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Editing 40d:Armor

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{{av}}{{Quality|Masterwork|07:39, 10 June 2010 (UTC)}}
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{{av}}
:''If you are looking for information on one or more of the individual pieces that make up a set of armor, such as a helm or gauntlets, see [[armor piece]].''
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:''If looking for information on one or more of the individual pieces that make up a set of armor, such as a helm or gauntlets, see [[armor piece]].''
  
 
Between the game's and player's usage, "armor" has one of the following four related but distinct meanings:  
 
Between the game's and player's usage, "armor" has one of the following four related but distinct meanings:  
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====Quality====
 
====Quality====
[[Main:Toady|Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapon]]s), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block."
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[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block."
  
 
{|cellpadding="2" border="1"
 
{|cellpadding="2" border="1"
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::1) ''includes silver, leather, bone, wood, glass, and any other material not listed (except obsidian<sup>3</sup>).  The net effect of non-standard "other" materials used to create artifact armors (and weapons) during strange moods is not known.''
 
::1) ''includes silver, leather, bone, wood, glass, and any other material not listed (except obsidian<sup>3</sup>).  The net effect of non-standard "other" materials used to create artifact armors (and weapons) during strange moods is not known.''
 
::2) ''includes [[bismuth bronze]]''
 
::2) ''includes [[bismuth bronze]]''
::3) ''[[Obsidian]] has the same modifiers as steel, but is only useful for [[short sword]]s, not armor. It is included here for completeness.''
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::3) ''Currently{{v|0.28.181.40d}}, [[obsidian]] has the same modifiers as steel, but is only useful for [[short sword]]s, not armor. It is included here for completeness.''
  
 
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)''
 
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)''
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== Using Armor ==
 
== Using Armor ==
  
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|e}}quipment.
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To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.
  
 
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above "clothing").  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.
 
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above "clothing").  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different [[material]]s or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.
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If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.
  
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapon]]s as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblin]]s are at the door.
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The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.
  
 
''(In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their "container" status is currently limited to storage of owned weapons and armor (which are restricted to unusable items, such as overly large weapons and goblin armor).  For now, store your armor in a [[stockpile]] dedicated for the purpose.)''
 
''(In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their "container" status is currently limited to storage of owned weapons and armor (which are restricted to unusable items, such as overly large weapons and goblin armor).  For now, store your armor in a [[stockpile]] dedicated for the purpose.)''
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|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA
 
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA
 
|}
 
|}
Some clothing articles may not be crafted in fortresses of a given [[civilization]] - items marked as 'common' for that civilization are more likely to be craftable.
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Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}.
  
 
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)
 
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)
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== Other Sizes ==
 
== Other Sizes ==
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elf|elves]]', [[goblin]]s',[[kobold]]s') (except [[large rat]] leather armor). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.  This can be useful on a map without [[iron]] or [[flux]], but it is probably more economical to buy and melt crafts, as they are generally much cheaper.
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Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]',[[kobolds]]') (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.  This can be useful on a map without [[iron]] or [[flux]], but it is probably more economical to buy and melt crafts, as they are generally much cheaper.
  
 
== Requirements ==
 
== Requirements ==
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* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.
 
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to "clothes" armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.
  
{{Category|Armor| }}
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[[Category:Armor| ]]
{{Category|Items}}
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[[Category:Items]]
{{Category|Military}}
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[[Category:Military]]

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