Equipment damage
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.