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Editing v0.34:Armor
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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 | + | [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 === |