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Editing v0.34:Armor

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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.) 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.
 
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.
[[File:Armor Coverage Chart.png|thumb|580px|Dwarven armor coverage chart]]
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== Basics ==
 
== Basics ==
 
=== Purpose ===
 
=== Purpose ===
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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].
 
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.
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[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also be 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 and strange moods ===
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Since most dwarves are not danger room trained right away into legendary armor users it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves 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.
 
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.
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Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives a 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.
  
 
== Layers ==
 
== Layers ==
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!style="border:1px #AAA solid;padding:1.2em;"|Layer
 
!style="border:1px #AAA solid;padding:1.2em;"|Layer
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
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!style="border:1px #AAA solid;padding:1.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
 
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|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;"|1
|style="border:1px #AAA solid;padding:0.2em;"|0.6
 
|style="border:1px #AAA solid;padding:0.2em;"|60%
 
 
|-
 
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|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
 
 
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|style="border:1px #AAA solid;padding:0.2em;"|Under
 
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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
 
 
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|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|-
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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
 
 
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|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|-
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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;"|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
 
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|}
 
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!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency
 
 
|-
 
|-
  
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|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
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
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|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
 
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|-
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|style="border:1px #AAA solid;padding:0.2em;"|0
 
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|style="border:1px #AAA solid;padding:0.2em;"|1
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|-
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|style="border:1px #AAA solid;padding:0.2em;"|1
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|-
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|style="border:1px #AAA solid;padding:0.2em;"|0
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|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
 
 
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|-
 
|-
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|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
 
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|-
 
|-
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|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%
 
 
|-
 
|-
  
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|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%
 
 
|-
 
|-
  
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|style="border:1px #AAA solid;padding:0.2em;"|MAX
 
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|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
 
 
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|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|0
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|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
|}
 
|}
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!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
+
!style="border:1px #AAA solid;padding:1.2em;"|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 %
 
 
|-
 
|-
  
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|style="border:1px #AAA solid;padding:0.2em;"|
|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
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|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%
 
 
|-
 
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|}
 
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!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:1.2em;"|Bars
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting
 
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %
 
 
|-
 
|-
  
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|-
 
|-
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|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;"|1.5
 
|style="border:1px #AAA solid;padding:0.2em;"|150%
 
 
|-
 
|-
  
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|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%
 
 
|-
 
|-
  
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|style="border:1px #AAA solid;padding:0.2em;"|0
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|style="border:1px #AAA solid;padding:0.2em;"|N/A
 
 
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|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 545:
 
|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 557:
 
|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 569:
 
|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 651: Line 581:
 
|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 668: Line 596:
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)
+
!style="border:1px #AAA solid;padding:1.2em;"|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 608:
 
|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 620:
 
|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 632:
 
|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 645:
 
|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%
 
 
|-
 
|-
  
Line 738: Line 656:
 
|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 each
|style="border:1px #AAA solid;padding:0.2em;"|1.2
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
 
|-
 
|-
  
Line 752: Line 668:
 
|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
 
 
|}
 
|}
  
Line 771: Line 685:
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
 
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make
+
!style="border:1px #AAA solid;padding:1.2em;"|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 698:
 
|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 710:
 
|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 813: Line 721:
 
==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 943: Line 851:
  
  
'''[[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 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 1,007: Line 915:
  
  
'''Boots '''<br/>
+
'''Boots'''<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/>
+
'''Boots (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/>
+
'''Boots (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 930:
  
 
''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==
Line 1,040: Line 946:
 
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 />
Line 1,067: Line 973:
  
 
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 1,079: Line 983:
  
 
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 
* 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}}
 
{{Industry}}

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