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Editing 40d:Armorsmith

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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.
 
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 ==
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You may also opt to [[trade]] the armor to [[merchant]]s.  In 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.
You may also opt to [[trade]] the armor to [[merchant]]s.  In 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).
 
  
  

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