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Editing 40d:Armor
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− | + | '''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]]. | |
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− | + | Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill. | |
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+ | Most civilians will not wear armor other than clothing. [[Hunter]]s are the only exception. | ||
== Making armor == | == Making armor == | ||
− | Depending on the type and material, different specific | + | Depending on the type and material, different dwarves with specific skills are needed to make armor. While clothes aren't necessarily armor, they do offer limited protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor. Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item. |
− | + | ==Quality== | |
− | [[ | + | [[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block." |
{|cellpadding="2" border="1" | {|cellpadding="2" border="1" | ||
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| ☼Item☼ || Masterful armor || x2.0 | | ☼Item☼ || Masterful armor || x2.0 | ||
|} | |} | ||
− | + | ==Material== | |
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Better materials provide better protection, according to the following table: | Better materials provide better protection, according to the following table: | ||
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|} | |} | ||
− | == | + | == Using Armor == |
− | + | To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering. There you can select the highest level of armor he should wear: clothes, leather, chain, or plate. Shield level is selected separately. You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons. | |
− | + | Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers. Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above "clothing"). This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter. | |
− | + | If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level. | |
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+ | The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again. Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first. A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door. | ||
+ | In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks. However, both armor stands and [[weapon rack]]s proved to be buggy, and their "container" status has currently been disabled. For now, store your armor in a [[stockpile]] dedicated for the purpose. | ||
− | + | Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed. The best way to avoid this is to forbid it or get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away. This may take some time to carry out, meaning you must leave some of your soldiers at "clothing" armor level for a while until the unwanted pieces are disposed of. Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith. | |
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+ | Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces. Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor). Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened. Armor User at "Expert" level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works. | ||
− | + | As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to "Plate" armor level; if they manage to don the suit before being captured, it will reduce the damage they take. | |
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+ | == Armor Levels == | ||
− | ! [[ | + | {| class="wikitable" border="1" |
− | | | | + | |- |
+ | ! Slot | ||
+ | ! Leather | ||
+ | ! Chain | ||
+ | ! Plate | ||
+ | |- | ||
+ | | Head | ||
+ | | leather [[cap]] or [[helm]], metal cap | ||
+ | | metal [[cap]] and/or [[helm]] | ||
+ | | [[helm]] | ||
+ | |- | ||
+ | | Upper Body | ||
+ | | [[leather|leather armor]] | ||
+ | | [[chain mail]] | ||
+ | | [[plate mail]] | ||
|- | |- | ||
− | + | | Lower Body | |
− | + | | leather [[leggings]] | |
− | + | | metal/bone/shell [[leggings]] | |
− | | | + | | [[greaves]] |
|- | |- | ||
− | + | | Foot | |
− | + | | leather low/high [[boot]] | |
− | + | | metal low/high [[boot]] | |
− | | | + | | metal low/high [[boot]] |
|- | |- | ||
+ | | Hand | ||
+ | | nothing | ||
+ | | [[gauntlet]] | ||
+ | | [[gauntlet]] | ||
|} | |} | ||
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==Types of Protection== | ==Types of Protection== | ||
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes. | Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes. | ||
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They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses. | They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses. | ||
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There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill. | There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill. | ||
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{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
− | !Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[ | + | !Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]!!Layer |
|- | |- | ||
|rowspan="3"|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over | |rowspan="3"|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over | ||
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|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA | |Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA | ||
|} | |} | ||
− | Some clothing articles may not be crafted in fortresses of a given [[civilization]] - items marked as 'common' for that civilization | + | Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}. |
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top) | [S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top) | ||
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More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000. | More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000. | ||
− | ===Size | + | ===Size and Permit=== |
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment. (The last garment itself can go over the limit.) | The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment. (The last garment itself can go over the limit.) | ||
− | + | In [[adventurer mode]], the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor. In [[fortress mode]], the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body. (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.) | |
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− | In | ||
=== Other Restrictions === | === Other Restrictions === | ||
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== Other Sizes == | == Other Sizes == | ||
− | Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[ | + | Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however. |
== Requirements == | == Requirements == | ||
− | Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include | + | Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s. |
− | Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), | + | Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make. |
== Shields and Bucklers == | == Shields and Bucklers == | ||
− | Shields and | + | Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection. |
Shields offer a unique bonus, a chance for an instantaneous deflection. Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection. This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown. | Shields offer a unique bonus, a chance for an instantaneous deflection. Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection. This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown. | ||
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* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings. This will make them unable to use their shield or weapon. Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly. You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled. | * You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings. This will make them unable to use their shield or weapon. Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly. You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled. | ||
− | + | [[Category:Armor| ]] | |
− | + | [[Category:Items]] | |
− | + | [[Category:Military]] |