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Armor
Types of protection
Availability
None of the armor items are guaranteed in the raws to be available for production, but each body part will have some item for each body part (for certain layers, most importantly the armor layer[Verify]).
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 adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.
Headgear
Clothing Type | Graphic (Preview) |
Graphic (Portrait) |
Graphic (Icon) |
Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | Bars to make | Bars returned on melting | Melting efficiency % |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Face Veilƒ | 2 | C,L | 10 | 100 | Under | 50% | N/A | N/A | N/A | ||||
Mask§ƒ | 2 | C,L,B,S,M | 20 | 10 | Under | 50% | N/A | N/A | N/A | ||||
Headscarfƒ | 2 | C,L | 10 | 100 | Over | 50% | N/A | N/A | N/A | ||||
Head Veilƒ | 2 | C,L | 10 | 100 | Over | 50% | N/A | N/A | N/A | ||||
Turbanƒ | 2 | C,L | 20 | 100 | Over | 50% | N/A | N/A | N/A | ||||
Cap§ | +[Verify] | 1 | C,L,M | 10 | 15 | Over | 50% | 1 | 0.3 | 30% | |||
Helm§ | 1+ | 2 | L,B,S,M | 30 | 20 | Armor | 100% | 1 | 0.6 | 60% | |||
Hood | 2 | C,L | 10 | 100 | Cover | 100% | N/A | N/A | N/A |
Upper body
Clothing Type | Graphic (Preview) |
Graphic (Portrait) |
Graphic (Icon) |
Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | UBSTEP | LBSTEP | Bars to make | Bars returned on melting | Melting efficiency |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tunic | 3 | C,L | 10 | 50 | Under | 100% | 0 | 1 | N/A | N/A | N/A | ||||
Shirt | 3 | C,L | 10 | 50 | Under | 100% | MAX | 0 | N/A | N/A | N/A | ||||
Dress | 5 | C,L | 10 | 50 | Under | 100% | MAX | MAX | N/A | N/A | N/A | ||||
Vest | 2 | C,L | 10 | 50 | Over | 50% | 0 | 0 | N/A | N/A | N/A | ||||
Toga≈ | 5 | C,L | 30 | 100 | Over | 100% | 1 | 1 | N/A | N/A | N/A | ||||
Coat | 5 | C,L | 20 | 50 | Over | 100% | MAX | 1 | N/A | N/A | N/A | ||||
Robe | 6 | C,L | 20 | 100 | Over | 100% | MAX | MAX | N/A | N/A | N/A | ||||
Mail Shirt | 2 | 6 | M | 15 | 50 | Over | 100% | 1 | 1 | 2 | 1.8 | 90% | |||
Leather Armor§ | 1 | 6 | L | 20 | 50 | Armor | 100% | 1 | 1 | N/A | N/A | N/A | |||
Breastplate§ | 3 | 9 | M | 20 | 50 | Armor | 100% | 0 | 0 | 3 | 2.7 | 90% | |||
Capeƒ | 3 | C,L | 10 | 300 | Cover | 50% | 0 | 0 | N/A | N/A | N/A | ||||
Cloak | 5 | C,L | 15 | 150 | Cover | 100% | MAX | 1 | N/A | N/A | N/A | ||||
Backpack | 3 | C,L | 0 | >300 | Over | N/A | N/A | N/A | N/A | N/A | N/A | ||||
Quiver | 3 | C,L | 0 | >300 | Over | N/A | N/A | N/A | N/A | N/A | N/A | ||||
Flask | 5 | L,M | N/A | N/A | Unique | N/A | N/A | N/A | N/A | N/A | N/A |
Quivers and backpacks are also worn on the upper body, counting towards layer permit size. Flasks are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).
Hands
Clothing Type | Graphic (Preview) |
Graphic (Icon) |
Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | UPSTEP | Bars to make (per pair) | Bars returned on melting (per pair) | Melting Efficiency % |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gloves | 1 | C,L | 10 | 10 | Under | 100% | N/A | N/A | N/A | ||||
Gauntlets§ | 2 | 2 | B,S,M | 20 | 15 | Armor | 100% | 1 | 1 | 1.2 | 120% | ||
Mittens | 1 | C,L | 15 | 20 | Cover | 150% | N/A | N/A | N/A |
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
Clothing Type | Graphic (Preview) |
Graphic (Icon) |
Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | LBSTEP | Bars to make | Bars returned on melting | Melting efficiency % |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thongsƒ | 1 | C,L | 10 | 30 | Under | 25% | 0 | N/A | N/A | N/A | |||
Loincloths | 1 | C,L | 10 | 30 | Under | 50% | 0 | N/A | N/A | N/A | |||
Braies≈ | 3 | C,L | 10 | 30 | Under | 100% | 1 | N/A | N/A | N/A | |||
Trousers | 4 | C,L | 15 | 30 | Over | 100% | MAX | N/A | N/A | N/A | |||
Skirts (Short)ƒ | 2 | C,L | 10 | 100 | Over | 100% | 0 | N/A | N/A | N/A | |||
Skirtsƒ | 2 | C,L | 10 | 100 | Over | 100% | 1 | N/A | N/A | N/A | |||
Skirts (Long)ƒ | 2 | C,L | 10 | 100 | Over | 100% | MAX | N/A | N/A | N/A | |||
Leggings§ | 1+ | 5 | L,B,S,M | 15 | 30 | Armor | 100% | MAX | 1 | 1.5 | 150% | ||
Greaves§ | 3 | 6 | B,M | 15 | 30 | Armor | 100% | MAX | 2 | 1.8 | 90% |
Footwear
Clothing Type | Graphic (Preview) |
Graphic (Icon) |
Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | UPSTEP | Bars to make (per pair) | Bars returned on melting (per pair) | Melting efficiency % |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Socks | 1 | C | 10 | 15 | Under | 100% | N/A | N/A | N/A | ||||
Chaussesƒ | 3 | C,L | 10 | 15 | Under | 100% | MAX | N/A | N/A | N/A | |||
Sandalsƒ | 1 | C,L | 25 | 15 | Over | 100% | N/A | N/A | N/A | ||||
Shoes | 1 | C,L | 20 | 15 | Over | 100% | N/A | N/A | N/A | ||||
Low Boots | 1+ | 1 | L,M | 25 | 15 | Over | 100% | 1 | 0.6 | 60% | |||
High Boots | 1+ | 2 | L,M | 25 | 15 | Over | 100% | 1 | 1 | 1.2 | 120% |
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.
Shield
Clothing Type | Graphic (Preview) |
Graphic (Icon) |
Blockchance | Armor Level | Material Size | Materials | Size | Permit | Layer | Coverage % | UPSTEP | Bars to make | Bars returned on melting | Melting efficiency |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Buckler | 10 | 1 | 2 | L,M,W | NA | NA | NA | 1 | 1 | 0.6 | 60% | |||
Shield | 20 | 2 | 4 | L,M,W | NA | NA | NA | 2 | 1 | 1.2 | 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. Also note that shields have increased mass when made for/by larger creatures.
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.
- § 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).
- ƒ This "foreign" article can never be crafted by dwarves (except for artifacts) but may be purchased in trade, although, not every article without this can always be crafted (see
[ARMOR]
). - ≈ Uncommon for dwarven civilizations, thus not available more often.
- 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.