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Editing v0.34:Armor

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{{quality|Masterwork|13:30, 26 July 2012 (UTC)}}{{av}}
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{{quality|Fine|14:29, 21 November 2010 (UTC)}}{{av}}
  
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms and upper legs. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat.  
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Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat.
  
 
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
 
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
  
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slow to both move and react in combat.
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Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.)
[[File:Armor Coverage Chart.png|thumb|580px|Dwarven armor coverage chart]]
 
== Basics ==
 
=== Purpose ===
 
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf hit by a weapon would invariably suffer damage, well-armored dwarves have a good chance of blunting the damage or bouncing it off altogether, reducing major strikes to mere bruises and grave wounds to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless also functions in that sense, often blocking weak attacks (and rendering a clothed dwarf a better fighter than a naked one).
 
  
A clothed dwarf takes little more than a few seconds to die to a [[goblin]] [[ambush]]. One clad in a full set of exceptional steel armor, meanwhile, can expunge a goblin squad of most of its ammo and a half a minute of its time before finally dying. Dwarves armed only with weapons might be a sufficient response to thieves and local wildlife, but a serious [[military|army]] requires equally serious armor.
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== Armor Skill ==
  
=== Types of armor ===
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It is unclear how the [[armor user]] skill affects combat, since the movement speed and armor penetration look the same for legendary armor users and untrained users, yet when testing in the arena, a novice armor user is injured extremely frequently compared a grand master armor user. An accepted theory is that the skill affects armor block chance.
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.
 
  
Though all clothes can protect from damage, a "true" suit of armor consists of the following pieces, one cell from each column.
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== Quality Level ==
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Armor gets a deflection bonus based on quality level, but anything less than masterful gets no bonus. See [[Quality]] for more information.
  
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"
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{{v0.31:Item quality/Table}}
|-
 
! scope="col" style="background:#efefef;" | Torso
 
! scope="col" style="background:#efefef;" | Head
 
! scope="col" style="background:#efefef;" | Arm
 
! scope="col" style="background:#efefef;" | Leg
 
! scope="col" style="background:#efefef;" | Feet
 
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)
 
|-
 
|Mail Shirt (upper body + upper arms + upper legs)
 
'''and/or''' Breastplate (upper body)
 
|Helms
 
|Gauntlets (hands + wrists)
 
|Greaves, made of plate
 
|High boots (feet + lower legs)
 
|Shield
 
|-
 
|Leather armor (upper body)
 
|Cap
 
|Gloves (hands)
 
|Leggings, made of chain
 
|Low boots (feet)
 
|Buckler
 
|}
 
 
 
The first row is the more effective choice, while the second row is an alternative offering less protection.
 
 
 
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 upper leg from the shirt and lower leg from the boot is complete).
 
  
=== Armor skill ===
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== Materials ==
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.
 
  
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as "the attack was deflected by his/her <armor>"), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.
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''(see also: [[Metal#Weapon_.26_Armor_Quality|Metal: Armor Quality]])''
  
=== Shield skill ===
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'''Armor material effectiveness changed recently.  [http://www.bay12forums.com/smf/index.php?topic=53571.0 Simulation testing] is still ongoing, so these results should be considered merely Fine quality, not Masterwork.'''
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.
 
  
=== Material ===
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Armor may be constructed from a wide variety of material types.
:''See also: [[Metal#Weapon and armor quality]]''
 
  
 
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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 piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.
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It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones. A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as maces or war hammers) have a much easier time damaging individuals through armor. Rigid armor provides limited blunt protection, and flexible armor such as leather and chainmail provides nearly none. Mail shirts and leggings are both chainmail items.
 
 
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets, and copper bolts will tear through steel breastplates as if they weren't there.  Metal plate mail provides no protection against metal bolts, although it can deflect wood and bone.  Chain mail provides modest protection.<sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup>
 
  
 
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center"
 
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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).
+
<nowiki>*</nowiki> Iron and bronze have nearly the same applied practicality. Although the RAWs suggest that Bronze is a better material, the difference is negligible in arena testing.
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor, and has slightly better material properties than iron, but also weighs more.
 
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin 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 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 is worth its weight in [[gold]]; making lots of armor is a sure way to attract 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 unparallelled 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 armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].
 
 
 
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.
 
 
 
=== Quality and strange moods ===
 
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.
 
 
 
{{DF2012: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.
 
 
 
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of paper armor. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.
 
 
 
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.
 
 
 
=== Attachment ===
 
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.
 
 
 
=== Mechanics ===
 
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 [[wear]], and the fact that 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, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.
 
 
 
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].
 
 
 
=== Encumbrance ===
 
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if 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 weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives.
 
 
 
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 that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.
 
  
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more 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 tend to be at least moderately effective if they are masterworks. 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.
+
The number of bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down. Due to the extraordinary kindness of the DF community, this math has been performed for you for appropriate armor types.
  
 
== Layers ==
 
== Layers ==
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==Types of Protection==
 
==Types of Protection==
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 cloth required to create armor is equal to the material size.
+
 
 +
Each garment fits a specific layer on a given body part. It may additionally cover adjoining body parts up to a certain number of 'steps' distant from the body, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.
 +
 
 +
There is no real difference between armor and [[clothing]], except for materials, [[wear|wear and tear]], and the fact that only non-clothing garments increase the [[armor user]] skill.
 +
 
 +
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks. By the way, cloaks protect the eyes somewhat, according to combat logs. Dresses and Robes may offer superior protection as well.
 +
 
 +
Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted.
 +
 
  
 
===Headgear===
 
===Headgear===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Cap
 
|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
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|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;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
|style="border:1px #AAA solid;padding:0.2em;"|0.3
 
|style="border:1px #AAA solid;padding:0.2em;"|30%
 
  
 
|-
 
|-
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|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
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
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|style="border:1px #AAA solid;padding:0.2em;"|Cover
 
|style="border:1px #AAA solid;padding:0.2em;"|Cover
 
|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;"|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;"|Mask†[S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Mask†
 
|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,M
+
|style="border:1px #AAA solid;padding:0.2em;"|C,L
 
|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
 
|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;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
|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
 
|-
 
|-
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|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;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|Over
 
|style="border:1px #AAA solid;padding:0.2em;"|Over
 
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|style="border:1px #AAA solid;padding:0.2em;"|50%
|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
 
|-
 
|-
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|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;"|50%
 
|style="border:1px #AAA solid;padding:0.2em;"|50%
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|style="border:1px #AAA solid;padding:0.2em;"|50%
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|}
 
|}
 +
  
 
===Upper Body===
 
===Upper Body===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency
 
 
|-
 
|-
  
Line 281: Line 199:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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 296: Line 212:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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
 
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|-
 
|-
Line 311: Line 225:
 
|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;"|1
 
|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 326: Line 238:
 
|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;"|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 341: Line 251:
 
|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;"|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
 
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|-
 
|-
Line 356: Line 264:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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 371: Line 277:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|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 386: Line 290:
 
|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;"|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 397: Line 299:
 
|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;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
|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
 
|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
|style="border:1px #AAA solid;padding:0.2em;"|1.8
 
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
 
|-
 
|-
  
Line 417: Line 317:
 
|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;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
|style="border:1px #AAA solid;padding:0.2em;"|2.7
 
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
 
|-
 
|-
  
Line 431: Line 329:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|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 446: Line 342:
 
|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;"|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
 
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|}
 
|}
Line 455: Line 349:
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %
 
 
|-
 
|-
  
Line 478: Line 370:
 
|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;"|
|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 493: Line 383:
 
|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;"|1
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
 
|-
 
|-
  
Line 506: Line 394:
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
|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
 
|}
 
|}
 
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 sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
 
|-
 
|-
  
Line 539: Line 421:
 
|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;"|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 553: Line 433:
 
|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;"|MAX
|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;"|1.5
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
 
|-
 
|-
  
Line 568: Line 446:
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
|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;"|1.8
 
|style="border:1px #AAA solid;padding:0.2em;"|90%
 
 
|-
 
|-
  
Line 581: Line 457:
 
|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;"|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
 
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|-
 
|-
Line 595: Line 469:
 
|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;"|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
 
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|-
 
|-
Line 609: Line 481:
 
|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;"|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 623: Line 493:
 
|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
|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 637: Line 505:
 
|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;"|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
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Braies†
+
|style="border:1px #AAA solid;padding:0.2em;"|Braies
 
|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 651: Line 517:
 
|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
|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 659: Line 523:
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
 
|-
 
|-
  
Line 682: Line 544:
 
|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;"|  
|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 696: Line 556:
 
|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;"|  
|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 710: Line 568:
 
|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;"|  
|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 725: Line 581:
 
|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
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
 
|-
 
|-
  
 
|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;"|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;"|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
Line 739: Line 593:
 
|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;"|1
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†
+
|style="border:1px #AAA solid;padding:0.2em;"|Chausses (sockmail)†
 
|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
|style="border:1px #AAA solid;padding:0.2em;"|C,L
+
|style="border:1px #AAA solid;padding:0.2em;"|L,M
 
|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;"|15
 
|style="border:1px #AAA solid;padding:0.2em;"|15
Line 752: Line 604:
 
|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;"|MAX
|style="border:1px #AAA solid;padding:0.2em;"|N/A
+
|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
 
 
|}
 
|}
 
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===
 
===Shield===
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable 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:0.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*
+
!style="border:1px #AAA solid;padding:0.2em;"|Armor Level*
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
+
!style="border:1px #AAA solid;padding:0.2em;"|Material Size
!style="border:1px #AAA solid;padding:1.2em;"|Materials
+
!style="border:1px #AAA solid;padding:0.2em;"|Materials
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[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:0.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]
!style="border:1px #AAA solid;padding:1.2em;"|Layer
+
!style="border:1px #AAA solid;padding:0.2em;"|Layer
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
+
!style="border:1px #AAA solid;padding:0.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
+
!style="border:1px #AAA solid;padding:0.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:0.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency
 
 
|-
 
|-
  
Line 786: Line 632:
 
|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;"|1
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
 
|-
 
|-
  
Line 800: Line 644:
 
|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;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
 
|}
 
|}
  
Line 809: Line 651:
 
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).
 
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).
 
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
 
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.
Note: Striking with a shield trains both misc object user and armor user skills.
 
  
 
==Equipping Clothing==
 
==Equipping Clothing==
  
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: 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 is typically not an issue with soldiers, however.
+
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, 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 is typically not an issue 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 846: Line 687:
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
+
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
|style="border:1px #AAA solid;padding:0.2em;"|15
+
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|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;"|0
 
|style="border:1px #AAA solid;padding:0.2em;"|0
Line 855: Line 696:
 
|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;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
|style="border:1px #AAA solid;padding:0.2em;"|15
+
|style="border:1px #AAA solid;padding:0.2em;"|20
 
|-
 
|-
  
Line 861: Line 702:
 
|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;"|50
 
|style="border:1px #AAA solid;padding:0.2em;"|50
|style="border:1px #AAA solid;padding:0.2em;"|30
+
|style="border:1px #AAA solid;padding:0.2em;"|35
 
|-
 
|-
  
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
+
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
|style="border:1px #AAA solid;padding:0.2em;"|20
+
|style="border:1px #AAA solid;padding:0.2em;"|15
 +
|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
|style="border:1px #AAA solid;padding:0.2em;"|45
 
 
|-
 
|-
  
Line 925: Line 766:
 
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.
 
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.
  
Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)
+
Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)
  
 
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.
 
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.
Line 936: Line 777:
 
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time.  
 
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time.  
  
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired.  
+
Example: A helm (30 size,20 permit) means you can put on a mask (20,10) or two caps (10,20), but only two head veils (10,100).  Any of these configurations can fit 6 additional hoods if desired.  
  
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), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.
  
 
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.
 
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.
  
  
'''[[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 ones upper body plus a helm and six hoods on ones 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.)
+
'''[[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 ones upper body plus two caps(or one mask), a helm, and six hoods on ones 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 sucessive time he gets dressed he feels the need to do it differently.)
  
===Some more workarounds regarding Size, Permit and Layering===
+
===Some more workaround about Size, Permit and Layering===
  
 
* You can only have one shaped armor piece (marked with '''[S]''') per body part.
 
* You can only have one shaped armor piece (marked with '''[S]''') per body part.
Line 969: Line 810:
 
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;
 
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;
  
'''Armor'''<br/>
+
 
 +
'''Head'''<br/>
 +
2 x caps<br />
 +
1 x helm<br />
 +
6 x hood
 +
 
 +
 
 +
'''Upper Body'''<br/>
 
1 x breastplate<br />
 
1 x breastplate<br />
 
3 x mail shirts<br />
 
3 x mail shirts<br />
 
6 x cloaks
 
6 x cloaks
  
'''Armor (cheap)'''<br/>
+
'''Upper Body (cheap)'''<br/>
 
6 x dress<br/>
 
6 x dress<br/>
 
3 x robe<br/>
 
3 x robe<br/>
Line 980: Line 828:
  
  
'''Legs'''<br/>
+
'''Lower Body'''<br/>
 
3 x long skirts<br />
 
3 x long skirts<br />
 
1 x greaves
 
1 x greaves
  
'''Legs (no foreign items)'''<br/>
+
'''Lower Body (no foreign items)'''<br/>
 
2 x trousers<br />
 
2 x trousers<br />
 
1 x greaves
 
1 x greaves
  
'''Legs (cheap)'''<br/>
+
'''Lower Body (cheap)'''<br/>
 
2 x trousers<br />
 
2 x trousers<br />
 
1 x leggings
 
1 x leggings
  
  
'''Helm'''<br/>
+
'''Hands'''<br/>
1 x helm<br />
 
6 x hood
 
 
 
 
 
'''Gloves'''<br/>
 
 
1 x pairs of gauntlets<br />
 
1 x pairs of gauntlets<br />
 
1 x pairs of mittens
 
1 x pairs of mittens
  
'''Gloves (cheap)'''<br/>
+
'''Hands (cheap)'''<br/>
 
2 x pairs of gloves<br />
 
2 x pairs of gloves<br />
 
1 x pairs of mittens
 
1 x pairs of mittens
  
  
'''Boots †'''<br/>
+
'''Feet'''<br/>
 
1 x pairs of chausses<br />
 
1 x pairs of chausses<br />
 
1 x pairs of high boots
 
1 x pairs of high boots
  
'''Boots (no foreign items) '''<br/>
+
'''Feet (no foreign items)'''<br/>
 
1 x pairs of socks<br />
 
1 x pairs of socks<br />
 
1 x pairs of high boots
 
1 x pairs of high boots
  
'''Boots (cheap) '''<br/>
+
'''Feet (cheap)'''<br/>
 
1 x pairs of socks<br />
 
1 x pairs of socks<br />
 
1 x pairs of shoes
 
1 x pairs of shoes
Line 1,022: Line 865:
  
 
''Note: "Cheap" implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which 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 set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which 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 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.
+
There are three tags that govern how far coverage reaches.
 
 
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:
 
  
 
:'''[UBSTEP]'''
 
:'''[UBSTEP]'''
Line 1,040: Line 879:
 
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.
 
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.
  
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).
+
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).
  
 
:'''[LBSTEP]'''
 
:'''[LBSTEP]'''
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.
+
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.
  
 
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 1,058: Line 896:
 
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.
 
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.
  
The whole method is pretty nifty, even though faces can't be covered by head armor.
 
  
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).
+
The whole method is pretty nifty with just two problems.<br />
 +
* Faces can't be covered by head armor.
 +
* Throats cannot be protected by metal armor (except adamantine cloth).
 +
 
 +
In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.
  
 
== Other Restrictions ==
 
== Other Restrictions ==
Line 1,067: Line 908:
  
 
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.
 
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.
 
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...
 
  
 
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.
 
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.
Line 1,076: Line 915:
 
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.
 
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.
  
In fortress mode it is possible to have (at least) 3 shields equipped.
+
Another bug report suggests that in fortress mode items may be equipped in the order that they are produced, instead of in the order that they are listed on the dwarf's equipment selection screen.{{bug|4932}}
 
 
* 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|6101}}
 
{{Industry}}
 

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