Skip to content
Skip to content

Durability and Repair Costs

Durability is spent when you die or escape, not in real time during a fight. A weapon loses it when its attacks land, armor loses it when you take damage, and dying costs every equipped piece a fixed amount.

At zero durability the affixes stop working and the piece can no longer be taken into a match.

Repairs are bought at the Workshop before a match and are paid in Gyldenblod. Nothing can be repaired once a match has started, so a piece that runs out mid-run stays out for the rest of it.

Every weapon and armor page lists a repair coefficient, which is the price per point of durability restored. Multiply it by the piece’s durability and you get the cost of repairing it from empty.

An Epic weapon has 1,400 durability and a 0.171429 coefficient, so repairing it from empty costs 240 Gyldenblod.

Rarity Durability Weapon repair Armor repair
Damaged 1,000 5 5
Common 1,100 10 10
Rare 1,200 15 15
Excellent 1,300 75 68
Epic 1,400 240 216
Legendary 1,500 1,000 900
Holy 1,600 1,500 -

Durability climbs by exactly 100 a tier. The repair bill does not.

A Legendary weapon holds 1.5 times the durability of a Damaged one and costs 200 times as much to repair.

Between Rare and Excellent the cost jumps five-fold, from 15 to 75, for a hundred extra points of durability.

Armor is cheaper to repair than a weapon of the same rarity at Excellent and above, and identical below it.

A run you expect to die on is far cheaper in Rare gear, because putting it back costs 15 instead of 1,000.

Holy is weapons only in the shipped data. No Holy armor carries a durability value.

Every weapon and armor page shows that piece’s durability and repair coefficient in its stats. The coefficient is the per-point rate, so a piece at half durability costs half the table figure to top up.

Player comments

WikiTactics