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	<updated>2026-04-09T04:08:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Civilization&amp;diff=36891</id>
		<title>40d Talk:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Civilization&amp;diff=36891"/>
		<updated>2009-05-10T04:57:53Z</updated>

		<summary type="html">&lt;p&gt;Ryalseth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: it seems as if removing any one of these completely (just deleting their entry from the entity_ raw) will cause infinite map rejects; the world generation seems to require (at least?) one of each category. --[[User:Nunix|Nunix]] 17:50, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am using small worlds (33x33) for experimenting and the dwarven civ often doesn't have any &amp;quot;leaders&amp;quot; thus no kings - how would a game play out on such a world? Obviously you dont get a liaison, but what about nobles/king? Is there a way to determine if a king is present from the world map alone? Or how &amp;quot;big&amp;quot; a dwarven civ is or smth like that? Could the world even evolve while you play and &amp;quot;produce&amp;quot; a king? --[[User:Koltom|Koltom]] 23:05, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, yes (or, at least, how many settlements, those of the selected civ show up in blue), no. [[User:Random832|Random832]] 11:25, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So, I've noticed several instances of Evil Dwarf Kingdoms, has anyone else?--[[User:Loganis|Loganis]] 02:24, 12 November 2008 (EST)&lt;br /&gt;
:When a settlement of another race is captured, it doesn't change the settlement type on the map even though it does note the race change. This can produce 'Dark Dwarven Fortresses' or even 'Forest Retreats'. The conquering civilization must be able to survive in the terrain type being captured, so you won't see elves leaving the forests or humans heading into mountain ranges. However, since forests can be converted into grasslands, humans seem to enjoy conquering elves and getting them to become pikemasters, wear chainmail, and assume leadership of their towns.--[[User:Navian|Navian]] 02:36, 12 November 2008 (EST)&lt;br /&gt;
::Humans actually do have [TOLERATES_SITE:CAVE_DETAILED], so arguably it's intended to be possible for them to have mountain halls. I have not seen this, though (note that any world where dwarves tend to get conquered in worldgen will tend to get rejected, so we'll generally only be seeing worlds where it doesn't happen for whatever reason)&lt;br /&gt;
:::Humans could only move into mountain halls that aren't in the mountains. I've never seen this happen, and I'm not sure it's possible - it seems to be that entities can only found sites at their most preferred location, otherwise we'd have at least some towns in forests. Humans can likely settle any forest retreat they conquer though, and elves can likely conquer and settle any town in a region tile with a river or lake. Dwarves can conquer both sites, except for towns in ocean, lake, wetland or desert biomes - the last two seem hypothetical. [[User:Ryalseth|Ryalseth]] 04:57, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got contact with two different human civilizations.  I've also noticed two goblin ambush parties that were led by a human (with lots of bone accessories like rings and bracelets).  Has Toady made it so more civilizations can raid you?  What this game really needs as part of the war arc is a decent diplomacy interface so you can make peace with various civs and get them to send trade caravans (or add a trade arc where you can send your own!). --[[User:Squirrelloid|Squirrelloid]] 09:27, 24 November 2008 (EST)&lt;br /&gt;
:Children goblins kidnap will join goblin forces for ambushes and sieges when they grow up. Since they are bigger and tougher then goblins, they will likely end-up being squad leaders. [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 24 November 2008 (EST)&lt;br /&gt;
::That doesn't explain why I have contact with a second human civilization - unless said humans still retain their civilization membership and thus I count as having contacted it?  Weird... --[[User:Squirrelloid|Squirrelloid]] 12:42, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==unknown civilizations==&lt;br /&gt;
I just looked at the entry for one of my hammerdwarf champions. She's apparently the enemy of three civilizations, one of which is the local goblin civ. and the other two, the &amp;quot;Nightmares of Crystal&amp;quot; and the &amp;quot;Doctrines of Guarding&amp;quot;, I've never heard of before. Any idea who these guys are and why they don't show up on my civilizations menu?--[[User:Pyrite|Pyrite]] 03:20, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It seems likely that you only get civs in your menu that that have actually made an appearance in your local area. So they exist somewhere in the world (legends mode might tell you, depending on how you've set it) but they've not attacked you or otherwise arrived in your fortress.--[[User:Quil|Quil]] 06:30, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::So my hammerdwarf, having heard of these civilizations, just decided on her own &amp;quot;I hate those guys.&amp;quot;?--[[User:Pyrite|Pyrite]] 17:10, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not per se. It seems that civs communicate who they like and dislike to other civs somehow, and becoming an enemy of one can provoke its friends to become your enemy. For example, I attacked a goblin civ in adventurer mode, and a study of my post-mortem chronicles in legends mode showed that virtually every goblin civ in the world became my enemy at that same time. Not sure about the precise mechanics, though.--[[User:Quil|Quil]] 17:59, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The Fortress is at war with Eurasia. The Fortress has always been at war with Eurasia. Anyone saying otherwise is DoublePlusUnGood -[[User:Fuzzy|Fuzzy]] 18:03, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Looking at my whole military, and comparing their kill records, it seems only the ones with long lists of goblin kills are enemies of any of them, but about half of those are enemies of all three. does this have any game effect? If I were to somehow make peace with one of these civs, would these dwarfs get bad thoughts on seeing them in my fort?--[[User:Pyrite|Pyrite]] 18:43, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::From my experiences in adventurer mode, they would psychotically chase after them and murder them all, assuming they remained hostile. It seems, however, that if it says X is an enemy of Y, it's less X hating Y and more Y hating X. So if you made peace with them, your soldiers would lose their &amp;quot;enemy of X&amp;quot; entries. This is all conjecture on my part from observation though, so it's really a question that wants posing to Toady.--[[User:Quil|Quil]] 18:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:To add my own Adventure experience to the list: I would say that one of the three is the actual Civilization, while all other concurrent enemy declarations is actually a site. It seemed to me that if you attack a goblin in a site, you'll become the enemy of the site. If you kill a goblin, and/or attack a leader, you'll be the enemy of that entire civilization. Note that this was based on one uber-Adventurer, so I probably got something wrong there. In particular support of this is that you've only got one Civ on your {{k|c}}iv screen, but have those extra entries, because they're actually sites. Against it, is that that particular dwarf could have independently run across those two other Civs prior to migrating. But that seems more unlikely to me. --[[User:N9103|Edward]] 22:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, I have seemed to find a few civ symbols not listed on this article, unless the region symbols are the only ones listed. With my not being a master at decoding hyroglyphs, I will have to use vague terms. The first I noticed was a fancy yellow lowercased u (elven?), and the second is gray circles. On a different note, reporting bb dayorder doubleplusungood refs war rewrite Eastasia. rewrite fullwise unperson fuzzy.&lt;br /&gt;
&lt;br /&gt;
== Offerings to and exports from hostile nations ==&lt;br /&gt;
&lt;br /&gt;
On a whim I checked what I'd imported from the local goblins and kobolds, and found these amusing tidbits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Chrinkis, &amp;quot;Chrinkis&amp;quot;, Kobold&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Exports to Fomireola [my fortress]: Petty Annoyance&lt;br /&gt;
&amp;lt;br /&amp;gt;Offerings from Fomireola: Death&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;Ustöspsong, &amp;quot;The Incidental Scourge&amp;quot;, Goblin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Exports to Fomireola: Terror&lt;br /&gt;
&amp;lt;br /&amp;gt;Offerings from Fomireola: Vengeance&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm curious... are the exports and offerings the same from all kobold and goblin civs, or does it vary somehow? You can check these stats by going to the View Civilizations menu, selecting a civ, and pressing tab.--[[User:Quil|Quil]] 06:41, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never seen anything other than those relations for goblins and kobolds in my fortresses, so I think it's probably semi-hardcoded. --[[User:N9103|Edward]] 22:10, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen the same remarks from Goblin and Kobold civs on multiple occasion. Does anything special show up for hostile elves or humans? --[[User:Bilkinson|Bilkinson]] 09:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Good question. Time to annoy some &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; Elves.--[[User:Quil|Quil]] 11:24, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::My current fortress started as enemies with the Elves, for some reason - they ambushed me in my second spring. Currently they export Terror to me and receive Vengeance. For completeness, the local kobolds export petty annoyance to me and receive death. [[User:MooUK|MooUK]] 06:51, 22 February 2009 (EST)&lt;br /&gt;
:Same. --[[User:Zchris13|Zchris13]] 20:53, 24 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Ryalseth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1475</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1475"/>
		<updated>2009-05-10T04:24:39Z</updated>

		<summary type="html">&lt;p&gt;Ryalseth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like pump out a hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will turn into ice when the environment allows it. In some biomes, water will freeze only during the winter. Other biomes the water will always be frozen in all seasons.&lt;br /&gt;
&lt;br /&gt;
*Water will not freeze if it is in a dark-subterranean tile. &lt;br /&gt;
**The exception to this is in extremely cold biomes such as [[glacier|glaciers]], where some ice may exist underground - water that passes through the frozen areas will freeze, even if the adjacent ice is mined away.&lt;br /&gt;
*Ice can also be melted using magma.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Ryalseth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1474</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1474"/>
		<updated>2009-05-10T04:24:00Z</updated>

		<summary type="html">&lt;p&gt;Ryalseth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like pump out a hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will turn into ice when the environment allows it. In some biomes, water will freeze only during the winter. Other biomes the water will always be frozen in all seasons.&lt;br /&gt;
&lt;br /&gt;
*Water will not freeze if it is in a dark-subterranean tile. &lt;br /&gt;
**The exception to this is in extremely cold biomes such as [[glaciers]], where some ice may exist underground - water that passes through the frozen areas will freeze, even if the adjacent ice is mined away.&lt;br /&gt;
*Ice can also be melted using magma.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Ryalseth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18845</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18845"/>
		<updated>2009-05-07T00:07:15Z</updated>

		<summary type="html">&lt;p&gt;Ryalseth: Some tinkering with raw files showed the commonality of garments determines whether they may be crafted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Most civilians will not wear armor other than clothing. [[Hunter]]s are the only exception.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size and Permit===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&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).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
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Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
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== Shields and Bucklers ==&lt;br /&gt;
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Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
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Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
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== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves.  They will, however, switch to a &amp;quot;better&amp;quot; material if it changes the level (such as metal helms being chain while bone helms are leather) whether you like it or not.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
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[[Category:Armor| ]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Ryalseth</name></author>
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