Smithing: Difference between revisions

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Smithing is a powerful way to form [[Metal|metal]] ingots into crafting components, [[armor]] materials, [[Tools and Weapons|tool and weapon heads]].
<languages/><br><translate>
 
<!--T:20-->
[[File:Smithing_Action.gif|thumb|250px|Seraph smithing.]]
 
<!--T:26-->
'''Smithing''' is a powerful way to form {{ll|Metal|metal}} ingots into crafting components, {{ll|armor|armor}} materials, {{ll|Tools and Weapons|tool and weapon heads}}.
 
</translate>
__TOC__
__TOC__
== Required Materials ==
<translate>
To smith items, a player needs an [[Anvil|anvil]], [[Hammer|hammer]], [[Forge|forge]], fuel ([[Coal|coal]] or [[Charcoal|charcoal]]), and [[Metal|metal]] ingots.


==Creating Ingots ==
== Required Materials == <!--T:1-->
Copper and Bronze Alloys must be [[casting|cast]] to form ingots prior to working, using the [[crucible]] and [[molds|clay molds]]. Iron ingots require preparation using a bloomery. See the [[Bloomery|bloomery]] page for detailed instructions on how to use this functional block.


== Preparing the Ingots ==
<!--T:21-->
# '''Load the Forge''': Add fuel ([[Coal|coal]] or [[Charcoal|charcoal]]) to the [[Forge|forge]] by holding sneak + right mouse button (RMB), then add up to four ingots (holding sneak + RMB).  
To smith items, a player needs an {{ll|Anvil|anvil}}, a {{ll|Hammer|hammer}}, a {{ll|Forge|forge}} with fuel (such as {{ll|Coal|coal}} or {{ll|Charcoal|charcoal}}), and {{ll|Metal|metal}} ingots.<br>
# '''Ignite the Forge''': Sneak + RMB with a torch. The [[Metal|metal]] can be worked when it is heated to a temperature above 60% of its melting point.
In the case of Copper and Bronze Alloys, the metal must be {{ll|casting|casted}} to form ingots using the {{ll|crucible|crucible}} and {{ll|molds|clay molds}} prior to working them in the anvil. Iron ingots require preparation using a bloomery.  
# '''Collect heated ingots''': Use RMB to remove the ingot from the [[Forge|forge]]
# '''Select the tool''': Placing an ingot on the [[Anvil|anvil]] (sneak + RMB), opens a dialog allowing the player to choose what tool, weapon, or item to craft.


== Smithing the Item ==
<!--T:15-->
To form the item, the empty blue voxels must be filled with metal and metal must be removed from orange voxels. This is accomplished by hitting the metal with a hammer to move the metal from its current "ingot" shape into the shape of selected item. The hammer has specific modes, (explained below) that allow players to choose "which direction" the metal will move when striking the work item (LMB) with the hammer. If the work item cools down too much during this process, use the forge to reheat the work item. Item progress will not be lost if the item is removed from the anvil and replaced. Some items, like plates, require two ingots to complete. To continue work shaping an item that needs more material, add another heated ingot to the work item on the anvil (RMB) as if placing a new ingot to work.
:''See {{ll|Bloomery|Bloomery}} and {{ll|Casting|Casting}} for more detailed information.''


* Making mistakes when smithing: Copper and Bronze work items can be smelted into an ingot again, Iron work items not viably re-smeltable as of v1.12
== Preparing the Ingots == <!--T:3-->


=== Hammer Modes===
<!--T:22-->
To move metal in specific directions, change the hammer mode. Press 'F' with a [[Hammer|hammer]] in the active hand to view and change tool modes.  
# '''Load the Forge''': {{SneakClick|Add}} fuel ({{ll|Coal|coal}} or {{ll|Charcoal|charcoal}}) to the {{ll|Forge|forge}}, then {{SneakClick|add up}} to four ingots.
# '''Ignite the Forge''': {{SneakClick|Ignite}} with a torch. Most {{ll|Metal|metals}} can be worked when they are heated to a temperature above 50% of their melting point. {{ll|Lead|Lead}} can be smithed at any temperature, {{ll|Iron#Bloomery|iron blooms}} can be smithed at above 700°C.


====Version 1.12====
<!--T:19-->
Hammer modes were changed to include three modes:
# '''Collect heated ingots''': {{Using|Remove}} the ingot from the {{ll|Forge|forge}} using {{ll|tongs|tongs}} in the {{ll|off-hand|off-hand}}.  
# '''Select the tool''': {{SneakClick|Placing}} an ingot on the {{ll|Anvil|anvil}}, opens a dialog allowing the player to choose what tool, weapon, or item to craft.


<li><strong>Heavy Hit</strong>
== Smithing the Item == <!--T:4-->
<br>
When used on the bottom layer: No effect<br>
When used on the upper layers: If near the edge, it will move voxels the the lower layer, i.e. flatten the work item. Otherwise it will ''spread'' the voxels.
</li>


<li><strong>Upset (Up, Left, Down, Right)</strong><br>
<!--T:23-->
When used on the bottom layer: Move voxels to the upper layer, only possible at the edges of a work item<br>
[[File:Smithing example.png|thumb|left|200px|Ingot being worked on an anvil]]
When used on upper layers: Move voxels horizontally or down a layer if at the edge
</li>


<li><strong>Split</strong><br>
<!--T:27-->
Irrevocably removes one voxel
Once the  tool, weapon, or item is selected, two different colors of voxel outlines will appear, green and purple. To form the item, the empty green outlines must be filled with metal voxels, and the metal voxels must be removed from the purple outlines. This is done by hitting the metal with a hammer to move the metal from its current ingot shape into the shape of selected item. The hammer has specific modes, explained below, that allow players to choose which direction the metal will move when striking the work item with the hammer. Using the Right-mouse-button {{RMB}} will turn the work item around, making it easier to hit certain parts. If the work item cools down too much during this process, use the forge to reheat the work item. Item progress will not be lost if the item is removed from the anvil and replaced. Some items, like plates, require two ingots to complete. To continue work shaping an item that needs more material, {{Using|add}} another heated ingot to the work item on the anvil as if placing a new ingot to work.
</li>
</ul>


====Version 1.11 (and prior)====
<!--T:5-->
In older game versions, the tool modes were: (sunburst) spreads metal in all directions over three blocks, the next 4 move metal in a single direction (indicated by the arrows) and the last selection (wedge) removes a piece of metal.  
{{Protip
|Icon=Ironbloom.png
|While copper and bronze work items can be melted back to an ingot, iron work items must be smelted in a bloomery again. Be careful with them!}}


==== Hammer Spread Mode (1.11) Explained ====
=== Hammer Modes=== <!--T:6-->
When hitting a block in spread mode, metal blocks will be added in every empty square in a 3x3 pattern around the voxel the player hits with a hammer.


When a player hits a voxel surrounded by blocks on 3 sides, spread mode adds a row or column of 3 voxels. The spread is centered on the voxel attached to the work item, and the direction of the spread (where the metal moves) is based on "empty voxels".  
<!--T:24-->
To move metal in specific directions, change the hammer mode. Press {{Keypress|F}} with a {{ll|hammer|hammer}} in the active hand to view and change tool modes.


{| class="wikitable"
<!--T:28-->
|-
[[File:Hammer_modes_screen.png|thumb|350px|Hammer modes screen.]]
! Legend !! Symbol
 
<!--T:16-->
Hammer modes include three modes:
 
<!--T:8-->
* '''Heavy Hit''': When used on the bottom layer: No effect, when used on the upper layers: If near the edge, it will move voxels the the lower layer, i.e. flatten the work item. Otherwise it will ''spread'' the voxels.
 
<!--T:9-->
* '''Upset (Up, Left, Down, Right)''': When used on the bottom layer: Move voxels to the upper layer, only possible at the edges of a work item, when used on upper layers: Move voxels horizontally or down a layer if at the edge.
 
<!--T:10-->
* '''Split''': When used on metal: Permanently removes one voxel. When used on {{ll|Metal#Iron|Iron Bloom}}: Permanently removes up to 9 slag voxels (dark parts) in a 3x3 arrangement (if slag voxels are hit, no metal voxels will be removed.)
 
=== Smithing List === <!--T:17-->
 
<!--T:25-->
Only certain items, weapons, and tool heads are available depending on the metal:
 
</translate>
{|class="wikitable sortable" style="text-align:center; width: 90%;"
|-
|-
| Metal || o
! width="5%" | <translate><!--T:29--> Icon</translate>
! <translate><!--T:30--> Item</translate>
! width="9%" | <translate><!--T:31--> Amount of ingots</translate>
! <translate><!--T:32--> Copper</translate>
! <translate><!--T:33--> Gold</translate>
! <translate><!--T:34--> Silver</translate>
! <translate><!--T:35--> Tin</translate>
! <translate><!--T:36--> Zinc</translate>
! <translate><!--T:37--> Bismuth</translate>
! <translate><!--T:38--> Lead</translate>
! <translate><!--T:39--> Bronze</translate>
! <translate><!--T:40--> Iron</translate>
! <translate><!--T:41--> Meteoric<br>Iron</translate>
! <translate><!--T:42--> Steel</translate>
|-
|-
| Empty || -
![[File:anvilpart-base-iron.png|50px]]
! '''<translate><!--T:43--> Anvil Base</translate>'''
| 5 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ❌
|-
|-
| Metal (Hit) || x
![[File:anvilpart-top-iron.png|50px]]
! '''<translate><!--T:44--> Anvil top</translate>'''
| 5 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ❌
|-
|-
| Metal (New) || *
![[File:Arrowhead-copper.png|50px]]
|}
! '''<translate><!--T:45--> Arrowhead</translate>'''
 
| 1<br>''(<translate><!--T:46--> for 6 or 9 arrowheads</translate>)'' || ✔️ || ✔️ || ✔️ || ❌ || || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
 
Example: Creating a new row of metal
 
{| class="wikitable"
|-
|-
| o || o || o || -
![[File:Grid Copper axe head.png|50px]]
! '''<translate><!--T:47--> Axe Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || || || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
![[File:Grid Copper Chisel.png|50px]]
! '''<translate><!--T:48--> Chisel</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || || || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || x || o || -
![[File:Chutesection-copper.png|50px]]
! '''<translate><!--T:49--> Chute Section</translate>'''
| 1<br>''(<translate><!--T:50--> or 1 plate for easier smithing</translate>)'' || ✔️ || || || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌
|-
|-
| - || - || - || -
![[File:Cleaver-copper.png|50px]]
|}
! '''<translate><!--T:51--> Cleaver</translate>'''
 
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
In this example if a player hits x, the result will be
 
{| class="wikitable"
|-
|-
| o || o || o || -
![[File:Grid Copper hammer head.png|50px]]
! '''<translate><!--T:52--> Hammer Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || || || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
![[File:Grid Copper hoe head.png|50px]]
! '''<translate><!--T:53--> Hoe Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || || || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || x || o || -
![[File:Knifeblade-copper.png|50px]]
! '''<translate><!--T:54--> Knife Blade</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| * || * || * || -
![[File:Bladehead-falx-copper.png|50px]]
|}
! '''<translate><!--T:55--> Falx head</translate>'''
 
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || || ✔️ || ✔️ || ✔️ || ✔️
The metal has no place to spread in the voxels beside the chosen hit (x), because metal already occupies those areas.
The metal spreads to the empty voxels below the hit (x), and creates a new "row" of material.
 
Example: Creating a new column of metal
 
{| class="wikitable"
|-
|-
| o || o || o || -
![[File:metalchain-copper.png|50px]]
! '''<translate><!--T:56--> Chain</translate>'''
| 2 || ✔️ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || -
![[File:Grid Copper plate.png|50px]]
! '''<translate><!--T:57--> Plate</translate>'''
| 2 || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
![[File:metalscale-copper.png|50px]]
! '''<translate><!--T:58--> Scales</translate>'''
| 2 || ✔️ || || || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
![[File:Padlock-tinbronze.png|50px]]
|}
! '''<translate><!--T:59--> Padlock</translate>'''
 
| 1 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
The result is:
 
{| class="wikitable"
|-
|-
| o || o || o || *
![[File:Grid Copper pickaxe head.png|50px]]
! '''<translate><!--T:60--> Pickaxe Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || *
![[File:Poundercap-tinbronze.png|50px]]
! '''<translate><!--T:61--> Pounder Cap</translate>'''
| 1 || || || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || *
![[File:Grid Copper prospecting pick head.png|50px]]
! '''<translate><!--T:62--> Prospecting Pick</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
![[File:Grid Copper saw blade.png|50px]]
|}
! '''<translate><!--T:63--> Saw Blade</translate>'''
 
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
The metal has no place to spread in the voxels above or below the chosen hit (x), because metal already occupies those areas.
The metal spreads to the empty voxels beside the hit (x), and creates a new "column" of material.
 
Example: Striking a Corner
 
{| class="wikitable"
|-
|-
| o || o || o || -
![[File:Scythehead-copper.png|50px]]
! '''<translate><!--T:64--> Scythe Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
![[File:shears-copper.png|50px]]
! '''<translate><!--T:65--> Shears</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || -
![[File:Grid Copper shovel head.png|50px]]
! '''<translate><!--T:66--> Shovel Head</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || || || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
![[File:Grid Copper spear head.png|50px]]
|}
! '''<translate><!--T:67--> Spear Head</translate>'''
 
| 1 || ✔️ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
The result is:
 
{| class="wikitable"
|-
|-
| o || o || o || -
![[File:Boss-tinbronze.png|50px]]
! '''<translate><!--T:68--> Shield's boss</translate>'''
| 1 || ❌ || ✔️ || ✔️ || || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || *
![[File:Hoop-tinbronze.png|50px]]
! '''<translate><!--T:69--> Shield's hoop</translate>'''
| 1 || || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || *
![[File:Wrench-copper.png|50px]]
! '''<translate>Wrench</translate>'''
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || * || * || *
|}
|}
The metal has no available place to spread in the voxels above or left of the chosen hit (x), because metal already occupies those areas.
<translate>
The metal spreads to the empty voxels right and below the hit (x), and extends the corner of the material in the two available directions.


==Smithing Tutorial Videos==
==Smithing Tutorial Videos== <!--T:11-->


</translate>
<youtube>2h9is76yNgM</youtube>
<youtube>2h9is76yNgM</youtube>
>
<youtube>MF_mA0SFYcI</youtube>
>
<youtube>483Gjlfa-68</youtube>


<youtube>CaGvfpuRRwo&list</youtube>
{{Metals navbox}}
 
{{Game navbox}}
 
[[Category:Guides{{#translation:}}]]
{{Navbox|Vintage Story}}

Latest revision as of 20:26, 4 April 2024


Seraph smithing.

Smithing is a powerful way to form metal ingots into crafting components, armor materials, tool and weapon heads .

Required Materials

To smith items, a player needs an anvil , a hammer , a forge with fuel (such as coal or charcoal ), and metal ingots.
In the case of Copper and Bronze Alloys, the metal must be casted to form ingots using the crucible and clay molds prior to working them in the anvil. Iron ingots require preparation using a bloomery.

See Bloomery and Casting for more detailed information.

Preparing the Ingots

  1. Load the Forge: Add fuel (coal or charcoal ) to the forge , then add up to four ingots.
  2. Ignite the Forge: Ignite with a torch. Most metals can be worked when they are heated to a temperature above 50% of their melting point. Lead can be smithed at any temperature, iron blooms can be smithed at above 700°C.
  1. Collect heated ingots:

Remove the ingot from the forge using tongs in the off-hand .

  1. Select the tool: Placing an ingot on the anvil , opens a dialog allowing the player to choose what tool, weapon, or item to craft.

Smithing the Item

Ingot being worked on an anvil

Once the tool, weapon, or item is selected, two different colors of voxel outlines will appear, green and purple. To form the item, the empty green outlines must be filled with metal voxels, and the metal voxels must be removed from the purple outlines. This is done by hitting the metal with a hammer to move the metal from its current ingot shape into the shape of selected item. The hammer has specific modes, explained below, that allow players to choose which direction the metal will move when striking the work item with the hammer. Using the Right-mouse-button Right mouse button will turn the work item around, making it easier to hit certain parts. If the work item cools down too much during this process, use the forge to reheat the work item. Item progress will not be lost if the item is removed from the anvil and replaced. Some items, like plates, require two ingots to complete. To continue work shaping an item that needs more material, add another heated ingot to the work item on the anvil as if placing a new ingot to work.

Ironbloom.png Protip:
While copper and bronze work items can be melted back to an ingot, iron work items must be smelted in a bloomery again. Be careful with them!


Hammer Modes

To move metal in specific directions, change the hammer mode. Press F with a hammer in the active hand to view and change tool modes.

Hammer modes screen.

Hammer modes include three modes:

  • Heavy Hit: When used on the bottom layer: No effect, when used on the upper layers: If near the edge, it will move voxels the the lower layer, i.e. flatten the work item. Otherwise it will spread the voxels.
  • Upset (Up, Left, Down, Right): When used on the bottom layer: Move voxels to the upper layer, only possible at the edges of a work item, when used on upper layers: Move voxels horizontally or down a layer if at the edge.
  • Split: When used on metal: Permanently removes one voxel. When used on Iron Bloom : Permanently removes up to 9 slag voxels (dark parts) in a 3x3 arrangement (if slag voxels are hit, no metal voxels will be removed.)

Smithing List

Only certain items, weapons, and tool heads are available depending on the metal:

Icon Item Amount of ingots Copper Gold Silver Tin Zinc Bismuth Lead Bronze Iron Meteoric
Iron
Steel
Anvilpart-base-iron.png Anvil Base 5 ✔️ ✔️
Anvilpart-top-iron.png Anvil top 5 ✔️ ✔️
Arrowhead-copper.png Arrowhead 1
(for 6 or 9 arrowheads)
✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper axe head.png Axe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper Chisel.png Chisel 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Chutesection-copper.png Chute Section 1
(or 1 plate for easier smithing)
✔️
Cleaver-copper.png Cleaver 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper hammer head.png Hammer Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper hoe head.png Hoe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Knifeblade-copper.png Knife Blade 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Bladehead-falx-copper.png Falx head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Metalchain-copper.png Chain 2 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper plate.png Plate 2 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Metalscale-copper.png Scales 2 ✔️ ✔️ ✔️ ✔️ ✔️
Padlock-tinbronze.png Padlock 1 ✔️ ✔️ ✔️ ✔️
Grid Copper pickaxe head.png Pickaxe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Poundercap-tinbronze.png Pounder Cap 1 ✔️ ✔️ ✔️ ✔️
Grid Copper prospecting pick head.png Prospecting Pick 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper saw blade.png Saw Blade 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Scythehead-copper.png Scythe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Shears-copper.png Shears 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper shovel head.png Shovel Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grid Copper spear head.png Spear Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Boss-tinbronze.png Shield's boss 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Hoop-tinbronze.png Shield's hoop 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Wrench-copper.png Wrench 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Smithing Tutorial Videos

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Ores, metals and minerals
Guides Ore Deposits Metals
Metals Copper Iron Meteoric iron Gold Silver Lead Tin Zinc Bismuth Titanium (Ilmenite)
Alloys Bronze (Tin bronze, bismuth bronze, black bronze) • Steel Brass Solder (Lead solder, Silver solder) • Molybdochalkos Cupronickel Electrum
Minerals Alum Borax Cinnabar Coal Halite (Salt) Lapis lazuli Quartz Saltpeter Sulfur Sylvite (Potash)
Tools Pickaxe Hammer Prospecting Pick Crucible Forge Ore blasting bomb Quern Anvil Bloomery Helve hammer Pulverizer
Other Gemstones
Related mechanics Panning Mining Clay forming Casting Smithing Steel making



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