Armor

From Vintage Story Wiki
This page contains changes which are not marked for translation.

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

  1. 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.
  2. 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.
  3. 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-armor.png
Improvised

Percent Protection: 55%
Protection tier: 0
Durability: 75

None Wood + Grass
Wooden-lamellar-armor.png
Lamellar (Wood)

Percent Protection: 65%
Protection tier: 0
Flat damage reduction: 0.5
Durability: 200

Healing rate: -10%
Hunger rate: +8%
Range Accuracy: -3%
Range Charge Time: +7%
Movement Speed: -3%

Pelt, Resin, Wood

Leather

Image Type Upsides Downsides (per piece) Source
Jerkin-armor.png
Jerkin

Percent Protection: 40%
Protection tier: 1
Flat damage reduction: 0.25
Durability: 250

None Leather only
Leather-armor.png
Leather

Percent Protection: 60%
Protection tier: 1
Flat damage reduction: 0.6
Durability: 700

None Leather + Twine

Cloth

Image Type Upside Downsides (per piece) Source
Gambeson-armor-no-dye.png
Gambeson

Percent Protection: 70%
Protection tier: 2
Flat damage reduction: 0.7
Durability: 900

Healing rate: -17%
Hunger rate: +3%
Movement Speed: -2%

Linen square
Can be dyed
Tailored gambeson

Crafted only by the Tailor class

Percent Protection: 75%
Protection tier: 2
Flat damage reduction: 0.75
Durability: 900

Healing rate: -10%
Hunger rate: +3%

Cloth (plain or dyed), Sewing kit

Metal based Armor

Image Type Downsides (per piece) Source Metal cost
Tin bronze version
Lamellar

Healing rate: -10%
Hunger rate: +8%
Range Accuracy: -3%
Range Charge Time: +7%
Movement Speed: -3%

Pelt, Lamellae 19 lamellae
Iron version
Brigandine

Healing rate: -17%
Hunger rate: +12%
Range Accuracy: -7%
Range Charge Time: +14%
Movement Speed: -5%

Jerkin , Plate 26 ingots (13 plates)
Iron version
Chain

Healing rate: -10%
Hunger rate: +7.5%
Range Accuracy: -3%
Range Charge Time: +6%
Movement Speed: -3%

Jerkin , Chain 40 ingots (20 chains)
Iron version
Scale

Healing rate: -17%
Hunger rate: +12%
Range Accuracy: -10%
Range Charge Time: +20%
Movement Speed: -7%

Chain armor , Scale 52 ingots (20 chains, 12 scales)
Steel version
Plate

Healing rate: -33.34%
Hunger rate: +24%
Range Accuracy: -10%
Range Charge Time: +20%
Movement Speed: -14%

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%
Flat damage reduction: 0.5
Durability: 450

Percent Protection: 78%

Flat damage reduction: 1
Durability: 900

Percent Protection: 80%
Flat damage reduction: 1.1
Durability: 600

Percent Protection: 84%
Flat damage reduction: 1.3
Durability: 800

Percent Protection: 90%
Flat damage reduction: 1.5
Durability: 500

Gold 1 N/A N/A

Percent Protection: 82%
Flat damage reduction: 1.2
Durability: 500

N/A

Percent Protection: 90%
Flat damage reduction: 1.5
Durability: 400

Silver 2 N/A N/A

Percent Protection: 82%
Flat damage reduction: 1.2
Durability: 700

N/A

Percent Protection: 92%
Flat damage reduction: 1.5
Durability: 1000

Bismuth Bronze 2

Percent Protection: 76%
Flat damage reduction: 0.58
Durability: 525

Percent Protection: 79%
Flat damage reduction: 1.1
Durability: 1050

Percent Protection: 81%
Flat damage reduction: 1.2
Durability: 650

Percent Protection: 85%
Flat damage reduction: 1.3
Durability: 1150

Percent Protection: 94%
Flat damage reduction: 1.55
Durability: 900

Tin Bronze 2

Percent Protection: 77%
Flat damage reduction: 0.6
Durability: 600

Percent Protection: 80%
Flat damage reduction: 1.1
Durability: 1100

Percent Protection: 82%
Flat damage reduction: 1.2
Durability: 700

Percent Protection: 86%
Flat damage reduction: 1.35
Durability: 1200

Percent Protection: 92%
Flat damage reduction: 1.6
Durability: 1000

Black Bronze 2

Percent Protection: 78%
Flat damage reduction: 0.65
Durability: 675

Percent Protection: 81%
Flat damage reduction: 1.15
Durability: 1200

Percent Protection: 83%
Flat damage reduction: 1.25
Durability: 750

Percent Protection: 87%
Flat damage reduction: 1.4
Durability: 1300

Percent Protection: 95%
Flat damage reduction: 1.65
Durability: 1200

Iron 3 N/A

Percent Protection: 82%
Flat damage reduction: 1.2
Durability: 1300

Percent Protection: 84%
Flat damage reduction: 1.3
Durability: 800

Percent Protection: 88%
Flat damage reduction: 1.5
Durability: 1400

Percent Protection: 96%
Flat damage reduction: 1.7
Durability: 2200

Meteoric Iron 3 N/A

Percent Protection: 82.5%
Flat damage reduction: 1.22
Durability: 1500

Percent Protection: 84.5%
Flat damage reduction: 1.35
Durability: 900

Percent Protection: 88.5%
Flat damage reduction: 1.55
Durability: 1700

Percent Protection: 96.2%
Flat damage reduction: 1.72
Durability: 2800

Steel 4 N/A

Percent Protection: 84%
Flat damage reduction: 1.3
Durability: 2600

Percent Protection: 86%
Flat damage reduction: 1.4
Durability: 2000

Percent Protection: 90%
Flat damage reduction: 1.6
Durability: 3500

Percent Protection: 97%
Flat damage reduction: 1.8
Durability: 5500

Exclusive Armor

Image Type Broken Damaged Pristine
Blackguard-armor-fully-repaired.png
Blackguard Percent Protection: 40%

Flat damage reduction: 0.25
Durability: 600

Protection Tier: 1

Healing rate: -17%
Hunger rate: +12%
Range Accuracy: -7%
Range Charge Time: +14%
Movement Speed: -5%

Percent Protection: 75%

Flat damage reduction: 0.5
Durability: 900

Protection Tier: 1

Healing rate: -18%
Hunger rate: +15%
Range Accuracy: -8%
Range Charge Time: +16%
Movement Speed: -8%

Percent Protection: 96%

Flat damage reduction: 1.7
Durability: 1800

Protection Tier: 3
High damage tier resistance: true

Healing rate: -20%
Hunger rate: +20%
Range Accuracy: -10%
Range Charge Time: +20%
Movement Speed: -12%

Forlorn-hope-armor-fully-repaired.png
Forlorn Hope Percent Protection: 40%

Flat damage reduction: 0.25
Durability: 500

Protection Tier: 1

Healing rate: -17%
Hunger rate: +12%
Range Accuracy: -7%
Range Charge Time: +14%
Movement Speed: -5%

Percent Protection: 90%

Flat damage reduction: 1.5
Durability: 1000

Protection Tier: 1
High damage tier resistance: true

Healing rate: -17%
Hunger rate: +14%
Range Accuracy: -8%
Range Charge Time: +16%
Movement Speed: -7%

Percent Protection: 96%

Flat damage reduction: 1.7
Durability: 1600

Protection Tier: 3
High damage tier resistance: true

Healing rate: -17%
Hunger rate: +16%
Range Accuracy: -8%
Range Charge Time: +18%
Movement Speed: -8%

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%


Items
Resources Beeswax.pngBeeswaxBlastingpowder.pngBlasting powderBone.pngBoneBonemeal.pngBonemealCandle.pngCandleCattailtops.pngCattailsCharcoal.pngCharcoalClay-blue.pngClayRawbrick-fire.pngClay bricksClearquartz.pngClear quartzCloth-plain.pngClothCoke.pngCokeCompost.pngCompostCrushed-quartz.pngCrushed resourcesDrygrass.pngDry grassEgg-chicken.pngEggFat.pngFatFeather.pngFeatherFirewood.pngFirewoodFlaxfibers.pngFlax fibersFlaxtwine.pngFlax twineFlint.pngFlintGem-emerald-rough.pngGemsHerbbundle-basil.pngHerb bundlesHide-raw-large.pngHidesHoneycomb.pngHoneycombLargegearsection.pngLarge gear sectionLeather-plain.pngLeatherLime.pngLimeMortar.pngMortarPaper-parchment.pngParchmentPapyrustops.pngPapyrusPlank-oak.pngPlanksPotash.pngPotashQuicklime.pngQuicklimeRefractorybrick-fired-tier1.pngRefractory brickResin.pngResinSail.pngSailSewingkit.pngSewing kitShingle-burned-blue.pngShinglesStick.pngStickStone-granite.pngStonesStonebrick-granite.pngStone bricksInsect-termite.pngTermites
Metal Metalbit-iron.pngMetal BitsMetalchain-iron.pngChainsIngot-iron.pngIngotsNightvisionupgrades-nightvisionlens1.pngJonas partsMetallamellae-iron.pngLamellaeMetal-scraps.pngMetal scrapsMetal-parts.pngMetal partsMetalbit-iron.pngNuggetsOre-bountiful-magnetite-slate-itm.pngOrePadlock-iron.pngPadlocksMetalplate-iron.pngPlatesPoundercap-iron.pngPounder capsGear-rusty.pngRusty gearMetalscale-iron.pngScalesScrapweaponkit.pngScrap weapon kitSolderbar.pngSolder barGear-temporal.pngTemporal gearPickaxehead-iron.pngTool heads
Seeds Cattailroot.pngCattail rootSeeds-flax.pngCrop seedsPapyrusroot.pngPapyrus rootTreeseed-oak.pngTree seeds
Tools Axe-copper.pngAxeChisel-copper.pngChiselCleaver-copper.pngCleaverFirestarter.pngFirestarterHammer-copper.pngHammerHelvehammer-bismuthbronze.pngHelve hammerHoe-copper.pngHoeInkandquill.pngInk and quillKnife-copper.pngKnifeOreblastingbomb.pngOre blasting bombPickaxe-copper.pngPickaxePlumbandsquare.pngPlumb and SquareProspectingpick-copper.pngProspecting pickSaw-iron.pngSawScythe-copper.pngScytheShears-copper.pngShearsShovel-copper.pngShovelSieve-linen.pngSieveSolderingiron.pngSoldering ironTongs.pngTongsPan-wooden.pngWooden panWrench-copper.pngWrench
Weapons Arrow-flint.pngArrowBeenade-opened.pngBeenadeBow-simple.pngBowBlade-falx-copper.pngFalxSword-copper.pngSwordSpear-copper.pngSpearSling.pngSlingSpear-hacking.pngTuning spear
Consumables
Equipment
Transport Glider.pngGliderBoat-raft-pine.pngRaftOar-crude-pine.pngCrude oar
Miscellaneous Book-normal-brickred.pngBookOmoktabletop.pngGame of OmokTuningcylinder-1.pngTuning cylinder
Creative only Stackrandomizer-ingot.pngStack randomizers


Wiki Navigation
Vintage Story Guides[[::Category: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
World World generation Biomes Weather Temporal storms
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