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Difference between revisions of "40d:Armorsmith"

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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.  You may also opt to sell the armor to [[merchant]]s.  Gauntlets and boots produce two items per bar, doubling the effective value produced, and are comparatively light, which will keep the caravan from becoming overloaded.  Keep an eye on [[trade agreement]]s from year to year; you can further double the price you get for your armor when the merchants request "legwear", "handwear", "shields", and so on.
 
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.  You may also opt to sell the armor to [[merchant]]s.  Gauntlets and boots produce two items per bar, doubling the effective value produced, and are comparatively light, which will keep the caravan from becoming overloaded.  Keep an eye on [[trade agreement]]s from year to year; you can further double the price you get for your armor when the merchants request "legwear", "handwear", "shields", and so on.
  
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, though only equivalent in protection to what a masterpiece item made of the same material would provide.
+
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, though only equivalent in protection to what a masterpiece item made of the same material would provide.{{verify}}
  
 
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{{Skills}}
 
[[Category:Skills]]
 
[[Category:Skills]]
 
[[Category:Jobs]]
 
[[Category:Jobs]]

Revision as of 22:51, 15 May 2009

Skill: Armorsmith
Association  
Profession Metalsmith
Job Title Armorsmith
Labor Armoring
Tasks
Workshop

The armorsmith skill is used to make all metal armor and shields at a metalsmith's forge (or magma forge). The corresponding labor is armoring.

Like all artisans in Dwarf Fortress, skilled armorsmiths make armor more quickly, and of a higher quality, than unskilled dwarves. The 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.

Training armorsmiths

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 haulers to clear out the shop: either item haulers, to drag the pieces to nearby armor stockpiles, or refuse haulers, to drag the items to a nearby dump. (Dumping, however, requires periodically redesignating the area over the forge (d-b-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 bars 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 melting), you should make chain leggings, which have a 50% recovery rate, higher than that of other armor items. You may also opt to sell the armor to merchants. Gauntlets and boots produce two items per bar, doubling the effective value produced, and are comparatively light, which will keep the caravan from becoming overloaded. Keep an eye on trade agreements from year to year; you can further double the price you get for your armor when the merchants request "legwear", "handwear", "shields", and so on.

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, though only equivalent in protection to what a masterpiece item made of the same material would provide.[Verify]

Miner
Woodworker
Stoneworker
Ranger
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Dwarven
Other
Social
Broker
Other

Other/Peasant
Unused