護甲

From Vintage Story Wiki
This page is a translated version of the page Armor and the translation is 88% complete.

This page was last verified for Vintage Story version 1.20.12.


護甲用於減少玩家在戰鬥中受到的傷害。材質的選擇不僅影響防禦力,還會影響諸如移動速度或飢餓值等Debuff效果。與工具不同,護甲可以修理。

獲取

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 .

基礎護甲機制

盔甲的目的是保護。然而,復古物語中的盔甲系統較為複雜,包含盔甲等級和傷害等級、百分比和固定傷害減免,以及按等級劃分的百分比和固定傷害損失。

  • 盔甲不能保護玩家免受戰鬥之外的傷害,例如墜落、飢餓或中毒。
  • 一套完整的盔甲包括三個裝備部件:頭盔、胸甲和腿甲。

當玩家受到戰鬥攻擊時

  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.

保護

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.

護甲類型

木頭

圖片 類型 優勢 劣勢(每件) 資源
簡易護甲

保護百分比: 55%
保護等級: 0
耐久度 75

木頭 + 草
札甲(木製)

保護百分比: 65%
保護等級: 0
固定傷害減免: 0.5
耐久度 200

治療效果: -10%
飢餓速度: +8%
射程精度: -3%
遠程裝載時間: +7%
移動速度: -3%

毛皮、樹脂、木材


生皮

圖片 類型 優勢 劣勢(每件) 資源
馬來熊版

提供保暖
熊獸皮

保護百分比: 55%
保護等級: 1
固定傷害減免: 0.5
耐久度 400

最大保暖: 1,5°C

治療效果: -4%
飢餓速度: +2%
射程精度: -2%
遠程裝載時間: +3%
移動速度: -3%

繩索捆,
骨頭,
熊毛皮


皮革

圖片 類型 優勢 劣勢(每件) 資源
皮夾克

保護百分比: 40%
保護等級: 1
固定傷害減免: 0.25
耐久度: 250

僅需皮革
皮革

保護百分比: 60%
保護等級: 1
固定傷害減免: 0.6
耐久度: 700

皮革+亞麻線

布料

圖片 類型 優勢 劣勢(每件) 資源
軟甲

保護百分比: 70%
保護等級: 2
固定傷害減免: 0.7
耐久度: 900

治療效果: -17%
飢餓速度: +3%
移動速度: -2%

亞麻布 (方形針法)
可以染色
縫製軟甲

只有裁縫才能製作

保護百分比: 75%
保護等級: 2
固定傷害減免: 0.75
耐久度: 900

治療效果: -10%
飢餓速度: +3%

布料(素色或染色),縫紉工具包

金屬盔甲

圖片 類型 劣勢(每件) 資源 Metal cost
錫青銅版
扎甲

治療效果: -10%
飢餓速度: +8%
射程精度: -3%
遠程裝載時間: +7%
移動速度: -3%

Pelt, Lamellae 19 板片
鐵版
鎖子甲

治療效果: -17%
飢餓速度: +12%
射程精度: -7%
遠程裝載時間: +14%
移動速度: -5%

Jerkin , Plate 26塊錠(13塊金屬板)
鐵版
鏈甲

治療效果: -10%
飢餓速度: +7.5%
射程精度: -3%
遠程裝載時間: +6%
移動速度: -3%

Jerkin , Chain 40 個錠(20 條鏈)
鐵版
鱗甲

治療效果: -17%
飢餓速度: +12%
射程精度: -10%
遠程裝載時間: +20%
移動速度: -7%

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

治療效果: -33.34%
飢餓速度: +24%
射程精度: -10%
遠程裝載時間: +20%
移動速度: -14%

Chain armor , Plate 72 ingots (20 chains, 16 plates)

Metal based armor

盔甲材料 等級 札甲 鎖子甲 鏈甲 鱗甲 Plate (High Damage tier resistance)
1

保護百分比: 75%
固定傷害減免: 0.5
耐久度: 450

保護百分比: 78%

固定傷害減免: 1
耐久度: 900

保護百分比: 80%
固定傷害減免: 1.1
耐久度: 600

保護百分比: 84%
固定傷害減免: 1.3
耐久度: 800

保護百分比: 90%
固定傷害減免: 1.5
耐久度: 500

1 N/A N/A

保護百分比: 82%
固定傷害減免: 1.2
耐久度: 500

N/A

保護百分比: 90%
固定傷害減免: 1.5
耐久度: 400

2 N/A N/A

保護百分比: 82%
固定傷害減免: 1.2
耐久度: 700

N/A

保護百分比: 92%
固定傷害減免: 1.5
耐久度: 1000

鉍銅 2

保護百分比: 76%
固定傷害減免: 0.58
耐久度: 525

保護百分比: 79%
固定傷害減免: 1.1
耐久度: 1050

保護百分比: 81%
固定傷害減免: 1.2
耐久度: 650

保護百分比: 85%
固定傷害減免: 1.3
耐久度: 1150

保護百分比: 94%
固定傷害減免: 1.55
耐久度: 900

錫銅 2

保護百分比: 77%
固定傷害減免: 0.6
耐久度: 600

保護百分比: 80%
固定傷害減免: 1.1
耐久度: 1100

保護百分比: 82%
固定傷害減免: 1.2
耐久度: 700

保護百分比: 86%
固定傷害減免: 1.35
耐久度: 1200

保護百分比: 92%
固定傷害減免: 1.6
耐久度: 1000

黑銅 2

保護百分比: 78%
固定傷害減免: 0.65
耐久度: 675

保護百分比: 81%
固定傷害減免: 1.15
耐久度: 1200

保護百分比: 83%
固定傷害減免: 1.25
耐久度: 750

保護百分比: 87%
固定傷害減免: 1.4
耐久度: 1300

保護百分比: 95%
固定傷害減免: 1.65
耐久度: 1200

3 N/A

保護百分比: 82%
固定傷害減免: 1.2
耐久度: 1300

保護百分比: 84%
固定傷害減免: 1.3
耐久度: 800

保護百分比: 88%
固定傷害減免: 1.5
耐久度: 1400

保護百分比: 96%
固定傷害減免: 1.7
耐久度: 2200

隕鐵 3 N/A

保護百分比: 82.5%
固定傷害減免: 1.22
耐久度: 1500

保護百分比: 84.5%
固定傷害減免: 1.35
耐久度: 900

保護百分比: 88.5%
固定傷害減免: 1.55
耐久度: 1700

保護百分比: 96.2%
固定傷害減免: 1.72
耐久度: 2800

4 N/A

保護百分比: 84%
固定傷害減免: 1.3
耐久度: 2600

保護百分比: 86%
固定傷害減免: 1.4
耐久度: 2000

保護百分比: 90%
固定傷害減免: 1.6
耐久度: 3500

保護百分比: 97%
固定傷害減免: 1.8
耐久度: 5500

Exclusive Armor

圖片 類型 殘破 損壞 修好
黑衛士 保護百分比: 40%

固定傷害減免: 0.25
耐久度: 600

保護等級: 1

治療效果: -17%
飢餓速度: +12%
射程精度: -7%
遠程裝載時間: +14%
移動速度: -5%

保護百分比: 75%

固定傷害減免: 0.5
耐久度: 900

保護等級: 1

治療效果: -18%
飢餓速度: +15%
射程精度: -8%
遠程裝載時間: +16%
移動速度: -8%

保護百分比: 96%

固定傷害減免: 1.7
耐久度: 1800

保護等級: 3
High damage tier resistance: true

治療效果: -20%
飢餓速度: +20%
射程精度: -10%
遠程裝載時間: +20%
移動速度: -12%

絕境者 保護百分比: 40%

固定傷害減免: 0.25
耐久度: 500

保護等級: 1

治療效果: -17%
飢餓速度: +12%
射程精度: -7%
遠程裝載時間: +14%
移動速度: -5%

保護百分比: 90%

固定傷害減免: 1.5
耐久度: 1000

保護等級: 1
High damage tier resistance: true

治療效果: -17%
飢餓速度: +14%
射程精度: -8%
遠程裝載時間: +16%
移動速度: -7%

保護百分比: 96%

固定傷害減免: 1.7
耐久度: 1600

保護等級: 3
High damage tier resistance: true

治療效果: -17%
飢餓速度: +16%
射程精度: -8%
遠程裝載時間: +18%
移動速度: -8%

說到護甲,板甲的防護力最強,擁有最高的傷害減免:穿戴全套鋼板甲的玩家幾乎不會受到任何傷害。但板甲會大幅降低玩家的移動速度,並使其難以使用遠程武器。板甲的製作成本也最高,因為它需要在鏈甲上再加一層板甲片,最後再套上一件皮甲。請注意:皮甲是製作鏈甲、鱗甲和板甲的部件,而皮甲本身則是一件「成品護甲」。兩者都可以作為護甲穿戴,但它們提供的防護值截然不同。另一點需要注意的是,表格中列出的每件護甲的負面效果都是單件的,而不是整套的。例如,如果上表中某件護甲的移動速度降低7%,那麼當玩家穿戴該套裝的三件部件時,移動速度總共會降低21%。

技術性

護甲系統極其複雜,每件護甲的防護性能都由八個變量決定。最重要的變量是防護百分比、固定傷害減免和防護等級。這三個數值幾乎決定了不同護甲之間的差異。

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 皮革、縫製亞麻布和獸皮盔甲的用量減半。

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))

示例

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

比較

下表全面概述了所有護甲的防護修正值、靜態修正值和耐久度值。此外,針對每種護甲類型,我們計算了其在面對各種流浪者類型(每種流浪者都有不同的傷害值和傷害等級)時所受到的最終傷害以及相應的防護百分比。


Construction 材料 Protection modifiers Static modifiers per piece 耐久度 Effective damage from Effective percent protection from
保護百分比 固定傷害減免 保護等級 高傷害防護能力 Low percent protection loss High percent protection loss Low flat damage reduction loss High flat damage reduction loss Ranged Weapon Accuracy 遠程武器裝載時間 移動速度 治療效果: 飢餓速度: 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) 夢魘流浪者(D 20,DT 4) 雙頭流浪者(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) 夢魘流浪者(D 20,DT 4) 雙頭流浪者(D 24,DT 4)
簡易護甲 木製 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%
皮夾克 皮革 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%
生皮 熊貓 45% 0.4 1 0 1.5% 7.5% 0.015 0.075 -2% +3% -2% -4% +2% 120 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
馬來熊 45% 0.4 1 0 1.5% 7.5% 0.015 0.075 -2% +3% -2% -4% +2% 120 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
棕熊 55% 0.5 1 0 1.5% 7.5% 0.015 0.075 -2% +3% -3% -4% +2% 300 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
黑熊 55% 0.5 1 0 1.5% 7.5% 0.015 0.075 -2% +3% -2% -4% +2% 200 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
北極熊 55% 0.5 1 0 1.5% 7.5% 0.015 0.075 -2% +3% -3% -4% +2% 400 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
縫製 皮革 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%
軟甲 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%
縫製 軟甲 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%
札甲 木製 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%
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%
鉍銅 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%
錫銅 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%
黑銅 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%
鎖子甲 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%
鉍銅 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%
錫銅 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%
黑銅 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%
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%
隕鐵 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%
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%
鏈甲 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%
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%
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%
鉍銅 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%
錫銅 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%
黑銅 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%
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%
隕鐵 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%
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%
鱗甲 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%
鉍銅 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%
錫銅 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%
黑銅 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%
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%
隕鐵 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%
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%
板甲 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%
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%
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%
鉍銅 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%
錫銅 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%
黑銅 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%
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%
隕鐵 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%
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%
古董 殘破的黑衛士 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%
損壞的黑衛士 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%
黑衛士 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%
殘破的絕境者 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%
損壞的絕境者 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%
絕境者 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%


物品
資源 蜂蠟炸藥骨頭骨粉蠟燭香蒲木炭黏土粘土磚塊白水晶布料焦炭堆肥粉碎的物品乾草脂肪塊羽毛木柴亞麻纖維亞麻線燧石寶石草藥捆生皮蜜脾大型木齒輪皮革石灰砂漿羊皮紙紙莎草木板鉀肥生石灰耐火磚樹脂翼板針線包瓦片木棍石塊石磚塊白蟻
金屬 金屬粒鏈條喬納斯部件板片金屬廢料金屬零件金屬塊礦物掛鎖金屬板搗杵帽生鏽的齒輪鱗片廢料武器套件焊條時空齒輪工具頭
種子 香蒲根作物種子紙莎草根樹種
工具 鑿子屠宰刀起火器柄錘墨水和筆小刀礦石爆破炸彈直角鉛垂探礦鎬鋸子鐮刀剪刀鏟子篩網烙鐵木鉗木質淘盤扳手
武器 蜜蜂手雷鐮刀劍長矛投石索黑客長矛
消耗品
設備
交通 滑翔機木筏簡易木槳
雜項 書本五子棋音律滾筒
創造模式 隨機生成器


Wiki 導航
復古物語 指南[[::Category:Guides| ]]常見問題 原聲帶 版本 操作/控制
遊戲機制 物品製作 打制石器 粘土塑形 鍛造 烹飪 溫度 飢餓 採礦 時空穩態 機械動力 交易 農業 動物養殖
世界 世界生成 生物群系 天氣 時空風暴
物品 工具 武器 護甲 服裝 背包 材料 食物
方塊 地表 植物 裝飾 光源 功能性方塊 礦物
實體 敵對實體 動物 NPCs 玩家
雜項 客戶端命令列表 服務器命令列表 創造模式入門指南 BOT系統 WorldEdit 電影攝影機 可調節幀率的視頻錄製 服務器區塊時刻 添加模組 模組故障排除