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Editing 40d:Armorsmith

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{{Skill
 
{{Skill
| color      = 0:1
+
| color      = #444
 
| skill      = Armorsmith
 
| skill      = Armorsmith
| specialty  = Armorer
+
| speciality = Armorsmith
| profession = [[Metalsmith]]
+
| profession = Metal worker
| job name  = [[Armoring]]
+
| job name  = Armoring
 
| tasks      =
 
| tasks      =
* Forge [[armor]]
+
* Forge Armor
| workshop  =
+
}}
* [[Metalsmith's forge]]
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Armorsmith is used to make all [[metal]] [[armor]]s and [[shields]] at the [[metalsmith's forge]].
* [[Magma forge]]}}
 
{{av}}{{Quality|Exceptional|07:57, 10 June 2010 (UTC)}}
 
  
The '''armorsmith''' skill is used to make all [[metal]] [[armor]] and [[shield]]s at a [[metalsmith's forge]] (or [[magma forge]]).  The corresponding [[labor]] is '''armoring'''.
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Skilled armorsmiths make armor more quickly, and make higher [[quality]] [[armor]].
  
Like all artisans in ''Dwarf Fortress'', skilled armorsmiths make armor more quickly, and of a higher [[quality]], than unskilled dwarvesThe higher the quality of armor, the more damage it can block, which helps to minimize [[sparring]] injuries and casualties in [[combat]].  A [[legendary]]+5 armorsmith is potentially the most valuable dwarf any fortress could hope to have. This makes armorsmith skill a very popular choice in [[starting builds]].
+
Making one piece of armor grants 30 [[skill]] points, regardless of how many metal bars it takes to createIt is more efficient to train your armorsmiths by making [[helm]]s instead of [[plate mail]].  Note that you can use a [[smelter]] or [[magma smelter]] to melt items made for training back into bars but you only get approximately 1 bar back for every 3 bars used.
  
== Training armorsmiths ==
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Plate mail armor requires three metal bars, chain mail armor and plate greaves require two metal barsOne bar for all other armors.
 
 
To train an armorsmith to legendary (or legendary+5, better still), you must have him or her make hundreds of pieces of armor.  Use [[copper]] for this (or [[bronze]], if you have ample [[cassiterite]]): save your precious steel or iron for after the training is done (though you may opt to make a few steel suits early on for your soldiers to wear). 
 
 
 
These hundreds of pieces of armor will rapidly [[clutter]] the forge, greatly slowing down the smithy's progress.  To keep up with a high-skill armorsmith, you must employ several full-time [[Hauling|haulers]] to clear out the shop: either item haulers, to drag the pieces to nearby armor [[stockpile]]s, or refuse haulers, to drag the items to a nearby [[dump]].  (Dumping, however, requires periodically redesignating the area over the forge ({{k|d}}-{{k|b}}-{{k|d}}) in order to mark its contents for dumping.)  Setting up several forges and having the smithy move from one to the next when they get cluttered works well in concert with multiple haulers.  You can also employ a spare metalsmith of any sort to keep destroying and rebuilding the forges to clear them out.
 
 
 
Making one piece of armor grants 30 [[experience]] points, regardless of how many metal [[bar]]s it takes to create.  Therefore, you should train your armorsmiths on pieces of armor that take only one bar to create (helms, caps, shields, bucklers, gauntlets, boots, and leggings).  If you wish to recover the metal used to make these items (via [[melt]]ing), you should make chain [[leggings]], which have a 50% recovery rate, higher than that of other armor items. Care should be taken not to melt [[masterpiece]] leggings your smith might create during training, as this can cause him or her a VERY bad [[thought]]. Consider making a separate stockpile for such high quality items.
 
 
 
== Trading off armor ==
 
You may also opt to [[trade]] the armor to [[merchant]]sIn order to determine what type of armor would be best for export, take the "Value / (Weight x Bars Used)" value in the below table, and multiply it by the percentage offered in any [[trade agreement]]s you have active. Produce the type of armor with the highest result. The reasoning behind this is the weight limit of goods traders can carry when they leave (plus hauling to depot will be a little faster).
 
 
 
 
 
{| cellpadding="2" border="1"
 
|-
 
! Armor
 
! Value / (Weight x Bars Used)
 
|-
 
| Low Boot
 
| 2
 
|-
 
| High Boot
 
| 1.5
 
|-
 
| Cap
 
| 1.5
 
|-
 
| Gauntlet
 
| 1.2
 
|-
 
| Helm
 
| 0.75
 
|-
 
| Buckler
 
| 0.667
 
|-
 
| Chain Mail
 
| 0.625
 
|-
 
| Leggings
 
| 0.375
 
|-
 
| Shield
 
| 0.3
 
|-
 
| Greaves
 
| 0.25
 
|-
 
| Plate Mail
 
| 0.222
 
|-
 
|}
 
 
 
 
 
In addition to training an armorsmith the hard way, you can try to boost your chances of getting a legendary armorsmith via a [[strange mood]] by having your peasants and other dwarves without "moodable" skills construct a single item of armor.  This will give them dabbling skill in armorsmithing, and will cause them to become legendary+1 armorsmiths should they have a fey or secretive mood (but not a possession).  A moody armorsmith will always create some form of [[artifact]] armor, often of incredible value.  (It is unclear what the armor multiplier is for  "[[Quality#Quality_grades|artifact quality]]" armor, but it is ''at least'' masterpiece, x2.0.
 
 
 
== See also ==
 
 
 
* [[Armor piece]]
 
 
 
{{Skills}}
 

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