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Difference between revisions of "Armor"
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− | {{Quality| | + | {{Quality|Unknown|19:39, 13 February 2023 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File:dwarf_armor_preview.png|right]]'''Armor''' is protective equipment used to reduce | + | [[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. |
− | Loosely speaking, anything worn provides some protection, so it is considered "armor". In the [[stocks]] menu {{ | + | 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.) |
− | '''The actual effectiveness of a given piece of armor depends largely on the weapon | + | 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/weapons being used against it.''' "Chain" pieces are flexible, and while good against slashing [[weapons]] (such as axes), they don't do much to stop the crushing force of blunt weapons (such as 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. | ||
− | Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your | + | Keeping in mind the enemies you are likely to meet, and how they will be armed, it is advisable to equip your militiadwarves with at least bronze or iron armor, as copper will quickly be outclassed against almost 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]] | + | [[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart{{Verify|Chart has errors, see talk page}}]] |
== Basics == | == Basics == | ||
=== Purpose === | === Purpose === | ||
− | 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. | + | [[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. |
− | While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a | + | 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 === | ||
− | In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your squad sidebar {{menu icon|q}}, you will have the choice to assign a default uniform - "No uniform" (assigning no additional equipment, i.e., keeping their civilian clothing, no weapon), "Leather armor" (leather pieces and a melee weapon), "Metal armor" (any metal pieces and a melee weapon), or "Archer" (which is identical to "Leather armor" but with a choice of ranged weapon). | + | In terms of classifications, armor can be thought of as having three different types: [[clothing]], [[leather]], or metal. When you first create any [[squad]] in your squad sidebar {{menu icon|q}}, you will have the choice to assign a default uniform - "No uniform" (assigning no additional equipment, i.e., keeping their civilian clothing, no weapon), "Leather armor" (leather pieces and a melee weapon), "Metal armor" (any metal pieces and a melee weapon), or "Archer" (which is identical to "Leather armor" but with a choice of ranged weapon). |
You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below. | You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below. | ||
---- | ---- | ||
− | '''Note:''' It is important to note that '''all''' predefined uniforms have the "uniform worn over clothes" option enabled. As a result, dwarves will be unable to equip additional footwear armor, as they keep their civilian | + | '''Note:''' It is important to note that '''all''' predefined uniforms have the "uniform worn over clothes" option enabled. As a result, dwarves will be unable to equip additional footwear armor, as they keep their civilian footwear on, and it is not possible to wear 2 types of footwear on top of each other. |
To edit any uniform and/or fix this problem: | To edit any uniform and/or fix this problem: | ||
*Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}} | *Select the squad wearing the uniform you wish to edit in the squad tab {{menu icon|q}} | ||
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*Assign the newly created uniform to the whole squad (Button "Assign uniform" -> Select from the list) | *Assign the newly created uniform to the whole squad (Button "Assign uniform" -> Select from the list) | ||
---- | ---- | ||
− | The first type of armor is [[clothing]], which is made of [[cloth]] at a [[clothier's shop]] or | + | The first type of armor is [[clothing]], which is made of [[cloth]] at a [[clothier's shop]] or leather at a [[leather works]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does [[Clothing#Wear|wear]] out, so you'll need to make or [[caravan|trade]] for more sooner or later). |
− | :''(* | + | :''(* [[Silk]] clothing is a little stronger against cutting/piercing attacks, but still far from "military grade" protection.) |
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively. | The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively. | ||
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Note that [[clothing]] made from leather is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] includes "leather armor" (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms - these items are forms of true "military" armor, and non-military dwarves will not pick them up to wear. | Note that [[clothing]] made from leather is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] includes "leather armor" (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms - these items are forms of true "military" armor, and non-military dwarves will not pick them up to wear. | ||
− | The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible "chain" armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to [[wear|destroy]] with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds. | + | The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible "chain" armor pieces, either a shirt or leggings (only), are stronger than clothing against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to [[wear|destroy]] with blunt force as well. Rigid "plate" pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no "chain" versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds. |
==== By location ==== | ==== By location ==== | ||
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|} | |} | ||
− | 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). | + | 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''). |
=== Armor skill === | === Armor skill === | ||
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|} | |} | ||
− | Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer. | + | Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor, almost regardless of its material. Rigid armor provides limited blunt protection, and chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow-but-sure war hammer. |
− | Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and | + | Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact-quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks. |
− | Certain weapons are surprisingly good at penetrating armor | + | Certain weapons are surprisingly good at penetrating armor - copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup> |
{| class="wikitable" | {| class="wikitable" | ||
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| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine | | Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine | ||
|} | |} | ||
− | :: (* Bronze here also includes [[ | + | :: (* 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.) |
* [[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. | ||
− | * [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal). | + | * [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal). |
− | * [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic. | + | * [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much-improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic. |
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way. | :* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way. | ||
− | * [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process. | + | * [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process. |
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right? | * [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in ''Dwarf Fortress'' is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right? | ||
− | * [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine | + | * [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor, but is very time-consuming to produce, in addition to being hazardous to mine, and is immensely valuable to boot. |
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here]. | A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here]. | ||
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=== Quality and strange moods === | === Quality and strange moods === | ||
− | Quality is an important modifier on armor | + | Quality is an important modifier on armor - it gets a deflection bonus based on quality level, but its effect is only known for regular (1×), masterwork (2×), and artifact (3×) armor; presumably, the quality ranks in-between are progressive. |
+ | |||
+ | {{:Item quality/Table}} | ||
+ | |||
+ | This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most-desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event. Graphically, the quality of upper body armor and clothes can be seen in portraits of some individuals, such as the created characters in [[Adventure mode]]. Before starting a game in said mode, the player can choose any type of wearable item for themselves, at the cost of points. In these character portraits, the quality of clothes can be easily seen, as the piece of clothing will appear to be more lavishly decorated the higher the quality is. This can be seen in the image below: | ||
− | + | [[File:armor_quality_preview.png|thumb|708px|center|From left to right, the armor's level of quality are standard, -well-crafted-, +finely-crafted+, *superior quality*, =exceptional=, ☼masterful☼ and artifact.]] | |
− | + | In Adventure mode, the player has the choice of choosing the quality of some clothing and weapons by clicking [[File:quality_increase_button.png|16px]] and [[File:quality_decrease_button.png|16px]], with higher qualities costing more points. Note that some articles of armor will not show a unique graphic for every level of quality, and the player can never choose the artifact quality from the start. | |
− | Dwarves in strange moods can produce legendary artifacts, which benefit from a | + | Dwarves in strange moods can produce legendary artifacts, which benefit from a 3× multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly-low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as a specific item. |
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration. | Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration. | ||
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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 [[ | + | 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 | + | 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 the 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 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 == | ||
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==Types of protection== | ==Types of protection== | ||
+ | ===Availability=== | ||
+ | None of the armor items are guaranteed in the raws to be available for production, but each body part will have some item for each body part (for certain layers, most importantly the armor layer{{verify|which other layers, or is it by armor level, or some thing else}}). | ||
+ | |||
===Material requirements=== | ===Material requirements=== | ||
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. | The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. | ||
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!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>(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;"|Graphic<br><small>(Icon)</small> | ||
− | |||
!style="border:1px #AAA solid;padding:1.2em;"|Material Size | !style="border:1px #AAA solid;padding:1.2em;"|Material Size | ||
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | !style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | ||
− | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]] | + | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Layer Size]] |
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | ||
!style="border:1px #AAA solid;padding:1.2em;"|Layer | !style="border:1px #AAA solid;padding:1.2em;"|Layer | ||
!style="border:1px #AAA solid;padding:1.2em;"|Coverage % | !style="border:1px #AAA solid;padding:1.2em;"|Coverage % | ||
+ | !style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}} | ||
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make | !style="border:1px #AAA solid;padding:1.2em;"|Bars to make | ||
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting | !style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting | ||
Line 192: | Line 205: | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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: | + | |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: | + | |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; | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:face_veil_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
|style="border:1px #AAA solid;padding:0.2em;"|10 | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
|style="border:1px #AAA solid;padding:0.2em;"|100 | |style="border:1px #AAA solid;padding:0.2em;"|100 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Under |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|50% |
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 238: | Line 224: | ||
|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: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; text-align:center;"|[[File:mask_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;"|C,L,B,S,M | |style="border:1px #AAA solid;padding:0.2em;"|C,L,B,S,M | ||
Line 247: | Line 232: | ||
|style="border:1px #AAA solid;padding:0.2em;"|Under | |style="border:1px #AAA solid;padding:0.2em;"|Under | ||
|style="border:1px #AAA solid;padding:0.2em;"|50% | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_headscarf.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:headscarf_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|10 |
|style="border:1px #AAA solid;padding:0.2em;"|100 | |style="border:1px #AAA solid;padding:0.2em;"|100 | ||
|style="border:1px #AAA solid;padding:0.2em;"|Over | |style="border:1px #AAA solid;padding:0.2em;"|Over | ||
|style="border:1px #AAA solid;padding:0.2em;"|50% | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 268: | Line 256: | ||
|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: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; text-align:center;"|[[File:head_veil_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 277: | Line 264: | ||
|style="border:1px #AAA solid;padding:0.2em;"|Over | |style="border:1px #AAA solid;padding:0.2em;"|Over | ||
|style="border:1px #AAA solid;padding:0.2em;"|50% | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_turban.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:turban_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|20 |
|style="border:1px #AAA solid;padding:0.2em;"|100 | |style="border:1px #AAA solid;padding:0.2em;"|100 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Over |
|style="border:1px #AAA solid;padding:0.2em;"|50% | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_portrait_anim.gif|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:cap_icon.png]] |
− | |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;"|C,L,M | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|15 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|Over | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |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;"|0.3 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|30% | ||
+ | |||
+ | |- | ||
+ | |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;"|2 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|30 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|20 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|Armor | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|1+ | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|0.6 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|60% | ||
+ | |- | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|Hood | ||
+ | |style="border:1px #AAA solid;padding:0.2em; 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;"|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 | ||
|style="border:1px #AAA solid;padding:0.2em;"|10 | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
|style="border:1px #AAA solid;padding:0.2em;"|100 | |style="border:1px #AAA solid;padding:0.2em;"|100 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Cover |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|100% |
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 316: | Line 338: | ||
!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>(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;"|Graphic<br><small>(Icon)</small> | ||
− | |||
!style="border:1px #AAA solid;padding:1.2em;"|Material Size | !style="border:1px #AAA solid;padding:1.2em;"|Material Size | ||
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | !style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | ||
− | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]] | + | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Layer Size]] |
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | ||
!style="border:1px #AAA solid;padding:1.2em;"|Layer | !style="border:1px #AAA solid;padding:1.2em;"|Layer | ||
Line 326: | Line 348: | ||
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]] | ||
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]] | ||
+ | !style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Armor Level|Items without an armor rating are considered clothing.}} | ||
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make | !style="border:1px #AAA solid;padding:1.2em;"|Bars to make | ||
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting | !style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting | ||
Line 331: | Line 354: | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Tunic |
− | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_tunic.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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;"|3 |
|style="border:1px #AAA solid;padding:0.2em;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
|style="border:1px #AAA solid;padding:0.2em;"|10 | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
Line 341: | Line 364: | ||
|style="border:1px #AAA solid;padding:0.2em;"|Under | |style="border:1px #AAA solid;padding:0.2em;"|Under | ||
|style="border:1px #AAA solid;padding:0.2em;"|100% | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|0 |
− | |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;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 350: | Line 374: | ||
|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: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; text-align:center;"|[[File:shirt_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 360: | Line 384: | ||
|style="border:1px #AAA solid;padding:0.2em;"|MAX | |style="border:1px #AAA solid;padding:0.2em;"|MAX | ||
|style="border:1px #AAA solid;padding:0.2em;"|0 | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 365: | Line 390: | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Dress |
− | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_dress.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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;"|5 |
|style="border:1px #AAA solid;padding:0.2em;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
|style="border:1px #AAA solid;padding:0.2em;"|10 | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
Line 375: | Line 400: | ||
|style="border:1px #AAA solid;padding:0.2em;"|Under | |style="border:1px #AAA solid;padding:0.2em;"|Under | ||
|style="border:1px #AAA solid;padding:0.2em;"|100% | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|MAX |
− | + | |style="border:1px #AAA solid;padding:0.2em;"|MAX | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |style="border:1px #AAA solid;padding:0.2em;"| | ||
− | |||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"| | |style="border:1px #AAA solid;padding:0.2em;"| | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 401: | Line 410: | ||
|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: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; text-align:center;"|[[File:vest_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 411: | Line 420: | ||
|style="border:1px #AAA solid;padding:0.2em;"|0 | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
|style="border:1px #AAA solid;padding:0.2em;"|0 | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 416: | Line 426: | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_toga.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |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;"|5 |
|style="border:1px #AAA solid;padding:0.2em;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|30 |
|style="border:1px #AAA solid;padding:0.2em;"|100 | |style="border:1px #AAA solid;padding:0.2em;"|100 | ||
|style="border:1px #AAA solid;padding:0.2em;"|Over | |style="border:1px #AAA solid;padding:0.2em;"|Over | ||
|style="border:1px #AAA solid;padding:0.2em;"|100% | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|1 |
− | |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;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 435: | Line 446: | ||
|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: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; text-align:center;"|[[File:coat_icon.png]] | ||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|5 | |style="border:1px #AAA solid;padding:0.2em;"|5 | ||
|style="border:1px #AAA solid;padding:0.2em;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 445: | Line 456: | ||
|style="border:1px #AAA solid;padding:0.2em;"|MAX | |style="border:1px #AAA solid;padding:0.2em;"|MAX | ||
|style="border:1px #AAA solid;padding:0.2em;"|1 | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 450: | Line 462: | ||
|- | |- | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Robe |
− | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File: | + | |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: | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:portrait_robe.png|30px]] |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:robe_icon.png]] |
|style="border:1px #AAA solid;padding:0.2em;"|6 | |style="border:1px #AAA solid;padding:0.2em;"|6 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"|L | + | |style="border:1px #AAA solid;padding:0.2em;"|C,L |
|style="border:1px #AAA solid;padding:0.2em;"|20 | |style="border:1px #AAA solid;padding:0.2em;"|20 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|100 |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|Over |
|style="border:1px #AAA solid;padding:0.2em;"|100% | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|MAX |
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"|MAX |
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 469: | Line 482: | ||
|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: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; text-align:center;"|[[File:mail_shirt_icon.png]] | ||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|6 | |style="border:1px #AAA solid;padding:0.2em;"|6 | ||
|style="border:1px #AAA solid;padding:0.2em;"|M | |style="border:1px #AAA solid;padding:0.2em;"|M | ||
Line 479: | Line 492: | ||
|style="border:1px #AAA solid;padding:0.2em;"|1 | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
|style="border:1px #AAA solid;padding:0.2em;"|1 | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|2 | ||
|style="border:1px #AAA solid;padding:0.2em;"|2 | |style="border:1px #AAA solid;padding:0.2em;"|2 | ||
|style="border:1px #AAA solid;padding:0.2em;"|1.8 | |style="border:1px #AAA solid;padding:0.2em;"|1.8 | ||
|style="border:1px #AAA solid;padding:0.2em;"|90% | |style="border:1px #AAA solid;padding:0.2em;"|90% | ||
+ | |- | ||
+ | |||
+ | |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;"|6 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|L | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|20 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|50 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|Armor | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|- | |- | ||
|style="border:1px #AAA solid;padding:0.2em;"|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: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; text-align:center;"|[[File:breastplate_icon.png]] | ||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|9 | |style="border:1px #AAA solid;padding:0.2em;"|9 | ||
|style="border:1px #AAA solid;padding:0.2em;"|M | |style="border:1px #AAA solid;padding:0.2em;"|M | ||
Line 496: | Line 528: | ||
|style="border:1px #AAA solid;padding:0.2em;"|0 | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
|style="border:1px #AAA solid;padding:0.2em;"|0 | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|3 | ||
|style="border:1px #AAA solid;padding:0.2em;"|3 | |style="border:1px #AAA solid;padding:0.2em;"|3 | ||
|style="border:1px #AAA solid;padding:0.2em;"|2.7 | |style="border:1px #AAA solid;padding:0.2em;"|2.7 | ||
|style="border:1px #AAA solid;padding:0.2em;"|90% | |style="border:1px #AAA solid;padding:0.2em;"|90% | ||
+ | |- | ||
+ | |||
+ | |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;"|3 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|10 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|300 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|Cover | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|50% | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|0 | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|- | |- | ||
|style="border:1px #AAA solid;padding:0.2em;"|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: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; text-align:center;"|[[File:cloak_icon.png]] | ||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|5 | |style="border:1px #AAA solid;padding:0.2em;"|5 | ||
|style="border:1px #AAA solid;padding:0.2em;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 513: | Line 564: | ||
|style="border:1px #AAA solid;padding:0.2em;"|MAX | |style="border:1px #AAA solid;padding:0.2em;"|MAX | ||
|style="border:1px #AAA solid;padding:0.2em;"|1 | |style="border:1px #AAA solid;padding:0.2em;"|1 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"| | |style="border:1px #AAA solid;padding:0.2em;"| | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 536: | Line 571: | ||
|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;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"| | ||
|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;"|[[File:backpack_sprite.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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 547: | Line 582: | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 553: | Line 589: | ||
|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;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"| | ||
|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;"|[[File:quiver_sprite.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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 564: | Line 600: | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 570: | Line 607: | ||
|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;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em; text-align:center;"| | ||
|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;"|[[File:flask_sprite.png]] | ||
− | |||
− | |||
|style="border:1px #AAA solid;padding:0.2em;"|5 | |style="border:1px #AAA solid;padding:0.2em;"|5 | ||
|style="border:1px #AAA solid;padding:0.2em;"|L,M | |style="border:1px #AAA solid;padding:0.2em;"|L,M | ||
Line 581: | Line 618: | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
Line 593: | Line 631: | ||
!style="border:1px #AAA solid;padding:1.2em;"|Graphic<br><small>(Preview)</small> | !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;"|Graphic<br><small>(Icon)</small> | ||
− | |||
!style="border:1px #AAA solid;padding:1.2em;"|Material Size | !style="border:1px #AAA solid;padding:1.2em;"|Material Size | ||
!style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | !style="border:1px #AAA solid;padding:1.2em;"|{{tooltip|Materials|Can be Cloth, Leather, Bone, Shell, Metal, or Wood.}} | ||
− | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]] | + | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Layer Size]] |
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]] | ||
!style="border:1px #AAA solid;padding:1.2em;"|Layer | !style="border:1px #AAA solid;padding:1.2em;"|Layer | ||
!style="border:1px #AAA solid;padding:1.2em;"|Coverage % | !style="border:1px #AAA solid;padding:1.2em;"|Coverage % | ||
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]] | !style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]] | ||
+ | !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;"|Bars to make (per pair) | !style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair) | ||
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair) | !style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair) | ||
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|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: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; text-align:center;"|[[File:glove_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;"|C,L | |style="border:1px #AAA solid;padding:0.2em;"|C,L | ||
Line 617: | Line 654: | ||
|style="border:1px #AAA solid;padding:0.2em;"|100% | |style="border:1px #AAA solid;padding:0.2em;"|100% | ||
|style="border:1px #AAA solid;padding:0.2em;"| | |style="border:1px #AAA solid;padding:0.2em;"| | ||
+ | |style="border:1px #AAA solid;padding:0.2em;"| | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
|style="border:1px #AAA solid;padding:0.2em;"|N/A | |style="border:1px #AAA solid;padding:0.2em;"|N/A | ||
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|style="border:1px #AAA solid;padding:0.2em; text-align:center;"|[[File:gauntlets_sprite.png]] | |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 |