v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 23a:Armor

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{quality|Exceptional|15:43, 25 August 2010 (UTC)}}{{av}}
 
{{quality|Exceptional|15:43, 25 August 2010 (UTC)}}{{av}}
  
Giving your dwarves protective garments (clothing and armor) will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.
+
Giving your dwarves protective garments (clothing and armor) will help to keep them alive in combat, as well as safe from the elements. It will also protect them against {{L|sparring}} injuries and may develop their {{L|Armor user}} skill.
  
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to [[wear]] away. Wearing old or tattered clothes creates unhappy [[thought]]s, and having clothing wear away completely creates an even bigger one, enough to make an otherwise ecstatic dwarf begin to [[tantrum]]. As far as armor goes, Civilians will not wear armor other than clothing. Assign them to be miners or lumberjacks if you're concerned about them, since they'll carry axes and picks then even if they're not drafted.  
+
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to {{L|wear}} away. Wearing old or tattered clothes creates unhappy {{L|thought}}s, and having clothing wear away completely creates an even bigger one, enough to make an otherwise ecstatic dwarf begin to {{L|tantrum}}. As far as armor goes, Civilians will not wear armor other than clothing. Assign them to be miners or lumberjacks if you're concerned about them, since they'll carry axes and picks then even if they're not drafted.  
  
 
==Types of Protection==
 
==Types of Protection==
  
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes. They may additionally protect upper and lower arms and legs, 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 that maybe only non-clothing garments may increase the [[armor user]] skill.
+
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes. They may additionally protect upper and lower arms and legs, 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 that maybe only non-clothing garments may increase the {{L|armor user}} skill.
  
 
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt
 
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt
  
 
{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Armor#Size, Permit, and layering armor|Permit]]!!Layer
+
!Body Part!!Clothing!!Weight!!Block!!{{L|Cloth|Fiber}}/{{L|Silk}}!!{{L|Leather}}!!{{L|Bone}}!!{{L|Shell}}!!{{L|Metal}}!!{{L|Wood}}!!{{L|Size}}!!{{L|Armor#Size, Permit, and layering armor|Permit}}!!Layer
 
|-
 
|-
|rowspan="5"|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over
+
|rowspan="3"|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over
 
|-
 
|-
 
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor
 
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor
Line 20: Line 20:
 
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover
 
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover
 
|-
 
|-
|Crown[S]*||10|| || || || || || || ||20||30||Cover
+
|rowspan="10"|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under
|-
 
|Amulet*||2|| || || || || || || ||1||1000||Cover
 
|-
 
|rowspan="12"|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under
 
 
|-
 
|-
 
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under
 
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under
Line 44: Line 40:
 
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover
 
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover
 
|-
 
|-
|Backpack*||10|| || || || || || || ||50||200||Cover
+
|rowspan="3"|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under
|-
 
|Quiver*||10|| || || || || || || ||30||200||Cover
 
 
|-
 
|-
|rowspan="4"|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under
+
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor
|-
 
|Bracelet*||3|| || || || || || || ||1||1000||Under
 
|-
 
|Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor
 
 
|-
 
|-
 
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover
 
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover
Line 71: Line 61:
 
|-
 
|-
 
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA
 
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA
|-
 
|Fingers||Ring*||1|| || || || || || || ||1||10||Under
 
|-
 
|Ears||Earring*||1|| || || || || || || ||1||10||Under
 
 
|}
 
|}
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.
+
Some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted.
  
 
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)
 
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)
  
The "weight" figure is for items made of stone or metal - see the [[weight]] article for more information. Note that certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.  
+
The "weight" figure is for items made of metal. Metal armor may be made from {{L|copper}}, {{L|bronze}}, {{L|iron}}, or {{L|steel}}, and weigh the same regardless of which metal they are made of. {{L|Leather}}, plant {{L|cloth}}, {{L|bone}}, and {{L|shell}} items weigh half as much, {{L|adamantine}} items weigh one-eighth as much, and {{L|silk}} items one-tenth as much. Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.  
  
 
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at "Clothing" armor level, but must be at "Leather" armor level or better before they will put on a metal cap.
 
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at "Clothing" armor level, but must be at "Leather" armor level or better before they will put on a metal cap.
Line 96: Line 82:
 
As mentioned above, the lighter armor must be put on first, and then the heavier assigned.  For some reason, leather armor will not be worn under plate armor.
 
As mentioned above, the lighter armor must be put on first, and then the heavier assigned.  For some reason, leather armor will not be worn under plate armor.
  
In '''[[adventurer mode]]''', the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 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 [[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.
+
In '''{{L|adventurer mode}}''', the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In {{L|fortress mode}}, the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 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 {{L|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.
  
 
=== Other Restrictions ===
 
=== Other Restrictions ===
Line 111: Line 97:
  
 
== Other Sizes ==
 
== Other Sizes ==
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elf|elves]]', [[goblin]]s',[[kobold]]s') (except [[large rat]] leather armor). Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.
+
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ({{L|elf|elves}}', {{L|goblin}}s',{{L|kobold}}s') (except {{L|large rat}} leather armor). Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.
  
 
== Requirements ==
 
== Requirements ==
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.
+
Creating plate mail requires three {{L|bar}}s of metal to {{L|forge}}. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.
  
 
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), as do bone leggings. All other bone and shell items (including shell leggings) require one stack of bone/one shell to make.
 
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), as do bone leggings. All other bone and shell items (including shell leggings) require one stack of bone/one shell to make.
  
 
== Making armor ==
 
== Making armor ==
Depending on the type and material, different specific [[labor]]s and [[workshop]]s are needed to make similar items of armor, and different [[skill]]s will apply. While items of [[clothing]] made by a [[clothes maker]] aren't technically "armor", they do offer limited protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chain mail and plate mail are made by an [[armorsmith]] at a [[metalsmith's forge]]. Leather armors are made at a [[leather works]] by a dwarf with the [[leatherworking]] labor enabled. The type of [[metal]] used affects the effectiveness of the armor, but all leather, bones and shells are equal in their protection multiplier (see table below). Higher skilled craftsdwarves, leatherworkers and armorers will, on average, produce items of higher [[quality]], that increases the effectiveness of the armor.
+
Depending on the type and material, different specific {{L|labor}}s and {{L|workshop}}s are needed to make similar items of armor, and different {{L|skill}}s will apply. While items of {{L|clothing}} made by a {{L|clothes maker}} aren't technically "armor", they do offer limited protection. Shell and bone armors are made by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Chain mail and plate mail are made by an {{L|armorsmith}} at a {{L|metalsmith's forge}}. Leather armors are made at a {{L|leather works}} by a dwarf with the {{L|leatherworking}} labor enabled. The type of {{L|metal}} used affects the effectiveness of the armor, but all leather, bones and shells are equal in their protection multiplier (see table below). Higher skilled craftsdwarves, leatherworkers and armorers will, on average, produce items of higher {{L|quality}}, that increases the effectiveness of the armor.
  
 
==Material==
 
==Material==
Line 127: Line 113:
 
! Material !! Modifier %
 
! Material !! Modifier %
 
|-
 
|-
[[Adamantine]] || 500
+
{{L|Adamantine}} || 500
 
|-
 
|-
[[Steel]] || 133
+
{{L|Steel}} || 133
 
|-
 
|-
[[Iron]] || 100
+
{{L|Iron}} || 100
 
|-
 
|-
[[Bronze]] || 75
+
{{L|Bronze}} || 75
 
|-
 
|-
[[Copper]] || 66
+
{{L|Copper}} || 66
 
|-
 
|-
| Other ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50
+
| Other metals/materials ({{L|leather}}, {{L|cloth}}, {{L|bone}}, {{L|shell}}, {{L|wood}}, etc.) || 50
 
|}
 
|}
  
 
==Quality==
 
==Quality==
[[Quality|Item quality]] increases its protection (or damage, in the case of [[weapons]]) in a fairly straightforward manner - a masterwork item is twice as good as a base-quality item, and the multipliers for other quality levels are distributed evenly.
+
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that {{L|Quality|item quality}} increases its protection (or damage, in the case of {{L|weapons}}), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block."
  
 
{|cellpadding="2" border="1"
 
{|cellpadding="2" border="1"
Line 174: Line 160:
  
  
! [[Copper]]
+
! {{L|Copper}}
 
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||
 
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||
 
|-
 
|-
  
  
! [[Bronze]]
+
! {{L|Bronze}}
 
| ||  ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||
 
| ||  ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||
 
|-
 
|-
  
  
! [[Iron]]
+
! {{L|Iron}}
 
| ||  ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||
 
| ||  ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||
 
|-
 
|-
  
  
! [[Steel]]
+
! {{L|Steel}}
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
| ||  ||  ||  ||  || ||  ||  || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||  || ||'''≡''' || || ||☼
 
|-
 
|-
Line 197: Line 183:
 
::1) ''includes leather, bone, shell, wood, and any other material not listed).  The net effect of non-standard "other" materials used to create artifact armors (and weapons) during strange moods is not known.''
 
::1) ''includes leather, bone, shell, wood, and any other material not listed).  The net effect of non-standard "other" materials used to create artifact armors (and weapons) during strange moods is not known.''
  
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)''
+
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether {{L|artifact}} quality items have ''additional'' modifiers above and beyond "masterpiece" level.)''
  
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and skyrocket from there - a piece of masterwork adamantine armor provides 10 times as much protection as base-quality iron, but good luck actually producing one (outside of a [[strange mood]]) before the "[[too deep]]" ending occurs...
+
{{L|Adamantine}} items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.
  
 
== Shields and Bucklers ==
 
== Shields and Bucklers ==
  
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, but also provide less protection.
+
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In {{L|Adventure Mode}}, a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, but also provide less protection.
  
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.
+
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's {{L|Shield user}} skill, although the exact mechanics are unknown.
  
 
== Using Armor ==
 
== Using Armor ==
  
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.
+
To tell a {{L|dwarf}} to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.
  
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above "clothing").  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.
+
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than {{L|clothing}}, except for those given the {{L|Ambusher|Hunting}} {{L|labor}} (provided their armor level is set above "clothing").  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.
  
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.
+
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different {{L|materials}} or {{L|quality|item qualities}}, so if they are already wearing a {{L|helm}} (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.
  
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could, for instance, keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.
+
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor {{L|stockpile}} or still in the {{L|forge}}) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change {{L|weapons}} as well (from an iron short {{L|sword}} to an {{L|obsidian}} one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could, for instance, keep a Stockpile of bone and wood {{L|bolt}}s as well as silver weapons behind a door near the {{L|barracks}}, so you can lock up the crappy stuff when the {{L|goblins}} are at the door.
  
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor, either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at "clothing" armor level for a while until the unwanted pieces are disposed of).  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.
+
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor, either by {{L|chasm}}ing it, {{L|melt}}ing it (if metal), or {{L|trading}} it away.  This may take some time to carry out, meaning you must leave some of your soldiers at "clothing" armor level for a while until the unwanted pieces are disposed of).  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a {{L|legendary}} armorsmith.
  
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at "Expert" level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.
+
Heavy armor can reduce dwarves' {{L|speed}}, especially when they wear several pieces.  Being {{L|attributes|Strong}} will reduce this problem, as will {{L|Armor user}} skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at "Expert" level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.
  
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to "Plate" armor level; if they manage to don the suit before being captured, it will reduce the damage they take.
+
As an emergency measure, a dwarf who is about to be {{L|justice|hammered}} can be turned into a {{L|military}} recruit and set to "Plate" armor level; if they manage to don the suit before being captured, it will reduce the damage they take.
  
 
== Oddities ==
 
== Oddities ==
Line 228: Line 214:
 
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?
 
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?
 
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to "unarmed" and make sure they drop both items before assigning them a shield and weapon again.
 
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to "unarmed" and make sure they drop both items before assigning them a shield and weapon again.
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings, as a result of [[wrestler|wrestling]].  This will make them unable to use their shield or weapon.  Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly.
+
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings, as a result of {{L|wrestler|wrestling}}.  This will make them unable to use their shield or weapon.  Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly.
  
 
{{Category|Armor| }}
 
{{Category|Armor| }}
 
{{Category|Items}}
 
{{Category|Items}}
 
{{Category|Military}}
 
{{Category|Military}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)