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Wiki Systems Durability

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. 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.

The practical effect is that a full kit drifts down over a play session and wants attention every so often. Nothing shatters in one fight.

Repair#

Gear is mended by a guild Merchant with the mender's training, at a workbench fitted for the job. The command is repairservice <item>, and the fee is around a platinum.

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.