https://dwarffortresswiki.org/api.php?action=feedcontributions&user=108.85.152.134&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T07:29:19ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Necromancer&diff=258372DF2014 Talk:Necromancer2021-07-21T13:52:03Z<p>108.85.152.134: removed {{np}}</p>
<hr />
<div>Can forces give slab like deities and supernatural creatures? --[[Special:Contributions/213.111.231.39|213.111.231.39]] 17:03, 26 April 2019 (UTC)<br />
:No, because the slab giver must have a [[sphere]] of death, and forces always have only nature-related spheres. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 21:27, 26 April 2019 (UTC)?<br />
::What if add sphere to entity? Will entity worship force of death? --[[Special:Contributions/213.111.231.39|213.111.231.39]] 04:29, 27 April 2019 (UTC)<br />
Ghost of necromancer can raise corpses?<br />
<br />
==Sneaking into towers==<br />
This article claims "sneaking in the current version basically makes you invisible. However, that claim was made in 2013. Does this still apply, or should it be edited out? The sentence also breaks rule T, but that is less serious. -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 20:40, 21 December 2019 (UTC)<br />
<br />
== Raised ghost ==<br />
<br />
I know - this is possible. Game just not generate interactions in current version. I need code of this interactions, even if this feature work bugged. Non-generated ultimate necromancer secret must have fullest arsenal of powers.<br />
<br />
== Necromancer as migrant ==<br />
<br />
I just received a necromancer as migrant... let's see how much fun that is.<br />
[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 19:39, 16 May 2020 (UTC)</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Scamps/raw&diff=258361Scamps/raw2021-07-19T01:48:17Z<p>108.85.152.134: </p>
<hr />
<div>{{raw header}}<onlyinclude><br />
[CREATURE:SCAMPS]<br />
[DESCRIPTION:A small mammalian carnivore. It is the pet of Toady One.]<br />
[NAME:Scamps:Scamps:cat]<br />
[CASTE_NAME:Scamps:Scamps:cat]<br />
[CREATURE_TILE:'c'][COLOR:0:0:1]<br />
[LARGE_ROAMING]<br />
[AT_PEACE_WITH_WILDLIFE]<br />
[HUNTS_VERMIN]<br />
[RETURNS_VERMIN_KILLS_TO_OWNER]<br />
[ADOPTS_OWNER]<br />
[PETVALUE:50]<br />
[NOT_BUTCHERABLE]<br />
[CARNIVORE][NATURAL][PET]<br />
[COMMON_DOMESTIC][BENIGN]<br />
[CURIOUSBEAST_ITEM]<br />
[BUILDINGDESTROYER:2]<br />
[PREFSTRING:legendary owner]<br />
[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]<br />
[BODYGLOSS:PAW]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:500]<br />
[BODY_SIZE:1:0:1500]<br />
[BODY_SIZE:2:0:2500]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:10:20]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[CHILD:1][GENERAL_CHILD_NAME:scampling:scamplings]<br />
[DIURNAL]<br />
[HOMEOTHERM:10070]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]<br />
[TL_COLOR_MODIFIER:SLATE_GRAY:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:ears:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[TL_COLOR_MODIFIER:SLATE_GRAY:1]<br />
[TLCM_NOUN:head:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE5:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE5:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:front paws:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:rear paws:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:SLATE_GRAY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:eyes:PLURAL]<br />
[CAN_DO_INTERACTION:CLEANING]<br />
[CDI:ADV_NAME:Clean]<br />
[CDI:USAGE_HINT:CLEAN_SELF]<br />
[CDI:USAGE_HINT:CLEAN_FRIEND]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]<br />
[CDI:VERB:lick:licks:lick each other]<br />
[CDI:CAN_BE_MUTUAL]<br />
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]<br />
[CDI:TARGET_RANGE:A:1]<br />
[CDI:MAX_TARGET_NUMBER:A:1]<br />
[CDI:WAIT_PERIOD:10]<br />
[CAN_DO_INTERACTION:BP_BUMP]<br />
[CDI:ADV_NAME:Head bump]<br />
[CDI:USAGE_HINT:GREETING]<br />
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]<br />
[CDI:VERB:head-bump:head-bumps:bump heads]<br />
[CDI:CAN_BE_MUTUAL]<br />
[CDI:TARGET:A:SELF_ONLY]<br />
[CDI:TARGET:B:TOUCHABLE]<br />
[CDI:TARGET_RANGE:B:1]<br />
[CDI:MAX_TARGET_NUMBER:B:1]<br />
[CDI:WAIT_PERIOD:20]<br />
</onlyinclude>{{raw footer|Creature}}</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Gait&diff=258337Gait2021-07-17T14:12:33Z<p>108.85.152.134: Fixed link to SWIMS_LEARNED token</p>
<hr />
<div>{{quality|Fine}}{{av}}<br />
<br />
A '''gait''' is a mode of movement which a creature can use. In real life, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including swimming, flying, and climbing.<br />
<br />
== Gait Types ==<br />
<br />
There are 5 different types of gaits: walking, crawling, climbing, swimming, and flying.<br />
<br />
* Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their [[Body_token#STANCE|[STANCE]]] body parts, e.g. legs, intact and working. They can be used to move across flat ground, and go up and down ramps and stairs.<br />
<br />
* Crawling gaits are like walking gaits, except that they require neither standing up nor [STANCE] body parts. They are much slower than walking gaits. Please note that an uninjured, slithering snake is considered to be using a walking gait, not a crawling gait: its body is its [STANCE] body part. If a snake is injured in the body, it will revert to a crawling gait.<br />
<br />
* Climbing gaits are used for moving up and down vertical surfaces, such as trees or walls, as well as for moving horizontally while supporting oneself against a vertical surface. In order to climb, a creature needs intact body parts to climb with: [[Body_token#GRASP|[GRASP]]] body parts by default, or [STANCE] body parts if the creature has the [[Creature_token#STANCE_CLIMBER|[STANCE_CLIMBER]]] token. Stance climbers include cats and giant cave spiders.<br />
<br />
* Swimming gaits are used for moving in the water. In order to swim, a creature needs either the [[Creature_token#SWIMS_INNATE|[SWIMS_INNATE]]] tag, or [[Creature_token#SWIMS_LEARNED|[SWIMS_LEARNED]]], [[Creature_token#CAN_LEARN|[CAN_LEARN]]] and skill in swimming.<br />
<br />
* Flying gaits are used for moving in the air. In order to fly, a creature needs the [[Creature_token#FLIER|[FLIER]]] tag, and for enough of its body parts tagged [[Body_token#FLIER|[FLIER]]] (e.g. wings) to be intact, if applicable. Flying does not require a minimum speed to stay airborne, and turning while flying is no more difficult than turning while walking.<br />
<br />
== Speed ==<br />
<br />
Gait speeds are expressed in [[time|tick]]s/100 tiles. This means that "larger" speeds are '''slower''' than "smaller" speeds. Currently, the maximum allowed speed is 100 ticks/100 tiles, or 1 tick per tile.<br />
<br />
The speeds of each gait are only a baseline for how fast a creature of that species will move. In practice, speed can also be affected by factors such as what a creature is wearing or carrying, as well as its [[skills]], [[attributes]], and even its [[personality]]{{verify}}.<br />
<br />
Here are some speeds for reference.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Gait Speed !! kph !! mph !! Example<br />
|-<br />
| 8775 || 1 || 0.6 || average [[giant earthworm]]'s top speed<br />
|-<br />
| 6561 || 1.3 || 0.8 || normal [[human]]/[[goblin]] climbing speed<br />
|-<br />
| 5951 || 1.5 || 0.9 || normal [[dwarf|dwarven]] climbing speed<br />
|-<br />
| 3512 || 2.5 || 1.5 || normal [[kobold]] climbing speed<br />
|-<br />
| 2206 || 4 || 2.5 || normal [[elf|elven]] climbing speed<br />
|-<br />
| 1422 || 6.2 || 3.9 || normal [[ogre]] walking speed<br />
|-<br />
| 900 || 9.6 || 6 || normal walking speed<br />
|-<br />
| 488 || 18 || 11 || average ogre's top speed<br />
|-<br />
| 439 || 20 || 12 || average [[troll]]'s top speed<br />
|-<br />
| 351 || 25 || 16 || average [[dragon]]'s top speed<br />
|- <br />
| 293 || 30 || 19 || average dwarf's top speed<br />
|-<br />
| 293 || 30 || 19 || average [[giant cave spider]]'s top running '''and climbing''' speed<br />
|-<br />
| 251 || 35 || 22 || average kobold's top speed<br />
|-<br />
| 225 || 39 || 24 || average human's/goblin's top speed<br />
|-<br />
| 219 || 40 || 25 || average [[bronze colossus]]'s top speed<br />
|-<br />
| 214 || 41 || 25 || average elf's top speed<br />
|-<br />
| 195 || 45 || 28 || average [[beak dog]]'s top speed<br />
|-<br />
| 183 || 48 || 30 || average [[cat]]'s top speed<br />
|-<br />
| 176 || 50 || 31 || average [[roc]]'s top speed<br />
|-<br />
| 157 || 56 || 35 || average [[gibbon]]'s top climbing speed<br />
|-<br />
| 149 || 59 || 37 || average [[dog]]'s top speed<br />
|-<br />
| 125 || 70 || 43 || average [[horse]]'s top speed<br />
|-<br />
| 109 || 80 || 50 || average [[gazelle]]'s top speed<br />
|-<br />
| 100 || 87 || 54 || maximum allowed gait speed<br />
|}<br />
<br />
== Standard Gaits ==<br />
<br />
The vast majority of standard DF creatures use predefined gait patterns. While their gaits vary in speed from type to type and from creature to creature, the gaits' relations to each other are mostly uniform.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Relative Gait !! Gait Names !! Gait Types !! Build-up !! Turning !! Speed Affected by Physique !! Slowed by Stealth !! Energy Drain<br />
|-<br />
| Fastest <br />
|| <br />
Sprint<br />
<br />
Gallop<br />
<br />
Fastest&nbsp;Walk<br />
<br />
Scramble<br />
<br />
Maximum&nbsp;Swim&nbsp;Speed<br />
<br />
Scramble<br />
<br />
Maximum&nbsp;Flight&nbsp;Speed<br />
<br />
Scramble <br />
|| <br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| 10, from a start speed of Fast || No || Yes || 50 || 50<br />
|-<br />
| Faster || <br />
Run<br />
<br />
Canter<br />
<br />
Faster&nbsp;Walk<br />
<br />
Faster&nbsp;Climb<br />
<br />
Faster&nbsp;Swim<br />
<br />
Faster&nbsp;Crawl<br />
<br />
Faster&nbsp;Flight<br />
<br />
Faster&nbsp;Crawl<br />
||<br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| 5, from a start speed of Fast || No || Yes || 20 || 10<br />
|-<br />
| Fast ||<br />
Jog<br />
<br />
Trot<br />
<br />
Fast&nbsp;Walk<br />
<br />
Fast&nbsp;Climb<br />
<br />
Fast&nbsp;Swim<br />
<br />
Fast&nbsp;Crawl<br />
<br />
Fast&nbsp;Flight<br />
<br />
Fast&nbsp;Crawl<br />
||<br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| No || Yes || Yes || 10 || 5<br />
|-<br />
| Normal <br />
|| <br />
Walk<br />
<br />
Walk<br />
<br />
Walk<br />
<br />
Climb<br />
<br />
Swim<br />
<br />
Crawl<br />
<br />
Fly<br />
<br />
Crawl<br />
|| <br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| No || Yes || No || No || 0<br />
|-<br />
| Slow <br />
|| <br />
Stroll<br />
<br />
Stroll<br />
<br />
Slow&nbsp;Walk<br />
<br />
Slow&nbsp;Climb<br />
<br />
Slow&nbsp;Swim<br />
<br />
Slow&nbsp;Crawl<br />
<br />
Slow&nbsp;Fly<br />
<br />
Slow&nbsp;Crawl<br />
|| <br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| No || Yes || No || No || 0<br />
|-<br />
| Slowest <br />
|| <br />
Creep<br />
<br />
Creep<br />
<br />
Slowest&nbsp;Walk<br />
<br />
Creep<br />
<br />
Creeping&nbsp;Swim<br />
<br />
Creep<br />
<br />
Hover<br />
<br />
Creep<br />
|| <br />
WALK&nbsp;(biped)<br />
<br />
WALK&nbsp;(quadruped)<br />
<br />
WALK&nbsp;(general)<br />
<br />
CLIMB<br />
<br />
SWIM<br />
<br />
CRAWL<br />
<br />
FLY<br />
<br />
WALK&nbsp;(no&nbsp;legs) <br />
|| No || Yes || No || No || 0<br />
|}<br />
<br />
== Gaits and Modding ==<br />
<br />
In the vanilla game, gait templates are specified as creature variations in the c_variation_default.txt raw file. These standard templates, each pertaining to a specific [[Gait#Gait_Types|gait type]], contain 6 individual gaits which detail the different movement speeds available for that gait type.<br />
<br />
A better understanding of how creature gaits work can be found under [CREATURE_VARIATION:STANDARD_BIPED_GAITS] (in c_variation_default.txt), where brief information pertaining to their syntax is found. <br />
<br />
To specify one of these predefined gaits, the tag [APPLY_CREATURE_VARIATION] should be used. Within this token, specify the desired gait template, and include maximum [[Gait#speed|speed]] values (which will be inserted into the template in place of its ARG1, ARG2, etc tokens, where the first value specified replaces ARG1) in this order:<br><br />
normal:fast:faster:fastest:slow:slower<br />
<br />
Example, taken from the dwarf: <br />
<br />
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]<br />
<br />
where the speeds are: "walk:jog:run:sprint:stroll:creep". Sprint and run start at jog's max speed and gradually build up to their own, whereas the rest start off at max immediately.<br />
<br />
Of course, it's entirely possible to write your own custom gait templates. Note that it isn't necessary to strictly mimic the predefined gaits; your templates can contain any number and mixture of individual gaits (including those of different gait types), and you can place argument tags (ARG1, ARG2, etc) wherever you want to. It's also possible to do away with templates altogether and build up gaits from scratch within an individual creature's raw definition, if you're so inclined. See [[Creature_token#GAIT|GAIT]] for more information.<br />
<br />
{{Category|Game mechanics}}<br />
[[ru:Gait]]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Armor&diff=258297Armor2021-07-07T15:07:09Z<p>108.85.152.134: /* Equipment process example */</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
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.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
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.<br />
<br />
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.<br />
<br />
=== Types of armor ===<br />
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 [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". 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.<br />
<br />
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. 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 wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)<br />
<br />
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.<br />
<br />
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as "leather armor" (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.<br />
<br />
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 "chain" 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 destroy with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat skill|armor users]]".<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his 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, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">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!</span>, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
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.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
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 the 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.<br />
<br />
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.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[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).<br />
* [[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.<br />
:* [[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.<br />
* [[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.<br />
* [[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?<br />
* [[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.<br />
<br />
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].<br />
<br />
[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.<br />
<br />
=== Quality and strange moods ===<br />
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.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow 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.<br />
<br />
=== Mechanics ===<br />
There is no hard difference 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]], and only non-clothing garments increase the armor user skill.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less armor than more armor because armor 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 weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
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.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique*<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[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).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", 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.<br />
<br />
==Equipping clothing==<br />
<br />
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.<br />
<br />
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.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''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]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*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}}.<br />
:*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.<br />
:*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.<br />
:*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.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
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''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:1em;"|Size<br />
!style="border:1px #AAA solid;padding:1em;"|Total Size*<br />
!style="border:1px #AAA solid;padding:1em;"|Permit<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
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.<br />
<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on 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. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
<br />
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.<br />
<br />
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.<br />
<br />
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:<br />
* 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.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
6 × hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
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).<br />
<br />
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.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
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.<br />
<br />
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:<br />
<br />
:'''[UBSTEP]'''<br />
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.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
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.<br /><br />
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.<br />
<br />
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).<br />
<br />
:'''[LBSTEP]'''<br />
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.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
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.<br />
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.<br />
<br />
:'''[UPSTEP]'''<br />
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.<br />
<br />
Low boots literally only cover the foot.<br /><br />
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.<br />
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.<br />
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.<br />
<br />
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.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.<br />
<br />
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. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (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.<br />
<br />
== Bugs ==<br />
In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Armor&diff=258296Armor2021-07-07T14:51:18Z<p>108.85.152.134: Undo revision 258295 by 108.85.152.134 (talk)</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
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.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
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.<br />
<br />
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.<br />
<br />
=== Types of armor ===<br />
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 [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". 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.<br />
<br />
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. 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 wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)<br />
<br />
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.<br />
<br />
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as "leather armor" (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.<br />
<br />
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 "chain" 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 destroy with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat skill|armor users]]".<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his 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, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">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!</span>, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
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.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
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 the 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.<br />
<br />
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.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[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).<br />
* [[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.<br />
:* [[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.<br />
* [[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.<br />
* [[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?<br />
* [[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.<br />
<br />
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].<br />
<br />
[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.<br />
<br />
=== Quality and strange moods ===<br />
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.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow 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.<br />
<br />
=== Mechanics ===<br />
There is no hard difference 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]], and only non-clothing garments increase the armor user skill.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less armor than more armor because armor 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 weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
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.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique*<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[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).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", 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.<br />
<br />
==Equipping clothing==<br />
<br />
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.<br />
<br />
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.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''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]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*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}}.<br />
:*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.<br />
:*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.<br />
:*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.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
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''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:0.2em;"|Size<br />
!style="border:1px #AAA solid;padding:0.2em;"|Permit<br />
!style="border:1px #AAA solid;padding:0.2em;"|Total Size*<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
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.<br />
<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on 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. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
<br />
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.<br />
<br />
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.<br />
<br />
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:<br />
* 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.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
6 × hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
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).<br />
<br />
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.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
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.<br />
<br />
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:<br />
<br />
:'''[UBSTEP]'''<br />
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.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
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.<br /><br />
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.<br />
<br />
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).<br />
<br />
:'''[LBSTEP]'''<br />
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.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
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.<br />
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.<br />
<br />
:'''[UPSTEP]'''<br />
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.<br />
<br />
Low boots literally only cover the foot.<br /><br />
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.<br />
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.<br />
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.<br />
<br />
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.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.<br />
<br />
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. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (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.<br />
<br />
== Bugs ==<br />
In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Armor&diff=258295Armor2021-07-07T14:50:44Z<p>108.85.152.134: /* Equipment process example */</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. <br />
<br />
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)<br />
<br />
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.<br />
<br />
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.<br />
<br />
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.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
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.<br />
<br />
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.<br />
<br />
=== Types of armor ===<br />
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 [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". 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.<br />
<br />
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. 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 wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).<br />
<br />
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)<br />
<br />
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.<br />
<br />
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as "leather armor" (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.<br />
<br />
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 "chain" 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 destroy with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.<br />
<br />
==== By location ====<br />
Though all clothes can protect from damage, a "complete" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of leather or chain<br />
|Low boots (feet)<br />
|Buckler<br />
|-<br />
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)<br> <br />
and/or </br>'''Breastplate''' (upper body + lower body only)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|}<br />
<br />
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat skill|armor users]]".<br />
<br />
Note that if a mail shirt is combined with high boots, explicit "leg" covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his 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, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;">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!</span>, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
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.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{| class="wikitable"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
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 the 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.<br />
<br />
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.<br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{| class="wikitable"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.<br />
* [[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).<br />
* [[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.<br />
:* [[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.<br />
* [[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.<br />
* [[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?<br />
* [[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.<br />
<br />
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].<br />
<br />
[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.<br />
<br />
=== Quality and strange moods ===<br />
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.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow 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.<br />
<br />
=== Mechanics ===<br />
There is no hard difference 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]], and only non-clothing garments increase the armor user skill.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
=== Encumbrance ===<br />
Sometimes, it is better to wear less armor than more armor because armor 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 weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
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.<br />
<br />
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.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
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.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Backpack<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Quiver<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|>300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Flask<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|Unique*<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[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).<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
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.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor and adding an adjective ("bulging", "segmented", "rounded", 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.<br />
<br />
==Equipping clothing==<br />
<br />
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.<br />
<br />
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.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''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]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.<br />
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*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}}.<br />
:*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.<br />
:*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.<br />
:*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.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
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''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:0.2em;"|Size<br />
!style="border:1px #AAA solid;padding:0.2em;"|Permit<br />
!style="border:1px #AAA solid;padding:0.2em;"|Total Size*<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|}<br />
<br />
* * = Total Size includes the size of all equipped items but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. <br />
<br />
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.<br />
<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on 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. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit, and Layering===<br />
<br />
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.<br />
<br />
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.<br />
<br />
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:<br />
* 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.<br />
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:<br />
<br />
'''Armor'''<br/><br />
3 × mail shirts<br /><br />
1 × breastplate<br /><br />
6 × cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 × dress<br/><br />
3 × robe<br/><br />
3 × cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 × long skirts<br /><br />
1 × greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 × trousers<br /><br />
1 × greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 × trousers<br /><br />
1 × leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 × helm<br /><br />
6 × hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 × pairs of gauntlets<br /><br />
1 × pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 × pairs of gloves<br /><br />
1 × pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 × pairs of chausses<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 × pairs of socks<br /><br />
1 × pairs of shoes<br />
<br />
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).<br />
<br />
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.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
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.<br />
<br />
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:<br />
<br />
:'''[UBSTEP]'''<br />
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.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.<br />
<br />
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.<br /><br />
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.<br />
<br />
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).<br />
<br />
:'''[LBSTEP]'''<br />
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.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
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.<br />
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.<br />
<br />
:'''[UPSTEP]'''<br />
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.<br />
<br />
Low boots literally only cover the foot.<br /><br />
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.<br />
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.<br />
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.<br />
<br />
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.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.<br />
<br />
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. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and "one only" (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.<br />
<br />
== Bugs ==<br />
In fortress mode, it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Exploit&diff=258288Exploit2021-07-06T21:03:43Z<p>108.85.152.134: /* Infinite drink */</p>
<hr />
<div>{{Quality|Superior|05:12, 17 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.<br />
<br />
= Fortress mode exploits =<br />
<br />
== Atom smasher ==<br />
{{main|Dwarven atom smasher}}<br />
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:<br />
<br />
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.<br />
* [[Contaminant]]s are unaffected.<br />
* Smashing a bag of something will destroy the bag, but spill its contents.<br />
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be "hidden" and inaccessible for the rest of the playthrough. See the main article for further details.<br />
<br />
==Manager exercise program==<br />
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.<br />
<br />
==Merchant swindles==<br />
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.<br />
<br />
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.<br />
<br />
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.<br />
<br />
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.<br />
<br />
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.<br />
<br />
== Quantum stockpiles ==<br />
{{main|Quantum stockpile}}<br />
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].<br />
<br />
== Building destroyer door ==<br />
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}<br />
<br />
== HFS's back door ==<br />
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}<br />
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.<br />
<br />
== Forgotten beast zoo ==<br />
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.<br />
<br />
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. <br />
<br />
== Dwarven water reactor ==<br />
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}<br />
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.<br />
<br />
== And we'll throw in the barrel or bag for free ==<br />
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.<br />
<br />
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.<br />
<br />
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.<br />
<br />
== Infinite metal ==<br />
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.<br />
<br />
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. <br />
<br />
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.<br />
<br />
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.<br />
<br />
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.<br />
<br />
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.<br />
<br />
== Quick trade goods ==<br />
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand. Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay that traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. <br />
<br />
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)<br />
<br />
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.<br />
<br />
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.<br />
<br />
== Silk farm ==<br />
{{main|Silk farming}}<br />
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a "bait" creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the "bait" by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.<br />
<br />
== Dwarven road-dar ==<br />
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!<br />
<br />
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].<br />
<br />
== Danger room ==<br />
{{Main|Danger room}}<br />
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these "attacks", gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Coinstar room ==<br />
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}<br />
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Wildlife control ==<br />
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.<br />
<br />
== Portable drain ==<br />
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. <br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])<br />
<br />
== Dwarven rocket elevator ==<br />
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].<br />
<br />
<br />
== Infinite layer stone without magma ==<br />
<br />
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:<br />
<br />
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)<br />
<br />
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.<br />
<br />
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.<br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])<br />
<br />
= Adventure mode exploits =<br />
<br />
== Urist McAdventurer the shield-wall ==<br />
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.<br />
<br />
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.<br />
<br />
== Infinite drink ==<br />
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.<br />
<br />
One can make a potable pool of water by emptying a waterskin containing saltwater.<br />
<br />
== Backpack of holding ==<br />
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.<br />
<br />
{{Category|Game}}<br />
[[ru:Exploit]]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Minotaur&diff=258279DF2014 Talk:Minotaur2021-07-06T01:57:58Z<p>108.85.152.134: </p>
<hr />
<div>== Megabist attack bug ==<br />
<br />
I make small mod with playable minotaur entity. Embark with trolls, gremlins and snakes (for milking venom). Set gremlins to hunt (with poisoned blowdarts). Set trolls to military. Some trolls and gremlins are dead. This is megabist bug or they dead different ways? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:213.111.231.39|213.111.231.39]]</small><br />
:This is a known bug.{{bug|10731}} Megabeasts and military are currently hostile to each other regardless of circumstances. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 20:34, 12 April 2019 (UTC)<br />
::Even to other military megabeasts? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:213.111.231.39|213.111.231.39]]</small><br />
:::You have some minotaur citizens, add them to military and test it yourself. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 22:44, 12 April 2019 (UTC)<br />
<br />
== Additional Dialogue in Adventure Mode ==<br />
<br />
After damaging a minotaur, I demanded it to yield. Interestingly, the minotaur responded as follows: "You first, coward!" Should this be added to the main page? [[Special:Contributions/108.85.152.134|108.85.152.134]] 01:57, 6 July 2021 (UTC)</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&diff=258264ASCII art reward2021-07-01T21:08:27Z<p>108.85.152.134: </p>
<hr />
<div>Previously, when you sent a [[Project:Site support|donation]] to [[Bay 12 Games]], you could choose between two rewards: a Crayon Art Reward or an ASCII Art Reward. The ASCII art was a small scene made of a few [[wikipedia:ASCII|ASCII]] characters, along with a unique story written by [[ThreeToe]] happening in the ''Dwarf Fortress'' world. Each scene had a chance to appear later in some form in one of [http://www.bay12games.com/dwarves/dev_story.html ThreeToe's Stories]. If the same donor gave more than one time, it was also possible that the bits of ASCII Art followed each other and formed a story.<br />
<br />
Each piece of ASCII Art Reward belongs to the donor who received it, but sharing them for posterity might be a good thing.<br />
<br />
On February 1st, 2020 they announced that they would not be doing rewards after that month.<br />
{| class="wikitable" style="text-align:center; margin: 1em auto 1em auto"<br />
! colspan=4 | ASCII Art Rewards (alphabetically by contributor)<br />
|-<br />
| [[ASCII Art Reward/A-F|A &ndash; F]]<br />
| [[ASCII Art Reward/G-L|G &ndash; L]]<br />
| [[ASCII Art Reward/M-S|M &ndash; S]]<br />
| [[ASCII Art Reward/T-Z|T &ndash; Z]]<br />
|}<br />
<br />
[[Category:Humor and stories]]<br />
{{unversioned}}<br />
<br />
'''Source(s):''' [http://www.bay12games.com/support.html Game support]<br />
[https://www.patreon.com/posts/33653513 Last rewards through February 2020!]</div>108.85.152.134https://dwarffortresswiki.org/index.php?title=Combat&diff=258158Combat2021-06-16T21:00:25Z<p>108.85.152.134: </p>
<hr />
<div>{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}<br />
{{av}}<br />
{{Translation<br />
| dwarven = zoluth<br />
| elvish = moÿira<br />
| goblin = nur<br />
| human = thec<br />
}}<br />
: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.<br />
<br />
: For a "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''<br />
<br />
[[File:dwarf_fight.jpg|thumb|250px|right|{{DFtext|Urist McSwingdeath felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| striking his enemies with perfect poise.|7:0}}]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. Damage to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.<br />
<br />
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. <br />
<br />
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.<br />
<br />
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.<br />
<br />
==General observations==<br />
* Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are [[Adamantine]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Silver]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor.<br />
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest.<br />
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.<br />
<br />
===AI Behaviour===<br />
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them.<br />
<br />
====Weapon attacks====<br />
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.<br />
<br />
In adventurer mode, during a fight, each turn generates an ease and squareness for each part on the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: <br />
*A combination of the ease and squareness of the attack.<br />
*Weapons at its disposal, including both held and natural weapons<br />
*Body parts, such as the head, although this seems to be considered a low priority<br />
<br />
The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.<br />
<br />
If the target is unconscious or immobilised, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritise removing the helmet then striking the head.<br />
<br />
<br />
Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.<br />
<br />
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.<br />
<br />
The AI also sometimes forget to retrieve their weapon after it becomes lodged in a target's wound. While they can still block attacks with their weapon, they will stop using it to make an attack, unless they receive intervention, such as another dwarf killing their target or a tackle displacing them. This means even legendary weapon users can suddenly become useless mid-battle, and dispatching a small number of dwarves can be prone to reliability issues, especially if their weapon type becomes lodged often.<br />
<br />
==General terms==<br />
:'''Stress''' - Pressure = Force per area = F/A<br />
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus<br />
<br />
<br />
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)<br />
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material <br />
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point<br />
:Implications to ''Dwarf Fortress'' Combat<br />
<br />
==Armor properties==<br />
*Material Properties<br />
:* Blunt Protection<br />
::*'''Impact yield'''<br />
::*'''Impact fracture'''<br />
::*'''Impact strain at yield'''<br />
<br />
:* Edge Protection<br />
::*'''Shear yield'''<br />
::*'''Shear fracture'''<br />
::*'''Shear strain at yield'''<br />
<br />
*Item Properties<br />
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.<br />
:*'''Coverage'': Some armor covers more of the body than others.<br />
<br />
==Weapon properties==<br />
*Material Properties<br />
:*Common<br />
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm<sup>2</sup>.<br />
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.<br />
<br />
:*Blunt Weapons<br />
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.<br />
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''<br />
::*'''Momentum''' is '''Mass''' times '''Velocity'''<br />
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon<br />
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target<br />
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''<br />
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)<br />
<br />
:*Edged Weapons<br />
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity<br />
<br />
==Attack speed==<br />
Attack speed is defined in the raws using the ATTACK_PREPARE_AND_RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means "3 ticks to prepare, 3 ticks to recover"; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).<br />
<br />
==Other combat factors==<br />
* Both [[adventurer mode]] and [[fortress mode]] keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.<br />
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.<br />
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.<br />
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.<br />
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.<br />
* Only wild attacks are usable by berserk creatures.<br />
<br />
==Arena test results==<br />
* See [[Material]]<br />
<br />
==Adventurer mode==<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|5}}<br />
| Attack hostile creature on same tile<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|j}}<br />
| Jump<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.<br />
<br />
See [[Adventurer mode gameplay#Party members]] for information on switching characters and using tactical mode.<br />
<br />
=== Defense ===<br />
<br />
Defense is very important in ''Dwarf Fortress''. Lucky attacks can kill instantly and the only way to heal is to pass time (which can be done with fast travel, sleeping, or actual waiting). The main methods of defense are armor, dodging, shields, and parrying attacks.<br />
<br />
Defense can happen either automatically, or manually using the {{k|A}}im attack menu. Manual defense is more likely to succeed but prevents you from attacking (except for multi-attacks, but defense is tricky with those). The relative skill levels of attacker and target also affect chances of success. A master swordsman is more likely to hit a novice dodger than a master dodger, for example. Also, see the [[Combat#Combat_preferences|Combat preferences]] section below for information on how those can affect defense.<br />
<br />
[[Armor]] has a chance to automatically deflect an attack that targets a body part covered by it. So, getting as much [[Armor#Coverage|coverage]] as possible is important. So is having more [[Armor#Layers|layers]] of protection. The [[armor user]] skill is also very important as otherwise worn armor will greatly slow the wearer down.<br />
<br />
Each attack on you has a chance of being dodged automatically depending on your [[dodger]] skill level. You can also dodge manually in the {{k|A}}im attack menu by selecting any creature and choosing dodge. You then pick a direction, and your character will move one tile in that direction, possibly avoiding any number of attacks. Tiles that have a creature standing in them or some other blocking object cannot be dodged into. It is not clear whether choosing a specific creature increases the chance to dodge their attack or if choosing any creature will result in the same chance to dodge all attacks.<br />
<br />
Each held shield has a chance to block most attacks, including breath attacks. Each held weapon has a chance to parry other weapon attacks, including projectile attacks (very rarely). Blocking and parrying can also be attempted manually in the {{k|A}}im attack menu. There you can see adjacent creatures and any attacks they are attempting. This may include how soon the attack will happen depending on [[observer]] skill level. You can then pick a creature and choose to attempt to parry or block their attack. If several attacks are incoming, you can either manually defend against the soonest attack hoping for time to defend against the others or against the most dangerous hoping the other attacks are defended automatically.<br />
<br />
The defensive options in the {{k|A}}im attack menu do not have fixed keys because their position can change if one or more is impossible. You can't block without a shield, parry without a free weapon, or dodge while in a wrestling hold.<br />
<br />
Note that you can dodge even if you are not being attacked. Also, despite being in an attack menu the defensive options will not escalate the conflict level. So, you can dodge away from a friendly creature without it counting as an attack.<br />
<br />
=== Weapons ===<br />
<br />
[[Weapon]]s are divided into specific [[Combat_skill#Weapon_skills|weapon skill]]s. Also, any item held in a grasp (usually a hand) can be used as a weapon and will use the [[Miscellaneous object user]] skill. This includes shields. Mining [[pick]]s are an exception in that they use the [[Miner]] skill.<br />
<br />
Weapons can become stuck in wounds after an attack. This will make the weapon unavailable for aimed attacks. There are multiple ways to free them. The most reliable is by {{k|I}}nteracting with the weapon in inventory, choosing the weapon, and choosing the {{DFtext|Gain possession}} option. Other ways include; doing a non-aimed attack can free up a stuck weapon (but if you're holding multiple weapons this isn't certain to work); moving from your current tile (exposing your back or flank to the enemy is not recommended); moving the enemy from their ''own'' tile by wrestling throw or charging attack; or jumping into the enemy.<br />
<br />
Most creatures have body parts that can be used as weapons; hands, nails, feet, and mouths are common. These allow the creature to punch, scratch, kick, and bite, which use the Striker, Kicker, and Biter [[combat skill]]s. Creatures with other body parts may have an added attack with those; horns or tusks add gore attacks, for example. Creatures may also have attacks as natural abilities or acquired powers which can be used with {{k|x}} then {{k|a}} or {{k|p}}. {{DFtext|Spit}} is a common ability, but is not very effective.<br />
<br />
The entire body can also be used as a weapon by {{k|j}}umping into or through the tile a creature is in. Usually they will dodge, but that might be useful around dangerous terrain. If it does hit, they may be sent flying depending on your relative masses. This can be useful for crowd control or knocking enemies into pits. Having your weapon stuck in them seems to increase the chance of hitting them.<br />
<br />
=== Melee attacks ===<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply moving towards your enemy using the movement keys. A hostile creature in the same tile as you can be attacked with {{k|5}}. The specific type of attack can be influenced by the [[Combat#Combat_preferences|combat preferences]] and may be influenced by the character's skill level for each type of attack.{{verify}}<br />
<br />
Any visible creature can be attacked by standing next to it and pressing {{k|A}}. Attacking some creatures will require a confirmation, given using {{k|alt}}+{{k|y}}. This can be because they're friendly (which includes wild animals for elves), unconscious, or have yielded. This menu also has [[Combat#Wrestling|wrestling]] and [[Combat#Defense|defensive]] options.<br />
<br />
The first option {{k|a}} is to make an '''aimed attack'''. You first select the body part that you want to attack, then the type of attack. There are several options below the attack type menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.<br />
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Some options may be marked with a {{DFtext|!|3:1}}, this indicates an attack of opportunity which has a greatly increased chance of effectiveness, but only applies to a specific attack type. Selecting a body part with one of these will then show which type of attack it is. A {{DFtext|↑|3:1}} or {{DFtext|↓|3:1}} indicates that there is a {{DFtext|!|3:1}} on another page. The keys to change the page are shown above the list, {{k|/}} and {{k|*}} by default. Even if one of these doesn't target an important body part or uses a weaker attack, if successful they can cause significant pain which may give you an advantage.<br />
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Some options may also be marked with one of {{DFtext|+|2:0}}, {{DFtext|+|2:1}}, {{DFtext|-|4:0}}, or {{DFtext|-|4:1}}, these indicate normal attacks that are better ({{DFtext|+|2:0}}{{DFtext|+|2:1}}) or worse ({{DFtext|-|4:0}}{{DFtext|-|4:1}}) than average.<br />
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Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
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When your target is unconscious all attacks will be {{DFtext|Simple strike, direct hit}}.<br />
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Attacks aimed at an unarmored head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. Damage to the lower body can cause nausea on most mundane creatures which is a major debuff for them. (They can also rarely [[Gelder|geld]] male creatures, but that has no other combat effect.)<br />
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Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.<br />
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=== Ranged attacks ===<br />
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To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.<br />
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It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
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{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.<br />
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=== Wrestling ===<br />
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:''Main article: [[Wrestling]]''<br />
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'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]].<br />
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=== Wounds ===<br />
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If you get wounded during combat, you can try to yield or flee - or both - before you get more wounded.<br />
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To yield, press {{k|y}}. This will be less effective if you continue to hold a weapon, so drop any with {{k|d}}. Putting them away with {{k|q}} or {{k|p}} may also work. You can also ask them to cease hostilities with {{k|k}}. However, depending on the hostility level of the conflict and possibly the personality of your enemy, they may continue to attack you.<br />
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If you choose to flee, you can increase your movement speed with {{k|S}}. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. If you are next to a creature, manually dodging using the {{k|A}}im attack menu may be faster than using the movement keys and will likely avoid more attacks.<br />
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Your wounds will heal over time, so just fast travel or sleep in a safe place. Some wounds may never heal, however, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, you can get bitten by a werebeast during full moon, which will heal all injuries once per month. Rolling [[die|divination dice]] can also result in a transformation or direct healing, though such magical healing seems to also have limits.<br />
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If you have some bolts or arrows stuck in your body, they can be removed by using the complex {{k|I}}nteraction menu. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}. You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
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=== Combat preferences ===<br />
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At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:<br />
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*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. <br />
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*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
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*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
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Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.<br />
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{{Category|Game mechanics}}<br />
[[ru:Combat]]</div>108.85.152.134