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Wiki Systems Durability

Durability

How weapons and armor wear down in combat, what wear does at present, and how to have gear mended.

Weapons and armor have a condition, a percentage that falls with use. It is separate from grade and quality. Mending puts it back.

For now, wear costs you nothing in a fight. A worn piece strikes and protects at full strength whatever its condition, and the penalties in the table below are switched off. Gear still wears, shows its condition and can be mended, so that it is ready if wear is counted again. The one exception is a bow: a worn bow parts its string more often, up to four times as often at the bottom of the scale. Wear never changes an item's slot, name or sockets.

The condition tiers#

Condition Durability Penalty when wear is counted
Flawless 100% none
Excellent 90% to 99% none
Good 80% to 89% 2%
Fair 70% to 79% 5%
Worn 60% to 69% 8%
Weathered 50% to 59% 12%
Damaged 40% to 49% 18%
Battered 30% to 39% 25%
Broken 20% to 29% 40%
Ruined 0% to 19% 60%

ooc <item> shows an item's condition with its quality and grade, and gear shows the condition of everything you wear.

What wears, and how fast#

Every real weapon and piece of armor is tracked, whether it dropped in the world or was built by hand. A few items are made permanent and stay Flawless whatever you put them through.

Only players and their companions wear their gear down. Two things do it, one point at a time:

Mending#

Gear is mended in the Mender's Workshop, west off Merchant Way in Aurin. compass set mender points the way.

Wenna Burrfile, the resident mender, has closed her bench while wear costs nothing, and asks you to keep your coin.

A guild merchant can mend your gear at the workshop's bench with mend <item> for <you>, or mend all for <you> for everything the bench can help. Ring the service bell in the workshop to call one. You agree the fee before the work starts: the list price is 6 gold a piece, and a merchant may ask up to 20 gold; tariff shows today's figures. The bench does everything a piece needs at once: weapons and armor have their wear worked out, a bow is given a waxed bench string that will not part for a good many shots, a fishing pole is spliced and relined, and a gathering tool is set right before it wears through.

A merchant cannot bring a piece back past their own skill. The limit starts at half sound at level 1 and rises a point a level, reaching fully sound at level 51. If your piece is already at or above that limit the merchant will say so rather than take your coin, so a badly worn piece is worth taking to a more experienced hand.