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	<updated>2026-06-16T07:57:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soundtrack&amp;diff=298894</id>
		<title>Soundtrack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soundtrack&amp;diff=298894"/>
		<updated>2024-04-01T14:22:05Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''soundtrack''' for ''Dwarf Fortress'' [[premium version|premium]] consists of fifteen compositions. Some releases feature three additional bonus tracks.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The original soundtrack for ''Dwarf Fortress'' was composed and played by the game's co-creator [[Toady One]]. The soundtrack consists of two flamenco-inspired compositions [https://www.polygon.com/2014/7/24/5931277/download-the-dwarf-fortress-soundtrack-and-rock-out-in-ascii]. Tabs for both compositions can be found in [[DF2014:Soundtrack]].&lt;br /&gt;
&lt;br /&gt;
In 2022, the ''Dwarf Fortress'' premium edition OST was released. The main composers and performers are Omar Dabbous, Simon Swerwer, and Águeda Macias (Simon Swerwer has previously worked on community project for [[SoundSense]]). Some of the songs include lyrics in the [[Dwarven language]], they all sound appropriately ancient and have a folkish mystery about them.[https://www.youtube.com/watch?v=KgXQKqGhfIY]&lt;br /&gt;
&lt;br /&gt;
== Premium OST ==&lt;br /&gt;
{{file|DF/data/vanilla/vanilla_music/objects/music_standard.txt}}&lt;br /&gt;
&lt;br /&gt;
The Premium OST is dynamic, and the songs that play during games will depend on game context. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dwarf Fortress Soundtrack&lt;br /&gt;
|-&lt;br /&gt;
! # !! Title !! Length !! Trigger condition&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Dwarf Fortress&lt;br /&gt;
| 6:50&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| First Year&lt;br /&gt;
| 5:00&lt;br /&gt;
| &amp;lt;tt&amp;gt; [CONTEXT:FIRST_YEAR] &amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Craftsdwarfship&lt;br /&gt;
| 3:46&lt;br /&gt;
| &amp;lt;tt&amp;gt; [CONTEXT:ANY] &amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Strike The Earth!&lt;br /&gt;
| 4:05&lt;br /&gt;
| &amp;lt;tt&amp;gt; [EVENT:JUST_EMBARKED]&amp;lt;br&amp;gt;&lt;br /&gt;
[CONTEXT:MAIN]&amp;lt;br&amp;gt;&lt;br /&gt;
[FREQUENCY:UNCOMMON] can also play any time, half as often as the other candidates &amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Strange Moods&lt;br /&gt;
| 4:37&lt;br /&gt;
| &amp;lt;tt&amp;gt;[CONTEXT:MAIN]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Hill Dwarf&lt;br /&gt;
| 4:11&lt;br /&gt;
| &amp;lt;tt&amp;gt;[CONTEXT:MAIN]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Vile Force of Darkness&lt;br /&gt;
| 5:17&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:SIEGE]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Expansive Cavern&lt;br /&gt;
| 4:05&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:FIRST_CAVERN_OPENED]&amp;lt;br&amp;gt;&lt;br /&gt;
[CONTEXT:CAVERNS_OPENED]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Forgotten Beast&lt;br /&gt;
| 3:53&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:MEGABEAST_ATTACK]&amp;lt;br&amp;gt;&lt;br /&gt;
[EVENT:FORGOTTEN_BEAST_ATTACK]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Drink &amp;amp; Industry&lt;br /&gt;
| 2:10&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:TAVERN_MUSIC_PRESENT]&amp;lt;br&amp;gt;&lt;br /&gt;
[EVENT:TAVERN_DANCE_PRESENT]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Mountainhome&lt;br /&gt;
| 5:27&lt;br /&gt;
| &amp;lt;tt&amp;gt;[CONTEXT:ANY]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Death Spiral&lt;br /&gt;
| 5:20&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:DEATH_SPIRAL]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Winter Entombs You&lt;br /&gt;
| 5:22&lt;br /&gt;
| &amp;lt;tt&amp;gt;[CONTEXT:WINTER]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Year&lt;br /&gt;
| 5:35&lt;br /&gt;
| &amp;lt;tt&amp;gt;[CONTEXT:SECOND_YEAR_PLUS]&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Koganusan&lt;br /&gt;
| 3:52&lt;br /&gt;
| &amp;lt;tt&amp;gt;[EVENT:LOST_FORT]&amp;lt;br&amp;gt;&lt;br /&gt;
no CONTEXT - does not play aside from EVENT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Espagnole (Bonus)&lt;br /&gt;
| 2:49&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Haunted Lands (Bonus)&lt;br /&gt;
| 2:41&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Cages &amp;amp; Chains (Bonus)&lt;br /&gt;
| 1:54&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://store.steampowered.com/app/2232370/Dwarf_Fortress_Soundtrack/ ''Dwarf Fortress'' Soundtrack on Steam]&lt;br /&gt;
* [https://dabuaudio.bandcamp.com/album/dwarf-fortress-official-steam-soundtrack ''Dwarf Fortress'' Soundtrack on Bandcamp]&lt;br /&gt;
* [https://open.spotify.com/album/1IzWFdH2pfCbho7naePC9o ''Dwarf Fortress'' Soundtrack on Spotify]&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLp1Y6qRhEmZyEeE3O1xz-qb62htJbPqIF ''Dwarf Fortress'' Soundtrack on YouTube]&lt;br /&gt;
* [https://www.dabuaudio.com/ Omar Dabbous's Website]&lt;br /&gt;
* [https://soundcloud.com/simonswerwer Simon Swerwer's Soundcloud]&lt;br /&gt;
* [https://www.aguedamacias.com/english/projects Águeda Macias's Website] &lt;br /&gt;
[[Category:Game]]&lt;br /&gt;
[[ru:soundtrack]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=298782</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=298782"/>
		<updated>2024-03-21T08:23:27Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: added bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:tavern_icon_preview.png|right]]A '''tavern''' or '''inn''' is a place where people [[drink]], lodge, socialize, and entertain with each other. They exist in both [[Fortress mode|fortress]] and [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
[[File:Tavern v0.43.png|thumb|300px|A tavern in adventure mode. ASCII mode.]]&lt;br /&gt;
[[File:tavern_v50_preview.png|thumb|300px|A tavern in fortress mode, v50.]]Taverns are establishments where patrons gather to socialize and can partake in alcoholic beverages and meals, while [[tavern keeper]]s and [[performer]]s serve drink and provide entertainment, with the occasional risks of a bar brawl. Taverns can be an integral part of social life for idling citizens, and may cater to long-term residents and [[visitor]]s, becoming a window to the outside world where [[rumor]]s from nearby [[civilization]]s can be shared. [[Long-term resident]]s will seek to rent rooms here.&lt;br /&gt;
&lt;br /&gt;
=== Tavern Activities ===&lt;br /&gt;
[[File:Daily barter by ncorva.jpg|thumb|Art by ncorva]]Once a character is in the tavern, they can do the following:&lt;br /&gt;
&lt;br /&gt;
* '''Socialize''': So long as there are at least two characters in the tavern, they may socialize. This can involve telling each other stories, reciting poetry, or sharing music. The only requirement for the latter is that you include a moderate amount of empty space in the tavern's floor plan, which the game recognizes as a &amp;quot;dance floor.&amp;quot; Stocking the tavern with a variety of [[instrument]]s will improve the quality of the music, as performers will simply improvise the sound of any missing instruments. Selecting a socializing creature with {{k|v}} and then pressing {{k|Enter}} will allow you to see the details of the story, song, or poem being performed, though this only works for fortress dwarves and long-term residents. For seeing visitors' performances, press {{k|u}} in main menu to go into the unit list, navigate Right {{k|→}} twice to select Others tab, and use Down {{k|↓}} to scroll to the visitor you're interested in, then press {{k|j}} to view their current activity.&lt;br /&gt;
&lt;br /&gt;
* '''Rent Rooms''': If you build a [[bedroom]] and assign it to the tavern (select the bedroom with {{k|q}}, then press {{k|l}} to bring up a list of locations to assign it to.), it will now be known as a &amp;quot;rented room&amp;quot; and become available for rent by visitors who were granted [[long-term resident|long-term residency]]. These vistors don't actually pay you anything for use of the room, but will offer their services in exchange for room and board, essentially joining your fort but refusing to accept labors until they petition for citizenship (with military ones never doing so while alive). You can assign multiple bedrooms to a single Tavern.&lt;br /&gt;
&lt;br /&gt;
:'''''Note''''': Because of {{bug|12061}}, [[Long-term resident]]s do not sleep in rented bedrooms.&lt;br /&gt;
&lt;br /&gt;
* '''Share information:''' Citizens and visitors alike can share information with each other, especially when plied with alcohol. This can include [[rumor]]s about the wider world, the location of your artifacts, learning songs and dances of other civilizations, or even a [[report]] on what happened to the squad you sent on a [[mission]] that never returned.&lt;br /&gt;
&lt;br /&gt;
Because [[location]]s help your fort mood and focus and let jobs finish in them, there's little gameplay reason to not ensure your dwarves often visit them by combining them with dining halls, drinking mounds, or even dormitories and barracks. Lavishly decorating your tavern and filling it with such [[Stress|mood]]-enhancing items as [[mist]] generators will greatly boost your fort's happiness, as every dwarf will eventually need to visit the place to eat or drink.   However, should your fortress dwarves be [[Intelligent undead]] and/or just plain incredibly distracted from a tavern need, doing so will bring them to a halt, as they start to {{gametext|Socialize!|5:1}} to try to fill their needs⁎. In such a state, they'll stop doing regular jobs you assign them until satisfied, finding this way more important. This can be stopped by deleting the zone with {{k|i}}-{{k|x}}-{{k|X}}; or by unassigning the location with {{k|q}}-{{k|l}} and pressing {{k|Enter}} on the 'Remove assignment' option,  but they'll have to start over next time.&lt;br /&gt;
&lt;br /&gt;
=== Tavern Setup === &lt;br /&gt;
Taverns are designated [[locations]] in fortress mode. You may designate them from any [[meeting area]] or [[dining room]]. Upon creation, the new tavern will be given a random name and added to the {{k|l}}ocation list, where you can re{{k|n}}ame it.&lt;br /&gt;
&lt;br /&gt;
In the location menu, you can assign dwarves to the [[occupation]]s associated with taverns: [[performer]]s and [[tavern keeper]]s. However, assigned performers do not appear to actually perform more often than unassigned dwarves, and both performers and tavern keepers will serve drinks in mugs to tavern-goers if your tavern has mugs in a [[container]]* and a drink stockpile. Serving dwarves tend to provide more alcohol than a creature would normally drink, which can lead to issues with [[drunk]]enness and even [[#Bugs|death]], particularly for your non-dwarven long-term residents!&lt;br /&gt;
&lt;br /&gt;
: (* Note that a [[bin]], which can be set in a 1-tile stockpile to hold only mugs, is ''not'' a substitute for a container in a tavern. Instead, those mugs would be used by your citizens and long-term residents when thirsty.  Mugs stored in the tavern's containers are solely for the use of the tavern keeper and performers to serve drinks.)&lt;br /&gt;
&lt;br /&gt;
Although taverns attract foreign visitors by default, you can change the Tavern patron {{k|r}}estrictions in the location menu, and the total number of visitors in d_init.txt . If you feel that your dwarves would be better off without fraternization with other peoples, you can simply change the tavern's policy on guests to serve locals only on creation, or have visitor cap of 0†. You can also adjust the number of mugs and instruments the tavern will keep on hand from this menu.&lt;br /&gt;
&lt;br /&gt;
: († If visitors already arrived, no new visitors will arrive past this point, but the old ones will leave on their own time.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat and drink in taverns if tables and chairs are available. If the tavern was designated from a [[dining room]], then these dwarves may receive a [[thought]] about &amp;quot;dining in a [quality] dining room&amp;quot;. If the tavern does not contain a zone designated as a dining room, dwarves will not receive this thought.&lt;br /&gt;
&lt;br /&gt;
===Tavern risks===&lt;br /&gt;
&lt;br /&gt;
==== Alcohol problems ====&lt;br /&gt;
Although it may be fun to see your dwarves singing, dancing, and socializing their spare time away, be aware that having a Tavern Keeper or Performer assigned to a tavern in your fort puts tavern-goers there at risk of both [[alcohol#Alcohol poisoning|alcohol poisoning]] and drunken brawls. Drunk creatures are more prone to violence, especially those with [[human|weak]], [[elf|tiny]] [[goblin|livers]]. Although these outbursts usually begin as a simple fist fight between peasants or children, they can escalate quickly; friends and family of combatants will often join in, leading to huge, undesirable melees which may include highly-trained military dwarves. Even if soldiers don't get involved, lucky punches and scratches can deal permanent wounds or even kill. Worst of all, unless you have a massive hospital with multiple doctors, you can find yourself suddenly buried under dozens of lightly injured dwarves, watching their wounds grow fatally infected as they wait for preliminary diagnosis. &lt;br /&gt;
&lt;br /&gt;
For the overdrinking itself, dwarves will consider alcohol harmless and not a cause to move people to hospitals on its own. For this, including some [[Beekeeping|bee hives]] or [[Trap#Cage_trap|cage traps]] in your tavern can help ensure unconsicious patrons are removed from the dance floor.&lt;br /&gt;
&lt;br /&gt;
However, there is not much you can do to control for fights besides getting your medical industry up and running before opening the tavern doors, or outright not assigning any alcohol, mugs, tavern keepers or performers to your tavern. But hey, if you want, you can simply think of it as an exciting source of hands-on experience for your med team!&lt;br /&gt;
&lt;br /&gt;
==== [[Agent]]s ====&lt;br /&gt;
Taverns are your window to the external world, with all the good and bad it has to offer. If you happen to be in possession of a much coveted [[artifact]], foreign [[agent]]s ''will'' eventually venture to your tavern to gather information, assuming your dwarves can't hold their tongues. They will pose as any other [[visitor]], chat with your dwarves and other tavern patrons, potentially trying to [[Villain#Plotting|corrupt them]], before reporting back home. If your fortress is confirmed to hold artifacts that other entities have laid a [[claim]] on, you may attract a lot of [[siege|unwanted attention]]. Should you happen to notice a group of visitors who are asking about one of your artifacts, you can force them to either leave or act on their plan immediately by setting your tavern to allow only Citizens and Long-Term Residents. Doing this after surrounding the group with military dwarves greatly improves your odds of ending the conflict with minimal loss to your fortress, after which you can resume allowing visitors to your fortress.&lt;br /&gt;
&lt;br /&gt;
==== [[Werebeasts]] ====&lt;br /&gt;
You know the problem with opening a public tavern? Anyone can come right in and have a good time. And anyone who comes in could very well be a secret werebeast. One moment, everyone is having a fine drink and a good dance. Next thing you know, a Wereskink appears and turns the Tavern's dance party into a bloody rave. Be careful if you make your tavern public, or don't and sit back and watch the fun play out.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Taverns can be found in [[fortress]]es, [[forest retreat]]s, [[town]]s, and [[dark fortress]]es. They are listed in the [[structure]]s tab in the [[legends]]. In the fast travel screen, their names will be in yellow with a brown background ({{DFtext|example|6:6:1}}). In towns and forest retreats, taverns are represented with a {{Raw Tile|¶|6:6:1}} symbol. &amp;quot;Tavern trees&amp;quot; are constructed in forest retreats but are considered taverns nonetheless. As their name implies, they are completely made of tree trunks and branches.&lt;br /&gt;
&lt;br /&gt;
You can order drinks and rent rooms at most taverns in exchange for [[coin]]s. To do this, speak to the [[tavern keeper]] and choose to {{DFtext|Ask about available services, drinks, rooms, etc.}} then choose the drink you want to order or the room you want to rent. Drink options are different for each tavern and change every week. Because elven and goblin civs cannot brew drinks, their taverns lack alcohol. Tavern trees additionally do not provide lodging.&lt;br /&gt;
&lt;br /&gt;
You can hold off on paying your debts until you leave the tavern. To pay off your debts, talk to the tavern keeper and choose to {{DFtext|Trade or settle debts}}. You can pay in currency or trade items of equal or greater value than what you owe them in order to pay off your debts. You can ignore your payment and run off if you aren't planning to return any time soon, but you will be labeled as a [[thief]].&lt;br /&gt;
&lt;br /&gt;
===Drinking mound===&lt;br /&gt;
In [[hillocks]], a drinking mound can be found, but instead of alcohol, [[drunk|drunken dwarves]] fill up the hollow structure. You can easily recruit them as your companions. Drinking mounds are not considered taverns.&lt;br /&gt;
&lt;br /&gt;
=== Custom taverns ===&lt;br /&gt;
The [[Adventurer_mode_gameplay#Woodcutting.2C_building_and_site_management|build menu]] gives you the zoning option to allocate a tavern area. Companions left here will behave as if they are in a tavern - even without a tavern keeper, drinking vessels, furniture or instruments, they will mill about, gossip and [[Performance|perform]].&lt;br /&gt;
[[File:tavern_preview.jpg|thumb|400px|center|A Dutch tavern from the olden times.]]&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Tavern keepers/performers repeatedly serve alcohol until visitors and even dwarves drink themselves to death.{{bug|9653}}&lt;br /&gt;
* Tavern keepers, particularly in retired forts, sometimes claim &amp;quot;I don't work here&amp;quot; and refuse to serve drinks.{{bug|9327}}&lt;br /&gt;
* Long-term residents do not sleep in rented bedrooms {{bug|12061}}&lt;br /&gt;
* Long-term residents only claim bedrooms assigned to tavern. {{bug|9665}}&lt;br /&gt;
* Fights with visitors can result in loyalty cascades. {{bug|11046}}&lt;br /&gt;
* Bringing store-bought furniture to rooms you're renting at NPC taverns can result in a crash. {{bug|9582}}&lt;br /&gt;
* Tavern restrictions don't prevent visitors from showing up. {{bug|10749}}&lt;br /&gt;
* Visitors keep arriving to reach the visitor cap during sieges, resulting in a quickly mounting death toll. {{bug|9184}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A little-known idiom about taverns and cats is the ancient dwarven expression, &amp;quot;Oh Urist, curiosity didn't kill the cat, the booze did.&amp;quot; This became popularized early on due to cats liking booze just as much, if not more, than dwarves did, which led to a century-long friendship between cat and dwarf kind – and many cats dying of alcohol poisoning in taverns. Many, many cats. Sadly, cats have recently become less inclined to drink booze. Scholars claim this is probably due to the process of [[Bugs|natural selection]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=298665</id>
		<title>Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=298665"/>
		<updated>2024-03-16T18:38:54Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]&lt;br /&gt;
&lt;br /&gt;
'''Refuse''', though generally garbage, is anything which can be stored in a refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpiles will accept:&lt;br /&gt;
&lt;br /&gt;
* [[Corpse]]s, bodyparts and bodily remains of any non-sentient [[creatures]], including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the refuse section of a corpse stockpile instead of a dedicated corpse stockpile. This is presumably a bug). &lt;br /&gt;
* By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s)&lt;br /&gt;
* Things which are rotten (rotten meat, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, damaged furniture, [[Wear|tattered]] clothes)&lt;br /&gt;
* [[Vermin]] remains&lt;br /&gt;
&lt;br /&gt;
== Uses for refuse ==&lt;br /&gt;
Despite the name &amp;quot;refuse&amp;quot;, some items can be valuable resources for dwarven industries:&lt;br /&gt;
&lt;br /&gt;
===[[Bone]]s===&lt;br /&gt;
A single bone can be used to make a stack of bone [[bolt]]s [5], a bone [[crossbow]], 1-3 bone [[craft]]s, or a bone [[decoration]]. Multiple bones can be used to make bone [[armor]] (no breastplates, mailshirts or boots). A stack of bones may be required for some [[strange mood]] creations. &lt;br /&gt;
===[[Skin|Raw hides]]===&lt;br /&gt;
A raw hide from any size of creature can be tanned at a [[Tanner's shop|tannery]] to produce a single unit of [[leather]]. Leather can be used to make leather clothes, leather armor, leather crafts, [[Equipment#Quivers|quivers]], [[Equipment#Backpacks|backpacks]], [[DF2012:Flask|waterskins]], [[Armor#Shield|shields]], and [[decoration]]s. Leather may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Wool]]===&lt;br /&gt;
Butchering or [[Shearer|shearing]] sheep, llamas or alpacas produces a stack of wool. Each unit of wool can be spun into yarn thread at a [[farmer's workshop]]. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Woolen cloth may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Hair]]===&lt;br /&gt;
The hair of butchered creatures (e.g. [[horse]]s or [[cow|cattle]]) can be spun into [[thread]], too, although such thread can only be used in [[healthcare]], [[bookbinding]], and [[trade]].&lt;br /&gt;
&lt;br /&gt;
===Teeth, ivory, and horn===&lt;br /&gt;
These items can be processed by a [[bone carver]] to produce crafts and decorations.&lt;br /&gt;
&lt;br /&gt;
===[[Shell]]s===&lt;br /&gt;
Shells can be used to produce a few types of [[armor]], crafts, and decorations. Shells may also be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Skull]]s===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your [[bone carver]] can use them to make [[totem]]s, a trade good.&lt;br /&gt;
&lt;br /&gt;
===Sapient corpses===&lt;br /&gt;
While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a [[corpse]] stockpile. This does not seem to apply to the formerly-undead, however, which, for some reason, get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. This distinction is presumably a bug. &lt;br /&gt;
&lt;br /&gt;
Dwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of [[discipline]], cancelling their job and giving the dwarf [[Thought#Injury_and_death|bad thoughts]], so it's generally best to keep corpse stockpiles out of obvious view. Horrified merchants will also scuttle their wagons, drop their merchandise, and flee {{bug|7185}}, which may be undesirable, as there can be diplomatic penalties associated with a merchant losing goods. &lt;br /&gt;
&lt;br /&gt;
Being horrified will also give a small amount of experience towards the [[discipline]] skill, so it's possible to exploit corpse stockpiles to increase the discipline of your dwarves, though this is generally ill-advised due to the high likelihood of [[Insanity|fun]].&lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) includes all types of refuse. Customized [[Stockpile#Stockpile_Settings|stockpiles]] can allow you to sort out the usable &amp;quot;refuse&amp;quot;, the rotting refuse, the unusable but not rotting refuse, or even the [[Siege#Necromancer_sieges|reanimatable]] refuse. Disabling certain types of refuse in all refuse stockpiles will cause those items to accumulate wherever they are produced (eg. bones in the butcher shop) instead of tying up stockpile space.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
&lt;br /&gt;
Some types of refuse rot, and rotting refuse produces [[miasma]] when in a subterranean tile. To avoid the miasma, you can [[garbage disposal|destroy refuse]] before it rots, or store rotting refuse in a {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} tile (see [[tile attributes]]). A refuse pile on the surface works, as does exposing any part of your fortress' {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then covering them with constructed floors or walls. Such tiles will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
== Refuse collection options ==&lt;br /&gt;
{{main|Standing orders}}&lt;br /&gt;
&lt;br /&gt;
Refuse items lying outside your fortress will be ignored by default. You can toggle collection of &amp;quot;outside&amp;quot; refuse in the [[standing orders]] menu ({{k|o}}-{{k|r}}-{{k|o}}). Note that this setting also controls the collection of &amp;quot;[[dump]]ed&amp;quot; items outside your fortress.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Refuse]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=298664</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=298664"/>
		<updated>2024-03-16T18:32:15Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:39, 13 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce or deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no &amp;quot;suit of armor&amp;quot; in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
Loosely speaking, anything worn provides some protection, so it is considered &amp;quot;armor&amp;quot;. In the [[stocks]] menu {{k|k}}, each piece of armor is listed under the location where it is worn - &amp;quot;armor&amp;quot; being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)&lt;br /&gt;
&lt;br /&gt;
Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' &amp;quot;Chain&amp;quot; pieces are flexible, and while good against slashing [[weapons]] (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). &amp;quot;Solid&amp;quot; pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.&lt;br /&gt;
&lt;br /&gt;
Also, for slashing and piercing weapons (but not bludgeoning), the &amp;quot;armor vs. weapon&amp;quot; results are very dependent on the metal of each. A &amp;quot;better&amp;quot; metal will defeat a &amp;quot;lesser&amp;quot; armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, &amp;quot;weight&amp;quot; is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your squad sidebar {{menu icon|q}}, you will have the choice to assign a default uniform - &amp;quot;No uniform&amp;quot; (assigning no additional equipment, i.e., keeping their civilian clothing, no weapon), &amp;quot;Leather armor&amp;quot; (leather pieces and a melee weapon), &amp;quot;Metal armor&amp;quot; (any metal pieces and a melee weapon), or &amp;quot;Archer&amp;quot; (which is identical to &amp;quot;Leather armor&amp;quot; but with a choice of ranged weapon). &lt;br /&gt;
&lt;br /&gt;
You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below.&lt;br /&gt;
----&lt;br /&gt;
'''Note:''' It is important to note that '''all''' predefined uniforms have the &amp;quot;uniform worn over clothes&amp;quot; option enabled. As a result, dwarves will be unable to equip additional footwear armor, as they keep their civilian footwears on and it is not possible to wear 2 types of footwears on top of each other. &lt;br /&gt;
To edit any uniform and/or fix this problem:&lt;br /&gt;
*Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}}&lt;br /&gt;
*Click on &amp;quot;Equip&amp;quot; at the bottom of the tab&lt;br /&gt;
*Click on &amp;quot;Details&amp;quot; on any dwarf&lt;br /&gt;
*Click on &amp;quot;Uniform worn over clothing&amp;quot; to change it to &amp;quot;Uniform replaces clothing&amp;quot;&lt;br /&gt;
*Set a new name for the uniform&lt;br /&gt;
*Select &amp;quot;Confirm and save uniform&amp;quot;&lt;br /&gt;
*Assign the newly created uniform to the whole squad (Button &amp;quot;Assign uniform&amp;quot; -&amp;gt; Select from the list)&lt;br /&gt;
----&lt;br /&gt;
The first type of armor is [[clothing]], which is made of [[cloth]] at a [[clothier's shop]] or [[leather]] at a [[leather works]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does [[Clothing#Wear|wear]] out, so you'll need to make or [[caravan|trade]] for more sooner or later).&lt;br /&gt;
&lt;br /&gt;
:''(*)[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from &amp;quot;military grade&amp;quot; protection.&lt;br /&gt;
&lt;br /&gt;
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.&lt;br /&gt;
&lt;br /&gt;
Note that [[clothing]] made from leather is ''not'' the same as &amp;quot;leather armor&amp;quot;, even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] includes &amp;quot;leather armor&amp;quot; (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms - these items are forms of true &amp;quot;military&amp;quot; armor, and non-military dwarves will not pick them up to wear.&lt;br /&gt;
&lt;br /&gt;
The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible &amp;quot;chain&amp;quot; armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to [[wear|destroy]] with blunt force as well. Rigid &amp;quot;plate&amp;quot; pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no &amp;quot;chain&amp;quot; versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
==== By location ====&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;complete&amp;quot; suit of armor consists of the following pieces, one cell from each column.&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;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of leather or chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|-&lt;br /&gt;
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)&amp;lt;br&amp;gt; &lt;br /&gt;
and/or &amp;lt;/br&amp;gt;'''Breastplate''' (upper body + lower body only)&lt;br /&gt;
|Helm&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as &amp;quot;[[Combat_skill#Equipment_skills|armor users]]&amp;quot;. Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit &amp;quot;leg&amp;quot; covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage; though using greaves is still recommended, as there can never be &amp;quot;enough armor&amp;quot; in the world of Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Attacking and being attacked with armor on gives 3 [[experience]] to the [[armor user]] [[skill]], with 9 more points if the attack actually hits armor. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in their armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, although only when walking around since the combat/movement speed split in 2014.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - &amp;lt;span style=&amp;quot;font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;&amp;quot;&amp;gt;Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!&amp;lt;/span&amp;gt;, and the dwarf will receive 18 experience on top of the 12 mentioned before. The skill can be trained by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and it is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|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;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact-quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
:: (* Bronze here also includes [[bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against &amp;quot;real&amp;quot; weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.&lt;br /&gt;
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons-grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item. &lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow [[Attachment|attached]] to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but it is a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no fundamental difference in performance between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], will not be automatically equipped by civilians, and only non-clothing garments increase the [[Combat_skill|armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not [[danger room]]-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify|Are armor levels still relevant in the new material properties-based mechanics?}} metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks {{Verify}}. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
Armor is typically sized for the kind of creature that produced it.  [[Goblin]]s, [[elves]] and your [[dwarves]] are all about the same size and their equipment can be used interchangeably, but [[human]] armor is too big for other races.  You can manually specify the target race when forging armor, which is useful if you have non-dwarf [[visitor|residents]].  Also, armor sized for [[hyena man|hyena men]] is big enough to be worn by humans, but still small enough to be worn by dwarves.  Being bigger, it also [[material science#Contact Area|offers]] slightly better slashing [[weapon]] protection than dwarf-sized armor, but is also more [[weight|heavy]].  Conversely, [[wolf man]]-sized armor is the smallest you can produce for your dwarf military, and may reduce their encumbrance a bit (but it's worse against slashing attacks).&lt;br /&gt;
&lt;br /&gt;
Shields do not have a target race, so anyone can use them.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&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;
===Material requirements===&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.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&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=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:cap_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:cap_icon.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:helm_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:helm_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&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; text-align:center;&amp;quot;|[[File:hood_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:hood_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:mask_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:mask_icon.png]]&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,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;|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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:turban_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:turban_icon.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:head_veil_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:head_veil_icon.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:face_veil_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:face_veil_icon.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:headscarf_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:headscarf_icon.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;
===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=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&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; text-align:center;&amp;quot;|[[File:dress_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:dress_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:shirt_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:shirt_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:tunic_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:tunic_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;≈&amp;lt;/sup&amp;gt;|Uncommon}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:toga_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:toga_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:vest_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:vest_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:robe_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:robe_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:coat_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:coat_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:leather_armor_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:leather_armor_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:mail_shirt_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:mail_shirt_icon.png]]&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;|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;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:breastplate_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:breastplate_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&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; text-align:center;&amp;quot;|[[File:cloak_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:cloak_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:cape_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:cape_icon.png]]&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;|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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;|Backpack&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:backpack_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|&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;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;|Quiver&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:quiver_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|&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;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;|Flask&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:flask_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|&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;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Unique&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]]s and [[backpack]]s are also worn on the upper body, counting towards layer permit size. [[Flask]]s are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).&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=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&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; text-align:center;&amp;quot;|[[File:gloves_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:glove_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:gauntlets_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:gauntlet_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&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; text-align:center;&amp;quot;|[[File:mittens_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:mitten_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.&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=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&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; text-align:center;&amp;quot;|[[File:trousers_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:trousers_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:leggings_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:leggings_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves{{tooltip|&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;|Shaped}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:greaves_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:greaves_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&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; text-align:center;&amp;quot;|[[File:loincloth_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:loincloth_thong_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;≈&amp;lt;/sup&amp;gt;|Uncommon}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:braies_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:braies_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:thong_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:loincloth_thong_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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){{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:short_skirt_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:short_skirt_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:skirt_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:skirt_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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){{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:long_skirt_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:long_skirt_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&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; text-align:center;&amp;quot;|[[File:socks_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:socks_icon.png]]&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&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:sandals_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:sandals_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:shoes_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:shoes_icon.png]]&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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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; text-align:center;&amp;quot;|[[File:low_boots_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:low_boots_icon.png]]&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;|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;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&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; text-align:center;&amp;quot;|[[File:high_boots_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:high_boots_icon.png]]&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;|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;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses{{tooltip|&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt;|Foreign}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:chausses_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:chausses_icon.png]]&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;|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;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&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;
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.&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:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Preview)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Graphic&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Icon)&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Blockchance&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&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; text-align:center;&amp;quot;|[[File:buckler_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:buckler_icon.png]]&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;|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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&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; text-align:center;&amp;quot;|[[File:shield_sprite.png]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em; text-align:center;&amp;quot;|[[File:shield_icon.png]]&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;|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;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockchance even at novice skill.&lt;br /&gt;
&lt;br /&gt;
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.&lt;br /&gt;
:+ The armor level is increased by one if made from metal.&lt;br /&gt;
:&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt; A shaped item, max one shaped item per body slot (e.g. a breastplate cannot be worn with leather armor, but it can be worn with a mail shirt, while greaves and leggings cannot be combined).&lt;br /&gt;
:&amp;lt;sup&amp;gt;ƒ&amp;lt;/sup&amp;gt; This &amp;quot;foreign&amp;quot; article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).&lt;br /&gt;
:&amp;lt;sup&amp;gt;≈&amp;lt;/sup&amp;gt; Uncommon for dwarven civilizations, thus not always available.&lt;br /&gt;
* In theory, the only metal armor pieces what is not &amp;quot;shaped&amp;quot; is Mail Shirt, Flask, Low Boots and High Boots; in practice, the only ''true'' shapeless metal armor is Mail Shirt, because Flask can't deflect hits, while Low and High boots have such low permit what it's impossible anyway to put second pair of boots on top of the first.&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s that select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping clothing==&lt;br /&gt;
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.&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;
[[File:aardvark_armor_preview.png|thumb|300px|right|An aardvark wearing armor meant for a dwarf. Somehow.]]The following variables will be used in the logic below: &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;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if they are 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 the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.&lt;br /&gt;
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.&lt;br /&gt;
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.&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;
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:1em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1em;&amp;quot;|Total Size*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1em;&amp;quot;|Permit&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;|0&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;&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;|15&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;&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;|30&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;&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;|45&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;|65&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&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;|65&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|80&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|95&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|110&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|125&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|140&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&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;|155&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&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;|10&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;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|160&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|170&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|180&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|190&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|210&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|220&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|230&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|240&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|250&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|260&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|270&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|280&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|290&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&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;|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;|300&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cape&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|310&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size includes 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;
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and 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), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds that Urist McNopants follows a totally different set of rules than either of these - their rules tell them to forget both caps, all of the hoods, both socks, and their trousers, and each successive time they get dressed ,they feel the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit, and Layering===&lt;br /&gt;
Let's say you want to kit out your soldier's 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 armor pieces' permit + size (or rather, the permit value ignoring that item's 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 and '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate, you have '''3 x 15 = 45 &amp;lt; 50''', which is fine.&lt;br /&gt;
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor 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 armor.&lt;br /&gt;
&lt;br /&gt;
Going through armor 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;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × cloaks&amp;lt;br /&amp;gt;&lt;br /&gt;
16 × capes&lt;br /&gt;
&lt;br /&gt;
'''Armor (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 × dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × leggings&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × helm&amp;lt;br /&amp;gt;&lt;br /&gt;
8 × hood&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of shoes&lt;br /&gt;
&lt;br /&gt;
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).&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 sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of their feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body, or head){{verify}}. Their coverage is extended to other body parts using the following three tags:&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, so both are 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 they cover the upper arms and neck.&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 and then lower arm, skip the hand, and then cover the fingers. The same goes for facial features 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), so I'm not sure if anything else would actually cover toes or not. This needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three battles with 15x15 dwarves where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, the team with robes was 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 (e.g. foot). Arms are [LIMB]s but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&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 they cover the lower leg. If you consider that 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 they cover the lower arms. Because there is no other protection for arms like 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. They are the perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are 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;
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. In particular, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by their underlings in order, followed by the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions. This means you can wear three suits of 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;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
* Many players report ranged dwarves have particular trouble equipping and using ammunition, unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}&lt;br /&gt;
* In fortress mode, it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for dwarves, elves, and kobolds' armor (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.&lt;br /&gt;
* The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Armor|0}}&lt;br /&gt;
[[ru:Armor]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=298663</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=298663"/>
		<updated>2024-03-16T18:29:58Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:38, 13 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of protection]]''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_clothes_preview2.png|right]]'''Clothes''' are items made out of [[cloth]] or [[leather]], and worn and owned by sapient creatures. The availability of specific articles of clothing varies by civilization; each has its own set of clothing that it can produce. For example, in Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. [[Dwarves]] are gender-insensitive; a male dwarf may well put on a dress. &lt;br /&gt;
Within the game engine, there is no fundamental difference between clothing and [[armor]], something accentuated by regular clothing's ability to occasionally block attacks. Clothes wear out over time. Some wearable leather items, including leather armor, helms, and boots truly are armor and will not be worn by civilians. Armor can be thought of as metal clothing, thicker and have a much better chance of blocking attacks. However, armor is not subject to standard wear and will not be automatically equipped by civilians. For details on specific items of clothing and their materials, see: [[Armor#Material_requirements]].&lt;br /&gt;
&lt;br /&gt;
Though many creatures, including non-humanoids, can wear all kinds of clothing, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of clothing. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear clothes, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing something, even if it wouldn't make sense in real life.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:dwarf_clothes_preview.png|right]]The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will also [[need]] to be extravagant, so clothing with [[quality]] or [[decoration]] bonuses will satisfy that. A particular benefit of footwear is to keep your dwarves from stepping barefoot in [[contaminant]]s that can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Due to the multiple [[value]] modifiers that can apply to finished clothing, they can be useful as a [[trade]] good - even tattered clothing can fetch a fair price, so such clothes can be useful twice.&lt;br /&gt;
&lt;br /&gt;
Clothing provides much less protection against attacks than armor, especially from metal weapons, but leather clothing can provide significant protection from smaller animal attacks. Currently, clothing provides no protection from cold environments.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Clothing can be made from cloth at a [[clothier's shop]] or leather at a [[leather works]]. It will be [[size]]d for the creature that does the job, see the size section next for details. Dye cannot be applied to clothing - to make dyed clothes, the cloth used to make clothes or the thread used to make the cloth must be dyed first. Clothing usually worn in pairs, like mittens, shoes and socks, will be made in pairs, though the quality levels of the two created items can differ.  Currently, any clothing job consumes one whole unit of cloth or leather, regardless of the size of the piece(s) produced.&lt;br /&gt;
&lt;br /&gt;
To maximize value, use a custom stockpile to collect high-quality dyed cloth and link it to a clothier's workshop producing dresses or robes, and assign the workshop to a skilled worker.&lt;br /&gt;
&lt;br /&gt;
Remember that certain items produced at a [[leather works]] constitute leather [[armor]] rather than clothing. This includes &amp;quot;leather armor&amp;quot; (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms. This distinction is significant because these items will not be automatically picked up and equipped by civilians, will not wear out (but can of course suffer wear in combat), and must be stored in [[armor]] stockpiles rather than [[finished goods]] stockpiles as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures - the acceptable range is between ±1/7th of the creature's size. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526][http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]&amp;lt;/sup&amp;gt; For dwarves, this applies to clothes and armor worn by humans and [[troll]]s (which will appear to be ''large''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;) as well as kobolds (which will appear to be ''small''); goblins and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
:''(*) Note one exception due to terminology: items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no non-large &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''large'' or ''small'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
Your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarven fortress residents. To do so, request the clothing or armor to be made from their respective workshops, then click the magnifying glass for the task in the workshop or in the work order menu to specify the size. Alternatively, clothing made by a creature will be automatically sized for that creature. Sizing clothing for cougar or hyena men allows it to be worn by both humans and the dwarf-sized races.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Clothes are [[finished goods]], and will be stored in a finished goods [[stockpile]] if not claimed by dwarves, optionally in [[bin]]s. Items of clothing can be filtered within a stockpile according to where they are worn on the body, and are classified as armor (referring to upper-body clothing, not protective [[armor]] which must be stored in an [[armor]] [[stockpile]]), handwear, footwear, headwear, or legwear.&lt;br /&gt;
&lt;br /&gt;
Dwarves will store their personal clothing in their [[room]]s, either directly on the floor, or in [[cabinet]]s. [[Personality_trait#ORDERLINESS|Tidy]] dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms. Owned clothing cannot be claimed or hauled by other dwarves, though if not currently worn or in the owners quarters, it will eventually revert to unowned after one season, making it available.&lt;br /&gt;
&lt;br /&gt;
Note that owned clothing stored in [[cabinet]]s zoned as part of a dwarf bedroom will never revert to an unowned state in the current version, which can lead to a large amount of tattered clothing gradually accumulating throughout you fortress [[bedroom]]s. See the bugs section below for more information.&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
[[File:wearing_clothes_example.png|thumb|300px|right|The clothing of a dwarf child... that has recently touched alcohol.]]Clothing [[wear]]s out over time; while worn, it gains one level of wear every two years. While stored properly, either in a (non-refuse) stockpile or a dwarf's personal quarters, it will degrade very slowly (one wear level per century, automatically reduced to one wear level per 20 years if using [[DFHack]]). Worn clothing can quickly begin accumulating in a high population fort, and can be traded away or destroyed. Note that [[Item_quality#Quality_grades|masterful]] items of clothing destroyed via [[atom smasher]] or magma may generate unhappy thoughts for its creator, even if the item is worn out.&lt;br /&gt;
&lt;br /&gt;
Note that clothing can also be damaged if the wearer takes damage, especially if the attack penetrates or from harder materials - this is true even for clothing made from [[Adamantine|special]] cloth.&lt;br /&gt;
&lt;br /&gt;
Dwarves will try to replace their worn clothing themselves, if appropriate clothing is available in the fortress. ([http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post])&lt;br /&gt;
&lt;br /&gt;
===== Managing Clothing =====&lt;br /&gt;
Producing new clothing sufficient to keep up with the demands of the dwarves of a large and bustling fortress is an ongoing endeavor, as items of clothing will wear out at different times. Even after establishing a sufficient [[textile industry]] or [[trading]] for raw materials, dwarves will constantly wear out their currently equipped items and new clothes will need to be manufactured.&lt;br /&gt;
&lt;br /&gt;
In addition to the strategy above, another way to organize production and reduce the prevalence of rogue, abandoned clothing is to create two [[finished goods]] [[stockpiles]]. Be sure both stockpiles allow the &amp;quot;armor,&amp;quot; footwear,&amp;quot; &amp;quot;handwear,&amp;quot; &amp;quot;headwear,&amp;quot; and &amp;quot;legwear&amp;quot; categories in order to accept clothing, with the relevant materials and quality allowed.&lt;br /&gt;
&lt;br /&gt;
The first stockpile is for New Clothes only, and will be filled only with new clothes you create. It has the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and is assigned to ''only'' take items from the [[clothier's shop]] workshop. Both of these rules can be adjusted via the icons in the top right of the respective stockpile settings menu. If you assign skilled clothiers and sufficient production, this stockpile will quickly begin accumulating high quality clothes that can be picked up by your dwarves to wear (or to be traded away).&lt;br /&gt;
&lt;br /&gt;
The second stockpile is for Used Clothes, and will collect worn, unowned clothes as well as those from sources other than your [[clothier's shop]]. To do this it has the &amp;quot;take items from anywhere&amp;quot; toggle turned on, so that any unowned clothes around the fortress will be hauled here by dwarves. Many worn items will accumulate here.&lt;br /&gt;
&lt;br /&gt;
Now you can always create a third stockpile with similar rules near your [[trade depot]]. This stockpile can have the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and be assigned to ''only'' take items from your Used Clothes stockpile. Now dwarves will haul all the worn clothing (and probably a few less-worn items collected from elsewhere) to bins in the stockpile ''very near'' the trade depot, making them easy to identify and trade away (as the distance to the trade depot will be very low in comparison to all the other bins in your fortress). This has the advantage of allowing for disposal of worn out [[Item_quality#Quality_grades|masterful]] quality items, which can be freely traded away without causing negative thoughts for their creators.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
Adult dwarves get unhappy thoughts if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing when available automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing tattered clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not lowercase &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items. Thankfully, [[armor]] assigned to the relevant body areas will also prevent negative thoughts, and has the advantage of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading your clothing-equipped militia dwarves to a different set of unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If you find it easier to produce plenty of [[armor]] instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor may slow the civilian dwarves down.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} Forbidding the items will clear their ownership after some weeks.{{cite forum|173188/7926370}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==Sock Obsession==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Socks can be worn on the tail of humanoid snake-like creatures, such as the [[serpent man]], [[anaconda man]], etc.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/10n5dz1/the_snake_man_visiting_my_fortress_wears_a_single/}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Braies]]: https://en.wikipedia.org/wiki/Braies&lt;br /&gt;
* [[Loincloth]]: https://en.wikipedia.org/wiki/Loincloth&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;br /&gt;
[[ru:Clothing]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wear&amp;diff=298662</id>
		<title>Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wear&amp;diff=298662"/>
		<updated>2024-03-16T18:26:40Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: removed as of 50.08&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wear''' is the degradation of certain items' materials over time. [[Clothing]] will slowly wear out when being used, subject to damage, or through natural decay. Using equipment, such as [[weapons]] and [[armor]], can wear them down. Wear alters the value of an item, and it eventually will be destroyed.  Additionally, animal-based products can rot, which is different from wear (see [[miasma]]), while crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma (see [[farming]]).&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
Wear will alter the value of an item, and is denoted by the symbols x, X and XX. For example, over time a dwarf's &amp;quot;Pig tail shirt&amp;quot; will degrade into a &amp;quot;xPig tail shirtx&amp;quot;, a &amp;quot;XPig tail shirtX&amp;quot; and eventually a &amp;quot;XXPig tail shirtXX&amp;quot; before disappearing entirely. Every 806400 &amp;quot;points&amp;quot; of wear will increase the item's damage level one step (i.e. &amp;quot;item&amp;quot; -&amp;gt; &amp;quot;xitemx&amp;quot; -&amp;gt; &amp;quot;XitemX&amp;quot; -&amp;gt; &amp;quot;XXitemXX&amp;quot; -&amp;gt; destroyed). If you sell worn clothes to caravans early enough, they are still worth good money:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Wear Level      || Item ||'''x'''Item'''x''' || '''X'''Item'''X''' || '''XX'''Item'''XX'''&lt;br /&gt;
|-&lt;br /&gt;
| Value           || 100% || 75%               || 50%                || 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor and weapons can also suffer wear as a result of combat {{version|0.43.04}}. For weapons, the chances of suffering wear depend on the material properties of the body tissues or armor encountered during an attack, while armor suffers wear depending on the material properties of the body part/weapon hitting it. The chance depends on their relative fracture, yield, and possibly strain-at-yield, impact or shear depending on the type of attack. For example, a leather helm will rapidly deteriorate if you let its wearer suffer a few dog bites, while bone or shell helms will degrade much slower (being equivalent to tooth in shear values).&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*All improvable items made from creature or plant materials (e.g. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years.&lt;br /&gt;
&lt;br /&gt;
*[[Clothing]] that is being worn will wear out over time, due to normal usage.  This happens regardless of [[adamantine|material]].&lt;br /&gt;
*Clothing worn by invaders is also subject to wear.&lt;br /&gt;
*[[Armor]] does not wear out over time, unless put in a refuse stockpile. Combat damage can inflict wear.&lt;br /&gt;
*Soft materials like leather and bone make for inadequate armor. While bone will hold up well enough against wildlife, neither can stand up to metal weapons for long.&lt;br /&gt;
&lt;br /&gt;
*Items (including clothing, leather, and wood) suffer accelerated wear while on [[fire]] (10 points of &amp;quot;wear&amp;quot; every game tick; a burning item will be totally consumed after exactly 322560 game ticks (which, at 1200 ticks per day, takes 9 months and 16.8 days)). &lt;br /&gt;
*Items suffer accelerated wear when their temperature exceeds their base material's  HEATDAM_POINT (common with burning organics).&lt;br /&gt;
*Items suffer accelerated wear when their temperature falls below their base material's COLDDAM_POINT (such as wood and cloth items stored aboveground in a [[trade depot]] or [[Wagon (embark)|starting wagon]] in a [[glacier]] biome). Walls do not halt this effect.&lt;br /&gt;
*Artifacts never burn away, because their artifact status locks their &amp;quot;wear&amp;quot; level at zero. However, they would still melt or boil when their temperature exceed their melting/boiling point. An artifact book will be destroyed when tossed into magma.&lt;br /&gt;
&lt;br /&gt;
*[[Building destroyer]]s cause wear on certain types of furniture (such as [[door]]s and [[hatch cover]]s) until they are completely destroyed.&lt;br /&gt;
*Cages do not prevent wear.&lt;br /&gt;
*Being unavailable to potential invaders, steel and [[adamantine|other fun materials]] will likely outlast the dwarves equipped with them. Most dwarves will only ever witness armor made from steel degrading if subjected to [[minecart|public transportation mishaps]].&lt;br /&gt;
&lt;br /&gt;
[[File:A worn sheep leather glove.jpg|thumb||center|200px|A XSheep leather left gloveX]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Cloth and leather items suffer gradual wear at 1/5 the intended rate.{{bug|6003}} [[DFHack]]'s &amp;quot;tweak craft-age-wear&amp;quot; (enabled by default) modifies these items to wear at the intended rate (one wear level every 20 years).&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
== The Human Market ==&lt;br /&gt;
Even if a piece of clothing has been worn down to the point that any self-respecting dwarf would disdain to wear it, it still has value and can be sold back to humans. This seems especially true for xtrousersx that have holes around the knee section, or have been exposed to acids. These particularly worn trousers are highly prized by short-sighted human adolescents and are resold in human markets as ☼Masterwork☼ trousers at exorbitant prices. Additionally, xglovesx whose fingers have worn off are similarly prized. Humans call them &amp;quot;Fingerless Gloves&amp;quot;, though it is unknown how a human without fingers would wear such a glove.&lt;br /&gt;
&lt;br /&gt;
{{category|Game mechanics}}&lt;br /&gt;
[[ru:Wear]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=298661</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=298661"/>
		<updated>2024-03-16T18:23:55Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: clothes do not degrade as of 50.08&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
[[File:v50_stockpile_gui_preview.png|right]]'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Give and/or take from a stockpile/workshop ==&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from or to one stockpile and/or workshop to another. The button that controls that feature is [[File:v50_stockpile_workshop_button.png|23px]], which is on by default once a stockpile is created. When this button is activated, the stockpile will take designated items from anywhere, but if disabled, it will only give and take items from specified workshops and stockpiles. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. The button next to the previously mentioned one is [[File:v50_stockpile_shopadd_button.png|23px]], which allows the player to select where a stockpile's items will be given to or taken from, which are chosen with [[File:v50_stockpile_take_button.png|23px]] and [[File:v50_stockpile_give_button.png|23px]]&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
When having a stockpile take items, any items produced inside the workshop become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel/wheelbarrows ==&lt;br /&gt;
{{imagefix|[[File:v50_stockpile_barrel_button.png|left]]|5|0}}The ''max bin'', ''max barrel'' and ''max wheelbarrows'' settings control the number of barrels, bins and wheelbarrows that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&amp;lt;!-- == Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
Corpse stockpiles are meant to be used as ''morgues'', though the inclusion of invader corpses makes this slightly difficult.&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]] - a garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump''' ''refuse type'' will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
&lt;br /&gt;
===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) which appear as [[File:v50_stockpile_allowplants.png|20px]] or [[File:v50_stockpile_allowplants_off.png|20px]] and &amp;quot;Allow Non-Plant/Animal (non-organic goods) which appear as [[File:v50_stockpile_allowmetals.png|20px]] or [[File:v50_stockpile_allowmetals_off.png|20px]]. Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway unless you want to consolidate trade goods which are safe to [[trade]] to [[Elf|Elven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
In the '''Stockpile Settings''', the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected. Any option can be selected in any category by simply clicking on it. Each column has an &amp;quot;All&amp;quot; or &amp;quot;None&amp;quot; button, which will enable or disable entire categories so that the player does not have to individually click each option to enable or disable an entire list.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories, as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) can be seen with {{Menu icon|P}} and viewing the &amp;quot;Zones&amp;quot; and &amp;quot;Stockpiles&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=298391</id>
		<title>Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=298391"/>
		<updated>2024-03-08T14:47:55Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:cloth_sprite_preview.png|right]]'''Cloth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Cloth can be used to produce [[clothing]], [[bag]]s, and [[rope]]s at a [[clothier's workshop]]. While a fort's need for bags varies based on the particular industries it pursues, and [[chain]]s can accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s associated with nudity. The other material that fits this need is [[leather]], which is arguably a less automated, more complex industry to get running.&lt;br /&gt;
&lt;br /&gt;
Additionally, cloth is the ''only'' material which can be used in [[hospital]]s as [[wound dresser|wound dressings]]. Dwarves will store a small supply of cloth in an active hospital zone for this purpose, if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], cloth can be used to make [[trade goods]]. Empty bags, [[quiver]]s, cloth crafts, and clothing can be decorated with &amp;quot;cloth images&amp;quot; as well. &lt;br /&gt;
&lt;br /&gt;
You can [[dye]] cloth before working with it in order to increase its [[value]]. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Cloth is produced by [[weaver]]s, who will take [[plant fiber]], yarn, or silk [[thread]] (but not [[hair]] thread) to a [[loom]] and weave it into usable cloth; one item of thread woven produces one item of cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the [[textile industry]] page.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
[[Silk]] cloth is produced from [[web]]s, whether they're from a [[vermin]] [[cave spider]] or a rampaging [[forgotten beast]]. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
Besides the ubiquitous [[pig tail]]s that nearly all forts have access to, there are [[Plant fiber|seven above-ground crops]] which can be [[farm]]ed and used to produce cloth, with each cloth produced requiring one plant thread. All of these are processed at a [[farmer's workshop]] before being brought to the loom for weaving.&lt;br /&gt;
&lt;br /&gt;
===Yarn===&lt;br /&gt;
[[Sheep]], [[llama]]s, and [[alpaca]]s can be sheared for their wool at a [[farmer's workshop]], which can then be processed at a loom into cloth. Alternatively, [[butcher]]ing these creatures will produce wool as one of its products. Although [[troll]]s are also woolly, dwarves can neither shear nor butcher them, because only tame trolls are shearable. With mods, trolls even shear themselves.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
Cloth is a common trade good brought by all [[civilization]]s, particularly if your fortress is running low on clothing. [[Elf|Elves]] tend to bring [[rope reed]] cloth, [[human]]s bring [[wool]], and [[dwarf|dwarves]] bring [[pig tail]]. It is entirely possible to run your clothing industry off of the cloth imports brought by these [[caravan]]s, but it can be rather expensive.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Normally, cloth will be stored in designated cloth [[stockpile]]s, with multiple units of cloth fitting into [[bin]]s if any are available. [[Hospital]]s will instead store cloth in [[chest]]s or [[bag]]s if you build those within its boundaries, though you may instead use cloth stockpiles if you prefer.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Additionally, you may also make cloth by weaving [[adamantine]] thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.&lt;br /&gt;
[[File:cloth_colors.jpg|thumb|300px|center|Cloth of many colors.]]&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Cloth]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crossbow&amp;diff=298381</id>
		<title>Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crossbow&amp;diff=298381"/>
		<updated>2024-03-08T13:11:01Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: remove outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
&lt;br /&gt;
[[File:crossbow_sprite_preview.png|right]]&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to [[Dwarf|dwarves]] (although one can also acquire [[blowgun]]s and [[bow]]s through trading, or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
[[File:dwarf_crossbow_preview.jpg|thumb|200px|right|Still has shaky aim.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Kirill Nedorosol''&amp;lt;/small&amp;gt;]]Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]], which has no effect on accuracy or damage. The [[quality]] of a crossbow influences its accuracy (along with the skill of the [[marksdwarf]]), while the quality and material of the [[bolt]]s influences the damage done on a successful hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Skill&lt;br /&gt;
! Workshop&lt;br /&gt;
! Consumed&lt;br /&gt;
|-&lt;br /&gt;
! metal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[weaponsmith]]&lt;br /&gt;
| [[metalsmith's forge|metalsmith's forge]]&lt;br /&gt;
| 1 [[bar]]&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×25)&lt;br /&gt;
| [[weaponsmith]]&lt;br /&gt;
| [[metalsmith's forge|metalsmith's forge]]&lt;br /&gt;
| 1 [[bar]]&lt;br /&gt;
|-&lt;br /&gt;
! wood&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[bowyer]]&lt;br /&gt;
| [[bowyer's workshop]]&lt;br /&gt;
| 1 [[log]]&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×25)&lt;br /&gt;
| [[wood crafter]]&lt;br /&gt;
| [[craftsdwarf's workshop]]&lt;br /&gt;
| 1 [[log]]&lt;br /&gt;
|-&lt;br /&gt;
! bone&lt;br /&gt;
| [[bowyer]]&lt;br /&gt;
| [[bowyer's workshop]]&lt;br /&gt;
| 1 [[bone]]&amp;lt;br&amp;gt;off stack&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×5)&lt;br /&gt;
| [[bone carver]]&lt;br /&gt;
| [[craftsdwarf's workshop]]&lt;br /&gt;
| 1 [[bone]]&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
: 1) All materials perform equally well as a ranged weapon. However, if an enemy closes into melee range with a [[marksdwarf]], they will use their crossbow as a [[War hammer|hammer]]. For this reason, you may want to make your military crossbows out of a metal*, and leave the bone/wood crossbows for [[hunter]]s or wall defenders.&lt;br /&gt;
&lt;br /&gt;
::  (* For [[Weapon#Combat_testing|blunt-force]] weapons (including crossbows in melee): Steel and Silver(!) seem to be ''slightly'' preferable, but Iron, Bronze (including Bismuth Bronze), and Copper are all a very close second. All are vastly superior to wood or bone.)&lt;br /&gt;
&lt;br /&gt;
: Similarly, metal bolts are far superior to wood/bone, with (in order) Steel, Iron, Bronze/Bismuth Bronze, and Copper being preferred, with Silver a distant last.&lt;br /&gt;
&lt;br /&gt;
: 2) For similar reasons, [[Wood#Types|denser woods]] are proportionally preferable to lighter ones for both crossbows and ammo.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows shoot [[bolt]]s as their [[ammunition]], and marksdwarves will engage targets up to 20 tiles distant, provided they have a clear line of sight to them. Z-levels up ''or down'' count equally ''against'' the distance when measuring this range, subtracting from the total x-/y-axis distance, so shooting from a high wall or tower effectively ''reduces'' that 20-tile maximum. Bolts may miss the target and fly a bit further than intended, potentially striking another foe, but '''never''' a friendly.&lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of is irrelevant to ranged combat (but see melee combat). Only the [[quality]] of the crossbow {{Verify}} and [[skill]] of the marksdwarf determine accuracy, whereas the quality and material* of the bolts determine the damage delivered. If you have a skilled [[bowyer]] and are confident your fortress design and/or melee soldiers can keep your marksdwarves safe from enemy engagements, then easily-produced, high-quality wooden or bone crossbows will be just as accurate and deadly as metal crossbows. &lt;br /&gt;
&lt;br /&gt;
(* metal being better than bone being better than wood. See also [[Weapon#Superior metal rule|superior metal]] for comments on different metal bolts vs. different metal armor.)&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit than those that are moving. Since marksdwarves can drop targets at range, they do a much better job taking down fleeing thieves and retreating goblin ambushes that your regular soldiers might not be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way. Focusing their training in defensive skills such as Blocking and Dodging is much more convenient, since it lets them at least hold off the enemy long enough to give a soldier more suited for melee combat a chance to surprise the enemy and dispatch them quickly.&lt;br /&gt;
&lt;br /&gt;
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and [[feather tree]] wood the worst.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Crossbows require bolts and a quiver to fire, otherwise crossbows are used as hammers. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather from [[leatherworking]], obtained from [[caravan|caravans]], or as [[goblinite]].&lt;br /&gt;
&lt;br /&gt;
When shot, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as shot bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that shot ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to find them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
&lt;br /&gt;
[[Soldier#Marksdwarves|Marksdwarves]] require an archery range with an [[archery target]] to be able to train.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal crossbows cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal crossbow is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine crossbow is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Crossbowman]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = metul-egdoth | elvish = arifi-ramí | goblin = sakor-uneg | human = om-ethro}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mass_pitting&amp;diff=298131</id>
		<title>Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mass_pitting&amp;diff=298131"/>
		<updated>2024-03-02T01:06:51Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{projects}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.&lt;br /&gt;
&lt;br /&gt;
== Mass Pitting Design ==&lt;br /&gt;
Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.&lt;br /&gt;
&lt;br /&gt;
:'''''Warning:''''' There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The (''highly likely relic, per 0.47'') 0.40 behavior is still being [[DF2014_Talk:Mass pitting|investigated]]. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.&lt;br /&gt;
&lt;br /&gt;
=== Basic construction ===&lt;br /&gt;
&lt;br /&gt;
#Dig out a room and another room, The Pit, of at least the same size directly below it.&lt;br /&gt;
#In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''.&lt;br /&gt;
#Build floor [[hatch]]es and place them over all of the openings.&lt;br /&gt;
#Mark each hatch [[forbid]]den. ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)''&lt;br /&gt;
#Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable &amp;quot;empty cages&amp;quot; on the stockpile.&lt;br /&gt;
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.&lt;br /&gt;
#Disable all other animal stockpiles except for one empty-cage-only &amp;quot;animal&amp;quot; stockpile somewhere.&lt;br /&gt;
#See [[#Pit variations|below]] for some suggestions on what to drop your invaders into.&lt;br /&gt;
&lt;br /&gt;
Should end up looking something like this: &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|	&lt;br /&gt;
█  The Pit       Above         Designations  █&lt;br /&gt;
█  Level:        Leve2:        Leve2:        █&lt;br /&gt;
█  ╔═════════╗   ╔═════════╗   ╔═════════╗   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+.++.++.+║   ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+.++.++.+║   ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ╚═════════╝   ╚═════════╝   ╚═════════╝   █&lt;br /&gt;
█                                            █&lt;br /&gt;
█  .-channeled   s-Stockpile   [#000][#808000]¢-Hatch cover █}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bottom room, the pit, can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling. Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv.&lt;br /&gt;
&lt;br /&gt;
Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will.&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
&lt;br /&gt;
Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.&lt;br /&gt;
&lt;br /&gt;
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below, and with all cages directly adjacent to pits, creatures can be dumped in instantly without having to be led around.&lt;br /&gt;
&lt;br /&gt;
A mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.&lt;br /&gt;
&lt;br /&gt;
== Alternative Minecart Design ==&lt;br /&gt;
&lt;br /&gt;
It is possible to automate a mass pitting system with [[minecart]]s. Minecart &amp;quot;shotgunning&amp;quot; is when a minecart traveling at significant speed encounters an obstacle and &amp;quot;launches&amp;quot; its contents. Cages which were in the minecart, and which encounter an obstacle while traveling at significant speed will similarly &amp;quot;shotgun&amp;quot; their contents, launching their inhabitants. This can empty an entire minecart full of cages simultaneously, without fear of escape. Note, however, that [[flying]] creatures may still be problematic.&lt;br /&gt;
&lt;br /&gt;
To do this a simple 2 stages design exists.&lt;br /&gt;
1st - shotgun cages out of a minecart&lt;br /&gt;
2nd - shotgun creatures out of the cages.&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z  3:░░░░░░░░░&lt;br /&gt;
z  2:░░░░░ ╬᎔░&lt;br /&gt;
z  1:▲═□⌂╬_░ ░&lt;br /&gt;
z  0:░░░░░ ░░░&lt;br /&gt;
z -1:░░░░░░░░░&lt;br /&gt;
          A B&lt;br /&gt;
▲ : 18 ramps or impulse ramps&lt;br /&gt;
□ : pressure plate on top of tracks (triggered by minecart)&lt;br /&gt;
⌂ : forbidden minecart&lt;br /&gt;
╬ : fortification&lt;br /&gt;
_ : floor grate connected to the pressure plate&lt;br /&gt;
᎔ : hatch cover connected to the pressure plate&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The minecart containing cages should either be pushed down 18 ramps or pushed through 18 [[Minecart#Impulse_ramps|impulse ramps]] to get enough speed. When the minecart hits the forbidden one, the cages will be injected through the first fortification into chamber A-1. After that, the cages will hit the right wall and the creatures will be injected through the second fortification into chamber B-1. The chambers A and B can be extended downwards to get the cages and creatures to a lower z-level. Dwarves getting hit by cages while they are retrieving previous cages at A-0 can be avoided by using an appropriately long delay to the minecart push.&lt;br /&gt;
&lt;br /&gt;
:'''''Note''''' Some of the creatures will die, get injured, get stuck inside the second fortification, or do not get released from the cages at all.&lt;br /&gt;
&lt;br /&gt;
== Pit variations ==&lt;br /&gt;
&lt;br /&gt;
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction:&lt;br /&gt;
&lt;br /&gt;
====Long Drop====&lt;br /&gt;
&lt;br /&gt;
One of the simplest and most reliable ways of ensuring the death of non-flying creatures is a very long drop (at least 20 z-levels but deeper is better). All but the first z-level can actually be staircases as a creature which has started to fall will continue to fall unimpeded by staircases. Using up/down stairs instead of channeling significantly simplifies construction of long drops and only the first z-level need be channeled to initiate the falling.&lt;br /&gt;
&lt;br /&gt;
Consider dropping victims all the way from the surface to the magma forges for ease of smelting goblinite, such a long fall will guarantee death of the victims and the gibs can be thrown into the magma. A stockpile with give orders can be created at the impact site to help ensure gibs and things to be melted are automatically sent to the correct destinations and not for example hauled back up to surface stockpiles.&lt;br /&gt;
&lt;br /&gt;
====Drowning chamber====&lt;br /&gt;
&lt;br /&gt;
Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below.  Consider a filling and draining method using floodgates bordered by fortifications. Ensure that the hatches over the openings are permanently set to forbidden, otherwise things can and will swim back into the room above resulting in [[Losing|fun]]. Dwarves will not have an issue dumping things through the forbidden hatches. &lt;br /&gt;
&lt;br /&gt;
EX&lt;br /&gt;
&lt;br /&gt;
This is a possible drowning pit where water flows through a tunnel to the right and drains out the left.  Be sure they are hooked to separate levers, and remember the fortification keeps dead things from flowing out, not live things from swimming out.  A door along the bottom of this design allows dwarfs in to loot the spoils, and or clear out any unwanted buildup of bodies ETC.&lt;br /&gt;
&lt;br /&gt;
         ░░░░░░░░░░░░&lt;br /&gt;
         ░          ░&lt;br /&gt;
   ░░░░░░░          ░░░░░░░░&lt;br /&gt;
        FX          X       &lt;br /&gt;
   ░░░░░░░          ░░░░░░░░&lt;br /&gt;
         ░          ░&lt;br /&gt;
         ░░░░░X░░░░░░&lt;br /&gt;
             ░ ░&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X=Floodgate&lt;br /&gt;
F=Fortification&lt;br /&gt;
&lt;br /&gt;
====Lava Pool====&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.&lt;br /&gt;
&lt;br /&gt;
====Weapon Trap Hallway====&lt;br /&gt;
&lt;br /&gt;
On the level below the pit opening place weapon traps in a 1 square wide hallway. The dumped creature will run for the exit through the weapon traps until dead. You can put a cage trap at the end just in case the creature successfully escapes with his life.&lt;br /&gt;
&lt;br /&gt;
Level 1&lt;br /&gt;
             ░░░░░&lt;br /&gt;
             ░nnn░&lt;br /&gt;
       ░░░░░░░npn░&lt;br /&gt;
            cDnnn░&lt;br /&gt;
       ░░░░░░░░░░░&lt;br /&gt;
        &lt;br /&gt;
Level -1&lt;br /&gt;
             ░░░░░░░&lt;br /&gt;
             ░TTTT ░&lt;br /&gt;
             ░T░░░ ░&lt;br /&gt;
             ░T░T░ ░   &amp;lt;-- align p on Lvl 1 with center T on this level.&lt;br /&gt;
             ░TTT░ ░&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░ ░&lt;br /&gt;
         cD        ░&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
p=Pit opening&lt;br /&gt;
D=Door&lt;br /&gt;
c=cage trap&lt;br /&gt;
T=weapon trap&lt;br /&gt;
n=cage staging area&lt;br /&gt;
&lt;br /&gt;
====Empty Room====&lt;br /&gt;
&lt;br /&gt;
Leaving the room down below empty has its benefits. When your melee military has nothing better to do beating [[Cage#How_to_disarm_hostiles_in_cages|unarmed]] goblins will train fighting skills quickly. Be sure to haul off corpses before [[miasma]] begins forming. &lt;br /&gt;
If you are planning to kill your goblins by pitting them into an empty room, remember that height alone is not a reliable method of enemy disposal. Even if your empty room is 10-15 z-levels below, you will still get a high number of survivors and some will escape unharmed - especially when falling on top of enemies pitted previously.&lt;br /&gt;
&lt;br /&gt;
====Goblin Training====&lt;br /&gt;
&lt;br /&gt;
Through the use of [[trap|spike traps]], goblins can be trained in the same manner as a standard [[danger room]]. Uses for these master goblin fighters include extended target practice, an expendable military addition to be dumped on particularly nasty [[forgotten beast|forgotten beasts]], or a last resort contingency plan against non-goblin invader-induced [[fun]].&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
[[File:Pitting_room.png|thumb|Marksdwarf training room]]&lt;br /&gt;
&lt;br /&gt;
By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot.&lt;br /&gt;
&lt;br /&gt;
Remember that goblin marksmen will still be able to shoot through fortifications if they are armed sufficiently. To avoid this exclude or [[Cage#How_to_disarm_hostiles_in_cages|disarm]] them.&lt;br /&gt;
&lt;br /&gt;
Also remember that you must keep civilians out of sight of the fortifications.  Despite blocking the pathing of the hostiles, it does not prevent civilians from canceling jobs when they see the baddies through your fortifications.&lt;br /&gt;
&lt;br /&gt;
:'''''Note''''' if you use 2-wide fortifications then your marksdwarves won't fire through them unless they are journeyman or higher. You can avoid this by alternating fortifications and walls for the first layer of wall, then blocking the outer orthogonal tiles adjacent to the fortifications with walls; though you will still need to force the marksdwarves to stand adjacent to the fortifications in order for them to fire through.&lt;br /&gt;
&lt;br /&gt;
====Deportation====&lt;br /&gt;
&lt;br /&gt;
An underground pit built with access to the edge of the map can reliably convince invaders to simply leave the map of their own volition (after being relieved of their possessions). This unusually humane method works best with a drop short enough to not significantly maim and immobilize deportees, and a backup atom-smasher can deal with any stragglers. Enemies hostile to each other should not be pitted at the same time, since creatures currently in combat are less likely to wander off-map.&lt;br /&gt;
&lt;br /&gt;
====Long Term Maintenance====&lt;br /&gt;
&lt;br /&gt;
In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.&lt;br /&gt;
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If there are any creatures set to be pitted that are inaccessible (e.g, a goblin in a stockpile behind a forbidden door), the dwarves will not pit any creatures until the inaccessible creature is no longer set to be pitted.&lt;br /&gt;
[[ru:Mass pitting]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mass_pitting&amp;diff=298126</id>
		<title>Mass pitting</title>
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		<updated>2024-03-01T19:39:50Z</updated>

		<summary type="html">&lt;p&gt;Kvpuun: minecart design doesn't work properly in 50.x&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
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'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.&lt;br /&gt;
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== Mass Pitting Design ==&lt;br /&gt;
Also called the 'Mass Cage Recycling System'. Is a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.&lt;br /&gt;
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:'''''Warning:''''' There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The (''highly likely relic, per 0.47'') 0.40 behavior is still being [[DF2014_Talk:Mass pitting|investigated]]. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.&lt;br /&gt;
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=== Basic construction ===&lt;br /&gt;
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#Dig out a room and another room, The Pit, of at least the same size directly below it.&lt;br /&gt;
#In the upper room [[channel]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''.&lt;br /&gt;
#Build floor [[hatch]]es and place them over all of the openings.&lt;br /&gt;
#Mark each hatch [[forbid]]den. ''(In experiments this has been shown to help stop normal creatures in 0.40.xx from escaping.)''&lt;br /&gt;
#Place one big [[Stockpile#Animal|animal stockpile]] over the room such that every tile in the stockpile is adjacent ([[orthogonal]]ly or diagonally) to one of the hatches. Disable &amp;quot;empty cages&amp;quot; on the stockpile.&lt;br /&gt;
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.&lt;br /&gt;
#Disable all other animal stockpiles except for one empty-cage-only &amp;quot;animal&amp;quot; stockpile somewhere.&lt;br /&gt;
#See [[#Pit variations|below]] for some suggestions on what to drop your invaders into.&lt;br /&gt;
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Should end up looking something like this: &lt;br /&gt;
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{{diagram|spaces=yes|	&lt;br /&gt;
█  The Pit       Above         Designations  █&lt;br /&gt;
█  Level:        Leve2:        Leve2:        █&lt;br /&gt;
█  ╔═════════╗   ╔═════════╗   ╔═════════╗   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+.++.++.+║   ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ║+++++++++║   ║+.++.++.+║   ║s[#000][#808000]¢ss[#000][#808000]¢ss[#000][#808000]¢s║   █&lt;br /&gt;
█  ║+++++++++║   ║+++++++++║   ║sssssssss║   █&lt;br /&gt;
█  ╚═════════╝   ╚═════════╝   ╚═════════╝   █&lt;br /&gt;
█                                            █&lt;br /&gt;
█  .-channeled   s-Stockpile   [#000][#808000]¢-Hatch cover █}}&lt;br /&gt;
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The bottom room, the pit, can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling. Obviously you can scale the design with more or fewer hatch openings to get a larger or smaller stockpile area in the upper room, but a 6x9 room with 6 hatches in allows you to empty out 48 cages very quickly, without spooking dwarves, which is ample for most players - ymmv.&lt;br /&gt;
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Variations of this design exist, but they all use the same basic principle - that is, all hostiles in cages must be directly adjacent to a suitable pit. Dwarves must not be required to haul hostile creatures across any distance or else they can become startled and release the dangerous creature, then free to do as it will.&lt;br /&gt;
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=== Use ===&lt;br /&gt;
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Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.&lt;br /&gt;
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Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below, and with all cages directly adjacent to pits, creatures can be dumped in instantly without having to be led around.&lt;br /&gt;
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A mass of dwarves will pile into the room, pit the creatures at about the same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.&lt;br /&gt;
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== Alternative Minecart Design ==&lt;br /&gt;
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It is possible to automate a mass pitting system with [[minecart]]s. Minecart &amp;quot;shotgunning&amp;quot; is when a minecart traveling at significant speed encounters an obstacle and &amp;quot;launches&amp;quot; its contents. Cages which were in the minecart, and which encounter an obstacle while traveling at significant speed will similarly &amp;quot;shotgun&amp;quot; their contents, launching their inhabitants. This can empty an entire minecart full of cages simultaneously, without fear of escape. Note, however, that [[flying]] creatures may still be problematic.&lt;br /&gt;
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To do this a simple 2 stages design exists.&lt;br /&gt;
1st - shotgun cages out of a minecart&lt;br /&gt;
2nd - shotgun creatures out of the cages.&lt;br /&gt;
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===Design===&lt;br /&gt;
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{{diagram|spaces=yes|\&lt;br /&gt;
z  3:░░░░░░░░░&lt;br /&gt;
z  2:░░░░░ ╬ ░&lt;br /&gt;
z  1:▲══⌂╬ ░ ░&lt;br /&gt;
z  0:░░░░░ ░░░&lt;br /&gt;
z -1:░░░░░░░░░&lt;br /&gt;
          A B&lt;br /&gt;
▲ : 18 ramps or impulse ramps&lt;br /&gt;
⌂ : forbidden minecart&lt;br /&gt;
╬ : fortification&lt;br /&gt;
}}&lt;br /&gt;
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The minecart containing cages should either be pushed down 18 ramps or pushed through 18 [[Minecart#Impulse_ramps|impulse ramps]] to get enough speed. When the minecart hits the forbidden one, the cages will be injected through the first fortification into chamber A-1. After that, the cages will hit the right wall and the creatures will be injected through the second fortification into chamber B-1. The chambers A and B can be extended downwards to get the cages and creatures to a lower z-level.&lt;br /&gt;
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:'''''Note''''' Some of the creatures will die, get injured, get stuck inside the second fortification, or do not get released from the cages at all.&lt;br /&gt;
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== Pit variations ==&lt;br /&gt;
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After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on its construction:&lt;br /&gt;
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====Long Drop====&lt;br /&gt;
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One of the simplest and most reliable ways of ensuring the death of non-flying creatures is a very long drop (at least 20 z-levels but deeper is better). All but the first z-level can actually be staircases as a creature which has started to fall will continue to fall unimpeded by staircases. Using up/down stairs instead of channeling significantly simplifies construction of long drops and only the first z-level need be channeled to initiate the falling.&lt;br /&gt;
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Consider dropping victims all the way from the surface to the magma forges for ease of smelting goblinite, such a long fall will guarantee death of the victims and the gibs can be thrown into the magma. A stockpile with give orders can be created at the impact site to help ensure gibs and things to be melted are automatically sent to the correct destinations and not for example hauled back up to surface stockpiles.&lt;br /&gt;
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====Drowning chamber====&lt;br /&gt;
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Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below.  Consider a filling and draining method using floodgates bordered by fortifications. Ensure that the hatches over the openings are permanently set to forbidden, otherwise things can and will swim back into the room above resulting in [[Losing|fun]]. Dwarves will not have an issue dumping things through the forbidden hatches. &lt;br /&gt;
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EX&lt;br /&gt;
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This is a possible drowning pit where water flows through a tunnel to the right and drains out the left.  Be sure they are hooked to separate levers, and remember the fortification keeps dead things from flowing out, not live things from swimming out.  A door along the bottom of this design allows dwarfs in to loot the spoils, and or clear out any unwanted buildup of bodies ETC.&lt;br /&gt;
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         ░░░░░░░░░░░░&lt;br /&gt;
         ░          ░&lt;br /&gt;
   ░░░░░░░          ░░░░░░░░&lt;br /&gt;
        FX          X       &lt;br /&gt;
   ░░░░░░░          ░░░░░░░░&lt;br /&gt;
         ░          ░&lt;br /&gt;
         ░░░░░X░░░░░░&lt;br /&gt;
             ░ ░&lt;br /&gt;
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X=Floodgate&lt;br /&gt;
F=Fortification&lt;br /&gt;
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====Lava Pool====&lt;br /&gt;
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Alternatively, you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.&lt;br /&gt;
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====Weapon Trap Hallway====&lt;br /&gt;
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On the level below the pit opening place weapon traps in a 1 square wide hallway. The dumped creature will run for the exit through the weapon traps until dead. You can put a cage trap at the end just in case the creature successfully escapes with his life.&lt;br /&gt;
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Level 1&lt;br /&gt;
             ░░░░░&lt;br /&gt;
             ░nnn░&lt;br /&gt;
       ░░░░░░░npn░&lt;br /&gt;
            cDnnn░&lt;br /&gt;
       ░░░░░░░░░░░&lt;br /&gt;
        &lt;br /&gt;
Level -1&lt;br /&gt;
             ░░░░░░░&lt;br /&gt;
             ░TTTT ░&lt;br /&gt;
             ░T░░░ ░&lt;br /&gt;
             ░T░T░ ░   &amp;lt;-- align p on Lvl 1 with center T on this level.&lt;br /&gt;
             ░TTT░ ░&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░ ░&lt;br /&gt;
         cD        ░&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
p=Pit opening&lt;br /&gt;
D=Door&lt;br /&gt;
c=cage trap&lt;br /&gt;
T=weapon trap&lt;br /&gt;
n=cage staging area&lt;br /&gt;
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====Empty Room====&lt;br /&gt;
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Leaving the room down below empty has its benefits. When your melee military has nothing better to do beating [[Cage#How_to_disarm_hostiles_in_cages|unarmed]] goblins will train fighting skills quickly. Be sure to haul off corpses before [[miasma]] begins forming. &lt;br /&gt;
If you are planning to kill your goblins by pitting them into an empty room, remember that height alone is not a reliable method of enemy disposal. Even if your empty room is 10-15 z-levels below, you will still get a high number of survivors and some will escape unharmed - especially when falling on top of enemies pitted previously.&lt;br /&gt;
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====Goblin Training====&lt;br /&gt;
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Through the use of [[trap|spike traps]], goblins can be trained in the same manner as a standard [[danger room]]. Uses for these master goblin fighters include extended target practice, an expendable military addition to be dumped on particularly nasty [[forgotten beast|forgotten beasts]], or a last resort contingency plan against non-goblin invader-induced [[fun]].&lt;br /&gt;
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====Fortifications====&lt;br /&gt;
[[File:Pitting_room.png|thumb|Marksdwarf training room]]&lt;br /&gt;
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By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot.&lt;br /&gt;
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Remember that goblin marksmen will still be able to shoot through fortifications if they are armed sufficiently. To avoid this exclude or [[Cage#How_to_disarm_hostiles_in_cages|disarm]] them.&lt;br /&gt;
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Also remember that you must keep civilians out of sight of the fortifications.  Despite blocking the pathing of the hostiles, it does not prevent civilians from canceling jobs when they see the baddies through your fortifications.&lt;br /&gt;
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:'''''Note''''' if you use 2-wide fortifications then your marksdwarves won't fire through them unless they are journeyman or higher. You can avoid this by alternating fortifications and walls for the first layer of wall, then blocking the outer orthogonal tiles adjacent to the fortifications with walls; though you will still need to force the marksdwarves to stand adjacent to the fortifications in order for them to fire through.&lt;br /&gt;
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====Deportation====&lt;br /&gt;
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An underground pit built with access to the edge of the map can reliably convince invaders to simply leave the map of their own volition (after being relieved of their possessions). This unusually humane method works best with a drop short enough to not significantly maim and immobilize deportees, and a backup atom-smasher can deal with any stragglers. Enemies hostile to each other should not be pitted at the same time, since creatures currently in combat are less likely to wander off-map.&lt;br /&gt;
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====Long Term Maintenance====&lt;br /&gt;
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In order to protect frame rate, spread of miasma if you are using this for melee training, gather any remaining loot that was not removed before pitting the creatures, or simply a desire for fortress cleanliness, you can make a bridge as part or all of one wall to the pit.  When retracted it acts as a wall and removes any danger of escaping prisoners, but when all are dead or sufficient military is waiting, you may lower this to retrieve any bodies or valuables. If you do not like having a pit unavailable during this time, you may consider building a second to alternate uses between which one is being filled and which one is being emptied.&lt;br /&gt;
Another alternative is to build a raising (instead of a retracting) bridge and use it to atomize all of the miasma producing corpses instead of hauling them topside.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* If there are any creatures set to be pitted that are inaccessible (e.g, a goblin in a stockpile behind a forbidden door), the dwarves will not pit any creatures until the inaccessible creature is no longer set to be pitted.&lt;br /&gt;
[[ru:Mass pitting]]&lt;/div&gt;</summary>
		<author><name>Kvpuun</name></author>
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