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 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.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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|Masterwork|19:39, 13 February 2023 (UTC)}}
+
{{migrated article}}
 +
{{Quality|Unrated}}
 
{{av}}
 
{{av}}
[[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce or deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory.  
+
[[File:dwarf_in_armor.png|221px|right]]'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory.  
  
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{k|k}}, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
+
Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{menu icon|k}}, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
  
Though many creatures, including non-humanoids, can wear all kinds of armor, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of armor. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear armor, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing certain pieces of armor, even if it wouldn't make sense in real life.
+
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.
 
 
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' "Chain" pieces are flexible, and while good against slashing [[weapons]] (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.
 
  
 
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.
 
Also, for slashing and piercing weapons (but not bludgeoning), the "armor vs. weapon" results are very dependent on the metal of each. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.
Line 13: Line 12:
 
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.
 
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.
  
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]]
+
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]
 
== Basics ==
 
== Basics ==
 
=== Purpose ===
 
=== Purpose ===
[[File:armor_portrait_preview.png|right]]Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.
+
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.
  
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.
+
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.
  
 
=== Types of armor ===
 
=== Types of armor ===
Line 75: Line 74:
 
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat_skill#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.
 
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as "[[Combat_skill#Equipment_skills|armor users]]". Be aware that civilians will also pick up and wear leather caps and leather gloves; leather helms can be produced instead, as civilians will not equip helms, but this may slow your unskilled dwarves down.
  
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 the upper leg is covered from the shirt and the lower leg from the boot for complete coverage; though using greaves is still recommended, as there can never be "enough armor" in the world of Dwarf Fortress).
+
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 the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).
  
 
=== Armor skill ===
 
=== Armor skill ===
Line 117: Line 116:
 
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine
 
|}
 
|}
:: (* Bronze here also includes [[bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)
+
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)
  
 
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.
 
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against "real" weapons, or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.
Line 155: Line 154:
 
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are 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 weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives.  
 
Sometimes, it is better to wear less than more armor, because it slows you down. Non-armor users tend to get slowed down significantly if they are 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 weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weighs 1 unit or less, 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, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who 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, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.
  
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify|Are armor levels still relevant in the new material properties-based mechanics?}} metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and 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 they tend to be at least moderately effective if they are masterworks {{Verify}}. 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. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.
+
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal high boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and 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 they tend to be at least moderately effective if they are masterworks {{Verify}}. 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. However, wooden and leather shields wear out and break rather quickly in the new version when used to hit armor in combat, so in the long run, a metal shield might be worth it.
  
 
=== Wear ===
 
=== Wear ===
 
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.
 
Armor can suffer [[wear]] when it is struck in combat. Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.
  
=== Race ===
+
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear - this is a feature intended to dispose of unwanted items in a refuse stockpile.{{bug|5711}}
Armor is typically sized for the kind of creature that produced it.  [[Goblin]]s, [[elves]] and your [[dwarves]] are all about the same size and their equipment can be used interchangeably, but [[human]] armor is too big for other races.  You can manually specify the target race when forging armor, which is useful if you have non-dwarf [[visitor|residents]].  Also, armor sized for [[hyena man|hyena men]] is big enough to be worn by humans, but still small enough to be worn by dwarves. Being bigger, it also [[material science#Contact Area|offers]] slightly better slashing [[weapon]] protection than dwarf-sized armor, but is also more [[weight|heavy]].  Conversely, [[wolf man]]-sized armor is the smallest you can produce for your dwarf military, and may reduce their encumbrance a bit (but it's worse against slashing attacks).
 
  
Shields do not have a target race, so anyone can use them.
+
== Layers ==
  
== Layers ==
 
 
The layers are, in order from inner to outer:
 
The layers are, in order from inner to outer:
 
*Under
 
*Under
Line 183: Line 180:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Portrait)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 199: Line 193:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Cap{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cap.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}
 
|style="border:1px #AAA solid;padding:0.2em;"|+{{verify|description for METAL_ARMOR_LEVELS token says it only works if ARMORLEVEL is explicitly declared, which is not for cap}}
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
Line 215: Line 206:
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Helm{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_helm.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:helm_icon.png]]
 
 
|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
Line 230: Line 218:
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
 
|style="border:1px #AAA solid;padding:0.2em;"|Hood
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_hood.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:hood_icon.png]]
 
 
|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
Line 246: Line 231:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mask{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Mask{{tooltip|<sup>§</sup>|Shaped}}{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_mask.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mask_icon.png]]
 
 
|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
Line 262: Line 244:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Turban{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_turban.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_icon.png]]
 
 
|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
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 279: Line 257:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_head_veil.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:head_veil_icon.png]]
 
 
|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
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 296: Line 270:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_face_veil.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_icon.png]]
 
 
|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
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 313: Line 283:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_headscarf.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_icon.png]]
 
 
|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
 
|style="border:1px #AAA solid;padding:0.2em;"|C,L
Line 333: Line 299:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Portrait)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 351: Line 314:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Dress
 
|style="border:1px #AAA solid;padding:0.2em;"|Dress
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_dress.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:dress_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
 
|style="border:1px #AAA solid;padding:0.2em;"|5  
Line 369: Line 329:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Shirt
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_shirt.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shirt_icon.png]]
 
 
|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 387: Line 344:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
 
|style="border:1px #AAA solid;padding:0.2em;"|Tunic
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_tunic.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:tunic_icon.png]]
 
 
|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 405: Line 359:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Toga{{tooltip|<sup>≈</sup>|Uncommon}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_toga.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:toga_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 423: Line 374:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
 
|style="border:1px #AAA solid;padding:0.2em;"|Vest
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_vest.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:vest_icon.png]]
 
 
|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
Line 441: Line 389:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
 
|style="border:1px #AAA solid;padding:0.2em;"|Robe
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_robe.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 459: Line 404:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
 
|style="border:1px #AAA solid;padding:0.2em;"|Coat
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_coat.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:coat_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 477: Line 419:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_leather_armor.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leather_armor_icon.png]]
 
 
|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;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 495: Line 434:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
 
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_mail_shirt.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mail_shirt_icon.png]]
 
 
|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;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 513: Line 449:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_breastplate.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:breastplate_icon.png]]
 
 
|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;"|9
 
|style="border:1px #AAA solid;padding:0.2em;"|9
Line 531: Line 464:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
 
|style="border:1px #AAA solid;padding:0.2em;"|Cloak
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cloak.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cloak_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 549: Line 479:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Cape{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_cape.png|30px]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cape_icon.png]]
 
 
|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 567: Line 494:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
 
|style="border:1px #AAA solid;padding:0.2em;"|Backpack
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:backpack_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|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 584: Line 509:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
 
|style="border:1px #AAA solid;padding:0.2em;"|Quiver
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:quiver_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|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 601: Line 524:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
 
|style="border:1px #AAA solid;padding:0.2em;"|Flask
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:flask_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 622: Line 543:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 638: Line 557:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
 
|style="border:1px #AAA solid;padding:0.2em;"|Gloves
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gloves_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:glove_icon.png]]
 
 
|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
Line 654: Line 571:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlets_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlet_icon.png]]
 
 
|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;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
Line 670: Line 585:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
 
|style="border:1px #AAA solid;padding:0.2em;"|Mittens
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mittens_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:mitten_icon.png]]
 
 
|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
Line 691: Line 604:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 707: Line 618:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
 
|style="border:1px #AAA solid;padding:0.2em;"|Trousers
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:trousers_icon.png]]
 
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|  
 
|style="border:1px #AAA solid;padding:0.2em;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 723: Line 632:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Leggings{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Leggings{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:leggings_icon.png]]
 
 
|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;"|5
 
|style="border:1px #AAA solid;padding:0.2em;"|5
Line 739: Line 646:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Greaves{{tooltip|<sup>§</sup>|Shaped}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Greaves{{tooltip|<sup>§</sup>|Shaped}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:greaves_icon.png]]
 
 
|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;"|6
 
|style="border:1px #AAA solid;padding:0.2em;"|6
Line 755: Line 660:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths
 
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
 
|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
Line 771: Line 674:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Braies{{tooltip|<sup>≈</sup>|Uncommon}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Braies{{tooltip|<sup>≈</sup>|Uncommon}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:braies_icon.png]]
 
 
|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 787: Line 688:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Thongs{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Thongs{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:thong_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:loincloth_thong_icon.png]]
 
 
|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
Line 803: Line 702:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short){{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short){{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:short_skirt_icon.png]]
 
 
|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
Line 819: Line 716:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:skirt_icon.png]]
 
 
|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
Line 835: Line 730:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long){{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long){{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:long_skirt_icon.png]]
 
 
|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
Line 854: Line 747:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 870: Line 761:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
 
|style="border:1px #AAA solid;padding:0.2em;"|Socks
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:socks_icon.png]]
 
 
|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
Line 886: Line 775:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Sandals{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Sandals{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:sandals_icon.png]]
 
 
|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
Line 902: Line 789:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
 
|style="border:1px #AAA solid;padding:0.2em;"|Shoes
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shoes_icon.png]]
 
 
|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
Line 918: Line 803:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
 
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:low_boots_icon.png]]
 
 
|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
Line 934: Line 817:
  
 
|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; text-align:center;"|[[File:high_boots_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:high_boots_icon.png]]
 
 
|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
Line 950: Line 831:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Chausses{{tooltip|<sup>ƒ</sup>|Foreign}}
 
|style="border:1px #AAA solid;padding:0.2em;"|Chausses{{tooltip|<sup>ƒ</sup>|Foreign}}
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:chausses_icon.png]]
 
 
|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 971: Line 850:
 
|- 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:1.2em;"|Clothing Type
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Icon)</small>
 
!style="border:1px #AAA solid;padding:1.2em;"|Blockchance
 
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}}
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
 
!style="border:1px #AAA solid;padding:1.2em;"|Material Size
Line 988: Line 864:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
 
|style="border:1px #AAA solid;padding:0.2em;"|Buckler
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:buckler_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|10
 
 
|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
Line 1,005: Line 878:
  
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
 
|style="border:1px #AAA solid;padding:0.2em;"|Shield
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_sprite.png]]
 
|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:shield_icon.png]]
 
|style="border:1px #AAA solid;padding:0.2em;"|20
 
 
|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;"|4
 
|style="border:1px #AAA solid;padding:0.2em;"|4
Line 1,020: Line 890:
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|style="border:1px #AAA solid;padding:0.2em;"|120%
 
|}
 
|}
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. Skills rolls are 1d(blockchance) + 2d(skill*15), so skill matters more than blockchance even at novice skill.
+
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking.[http://www.bay12forums.com/smf/index.php?topic=134779.0] The chance to block [[projectile]]s is doubled.{{cite forum|169696/8385967}}
  
 
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
 
Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.
Line 1,027: Line 897:
 
:<sup>ƒ</sup> This "foreign" article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).
 
:<sup>ƒ</sup> This "foreign" article can never be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade, although, not every article without this can always be crafted (see {{token|armor|e}}).
 
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
 
:<sup>≈</sup> Uncommon for dwarven civilizations, thus not always available.
* In theory, the only metal armor pieces which are not "shaped" are Mail Shirt, Flask, Low Boots and High Boots; in practice, the only ''true'' shapeless metal armor is Mail Shirt, because Flask can't deflect hits, while Low and High boots have such low permit that it's impossible anyway to put a second pair of boots on top of the first.
 
  
 
==Special procedurally generated armors==
 
==Special procedurally generated armors==
Line 1,033: Line 902:
  
 
==Equipping clothing==
 
==Equipping clothing==
Items in ''Dwarf Fortress'' must be equipped in a specific order, similarly to what happens in real life: for example, a dwarf cannot equip a layer type of Under when they are already equipping a layer type of Over. The complete order is (inner clothing to outer clothing): 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 issue doesn't typically occur with soldiers, however.
+
 
 +
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: 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 issue doesn't typically occur 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.
  
 
===Process for equipping a new piece of clothing===
 
===Process for equipping a new piece of clothing===
[[File:aardvark_armor_preview.png|thumb|300px|right|An aardvark wearing armor meant for a dwarf. Somehow.]]The following variables will be used in the logic below:  
+
 
 +
The following variables will be used in the logic below:  
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''Current Item''' refers to the specific item being equipped.  
 
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]).  
 
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]).  
:'''Permit''' is a capacity value indicating the maximum allowable size of items equipped on the same layer and lower layers as the item being equipped.
+
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.
  
In order to equip a new item, the dwarf (or other creature):
+
 
:*determines if they are eligible to wear the item in question (perhaps the body part is missing/severed);
+
In order to equip a new item, the dwarf (or other creature) ...
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped;
+
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part''';
+
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.
:*considers the item with the lowest permit value first. If two items share the same permit value, the highest-size item would be equipped first{{verify}};
+
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.
:*checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.
+
:*will equip items with lowest permit level first. If two items share the same permit value, the highest-size item will be equipped first{{verify}}.
 +
:*then checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.
 
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.
 
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.
 
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.
 
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.
:*if all above conditions are met, the dwarf/creature will equip the item.
+
:*if all above logic is true, the dwarf will equip the item.
  
 
===Equipment process example===
 
===Equipment process example===
 +
 
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.
 
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.
  
Line 1,085: Line 958:
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]
 
|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;"|45
+
|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
 
|-
 
|-
Line 1,251: Line 1,124:
 
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), but a combined total of up to 9 head veils and hoods can be added.
  
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds that Urist McNopants follows a totally different set of rules than either of these - their rules tell them to forget both caps, all of the hoods, both socks, and their trousers, and each successive time they get dressed ,they feel the need to do it differently.)
+
 
 +
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (Testing finds 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.)
  
 
===Some more workarounds regarding Size, Permit, and Layering===
 
===Some more workarounds regarding Size, Permit, and Layering===
Line 1,259: Line 1,133:
  
 
Now, you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:
 
Now, you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:
* Against each of the mail shirts, you have '''2 × 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.
+
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.
* Against the breastplate, you have '''3 × 15 = 45 < 50''', which is fine.
+
* Against the breastplate, you have '''3 x 15 = 45 < 50''', which is fine.
 
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.
 
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.
  
 
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest, or whatever.
 
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest, or whatever.
  
However, you can add cover layer items - in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''× 15 = 90''') cloaks over the existing armor.
+
However, you can add cover layer items - in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.
  
 
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:
 
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:
Line 1,273: Line 1,147:
 
'''1 × breastplate'''<br />
 
'''1 × breastplate'''<br />
 
6 × cloaks<br />
 
6 × cloaks<br />
16 × capes
+
16 x capes
  
 
'''Armor (no foreign items)'''<br/>
 
'''Armor (no foreign items)'''<br/>
Line 1,284: Line 1,158:
 
3 × robe<br/>
 
3 × robe<br/>
 
3 × cloak<br/>
 
3 × cloak<br/>
 +
  
 
'''Legs'''<br/>
 
'''Legs'''<br/>
Line 1,296: Line 1,171:
 
2 × trousers<br />
 
2 × trousers<br />
 
1 × leggings
 
1 × leggings
 +
  
 
'''Helm'''<br/>
 
'''Helm'''<br/>
 
'''1 × helm'''<br />
 
'''1 × helm'''<br />
 
8 × hood
 
8 × hood
 +
  
 
'''Gloves'''<br/>
 
'''Gloves'''<br/>
Line 1,308: Line 1,185:
 
2 × pairs of gloves<br />
 
2 × pairs of gloves<br />
 
1 × pairs of mittens
 
1 × pairs of mittens
 +
  
 
'''Boots †'''<br/>
 
'''Boots †'''<br/>
Line 1,323: Line 1,201:
 
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).
 
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).
  
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this, or refusing to put parts on because they found their boots before their socks.
+
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.
  
 
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that 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 sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that 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 their feet.
+
† 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.
 
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.
  
Line 1,365: Line 1,244:
  
 
== Other Restrictions ==
 
== Other Restrictions ==
 +
 
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.
 
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.
  
Line 1,374: Line 1,254:
  
 
== Bugs ==
 
== Bugs ==
 +
 +
* Many players report ranged dwarves have particular trouble equipping and using ammunition unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.
 +
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}
 +
* In fortress mode, it is possible to have (at least) 3 shields equipped.
 +
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 +
 
{{Translation
 
{{Translation
 
| dwarven = tosid
 
| dwarven = tosid
Line 1,380: Line 1,266:
 
| human  = stalcon
 
| human  = stalcon
 
}}
 
}}
* Many players report ranged dwarves have particular trouble equipping and using ammunition, unless the squad is assigned a uniform that includes a ranged weapon ''when the squad is created.'' This can be the default archer uniform, or any other uniform that has a ranged weapon assigned. Adding a ranged weapon or ranged weapon equipped uniform to the squad after creation will result in the squad failing to ever pick up bolts or arrows and the ammunition icon will remain red.
 
* Getting military dwarves to put on all their assigned equipment can be iffy. {{bug|535}}
 
* In fortress mode, it is possible to have (at least) 3 shields equipped.*(left hand, right hand, back, (turtle mode))
 
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}
 
* In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for dwarves, elves, and kobolds' armor (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.
 
* The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.
 
 
  
 
{{Industry}}
 
{{Industry}}

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)

Templates used on this page:

This page is a member of 2 hidden categories: