Armor
This page was last verified for Vintage Story version 1.20.7.
Armor is used to reduce the damage players receive during combat. The choice of material affects not only protection but also debuffs to things like movement speed or hunger rate. Unlike tools, armor can be repaired.
Obtaining
All armor can be crafted with the crafting grid. There are 4 types of non-metallic armor: Improvised, Lamellar (Wood), Leather and Gambeson which do not require any metallic component. Lamellar metal armor, is made by pouring molten metal into lamellar molds from metals molten in a crucible , such as copper or bronze. The other 4 metal armors are: Brigandine, Chain, Scale and Plate. These require components like mail or plates made by forging .
Basic Armor Mechanics
The purpose of armor is protection. However, the armor model in Vintage Story is somewhat complex, with armor and damage tiers, percent and flat damage reduction, and percent and flat damage loss by tier.
- Armor does not protect players from damage taken outside of combat, i.e. from falling, starving or poisoning.
- A full suit of armor includes three equipped components: Head, Body and Legs.
When a combat attack on a player occurs
- The armor slot receiving the damage is selected. Each slot has a different chance to be selected (head = 20%, body = 50%, legs = 30%.) If the player has not equipped armor in the slot selected for damage, then the player receives full damage.
- Armor tier and weapon/attack damage tier are compared. The higher the attack tier is relative to the armor tier, the more damage is dealt, especially if the attack tier is higher than the armor tier. If the armor has high tier damage resistance, then the effects of an attack being a higher tier than the armor are reduced by half.
- Damage is calculated. Flat damage reduction is applied first. Then, percent protection is applied to further reduce the remaining damage.
Protection
It is important to understand how armor values function. Each type of armor (Improvised, Gambeson, Chain, Plate) have base stat modifiers. A full set of iron plate slows you down just as much as a full set of copper plate, but iron armor has more durability so it lasts longer than copper armor. Secondly, iron is "more protective" because a metal of a higher tier has a higher "Flat Damage Reduction" and a higher "Percent Protection". Also, armor constructed from higher tier materials protects more effectively against powerful attacks from higher tier weapons. Generally, higher tier metals make more protective/durable armor: iron is more durable and affords more damage reduction when compared to black bronze , which is more durable and protective than copper. Armor is an investment in resources, but the cost of materials returns value to the player.
Types of Armor
Wood
Image | Type | Upsides | Downsides (per piece) | Source |
---|---|---|---|---|
Improvised |
Percent Protection: 55% |
None | Wood + Grass | |
Lamellar (Wood) |
Percent Protection: 65% |
Healing rate: -10% |
Pelt, Resin, Wood |
Leather
Image | Type | Upsides | Downsides (per piece) | Source |
---|---|---|---|---|
Jerkin |
Percent Protection: 40% |
None | Leather only | |
Leather |
Percent Protection: 60% |
None | Leather + Twine |
Cloth
Image | Type | Upside | Downsides (per piece) | Source |
---|---|---|---|---|
Gambeson |
Percent Protection: 70% |
Healing rate: -17% |
Linen square | |
Tailored gambeson Crafted only by the Tailor class |
Percent Protection: 75% |
Healing rate: -10% |
Cloth (plain or dyed), Sewing kit |
Metal based Armor
Image | Type | Downsides (per piece) | Source | Metal cost |
---|---|---|---|---|
Lamellar |
Healing rate: -10% |
Pelt, Lamellae | 19 lamellae | |
Brigandine |
Healing rate: -17% |
Jerkin , Plate | 26 ingots (13 plates) | |
Chain |
Healing rate: -10% |
Jerkin , Chain | 40 ingots (20 chains) | |
Scale |
Healing rate: -17% |
Chain armor , Scale | 52 ingots (20 chains, 12 scales) | |
Plate |
Healing rate: -33.34% |
Chain armor , Plate | 72 ingots (20 chains, 16 plates) |
Metal based armor
Armor Material | Tier | Lamellar | Brigandine | Chain | Scale | Plate (High Damage tier resistance) |
---|---|---|---|---|---|---|
Copper | 1 |
Percent Protection: 75% |
Percent Protection: 78%
Flat damage reduction: 1 |
Percent Protection: 80% |
Percent Protection: 84% |
Percent Protection: 90% |
Gold | 1 | N/A | N/A |
Percent Protection: 82% |
N/A |
Percent Protection: 90% |
Silver | 2 | N/A | N/A |
Percent Protection: 82% |
N/A |
Percent Protection: 92% |
Bismuth Bronze | 2 |
Percent Protection: 76% |
Percent Protection: 79% |
Percent Protection: 81% |
Percent Protection: 85% |
Percent Protection: 94% |
Tin Bronze | 2 |
Percent Protection: 77% |
Percent Protection: 80% |
Percent Protection: 82% |
Percent Protection: 86% |
Percent Protection: 92% |
Black Bronze | 2 |
Percent Protection: 78% |
Percent Protection: 81% |
Percent Protection: 83% |
Percent Protection: 87% |
Percent Protection: 95% |
Iron | 3 | N/A |
Percent Protection: 82% |
Percent Protection: 84% |
Percent Protection: 88% |
Percent Protection: 96% |
Meteoric Iron | 3 | N/A |
Percent Protection: 82.5% |
Percent Protection: 84.5% |
Percent Protection: 88.5% |
Percent Protection: 96.2% |
Steel | 4 | N/A |
Percent Protection: 84% |
Percent Protection: 86% |
Percent Protection: 90% |
Percent Protection: 97% |
Exclusive Armor
Image | Type | Broken | Damaged | Pristine |
---|---|---|---|---|
Blackguard | Percent Protection: 40%
Flat damage reduction: 0.25 Protection Tier: 1 Healing rate: -17% |
Percent Protection: 75%
Flat damage reduction: 0.5 Protection Tier: 1 Healing rate: -18% |
Percent Protection: 96%
Flat damage reduction: 1.7 Protection Tier: 3 Healing rate: -20% | |
Forlorn Hope | Percent Protection: 40%
Flat damage reduction: 0.25 Protection Tier: 1 Healing rate: -17% |
Percent Protection: 90%
Flat damage reduction: 1.5 Protection Tier: 1 Healing rate: -17% |
Percent Protection: 96%
Flat damage reduction: 1.7 Protection Tier: 3 Healing rate: -17% |
When it comes to armor, plate is the most protective and has the highest flat damage reduction: a player wearing a full set of steel plate armor should receive close to zero damage from most types of attack. But plate armor slows the player considerably and makes it difficult to use ranged weapons. Plate is also the most expensive to create, as it requires plates on top of chainmail, which is added to a leather jerkin. Please note: the leather jerkin is a component for Brigandine, Chain, Scale, and Plate armors, while the Leather Armor is a "finished armor". Both items can be worn as armor, but they offer very different protective values. One other thing to note is that the downsides of each armor listed are per piece, not for the whole set. If an armor in the tables above lists a -7% debuff to movement speed, when wearing all three pieces of that set the player will have a total debuff of -21% to movement speed.
Technical
The armor system is extremely complicated, with eight variables governing each armor piece's protection properties. The most important variables are percent protection, flat damage reduction, and protection tier. Those three numbers are most of what changes between armors.
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 has compiled a spread sheet and a calculator of all armors against all drifters. The spread sheet is currently inaccurate and needs to be updated.
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 | |
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Vintage Story | Guides • Frequently Asked Questions • Soundtrack • Versions • Controls |
Game systems | Crafting • Knapping • Clay forming • Smithing • Cooking • Temperature • Hunger • Mining • Temporal stability • Mechanical power • Trading • Farming • Animal husbandry |
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Items | Tools • Weapons • Armor • Clothing • Bags • Materials • Food |
Blocks | Terrain • Plants • Decorative • Lighting • Functional • Ore |
Entities | Hostile entities • Animals • NPCs • Players |
Miscellaneous | List of client commands • List of server commands • Creative Starter Guide • Bot System • WorldEdit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking • Adding Mods • Troubleshooting Mods |