How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.
What durability is
Every weapon, piece of armor and workstation has a Durability value and a Max Durability cap. Durability drops as the item is used and, when it hits 0, the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear - attacking wears your weapon, and getting hit wears your armor.
Weapon wear: attacking
Each attack or weapon skill spends a small amount of durability from your Primary weapon
(SkillTable.DurabilityCost). A basic swing costs 1; heavier skills cost more (commonly 2,
a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for
hundreds to thousands of swings before it needs mending.
| Example weapon | Max durability |
|---|---|
| Wooden Sword / Club / Bow | 900 |
| Fire Wooden Staff | 1,350 |
| Copper Sword | 1,200 |
| Iron Sword | 1,800 |
Guarding does not cost weapon durability - you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.
Armor wear: getting hit
Every damage instance you take wears all of your worn armor at once. The loss on each piece is
0.1 x the damage of the hit (GAMESYSTEM_Combat_EquipDurabilityModifier). So a
100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.
- Higher resistance lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.
- Guarding a hit cuts its damage by 50%, which cuts the armor wear by the same amount.
- Dodging or being missed creates no damage instance, so it costs zero durability.
- A Barrier that soaks the hit does not protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.
Reducing wear
There is no inscription or trait in DS_B.0.3.26 that directly reduces durability loss. Wear is managed through play instead: guard heavy hits (protects both weapon and armor), build resistances so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The Self Repair effect, when a unit has it, restores durability every second while active.
Repair
Mend worn gear at a Repair Stand in your settlement, or a Dungeon Repair Stand deployed on an expedition. Both are built from 8 Luma Log + 6 Stone and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A Low Durability alert fires when any equipped item drops to 30% or below, so you get warned before something breaks mid-fight.