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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.  
 
[[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.  
  
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 [[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.)
  
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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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.
  
'''The actual effectiveness of a given piece of armor depends largely on the weapon/weapons being used against it.''' "Chain" pieces are flexible, and while good against slashing [[weapons]] (such as axes), they don't do much to stop the crushing force of blunt weapons (such as 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.
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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.
  
 
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.
  
Keeping in mind the enemies you are likely to meet, and how they will be armed, it is advisable to equip your militiadwarves with at least bronze or iron armor, as copper will quickly be outclassed against almost 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.
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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.
  
 
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]
 
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]
 
== 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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[[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.
  
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 ===
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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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'''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 footwear on, and it is not possible to wear 2 types of footwear on top of each other.  
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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:
 
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}}
 
*Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}}
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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).
 
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" protection.
  
 
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.
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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#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.
  
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; though using greaves is still recommended, as there can never be "enough armor" in the world of Dwarf Fortress).
  
 
=== Armor skill ===
 
=== Armor skill ===
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|}
 
|}
  
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow-but-sure war hammer.
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Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.
  
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact-quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.
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Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact-quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.
  
Certain weapons are surprisingly good at penetrating armor - copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup>
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Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup>
  
 
{| class="wikitable"
 
{| class="wikitable"
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* [[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.
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).
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* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much-improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.
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* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.
 
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.
 
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.
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* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.
 
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?
 
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor, but is very time-consuming to produce, in addition to being hazardous to mine, and is immensely valuable to boot.
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* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.
  
 
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].
 
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].
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=== Quality and strange moods ===
 
=== Quality and strange moods ===
Quality is an important modifier on armor - it gets a deflection bonus based on quality level, but its effect is only known for regular (), masterwork (), and artifact () armor; presumably, the quality ranks in-between are progressive.
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Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.
  
{{:Item quality/Table}}
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{{DF2014:Item quality/Table}}
  
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most-desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.
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This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.
  
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly-low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as a specific item.  
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Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item.  
  
 
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.
 
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.
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=== Wear ===
 
=== Wear ===
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on the 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. 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 ===
 
=== Race ===
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).
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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.
 
Shields do not have a target race, so anyone can use them.
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!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;"|Graphic<br><small>(Preview)</small>
!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;"|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;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
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|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]
|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; 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;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}
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|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
 
|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: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; 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+
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|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: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; text-align:center;"|[[File:hood_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 247: Line 243:
 
|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{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:mask_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 263: Line 258:
 
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:turban_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 280: Line 274:
 
|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{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:head_veil_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 297: Line 290:
 
|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{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:face_veil_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 314: Line 306:
 
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:headscarf_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 334: Line 325:
 
!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;"|Graphic<br><small>(Preview)</small>
!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;"|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;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
Line 352: Line 342:
 
|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: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; text-align:center;"|[[File:dress_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 370: Line 359:
 
|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: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; text-align:center;"|[[File:shirt_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 388: Line 376:
 
|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: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; text-align:center;"|[[File:tunic_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 406: Line 393:
 
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
 
|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: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; text-align:center;"|[[File:toga_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 424: Line 410:
 
|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: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; text-align:center;"|[[File:vest_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 442: Line 427:
 
|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: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; text-align:center;"|[[File:robe_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 460: Line 444:
 
|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: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; text-align:center;"|[[File:coat_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 478: Line 461:
 
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
 
|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: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; 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
Line 496: Line 478:
 
|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: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; 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
Line 514: Line 495:
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
 
|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: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; 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
Line 532: Line 512:
 
|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: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; text-align:center;"|[[File:cloak_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 550: Line 529:
 
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|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: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; text-align:center;"|[[File:cape_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
Line 1,027: Line 1,005:
 
:<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}}).
 
:<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}}).
 
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
 
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
* 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.
+
* In theory, the only metal armor pieces what is not "shaped" is Mail Shirt, Flask, Low Boots and High Boots; in practice, the only ''true'' shapeless metal armor is Mail Shirt, because Flask can't deflect hits, while Low and High boots have such low permit what it's impossible anyway to put second pair of boots on top of the first.
  
 
==Special procedurally generated armors==
 
==Special procedurally generated armors==
Line 1,033: Line 1,011:
  
 
==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.
Line 1,041: Line 1,019:
 
:'''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):
+
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);
+
:*will determine if they are eligible to wear the item in question (Perhaps the body part is missing/severed).
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped;
+
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.
:*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 item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.
:*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}};
+
:*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}}.
:*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.
+
:*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===
Line 1,259: Line 1,237:
  
 
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:
  
 
'''Armor'''<br/>
 
'''Armor'''<br/>
'''3 × mail shirts'''<br />
+
3 × mail shirts<br />
'''1 × breastplate'''<br />
+
1 × breastplate<br />
 
6 × cloaks<br />
 
6 × cloaks<br />
 
16 × capes
 
16 × capes
  
 
'''Armor (no foreign items)'''<br/>
 
'''Armor (no foreign items)'''<br/>
'''3 × mail shirts'''<br />
+
3 × mail shirts<br />
'''1 × breastplate'''<br />
+
1 × breastplate<br />
 
6 × cloaks
 
6 × cloaks
  
Line 1,287: Line 1,265:
 
'''Legs'''<br/>
 
'''Legs'''<br/>
 
3 × long skirts<br />
 
3 × long skirts<br />
'''1 × greaves'''
+
1 × greaves
  
 
'''Legs (no foreign items)'''<br/>
 
'''Legs (no foreign items)'''<br/>
 
2 × trousers<br />
 
2 × trousers<br />
'''1 × greaves'''
+
1 × greaves
  
 
'''Legs (cheap)'''<br/>
 
'''Legs (cheap)'''<br/>
Line 1,298: Line 1,276:
  
 
'''Helm'''<br/>
 
'''Helm'''<br/>
'''1 × helm'''<br />
+
1 × helm<br />
 
8 × hood
 
8 × hood
  
 
'''Gloves'''<br/>
 
'''Gloves'''<br/>
'''1 × pairs of gauntlets'''<br />
+
1 × pairs of gauntlets<br />
 
1 × pairs of mittens
 
1 × pairs of mittens
  
Line 1,311: Line 1,289:
 
'''Boots †'''<br/>
 
'''Boots †'''<br/>
 
1 × pairs of chausses<br />
 
1 × pairs of chausses<br />
'''1 × pairs of high boots'''
+
1 × pairs of high boots
  
 
'''Boots (no foreign items) †'''<br/>
 
'''Boots (no foreign items) †'''<br/>
 
1 × pairs of socks<br />
 
1 × pairs of socks<br />
'''1 × pairs of high boots'''
+
1 × pairs of high boots
  
 
'''Boots (cheap) †'''<br/>
 
'''Boots (cheap) †'''<br/>

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