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Durability is a game-concept which limits the amount of usage an item or structure has. It generally applies to items which can be equipped, however there are some other items such as the Sewing Kit or Pan Flute which also have it. An item with durability can be identified by a percentage number in front of its inventory graphic. For example, an Axe will have a 100% over its icon when first created, and this number will change as the Axe is used. Different items use durability in different ways:


Tools lose durability whenever they are used for their specific actions and in the same way as weapons do when attacking something. The 3 most common Tools (Axe, Pickaxe, and Shovel) also have special versions with a much higher durability (Luxury Axe, Opulent Pickaxe, and Regal Shovel respectively).

Name # of Uses Special
Axe.png 100 Chops down trees.
Luxury Axe.png 400 Chops down trees.
Pickaxe.png 33 Mines mineable objects.
Opulent Pickaxe.png 132 Mines mineable objects.
Shovel.png 25 Digs up plants.
Regal Shovel.png 100 Digs up plants.
Pitchfork.png 200 Digs up turfs.
Hammer.png 75 Deconstructs structures.
Sewing Kit.png 5 Fixes up degraded clothing.
PickSlashAxe.png 400 as Axe (and weapon), 134 as Pickaxe Chops trees and mines mineable objects.
Beefalo Horn.png 10 Makes up to 5 Beefalo follow the player.

Survival items

Survival items lose durability when used by the player or when triggered by mobs. Some of them can be used as weapons but will lose durability much faster.

Name # of Uses Special
Bird Trap.png 8 Captures Birds.
Trap.png 8 Captures rabbits and other small animals.
Fur Roll.png 3 Restores sanity and health at the expense of hunger.
Tent.png 6 Restores sanity and health at the expense of hunger.
Umbrella.png 20 (Only when attacking) Prevents sanity loss from rain.
Bug Net.png 10 (4 when attacking) Catches insects.
Fishing Rod.png 9 (3 when attacking) Captures fish and eels in ponds.
Basic Farm.png 20 Grows seeds.
Improved Farm.png 30 Grows seeds faster.


Weapons use Durability to determine the number of times they can hit something before breaking. A Spear for example losses 0.66% of its durability each time it is used to attack something, allowing it to be used 150 times. Each weapon has a different number of uses.

Name # of Uses


Spear.png 150
Ham Bat.png Unlimited Spoils like food in 10 days.
Tentacle Spike.png 100 Dropped by Tentacles.
Dark Sword.png 100 Drains Sanity.
Boomerang.png 10 Ranged, must be caught.
Bat Bat.png 75 Leeches health at cost of sanity.
Tooth Trap.png 10 Damages mobs that walk over it.
Thulecite Club.png 150 Spawns shadow tentacles on hit
Pan Flute.png 10 Puts nearby mobs to sleep.


Protective items include Armors and Walls. Armors are items worn by the player. Armor's durability functions like extra Health for the character wearing it. Each type of Armor (Grass Suit, Log Suit, or Marble Suit) can absorb a certain amount of damage before breaking (225, 450, and 1050 respectively). When a character is hit, the armor takes a percentage of the total damage and the characters health takes the remainder. The number show on the armor's inventory icon is not actually the amount of damage it can still absorb, but the percentage of its own starting health (for example if a Grass Suit shows it has 50% durability left, it can still absorb 112 damage before breaking). Walls can be placed to protect or limit access to an area from other mobs. They can be attacked and destroyed, but can be repaired and even upgraded to last longer. Stone Walls and Thulecite Walls are the only non-flammable walls.

Name % Absorbed Durability Special
Grass Suit.png 60% 225
Log Suit.png 80% 450
Marble Suit.png 95% 1050 30% Speed Reduction.
Night Armour.png 95% 750 Drains Sanity.
Snurtle Shell Armor.png 80% 1050 Absorbs 100% damage while hiding inside.
Thulecite Suit.png 90% 1800 Moderate sanity gain.
Football Helmet.png 80% 450
Beekeeper Hat.png 80% 750 Only protects against Bees and Killer Bees.
Shelmet.png 90% 750
Thulecite Crown.png 90% 1200 Summons protective forcefield.
Hay Wall.png 100% 50-100 Flammable.
Wood Wall.png 100% 100-200 Flammable.
Stone Wall.png 100% 200-400 Non-flammable.
Thulecite Wall.png 100% 500-800 Non-flammable.


The durability of clothing indicates the amount of wear-and-tear the clothing has suffered. When equipped, a piece of clothing will gradually wear out, and its durability will decrease. Each clothing item wears at a different rate, so if a vest and a hat are equipped at the same time, one may wear out before the other. Additionally, clothing is the only item type which can have its durability restored, which is done by using the Sewing Kit.

Name Wear Time Special
Garland.png 6 Days Minor sanity gain, spoils like food.
Dapper Vest.png 10 Days Moderate sanity gain, minor insulation.
Breezy Vest.png 15 Days Mediocre sanity gain, minor insulation.
Puffy Vest.png 15 Days Mediocre sanity gain, great insulation.
Rabbit Earmuffs.png 5 Days Minor insulation.
Top Hat.png 8 Days Moderate sanity gain.
Feather Hat.png 8 Days More birds land, mediocre sanity gain.
Winter Hat.png 10 Days Minor sanity gain, moderate insulation.
Beefalo Hat.png 10 Days Massive insulation, Beefalo don't attack during mating season.
Tam o' Shanter.png 25 Days Massive sanity gain, great insulation.
Belt of Hunger.png 8 Days Hunger loss is slowed by 60%, mediocre sanity gain.
One-man Band.png 3 min Makes up to 9 followers out of Pigs and Bunnymen at the expense of sanity.
Spiderhat.png 2 min Makes followers out of Spiders at the expense of sanity.

Amulets and staves

Staves lose durability when they are used while Amulets usually lose it over time while being worn. Chilled Amulets and Nightmare Amulets wear out in the same way as clothing, staves wear out as weapons or tools and Life Giving Amulet will lose durability itself by healing the character every 30 seconds if their health is not full.

Name Wear Time/No. of uses Special
Life Giving Amulet.png 20 uses (healing)

1 (resurrection)

Converts 5 hunger points and 5% of its durability into 5 HP. Revives the player on death. Minor sanity gain.
Chilled Amulet.png 6 min Drops body temperature, can freeze attacking mobs. Minor sanity gain.
Nightmare Amulet.png 4 min The character experiences insanity, minor sanity loss.
The Lazy Forager.png 225 uses Picks up items on the ground automatically.
Magiluminescence.png 8 min Provides light and speed boost, minor sanity gain.
Construction Amulet.png 5 uses Items require half the resources to be built, minor sanity gain.
Fire Staff.png 20 uses Sets burnable objects and mobs on fire.
Ice Staff.png 20 uses Freezes monsters and animals.
Telelocator Staff.png 5 uses Teleports a mob or the character to a random location or to a Telelocator Focus if built.
The Lazy Explorer.png 20 uses Teleports the player to cursor if available, boosts speed.
Star Caller's Staff.png 20 uses Summons a star to provide light, and heat, with a big sanity aura.
Deconstruction Staff.png 5 uses Destroys a structure or item for up to 100% of items, minus gems.


Books are exclusive items to Wickerbottom. Each one of them has a different amount of uses and their own special effect.

Name No. of uses Special
Birds of the World.png 3 Spawns 30 birds in a ring formation. 
Applied Horticulture.png 5 Regrows picked plants, advances trees in their life cycle, immediately makes crops harvestable.
Sleepytime Stories.png 5 Puts nearby mobs to sleep.
The End is Nigh.png 5 Causes 16 lightning strikes around the player.
On Tentacles.png 5 Summons 3 tentacles.

Note : Any item or structure not listed above has either 1 or unlimited uses.