for Vampires - Their high social skills often help them assume positions of authority, such as [[Mayor]], and it is possible (albeit not necessarily sensible) to use them as a highly-trained broker. //--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another (possible bug) indicator can be found if you like to give custom profession names to your dwarves. Often a vampire's profession will not change, even when you create a custom title. For example, a vampire trapper will remain a trapper in the unit screen regardless of what you set his or her profession title to.&lt;br /&gt;
&lt;br /&gt;
=== Proof ===&lt;br /&gt;
You can check for vampires empirically: Lock the possible vampire into a room or burrow without food or alcohol. If the dwarf does not get hungry or thirsty, he or she is a vampire. Or, somewhat less subtly, you can wait for one to be caught in the act by a room full of witnesses.&lt;br /&gt;
&lt;br /&gt;
If you make a copy of the save and go into legends mode, look up someone who was killed by the vampire and it will say &amp;quot;in the year 200 Dwarf X was drained of all blood by the Vampire X&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Other methods ===&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, *if* it became a vampire through being cursed, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&amp;lt;br /&amp;gt;This could be considered cheating.&lt;br /&gt;
&lt;br /&gt;
At the moment the [[Utilities#Dwarf_Therapist|Dwarf Therapist]] can be used to identify a vampire for sure, as they are listed by their real name.  This is done by going through the list of your units in game and then comparing each name in Dwarf therapist.  If the name is in your units list, but not in Dwarf Therapist, that is the vampire.  &amp;lt;br /&amp;gt;This surely is cheating, but sometimes you have to do what you have to do...&lt;br /&gt;
&lt;br /&gt;
== Defense against Vampires ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a convicted vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses for Vampires ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends who he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without relationships.&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, ''your fortress becomes effectively eternal'', since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up they make exceedingly effective [[manager|managers]]/[[record keeper|record keepers]] (work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue).&lt;br /&gt;
&lt;br /&gt;
As another bonus, you can use him for a sleepless, un-eating and drinking dwarf who is always ready for some lever pulling, even if the rest of your dwarves die. You could even fill your fort with bridges, link them all to a lever in his isolation cell, and pull the lever repeatedly to remove any enemies short of a dragon.&lt;br /&gt;
&lt;br /&gt;
With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  As of v.34.06, dwarves once again get unhappy [[thought]]s from having their clothes rot away.  A vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there's [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? &lt;br /&gt;
&lt;br /&gt;
== Dealing with Vampires ==&lt;br /&gt;
&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, vampires' special qualities make them well suited to serve certain roles in your fortress more easily than other dwarves.  For example, a vampire in a secluded, walled off room full of levers will always be able to instantly pull any switch you desire, with no need to drop food in, and no need to worry about him or her being asleep at the critical moment.  However, as mentioned, you will need to drop them clothes once in a while, and be wary of them taking horribly ill-timed breaks.&lt;br /&gt;
&lt;br /&gt;
==Vampires abroad==&lt;br /&gt;
In the wider world, vampires continue the sort of behavior they exhibit in a fortress: deception and predation. Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
==Creating new vampires==&lt;br /&gt;
New vampires are created whenever a dwarf drinks the blood of a vampire, so by contaminating the well with blood and cutting off the booze supply, one can create a large population of vampires.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target.&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=168949</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=168949"/>
		<updated>2012-03-31T03:10:13Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: /* Lets improve this article */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Armor&amp;diff=168823</id>
		<title>v0.34 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Armor&amp;diff=168823"/>
		<updated>2012-03-29T10:13:31Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: /* Shaped headgear and armor limits */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Layers ==&lt;br /&gt;
In different parts of the article, we have two different orderings of layers:&lt;br /&gt;
#Under &amp;lt; Over &amp;lt; Armour &amp;lt; Cover&lt;br /&gt;
#Under &amp;lt; Armour &amp;lt; Over &amp;lt; Cover&lt;br /&gt;
I'd assume the first is correct, but I've never played adventure mode, and I don't pay that close attention to see what my dwarves are wearing. If someone could confirm which order layers actually occur in, the incorrect line should be changed. --[[User:Timrem|Timrem]] 02:13, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bars ==&lt;br /&gt;
&lt;br /&gt;
Since .34 some metal weapons/armour take more than one bar to forge. Would it be suitable for someone to add the costs to the respective tables?&lt;br /&gt;
&lt;br /&gt;
From my own experience (smelting done in game without mods right now);&lt;br /&gt;
&lt;br /&gt;
:Weapons: 1 bar&lt;br /&gt;
:Gauntlets: 1 bar (for a matching pair)&lt;br /&gt;
:High Boot: 1 bar (for two)&lt;br /&gt;
:Shield: 1 bar&lt;br /&gt;
:Mail Shirt: 2 bars&lt;br /&gt;
:Greaves: 2 bars&lt;br /&gt;
:Breastplate: 3 bars&lt;br /&gt;
Others (namely low boots, leggings, caps, bucklers) unknown at the moment, but I can't imagine the less-covering counterparts taking more.&lt;br /&gt;
&lt;br /&gt;
These values can probably be determined from the raws by someone more skilled than I, though i'm happy to experiment more to gather data.&amp;lt;br /&amp;gt;&lt;br /&gt;
::&amp;quot;The number of bars needed to make a piece of metal armor is equal to the material size divided by 3.&amp;quot;&lt;br /&gt;
:It's covered already in the article. Thanks, though. --[[Special:Contributions/74.102.139.234|74.102.139.234]] 12:49, 8 March 2012 (UTC)&lt;br /&gt;
::: It seems to me that most people who are looking at this wiki for some quick advice won't want to determine material size or divide by three. Might be a useful to write it out explicitly for us dolts. [[Special:Contributions/174.1.230.63|174.1.230.63]] 04:30, 22 March 2012 (UTC)&lt;br /&gt;
::::Partly because I agree with you, but mostly because I long for your affection, I've added the cost in bars to appropriate pieces of armor.  I think that it's only fair that you begin returning my letters now.  -- [[User:Vasiln|Vasiln]] 07:28, 22 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor comparison ==&lt;br /&gt;
&lt;br /&gt;
The armor page says that copper &amp;gt; iron &amp;gt; bronze &amp;gt; steel, but unless major changes have been made, I'm pretty sure bronze is worse than iron. Anyone confirm that bronze indeed outshines iron?&lt;br /&gt;
:A short session of testing in the arena of equally-skilled, equally-armed dwarves, one squad in bronze armor and the other in iron armor, ended with all bronze-wearing dwarves alive, and all iron-wearing dwarves dead. The order indicated on the page seems correct. --[[User:Timrem|Timrem]] 17:22, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Group tests with large control groups are not the best way to test materials, due to the outnumber snowball effect. I just did a 20-group test with 4vs4 per group, all competent with iron swords. It seems to be mostly a tie, with a &amp;lt;s&amp;gt;slight leaning&amp;lt;/s&amp;gt; more major leaning* toward iron. It seems that both bronze and iron are near equal materials, with iron having a slight advantage due to its lighter weight. * I just tallied a few more tests that were in an unconsious-deflect deadlock and iron took the cake on all of them. 70% iron over bronze wins.--[[User:Acetech09|Acetech09]] 19:45, 15 March 2012 (UTC)&lt;br /&gt;
::Alright, thanks. I've not really done any arena testing before, and I wasn't really trying that hard to test this. I threw together a 1v1 and a 5v5 is all, sounds like you know better what you're doing. --[[User:Timrem|Timrem]] 21:45, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:K. I'm about to rework the armor comparison chart a tiny bit to better reflect defensive properties.&lt;br /&gt;
&lt;br /&gt;
== Shaped headgear and armor limits ==&lt;br /&gt;
&lt;br /&gt;
With the changes to caps and masks, some of the examples of calculating armor limits have become invalid. Perhaps some Urist McEditor more prone to adventuring than myself and more enlightened on the subject could provide new examples? [[User:Earthfiredrake|Earthfiredrake]] 10:13, 29 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=168822</id>
		<title>v0.34:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=168822"/>
		<updated>2012-03-29T10:06:31Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: Added shaped tags to caps and masks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:29, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
== Armor Skill ==&lt;br /&gt;
&lt;br /&gt;
It is unclear how the [[armor user]] skill affects combat, since the movement speed and armor penetration look the same for legendary armor users and untrained users, yet when testing in the arena, a novice armor user is injured extremely frequently compared a grand master armor user. An accepted theory is that the skill affects armor block chance.&lt;br /&gt;
&lt;br /&gt;
== Quality Level ==&lt;br /&gt;
Armor gets a deflection bonus based on quality level, but anything less than masterful gets no bonus. See [[Quality]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
''(see also: [[Metal#Weapon_.26_Armor_Quality|Metal: Armor Quality]])''&lt;br /&gt;
&lt;br /&gt;
'''Armor material effectiveness changed recently.  [http://www.bay12forums.com/smf/index.php?topic=53571.0 Simulation testing] is still ongoing, so these results should be considered merely Fine quality, not Masterwork.'''&lt;br /&gt;
&lt;br /&gt;
Armor may be constructed from a wide variety of material types.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as maces or war hammers) have a much easier time damaging individuals through armor. Rigid armor provides limited blunt protection, and flexible armor such as leather and chainmail provides nearly none. Mail shirts and leggings are both chainmail items.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Metal armor comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Iron and bronze have nearly the same applied practicality. Although the RAWs suggest that Bronze is a better material, the difference is negligible in arena testing. Iron might have a slight advantage due to its lighter weight.&lt;br /&gt;
&lt;br /&gt;
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 cloth required to create armor is equal to the material size. Strange moods are an exception to this rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Each garment fits a specific layer on a given body part. It may additionally cover adjoining body parts up to a certain number of 'steps' distant from the body, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and [[clothing]], except for materials, [[wear|wear and tear]], and the fact that only non-clothing garments increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks. By the way, cloaks protect the eyes somewhat, according to combat logs. Dresses and Robes may offer superior protection as well.&lt;br /&gt;
&lt;br /&gt;
Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]^&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]^&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
^As of v0.34.6 Caps and Masks have the Shaped tag&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [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).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''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]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
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''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) means you can put on a mask (20,10) or two caps (10,20), but only two head veils (10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[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 two caps(or one mask), 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.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Head'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Upper Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Upper Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lower Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hands'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Hands (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feet'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; 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.''&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armor.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; 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 &amp;quot;going commando&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
Another bug report suggests that in fortress mode items may be equipped in the order that they are produced, instead of in the order that they are listed on the dwarf's equipment selection screen.{{bug|4932}}&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=167011</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=167011"/>
		<updated>2012-03-16T07:51:54Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=167010</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=167010"/>
		<updated>2012-03-16T07:49:26Z</updated>

		<summary type="html">&lt;p&gt;Earthfiredrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
  - I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;/div&gt;</summary>
		<author><name>Earthfiredrake</name></author>
	</entry>
</feed>