Durability
How weapons and armour wear down in combat, what that costs you, and how to have them mended.
Gear does not last forever. Every weapon and every piece of armour carries a condition, measured as a percentage that begins at 100 and falls with use. Condition is the third axis of the gear system, alongside grade and quality, and unlike the other two it is the one you can do something about.
The penalty applies to the number that matters. A worn-down piece of armour contributes less armour rating, and a worn-down weapon hits softer. A bow also parts its string far more readily as its condition falls, up to four times as often at the bottom of the scale. Nothing else changes: the item keeps its slot, its name and its sockets whatever state it is in.
The condition tiers#
| Condition | Durability | Penalty |
|---|---|---|
| Flawless | 100 percent | none |
| Excellent | 90 to 99 percent | none |
| Good | 80 to 89 percent | -2 percent |
| Fair | 70 to 79 percent | -5 percent |
| Worn | 60 to 69 percent | -8 percent |
| Weathered | 50 to 59 percent | -12 percent |
| Damaged | 40 to 49 percent | -18 percent |
| Battered | 30 to 39 percent | -25 percent |
| Broken | 20 to 29 percent | -40 percent |
| Ruined | 0 to 19 percent | -60 percent |
ooc <item> shows an item's condition alongside its quality and grade.
What wears, and how fast#
Any real weapon or piece of armour is tracked, whether it was generated in the world or built by hand. A handful of items are made permanent and never wear at all; those stay Flawless no matter what you put them through.
Only players and their companions wear their gear down. Two things cause it, and both knock off a single point at a time.
- Being struck wears one random worn piece of armour, roughly half the time. Because the damage is spread across everything you have on, each individual piece drifts down slowly.
- Landing a blow wears the weapon that landed it, about once in every fifteen hundred blows. A single weapon absorbs every swing you make, so its rate is far lower than armour's: a weapon in constant use takes about a week of long days to reach Ruined.
The practical effect is that armour drifts down over a play session and wants attention every so often, while a weapon lasts a long time between visits. Nothing shatters in one fight.
Repair#
There are two ways to have gear mended, and both happen at the Mender's Workshop off
Tallow Row in Aurin. compass set mender points the way.
The resident mender, Wenna Burrfile, is always at the bench. list shows every piece you
carry that has worn, its condition and her price, and repair <item> mends one piece on
the spot, by name or by its inventory number. She always restores a piece to Flawless, and
charges by how far it has worn: 100 coin for each point of condition she puts back, so a
piece at 80 percent costs 2,000 coin and a weapon or piece of armour worn all the way to
nothing costs 10,000. The fee is drawn on your bank account first, and whatever the account
cannot cover is taken from the coin you carry.
repair all hands her every worn and wielded piece that needs work. She keeps it for
twenty seconds, then hands it all back mended and you put it on again. Pieces you are only
carrying are left out. If you walk out before she has finished, your gear comes back to you
unmended and nothing is charged.
The other way is a guild Merchant with the mender's training, working at the same bench.
Their command is repairservice <item>, and it costs them around a platinum however worn
the piece is, which makes a Merchant much the cheaper hand when one is about. Ring the
service bell in the workshop to call one.
A Merchant cannot restore an item past their own expertise. That cap starts at 50 percent at level 1 and rises by one point per level, reaching a full 100 percent at level 51. If your item is already at or above the cap the Merchant will say so rather than take your coin, so a badly worn piece is worth carrying to a more experienced hand.
Anything that shows a condition can be mended, and anything that cannot be mended does not show one. The two always agree.