Durability
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
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 |
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100 | Chops down trees. |
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400 | Chops down trees. |
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33 | Mines mineable objects. |
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132 | Mines mineable objects. |
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25 | Digs up plants. |
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100 | Digs up plants. |
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200 | Digs up turfs. |
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75 | Deconstructs structures. |
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5 | Fixes up degraded clothing. |
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400 as Axe (and weapon), 134 as Pickaxe | Chops trees and mines mineable objects. |
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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 |
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8 | Captures Birds. |
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8 | Captures rabbits and other small animals. |
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3 | Restores sanity and health at the expense of hunger. |
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6 | Restores sanity and health at the expense of hunger. |
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20 (Only when attacking) | Prevents sanity loss from rain. |
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10 (4 when attacking) | Catches insects. |
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9 (3 when attacking) | Captures fish and eels in ponds. |
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20 | Grows seeds. |
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30 | Grows seeds faster. |
Weapons
Main article: Weapon
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.
Protection
Main article: Armor
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 |
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100% | 50-100 | Flammable. |
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100% | 100-200 | Flammable. |
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100% | 200-400 | Non-flammable. |
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100% | 500-800 | Non-flammable. |
Clothing
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 |
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6 Days | Minor sanity gain, spoils like food. |
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10 Days | Moderate sanity gain, minor insulation. |
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15 Days | Mediocre sanity gain, minor insulation. |
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15 Days | Mediocre sanity gain, great insulation. |
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5 Days | Minor insulation. |
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8 Days | Moderate sanity gain. |
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8 Days | More birds land, mediocre sanity gain. |
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10 Days | Minor sanity gain, moderate insulation. |
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10 Days | Massive insulation, Beefalo don't attack during mating season. |
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25 Days | Massive sanity gain, great insulation. |
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8 Days | Hunger loss is slowed by 60%, mediocre sanity gain. |
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3 min | Makes up to 9 followers out of Pigs and Bunnymen at the expense of sanity. |
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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 |
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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. |
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6 min | Drops body temperature, can freeze attacking mobs. Minor sanity gain. |
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4 min | The character experiences insanity, minor sanity loss. |
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225 uses | Picks up items on the ground automatically. |
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8 min | Provides light and speed boost, minor sanity gain. |
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5 uses | Items require half the resources to be built, minor sanity gain. |
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20 uses | Sets burnable objects and mobs on fire. |
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20 uses | Freezes monsters and animals. |
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5 uses | Teleports a mob or the character to a random location or to a Telelocator Focus if built. |
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20 uses | Teleports the player to cursor if available, boosts speed. |
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20 uses | Summons a star to provide light, and heat, with a big sanity aura. |
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5 uses | Destroys a structure or item for up to 100% of items, minus gems. |
Books
Books are exclusive items to Wickerbottom. Each one of them has a different amount of uses and their own special effect.
Note : Any item or structure not listed above has either 1 or unlimited uses.