![]() ![]() You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below. When you first create any squad in your military screen, you will have the choice to assign a default "uniform" - "no armor" (which is "clothing"), "leather", or "metal". In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious army requires equally serious armor. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a goblin ambush in seconds. Clothes, though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks. ![]() Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. 6.1 Some more workarounds regarding Size, Permit, and LayeringĪrmor's purpose is simple: to allow your dwarves to better withstand damage in combat.5.1 Process for equipping a new piece of clothing.4 Special procedurally generated armors.(But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the armor user skill. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. See Weapon#Superior metal rule for further discussion. For bludgeoning weapons, "weight" is the guiding rule, and all combat metals have roughly the same weight. A "better" metal will defeat a "lesser" armor, while a weapon of a lesser metal will be stopped more easily. weapon" results are very dependent on the metal of each. ![]() See the weapon article for more specific information.Īlso, for slashing and piercing weapons (but not bludgeoning), the "armor vs. "Solid" pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. "Chain" pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it. (All this is explained below in more detail.) Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. However, this page will concentrate mostly just on combat-quality armor. In the z- stocks menu, each piece of armor is listed under the location where it is worn - "armor" being with other torso pieces, headwear, handwear, legwear, and footwear. Loosely speaking, anything worn provides some protection, so it is considered "armor". The purpose of each piece is pretty much self-explanatory. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). It comes in a variety of individual pieces that work together to cover a dwarf - there is no "suit of armor" in the sense of a single piece of equipment. Armor is protective equipment used to reduce/deflect damage during combat. ![]()
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