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{{Quality|Masterwork|19:39, 13 February 2023 (UTC)}}
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{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}
 
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[[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce or deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "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.  
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[[File:dwarf_in_armor.png|221px|right]]'''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.  
  
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{k|k}}, 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.)
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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.)
  
Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.
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'''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.
 
 
'''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.
 
  
 
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.
 
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.
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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.
 
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.
  
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]
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[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]
 
== Basics ==
 
== Basics ==
 
=== Purpose ===
 
=== Purpose ===
[[File:armor_portrait_preview.png|right]]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.
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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.
  
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.
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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.
  
 
=== Types of armor ===
 
=== Types of armor ===
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your squad sidebar {{menu icon|q}}, you will have the choice to assign a default uniform - "No uniform" (assigning no additional equipment, i.e., keeping their civilian clothing, no weapon), "Leather armor" (leather pieces and a melee weapon), "Metal armor" (any metal pieces and a melee weapon), or "Archer" (which is identical to "Leather armor" but with a choice of ranged weapon).  
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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.
  
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.
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The first is regular [[clothing]], which is made of [[leather]] at a [[Leather Works]] 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).
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'''Note:''' It is important to note that '''all''' predefined uniforms have the "uniform worn over clothes" option enabled. As a result, dwarves will be unable to equip additional footwear armor, as they keep their civilian footwears on and it is not possible to wear 2 types of footwears on top of each other.
 
To edit any uniform and/or fix this problem:
 
*Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}}
 
*Click on "Equip" at the bottom of the tab
 
*Click on "Details" on any dwarf
 
*Click on "Uniform worn over clothing" to change it to "Uniform replaces clothing"
 
*Set a new name for the uniform
 
*Select "Confirm and save uniform"
 
*Assign the newly created uniform to the whole squad (Button "Assign uniform" -> Select from the list)
 
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The first type of armor is [[clothing]], which is made of [[cloth]] at a [[clothier's shop]] or [[leather]] at a [[leather works]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does [[Clothing#Wear|wear]] out, so you'll need to make or [[caravan|trade]] for more sooner or later).
 
  
:''(*)[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade" protection.
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(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from "military grade".)
  
 
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.
 
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.
  
Note that [[clothing]] made from leather is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] includes "leather armor" (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms - these items are forms of true "military" armor, and non-military dwarves will not pick them up to wear.
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Note that clothing made from leather is ''not'' the same as "leather armor", even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will not wear it.
  
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 [[wear|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.
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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.
  
 
==== By location ====
 
==== By location ====
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|}
 
|}
  
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#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.
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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]]".
  
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; though using greaves is still recommended, as there can never be "enough armor" in the world of Dwarf Fortress).
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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).
  
 
=== Armor skill ===
 
=== Armor skill ===
Attacking and being attacked with armor on gives 3 [[experience]] to the [[armor user]] [[skill]], with 9 more points if the attack actually hits armor. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in their armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, although only when walking around since the combat/movement speed split in 2014.
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Attacking and being attacked with armor on gives 3 [[experience]] to the [[armor user]] [[skill]], with 9 more points if the attack actually hits armor. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in their armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, 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.
  
 
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 18 experience on top of the 12 mentioned before. The skill can be trained by attacking local wildlife, or through [[live training]] schemes.
 
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 18 experience on top of the 12 mentioned before. The skill can be trained by attacking local wildlife, or through [[live training]] schemes.
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| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
|}
 
|}
:: (* Bronze here also includes [[bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)
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:: (* 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.)
  
 
* [[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.
 
* [[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.
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=== Mechanics ===
 
=== Mechanics ===
There is no fundamental difference in performance between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], will not be automatically equipped by civilians, and only non-clothing garments increase the [[Combat_skill|armor user]] skill.
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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.
  
 
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.
 
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.
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Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives.  
 
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives.  
  
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.
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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.
  
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.
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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.
  
 
=== Wear ===
 
=== Wear ===
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.
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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.
  
=== Race ===
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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}}
Armor is typically sized for the kind of creature that produced it.  [[Goblin]]s, [[elves]] and your [[dwarves]] are all about the same size and their equipment can be used interchangeably, but [[human]] armor is too big for other races.  You can manually specify the target race when forging armor, which is useful if you have non-dwarf [[visitor|residents]].  Also, armor sized for [[hyena man|hyena men]] is big enough to be worn by humans, but still small enough to be worn by dwarves. Being bigger, it also [[material science#Contact Area|offers]] slightly better slashing [[weapon]] protection than dwarf-sized armor, but is also more [[weight|heavy]].  Conversely, [[wolf man]]-sized armor is the smallest you can produce for your dwarf military, and may reduce their encumbrance a bit (but it's worse against slashing attacks).
 
  
Shields do not have a target race, so anyone can use them.
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== Layers ==
  
== Layers ==
 
 
The layers are, in order from inner to outer:
 
The layers are, in order from inner to outer:
 
*Under
 
*Under
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*Cover
 
*Cover
  
==Types of protection==
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==Types of Protection==
===Material requirements===
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===Material Requirements===
 
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.
 
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.
 
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.
 
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.
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|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
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!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Portrait)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
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!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
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|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
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|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]
+
|style="border:1px #AAA solid;padding:0.2em;"|+
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cap.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
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|-
 
|-
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
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|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_helm.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 230: Line 205:
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_hood.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 245: Line 217:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Mask{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_mask.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
|style="border:1px #AAA solid;padding:0.2em;"|C,L,B,S,M
+
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
Line 261: Line 230:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Turban†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_turban.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 278: Line 243:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_head_veil.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 295: Line 256:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_face_veil.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 312: Line 269:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_headscarf.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 329: Line 282:
 
|}
 
|}
  
===Upper body===
+
===Upper Body===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Portrait)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 351: Line 301:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Dress
 
|style="border:1px #AAA solid;padding:0.2em;"|Dress
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_dress.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
Line 369: Line 316:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_shirt.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 387: Line 331:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_tunic.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 404: Line 345:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Toga
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_toga.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 423: Line 361:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_vest.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 441: Line 376:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_robe.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 459: Line 391:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_coat.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 476: Line 405:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_leather_armor.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 495: Line 421:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_mail_shirt.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 512: Line 435:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_breastplate.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|9
 
|style="border:1px #AAA solid;padding:0.2em;"|9
Line 531: Line 451:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cloak.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 548: Line 465:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Cape†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cape.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|style="border:1px #AAA solid;padding:0.2em;"|3
+
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
Line 567: Line 481:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:backpack_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 584: Line 496:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:quiver_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 601: Line 511:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:flask_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 608: Line 516:
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
|style="border:1px #AAA solid;padding:0.2em;"|Unique
+
|style="border:1px #AAA solid;padding:0.2em;"|Unique*
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 622: Line 530:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 638: Line 544:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gloves_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:glove_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 653: Line 557:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets{{tooltip|<sup>§</sup>|Shaped}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlets_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlet_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 670: Line 572:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mittens_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mitten_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 687: Line 587:
 
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.
 
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.
  
===Lower body===
+
===Lower Body===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 707: Line 605:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 722: Line 618:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Leggings{{tooltip|<sup>§</sup>|Shaped}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 738: Line 632:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Greaves{{tooltip|<sup>§</sup>|Shaped}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 754: Line 646:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths
+
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 770: Line 660:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Braies{{tooltip|<sup>≈</sup>|Uncommon}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|style="border:1px #AAA solid;padding:0.2em;"|3
+
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|30
 
|style="border:1px #AAA solid;padding:0.2em;"|30
 
|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|Under
|style="border:1px #AAA solid;padding:0.2em;"|100%
+
|style="border:1px #AAA solid;padding:0.2em;"|25%
|style="border:1px #AAA solid;padding:0.2em;"|1
+
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 786: Line 674:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Thongs{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:thong_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|style="border:1px #AAA solid;padding:0.2em;"|1
+
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
|style="border:1px #AAA solid;padding:0.2em;"|30
+
|style="border:1px #AAA solid;padding:0.2em;"|100
|style="border:1px #AAA solid;padding:0.2em;"|Under
+
|style="border:1px #AAA solid;padding:0.2em;"|Over
|style="border:1px #AAA solid;padding:0.2em;"|25%
+
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 802: Line 688:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short){{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 812: Line 696:
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
|style="border:1px #AAA solid;padding:0.2em;"|0
+
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 818: Line 702:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 828: Line 710:
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
|style="border:1px #AAA solid;padding:0.2em;"|1
+
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 834: Line 716:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long){{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Braies†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|style="border:1px #AAA solid;padding:0.2em;"|2
+
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
|style="border:1px #AAA solid;padding:0.2em;"|10
|style="border:1px #AAA solid;padding:0.2em;"|100
+
|style="border:1px #AAA solid;padding:0.2em;"|30
|style="border:1px #AAA solid;padding:0.2em;"|Over
+
|style="border:1px #AAA solid;padding:0.2em;"|Under
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
|style="border:1px #AAA solid;padding:0.2em;"|MAX
+
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
Line 854: Line 734:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 870: Line 748:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 885: Line 761:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Sandals{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 902: Line 776:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 918: Line 790:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_sprite.png]]
+
|style="border:1px #AAA solid;padding:0.2em;"|1
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|L,M
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|15
 
|style="border:1px #AAA solid;padding:0.2em;"|15
|style="border:1px #AAA solid;padding:0.2em;"|Over
+
|style="border:1px #AAA solid;padding:0.2em;"|Armor
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 934: Line 804:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|High Boots
 
|style="border:1px #AAA solid;padding:0.2em;"|High Boots
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|1+
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 941: Line 809:
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|25
 
|style="border:1px #AAA solid;padding:0.2em;"|15
 
|style="border:1px #AAA solid;padding:0.2em;"|15
|style="border:1px #AAA solid;padding:0.2em;"|Over
+
|style="border:1px #AAA solid;padding:0.2em;"|Armor
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|100%
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 949: Line 817:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Chausses{{tooltip|<sup>ƒ</sup>|Foreign}}
+
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
Line 971: Line 837:
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
 
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
+
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Blockchance
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}}
+
!style="border:1px #AAA solid;padding:1.2em;"|Materials
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
Line 988: Line 851:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 1,005: Line 865:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 1,020: Line 877:
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|}
 
|}
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockchance even at novice skill.
 
  
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
+
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
:+ The armor level is increased by one if made from metal.
+
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.
:<sup>§</sup> A shaped item, max one shaped item per body slot (e.g. a breastplate cannot be worn with leather armor, but it can be worn with a mail shirt, while greaves and leggings cannot be combined).
+
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.
:<sup>ƒ</sup> This "foreign" article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).
+
* [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).
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
+
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
* In theory, the only metal armor pieces which are not "shaped" are Mail Shirt, Flask, Low Boots and High Boots; in practice, the only ''true'' shapeless metal armor is Mail Shirt, because Flask can't deflect hits, while Low and High boots have such low permit that it's impossible anyway to put a second pair of boots on top of the first.
+
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] The chance to block [[projectile]]s is doubled.{{cite forum|169696/8385967}}
  
 
==Special procedurally generated armors==
 
==Special procedurally generated armors==
Line 1,033: Line 889:
  
 
==Equipping clothing==
 
==Equipping clothing==
Items in ''Dwarf Fortress'' must be equipped in a specific order, similarly to what happens in real life: for example, a dwarf cannot equip a layer type of Under when they are already equipping a layer type of Over. The complete order is (inner clothing to outer clothing): 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.
+
 
 +
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.
  
 
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.
 
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.
  
 
===Process for equipping a new piece of clothing===
 
===Process for equipping a new piece of clothing===
[[File:aardvark_armor_preview.png|thumb|300px|right|An aardvark wearing armor meant for a dwarf. Somehow.]]The following variables will be used in the logic below:  
+
 
 +
The following variables will be used in the logic below:  
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''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]]).  
 
:'''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]]).  
:'''Permit''' is a capacity value indicating the maximum allowable size of items equipped on the same layer and lower layers as the item being equipped.
+
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.
  
In order to equip a new item, the dwarf (or other creature):
+
 
:*determines if they are eligible to wear the item in question (perhaps the body part is missing/severed);
+
In order to equip a new item, the dwarf (or other creature) ...
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped;
+
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part''';
+
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.
:*considers the item with the lowest permit value first. If two items share the same permit value, the highest-size item would be equipped first{{verify}};
+
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.
:*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.
+
:*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}}.
 +
:*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.
 
:*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.
 
:*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.
 
:*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.
 
:*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.
:*if all above conditions are met, the dwarf/creature will equip the item.
+
:*if all above logic is true, the dwarf will equip the item.
  
 
===Equipment process example===
 
===Equipment process example===
 +
 
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''.
 
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''.
  
Line 1,085: Line 945:
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|style="border:1px #AAA solid;padding:0.2em;"|20
|style="border:1px #AAA solid;padding:0.2em;"|45
+
|style="border:1px #AAA solid;padding:0.2em;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
 
|-
 
|-
Line 1,251: Line 1,111:
 
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.
 
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.
  
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds that Urist McNopants follows a totally different set of rules than either of these - their rules tell them to forget both caps, all of the hoods, both socks, and their trousers, and each successive time they get dressed ,they feel the need to do it differently.)
+
 
 +
'''[[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.)
  
 
===Some more workarounds regarding Size, Permit, and Layering===
 
===Some more workarounds regarding Size, Permit, and Layering===
 +
 
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.
 
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.
  
Line 1,259: Line 1,121:
  
 
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:
 
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:
* Against each of the mail shirts, you have '''2 × 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.
+
* 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.
* Against the breastplate, you have '''3 × 15 = 45 < 50''', which is fine.
+
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.
 
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.
 
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.
  
 
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.
 
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.
  
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''' ('''× 15 = 90''') cloaks over the existing armor.
+
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.
  
 
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:
 
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:
Line 1,273: Line 1,135:
 
'''1 × breastplate'''<br />
 
'''1 × breastplate'''<br />
 
6 × cloaks<br />
 
6 × cloaks<br />
16 × capes
+
16 x capes
  
 
'''Armor (no foreign items)'''<br/>
 
'''Armor (no foreign items)'''<br/>
Line 1,284: Line 1,146:
 
3 × robe<br/>
 
3 × robe<br/>
 
3 × cloak<br/>
 
3 × cloak<br/>
 +
  
 
'''Legs'''<br/>
 
'''Legs'''<br/>
Line 1,296: Line 1,159:
 
2 × trousers<br />
 
2 × trousers<br />
 
1 × leggings
 
1 × leggings
 +
  
 
'''Helm'''<br/>
 
'''Helm'''<br/>
 
'''1 × helm'''<br />
 
'''1 × helm'''<br />
 
8 × hood
 
8 × hood
 +
  
 
'''Gloves'''<br/>
 
'''Gloves'''<br/>
Line 1,308: Line 1,173:
 
2 × pairs of gloves<br />
 
2 × pairs of gloves<br />
 
1 × pairs of mittens
 
1 × pairs of mittens
 +
  
 
'''Boots †'''<br/>
 
'''Boots †'''<br/>
Line 1,323: Line 1,189:
 
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).
 
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).
  
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.
+
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.
  
 
''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.''
 
''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.''
  
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of their feet.
+
† 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.
  
 
==Coverage==
 
==Coverage==
 +
 
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.
 
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.
  
Line 1,349: Line 1,216:
  
 
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br />
 
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br />
 +
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]
 
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.
 
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.
 
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.
 
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.
Line 1,365: Line 1,233:
  
 
== Other Restrictions ==
 
== Other Restrictions ==
 +
 
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.
 
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.
  
Line 1,374: Line 1,243:
  
 
== Bugs ==
 
== Bugs ==
 +
In fortress mode, it is possible to have (at least) 3 shields equipped.
 +
 +
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 +
* 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}}
 +
 
{{Translation
 
{{Translation
 
| dwarven = tosid
 
| dwarven = tosid
Line 1,380: Line 1,254:
 
| human  = stalcon
 
| human  = stalcon
 
}}
 
}}
* Many players report ranged dwarves have particular trouble equipping and using ammunition, unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.
 
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}
 
* In fortress mode, it is possible to have (at least) 3 shields equipped.*(left hand, right hand, back, (turtle mode))
 
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 
* In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for dwarves, elves, and kobolds' armor (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.
 
* The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.
 
 
  
 
{{Industry}}
 
{{Industry}}

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