3.7 Durability of items

All unique items and staves with spells found in the dungeon have full durability. So do all items bought in town, of course. All other items found in the dungeon only have partial durability in the range below:

Durability of items found in dungeon:  (1 + maxdur/4) to 3·maxdur/4

3.7.1 Losing durability

All items (except those that are indestructible) have a durability, which will, over time, decrease as you fight. The table below explains under what circumstances and with what chance the durability will go down. It will never go down by more than 1 at a time.

Item type When durability may decrease Chance of decreasing
Armor1 Character is stunned 3/4 · 2/3 = 1/22     50.0%
Helm1 Character is stunned 3/4 · 1/3 = 1/42     25.0%
Shield Character blocks an attack 1/10     10.0%
Melee weapon Character hits 1/30     3.3%
Bow Character fires 1/40     2.5%
1If you don't wear both armor and helm but only one of them, the chance is 3/4 that its durability will be decreased.
2You will never lose durability on both the armor and the helm in the same hit.

3.7.2 Repair Cost

Repairs are done at Griswold (or by a Warrior, see chapter 2.4). Griswold uses the following formulas to calculate the cost:

RpC = 0.15 · Price · (1 - CurDur/MaxDur) For magical and unique items
RpC = 0.50 · Price · (1 - CurDur/MaxDur) For non magical and unidentified items
where:
RpC = Repair Cost
Price = Buying price of the item
MaxDur = Maximum durability of item
CurDur = Current durability of item

If the repair cost is less than 1 gold Griswold won't repair it. That makes many of the cursed items irreparable. There also seems to be a bug so that when the ratio CurDur/MaxDur is greater than 99%, the repair cost is rounded down to 0 along the way and is thus not repairable until it takes more damage.

Just as with the price of magical items, when counting the value of CurDur/MaxDur you take into account only two digits after the decimal. Alternatively one can use the formulas below (plus the step by step list following) in which case the rounding is done automatically:

For magical and unique items first calculate:
RpC = [ { [ (100·(MaxDur - CurDur)) / MaxDur] · (30 · Price) } / 100 ]
For non magical and unidentified items first calculate:
RpC = [ { [ (100·(MaxDur - CurDur)) / MaxDur] · Price } / 100 ]
Then, do the following:
  1. if RpC = 1, then exit
  2. if RpC > 1, then RpC = [RpC/2], that is, divide the repair cost by 2, then exit
  3. if the item is a non magical and non unique item, set RpC = 1, then exit
  4. if the item is not identified, set RpC = 1, then exit
  5. at this point the item is an identified magical or unique item and RpC is 0 or below 0; the item is in this case not repairable (this would be the case for identified cursed and some semi cursed items)