Equipment damage: Difference between revisions

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Created page with "<pre> ** Equipment Damage ** ------------------------ 1st and most important note: The damage will not happen on every hit or spell. It really is quite rare. Equipment can t..."
 
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<pre>
Weapons and armour wear down in combat. A piece in good condition performs as it should; a battered one starts to let you down. This page covers what damages your gear and how to keep it in shape.
** Equipment Damage **
------------------------


1st and most important note: The damage will not happen on every hit
= What causes damage =
or spell. It really is quite rare.


Equipment can take damage from hard hits, and this is dependent of
Damage to gear is '''uncommon'''. Most hits leave it untouched. When something does land hard enough to hurt your equipment, three things matter:
several things:


1. The type of the damage. Acid is more corrosive and destructive
* '''Damage type''' — Acid eats most things. Fire melts some metals. Physical wears slowly. Different materials react differently to different attacks. For example, fire is rough on tin but mostly bounces off mithril.
than physical.
* '''Material''' — Titanium and mithril shrug off most hits. Wood and leather lose quality fast. Materials have specific weaknesses too.
* '''The hit itself''' — Light blows do not damage gear at all. Damage starts mattering when the opponent can hit hard. Low-level adventurers rarely lose gear because the monsters they fight do not hit hard enough.


2. The material of the eq.  Titanium is harder to damage than leather.
= What damage does =


3. Some other minor things you can keep on guessing :)
Damage lowers an item's quality slowly. Small scratches do nothing you can feel; sustained wear makes the item perform worse — armour that protects less, weapons that swing slower or hit lighter. Keep your gear in good shape.
Example: Fire is more efficient against tin than mithril.


The effect of the damage:
Type <code>eq check</code> to see how worn your equipment is.


Simple.  It lowers the quality of the equipment slowly.
= Where to get repairs =
The condition affects the weapon in many ways. Even though minor
scratches etc. will not have any impact on it, but the more damage your
equipment takes, the more it loses its former glory. Therefore it is highly
recommended to keep your equipment in rather good  condition.


The repair?
The artisan rework split the smith trades into three layers. Each one handles a different part of the spectrum.


A smith dedicated to the equipment repairs can fix your equipment back
== City smiths (NPCs) ==
how it was. Sometimes rarer materials require a piece of the material the
equipment was made to get it fixed. Items which are made of other than
regular materials need unknown materia to be fixed.


What is indestructible?
In every major settlement. They handle straightforward repair on common metals and leathers for a small fee. Always there, always open, and enough for most everyday gear. Find them in any market street.


Your guild items.  Nothing else.  Oh yeah, only hit slots and weapons
== Player smiths (Artisan Pro Smiths) ==
are in danger.  Rings should be safe (but area spells may damage
even the rings if lucky!)


How to protect?
Players from the [[Artisans|Artisan]] guild offer a wider range of services than NPC smiths:


Permanently marked eq's are less likely to take damage. 
* repair
* reforge
* refit
* sharpen
* finalize
* engrave


You can easily check if your worn equipment is damaged with 'eq check' command.
…and often at better quality. Their guild halls are training hearths — the serious work happens at province workshops (see below). Ask on the [[Channels|wanted]] channel if you need a smith, or watch [[Sales|sales]] for advertised rates.


Simple notes for users:
== Province workshops ==


1. It requires some amount of damage to even have a _chance_ to damage
Player-claimed [[Provinces (game feature)|provinces]] can build smithy buildings that scale by tier. The bigger and better-developed the province workshop, the heavier the work it can take on. '''Rare-material repair''' (mithril, adamantium, iceron, titanium and their peers) is a province-workshop trade — it needs both a strong forge and a smith trained for it, and usually a piece of the original material to mend.
the equipment. Thus low level players are safe since their main
opponents - rats - cannot harm their plate mail.  A rough estimation
is that plrs under lvl 30 are quite safe, except hard crits.


2. Material of the eq determines a _lot_ of its damaging chance.  Do
A province with a high-tier smithy and an active player smith is the best repair option in the valley.
not assume that your mithril breastplate gets as much damage as
leather one.


3. Whining without having damaged even a single eq of your set is
= What is safe from damage =
quite pointless.


4. Remember that all you know is assumptions, only the wizards know
Some pieces never wear:
the facts.
 
</pre>
* '''Guild items''' — always indestructible
* '''Specially enchanted gear''' — sometimes protected
* '''Worn jewelry, rings''' — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them
 
Worn slots and wielded weapons are the usual victims.
 
= Habits that protect your gear =
 
* '''Mark your favourite pieces''' — marked items take damage less often. See [[Marking|mark]].
* '''Carry a backup weapon''' — if your primary breaks mid-fight, you don't want to be empty-handed.
* '''Repair before pieces get badly worn''' — smith fees climb sharply at low quality. The longer you wait, the more it costs.
 
= See Also =
 
* [[Combat]]
* [[Weapons]], [[Armour]]
* [[Materials]]
* [[Glowing equipment]]
* [[Provinces (game feature)]]
* [[Channels]], [[Sales]]


[[category:Player's_Handbook]]
[[category:Player's_Handbook]]

Latest revision as of 03:50, 23 April 2026

Weapons and armour wear down in combat. A piece in good condition performs as it should; a battered one starts to let you down. This page covers what damages your gear and how to keep it in shape.

What causes damage

Damage to gear is uncommon. Most hits leave it untouched. When something does land hard enough to hurt your equipment, three things matter:

  • Damage type — Acid eats most things. Fire melts some metals. Physical wears slowly. Different materials react differently to different attacks. For example, fire is rough on tin but mostly bounces off mithril.
  • Material — Titanium and mithril shrug off most hits. Wood and leather lose quality fast. Materials have specific weaknesses too.
  • The hit itself — Light blows do not damage gear at all. Damage starts mattering when the opponent can hit hard. Low-level adventurers rarely lose gear because the monsters they fight do not hit hard enough.

What damage does

Damage lowers an item's quality slowly. Small scratches do nothing you can feel; sustained wear makes the item perform worse — armour that protects less, weapons that swing slower or hit lighter. Keep your gear in good shape.

Type eq check to see how worn your equipment is.

Where to get repairs

The artisan rework split the smith trades into three layers. Each one handles a different part of the spectrum.

City smiths (NPCs)

In every major settlement. They handle straightforward repair on common metals and leathers for a small fee. Always there, always open, and enough for most everyday gear. Find them in any market street.

Player smiths (Artisan Pro Smiths)

Players from the Artisan guild offer a wider range of services than NPC smiths:

  • repair
  • reforge
  • refit
  • sharpen
  • finalize
  • engrave

…and often at better quality. Their guild halls are training hearths — the serious work happens at province workshops (see below). Ask on the wanted channel if you need a smith, or watch sales for advertised rates.

Province workshops

Player-claimed provinces can build smithy buildings that scale by tier. The bigger and better-developed the province workshop, the heavier the work it can take on. Rare-material repair (mithril, adamantium, iceron, titanium and their peers) is a province-workshop trade — it needs both a strong forge and a smith trained for it, and usually a piece of the original material to mend.

A province with a high-tier smithy and an active player smith is the best repair option in the valley.

What is safe from damage

Some pieces never wear:

  • Guild items — always indestructible
  • Specially enchanted gear — sometimes protected
  • Worn jewelry, rings — usually safe from melee, but area spells (acid storm, firestorm, etc.) can still hit them

Worn slots and wielded weapons are the usual victims.

Habits that protect your gear

  • Mark your favourite pieces — marked items take damage less often. See mark.
  • Carry a backup weapon — if your primary breaks mid-fight, you don't want to be empty-handed.
  • Repair before pieces get badly worn — smith fees climb sharply at low quality. The longer you wait, the more it costs.

See Also