Durability & Selling
Equipment degrades during combat and must be repaired. Broken items suffer stat penalties. Selling items is affected by rarity and durability.
Durability Degradation
Each hit landed or received in combat reduces equipped item durability by 0.03 (3% per hit).
Repair
Repair Cost by Item Tier
| Tier | Cost (turns) | Broken Cost |
|---|---|---|
| T1 | 50 | 75 |
| T2 | 75 | 113 |
| T3 | 100 | 150 |
| T4 | 125 | 188 |
| T5 | 150 | 225 |
Max Durability Decay by Rarity
| Rarity | Max Decay per Repair |
|---|---|
| common | 1–5 |
| uncommon | 1–4 |
| rare | 1–3 |
| epic | 1–2 |
| legendary | 1–1 |
Each repair reduces the item's maximum durability by a random amount based on rarity (legendary items always lose exactly 1). When maximum durability reaches 0, the item is permanently destroyed.
Low Durability Warning
A warning appears when durability falls below 10%.
Encounter Sites
Encounter site combat degrades durability the same way as open-world fights. Each hit you land wears your weapon, and each hit you take wears your armour. Equipment stats are locked at the start of each room, so even if an item reaches 0 durability mid-room its stat contributions are preserved until the room ends. The broken penalty applies from the next room onward.
Sell Price
Rarity Multipliers
| Rarity | Multiplier |
|---|---|
| common | 1x |
| uncommon | 2x |
| rare | 4x |
| epic | 8x |
| legendary | 16x |
| Constant | Value | Description |
|---|---|---|
DURABILITY_PENALTY_THRESHOLD | 50% | Durability ratio below which sell price is reduced |