Modification de Armures (armors)
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De la même manière, l'utilisation d'un bouclier améliore la compétence [[Porteur de Bouclier (Shield User)]]. Les boucliers sont une pièce spéciale de l'amure qui sont tenue à une main (et ne peuvent pas être combinés avec une arme à deux mains) et qui peuvent être utilisés pour bloquer les attaques de manière plus efficace qu'une armure portée, accroissant de manière significative les chances de survie des nains. La compétence augmente la fréquence à laquelle le nain sera capable de bloquer une attaque avec son bouclier. Elle augmente chaque fois qu'une attaque est parée (de 30 points d'expérience). | De la même manière, l'utilisation d'un bouclier améliore la compétence [[Porteur de Bouclier (Shield User)]]. Les boucliers sont une pièce spéciale de l'amure qui sont tenue à une main (et ne peuvent pas être combinés avec une arme à deux mains) et qui peuvent être utilisés pour bloquer les attaques de manière plus efficace qu'une armure portée, accroissant de manière significative les chances de survie des nains. La compétence augmente la fréquence à laquelle le nain sera capable de bloquer une attaque avec son bouclier. Elle augmente chaque fois qu'une attaque est parée (de 30 points d'expérience). | ||
− | === | + | === Material === |
− | :'' | + | :''See also: [[Metal#Weapon and armor quality]]'' |
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− | ! | + | ! Material !! Workshop !! Labor !! Notes |
|- | |- | ||
− | | [[ | + | | [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below |
|- | |- | ||
− | | [[ | + | | [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only |
|- | |- | ||
− | | [[ | + | | [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection. |
|- | |- | ||
− | | [[ | + | | [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal. |
|- | |- | ||
− | | [[ | + | | [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]]) |
|} | |} | ||
− | + | Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer. | |
− | |||
− | + | Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets, and copper bolts will tear through steel breastplates as if they weren't there. Metal plate mail provides no protection against metal bolts, although it can deflect wood and bone. Chain mail provides modest protection.<sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup> | |
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− | ! colspan=5| | + | ! colspan=5|Metal armor comparison |
|- | |- | ||
− | ! | + | ! Poor !! Good !! Excellent !! Best |
|- | |- | ||
− | | | + | | Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine |
|} | |} | ||
− | * | + | * [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal). |
− | * | + | * [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor, and has slightly better material properties than iron, but also weighs more. |
− | * | + | * [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored but more expensive to produce and with the same material definitions. If you have access to bismuth and want to put it to use, you can save some tin this way. |
− | * | + | * [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but has a less complicated smelting process. |
− | * | + | * [[Steel]] is the best non-candy armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract attention, but at least it's going into shiny armor, right? |
− | * | + | * [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot. |
+ | |||
+ | A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here]. | ||
=== Qualité et humeur étrange (strange mood)=== | === Qualité et humeur étrange (strange mood)=== |