Here's a quick Q & A based guide to item damage.
Wear Related Damage
Q. When does wear related damage occur?
A. Every time you are successfully hit in combat there is a chance of an item you have currently equipped from taking damage. In addition, as you strike an opponent with a weapon or shield then there is a chance of that item taking damage.
Q. So what determines how much my weapon will wear?
A. The higher the hardness of the item, the less chance of item wear. The higher the CR of the monster, the more likely it will wear.
Q. Is there a way of reducing wear related damage?
A. Fighters can take Fighter Item Defense I-IV enhancements. All other melee classes can take this enhancement up to III. These reduce the chance of item wear occuring. I gives 25%, II gives 33%, III gives 50% and IV gives 60%. Many players spend just one AP to get 25% item wear reduction. Another option is to perform the Adamantine Ritual which will increase the hardness of the item by 10 and thus reduce the chance of damage, but this will bind the item.
Q. What happens when my item reaches 0 durability?
A. You cannot equip items that are totally broken. Items will auto unequip and if your inventory is full then they will fill your overflow inventory.
Q. Are there specific monsters that cause extra item damage?
A. Rust monsters will cause rust damage to metal weapons by 'eating them'. Use wooden weapons on rust monsters to avoid damage. Ooze will also damage all weapons except those made from Glass. Acid based attacks also have a higher chance of causing item damage.
Q. What about everbright items?
A. Everbright items never take extra damage from rust or acid and can safely be used on oozes.
Q. Can unequipped items in my inventory ever take damage?
A. Yes. It would appear that a failed reflex save on an trap or spell (e.g. delayed blast fireball, chain lightning) has the chance of causing permanent damage or even destroying an item in your inventory. Don't carry +2 tomes into part 5 of the shroud!
Repairing items
Q. Where can I repair items?
A. Items can be repaired at any merchant. As of module 7, they can also be repaired at tavernkeeps.
Q. How much does it cost to repair items?
A. The cost of repair is the base price of the item * (amount damaged / total durability) in silver pieces. e.g. a min level 14 weapon with base cost 128k gp, max durability 130, damage 8 (e.g. after one death) will cost 128000 * 8/130 = 7870sp = 787gp.
Q. How can I get cheaper repairs for my items?
A. If you have completed the specific quest for each of the houses and the marketplace (e.g. STK for marketplace, but see Shade's post below for details) then you get 20% off your repair bill. Unfortunately, at the time of writing, haggle has no effect on repair bills.
Permanent Damage
Q. How can items take permanent damage?
A. Permanent damage can occur when an item with wear related temporary damage is repaired.
Q. How is permanent damage calculated?
A. The chance of permanent damage when repairing is equal to the percentage of current item damage out of total durability. e.g. if you have FP with 115 durability left out of 125 then the damage is 10 out of 125 and the chance of permanent damage is 8%. If permanent damage occurs then it is a function of the current permanent damage - so as items get more and more damaged you will find they will take more permanenent damage each time you repair them. Repair early - repair often!
Q. How can I lower the chance of an item taking permanent damage when I repair it?
A. If you have 400 favor with the Free Agents then you can repair your armor and weapons with Jaidene Forgemaiden, the Dwarven lady by the Tavern in the Desert. If you have 400 favor with House Phiarlan then you can repair items with Rechard Sorl in the Erstwhile Emporium in House Phiarlan. Both of these repairs have a lower chance of causing permanent damage, but at an increased repair cost.
Q. Can bound items (e.g. raid loot) take permanent damage?
A. No.
Q. What - even from slimes and rust monsters?
A. Yes, even from slimes and rust monsters - bound items can never take permanent damage. However, bound items will take damage in a quest so can potentially break mid-quest which can be annoying.
Q. I don't believe you - my bound item took permanent damage!
A. No it didn't. That's not a question either.
Binding and Attuning Items
Q. How do I prevent my unbound items from taking permanent damage?
A. You can 'bind and attune' items by putting them into the 'Stone of Change' with the minimum level of the item squared khyber (black) dragonshard fragments. E.g. this item, which is min level 16, would require 16 * 16 = 256 shards.
Q. Where is this 'Stone of Change'?
A. There is one in the marketplace by the bank, one in the Twelve near the entrance to the Tower of the Twelve, and one near the bank at The Black Loch in Three Barrel Cove.
Q. Where do I get Khyber dragonshard fragments from?
A. Random chest loot.
Q. What about if my item doesn't have a minimum level?
A. Then put in 256 dragon shards (16 * 16) and the stone of change will automatically take the right number of dragonshards away.
Q. Is there any other benefit to 'binding and attuning' items?
A. Yes, binding an attuning items is the first step before performing Eldritch Rituals such as the Alchemical Armor Eldritch Ritual (see more here).
Q. Is there any benefit to 'binding and attuning' raid/bound items?
A. No, other than it allows you to perform Eldritch rituals on them. This is because bound items do not take permanent damage.
Death Related Damage
Q. How does death damage work?
A. At the moment of death, all non-stacking, equipped items that your character is wearing will take a percentage of item wear. Each item will take damage equal to (Character Level - 1, maximum 10)% of their original maximum durability, or:
Your first death since resting has this penalty reduced by 2%, your second death since resting has this penalty reduced by 1%, and this percentage is then reduced by an item's Hardness / 10. (Minimum 0%)Code:LEVEL 1 2 3 4 5 6 7 8 9 10 11+ DAMAGE 0% 1% 2% 3% 4% 5% 6% 7% 8% 9% 10%
Q. Wow that sounds complicated - can you give me an example?
A. Sure, if you are wearing a FP of hardness 20 durability 150 as a level 16 character and you die, then it will take 10% - 2% (first death) - 2% = 6% so your item will wear by 9 to 141/150. Second death will wear to 131/150, third death will wear to 120/150 and subsequent deaths will wear by 12 each time you die.
Q. So how many deaths does it take to totally break an item?
A. Depending on the hardness and durability it normally takes around 12 or 13 deaths (without resting) to totally break an item. But more fragile items such as rings and goggles will typically break first.
Q. Does being ressed by a cleric or shrine rather than recalling make any difference to damage taken?
A. No - the damage occurs at death and the way you are resurrected makes no difference.
Q. Is there a way to prevent death damage?
A. Only items you are actually wearing when you die will be damaged, so if you know you're going to die and can prepare for it, you can remove your item. in addition, there is no death damage when you die in a PvP arena or in a tavern.
Q. Can death damage cause permanent damage?
A. No. Item damage caused by death can never result in permanent damage when the item is repaired.
Q. How much does a typical death cost?
A. The 'cost' of death increases as you level. This is because item damage is a function of character level, and the cost of repair is a function of item level. For example, a capped level 16 character with all 14 slots filled with items that are around level 12-14 will take approximately 5000 gp damage per death (less on 1st death, more on subsequent deaths). A level 1 character takes no death damage (and thus has no repair bill) and a level 6 character is only taking typically 1-2% damage per death on 32k gear so should only expect a bill of around 1250gp.
Other Questions
Q. Where can I read some developer posts on item damage?
1. Eladrin posts on wear related damage here.
2. Eladrin categorically states here and here that bound items cannot take permanent damage
2. Eladrin's original post explaining death damage here.
Please provide feedback!
Garth
Revision log:
20080304 Updated with feedback from posters
20080531 Updated with new Stone of Change locations
20080602 Updated with link to Eladrin post