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Editing v0.34:Wear

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{{Quality|Fine}}
 
{{Quality|Fine}}
  
'''Wear''' is the degradation of materials over time, primarily in the context of [[clothing]]. Wear will alter the value of an item, and is denoted by the symbols x, X and XX. For example, over time a dwarf's "Pig tail shirt" will degrade into a "xPig tail shirtx" and eventually a "XXPig tail shirtXX" before disappearing entirely. If you sell tattered clothes to caravans early enough they are still worth good money:
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'''Wear''' is the degradation of materials over time, primarily in the context of [[food]] and [[clothing]]. Wear will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's "Pig tail shirt" will degrade into a "xPig tail shirtx" and eventually a "XXPig tail shirtXX" before disappearing entirely. If this happens to a piece of [[quality|masterwork]] clothing, the dwarf who created it will get an unhappy [[thought]].  Trading the masterwork items to another civilization can reduce the risk that a large batch of masterwork items created together will all wear out at the same time and drive the craftsdwarf [[melancholy|mad]].
 
 
{| class="wikitable"
 
! Wear Level
 
! Remaining Value
 
|-
 
| xItemx
 
| 75%
 
|-
 
| XItemX
 
| 50%
 
|-
 
| XXItemXX
 
| 25%
 
|-
 
|}
 
  
 
Animal-based products can rot, which is different from wear (see  [[miasma]]).  Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma.
 
Animal-based products can rot, which is different from wear (see  [[miasma]]).  Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma.
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*[[Clothing]] that is being worn will wear out, over time, due to normal usage.  This happens regardless of [[adamantine|material]].
 
*[[Clothing]] that is being worn will wear out, over time, due to normal usage.  This happens regardless of [[adamantine|material]].
 
*[[Armor]] does not wear out, unless it's kept in a refuse stockpile.
 
*[[Armor]] does not wear out, unless it's kept in a refuse stockpile.
*All clothing ''and armor'' in a [[refuse stockpile]] will wear out.  This is intended as a means of destroying old used clothing that would otherwise make dwarves [[thought|grumpy]]. Note that a stockpile with any type of refuse enabled (such as [[bone]]) counts as a refuse stockpile for wear application.
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*All clothing ''and armor'' in a [[refuse stockpile]] will wear out.  This is intended as a means of destroying old used clothing that would otherwise make dwarves [[thought|grumpy]].
*Non-[[fire-safe]] items (including clothing, leather, and wood) suffer extreme wear while on [[fire]].
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*Clothing and leather items are worn down very rapidly after catching on [[fire]].
*[[Building destroyer]]s cause wear on certain types of furniture (such as doors and hatch covers) until they are completely destroyed.
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*[[Troll]]s can beat on doors, wearing them out until they break.
*Wood and cloth items stored aboveground in a [[glacier]] biome (as in a [[trade depot]] or [[Wagon (embark)|starting wagon]]) will suffer wear from exposure; walls do not halt this effect.  
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*Wood and cloth items in a [[Trade depot]] built outside in a [[Glacier]] biome will degrade until purchased. This will also happen to items in a [[Wagon (embark)|starting wagon]] in a similar location. Walls do not halt the effect.  
 
*Invaders' clothing is also subject to wear.
 
*Invaders' clothing is also subject to wear.
 
*Cages do not prevent wear.
 
*Cages do not prevent wear.
*[[Artifact]]s are immune to wear.
 
 
All improvable items made from creature or plant materials (i.e. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.{{bug|6003}}
 

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