Armadura
This page was last verified for Vintage Story version 1.20.12.
La armadura se utiliza para reducir el daño que reciben los jugadores durante el combate. La elección del material afecta no solo a la protección, sino también a las desventajas de cosas como la velocidad de movimiento o la tasa de hambre. A diferencia de las herramientas, la armadura se puede reparar.
Obtención
Todas las armaduras se pueden fabricar con la parrilla de artesanía. Hay 4 tipos de armaduras no metálicas: Improvisada, laminar (madera), de cuero y acolchada (Gambesón), que no requieren ningún componente metálico. La armadura metálica laminar, se fabrica vertiendo metal fundido en moldes laminares a partir de metales fundidos en un crisol, como el cobre o el bronce. Las otras 4 armaduras metálicas son: Brigantina, Cota de malla, Escamas y Placas. Estas requieren componentes como la malla o las placas hechas en la forja.
Mecánicas básicas de las armaduras
El propósito de la armadura es la protección. Sin embargo, el modelo de armadura en Vintage Story es algo complejo, con niveles de armadura y daño, protección de daño relativa y plana, y reducción de daño relativa y plana por nivel.
- La armadura no protege a los jugadores del daño recibido fuera de combate, es decir, por caídas, hambre o envenenamiento.
- Una armadura completa incluye tres componentes equipados: Cabeza, Cuerpo y Piernas.
Cuando un ataque contra un jugador en combate se produce
- Se selecciona la ranura de la armadura que recibe el daño. Cada ranura tiene una probabilidad diferente de ser seleccionada (cabeza = 20%, cuerpo = 50%, piernas = 30%.) Si el jugador no tiene equipada una armadura en la ranura seleccionada para el daño, entonces el jugador recibe el daño completo.
- Se comparan el nivel de armadura y el nivel de daño del arma/ataque. Si el nivel de daño del arma (o criatura) es mayor que el nivel de armadura, se eligen diferentes conjuntos de pérdidas. Si el nivel de daño del arma o ataque es lo suficientemente alto como para superar la protección de la armadura, entonces los beneficios de reducción de daño podrían no aplicarse.
- Se calcula el daño. Si el nivel de daño del arma (o criatura) no es superior al nivel de armadura: Primero se aplica la reducción de daño plano. A continuación, se aplica una reducción relativa (basada en el porcentaje de protección otorgado por el tipo de armadura y el nivel de material) para reducir aún más el daño restante.
- Las pérdidas de daño se aplican en función del nivel de daño.
Protección
Es importante entender cómo funcionan los valores de armadura. Cada tipo de armadura (improvisada, gambesón, cadena, placa) tiene modificadores de estadísticas base. Una armadura completa de hierro te ralentiza tanto como una armadura completa de cobre, pero la armadura de hierro tiene más durabilidad, por lo que dura más que la armadura de cobre. En segundo lugar, el hierro es "más protector" porque un metal de un nivel superior tiene una mayor "Reducción de Daño Plano" y un mayor porcentaje de reducción de "Protección Relativa". Además, las armaduras construidas con materiales de nivel superior protegen más eficazmente contra ataques potentes de armas de nivel superior. En general, los metales de nivel superior fabrican armaduras más protectoras y duraderas: el hierro es más duradero y ofrece más reducción de daño en comparación con el bronce negro, y este último a su vez es más duradero y protector que el cobre. La armadura es una inversión en recursos, pero el coste de los materiales devuelve su valor al jugador.
Tipos de armaduras
Madera
| Imagen | Tipo | Ventajas | Desventajas | Materiales |
|---|---|---|---|---|
| Improvisada |
Protección: 55% |
Ninguna | Madera + Hierva | |
| Laminar (Madera) |
Protección: 65% |
Tasa de curación: -10% |
Piel + Resina + Madera |
Hide
| Image | Type | Upsides | Downsides (per piece) | Source |
|---|---|---|---|---|
| Hide_armor |
Percent Protection: 55% Max warmth: 1,5°C |
Healing rate: -4% |
Rope, bone, bear pelt |
Cuero
| Imagen | Tipo | Ventajas | Desventajas | Materiales |
|---|---|---|---|---|
| Coraza |
Protección: 40% |
Ninguna | Solo cuero | |
| Cuero |
Protección: 60% |
Ninguna | Cuero + Hilo de lino |
Ropa
| Imagen | Tipo | Ventajas | Desventajas | Materiales |
|---|---|---|---|---|
| Gambesón |
Protección: 70% |
Tasa de curación: -17% |
Tela de lino | |
| Gambesón ajustado Creado solo por el Sastre |
Protección: 75% |
Tasa de curación: -10% |
Telas (Simples o Tintadas) + Kit de costura |
Armaduras metálicas
| Imagen | Tipo | Desventajas | Materiales | Metal cost |
|---|---|---|---|---|
| Laminada |
Tasa de curación: -10% |
Piel + Laminas | 19 lamellae | |
| Brigantina |
Tasa de curación: -17% |
Cuero + Placa | 26 ingots (13 plates) | |
| Cota de Malla |
Tasa de curación: -10% |
Cuero + Cadena | 40 ingots (20 chains) | |
| Escamas |
Tasa de curación: -17% |
Cota de malla + Escamas | 52 ingots (20 chains, 12 scales) | |
| Placas |
Tasa de curación: -33.34% |
Cota de malla + Placas | 72 ingots (20 chains, 16 plates) |
Armaduras basadas en metal
| Materia Prima | Nivel | Laminada | Brigantina | Cadena | Escamas | Placas (Nivel más alto de reducción de daño) |
|---|---|---|---|---|---|---|
| Cobre | 1 |
Protección: 75% |
Protección: 78%
Reducción plana de PS: 1 |
Protección: 80% |
Protección: 84% |
Protección: 90% |
| Oro | 1 | N/A | N/A |
Protección: 82% |
N/A |
Protección: 90% |
| Plata | 2 | N/A | N/A |
Protección: 82% |
N/A |
Protección: 92% |
| Bronce de bismuto | 2 |
Protección: 76% |
Protección: 79% |
Protección: 81% |
Protección: 85% |
Protección: 94% |
| Bronce estañado | 2 |
Protección: 77% |
Protección: 80% |
Protección: 82% |
Protección: 86% |
Protección: 92% |
| Bronce negro | 2 |
Protección: 78% |
Protección: 81% |
Protección: 83% |
Protección: 87% |
Protección: 95% |
| Hierro | 3 | N/A |
Protección: 82% |
Protección: 84% |
Protección: 88% |
Protección: 96% |
| Hierro meteórico | 3 | N/A |
Protección: 82.5% |
Protección: 84.5% |
Protección: 88.5% |
Protección: 96.2% |
| Acero | 4 | N/A |
Protección: 84% |
Protección: 86% |
Protección: 90% |
Protección: 97% |
Armaduras Exclusivas
| Imagen | Tipo | Rota | Dañada | Pristina (Nivel más alto de reducción de daño) |
|---|---|---|---|---|
| Guardaluto | Protección: 40%
Reducción plana de PS: 0.25 Nivel de protección: 1 Tasa de curación: -17% |
Protección: 75%
Reducción plana de PS: 0.5 Nivel de protección: 1 Tasa de curación: -18% |
Protección: 96%
Reducción plana de PS: 1.7 Nivel de protección: 3 Tasa de curación: -20% | |
| Causa Perdida | Protección: 40%
Reducción plana de PS: 0.25 Nivel de protección: 1 Tasa de curación: -17% |
Protección: 90%
Reducción plana de PS: 1.5 Nivel de protección: 1 Tasa de curación: -17% |
Protección: 96%
Reducción plana de PS: 1.7 Nivel de protección: 3 Tasa de curación: -17% |
En lo que respecta a la armadura, la de placas es la más protectora y tiene la mayor reducción de daño fijo: un jugador que lleve un conjunto completo de armadura de placas de acero debería recibir casi cero daño de la mayoría de los tipos de ataque. Pero la armadura de placas ralentiza al jugador considerablemente y dificulta el uso de armas a distancia. La de placas también es la más cara de crear, ya que requiere placas sobre una cota de malla, que se añade a un jubón de cuero. Ten en cuenta que el jubón de cuero es un componente de las armaduras Brigantina, de Mallas, De Escamas y de Placas, mientras que la armadura de cuero es una "armadura terminada". Ambos elementos se pueden usar como armadura, pero ofrecen valores de protección muy diferentes.
Información Técnica
El sistema de armadura es extremadamente complicado, con ocho variables que rigen las propiedades de protección de cada pieza de armadura. Las variables más importantes son la protección relativa y plana, y el nivel de protección. Esos tres números son la mayor parte de lo que cambia entre armaduras. En total, las variables son:
When a combat attack occurs, before any damage reduction is applied, the flat damage reduction and percent protection of the armor is reduced (not permanently, only for this attack) depending on:
- The tier of the attack
- The tier of the armor
- Whether or not the armor is high damage tier resistant
For every tier of the attack that is lower than or equal to the armor's tier, a low amount of protection reduction will be added1 to the attack. For every tier of the attack that is higher than the armor's tier, a high amount of protection reduction will be added1 to the attack. If the armor has high damage tier resistance, then the high amount of protection reduction will be half as much as normal.
The high amount mentioned above is 0.2 for flat damage reduction, and 15% for percent protection, for most armor types2.
The low amount mentioned above is 0.1 for flat damage reduction, and 3% for percent protection, for most armor types2.
- Notes
1 The protection reduction for flat protection is additive, but the percent protection is multiplicative and cumulative. This means if the attack is tier 3 and the armor is higher, the percent protection is reduced by 3% of it's original amount for the first tier, but then 3% of the remaining amount (not the original amount) for the next tier, and last of all by another 3% of the previous amount for the last tier, rather than simply 9% for 3 tiers.
2 The amount is halved for leather and sewn linen armors
VeryGoodDog ha compilado una spread sheet y una calculadora de todas las armaduras contra todos los errantes.
Equation
The method used to calculate the final damage received by a player is relatively complex. To better understand how the game derives this value, consider the following equations.
Initially, the effective damage is calculated by subtracting the Flat damage reduction (FDR) from the base Damage (D), then multiplying the result by one minus the Percent protection (PP):
(D - FDR) × (1 - PP)
Each entity is assigned a Damage tier (DT), while each piece of armor is assigned a corresponding Protection tier (PT). For every Damage tier less than or equal to the Protection tier, the system applies a Low flat damage reduction loss (LFDRL) and a Low percent protection loss (LPPL). Conversely, for each Damage tier that exceeds the Protection tier, a High flat damage reduction loss (HFDRL) and a High percent protection loss (HPPL) are applied:
(D - FDR + LFDRL × min(DT, PT) + HFDRL × max(DT - PT, 0)) ×
× (1 - PP × (1 - LPPL)min(DT, PT) × (1 - HPPL)max(DT - PT, 0))
An additional modifier, known as High damage tier resistance (HDTR), may further influence the calculation. This boolean variable can be either enabled (HDTR = 1) or disabled (HDTR = 0). When enabled, it reduces the effect of both High flat damage reduction loss and High percent protection loss by half. When disabled, their values remain unchanged. The final equation, incorporating this modifier, is as follows:
(D - FDR + LFDRL × min(DT, PT) + (1 - HDTR/2) × HFDRL × max(DT - PT, 0)) ×
× (1 - PP × (1 - LPPL)min(DT, PT) × (1 - (1 - HDTR/2) × HPPL)max(DT - PT, 0))
Example
Consider a Corrupt drifter with 12 base damage and a Damage tier of 3 attacking a player equipped with Copper Lamellar armor. The armor provides the following values:
- Percent protection (PP): 75%
- Flat damage reduction (FDR): 0.5
- Protection tier (PT): 1
- High damage tier resistance (HDTR): 0
- Low percent protection loss (LPPL): 3%
- High percent protection loss (HPPL): 15%
- Low flat damage reduction loss (LFDRL): 0.1
- High flat damage reduction loss (HFDRL): 0.2
First, for the one Damage tier that is equal to the Protection tier (DT ≤ PT), the system applies a 0.1 LFDRL and a 3% LPPL. Then, for the two Damage tiers exceeding the Protection tier (DT > PT), it applies 2 × 0.2 HFDRL and two instances of 15% HPPL.
The total adjusted Flat damage is calculated as follows:
12 − 0.5 + 0.1 + 2 × 0.2 = 12
This means the Flat damage reduction is fully neutralized by the cumulative Flat damage reduction loss.
Next, the adjusted Percent protection is calculated by applying the Percent protection losses multiplicatively:
0.75 × (1 - 0.03) × (1 - 0.15) × (1 - 0.15) = 0.75 × 0.97 × 0.85 × 0.85 ≈ 0.526
Finally, the effective damage received by the player is:
12 × (1 − 0.526) = 12 × 0.474 ≈ 5.69
In a single-line format, the complete equation can be expressed as follows:
(D - FDR + LFDRL × min(DT, PT) + (1 - HDTR/2) × HFDRL × max(DT - PT, 0)) ×
× (1 - PP × (1 - LPPL)min(DT, PT) × (1 - (1 - HDTR/2) × HPPL)max(DT - PT, 0)) =
= (12 - 0.5 + 0.1 × min(3, 1) + (1 - 0/2) × 0.2 × max(3 - 1, 0)) ×
× (1 - 0.75 × (1 - 0.03)min(3, 1) × (1 - (1 - 0/2) × 0.15)max(3 - 1, 0)) =
= (12 - 0.5 + 0.1 × 1 + 0.2 × 2) × (1 - 0.75 × 0.971 × 0.852) ≈
≈ (12 - 0) × (1 - 0.526) =
= 12 × 0.474 =
= 5.69
Comparison
The table below provides a comprehensive overview of all armor protection modifiers, static modifiers, and durability values. Additionally, for each armor type, the final damage received and the resulting percentage of protection were calculated against various Drifter types, each characterized by distinct damage values and damage tiers.
| Construction | Material | Protection modifiers | Static modifiers per piece | Durability | Effective damage from | Effective percent protection from | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Percent protection | Flat damage reduction | Protection tier | High damage tier resistant | Low percent protection loss | High percent protection loss | Low flat damage reduction loss | High flat damage reduction loss | Ranged Weapon Accuracy | Ranged Weapon Charge Time | Walk speed | Healing effectivness | Hunger rate | Surface drifter (D 2.5, DT 0) | Deep drifter (D 4, DT 1) | Tainted drifter (D 8, DT 2) | Corrupt drifter (D 12, DT 3) | Nightmare drifter (D 20, DT 4) | Double-headed drifter (D 24, DT 4) | Surface drifter (D 2.5, DT 0) | Deep drifter (D 4, DT 1) | Tainted drifter (D 8, DT 2) | Corrupt drifter (D 12, DT 3) | Nightmare drifter (D 20, DT 4) | Double-headed drifter (D 24, DT 4) | |||
| Improvised | Wood | 55% | 0 | 0 | 0 | 3% | 15% | 0.1 | 0.2 | 0% | 0% | 0% | 0% | 0% | 75 | 1.13 | 2.24 | 5.06 | 8.34 | 14.83 | 17.68 | 55.00% | 44.09% | 36.72% | 30.47% | 25.86% | 26.33% |
| Jerkin | Leather | 40% | 0.25 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | 0% | 0% | 0% | 0% | 0% | 250 | 1.35 | 2.36 | 5.40 | 8.82 | 15.58 | 18.62 | 46.00% | 41.10% | 32.56% | 26.53% | 22.11% | 22.40% |
| Sewn | Leather | 60% | 0.6 | 1 | 0 | 1.5% | 7.5% | 0.05 | 0.1 | 0% | 0% | 0% | 0% | 0% | 700 | 0.76 | 1.41 | 3.42 | 5.76 | 10.51 | 12.64 | 69.60% | 64.72% | 57.22% | 52.01% | 47.44% | 47.33% |
| Gambeson | 70% | 0.7 | 2 | 0 | 1.5% | 7.5% | 0.05 | 0.1 | 0% | 0% | -2% | -17% | 3% | 900 | 0.54 | 1.04 | 2.37 | 4.28 | 8.21 | 9.89 | 78.40% | 74.00% | 70.32% | 64.37% | 58.95% | 58.81% | |
| Tailored | Gambeson | 75% | 0.75 | 2 | 0 | 1.5% | 7.5% | 0.05 | 0.1 | 0% | 0% | 0% | -10% | 3% | 900 | 0.44 | 0.86 | 2.00 | 3.74 | 7.38 | 8.89 | 82.50% | 78.45% | 74.98% | 68.81% | 63.11% | 62.97% |
| Lamellar | Wood | 65% | 0.5 | 0 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 7% | -3% | -10% | 8% | 200 | 0.70 | 1.66 | 4.19 | 7.27 | 13.41 | 16.05 | 72.00% | 58.61% | 47.63% | 39.42% | 32.94% | 33.10% |
| Copper | 75% | 0.5 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 7% | -3% | -10% | 8% | 450 | 0.50 | 0.98 | 2.98 | 5.69 | 11.18 | 13.39 | 80.00% | 75.48% | 62.79% | 52.56% | 44.12% | 44.22% | |
| Bismuth bronze | 76% | 0.58 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 7% | -3% | -10% | 8% | 525 | 0.46 | 0.93 | 2.17 | 4.64 | 9.68 | 11.61 | 81.57% | 76.87% | 72.86% | 61.37% | 51.62% | 51.62% | |
| Tin bronze | 77% | 0.6 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 7% | -3% | -10% | 8% | 600 | 0.44 | 0.89 | 2.09 | 4.53 | 9.53 | 11.44 | 82.52% | 77.85% | 73.83% | 62.22% | 52.34% | 52.34% | |
| Black bronze | 78% | 0.65 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 7% | -3% | -10% | 8% | 675 | 0.41 | 0.84 | 2.01 | 4.42 | 9.37 | 11.25 | 83.72% | 79.01% | 74.89% | 63.17% | 53.14% | 53.12% | |
| Brigandine | Copper | 78% | 1 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 900 | 0.33 | 0.75 | 2.61 | 5.21 | 10.55 | 12.69 | 86.80% | 81.14% | 67.43% | 56.55% | 47.27% | 47.13% |
| Bismuth bronze | 79% | 1.1 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 1050 | 0.29 | 0.70 | 1.82 | 4.16 | 9.03 | 10.88 | 88.24% | 82.47% | 77.22% | 65.33% | 54.86% | 54.67% | |
| Tin bronze | 80% | 1.1 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 1100 | 0.28 | 0.67 | 1.76 | 4.07 | 8.90 | 10.72 | 88.80% | 83.20% | 78.05% | 66.08% | 55.52% | 55.33% | |
| Black bronze | 81% | 1.15 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 1200 | 0.26 | 0.63 | 1.68 | 3.96 | 8.74 | 10.54 | 89.74% | 84.20% | 79.04% | 66.98% | 56.30% | 56.09% | |
| Iron | 82% | 1.2 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 1300 | 0.23 | 0.59 | 1.60 | 2.79 | 7.02 | 8.48 | 90.64% | 85.17% | 80.01% | 76.73% | 64.89% | 64.67% | |
| Meteoric iron | 82.5% | 1.22 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 1500 | 0.22 | 0.58 | 1.56 | 2.74 | 6.94 | 8.38 | 91.04% | 85.62% | 80.48% | 77.19% | 65.30% | 65.08% | |
| Steel | 84% | 1.3 | 4 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 2600 | 0.19 | 0.52 | 1.45 | 2.57 | 4.90 | 5.92 | 92.32% | 87.04% | 81.92% | 78.61% | 75.52% | 75.33% | |
| Chain | Copper | 80% | 1.1 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 600 | 0.28 | 0.67 | 2.45 | 5.01 | 10.26 | 12.35 | 88.80% | 83.20% | 69.36% | 58.26% | 48.70% | 48.53% |
| Gold | 82% | 1.2 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 500 | 0.23 | 0.59 | 2.30 | 4.81 | 9.97 | 12.02 | 90.64% | 85.17% | 71.25% | 59.95% | 50.13% | 49.91% | |
| Silver | 82% | 1.2 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 700 | 0.23 | 0.59 | 1.60 | 3.85 | 8.59 | 10.36 | 90.64% | 85.17% | 80.01% | 67.88% | 57.07% | 56.85% | |
| Bismuth bronze | 81% | 1.2 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 650 | 0.25 | 0.62 | 1.67 | 3.94 | 8.72 | 10.52 | 90.12% | 84.46% | 79.19% | 67.13% | 56.41% | 56.19% | |
| Tin bronze | 82% | 1.2 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 700 | 0.23 | 0.59 | 1.60 | 3.85 | 8.59 | 10.36 | 90.64% | 85.17% | 80.01% | 67.88% | 57.07% | 56.85% | |
| Black bronze | 83% | 1.25 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 750 | 0.21 | 0.56 | 1.52 | 3.75 | 8.43 | 10.18 | 91.50% | 86.11% | 80.97% | 68.76% | 57.84% | 57.60% | |
| Iron | 84% | 1.3 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 800 | 0.19 | 0.52 | 1.45 | 2.57 | 6.69 | 8.08 | 92.32% | 87.04% | 81.92% | 78.61% | 66.56% | 66.33% | |
| Meteoric iron | 84.5% | 1.35 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 900 | 0.18 | 0.50 | 1.40 | 2.51 | 6.60 | 7.97 | 92.87% | 87.60% | 82.45% | 79.12% | 67.02% | 66.77% | |
| Steel | 86% | 1.4 | 4 | 0 | 3% | 15% | 0.1 | 0.2 | -3% | 6% | -3% | -10% | 7.5% | 2000 | 0.15 | 0.45 | 1.30 | 2.34 | 4.53 | 5.49 | 93.84% | 88.81% | 83.78% | 80.46% | 77.33% | 77.13% | |
| Scale | Copper | 84% | 1.3 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 800 | 0.19 | 0.52 | 2.15 | 4.61 | 9.69 | 11.69 | 92.32% | 87.04% | 73.10% | 61.61% | 51.54% | 51.29% |
| Bismuth bronze | 85% | 1.3 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 1150 | 0.18 | 0.49 | 1.38 | 3.55 | 8.15 | 9.84 | 92.80% | 87.72% | 82.73% | 70.38% | 59.26% | 59.01% | |
| Tin bronze | 86% | 1.35 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 1200 | 0.16 | 0.46 | 1.31 | 3.45 | 8.00 | 9.66 | 93.56% | 88.60% | 83.66% | 71.25% | 60.02% | 59.76% | |
| Black bronze | 87% | 1.4 | 2 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 1300 | 0.14 | 0.42 | 1.23 | 3.35 | 7.84 | 9.48 | 94.28% | 89.46% | 84.58% | 72.11% | 60.78% | 60.50% | |
| Iron | 88% | 1.5 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 1400 | 0.12 | 0.38 | 1.15 | 2.13 | 6.03 | 7.30 | 95.20% | 90.48% | 85.59% | 82.28% | 69.85% | 69.59% | |
| Meteoric iron | 88.5% | 1.55 | 3 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 1700 | 0.11 | 0.36 | 1.11 | 2.07 | 5.94 | 7.19 | 95.63% | 90.98% | 86.09% | 82.77% | 70.30% | 70.03% | |
| Steel | 90% | 1.6 | 4 | 0 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -7% | -17% | 12% | 3500 | 0.09 | 0.32 | 1.01 | 1.91 | 3.82 | 4.63 | 96.40% | 92.06% | 87.36% | 84.08% | 80.90% | 80.69% | |
| Plate | Copper | 90% | 1.5 | 1 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 500 | 0.10 | 0.33 | 1.29 | 2.73 | 5.84 | 7.08 | 96.00% | 91.75% | 83.88% | 77.23% | 70.79% | 70.51% |
| Gold | 90% | 1.5 | 1 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 400 | 0.10 | 0.33 | 1.29 | 2.73 | 5.84 | 7.08 | 96.00% | 91.75% | 83.88% | 77.23% | 70.79% | 70.51% | |
| Silver | 92% | 1.5 | 2 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 1000 | 0.08 | 0.28 | 0.90 | 2.15 | 4.90 | 5.94 | 96.80% | 93.01% | 88.75% | 82.06% | 75.49% | 75.25% | |
| Bismuth bronze | 94% | 1.55 | 2 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 900 | 0.06 | 0.22 | 0.77 | 1.96 | 4.59 | 5.56 | 97.72% | 94.38% | 90.39% | 83.71% | 77.07% | 76.84% | |
| Tin bronze | 92% | 1.6 | 2 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 1000 | 0.07 | 0.27 | 0.89 | 2.13 | 4.88 | 5.91 | 97.12% | 93.28% | 88.91% | 82.23% | 75.62% | 75.36% | |
| Black bronze | 95% | 1.65 | 2 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 1200 | 0.04 | 0.19 | 0.70 | 1.84 | 4.41 | 5.35 | 98.30% | 95.19% | 91.31% | 84.63% | 77.95% | 77.71% | |
| Iron | 96% | 1.7 | 3 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 2200 | 0.03 | 0.17 | 0.63 | 1.31 | 3.54 | 4.30 | 98.72% | 95.87% | 92.14% | 89.06% | 82.28% | 82.07% | |
| Meteoric Iron | 96.2% | 1.72 | 3 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 2800 | 0.03 | 0.16 | 0.61 | 1.29 | 3.51 | 4.26 | 98.81% | 96.02% | 92.32% | 89.24% | 82.45% | 82.25% | |
| Steel | 97% | 1.8 | 4 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -14% | -33.34% | 24% | 5500 | 0.02 | 0.14 | 0.56 | 1.20 | 2.63 | 3.19 | 99.16% | 96.60% | 93.01% | 89.96% | 86.86% | 86.70% | |
| Antique | Blackguard (Broken) | 40% | 0.25 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 600 | 1.35 | 2.36 | 5.40 | 8.82 | 15.58 | 18.62 | 46.00% | 41.10% | 32.56% | 26.53% | 22.11% | 22.40% |
| Blackguard (Damaged) | 75% | 0.5 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -8% | 16% | -8% | -18% | 15% | 900 | 0.50 | 0.98 | 2.98 | 5.69 | 11.18 | 13.39 | 80.00% | 75.48% | 62.79% | 52.56% | 44.12% | 44.22% | |
| Blackguard (Pristine) | 96% | 1.7 | 3 | 1 | 3% | 15% | 0.1 | 0.2 | -10% | 20% | -12% | -20% | 20% | 1800 | 0.03 | 0.17 | 0.63 | 1.31 | 3.54 | 4.30 | 98.72% | 95.87% | 92.14% | 89.06% | 82.28% | 82.07% | |
| Forlorn Hope (Broken) | 40% | 0.25 | 1 | 0 | 3% | 15% | 0.1 | 0.2 | -7% | 14% | -5% | -17% | 12% | 500 | 1.35 | 2.36 | 5.40 | 8.82 | 15.58 | 18.62 | 46.00% | 41.10% | 32.56% | 26.53% | 22.11% | 22.40% | |
| Forlorn Hope (Damaged) | 90% | 1.5 | 1 | 1 | 3% | 15% | 0.1 | 0.2 | -8% | 16% | -7% | -17% | 14% | 1000 | 0.10 | 0.33 | 1.29 | 2.73 | 5.84 | 7.08 | 96.00% | 91.75% | 83.88% | 77.23% | 70.79% | 70.51% | |
| Forlorn Hope (Pristine) | 96% | 1.7 | 3 | 1 | 3% | 15% | 0.1 | 0.2 | -8% | 18% | -8% | -17% | 16% | 1600 | 0.03 | 0.17 | 0.63 | 1.31 | 3.54 | 4.30 | 98.72% | 95.87% | 92.14% | 89.06% | 82.28% | 82.07% | |
| Wiki Navigation | |
|---|---|
| Vintage Story | Guías • Preguntas más frecuentes (FAQ) • Vintage Story Original Soundtrack • Versiones • Controles |
| Mecánicas de juego | Fabricación • Talla Lítica • Alfarería • Herrería • Cocina • Temperatura • Hambre • Minería • Estabilidad temporal • Energía mecánica • Comercio • Agricultura • Ganadería |
| Mundo | Generación del Mundo • Biomas • Clima • Tormentas temporales |
| Objetos | Herramientas • Armas • Armadura • Ropa • Mochilas • Materiales • Comida |
| Bloques | Terreno • Plantas • Decorativo • Iluminación • Functional • Minerales |
| Entidades | Entidades hostiles • Animales • NPCs • Jugadores |
| Miscellaneous | List of client commands • Lista de comandos del servidor • Creative Starter Guide • Bot System • Cómo utilizar Worldedit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking • Adding_mods • Troubleshooting_Mods |