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:
- Being struck wears one random piece of the armor you have on, about half the time. Spread across everything you wear, each piece drifts down slowly. A piece a warrior has oiled with Oil Armor shrugs off every other knock, so it lasts twice as long.
- Landing a blow wears the weapon that struck, about once in fifteen hundred blows.
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.