Sections

Durability

Tools, melee weapons, worn armour and even jewellery wear out with use — a tool as it works, a weapon per swing, armour per hit, and a ring or amulet on any action its bonus helps.

A Spellbook is the exception: it wears as it channels, one check per mana-regen tick that actually restores mana. Sitting at full mana costs it nothing, and no amount of fighting or gathering wears it on its own — only the mana you spend and regain. Drinking a mana potion never wears it.

How long things last

Sturdier tiers last far longer. Each figure is the chance of a break per use — a swing for a weapon, a hit taken for armour, a shot for a bow, and for jewellery only an action its bonus actually applies to.

TierWeapon & armourBowJewellery
t11 in 3001 in 6001 in 400
t21 in 5001 in 1,0001 in 650
t31 in 8001 in 1,6001 in 1,000
t41 in 1,2001 in 2,4001 in 1,500

Bows wear at half the melee rate, since spent arrows are the real cost of ranged, and jewellery is gentler again because it only rolls on actions it helps. Rarer gear lasts longer still — the multiplier divides these rates — and a few exceptional pieces, boss drops especially, barely wear at all.

When something breaks

A spare of the same kind from your pack auto-equips, so a stack of tools keeps you working. If your last weapon breaks with no replacement, combat stops at the end of that fight rather than letting you swing on unarmed. Gear is never lost to death — only to wear.