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** Every weapon has a durability meter that's reduced by blocking and attacking. The durability can be recovered by using items or resting in a Stargazer checkpoint. Pinocchio's arm has an infinite-use grinder that allows him to repair damaged weapons, but the blade will shatter if the durability drops completely, rendering the grinder ineffective and forcing the player to retreat to a Stargazer to restore it.

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** Every weapon has a durability meter that's reduced by blocking and attacking. The durability can be recovered by using items or resting in a Stargazer checkpoint. Pinocchio's arm has an infinite-use grinder that allows him to repair damaged weapons, but the blade will shatter if the durability drops completely, rendering the grinder ineffective and forcing the player to retreat to a Stargazer to restore it. Notably, the Decay status effect, apart from reducing HP, also severely reduces weapon durability.
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* Weapons and armor in ''VideoGame/ConquerorsBlade'' deteriorate as they are used. It can take dozens of battles, but they will always need to be repaired eventually. A better option is to take them to the Armorer for reforging (which can grant you improvements in stats on top of the repairs).
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* In the ''{{VideoGame/Diablo}}'' series, an item keeps all its characteristics intact until it reaches zero durability, at which point it [[CriticalExistenceFailure instantly becomes useless]], but can still be repaired. ''Diablo II: Lord of Destruction'' added three special cases: Ethereal items, which are more powerful than regular items but have lower durability and cannot be repaired, the Indestructible attribute found on some unique and set items as well as regular magical items with the "of ages" suffix and finally the Zod rune (but good luck finding it). In the first ''Diablo'', using the repair skill at lower levels would fix the weapon, but lower its maximum durability number, meaning it would need fixing again sooner.
** In ''VideoGame/{{Diablo|1997}}'', items reduced to Zero Durability are destroyed, making low-durability items like the Thinking Cap very tedious to use. However, there were shrines in the game that raised maximum durability, and making use of the Thinking Cap item (which had 1 durability to start with), almost required exploiting these shrines.

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* In the ''{{VideoGame/Diablo}}'' ''VideoGame/{{Diablo}}'' series, an item keeps all its characteristics intact until it reaches zero durability, at which point it [[CriticalExistenceFailure instantly becomes useless]], but can still be repaired. ''Diablo II: ''VideoGame/DiabloII: Lord of Destruction'' added three special cases: Ethereal items, which are more powerful than regular items but have lower durability and cannot be repaired, the Indestructible attribute found on some unique and set items as well as regular magical items with the "of ages" suffix and finally the Zod rune (but good luck finding it). In the first ''Diablo'', using the repair skill at lower levels would fix the weapon, but lower its maximum durability number, meaning it would need fixing again sooner.
** In ''VideoGame/{{Diablo|1997}}'', ''VideoGame/Diablo1997'', items reduced to Zero Durability are destroyed, making low-durability items like the Thinking Cap very tedious to use. However, there were shrines in the game that raised maximum durability, and making use of the Thinking Cap item (which had 1 durability to start with), almost required exploiting these shrines.
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** In ''VideoGame/DiabloI'', items reduced to Zero Durability are destroyed, making low-durability items like the Thinking Cap very tedious to use. However, there were shrines in the game that raised maximum durability, and making use of the Thinking Cap item (which had 1 durability to start with), almost required exploiting these shrines.

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** In ''VideoGame/DiabloI'', ''VideoGame/{{Diablo|1997}}'', items reduced to Zero Durability are destroyed, making low-durability items like the Thinking Cap very tedious to use. However, there were shrines in the game that raised maximum durability, and making use of the Thinking Cap item (which had 1 durability to start with), almost required exploiting these shrines.
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* In ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. The World: The Game]]'', every weapon in the game will break after enough uses. ''Every'' weapon. Even the [[spoiler: [[InfinityPlusOneSword Power of Love sword]]]], although it does have a very impressive number of uses before it fails.

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* In ''[[VideoGame/ScottPilgrim Scott Pilgrim vs. The World: The Game]]'', ''VideoGame/ScottPilgrimVsTheWorldTheGame'', every weapon in the game will break after enough uses. ''Every'' weapon. Even the [[spoiler: [[InfinityPlusOneSword Power of Love sword]]]], although it does have a very impressive number of uses before it fails.
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* In ''VideoGame/{{APICO}}'', each tool has a durability meter that degrades with each use until the tool breaks.
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Compare with ThrowawayGuns; guns that cannot be reloaded are one way of implementing this trope. Of course, if a game doesn't feature this trope, it probably has UnbreakableWeapons. If you can break weapons before even ''getting'' them, it falls under DestroyableItems. This is a SisterTrope to WreckedWeapon when weapons break in fiction. Contrast with ScrappyMechanic and FakeDifficulty.

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Compare with ThrowawayGuns; guns that cannot be reloaded are one way of implementing this trope. Of course, if a game doesn't feature this trope, it probably has UnbreakableWeapons. If you can break weapons before even ''getting'' them, it falls under DestroyableItems. This is a SisterTrope to WreckedWeapon WreckedWeapon, and its own subtrope WeaponsBreakingWeapons, when weapons break in fiction. Contrast with ScrappyMechanic and FakeDifficulty.
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* ''VideoGame/RiverCityGirls'': All weapons are breakable beyond fists and feet, unless the books that make certain weapons types UnbreakableWeapons are in the inventory.
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* ''VideoGame/DungeonsAndDragonsChroniclesOfMystara'' does not allow weapons and shields to break (with one exception), but accessories are very vulnerable to being broken. Special accessories crafted from the remains of monsters are immune, but boots of speed, earrings, orbs, anklets, and more can all be broken from any hit. An option to turn off breakable items is available.
** The best weapon for the magic user, the Staff of Wizardry, can be broken by a special command to deal massive damage to every enemy on-screen. Naturally, it does not survive this.
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* ''VideoGame/SevenSixtyTwoHighCalibre'' has two different stats for weapons: Wear and Dirt. Both accumulate as the weapon is used, with Dirt rising faster (representing dirt, grime, carbon buildup, and other such byproducts of firing or careless use in a dirty environment). Dirt can be eliminated with a few seconds and a cleaning kit, while Wear can't be fixed without a weapon repair kit that can only be used when the gun breaks entirely. In both cases, a worn-out or dirty weapon causes a higher chance of a jam (requiring a second for the merc to fix his weapon, which may take multiple tries).

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* ''VideoGame/SevenSixtyTwoHighCalibre'' ''VideoGame/SevenSixTwoHighCalibre'' has two different stats for weapons: Wear and Dirt. Both accumulate as the weapon is used, with Dirt rising faster (representing dirt, grime, carbon buildup, and other such byproducts of firing or careless use in a dirty environment). Dirt can be eliminated with a few seconds and a cleaning kit, while Wear can't be fixed without a weapon repair kit that can only be used when the gun breaks entirely. In both cases, a worn-out or dirty weapon causes a higher chance of a jam (requiring a second for the merc to fix his weapon, which may take multiple tries).
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* Many melee weapons in ''VideoGame/DeathRoadToCanada'' have a chance of breaking when used to attack, as can firearms if used to [[PistolWhipping attack]] when you're out of ammo. Most of the strongest and most practical weapons are unbreakable, though, and those weapons that can break are subject to a percentage chance of breaking (rather than a durability meter).

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* Many melee Melee weapons in ''VideoGame/DeathRoadToCanada'' have a chance of breaking when used to attack, as can firearms if used be breakable or unbreakable. Breakable ones tend to [[PistolWhipping attack]] when you're out of ammo. Most of the strongest be easily acquired, more lightweight and most practical weapons are unbreakable, though, even harder-hitting than basic unbreakable ones, and those weapons that can break are subject to a percentage chance of breaking (rather rather than a durability meter).meter. Rarer and stronger melee weapons are typically unbreakable.

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** Most of the weapons are unbreakable, though human weaponry, slayer weapons and many staves that allow Great Magic use have a random chance of breaking after each use.

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** Most of the weapons are unbreakable, though human weaponry, slayer weapons and many staves that allow Great Magic use have a random chance of breaking after each use. Slayer weapons are a notorious GameBreaker because they only roll the check as to whether they break at the end of the player turn - so if the enemies are all dead before the turn's over, there's no risk. And bosses usually fight alone in this game.


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** Stuntman (the HeelFaceTurn version of Ambuscade) uses this as his gimmick. Most of his cards actually give him extra effects when they're destroyed, often involving him getting to use a power - and his powers are more effective on other characters's turns. Naturally, he combos ''very'' well with Darkwatch Mr. Fixer.
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* ''VideoGame/JaggedAlliance2'':

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* ''VideoGame/JaggedAlliance2'':''VideoGame/JaggedAlliance 2'':
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* ''Videogame/WeWhoAreAboutToDie:'' Weapons, shields and armor are ''all'' breakable, to varying degrees. Low-tier StarterEquipment like Rusty weapons often have very low durability, the random debris scattered around the arena and thrown in by crowds breaks in ''one'' hit, and ''actual'', professional equipment of even the most basic sort can often last you several battles without maintenance. Some weapons like the Iron Claw are specifically made to be low-durability, high-damage crowd pleasers.
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* ''VideoGame/BloodOmen2LegacyOfKain'' features this; there is a considerable variety in the types of weapons shown, but they're pretty much all breakable, usually only lasting two or three fights. When they break, they will ''shatter into a million pieces''. Oddly, weapons only break when you use them; You can strike an enemy's weapon all day long, and block their every attack, but it'll never break until it gets into your hands.

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* ''VideoGame/BloodOmen2LegacyOfKain'' features this; there is a considerable variety in the types of weapons shown, but they're pretty much all breakable, usually only lasting two or three fights. When they break, they will ''shatter into a million pieces''. Oddly, weapons only break when you use them; You can strike an enemy's weapon all day long, and block their every attack, but it'll never break until it gets into your hands.



** ''VideoGame/DarkSoulsII'' has the durability of all non-broken equipment restored to full upon resting at a bonfire, and anything that ''is'' broken can be easily repaired at a blacksmith. However, this is counteracted by most weapons being as fragile as tissue paper, breaking in about 30-50 attacks. And just to make it even worse, the only game in the trilogy where Repair Powder is actually ''useful'' is also the only game where it can't be bought in infinite quantities right from the start. The merchant who has an infinite stock of it isn't accessible until about halfway into the game. There are three other merchants who sell it, but they only have one each. One enemy can drop it, but extremely rarely, not to mention they are only found in one of the game's biggest [=PvP=] hot zones. In addition to all that, they also gave ''rings'' durability, and more often than not the really useful rings are also the ones with the lowest durability. However, there is also a ring that slows durability loss when worn, which provides some relief. There is also Santier's Spear, a weapon with rather sub-par stats but insanely high durability. It will most likely never break unless you do so deliberately by smacking it against the crows' nest in Things Betwixt for several minutes straight, or are trying to do a [[NoDeathRun no-bonfire run]]. When it finally ''does'' break, however, [[GameBreaker the game breaks with it]], since unlike other broken weapons it not only doesn't lose any attack power but also ''gains'' a brand new, extremely versatile moveset. And since you can't break what's already broken, it now effectively has infinite durability.

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** ''VideoGame/DarkSoulsII'' has the durability of all non-broken equipment restored to full upon resting at a bonfire, and anything that ''is'' broken can be easily repaired at a blacksmith. However, this is counteracted by most weapons being as fragile as tissue paper, breaking in about 30-50 attacks. And just to make it even worse, the only game in the trilogy where Repair Powder is actually ''useful'' is also the only game where it can't be bought in infinite quantities right from the start. The merchant who has an infinite stock of it isn't accessible until about halfway into the game. There are three other merchants who sell it, but they only have one each. One enemy can drop it, but extremely rarely, not to mention and they are only found in one of the game's biggest [=PvP=] hot zones. In addition to all that, they also gave ''rings'' durability, and more often than not the really useful rings are also the ones with the lowest durability. However, there is also a ring that slows durability loss when worn, which provides some relief. There is also Santier's Spear, a weapon with rather sub-par stats but insanely high durability. It will most likely never break unless you do so deliberately by smacking it against the crows' nest in Things Betwixt for several minutes straight, or are trying to do a [[NoDeathRun no-bonfire run]]. When it finally ''does'' break, however, [[GameBreaker the game breaks with it]], since unlike other broken weapons it not only doesn't lose any attack power but also ''gains'' a brand new, extremely versatile moveset. And since you can't break what's already broken, it now effectively has infinite durability.



** In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', you can repair pretty much any and all weapons, including broken ones, simply by visiting the castle town shops and paying a corresponding fee (up to 1000 gold per use on legendary weapons). Which is rather less convenient than it sounds when you realize that each unit has its own bag of cash that can only be transferred to another unit under very limited circumstances and healers tend to have trouble acquiring money. Thankfully, in this game, almost everything (bar some specialty weapons, but including the Holy Weapons but not the Holy Staff) has 50 uses.

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** In ''VideoGame/FireEmblemGenealogyOfTheHolyWar'', you can repair pretty much any and all weapons, including broken ones, simply by visiting the castle town shops and paying a corresponding fee (up to 1000 gold per use on legendary weapons). Which is rather less convenient than it sounds when you realize that each unit has its own bag of cash that can only be transferred to another unit under very limited circumstances and healers tend to have trouble acquiring money. Thankfully, in this game, almost everything (bar some specialty weapons, but including the Holy Weapons but not the Holy Staff) has 50 uses.

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