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Durability

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"Repair" redirects here. For the Pet Battle ability, see [Repair].

Durability is a property of equippable items that determines how much damage they can take before being broken. Broken items can always be repaired; gear never breaks permanently. Durability damage is not the same as normal damage.

When using the tracking system with the minimap NPCs that can repair will appear with an anvil (MiniIcon Repair.png) at their locations.

All armor slots take durability loss excluding: Neck, Tabard, Back, Finger, and Trinket slots.

Heirloom items do not suffer durability loss, making repair bills slightly cheaper for characters with heirlooms.

Contents

Repairing items

Ability repair.png

Any NPC who sells weapons or armor (or Blacksmithing supplies) can repair durability.

  • As of Patch 2.3, your pointer changes when you move it over a repair-capable NPC:
    Pointer repair on 32x32.png interact with repairing vendor Pointer repair off 32x32.png repairing vendor out of range
  • Repair all items (button should look like an anvil with a gold +).
  • Repair a single item (button should look like a hammer).
  • The "repair all items" button also repairs items on your inventory. It's useful after you've lost durability on them by resurrecting at a Spirit Healer
  • If you belong to a guild and have the required access, you can also use your guild's funds to repair (there is a specific button to do this, to the right of the "Repair all" one.

Item repair is not currently an available skill for Player Characters, but engineers can craft repair bots.

Repair cost

The base cost to repair an uncommon armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.02 silver

The base cost to repair a rare armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.025 silver

The base cost to repair an epic armor piece (no weapons or shields) assuming you are neutral with the vendor is:

Durability points to be repaired * (ilevel - 32.5) * 0.05 silver

The reputation discounts are taken from the prices above as follows: 5% for friendly, 10% for honored, 15% for revered and 20% for exalted.

Durability loss

The following situations can reduce an item's durability:

  • Being in combat at all will cause all equipped items to gradually lose durability, regardless of whether any damage is taken or dealt.
  • There is a small chance with each hit by your weapon that it will lose 1 durability point.
  • There is a small chance with each spell cast that you will lose 1 durability point to your weapon.
  • There is a small chance with each hit absorbed by your armor that it will lose 1 durability point.
  • When you die, 10% durability is lost on all equipped items (that have a durability rating). This is 10% of maximum durability, not remaining durability. You will not lose 10% durability on death if you are killed in PvP combat by another player (if a PvP flagged guard or other NPC kills you, you still lose durability) or if your death is suicide through using an item or spell that kills you (this excludes environmental damage, such as falling) or if the death is due to an encounter's mechanic (like tanking Steelbreaker with him dying as the last member - Meltdown).
  • When you use the services of a Spirit Healer, you lose 25% durability on all equipped items and items in your bags, on top of the 10% durability loss on your equipped items you already lost when you died.

Low durability

From Blizzard: "Items remain at full effectiveness until they have no durability. Their power does not degrade."[1]

When the durability on a specific item drops below 25%, a small stick figure (looks like an armored soldier) appears below the Mini-Map and the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in yellow.

When the durability on a specific item reaches 0%, the corresponding part of the stick figure (head, shoulders, chest, etc.) appears in red. Once the durability of the item reaches 0%, the player can still wear or wield the item, but he does not receive any stat benefits (stats, resistances or armor). If a weapon breaks though, you fight as if unarmed. Items cannot permanently break!

Note: if the broken item is a set item, the set bonuses will still be active.

Maximum durability

The maximum durability of an item depends on its quality, its type (slot, armor type, weapon type) and for items of level 28 and lower also on item level. The tables below show the durability of items of item level 29 and higher.

Armor maximum durability
Slot Poor, common,
and uncommon
Rare Epic
hands/waist/wrist 40 50 55
feet 55 65 80
head/shoulder 70 85 100
legs 85 100 120
chest 115 140 165
Weapon and shield maximum durability
Slot Poor, common,
and uncommon
Rare Epic Legendary
wand, dagger, fist weapon[n 1] 75 65/90 80/110 95
bow, crossbow, gun[n 2] 65/85 75/80/100 90/95/120 145
1h-axe, 1h-sword, 1h-mace 75 90 110 130
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 85 100 120 145
  1. ^ Some wands have higher durability.
  2. ^ Some items have lower durability.

Calculation

The numbers presented in the previous section can also be calculated reasonably well using the following formulae.

Armor

For all 60 possible combinations of type, quality and armor class, this formula correctly calculates the durability for 57 combinations. For three combinations the predicted durability is either 5 points too high or 5 points too low:

Durability = 5 x round(25 x Cquality x Ctype)

With Cquality, Ctype and Carmor according to these values:

Ctype values
Slot Ctype
hand/waist/wrist 0.32
feet 0.43
shoulder/head 0.55
legs 0.66
chest 1.00
Cquality values
Quality Cquality
epic 1.43
rare 1.20
uncommon 1.00
common 1.00
poor 1.00

Weapons and Shields

There is a similar formula that can be used to calculate the durability of weapons and shields which correctly calculates the durability for all weapons, except for epic two-handers and shields, for which the value is 5 points too low:

Durability = 5 x round(17 x Cquality x Cwtype)

With Cwtype according to these values:

Cwtype values
Type Cquality
wand, dagger, fist weapon 0.65[w 1]
bow, crossbow, gun 0.79[w 2]
1h-axe, 1h-sword, 1h-mace 0.9
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 1.00
  1. ^ Some wands use a Cquality value of 0.9.
  2. ^ Some items use a Cquality value of 1.00.

Legendary items

At the moment the only legendary items with durability that are in game are two-handers or one-handed axes, swords, bows or maces. However, using the known durability of these items and the formula in the previous section, it can be determined that the Cquality for legendary items must be approximately 1.68.

It is now possible to make a prediction of the durability of armor items of legendary quality, and in the same vein, the durability of the remaining types of legendary weapons:

Legendary armor predictions
Slot Durability
hands/waist/wrist 65
feet 90
head/shoulder 115
legs 140
chest 210
Legendary weapon predictions
Type Durability
wand, dagger, fist weapon 95
bow, crossbow, gun 115
1h-axe, 1h-sword, 1h-mace 130
shield, staff, polearm, 2h-mace, 2h-sword, 2h-axe 145

Patch changes

  • Cataclysm Patch 4.0.1 (2010-10-12): Cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.
  • WoW Icon 16x16.png Patch 1.8.0 (2005-10-10): The cost per point of durability to repair plate, chain, and leather items has been reduced to be equal to the cost of repairing cloth items of the same quality.
  • WoW Icon 16x16.png Patch 1.3.0 (2005-03-07): Fixed bug where melee weapon abilities were causing durability damage to ranged weapons.

References