History Main / BreakableWeapons

14th Feb '17 2:53:02 PM ILikeRobots
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** The series has had this trope since the beginning ([[EarlyInstallmentWeirdness with the exception of Gaiden]], and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemArchanea the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]],'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights/heals that don't need the good stuff.

to:

** The series has had this trope since the beginning ([[EarlyInstallmentWeirdness with the exception of Gaiden]], and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemArchanea [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]],'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]'').''VideoGame/FireEmblemPathOfRadiance''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights/heals that don't need the good stuff.



** In ''[[VideoGame/FireEmblemTellius Path of Radiance/Radiant Dawn]]'', there's a skill called Corrosion that can wear down opponents' equipped weapons.

to:

** In ''[[VideoGame/FireEmblemTellius Path of Radiance/Radiant Dawn]]'', ''VideoGame/FireEmblemPathOfRadiance'' and its sequel ''Videogame/FireEmblemRadiantDawn'', there's a skill called Corrosion that can wear down opponents' equipped weapons.



** In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', [[spoiler: a Goddess blesses all your character's currently equipped weapons, making them unbreakable like the Ragnell and Alondite.]]
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', 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 more 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. Particularly ironic in that if a legendary weapon isn't one of the Unbreakable Weapons, it's a lot more brittle than a run of the mill Iron Sword.
** ''[[VideoGame/FireEmblemArchanea Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: The Blazing Blade]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''VideoGame/FireEmblemTheBindingBlade'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.

to:

** In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', ''VideoGame/FireEmblemRadiantDawn'', [[spoiler: a Goddess blesses all your character's currently equipped weapons, making them unbreakable like the Ragnell and Alondite.]]
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', ''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 more 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. Particularly ironic in that if a legendary weapon isn't one of the Unbreakable Weapons, it's a lot more brittle than a run of the mill Iron Sword.
** ''[[VideoGame/FireEmblemArchanea ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: The Blazing Blade]]'', ''VideoGame/FireEmblemTheBlazingBlade'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''VideoGame/FireEmblemTheBindingBlade'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
14th Feb '17 1:20:50 PM ILikeRobots
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** The series has had this trope since the beginning, ([[EarlyInstallmentWeirdness with the exception of Gaiden]], and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemArchanea the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]],'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights/heals that don't need the good stuff.

to:

** The series has had this trope since the beginning, beginning ([[EarlyInstallmentWeirdness with the exception of Gaiden]], and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemArchanea the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]],'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights/heals that don't need the good stuff.
14th Feb '17 1:19:57 PM ILikeRobots
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** In ''[[VideoGame/FireEmblemElibe Fire Emblem: The Blazing Blade]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''[[VideoGame/FireEmblemTheBindingBlade]]'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.

to:

** In ''[[VideoGame/FireEmblemElibe Fire Emblem: The Blazing Blade]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''[[VideoGame/FireEmblemTheBindingBlade]]'', ''VideoGame/FireEmblemTheBindingBlade'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
14th Feb '17 1:19:00 PM ILikeRobots
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* ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.

to:

* ''VideoGame/FireEmblem'' ''VideoGame/FireEmblem:''
** The series
has had this trope since the beginning beginning, ([[EarlyInstallmentWeirdness except Gaiden]] with the exception of Gaiden]], and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia [[VideoGame/FireEmblemArchanea the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' Awakening]],'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals fights/heals that don't need the good stuff.



** ''[[VideoGame/FireEmblemAkaneia Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''Sword of Seals'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.

to:

** ''[[VideoGame/FireEmblemAkaneia ''[[VideoGame/FireEmblemArchanea Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: The Blazing Sword]]'', Blade]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''Sword of Seals'', ''[[VideoGame/FireEmblemTheBindingBlade]]'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
17th Jan '17 3:53:07 PM GothicProphet
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Added DiffLines:

[[foldercontrol]]
1st Jan '17 1:24:40 PM BattleMaster
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** Early editions had optional rules where a player who makes a very unfortunate attack roll could break his own weapon, or suffer some other similar calamity, at the referee's discretion. With 3rd Edition rules, players can specifically attack an opponent's weapon or shield in an attempt to break ("sunder") it, just like any other object or material.

to:

** Early editions had optional rules where a player who makes a very unfortunate attack roll could break his own weapon, or suffer some other similar calamity, at the referee's discretion. With 3rd Edition rules, players can specifically attack an opponent's weapon or shield in an attempt to break ("sunder") it, just like any other object or material. Due to its complexity and the fact that it meant that it meant destroying valuable magical equipment, it was largely regarded as a ScrappyMechanic rather than a viable tactic.
23rd Dec '16 1:38:43 PM Gosicrystal
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** A variation also appears in ''Ocarina of Time'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'', where wooden shields are destroyed if set on fire. As an added bonus, the Ordon Shield in ''Twilight Princess'' is LostForever. You can buy an infinite number of replacement Wooden Shields, which work just as well, but they don't have the same coat of arms as the Ordon Shield has.

to:

** A variation also appears in ''Ocarina of Time'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'', where wooden shields are destroyed if set on fire. As an added bonus, the Ordon Shield in ''Twilight Princess'' is LostForever.{{Permanently Missable|Content}}. You can buy an infinite number of replacement Wooden Shields, which work just as well, but they don't have the same coat of arms as the Ordon Shield has.



** There is also equipment referred to under a blanket term as Barrows Equipment. There exists some incredibly powerful melee, ranged and magic equipment that belonged to immensely powerful warriors of days gone by, and you can go graverobbing to get your hands on some. They're the best weapons in the game...Usually. However, after about 15 hours of combat, they break, and require you to pay through the nose to repair. The PVP equipment released afterwards takes this a step further - Powerful to the point of bordering on being a GameBreaker, but they're rare, expensive, and once used for an hour in combat, it's LostForever. Jagex then took it to the ultimate extreme with the Hand Cannon. It's an uncommon weapon with annoying-to-get ammo, but under the right conditions, it can hit right up to 60 HP (and in a game where the maximum HP is 99, this is a big deal). However, seeing what trope we're in here, it should be obvious what it's issue is - Due to the [[SarcasmMode brilliant dwarven craftsmanship]], it can violently, and without warning, explode in your face. The 16 damage to your health will heal. The sheer fury of the weapon you were having so much fun destroying people with being suddenly LostForever will stay with you far, far longer...

to:

** There is also equipment referred to under a blanket term as Barrows Equipment. There exists some incredibly powerful melee, ranged and magic equipment that belonged to immensely powerful warriors of days gone by, and you can go graverobbing to get your hands on some. They're the best weapons in the game...Usually. usually. However, after about 15 hours of combat, they break, and require you to pay through the nose to repair. The PVP equipment released afterwards takes this a step further - Powerful to the point of bordering on being a GameBreaker, but they're rare, expensive, and once used for an hour in combat, it's LostForever.{{Permanently Missable|Content}}. Jagex then took it to the ultimate extreme with the Hand Cannon. It's an uncommon weapon with annoying-to-get ammo, but under the right conditions, it can hit right up to 60 HP (and in a game where the maximum HP is 99, this is a big deal). However, seeing what trope we're in here, it should be obvious what it's issue is - Due to the [[SarcasmMode brilliant dwarven craftsmanship]], it can violently, and without warning, explode in your face. The 16 damage to your health will heal. The sheer fury of the weapon you were having so much fun destroying people with being suddenly LostForever [[PermanentlyMissableContent lost forever]] will stay with you far, far longer...



** In the games in the series that feature shapeshifters, they usually manifest their power through a stone with a certain number of uses. Said stones are usually in incredibly scarce supply and once they're broken, that character can't fight until you find a replacement, which might even be ''[[LostForever non-existant]]'' depending on which game you are playing, ultimately making you end up with a [[TheLoad character in your army that can't do anything at all]].

to:

** In the games in the series that feature shapeshifters, they usually manifest their power through a stone with a certain number of uses. Said stones are usually in incredibly scarce supply and once they're broken, that character can't fight until you find a replacement, which might even be ''[[LostForever ''[[PermanentlyMissableContent non-existant]]'' depending on which game you are playing, ultimately making you end up with a [[TheLoad character in your army that can't do anything at all]].
14th Dec '16 11:16:30 AM Marilla
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[[AC:Anime and Manga]]
* The swords used by the Garrison, Survey Corps, and Military Police in ''Manga/AttackOnTitan''. It's told that the reason they're used is for their incredible sharpness, as the weapons are hand-made expressly for the purpose of fighting Titans, but they'll break with only a handful of uses. To account for that shortcoming, soldiers utilize sword hilts with detachable, replaceable blades--much like a large utility knife--and carry sheaths of multiple blades that they can switch out [[LiteralMetaphor on the fly]]. Also like a utility knife, the blades can break off in sections so that if the tip gets dull the rest of the blade can still be used.

[[AC:Tabletop Games]]
* In ''TabletopGame/{{GURPS}}'' guns will jam on a bad roll; this becomes more likely if the weapon is not cleaned regularly or is poor quality.
** Shooting without pausing can cause the same problems but heavier barrels warp more slowly and cooling systems allow for basically unlimited fire so long as they work.
** Melee weapons can break when struck with optional rules. There are even rules for ''how'' they break and whether or not the remains are useful (like the difficulty in using a broken-off axe head as a weapon).
* The ''d20 Apocalypse'' book, for running post-apocalyptic games with the ''d20 Modern'' game system, strongly recommends that [[GameMaster Game Masters]] have pre-apocalypse weapons and equipment break when the player using them rolls a natural 1 (a "critical failure") on the attack roll or skill check. Mainly justified in that most of this stuff has been lying around without any kind of maintenance and probably exposed to the elements for a few centuries.
* Jams/misfires are optional firearm rules in ''TabletopGame/HeroSystem''. Melee weapon breakage is an option for a rolled natural 18 (automatic failure), and suggested for genres that use stone/bone weaponry.
* In ''TabletopGame/DarkSun'', steel weapons with no chance of breaking under normal use are a lost technology, affordable only by the rich. Someone with only ordinary opportunities for acquiring weapons will be using a weapon made of obsidian, which breaks much more easily than metal weapons.
* ''TabletopGame/SentinelsOfTheMultiverse'':
** Omnitron and it's [[EvilCounterpart Good Counterpart]] Omnitron-X both wield Component cards in their decks. If they take enough damage in a certain timeframe, they break and are destroyed. For Omnitron it takes 7 damage in a single round (a round is one go around the table) while for Omnitron-X he must take 5 damage in a single turn (the start of a turn to the end of a turn).
** Mr. Fixer's Darkwatch promo card's power works like this -- whenever he uses the power to attack, he has to also destroy a piece of equipment or an ongoing effect used by the heroes. This often means whatever weapon Mr. Fixer just used.
* In ''TabletopGame/MyriadSong'' "Scrounged" weapons, those cobbled together from whatever junk the maker could find, have a Breakdown dice (usually d8) that is rolled when attacking. If it comes up 1 the weapon breaks.
* In ''TabletopGame/CallOfCthulhu'', [[CriticalFailure rolling a 100]] causes the weapon to misfire so badly that it explodes, dealing damage to the wielder and making it permanently unusable.
* ''TabletopGame/DungeonsAndDragons'':
** Early editions had optional rules where a player who makes a very unfortunate attack roll could break his own weapon, or suffer some other similar calamity, at the referee's discretion. With 3rd Edition rules, players can specifically attack an opponent's weapon or shield in an attempt to break ("sunder") it, just like any other object or material.
** The ''Oriental Adventures'' sourcebook had a "weapon breaker" combat manouever that had a chance to break an opponents weapon - however if used on an "unbreakable" weapon it would fail and there was a good chance you'd break your own weapon instead.
* ''VideoGame/SeventhSea'' takes a similar, though more conservative approach. UnbreakableWeapons are the default, but a select few swordsman schools gain the ability to smash opponents' weapons or even ''crush them in their gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and may even require spending a Drama Die. The only weapons that are BreakableWeapons by default are improvised weapons, which break when a player rolls and keeps a 10 on a damage die. Since 10s explode, this tends to mean that improvised weapons break rather cinematically, shattering as the result of a mighty blow.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[CriticalFailure explode at inopportune moments]].

[[AC:Video Games]]

to:

[[AC:Anime !!Video Game Examples
[[folder:Action]]
* ''7.62 High Caliber'' has two different stats for weapons: Wear
and Manga]]
* The swords used by the Garrison, Survey Corps, and Military Police in ''Manga/AttackOnTitan''. It's told that the reason they're used is for their incredible sharpness,
Dirt. Both accumulate as the weapons are hand-made expressly for the purpose of fighting Titans, but they'll break with only a handful of uses. To account for that shortcoming, soldiers utilize sword hilts with detachable, replaceable blades--much like a large utility knife--and carry sheaths of multiple blades that they can switch out [[LiteralMetaphor on the fly]]. Also like a utility knife, the blades can break off in sections so that if the tip gets dull the rest of the blade can still be used.

[[AC:Tabletop Games]]
* In ''TabletopGame/{{GURPS}}'' guns will jam on a bad roll; this becomes more likely if
the weapon is not cleaned regularly used, with Dirt rising faster (representing dirt, grime, carbon buildup, and other such byproducts of firing or is poor quality.
** Shooting
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 pausing can cause the same problems but heavier barrels warp more slowly and cooling systems allow for basically unlimited fire so long as they work.
** Melee weapons can break when struck with optional rules. There are even rules for ''how'' they break and whether or not the remains are useful (like the difficulty in using
a broken-off axe head as a weapon).
* The ''d20 Apocalypse'' book, for running post-apocalyptic games with the ''d20 Modern'' game system, strongly recommends
weapon repair kit that [[GameMaster Game Masters]] have pre-apocalypse weapons and equipment break can only be used when the player using them rolls gun breaks entirely. In both cases, a natural 1 (a "critical failure") on worn out or dirty weapon causes a higher chance for a jam (requiring a second for the attack roll or skill check. Mainly justified merc to fix his weapon, which may take multiple tries).
* All of the swords/staves etc.
in that most of this stuff has been lying around ''VideoGame/TheMatrixPathOfNeo'' if they don't last through a level, will break without any kind of maintenance and probably exposed to the elements for warning after a few centuries.
* Jams/misfires are optional firearm rules in ''TabletopGame/HeroSystem''. Melee weapon breakage is an option for a rolled natural 18 (automatic failure), and suggested for genres that use stone/bone weaponry.
* In ''TabletopGame/DarkSun'', steel weapons with no chance of breaking under normal use are a lost technology, affordable only by the rich. Someone with only ordinary opportunities for acquiring weapons will be using a weapon made of obsidian, which breaks much more easily than metal weapons.
* ''TabletopGame/SentinelsOfTheMultiverse'':
** Omnitron and it's [[EvilCounterpart Good Counterpart]] Omnitron-X both wield Component cards in their decks. If they take enough damage in a certain timeframe, they break and are destroyed. For Omnitron it takes 7 damage in a single round (a round is one go around the table) while for Omnitron-X he must take 5 damage in a single turn (the start of a turn
strikes requiring you to the end of a turn).
** Mr. Fixer's Darkwatch promo card's power works like this -- whenever he uses the power to attack, he has to also destroy a piece of equipment or an ongoing effect used by the heroes. This often means whatever weapon Mr. Fixer just used.
* In ''TabletopGame/MyriadSong'' "Scrounged" weapons, those cobbled together from whatever junk the maker could find, have a Breakdown dice (usually d8) that is rolled when attacking. If it comes up 1 the weapon breaks.
* In ''TabletopGame/CallOfCthulhu'', [[CriticalFailure rolling a 100]] causes the weapon to misfire so badly that it explodes, dealing damage to the wielder and making it permanently unusable.
* ''TabletopGame/DungeonsAndDragons'':
** Early editions had optional rules where a player who makes a very unfortunate attack roll could break his own weapon, or suffer some other similar calamity, at the referee's discretion. With 3rd Edition rules, players can specifically attack an opponent's weapon or shield in an attempt to break ("sunder") it, just like any other object or material.
** The ''Oriental Adventures'' sourcebook had a "weapon breaker" combat manouever that had a chance to break an opponents weapon - however if used on an "unbreakable" weapon it would fail and there was a good chance you'd break your own weapon instead.
* ''VideoGame/SeventhSea'' takes a similar, though more conservative approach. UnbreakableWeapons are the default, but a select few swordsman schools gain the ability to smash opponents' weapons or even ''crush them in their gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and may even require spending a Drama Die. The only weapons that are BreakableWeapons by default are improvised weapons, which break when a player rolls and keeps a 10 on a damage die. Since 10s explode, this tends to mean that improvised weapons break rather cinematically, shattering as the result of a mighty blow.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[CriticalFailure explode at inopportune moments]].

[[AC:Video Games]]
either get another.
[[/folder]]



* In ''VideoGame/GodaiElementalForce'', weapons would wear with every use. A lot. And you can't repair them. Add to that the fact that all of the bosses have more HP than all your weapons combined, and this game gets [[NintendoHard very hard, very fast]].



* Seen in ''VideoGame/MarkEckosGettingUpContentsUnderPressure'' - given that the game is more focused on Double Dragon-style hand-to-hand combat and tagging, melee weapons are breakable after three to four uses. And yes, that includes steel pipes and crowbars.

to:

* Seen in ''VideoGame/MarkEckosGettingUpContentsUnderPressure'' ''VideoGame/MarcEckosGettingUpContentsUnderPressure'' - given that the game is more focused on Double Dragon-style hand-to-hand combat and tagging, melee weapons are breakable after three to four uses. And yes, that includes steel pipes and crowbars. Every ImprovisedWeapon breaks eventually, although fortunately they're only throwaway weapons and rarely vital to the gameplay.



* In the original ''VideoGame/SoulEdge''/''Soul Blade'' FightingGame, it was possible to break a character's weapon if it had to block too much damage, or if you used a certain special move. This mechanic never appeared in any subsequent game, although a similar guard-abusing deterrent appeared in Soul Calibur IV in the form of ClothingDamage rather than weapon damage.



* The ''VideoGame/{{Boktai}}'' features this mechanic:
** ''Boktai 2'' had weapons that, rather than outright breaking, would lose their attack bonus or their special abilities (think like a weapon dulling) over time. It ''was'' possible, though difficult, to make weapons that would never do this if you did particularly good at the forging process.
** ''Boktai 3'' had weapons that would outright break and need to be repaired from time to time, although you could reforge them whenever you wanted to restore their durability meter. There was also the La Vie En Rose, which was one of the best weapons in the game because it was the only sword to never need reforging.
* Equipment in ''VideoGame/DragonsCrown'' degrade the more you use them until they break, decreasing their effectiveness. You will need to repair them in Morgan's Magic Item Shop to bring them back to tip-top shape.



* In Westwood's ''VideoGame/{{Nox}}'' almost EVERYTHING that can be equipped, is breakable, whether on the player's character, NPC's and enemies. Each time the character gets into city, he should visit a smith and fix his worn-out armor and weapons. If he won't, they may break in the thick of fray. Even clothes have their {{Hit Point}}s, so it is possible to strip someone naked.
* Several equippable items in ''VideoGame/PandorasTower'', from the main weapon chosen to the add-on items that enable various different attributes, to even normal collectibles destined to be used for ItemCrafting, are susceptible to being broken by extremely strong attacks. However, it's possible to repair them all by paying a small price apiece to Mavda in the Observatory.



[[folder:Arcade]]
* In ''[[VideoGame/ThePunisherCapcom The Punisher]]'' arcade game by Capcom, all the weapons that can be used by the player have limited durability that is displayed when wielded. After the limit has been reached, the weapon will no longer be usable. Some of the melee weapons, such as the baseball bat and the pipe, will break in its last use.
* In ''VideoGame/TheTowerOfDruaga'', though pickaxes can't actually be used as weapons, they will break if you use them on outer walls or, except with the Golden Pickaxe, when used on too many walls on the same floor. Breaking your pickaxe obviously isn't good, but since [[GuideDangIt the puzzles in this game tend to be anything but obvious]], there's a floor where you need to break the Copper Pickaxe to get the Silver Pickaxe.
[[/folder]]



* Some weapons and items in the ''VideoGame/GoldenSun'' series had a secondary function that could be used in or out of battles, such as a weapon that blinds enemies or an accessory that restores HP upon use. Using these functions one too many times causes the item to be broken, but all it does is render the secondary function useless and you can get broken items fixed for a small fee.
* In ''VideoGame/MarioAndLuigiDreamTeam'', you can find the Glass/Crystal Boots/Hammer, which while having high attack stats compared to other gear available at the same time, have a random chance of breaking when they're used.



* In the original ''VideoGame/SoulEdge''/''Soul Blade'' FightingGame, it was possible to break a character's weapon if it had to block too much damage, or if you used a certain special move. This mechanic never appeared in any subsequent game, although a similar guard-abusing deterrent appeared in Soul Calibur IV in the form of ClothingDamage rather than weapon damage.



* ''VideoGame/Left4Dead2'' originally was going to have melee weapons fall apart after several uses, but the idea got scrapped for being too annoying.



* In ''VideoGame/DarkSouls'', all weapons (and armor) degrade slowly with use, becoming drastically less powerful once their durability runs out. Certain enemy abilities cause durability damage on your items, and some weapons allow you to use a powerful special attack at the cost of rapidly degrading the weapon's condition. Fortunately everything can be repaired relatively easily aside from the frail and unrepairable Crystal items. Only one weapon in the game is actually unbreakable: the Dragon's Tooth, which is, well, the tooth of an Everlasting Dragon, who [[{{Immortality}} had that name for a reason.]]
* ''VideoGame/DarkSoulsII'' takes the previous game's system and makes everything far more fragile (most weapons break in about 30-50 attacks), but visiting a bonfire restores durability for everything that isn't entirely broken--what ''is'' broken can only be repaired by a blacksmith. Rings are also given durability. Attacks that damage durability no longer affect weapons, just armor and rings. There is a special weapon with very high durability that instead of breaking, turns into a very powerful new weapon.



* ''VideoGame/MadWorld'', where nearly all weapons are breakable. However, this is more of a balancing issue, because if ''all'' weapons were unbreakable, the game would be a breeze.






[[folder:Mecha Sims]]
* Obscure [[GladiatorGames arena combat]] [[HumongousMecha mech-sim]] ''[[VideoGame/SLAISteelLancerArenaInternational Steel Lancer Arena International]]'' has this...with your Partner AI. It wasn't broken via use, but by ''repairing'' your partner's 'data chip' after battles when they've taken a few knocks. FridgeBrilliance sets in when you realize that what you're doing is essentially repairing bad sectors over and over on a hard disk with your partner on it; do this enough times and you start to lose storage space to artifacts of the recovery process. [[MoneySink It costs a pretty penny]] to just port your partner over to a new hard drive, an act equivalent to topping them off to their original HP value, before starting the process all over again.
[[/folder]]



* Done interestingly in ''VideoGame/GlobalAgenda'' (and many similar F2P games), where weapons themselves don't degrade, but mods do. (Given that you're putting these mods together from random crap you're looting, it makes a fair amount of sense that they'd break more than military-issue guns.)



* Most of the wooden weapons in ''VideoGame/MitadakeHigh'' - the wooden bat, the bokken, and the nailbat are all susceptible. In a slight variation, tasers can run out of battery life, but you can still hit people with them.
* In ''VideoGame/ProjectBlackout'', weapons have a set number of uses. When they run out, the weapon disappears and you need to buy a new one.



* In ''VideoGame/{{Shintolin}}'', all weapons can break, from simple sticks to ivory spears. This is justified to the extent that all the weapons are made with sticks, which tend to break when struck against something/one.
* In ''VideoGame/TreeOfSavior'', both weapons and armor have durability gauges that deplete with use (dealing or taking damage). Dying takes a huge chunk of durability out of all equipment worn and wielded at the time. When durability reaches zero, the equipment must be repaired to continue using it.



[[folder:Puzzle]]
* In ''VideoGame/{{Gruntz}}'', it's inverted somehow with the red breakable blocks, which will destroy your Gauntletz the moment you attempt to break them with them. Some other tools are a more straight example, like the Wingz that disappear if you use them too much.
[[/folder]]



* ''VideoGame/{{Nethack}}'' has a variant: You cannot break melee weapons through fighting with them, but using bladed weapons to force locks can break them. Missile weapons have a chance of being "lost" (i.e., disappearing from the game) when they are used.



[[folder:Shoot'em Up]]
* ''VideoGame/{{Einhander}}'' has two ways for your Gunpods to break- either by running out of ammo, or letting them take too much damage from wall/enemy collision and enemy attacks.
* In ''VideoGame/EscapeVelocity'' it's possible to [[GameMod design outfits]] that wear out after a given amount of time by putting together two oütf resources (one for the good version, one for the bad version) and a crön resource (a time delay) that replaces one with the other. ''EV Nova's'' in-game example is the black-market versions of the Fission Reactor (which breaks down after a few months) and the Thorium Reactor (which becomes an explosion waiting to happen). Cheap Carbon Fiber has to be replaced, otherwise it becomes a "really expensive paintjob".
* ''VideoGame/SpaceRangers'' has a similar example in that all equipment wears out if used (so you repair bot will not wear out if your hull doesn't need repair, and weapons don't wear out if you don't fire). Also, if something is broken enough, it starts malfunctioning -- for example, the fuel tank starts leaking, making you waste fuel, and sufficiently damaged engine will slow you down to a crawl.
[[/folder]]



* ''VideoGame/TelepathTactics'', as part of the new inventory system it introduces to the series, requires physical fighters to have a weapon in order to attack. Weapons break after a set number of uses, and stronger weapons usually come at the cost of durability. This is actually more realistic than most examples, as weapons usually do last a pretty long time, especially if they're iron.



* In ''VideoGame/{{Pathologic}}'', all weapons have 'durability' scores that go down when you use them. Though weapons can still be used even at 0% durability, the game averts CriticalExistenceFailure; melee weapons will dull and deal less damage, and ranged weapons will become less accurate. Fortunately, you can repair weapons for a modest sum by talking to a certain type of {{NPC}}. Equipment also has a durability score that goes down the longer it's worn, though it seems to play CriticalExistenceFailure straight.
* In ''VideoGame/ResidentEvilOutbreak'', nearly every melee weapon longer than a knife will eventually break unless in BottomlessMagazines mode is enabled.
* ''VideoGame/RiseOfNightmares'' features this "feature" on basically all weapons. Fortunately, Josh can always fall back on GoodOldFisticuffs.



* In ''VideoGame/ArxFatalis'', every hit damages the weapon as well, and hitting something hard, like armor, bone, or wall, only increases this damage. Repairing lowers max durabilty, to avoid this you can repair it at the blacksmith. Weapon, however, will be fully functional until the end, when it (according to the following sound) is ''pulverized''. Furthermore, buying or repairing weapon at blacksmith is virtually the only way to get non-damaged weapon; pieces you loot are generally in bad condition, due to being used. However, "generic" weapons with no bonuses can be enchanted with one of several magic ingredients, one of which makes them undestructible. Finally, any {{Mithril}} sword is unbreakable by design.







* Most of the wooden weapons in ''VideoGame/MitadakeHigh'' - the wooden bat, the bokken, and the nailbat are all susceptible. In a slight variation, tasers can run out of battery life, but you can still hit people with them.
* In ''VideoGame/ProjectBlackout'', weapons have a set number of uses. When they run out, the weapon disappears and you need to buy a new one.
* In ''VideoGame/ArxFatalis'', every hit damages the weapon as well, and hitting something hard, like armor, bone, or wall, only increases this damage. Repairing lowers max durabilty, to avoid this you can repair it at the blacksmith. Weapon, however, will be fully functional until the end, when it (according to the following sound) is ''pulverized''. Furthermore, buying or repairing weapon at blacksmith is virtually the only way to get non-damaged weapon; pieces you loot are generally in bad condition, due to being used. However, "generic" weapons with no bonuses can be enchanted with one of several magic ingredients, one of which makes them undestructible. Finally, any {{Mithril}} sword is unbreakable by design.
* In ''VideoGame/GodaiElementalForce'', weapons would wear with every use. A lot. And you can't repair them. Add to that the fact that all of the bosses have more HP than all your weapons combined, and this game gets [[NintendoHard very hard, very fast]].

* ''VideoGame/{{Nethack}}'' has a variant: You cannot break melee weapons through fighting with them, but using bladed weapons to force locks can break them. Missile weapons have a chance of being "lost" (i.e., disappearing from the game) when they are used.
* Obscure [[GladiatorGames arena combat]] [[HumongousMecha mech-sim]] ''[[VideoGame/SLAISteelLancerArenaInternational Steel Lancer Arena International]]'' has this...with your Partner AI. It wasn't broken via use, but by ''repairing'' your partner's 'data chip' after battles when they've taken a few knocks. FridgeBrilliance sets in when you realize that what you're doing is essentially repairing bad sectors over and over on a hard disk with your partner on it; do this enough times and you start to lose storage space to artifacts of the recovery process. [[MoneySink It costs a pretty penny]] to just port your partner over to a new hard drive, an act equivalent to topping them off to their original HP value, before starting the process all over again.
* In ''VideoGame/DarkSouls'', all weapons (and armor) degrade slowly with use, becoming drastically less powerful once their durability runs out. Certain enemy abilities cause durability damage on your items, and some weapons allow you to use a powerful special attack at the cost of rapidly degrading the weapon's condition. Fortunately everything can be repaired relatively easily aside from the frail and unrepairable Crystal items. Only one weapon in the game is actually unbreakable: the Dragon's Tooth, which is, well, the tooth of an Everlasting Dragon, who [[{{Immortality}} had that name for a reason.]]
* ''VideoGame/DarkSoulsII'' takes the previous game's system and makes everything far more fragile (most weapons break in about 30-50 attacks), but visiting a bonfire restores durability for everything that isn't entirely broken--what ''is'' broken can only be repaired by a blacksmith. Rings are also given durability. Attacks that damage durability no longer affect weapons, just armor and rings. There is a special weapon with very high durability that instead of breaking, turns into a very powerful new weapon.
* In ''VideoGame/{{Pathologic}}'', all weapons have 'durability' scores that go down when you use them. Though weapons can still be used even at 0% durability, the game averts CriticalExistenceFailure; melee weapons will dull and deal less damage, and ranged weapons will become less accurate. Fortunately, you can repair weapons for a modest sum by talking to a certain type of {{NPC}}. Equipment also has a durability score that goes down the longer it's worn, though it seems to play CriticalExistenceFailure straight.
* ''VideoGame/Left4Dead2'' originally was going to have melee weapons fall apart after several uses, but the idea got scrapped for being too annoying.
* Some weapons and items in the ''VideoGame/GoldenSun'' series had a secondary function that could be used in or out of battles, such as a weapon that blinds enemies or an accessory that restores HP upon use. Using these functions one too many times causes the item to be broken, but all it does is render the secondary function useless and you can get broken items fixed for a small fee.
* In ''VideoGame/TheTowerOfDruaga'', though pickaxes can't actually be used as weapons, they will break if you use them on outer walls or, except with the Golden Pickaxe, when used on too many walls on the same floor. Breaking your pickaxe obviously isn't good, but since [[GuideDangIt the puzzles in this game tend to be anything but obvious]], there's a floor where you need to break the Copper Pickaxe to get the Silver Pickaxe.

to:

\n\n\n\n!!Non Video Game Examples
[[folder:Anime and Manga]]
* Most of The swords used by the wooden Garrison, Survey Corps, and Military Police in ''Manga/AttackOnTitan''. It's told that the reason they're used is for their incredible sharpness, as the weapons in ''VideoGame/MitadakeHigh'' - are hand-made expressly for the wooden bat, purpose of fighting Titans, but they'll break with only a handful of uses. To account for that shortcoming, soldiers utilize sword hilts with detachable, replaceable blades--much like a large utility knife--and carry sheaths of multiple blades that they can switch out [[LiteralMetaphor on the bokken, and fly]]. Also like a utility knife, the nailbat are all susceptible. In a slight variation, tasers blades can run out break off in sections so that if the tip gets dull the rest of battery life, but you the blade can still hit people with them.
be used.
[[/folder]]

[[folder:Tabletop Games]]
* In ''VideoGame/ProjectBlackout'', weapons have ''TabletopGame/{{GURPS}}'' guns will jam on a set number of uses. When they run out, bad roll; this becomes more likely if the weapon disappears is not cleaned regularly or is poor quality.
** Shooting without pausing can cause the same problems but heavier barrels warp more slowly
and you need to buy a new one.
* In ''VideoGame/ArxFatalis'', every hit damages
cooling systems allow for basically unlimited fire so long as they work.
** Melee weapons can break when struck with optional rules. There are even rules for ''how'' they break and whether or not
the remains are useful (like the difficulty in using a broken-off axe head as a weapon).
* The ''d20 Apocalypse'' book, for running post-apocalyptic games with the ''d20 Modern'' game system, strongly recommends that [[GameMaster Game Masters]] have pre-apocalypse weapons and equipment break when the player using them rolls a natural 1 (a "critical failure") on the attack roll or skill check. Mainly justified in that most of this stuff has been lying around without any kind of maintenance and probably exposed to the elements for a few centuries.
* Jams/misfires are optional firearm rules in ''TabletopGame/HeroSystem''. Melee
weapon as well, breakage is an option for a rolled natural 18 (automatic failure), and hitting something hard, like armor, bone, or wall, only increases this damage. Repairing lowers max durabilty, to avoid this you can repair it at the blacksmith. Weapon, however, will be fully functional until the end, when it (according to the following sound) is ''pulverized''. Furthermore, buying or repairing weapon at blacksmith is virtually the only way to get non-damaged weapon; pieces you loot are generally in bad condition, due to being used. However, "generic" suggested for genres that use stone/bone weaponry.
* In ''TabletopGame/DarkSun'', steel
weapons with no bonuses can be enchanted with one of several magic ingredients, one of which makes them undestructible. Finally, any {{Mithril}} sword is unbreakable by design.
* In ''VideoGame/GodaiElementalForce'', weapons would wear with every use. A lot. And you can't repair them. Add to that the fact that all of the bosses have more HP than all your weapons combined, and this game gets [[NintendoHard very hard, very fast]].

* ''VideoGame/{{Nethack}}'' has a variant: You cannot break melee weapons through fighting with them, but using bladed weapons to force locks can break them. Missile weapons have a
chance of being "lost" (i.e., disappearing from breaking under normal use are a lost technology, affordable only by the game) when rich. Someone with only ordinary opportunities for acquiring weapons will be using a weapon made of obsidian, which breaks much more easily than metal weapons.
* ''TabletopGame/SentinelsOfTheMultiverse'':
** Omnitron and it's [[EvilCounterpart Good Counterpart]] Omnitron-X both wield Component cards in their decks. If
they take enough damage in a certain timeframe, they break and are destroyed. For Omnitron it takes 7 damage in a single round (a round is one go around the table) while for Omnitron-X he must take 5 damage in a single turn (the start of a turn to the end of a turn).
** Mr. Fixer's Darkwatch promo card's power works like this -- whenever he uses the power to attack, he has to also destroy a piece of equipment or an ongoing effect used by the heroes. This often means whatever weapon Mr. Fixer just
used.
* Obscure [[GladiatorGames arena combat]] [[HumongousMecha mech-sim]] ''[[VideoGame/SLAISteelLancerArenaInternational Steel Lancer Arena International]]'' has this...with In ''TabletopGame/MyriadSong'' "Scrounged" weapons, those cobbled together from whatever junk the maker could find, have a Breakdown dice (usually d8) that is rolled when attacking. If it comes up 1 the weapon breaks.
* In ''TabletopGame/CallOfCthulhu'', [[CriticalFailure rolling a 100]] causes the weapon to misfire so badly that it explodes, dealing damage to the wielder and making it permanently unusable.
* ''TabletopGame/DungeonsAndDragons'':
** Early editions had optional rules where a player who makes a very unfortunate attack roll could break his own weapon, or suffer some other similar calamity, at the referee's discretion. With 3rd Edition rules, players can specifically attack an opponent's weapon or shield in an attempt to break ("sunder") it, just like any other object or material.
** The ''Oriental Adventures'' sourcebook had a "weapon breaker" combat manouever that had a chance to break an opponents weapon - however if used on an "unbreakable" weapon it would fail and there was a good chance you'd break
your Partner AI. It wasn't broken via use, own weapon instead.
* ''VideoGame/SeventhSea'' takes a similar, though more conservative approach. UnbreakableWeapons are the default,
but by ''repairing'' your partner's 'data chip' after battles when they've taken a select few knocks. FridgeBrilliance sets in when you realize that what you're doing is essentially repairing bad sectors over and over on a hard disk with your partner on it; do this enough times and you start to lose storage space to artifacts of swordsman schools gain the recovery process. [[MoneySink It costs a pretty penny]] ability to just port your partner over to a new hard drive, an act equivalent to topping them off to their original HP value, before starting the process all over again.
* In ''VideoGame/DarkSouls'', all
smash opponents' weapons (and armor) degrade slowly with use, becoming drastically less powerful once or even ''crush them in their durability runs out. Certain enemy abilities cause durability damage on your items, gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and some may even require spending a Drama Die. The only weapons allow you to use a powerful special attack at the cost of rapidly degrading the weapon's condition. Fortunately everything can be repaired relatively easily aside from the frail and unrepairable Crystal items. Only one weapon in the game is actually unbreakable: the Dragon's Tooth, that are BreakableWeapons by default are improvised weapons, which is, well, the tooth of an Everlasting Dragon, who [[{{Immortality}} had break when a player rolls and keeps a 10 on a damage die. Since 10s explode, this tends to mean that name for a reason.]]
* ''VideoGame/DarkSoulsII'' takes the previous game's system and makes everything far more fragile (most
improvised weapons break in about 30-50 attacks), but visiting a bonfire restores durability for everything that isn't entirely broken--what ''is'' broken can only be repaired by a blacksmith. Rings are also given durability. Attacks that damage durability no longer affect weapons, just armor and rings. There is a special weapon with very high durability that instead of breaking, turns into a very powerful new weapon.
* In ''VideoGame/{{Pathologic}}'', all weapons have 'durability' scores that go down when you use them. Though weapons can still be used even at 0% durability,
rather cinematically, shattering as the game averts CriticalExistenceFailure; melee weapons will dull and deal less damage, and ranged weapons will become less accurate. Fortunately, you can repair result of a mighty blow.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma
weapons for a modest sum by talking to a certain type of {{NPC}}. Equipment also has a durability score that goes down the longer it's worn, though it seems to play CriticalExistenceFailure straight.
* ''VideoGame/Left4Dead2'' originally was going to
Space Marines and Imperial Guard troops that have melee weapons fall apart after several uses, but the idea got scrapped for being too annoying.
* Some weapons and items in the ''VideoGame/GoldenSun'' series had
a secondary function that could be used in or out of battles, such as a weapon that blinds enemies or an accessory that restores HP upon use. Using these functions one too many times causes the item tendency to be broken, but all it does is render the secondary function useless and you can get broken items fixed for a small fee.
* In ''VideoGame/TheTowerOfDruaga'', though pickaxes can't actually be used as weapons, they will break if you use them on outer walls or, except with the Golden Pickaxe, when used on too many walls on the same floor. Breaking your pickaxe obviously isn't good, but since [[GuideDangIt the puzzles in this game tend to be anything but obvious]], there's a floor where you need to break the Copper Pickaxe to get the Silver Pickaxe.
[[CriticalFailure explode at inopportune moments]].
[[/folder]]

[[folder:Websites]]



* ''VideoGame/MadWorld'', where nearly all weapons are breakable. However, this is more of a balancing issue, because if ''all'' weapons were unbreakable, the game would be a breeze.
* In ''VideoGame/EscapeVelocity'' it's possible to [[GameMod design outfits]] that wear out after a given amount of time by putting together two oütf resources (one for the good version, one for the bad version) and a crön resource (a time delay) that replaces one with the other. ''EV Nova's'' in-game example is the black-market versions of the Fission Reactor (which breaks down after a few months) and the Thorium Reactor (which becomes an explosion waiting to happen). Cheap Carbon Fiber has to be replaced, otherwise it becomes a "really expensive paintjob".
* ''VideoGame/SpaceRangers'' has a similar example in that all equipment wears out if used (so you repair bot will not wear out if your hull doesn't need repair, and weapons don't wear out if you don't fire). Also, if something is broken enough, it starts malfunctioning -- for example, the fuel tank starts leaking, making you waste fuel, and sufficiently damaged engine will slow you down to a crawl.
* In ''[[VideoGame/ThePunisherCapcom The Punisher]]'' arcade game by Capcom, all the weapons that can be used by the player have limited durability that is displayed when wielded. After the limit has been reached, the weapon will no longer be usable. Some of the melee weapons, such as the baseball bat and the pipe, will break in its last use.
* In ''VideoGame/{{Shintolin}}'', all weapons can break, from simple sticks to ivory spears. This is justified to the extent that all the weapons are made with sticks, which tend to break when struck against something/one.
* In ''VideoGame/ResidentEvilOutbreak'', nearly every melee weapon longer than a knife will eventually break unless in BottomlessMagazines mode is enabled.
* In Westwood's ''VideoGame/{{Nox}}'' almost EVERYTHING that can be equipped, is breakable, whether on the player's character, NPC's and enemies. Each time the character gets into city, he should visit a smith and fix his worn-out armor and weapons. If he won't, they may break in the thick of fray. Even clothes have their {{Hit Point}}s, so it is possible to strip someone naked.
* Done interestingly in ''VideoGame/GlobalAgenda'' (and many similar F2P games), where weapons themselves don't degrade, but mods do. (Given that you're putting these mods together from random crap you're looting, it makes a fair amount of sense that they'd break more than military-issue guns.)
* ''VideoGame/{{Einhander}}'' has two ways for your Gunpods to break- either by running out of ammo, or letting them take too much damage from wall/enemy collision and enemy attacks.
* ''7.62 High Caliber'' 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 for a jam (requiring a second for the merc to fix his weapon, which may take multiple tries).
* In ''VideoGame/MarioAndLuigiDreamTeam'', you can find the Glass/Crystal Boots/Hammer, which while having high attack stats compared to other gear available at the same time, have a random chance of breaking when they're used.
* Several equippable items in ''VideoGame/PandorasTower'', from the main weapon chosen to the add-on items that enable various different attributes, to even normal collectibles destined to be used for ItemCrafting, are susceptible to being broken by extremely strong attacks. However, it's possible to repair them all by paying a small price apiece to Mavda in the Observatory.
* In ''VideoGame/{{Gruntz}}'', it's inverted somehow with the red breakable blocks, which will destroy your Gauntletz the moment you attempt to break them with them. Some other tools are a more straight example, like the Wingz that disappear if you use them too much.
* All of the swords/staves etc. in ''VideoGame/TheMatrixPathOfNeo'' if they don't last through a level, will break without warning after a few strikes requiring you to either get another.
* ''VideoGame/RiseOfNightmares'' features this "feature" on basically all weapons. Fortunately, Josh can always fall back on GoodOldFisticuffs.
* The ''VideoGame/{{Boktai}}'' features this mechanic:
** ''Boktai 2'' had weapons that, rather than outright breaking, would lose their attack bonus or their special abilities (think like a weapon dulling) over time. It ''was'' possible, though difficult, to make weapons that would never do this if you did particularly good at the forging process.
** ''Boktai 3'' had weapons that would outright break and need to be repaired from time to time, although you could reforge them whenever you wanted to restore their durability meter. There was also the La Vie En Rose, which was one of the best weapons in the game because it was the only sword to never need reforging.
* In ''VideoGame/MarcEckosGettingUpContentsUnderPressure'', every ImprovisedWeapon breaks eventually, although fortunately they're only throwaway weapons and rarely vital to the gameplay.

* ''VideoGame/TelepathTactics'', as part of the new inventory system it introduces to the series, requires physical fighters to have a weapon in order to attack. Weapons break after a set number of uses, and stronger weapons usually come at the cost of durability. This is actually more realistic than most examples, as weapons usually do last a pretty long time, especially if they're iron.
* In ''VideoGame/TreeOfSavior'', both weapons and armor have durability gauges that deplete with use (dealing or taking damage). Dying takes a huge chunk of durability out of all equipment worn and wielded at the time. When durability reaches zero, the equipment must be repaired to continue using it.
* Equipment in ''VideoGame/DragonsCrown'' degrade the more you use them until they break, decreasing their effectiveness. You will need to repair them in Morgan's Magic Item Shop to bring them back to tip-top shape.

to:

* ''VideoGame/MadWorld'', where nearly all weapons are breakable. However, this is more of a balancing issue, because if ''all'' weapons were unbreakable, the game would be a breeze.
* In ''VideoGame/EscapeVelocity'' it's possible to [[GameMod design outfits]] that wear out after a given amount of time by putting together two oütf resources (one for the good version, one for the bad version) and a crön resource (a time delay) that replaces one with the other. ''EV Nova's'' in-game example is the black-market versions of the Fission Reactor (which breaks down after a few months) and the Thorium Reactor (which becomes an explosion waiting to happen). Cheap Carbon Fiber has to be replaced, otherwise it becomes a "really expensive paintjob".
* ''VideoGame/SpaceRangers'' has a similar example in that all equipment wears out if used (so you repair bot will not wear out if your hull doesn't need repair, and weapons don't wear out if you don't fire). Also, if something is broken enough, it starts malfunctioning -- for example, the fuel tank starts leaking, making you waste fuel, and sufficiently damaged engine will slow you down to a crawl.
* In ''[[VideoGame/ThePunisherCapcom The Punisher]]'' arcade game by Capcom, all the weapons that can be used by the player have limited durability that is displayed when wielded. After the limit has been reached, the weapon will no longer be usable. Some of the melee weapons, such as the baseball bat and the pipe, will break in its last use.
* In ''VideoGame/{{Shintolin}}'', all weapons can break, from simple sticks to ivory spears. This is justified to the extent that all the weapons are made with sticks, which tend to break when struck against something/one.
* In ''VideoGame/ResidentEvilOutbreak'', nearly every melee weapon longer than a knife will eventually break unless in BottomlessMagazines mode is enabled.
* In Westwood's ''VideoGame/{{Nox}}'' almost EVERYTHING that can be equipped, is breakable, whether on the player's character, NPC's and enemies. Each time the character gets into city, he should visit a smith and fix his worn-out armor and weapons. If he won't, they may break in the thick of fray. Even clothes have their {{Hit Point}}s, so it is possible to strip someone naked.
* Done interestingly in ''VideoGame/GlobalAgenda'' (and many similar F2P games), where weapons themselves don't degrade, but mods do. (Given that you're putting these mods together from random crap you're looting, it makes a fair amount of sense that they'd break more than military-issue guns.)
* ''VideoGame/{{Einhander}}'' has two ways for your Gunpods to break- either by running out of ammo, or letting them take too much damage from wall/enemy collision and enemy attacks.
* ''7.62 High Caliber'' 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 for a jam (requiring a second for the merc to fix his weapon, which may take multiple tries).
* In ''VideoGame/MarioAndLuigiDreamTeam'', you can find the Glass/Crystal Boots/Hammer, which while having high attack stats compared to other gear available at the same time, have a random chance of breaking when they're used.
* Several equippable items in ''VideoGame/PandorasTower'', from the main weapon chosen to the add-on items that enable various different attributes, to even normal collectibles destined to be used for ItemCrafting, are susceptible to being broken by extremely strong attacks. However, it's possible to repair them all by paying a small price apiece to Mavda in the Observatory.
* In ''VideoGame/{{Gruntz}}'', it's inverted somehow with the red breakable blocks, which will destroy your Gauntletz the moment you attempt to break them with them. Some other tools are a more straight example, like the Wingz that disappear if you use them too much.
* All of the swords/staves etc. in ''VideoGame/TheMatrixPathOfNeo'' if they don't last through a level, will break without warning after a few strikes requiring you to either get another.
* ''VideoGame/RiseOfNightmares'' features this "feature" on basically all weapons. Fortunately, Josh can always fall back on GoodOldFisticuffs.
* The ''VideoGame/{{Boktai}}'' features this mechanic:
** ''Boktai 2'' had weapons that, rather than outright breaking, would lose their attack bonus or their special abilities (think like a weapon dulling) over time. It ''was'' possible, though difficult, to make weapons that would never do this if you did particularly good at the forging process.
** ''Boktai 3'' had weapons that would outright break and need to be repaired from time to time, although you could reforge them whenever you wanted to restore their durability meter. There was also the La Vie En Rose, which was one of the best weapons in the game because it was the only sword to never need reforging.
* In ''VideoGame/MarcEckosGettingUpContentsUnderPressure'', every ImprovisedWeapon breaks eventually, although fortunately they're only throwaway weapons and rarely vital to the gameplay.

* ''VideoGame/TelepathTactics'', as part of the new inventory system it introduces to the series, requires physical fighters to have a weapon in order to attack. Weapons break after a set number of uses, and stronger weapons usually come at the cost of durability. This is actually more realistic than most examples, as weapons usually do last a pretty long time, especially if they're iron.
* In ''VideoGame/TreeOfSavior'', both weapons and armor have durability gauges that deplete with use (dealing or taking damage). Dying takes a huge chunk of durability out of all equipment worn and wielded at the time. When durability reaches zero, the equipment must be repaired to continue using it.
* Equipment in ''VideoGame/DragonsCrown'' degrade the more you use them until they break, decreasing their effectiveness. You will need to repair them in Morgan's Magic Item Shop to bring them back to tip-top shape.
[[/folder]]
14th Dec '16 7:55:51 AM Marilla
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* In ''VideoGame/AssassinsCreedII'', certain moves with the polearm will cause Ezio to break it. That doesn't stop Ezio from ramming both halves into the Enemy after a suprised look at the weapon pieces in his hands.



* 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.



* SpiritualSuccessor ''VideoGame/TheGuidedFateParadox'' features weapons and armor with limited uses as well; once a thing has "burst", however, you can upgrade it, merge it with another burst item, or sell it for more money than a pristine version.



* In ''VideoGame/ZettaiHeroProject'', all weapons and armor have limited uses, represented by its Condition. If Condition reaches less than 50%, the item becomes less effective. This instills into the player that weapons, no matter how useful/cool, are ultimately expendable and should be treated accordingly. The objective is to win, at any cost, particularly apt for a {{Roguelike}}.



* In ''VideoGame/DeadState,'' improvised weapons have a chance to break whenever they're used -- the kitchen knife even has an attack that deliberately breaks the blade off in the wound in order to cause a guaranteed critical and bleeding damage -- but survivors are encouraged to carry an unbreakable weapon too, like a baseball bat.




* 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.
* In ''VideoGame/ZettaiHeroProject'', all weapons and armor have limited uses, represented by its Condition. If Condition reaches less than 50%, the item becomes less effective. This instills into the player that weapons, no matter how useful/cool, are ultimately expendable and should be treated accordingly. The objective is to win, at any cost, particularly apt for a {{Roguelike}}.
* SpiritualSuccessor ''VideoGame/TheGuidedFateParadox'' features weapons and armor with limited uses as well; once a thing has "burst", however, you can upgrade it, merge it with another burst item, or sell it for more money than a pristine version.
* In ''VideoGame/AssassinsCreedII'', certain moves with the polearm will cause Ezio to break it. That doesn't stop Ezio from ramming both halves into the Enemy after a suprised look at the weapon pieces in his hands.
* In ''VideoGame/DeadState,'' improvised weapons have a chance to break whenever they're used -- the kitchen knife even has an attack that deliberately breaks the blade off in the wound in order to cause a guaranteed critical and bleeding damage -- but survivors are encouraged to carry an unbreakable weapon too, like a baseball bat.
13th Dec '16 12:16:39 PM Marilla
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to:

* ''VideoGame/SeventhSea'' takes a similar, though more conservative approach. UnbreakableWeapons are the default, but a select few swordsman schools gain the ability to smash opponents' weapons or even ''crush them in their gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and may even require spending a Drama Die. The only weapons that are BreakableWeapons by default are improvised weapons, which break when a player rolls and keeps a 10 on a damage die. Since 10s explode, this tends to mean that improvised weapons break rather cinematically, shattering as the result of a mighty blow.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[CriticalFailure explode at inopportune moments]].



* ''VideoGame/TheLastOfUs'' has melee weapons that break after a certain number of hits. At least here though it's [[JustifiedTrope justified]] as most of the things that are used as weapons are made of wood or rusting metal. [[ExtremeMeleeRevenge Joel]] doesn't go easy on them. Averted however when [[spoiler:playing as Ellie, who carries an unbreakable switchblade]].
* ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.
** Spell books are also afflicted. Even worse, depending on which game you are playing, if you miss with a spell or staff, it still loses durability. Weapons don't.
** In ''[[VideoGame/FireEmblemTellius Path of Radiance/Radiant Dawn]]'', there's a skill called Corrosion that can wear down opponents' equipped weapons.
** The one exception comes in the form of weapons that are a part of one's body, like beaks or claws. A dragon's breath also counts...usually.
** In the games in the series that feature shapeshifters, they usually manifest their power through a stone with a certain number of uses. Said stones are usually in incredibly scarce supply and once they're broken, that character can't fight until you find a replacement, which might even be ''[[LostForever non-existant]]'' depending on which game you are playing, ultimately making you end up with a [[TheLoad character in your army that can't do anything at all]].
** FE 1, 3 and 5-12 each have a staff that can be used to repair other weapons. Of course, it has only so many uses itself, and yes, there is only one per game and it can't repair itself. Except ''VideoGame/FireEmblemTheSacredStones'', which has two if you get the last secret character.
** In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', [[spoiler: a Goddess blesses all your character's currently equipped weapons, making them unbreakable like the Ragnell and Alondite.]]
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', 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 more 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. Particularly ironic in that if a legendary weapon isn't one of the Unbreakable Weapons, it's a lot more brittle than a run of the mill Iron Sword.
** ''[[VideoGame/FireEmblemAkaneia Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''Sword of Seals'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
** ''VideoGame/FireEmblemAwakening'' introduced Armsthrift, a skill available to anyone who can reclass to Mercenary, which would prevent weapon degradation and activates on a percentage based off of the user's LuckStat multiplied by two. Promoted characters' Luck usually caps at around 45 so a capped character can activate Armsthrift around 80-90% of the time, letting characters have ''much'' more use for their fragile legendary weapons. And, if the character also has certain other skills equipped, they can boost the activation rate to 100% thus having infinite uses for their weapons and averting this trope. Interestingly, staves are not affected by this skill.
* ''VideoGame/ShadowTheHedgehog'' has a few melee weapons such as street signs, black swords and an unlockable katana but all of them are fairly useless due to them breaking after about 8 hits. Strangely picking up the same weapon you're holding gives you more hits with it, like ammo.
* Endemic to the ''VideoGame/{{SaGa}}'' series:
** The [[VideoGame/MakaiToshiSaGa first]] [[VideoGame/{{SaGa 2}} two]] titles on the GameBoy (released in North America with the title ''Franchise/FinalFantasy Legend'') had this for '''all''' actions: shields, spellbooks, weapons, etc. ''VideoGame/{{SaGa 3}}'' is the exception, playing like a traditional ''Final Fantasy'' game. That is, until the remake when the weapons have limited durability. One type ([[spoiler:the Mystic Swords]]) can be recharged.
** ''VideoGame/{{Unlimited SaGa}}'' has breakable weapons, but you can repair them in one type of shop.
** In the remake of ''VideoGame/{{Romancing SaGa}}'' a weapon's durability plays a large role in leveling up the weapon. You can increase durability by tempering the weapon (which adds a material cost in addition to the usual fee for later repairs) or reduce the durability to increase attack power. Applying harmonic material (signified with red text when you choose to smith it to a weapon) helps the weapon level up when you use techs. The more powerful attacks with greater weapon durability costs level up faster, though you can use Blunt Strike (which deals no damage but has a chance to inflict Paralysis) repeatedly for the same effect.
** ''VideoGame/{{SaGa Frontier 2}}'' has this. Each weapon is good for so many hits (except for rare/special weapons) and you must repair them at certain shops to continue reusing them. This is because the game universe allows people to use magic -- as long as they're using "natural" weapons. As a result, the weapons are made of things like wood and stone. [[spoiler:In fact, one main character is unable to use magic at all, and as a result discovers the incredible offensive properties of steel, which does not allow magic use but absolutely destroys an army armed with natural weapons and magic.]]
* ''VideoGame/{{Minecraft}}''. All the tools are breakable, the durability varying from fragile (wood, gold) to extremely resistant (diamond). However you can repair tools by combining two damaged ones, or you can just [[ItemCrafting make new ones]]. You can also make an anvil with which you may repair any tools by combining the item in question with the material used to make it. Given that it would take more iron to repair a low-on-durability iron sword than it would to make a new one, as well as the anvil having a random chance of breaking slightly every time you use it until it breaks completely, it's best to save the anvil for your enchanted gear.
* The weapons in ''Videogame/{{Yakuza}}'' are breakable, as per its focus on hand-to-hand combat.
* ''VideoGame/DeadIsland'' features this, with edged weapons like machetes degrading much faster than a baseball bat or sledgehammer. It's possible to repair weapons at a workbench but this price increases exponentially if you use customized weapons.
* ''VideoGame/DeadRising''. Weapons tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuffed ''full '' of potential weapons, so the breakages encourage you to grab something new (like a bench) on a regular basis. The game also has a unique power-up system based around this trope. Instead of repairing the durability of these ubiquitous and disposable weapons, the player can collect books that multiply the durability whatever weapon is discussed in the book (e.g., a book about construction increases the durability of 2x4s, ladders, etc.). These books can be kept indefinitely at the tradeoff of taking up inventory space that could be used for weapons. If one has multiple books in one's inventory, the effect of the books is multiplied for whatever weapons are affected by both books; one of the game's best weapons, the small chainsaw, is also affected by three of these easily found books and thus becomes 27 times as durable as normally, effectively making it the DiscOneNuke.
* ''VideoGame/DarkCloud'' and its sequel, ''VideoGame/DarkChronicle'' feature BreakableWeapons, and "Repair Powder" to restore the weapons' HP.
** In the first game, any weapon that dropped to zero HP broke and disappeared ''forever'', save for each character's default, starting weapon (and one SwordOfPlotAdvancement, which itself became breakable afterwards). Even if you spent forty hours building up and evolving your weapons to forge the InfinityPlusOneSword, if it hit zero HP, it's gone. Forever. The only way to get it back is to reload your previous save file, assuming you haven't [[RageQuit thrown your PS2 out the window]] yet.
** In the second game, broken weapons simply became unusable but otherwise remained in your inventory until you took time to repair them. "Repair Powder" was a bit easier to find more of, as well. You could also hold a stack of 20 repair powders, which made things a lot easier.
* In ''VideoGame/PrinceOfPersiaWarriorWithin'' and ''VideoGame/PrinceOfPersiaTheTwoThrones'', the Prince's sword is unbreakable, but enemy swords -- once picked up by the Prince for two-weapon fighting -- break after about thirty seconds' worth of use. This is particularly silly considering the first unbreakable weapon the Prince picks up after the shipwreck in ''Warrior Within'' is a ''stick''. And the ''second'' unbreakable weapon he gets is a sword he takes from an enemy -- the same way he gets his breakable weapons later. Given that TheDragon was attacking him personally, she probably armed her men with better weapons, and the "Spider Sword" doesn't appear in the hands of any other mooks. In ''The Two Thrones'', the unbreakable permanent weapon is the Dagger of Time, a near-godly artifact, so it's plausible. Also, the rapid wear of the bladed weapons can be handwaved by the enemies being made of magic ''sand''.
* In the original ''VideoGame/SoulEdge''/''Soul Blade'' FightingGame, it was possible to break a character's weapon if it had to block too much damage, or if you used a certain special move. This mechanic never appeared in any subsequent game, although a similar guard-abusing deterrent appeared in Soul Calibur IV in the form of ClothingDamage rather than weapon damage.
* In ''VideoGame/SystemShock 2'', every gun you find eventually degrades to the point where it breaks and becomes useless, requiring the player to invest in disposable tools and the skills of unjamming and repairing broken weapons. Unfortunately, the rate is cranked up much too high, making weapon maintenance an immediate high priority. The official patch adds a simple way to slow down weapon degrading or disable it altogether. Only melee weapons don't fall apart like cheap furniture after a few uses. Patch notes explained how to hack the config files and thereby reduce or remove weapon wear altogether (as well as a few other annoyances).
* In the ''{{VideoGame/Diablo}}'' series and ''VideoGame/WorldOfWarcraft'', an item keeps all its characteristics intact until it reaches zero durability, at which point it [[CriticalExistenceFailure instantly becomes useless]] ({{handwave}}d in the ''[=WoW=]'' manual), 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 ''Diablo 1'', 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.
** In [=WoW=], durability degradation applies more slowly to Player versus Player combat, which also doesn't use the death durability penalty.
** Throwing weapons in [=WoW=] used to be ammunition (like arrows for bows, except that the ammo is both), but a patch changed it so that throwing weapons had durability, which was reduced by one point every time it was thrown and could be repaired like a normal weapon. This was especially helpful for hard to come by throwing weapons.

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[[folder:Action Adventure]]
* ''VideoGame/TheLastOfUs'' has melee weapons that break after Like the modern-day Prince of Persia, Prince Ali of ''VideoGame/BeyondOasis'' (''The Story of Thor'' in Europe) carried an arsenal of breakable weaponry. Only his knife (which he was best with anyway) stayed around... unless you could find the top-secret "Infinite" items! Oddly, for a certain number of hits. At least here though it's [[JustifiedTrope justified]] as most of years the things that are used as only infinite item anyone knew anything about was the [[InfinityPlusOneSword best one]]. An early on InfinityPlusOneSword would be the Fire Crossbow which you win in a minigame.
* ''[[VideoGame/LegacyOfKain Blood Omen 2]]'' features this; there is a considerable variety in the types of
weapons are made of wood shown, but they're pretty much all breakable, usually only lasting two or rusting metal. [[ExtremeMeleeRevenge Joel]] doesn't go easy on them. Averted however when [[spoiler:playing as Ellie, who carries an unbreakable switchblade]].
* ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken
three fights. When they break, they will ''shatter into a million pieces''. Oddly, weapons usually cannot be repaired. This is 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.
* A DownplayedTrope in
the case [=PS2=] ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for ''every'' unit, even ones without physical example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most swords never break, though.
* In ''VideoGame/{{Drakan}}: Order
of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of Flame'', the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.
** Spell books are also afflicted. Even worse, depending on which game you are playing, if you miss with a spell or staff, it still loses durability. Weapons don't.
** In ''[[VideoGame/FireEmblemTellius Path of Radiance/Radiant Dawn]]'', there's a skill called Corrosion that can wear down opponents' equipped weapons.
** The one exception comes in the form of
only weapons that are a part of one's body, like beaks or claws. A dragon's breath also counts...usually.
** In
indestructible are the games in [[EmergencyWeapon starting dagger]] and the series two strongest ones: the [[LifeDrain vampire sword]] and the InfinityPlusOneSword (a.k.a. the SwordOfPlotAdvancement) that feature shapeshifters, they usually manifest their power through a stone with a certain number of uses. Said stones are usually in incredibly scarce supply and once they're broken, that character can't fight until you find a replacement, which might even be ''[[LostForever non-existant]]'' depending on which game you are playing, ultimately making you end up with a [[TheLoad character in your army that can't do anything at all]].
** FE 1, 3 and 5-12 each have a staff that can be used
only get shortly before the FinalBattle. Worse even, there is ''no'' way to repair other weapons. Of course, it has only so many uses itself, and yes, there is only one per game and it can't repair itself. Except ''VideoGame/FireEmblemTheSacredStones'', which has two if you get the last secret character.
** In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', [[spoiler: a Goddess blesses all your character's currently equipped weapons, making them unbreakable like the Ragnell and Alondite.]]
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', 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 more 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. Particularly ironic in that if a legendary weapon isn't one of the Unbreakable Weapons, it's a lot more brittle than a run of the mill Iron Sword.
** ''[[VideoGame/FireEmblemAkaneia Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific
weapons like in the Rapier and Wing Spear from some shops. Also, two used entire game, so you will be forced to go through an impressive array of weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once before you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in
acquire the first part. Since high-level indestructible blade. At least the game's main story, which is part of sequel gave you the prequel canon for ''Sword of Seals'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
** ''VideoGame/FireEmblemAwakening'' introduced Armsthrift, a skill available
option to anyone who can reclass to Mercenary, which would prevent weapon degradation and activates on a percentage based off of the user's LuckStat multiplied by two. Promoted characters' Luck usually caps at around 45 so a capped character can activate Armsthrift around 80-90% of the time, letting characters have ''much'' more use for their fragile legendary weapons. And, if the character also has certain other skills equipped, they can boost the activation rate to 100% thus having infinite uses for their bring broken weapons and averting this trope. Interestingly, staves are not affected by this skill.
* ''VideoGame/ShadowTheHedgehog'' has a few melee weapons such as street signs, black swords and an unlockable katana but all of them are fairly useless due to them breaking after about 8 hits. Strangely picking up the same weapon you're holding gives you more hits with it, like ammo.
* Endemic
to the ''VideoGame/{{SaGa}}'' series:
** The [[VideoGame/MakaiToshiSaGa first]] [[VideoGame/{{SaGa 2}} two]] titles on
smith to be repaired, although each time that happened some of the GameBoy (released in North America with the title ''Franchise/FinalFantasy Legend'') had this for '''all''' actions: shields, spellbooks, weapons, etc. ''VideoGame/{{SaGa 3}}'' is the exception, playing like a traditional ''Final Fantasy'' game. That is, until the remake when the weapons have limited durability. One type ([[spoiler:the Mystic Swords]]) can be recharged.
** ''VideoGame/{{Unlimited SaGa}}'' has breakable weapons, but you can repair them in one type of shop.
** In the remake of ''VideoGame/{{Romancing SaGa}}'' a
weapon's durability plays a large role in leveling up the weapon. You can increase durability by tempering the weapon (which adds a material cost in addition to the usual fee for later repairs) or reduce the durability to increase attack power. Applying harmonic material (signified with red text when you choose to smith it to a weapon) helps the weapon level up when you use techs. The more powerful attacks with greater weapon durability costs level up faster, though you can use Blunt Strike (which deals no damage but has a chance to inflict Paralysis) repeatedly for the same effect.
** ''VideoGame/{{SaGa Frontier 2}}'' has this. Each weapon is good for so many hits (except for rare/special weapons)
was lost and you must repair them at certain shops to continue reusing them. This is because the game universe allows people to use magic -- as long as they're using "natural" weapons. As a result, the weapons are made of things like wood and stone. [[spoiler:In fact, one main character is unable to use magic at all, and as a result discovers the incredible offensive properties of steel, which does not allow magic use but absolutely destroys an army armed with natural weapons and magic.]]
* ''VideoGame/{{Minecraft}}''. All the tools are breakable, the durability varying from fragile (wood, gold) to extremely resistant (diamond). However you can repair tools by combining two damaged ones, or you can just [[ItemCrafting make new ones]]. You can also make an anvil with which you may repair any tools by combining the item in question with the material used to make it. Given that
it would take more iron to repair a low-on-durability iron sword break sooner than it would to make a new one, as well as the anvil having a random chance of breaking slightly every time you use it until it breaks completely, it's best to save the anvil for your enchanted gear.
* The weapons in ''Videogame/{{Yakuza}}'' are breakable, as per its focus on hand-to-hand combat.
* ''VideoGame/DeadIsland'' features this, with edged weapons like machetes degrading much faster than a baseball bat or sledgehammer. It's possible to repair weapons at a workbench but this price increases exponentially if you use customized weapons.
* ''VideoGame/DeadRising''. Weapons tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuffed ''full '' of potential weapons, so the breakages encourage you to grab something new (like a bench) on a regular basis. The game also has a unique power-up system based around this trope. Instead of repairing the durability of these ubiquitous and disposable weapons, the player can collect books that multiply the durability whatever weapon is discussed in the book (e.g., a book about construction increases the durability of 2x4s, ladders, etc.). These books can be kept indefinitely at the tradeoff of taking up inventory space that could be used for weapons. If one has multiple books in one's inventory, the effect of the books is multiplied for whatever weapons are affected by both books; one of the game's best weapons, the small chainsaw, is also affected by three of these easily found books and thus becomes 27 times as durable as normally, effectively making it the DiscOneNuke.
* ''VideoGame/DarkCloud'' and its sequel, ''VideoGame/DarkChronicle'' feature BreakableWeapons, and "Repair Powder" to restore the weapons' HP.
** In the first game, any weapon that dropped to zero HP broke and disappeared ''forever'', save for each character's default, starting weapon (and one SwordOfPlotAdvancement, which itself became breakable afterwards). Even if you spent forty hours building up and evolving your weapons to forge the InfinityPlusOneSword, if it hit zero HP, it's gone. Forever. The only way to get it back is to reload your previous save file, assuming you haven't [[RageQuit thrown your PS2 out the window]] yet.
** In the second game, broken weapons simply became unusable but otherwise remained in your inventory until you took time to repair them. "Repair Powder" was a bit easier to find more of, as well. You could also hold a stack of 20 repair powders, which made things a lot easier.
* In ''VideoGame/PrinceOfPersiaWarriorWithin'' and ''VideoGame/PrinceOfPersiaTheTwoThrones'', the Prince's sword is unbreakable, but enemy swords -- once picked up by the Prince for two-weapon fighting -- break after about thirty seconds' worth of use. This is particularly silly considering the first unbreakable weapon the Prince picks up after the shipwreck in ''Warrior Within'' is a ''stick''. And the ''second'' unbreakable weapon he gets is a sword he takes from an enemy -- the same way he gets his breakable weapons later. Given that TheDragon was attacking him personally, she probably armed her men with better weapons, and the "Spider Sword" doesn't appear in the hands of any other mooks. In ''The Two Thrones'', the unbreakable permanent weapon is the Dagger of Time, a near-godly artifact, so it's plausible. Also, the rapid wear of the bladed weapons can be handwaved by the enemies being made of magic ''sand''.
* In the original ''VideoGame/SoulEdge''/''Soul Blade'' FightingGame, it was possible to break a character's weapon if it
had to block too much damage, or if you used a certain special move. This mechanic never appeared in any subsequent game, although a similar guard-abusing deterrent appeared in Soul Calibur IV in the form of ClothingDamage rather than weapon damage.
* In ''VideoGame/SystemShock 2'', every gun you find eventually degrades to the point where it breaks and becomes useless, requiring the player to invest in disposable tools and the skills of unjamming and repairing broken weapons. Unfortunately, the rate is cranked up much too high, making weapon maintenance an immediate high priority. The official patch adds a simple way to slow down weapon degrading or disable it altogether. Only melee weapons don't fall apart like cheap furniture after a few uses. Patch notes explained how to hack the config files and thereby reduce or remove weapon wear altogether (as well as a few other annoyances).
* In the ''{{VideoGame/Diablo}}'' series and ''VideoGame/WorldOfWarcraft'', an item keeps all its characteristics intact until it reaches zero durability, at which point it [[CriticalExistenceFailure instantly becomes useless]] ({{handwave}}d in the ''[=WoW=]'' manual), 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 ''Diablo 1'', 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.
** In [=WoW=], durability degradation applies more slowly to Player versus Player combat, which also doesn't use the death durability penalty.
** Throwing weapons in [=WoW=] used to be ammunition (like arrows for bows, except that the ammo is both), but a patch changed it so that throwing weapons had durability, which was reduced by one point every time it was thrown and could be repaired like a normal weapon. This was especially helpful for hard to come by throwing weapons.
earlier.



* ''VideoGame/PuzzlePirates'', a pirate-based {{MMORPG}} for the PC, features this trope. Everything you can obtain (with the exception of currency, trinkets, ships, pets and some promotional items) wears out over time and turns into dust. Except for clothes, which turn into unattractive "rags". You can still wear them--no nudity allowed, even the cartoon variety--but they don't look good.
* Weapons (and armor) in ''Franchise/TheElderScrolls'' games (until ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') are worn down by use, but can be repaired, using repair hammers that are, themselves, destructible through use. If a character has completely mastered the repair skill, then repair hammers become unbreakable. Also, damaged weapons and armors degrade, doing less damage or have less protection.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', only weapons wore with use, to be repaired at a shop, while your armor remained spotless. Enchanted items that wore with "Use" could not be repaired without tweaking the game's *.cfg file. Starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', magic drain/recharge and physical wear/repair were isolated from each other as item properties.
** Weapon (and armor) damage returns in ''Videogame/TheElderScrollsOnline''. As you fight, your equipment slowly accrues damage that must be repaired by merchants (or, in a pinch, by an expensive repair kit). Dying, however, wears your equipment down by a bigger amount than regular adventuring. In the past, equipment slowly lost its capabilities as it wore down like in old Elder Scrolls games, but that was eventually patched out.
* In most {{Wrestling Game}}s, all weapons, from broomsticks to steel chairs to sledgehammers, break after you hit somebody with them [[RuleOfThree three times]]. This convention started with games like ''[[Wrestling/{{WWE}} WWF]] Wrestlefest'' and ''Saturday Night Slam Masters'', and continues to be used today. This is one of the few [[JustifiedTrope justified uses of this trope.]] Most weapons used in hardcore wrestling are often made to break easily. A real garbage can does not dent anywhere near as easily as one used in wrestling, and tables do not often break in half (usually the legs will give way first). This didn't stop early Smackdown games from trying to [[AvertedTrope avert this]], forcing you to drop a weapon after a few swings, usually right at your feet, allowing you to simply pick it back up, and keep spamming the weapon attacks, allowing for a far quicker beat down than conventional moves do. Later games made the weapons re-spawn elsewhere, if only to allow the person on the receiving end a chance to get a weapon too, rather than all hardcore matches being decided on who could grab a table first.
* In ''VideoGame/JadeEmpire'', your character's personal weapons are UnbreakableWeapons, but you can also pick up legs from broken tables and other improvised weapons, which break after a certain number of uses.
* ''VideoGame/JaggedAlliance 2''
** Guns, armor, tools, and even ''glowsticks'' degrade. This is realistic, to a certain point, as guns will jam or misfire when degraded, and armor will not be as protective. However, it is incredibly aggravating to loot opponents' bodies and find guns that they have apparently left in a stagnant pool of hydrochloric acid for a month, which still fire perfectly for them! Fortunately, the {{MagicTool}}boxes needed to restore them to full condition are reasonably common loot and not that expensive to buy.
** Another thing which realistically damages weapons is explosions; be careful when using grenades or barrels to kill elite mooks, because it might damage their often-better equipment.
* In ''VideoGame/TheWarriors'', the focus is on bare-fisted combat -- any item you pick up will break after a few hits. This includes wrenches, knives, and ''bricks''. If the weapon was taken from a fallen enemy, expect it to be good for exactly one swing before it disintegrates in your hand.
* The [=PS2=]-version of ''VideoGame/ThePunisher'' has a similar system. Focused on gunplay, any melee weapon you collect can be used to kill a single mook, often literally shattering into pieces in the process. Including pipe-wrenches and metallic baseball-bats.
* Weapons in ''VideoGame/GodHand'' are good for about ten swings before they just fall out of your hands and [[EverythingFades vanish]]. Gameplay-wise this appears to be justified considering how much damage they can deal, and not having them break instantly would unbalance the game's NintendoHard nature.

to:

* ''VideoGame/PuzzlePirates'', a pirate-based {{MMORPG}} for the PC, features this trope. Everything you can obtain (with the exception of currency, trinkets, ships, pets and some promotional items) wears out over time and turns into dust. Except for clothes, which turn into unattractive "rags". You can still wear them--no nudity allowed, even the cartoon variety--but they don't look good.
* Weapons (and armor)
Seen in ''Franchise/TheElderScrolls'' games (until ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') are worn down by use, but can be repaired, using repair hammers ''VideoGame/MarkEckosGettingUpContentsUnderPressure'' - given that are, themselves, destructible through use. If a character has completely mastered the repair skill, then repair hammers become unbreakable. Also, damaged game is more focused on Double Dragon-style hand-to-hand combat and tagging, melee weapons and armors degrade, doing less damage or have less protection.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', only weapons wore with use,
are breakable after three to be repaired at a shop, while your armor remained spotless. Enchanted items four uses. And yes, that wore with "Use" could not be repaired without tweaking the game's *.cfg file. Starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', magic drain/recharge and physical wear/repair were isolated from each other as item properties.
** Weapon (and armor) damage returns in ''Videogame/TheElderScrollsOnline''. As you fight, your equipment slowly accrues damage that must be repaired by merchants (or, in a pinch, by an expensive repair kit). Dying, however, wears your equipment down by a bigger amount than regular adventuring. In the past, equipment slowly lost its capabilities as it wore down like in old Elder Scrolls games, but that was eventually patched out.
* In most {{Wrestling Game}}s, all weapons, from broomsticks to
includes steel chairs to sledgehammers, pipes and crowbars.
* In ''VideoGame/PrinceOfPersiaWarriorWithin'' and ''VideoGame/PrinceOfPersiaTheTwoThrones'', the Prince's sword is unbreakable, but enemy swords -- once picked up by the Prince for two-weapon fighting --
break after you hit somebody with them [[RuleOfThree three times]]. This convention started with games like ''[[Wrestling/{{WWE}} WWF]] Wrestlefest'' and ''Saturday Night Slam Masters'', and continues to be used today. about thirty seconds' worth of use. This is one of particularly silly considering the few [[JustifiedTrope justified uses of this trope.]] Most first unbreakable weapon the Prince picks up after the shipwreck in ''Warrior Within'' is a ''stick''. And the ''second'' unbreakable weapon he gets is a sword he takes from an enemy -- the same way he gets his breakable weapons used later. Given that TheDragon was attacking him personally, she probably armed her men with better weapons, and the "Spider Sword" doesn't appear in hardcore wrestling are often the hands of any other mooks. In ''The Two Thrones'', the unbreakable permanent weapon is the Dagger of Time, a near-godly artifact, so it's plausible. Also, the rapid wear of the bladed weapons can be handwaved by the enemies being made of magic ''sand''.
* In the original ''VideoGame/SoulEdge''/''Soul Blade'' FightingGame, it was possible
to break easily. A real garbage can does not dent anywhere near as easily as one used in wrestling, and tables do not often break in half (usually the legs will give way first). This didn't stop early Smackdown games from trying to [[AvertedTrope avert this]], forcing you to drop a weapon after a few swings, usually right at your feet, allowing you to simply pick it back up, and keep spamming the weapon attacks, allowing for a far quicker beat down than conventional moves do. Later games made the weapons re-spawn elsewhere, if only to allow the person on the receiving end a chance to get a weapon too, rather than all hardcore matches being decided on who could grab a table first.
* In ''VideoGame/JadeEmpire'', your
character's personal weapons are UnbreakableWeapons, but weapon if it had to block too much damage, or if you can also pick up legs from broken tables and other improvised weapons, which break after used a certain number of uses.
* ''VideoGame/JaggedAlliance 2''
** Guns, armor, tools, and even ''glowsticks'' degrade.
special move. This is realistic, to a certain point, as guns will jam or misfire when degraded, and armor will not be as protective. However, it is incredibly aggravating to loot opponents' bodies and find guns that they have apparently left mechanic never appeared in a stagnant pool of hydrochloric acid for a month, which still fire perfectly for them! Fortunately, the {{MagicTool}}boxes needed to restore them to full condition are reasonably common loot and not that expensive to buy.
** Another thing which realistically damages weapons is explosions; be careful when using grenades or barrels to kill elite mooks, because it might damage their often-better equipment.
* In ''VideoGame/TheWarriors'', the focus is on bare-fisted combat --
any item you pick up will break after a few hits. This includes wrenches, knives, and ''bricks''. If the weapon was taken from a fallen enemy, expect it to be good for exactly one swing before it disintegrates in your hand.
* The [=PS2=]-version of ''VideoGame/ThePunisher'' has
subsequent game, although a similar system. Focused on gunplay, any melee guard-abusing deterrent appeared in Soul Calibur IV in the form of ClothingDamage rather than weapon you collect can be used to kill a single mook, often literally shattering into pieces in the process. Including pipe-wrenches and metallic baseball-bats.
* Weapons in ''VideoGame/GodHand'' are good for about ten swings before they just fall out of your hands and [[EverythingFades vanish]]. Gameplay-wise this appears to be justified considering how much damage they can deal, and not having them break instantly would unbalance the game's NintendoHard nature.
damage.
[[/folder]]

[[folder:Action RPG]]



* Many of the games in the ''Franchise/{{Ultima}}'' series had a glass sword which could kill almost any enemy in one shot, but would break afterwards.
* Weapons, armor, and shields in ''VideoGame/OneWayHeroics'' have durability, which decreases with usage and casting spells. You can replenish it with Scrolls of Repair which are exceedingly rare and only restore it by 50 points (out of 100-200), Shield Repair Kits on shield which are more common or a Scroll of Juryrigging which is the most common and repairs everything to full durability in a jiffy, but like its name suggests, it also adds a modifier that increases the rate at which durability decreases by 50%. There's also Quality Whetstones that can be used on weapons which add a modifier that decreases the rate at which durability decreases by 10% along with increasing weapon damage by 5% and you can stack up to 10 of them if you feel like it, although it won't stop weapons from getting worn down completely even if the durability decrease is at 100% or higher.
* In ''VideoGame/SummonNight: Swordcraft Story'' you have weapons with their own meter in battle that measure how much you can use it (attacking and blocking) that resets in every battle. If it runs out it breaks and you have to use another type of weapon, and if you don't have any left, a forging hammer. The same goes for human opponents in duels where you can only use one weapon and if either's weapons break, they lose. Defeating an opponent this way will get you the plans for their weapon, so it's usually a good idea that you go for this outcome.

to:

* Many of In the games in the ''Franchise/{{Ultima}}'' series had a glass sword which could kill almost any enemy in one shot, but would break afterwards.
* Weapons, armor, and shields in ''VideoGame/OneWayHeroics'' have durability, which decreases with usage and casting spells. You can replenish it with Scrolls of Repair which are exceedingly rare and only restore it by 50 points (out of 100-200), Shield Repair Kits on shield which are more common or a Scroll of Juryrigging which is the most common and repairs everything to full durability in a jiffy, but like its name suggests, it also adds a modifier that increases the rate at which durability decreases by 50%. There's also Quality Whetstones that can be used on
''VideoGame/MonsterHunter'' series, melee weapons which add a modifier that decreases like the rate at which durability decreases by 10% along with increasing hammer, the swords and the axe have varying levels of sharpness, and become duller the more they are used. However, one can buy whetstones (or gather them from the environment) and resharpen the weapon damage by 5% back to it's original form during hunts. Also, when the weapon loses all its sharpness, it is still usable, albeit very weak. Rather bizarrely, you also have to sharpen blunt weaponry to the same effect. Ranged weaponry is entirely exempt from this system, instead having to deal with ammo.
* In ''VideoGame/MuramasaTheDemonBlade'', your swords will break
and become useless for attacking and defending if you use them too much for blocking or using special moves. They can, however, be repaired if you keep them in your sheath for a while. The fact that you can stack up to 10 switch between three equipped blades and the two not in use regenerate (faster if not broken) makes this less of them if an issue, though you feel like it, although it won't stop weapons have access to durability-draining special moves if you block too much.
* ''VideoGame/{{Soulbringer}}'' uses this fairly realistically. Weapons gradually become less effective as they're used (especially if used against certain armors, like using a scimitar to slash against plate armor.) They can be repaired to perfect condition at any point up
from getting worn down completely even if ?ruined,? but use beyond that can break them beyond repair. The game also features breakable armor, in the durability decrease is at 100% or higher.
same manner.
* In ''VideoGame/SummonNight: Swordcraft Story'' ''VideoGame/SummonNightSwordcraftStory'' you have weapons with their own meter in battle that measure how much you can use it (attacking and blocking) that resets in every battle. If it runs out it breaks and you have to use another type of weapon, and if you don't have any left, a forging hammer. The same goes for human opponents in duels where you can only use one weapon and if either's weapons break, they lose. Defeating an opponent this way will get you the plans for their weapon, so it's usually a good idea that you go for this outcome.



* ''VideoGame/UltimaUnderworld'' and its sequel have a system similar to [[VideoGame/BetrayalAtKrondor BaK]] above, except they show vague descriptions of condition instead of definite percentages. Everything in them can break upon repeated use (or repeated throwing against a wall), including potions.
[[/folder]]

[[folder:Beat'em Up]]
* Weapons in ''VideoGame/GodHand'' are good for about ten swings before they just fall out of your hands and [[EverythingFades vanish]]. Gameplay-wise this appears to be justified considering how much damage they can deal, and not having them break instantly would unbalance the game's NintendoHard nature.
* The ''VideoGame/StreetsOfRage'' series has all weapons vanish after a certain number of hits, but a certain exploit in the some of the games can make the weapons' durability gauge refill again, basically renewing them. If an enemy picks up a weapon dropped by the player, its durability will be near full once the player take the weapon back.
* In the [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.
* In ''VideoGame/TheWarriors'', the focus is on bare-fisted combat -- any item you pick up will break after a few hits. This includes wrenches, knives, and ''bricks''. If the weapon was taken from a fallen enemy, expect it to be good for exactly one swing before it disintegrates in your hand.
* The weapons in ''Videogame/{{Yakuza}}'' are breakable, as per its focus on hand-to-hand combat.
[[/folder]]

[[folder:Eastern RPG]]
* Items break at seemingly random in ''VideoGame/{{Albion}}''. There's no durability, just usable items, and broken weapons. Some items are found broken, and must be repaired before use.
* ''VideoGame/DarkCloud'' and its sequel, ''VideoGame/DarkChronicle'' feature BreakableWeapons, and "Repair Powder" to restore the weapons' HP.
** In the first game, any weapon that dropped to zero HP broke and disappeared ''forever'', save for each character's default, starting weapon (and one SwordOfPlotAdvancement, which itself became breakable afterwards). Even if you spent forty hours building up and evolving your weapons to forge the InfinityPlusOneSword, if it hit zero HP, it's gone. Forever. The only way to get it back is to reload your previous save file, assuming you haven't [[RageQuit thrown your PS2 out the window]] yet.
** In the second game, broken weapons simply became unusable but otherwise remained in your inventory until you took time to repair them. "Repair Powder" was a bit easier to find more of, as well. You could also hold a stack of 20 repair powders, which made things a lot easier.



* Seen in the CRPG ''VideoGame/TheMagicCandle'', with a couple of twists. One is that you can erase your weapons' accumulated "wear and tear" by having someone work on them during a rest period. (You quickly get into the habit of doing this.) The other is that a broken weapon can still be fixed, it just takes a lot longer. One perk of Brennix, the game's InfinityPlusOneSword, is that it never needs fixing.

to:

* Seen in Endemic to the CRPG ''VideoGame/TheMagicCandle'', ''VideoGame/{{SaGa}}'' series:
** The [[VideoGame/MakaiToshiSaGa first]] [[VideoGame/{{SaGa 2}} two]] titles on the GameBoy (released in North America
with the title ''Franchise/FinalFantasy Legend'') had this for '''all''' actions: shields, spellbooks, weapons, etc. ''VideoGame/{{SaGa 3}}'' is the exception, playing like a couple of twists. traditional ''Final Fantasy'' game. That is, until the remake when the weapons have limited durability. One is that type ([[spoiler:the Mystic Swords]]) can be recharged.
** ''VideoGame/{{Unlimited SaGa}}'' has breakable weapons, but
you can erase your weapons' accumulated "wear and tear" by having someone work on repair them during a rest period. (You quickly get into in one type of shop.
** In
the habit remake of doing this.) The other is that ''VideoGame/{{Romancing SaGa}}'' a broken weapon's durability plays a large role in leveling up the weapon. You can increase durability by tempering the weapon (which adds a material cost in addition to the usual fee for later repairs) or reduce the durability to increase attack power. Applying harmonic material (signified with red text when you choose to smith it to a weapon) helps the weapon level up when you use techs. The more powerful attacks with greater weapon durability costs level up faster, though you can still be fixed, it just takes use Blunt Strike (which deals no damage but has a lot longer. One perk of Brennix, chance to inflict Paralysis) repeatedly for the game's InfinityPlusOneSword, same effect.
** ''VideoGame/{{SaGa Frontier 2}}'' has this. Each weapon
is good for so many hits (except for rare/special weapons) and you must repair them at certain shops to continue reusing them. This is because the game universe allows people to use magic -- as long as they're using "natural" weapons. As a result, the weapons are made of things like wood and stone. [[spoiler:In fact, one main character is unable to use magic at all, and as a result discovers the incredible offensive properties of steel, which does not allow magic use but absolutely destroys an army armed with natural weapons and magic.]]
* ''VideoGame/VagrantStory'', true to its nature, has a rather complicated example. Weapons in Vagrant Story have durability. Durability decreases with use, and when it reaches 0 the weapon is weakened by 1/2. The durability can then only be restored at one of the various workshops in the game. This drains the weapon's PP by the number of durability points
that are restored. PP, which grows from use of the weapon, will cause the weapon to deal double damage when it never needs fixing.is maxed out. On top of that, there is at least one skill that partially restores durability in the middle of combat.



* Like the modern-day Prince of Persia, Prince Ali of ''VideoGame/BeyondOasis'' (''The Story of Thor'' in Europe) carried an arsenal of breakable weaponry. Only his knife (which he was best with anyway) stayed around... unless you could find the top-secret "Infinite" items! Oddly, for a number of years the only infinite item anyone knew anything about was the [[InfinityPlusOneSword best one]]. An early on InfinityPlusOneSword would be the Fire Crossbow which you win in a minigame.

to:

* Like the modern-day Prince of Persia, Prince Ali of ''VideoGame/BeyondOasis'' (''The Story of Thor'' in Europe) carried an arsenal of breakable weaponry. Only his knife (which he was best with anyway) stayed around... unless you could find the top-secret "Infinite" items! Oddly, for a number of years the only infinite item anyone knew anything about was the [[InfinityPlusOneSword best one]]. An early on InfinityPlusOneSword would be the Fire Crossbow which you win in a minigame.[[/folder]]

[[folder:Fighting]]



* Nonmagical metal weaponry early on in ''VideoGame/BaldursGate'' would sometimes break on you without warning, justified because the first major quest of the game involved a "plague" upon all the iron coming out of the mines that supply most of the region, meaning much of the processed iron and steel goods in the area were constantly breaking because they were so weak. It sucked, but at least they had a ''reason''. Once you got magical weapons (and paying for them at low level was like drinking gold dust) it wasn't an issue.
* A rare few blades in ''VideoGame/PlanescapeTorment'' also would break easily, simply because they weren't meant for combat or were in extremely poor shape -- things like steak knives, rusted blades, and so on.
* Free MMO ''VideoGame/VoyageCenturyOnline'' does not allow repairs to the basic starter versions of weapons, nor to any versions of the various tools used to perform crafts. Not much of an issue because starter weapons are extremely cheap and replaceable at any blacksmith, and the basic versions of tools are much the same. More advanced versions of tools last so long before wearing out that it's rarely a major inconvenience to go back and replace them. Repairing more advanced equipment can be a pain if you do not know how to make the item in the first place, meaning you'll be lowering the item's max durability even as you fix it up, meaning it'll break more easily next time, and blacksmiths will do much the same with advanced equipment.
* Seen in ''VideoGame/MarkEckosGettingUpContentsUnderPressure'' - given that the game is more focused on Double Dragon-style hand-to-hand combat and tagging, melee weapons are breakable after three to four uses. And yes, that includes steel pipes and crowbars.
* A major part of the ''VideoGame/WayOfTheSamurai'' series of games on [=PS2=]. Aside from only being able to carry 3 different swords at a time, each could have different durability stats that represented how much stress the blade was under. Each attack raised the red bar a little, though extremely powerful attacks, some instant kill attacks, and blocking heavy attacks added lots of stress. Hitting the limit dropped the durability one point, making it easier to break again. Losing all durability generally meant the end of the weapon, particularly painful considering the upgrading you can have done to a blade, and that skills you know and attacks automatically blocked are unique to the sword used to acquire them.

to:

[[/folder]]

[[folder:First Person Shooter]]
* Nonmagical metal weaponry early on in ''VideoGame/BaldursGate'' would sometimes break on you without warning, justified because the first major quest of the game involved a "plague" upon all the iron coming out of the mines that supply most of the region, meaning much of the processed iron and steel goods in the area were constantly breaking because they were so weak. It sucked, but at least they had a ''reason''. Once you got magical The weapons (and paying for them at low level was like drinking gold dust) it wasn't an issue.
* A rare few blades
in ''VideoGame/PlanescapeTorment'' also would break easily, simply because they weren't meant for combat or were in extremely poor shape -- things like steak knives, rusted blades, ''VideoGame/FarCry 2'' degrade over time, losing effectiveness. Eventually, they'll start jamming more and so on.
* Free MMO ''VideoGame/VoyageCenturyOnline'' does not allow repairs to
more often, and will [[ShurFineGuns blow up altogether]] if the basic starter versions of weapons, nor to any versions of the various tools used to perform crafts. Not much of an issue because starter player continues using them. Luckily, weapons purchased from the gun stores are extremely cheap always brand-new, and replaceable at you get an infinite supply of replacements for any blacksmith, gun you've purchased before. Guns picked up from enemies, on the other hand, tend to be rather old and the basic versions of tools are much the same. More advanced versions of tools last so long before wearing out that beat-up; it's rarely a major inconvenience better just to go back and replace them. Repairing more advanced equipment snag their ammo. The guns themselves are ridiculously bad, however. There is no way a dart rifle (with no propellant fouling) explodes after 15 shots. The actual ridiculing [[http://www.imfdb.org/index.php/Far_Cry_2 can be a pain if you do not know how to make found at IMFDB]].
* ''Franchise/{{Halo}}'':
** Once
the item in charge on a plasma weapon is gone, the first place, meaning you'll weapon is useless and must be lowering the item's max durability discarded, even as you fix it up, meaning it'll break more easily next time, and blacksmiths will do much the same with advanced equipment.
* Seen in ''VideoGame/MarkEckosGettingUpContentsUnderPressure'' - given
swords. While WordOfGod is that they're canonically rechargeable, this method is never shown. Even when one plays as a member of the game is more focused on Double Dragon-style hand-to-hand combat Covenant, which developed and tagging, melee use plasma weapons, no method of recharging plasma weapons are breakable after three to four uses. And yes, is presented.
** With the exception of [[RemovableTurretGun detached turrets]] and some Promethean weapons, anything
that includes steel pipes doesn't use physical projectiles can and crowbars.
* A major part
will run out of the ''VideoGame/WayOfTheSamurai'' series juice and become nothing more than a slightly interesting bludgeon. Everything else can be reloaded or [[BottomlessMagazines never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[EveryCarIsAPinto fiery ball
of games on [=PS2=]. Aside death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage may even received by running into too many other players, which makes sense, as [[OneManArmy Spartans]] are essentially [[PoweredArmor walking tanks]] with [[DeflectorShields shields]]. This is downplayed from only being able to carry 3 different swords at a time, each could ''VideoGame/HaloReach'' onward, since the UNSC Scorpion tank and the Covenant Wraith can both have different durability stats that represented how much stress the blade was under. Each attack raised the red bar a little, though extremely powerful attacks, some instant kill attacks, and blocking heavy attacks added lots of stress. Hitting the limit dropped the durability one point, making it easier their main cannons shot off with enough damage, causing them to break again. Losing all durability generally meant the end of the weapon, particularly painful considering the upgrading you can have done to a blade, and that skills you know and attacks automatically blocked are unique to the sword used to acquire them.be completely useless.



* In the ''VideoGame/MonsterHunter'' series, melee weapons like the hammer, the swords and the axe have varying levels of sharpness, and become duller the more they are used. However, one can buy whetstones (or gather them from the environment) and resharpen the weapon back to it's original form during hunts. Also, when the weapon loses all its sharpness, it is still usable, albeit very weak. Rather bizarrely, you also have to sharpen blunt weaponry to the same effect. Ranged weaponry is entirely exempt from this system, instead having to deal with ammo.

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[[/folder]]

[[folder:Hack and Slash]]
* In the ''VideoGame/MonsterHunter'' ''{{VideoGame/Diablo}}'' series, melee weapons 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 ''Diablo 1'', items reduced to Zero Durability are destroyed, making low durability items
like the hammer, Thinking Cap very tedious to use. However, there were shrines in the swords 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.
* Capcom's ''VideoGame/ShadowOfRome'' for the [=PS2=]. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.

[[/folder]]

[[folder:MMORPG]]
* Weapon (and armor) damage returns to the series in ''Videogame/TheElderScrollsOnline''. As you fight, your equipment slowly accrues damage that must be repaired by merchants (or, in a pinch, by an expensive repair kit). Dying, however, wears your equipment down by a bigger amount than regular adventuring. In the past, equipment slowly lost its capabilities as it wore down like in old Elder Scrolls games, but that was eventually patched out.
* ''VideoGame/EveOnline'', believe it or not. If you overheat your modules, they will shortly start to incur heat damage, too much heat damage
and the axe module(s) will go offline; you will either need to drop by a station with a repair facility and pay to have varying levels of sharpness, and become duller them repaired, or use some (expensive) nanopaste if that is not an option. Assuming you don't (or can't) overheat your modules, however, the more only way for them to get damaged is to be in or on a ship when it goes boom... It should be noted that like all things in ''EVE Online'' this is a tradeoff. Modules that can be overheated will often give some addition boot. (range, RoF, Damage, etc) Additionally, keeping somewhat accurately to science, heat will "spread randomly" to other modules. So, one tactic used is to have an offline modules to act as a "heat sink" to run your other modules hotter longer.
* In ''VideoGame/ForumWarz'', using broken items causes a temporary maximum health decrease. Fortunately
they are used. However, one can buy whetstones (or gather repairable, for a price.
* ''VideoGame/KingdomOfLoathing'' has a few breakable items, mostly due to
them from being of flimsy make, like the environment) and resharpen Palm-Frond Whip. Usually they have an advantage to offset their fragility; the whip, for example, deals a ridiculous amount of bonus damage when it hits. Another example is the weapon back and pieces of armor making up the Antique Arms and Armor outfit, each of which has a random chance of being destroyed during combat, with the offset being that all of the items are some of the most powerful in the game.
* Free MMORPG ''VideoGame/{{Mabinogi}}'' has all equips subject
to this trope; with functionality is fully retained until breakage. Weapons can be repaired at any time by certain {{NPC}}s. However, the reliability of the repairs varies considerably between {{NPC}}s, with environment effects also affecting reliabity. Failed repairs reduce the maximum durability of the item by a point, potentially to zero with enough failures. Failed attempts to add certain effects to a weapon through "enchantments" can also reduce durability, up to and including permanent breakage. Cost to repair varies with the NPC (higher reliability = higher price), and item value. Subscribing to a paid premium service slows the decay rate, and increases the reliability of repairs.
** Not all weapons can be repaired. A few, such as the Ghost Sword, break after a single use, or very limited use (a single point of durability). This is justified in that they are often OneHitKill weapons, or required for specific quests.
** Some items, including weapons, are only available for a limited time during special events; and typically cannot be repaired. Justified in the case of most weapons by giving them better stats than similar weapon types; although some are purely cosmetic differences.
** The game's sentient [[EmpathicWeapon "spirit" weapons"]] follow a slightly different mechanic. They also wear out and break; but have a much higher maximum durability, which can be increased. Unlike ordinary weapons, spirit weapons are repaired by the owner, using a more complex process, and the chance of a failed repair is dependent on several factors. A "spirit weapon repair potion" is available through the premium (cash) shop which eliminates the normal repair process, and the risk of losing durability. In a lot of cases, unless you've put the spirit on a really rare weapon (for some reason)
it's original form during hunts. Also, when easier to simply transfer the spirit to another weapon loses all its sharpness, it is still usable, albeit very weak. Rather bizarrely, you also have to sharpen blunt weaponry to of the same effect. Ranged weaponry type if the durability gets too low. Early on repair is entirely exempt from this system, instead having more economical, but once you get a maxxed spirit the durability rating is so high it's cheaper to deal with ammo.just transfer it.



* ''VideoGame/SeventhSea'' takes a similar, though more conservative approach. UnbreakableWeapons are the default, but a select few swordsman schools gain the ability to smash opponents' weapons or even ''crush them in their gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and may even require spending a Drama Die. The only weapons that are BreakableWeapons by default are improvised weapons, which break when a player rolls and keeps a 10 on a damage die. Since 10s explode, this tends to mean that improvised weapons break rather cinematically, shattering as the result of a mighty blow.
* In ''VideoGame/CondemnedCriminalOrigins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''VideoGame/Condemned2Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.
* In ''[[VideoGame/DefJamSeries Def Jam: Fight for NY]]'', participants can get their hands on any number of nifty weapons, from [[BatterUp baseball bats]] to beer bottles to barbed-wire-wrapped 2x4s, all of which break after 1-5 hits. This even applies to the rare (and devistating) chrome tube and lead pipe, though they don't actually ''break'' - once you hit the limit, the item bends over the opponent's head.

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* ''VideoGame/SeventhSea'' takes ''VideoGame/PuzzlePirates'', a similar, though more conservative approach. UnbreakableWeapons are pirate-based {{MMORPG}} for the default, but a select few swordsman schools gain the ability to smash opponents' weapons or even ''crush them in their gauntlets,'' although both are difficult (the required rolls start at 30, which is higher than the difficulty to hit the vast majority of foes in the first place) and may even require spending a Drama Die. The only weapons that are BreakableWeapons by default are improvised weapons, which break when a player rolls and keeps a 10 on a damage die. Since 10s explode, PC, features this tends to mean that improvised weapons break rather cinematically, shattering as trope. Everything you can obtain (with the result of a mighty blow.
* In ''VideoGame/CondemnedCriminalOrigins'', most melee weapons would last forever if you wanted them to, with the sole
exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''VideoGame/Condemned2Bloodshot'', -all- weapons degrade currency, trinkets, ships, pets and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging some promotional items) wears out over time and turns into dust. Except for weapons is unknown.
* In ''[[VideoGame/DefJamSeries Def Jam: Fight for NY]]'', participants can get their hands on any number of nifty weapons, from [[BatterUp baseball bats]] to beer bottles to barbed-wire-wrapped 2x4s, all of
clothes, which break after 1-5 hits. This turn into unattractive "rags". You can still wear them--no nudity allowed, even applies to the rare (and devistating) chrome tube and lead pipe, though cartoon variety--but they don't actually ''break'' look good.
* ''VideoGame/{{Runescape}}''
** The game uses this in a few different ways. First, there are some enchanted rings, necklaces, bracelets, and other jewelry that disintegrate after a specific number of uses. By the same token, there are some gloves that give a massive exp bonus in Runecrafting, but they only last when you create 1000 runes. After number 1000, they just disintegrate.
** There is also equipment referred to under a blanket term as Barrows Equipment. There exists some incredibly powerful melee, ranged and magic equipment that belonged to immensely powerful warriors of days gone by, and you can go graverobbing to get your hands on some. They're the best weapons in the game...Usually. However, after about 15 hours of combat, they break, and require you to pay through the nose to repair. The PVP equipment released afterwards takes this a step further
- Powerful to the point of bordering on being a GameBreaker, but they're rare, expensive, and once used for an hour in combat, it's LostForever. Jagex then took it to the ultimate extreme with the Hand Cannon. It's an uncommon weapon with annoying-to-get ammo, but under the right conditions, it can hit right up to 60 HP (and in a game where the maximum HP is 99, this is a big deal). However, seeing what trope we're in here, it should be obvious what it's issue is - Due to the [[SarcasmMode brilliant dwarven craftsmanship]], it can violently, and without warning, explode in your face. The 16 damage to your health will heal. The sheer fury of the weapon you hit were having so much fun destroying people with being suddenly LostForever will stay with you far, far longer...
* A significant case exists (at least, did - no guarantee that it is still
the limit, case after to so many years) in ''VideoGame/UltimaOnline''. Both weapons and armor have durability which wears down over time and can be repaired by someone with the appropriate skill, but every repair reduces the maximum durability of the item bends over and weapons at lower durability deal less damage. If you are diligent about keeping your weapons at optimal killing capacity, then you'll have to replace them entirely before long. Fortunately, the opponent's head.really powerful magical weapons were never mandatory, and most people could get by with a simple player-crafted katana.
* Free MMO ''VideoGame/VoyageCenturyOnline'' does not allow repairs to the basic starter versions of weapons, nor to any versions of the various tools used to perform crafts. Not much of an issue because starter weapons are extremely cheap and replaceable at any blacksmith, and the basic versions of tools are much the same. More advanced versions of tools last so long before wearing out that it's rarely a major inconvenience to go back and replace them. Repairing more advanced equipment can be a pain if you do not know how to make the item in the first place, meaning you'll be lowering the item's max durability even as you fix it up, meaning it'll break more easily next time, and blacksmiths will do much the same with advanced equipment.
* In ''VideoGame/WorldOfWarcraft'', an item keeps all its characteristics intact until it reaches zero durability, at which point it [[CriticalExistenceFailure instantly becomes useless]] ({{handwave}}d in the ''[=WoW=]'' manual), but can still be repaired.
** In [=WoW=], durability degradation applies more slowly to Player versus Player combat, which also doesn't use the death durability penalty.
** Throwing weapons in [=WoW=] used to be ammunition (like arrows for bows, except that the ammo is both), but a patch changed it so that throwing weapons had durability, which was reduced by one point every time it was thrown and could be repaired like a normal weapon. This was especially helpful for hard to come by throwing weapons.
[[/folder]]

[[folder:Platform]]
* ''VideoGame/ShadowTheHedgehog'' has a few melee weapons such as street signs, black swords and an unlockable katana but all of them are fairly useless due to them breaking after about 8 hits. Strangely picking up the same weapon you're holding gives you more hits with it, like ammo.
[[/folder]]

[[folder:Roguelike]]



* The ''VideoGame/StreetsOfRage'' series has all weapons vanish after a certain number of hits, but a certain exploit in the some of the games can make the weapons' durability gauge refill again, basically renewing them. If an enemy picks up a weapon dropped by the player, its durability will be near full once the player take the weapon back.
* ''VideoGame/KingdomOfLoathing'' has a few breakable items, mostly due to them being of flimsy make, like the Palm-Frond Whip. Usually they have an advantage to offset their fragility; the whip, for example, deals a ridiculous amount of bonus damage when it hits. Another example is the weapon and pieces of armor making up the Antique Arms and Armor outfit, each of which has a random chance of being destroyed during combat, with the offset being that all of the items are some of the most powerful in the game.

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* The ''VideoGame/StreetsOfRage'' series has all Weapons, armor, and shields in ''VideoGame/OneWayHeroics'' have durability, which decreases with usage and casting spells. You can replenish it with Scrolls of Repair which are exceedingly rare and only restore it by 50 points (out of 100-200), Shield Repair Kits on shield which are more common or a Scroll of Juryrigging which is the most common and repairs everything to full durability in a jiffy, but like its name suggests, it also adds a modifier that increases the rate at which durability decreases by 50%. There's also Quality Whetstones that can be used on weapons vanish which add a modifier that decreases the rate at which durability decreases by 10% along with increasing weapon damage by 5% and you can stack up to 10 of them if you feel like it, although it won't stop weapons from getting worn down completely even if the durability decrease is at 100% or higher.
[[/folder]]

[[folder:Strategy RPG]]
* ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.
** Spell books are also afflicted. Even worse, depending on which game you are playing, if you miss with a spell or staff, it still loses durability. Weapons don't.
** In ''[[VideoGame/FireEmblemTellius Path of Radiance/Radiant Dawn]]'', there's a skill called Corrosion that can wear down opponents' equipped weapons.
** The one exception comes in the form of weapons that are a part of one's body, like beaks or claws. A dragon's breath also counts...usually.
** In the games in the series that feature shapeshifters, they usually manifest their power through a stone with a certain number of uses. Said stones are usually in incredibly scarce supply and once they're broken, that character can't fight until you find a replacement, which might even be ''[[LostForever non-existant]]'' depending on which game you are playing, ultimately making you end up with a [[TheLoad character in your army that can't do anything at all]].
** FE 1, 3 and 5-12 each have a staff that can be used to repair other weapons. Of course, it has only so many uses itself, and yes, there is only one per game and it can't repair itself. Except ''VideoGame/FireEmblemTheSacredStones'', which has two if you get the last secret character.
** In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', [[spoiler: a Goddess blesses all your character's currently equipped weapons, making them unbreakable like the Ragnell and Alondite.]]
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', 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 more 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. Particularly ironic in that if a legendary weapon isn't one of the Unbreakable Weapons, it's a lot more brittle than a run of the mill Iron Sword.
** ''[[VideoGame/FireEmblemAkaneia Fire Emblem: Shadow Dragon]]'' has an item that when held in one's inventory nullifies weapon degradation. Also, one can buy character specific weapons like the Rapier and Wing Spear from some shops. Also, two used weapons of the same type can be combined into a single, more durable weapon between battles. There's also a single repair item, and Falchion itself, once you get it, is indestructible. (Amusingly, the main character Chrom is still using Falchion hundreds of years later in ''VideoGame/FireEmblemAwakening,'' and yes, it's still indestructible.)
** In ''[[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]]'', Lyn's Legendary Weapon, the Mani Katti, has its uses restored between the two times when you get to use her, or a new Mani Katti will be given to Lyn altogether if you manage to break it in the first part. Since the game's main story, which is part of the prequel canon for ''Sword of Seals'', starts with Eliwood in Chapter 11, and it's been some time between Lyn's 10th chapter and Eliwood's 11th chapter, it's assumed that it didn't literally break in Lyn's little story mode, even if the player did so while playing through that section.
** ''VideoGame/FireEmblemAwakening'' introduced Armsthrift, a skill available to anyone who can reclass to Mercenary, which would prevent weapon degradation and activates on a percentage based off of the user's LuckStat multiplied by two. Promoted characters' Luck usually caps at around 45 so a capped character can activate Armsthrift around 80-90% of the time, letting characters have ''much'' more use for their fragile legendary weapons. And, if the character also has certain other skills equipped, they can boost the activation rate to 100% thus having infinite uses for their weapons and averting this trope. Interestingly, staves are not affected by this skill.
[[/folder]]

[[folder:Survival Horror]]
* ''Franchise/AloneInTheDark'':
** The Old Cavalry Sabre from the first game. It breaks in two after a couple of strikes. It is necessary for a puzzle later in the game, but thankfully you can use the two fragments to solve it as well.
** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless. As a mercy for less-agile players, both have waterproof substitutes you can find in the mansion.
** The second and third game has automatic weapons that will be "jammed" at certain points in the game, most likely to prevent them from becoming {{DiscOneNuke}}s.
** ''Videogame/AloneInTheDark2008'' had weapons which fell apart literally in about a dozen strokes. Combined with unlimited supplies of some mooks, this can get pretty aggravating. Things made of metal will typically last forever.
* In ''VideoGame/CondemnedCriminalOrigins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''VideoGame/Condemned2Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.
* ''VideoGame/DeadIsland'' features this, with edged weapons like machetes degrading much faster than a baseball bat or sledgehammer. It's possible to repair weapons at a workbench but this price increases exponentially if you use customized weapons.
* In ''VideoGame/DeadlyPremonition'', melee weapons are much more powerful than guns, but have limited durability and will eventually break; hitting enemies breaks them much faster than hitting crates or fences. You can get some unbreakable melee weapons by doing sidequests, though.
* ''VideoGame/DeadRising''. Weapons tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuffed ''full '' of potential weapons, so the breakages encourage you to grab something new (like a bench) on a regular basis. The game also has a unique power-up system based around this trope. Instead of repairing the durability of these ubiquitous and disposable weapons, the player can collect books that multiply the durability whatever weapon is discussed in the book (e.g., a book about construction increases the durability of 2x4s, ladders, etc.). These books can be kept indefinitely at the tradeoff of taking up inventory space that could be used for weapons. If one has multiple books in one's inventory, the effect of the books is multiplied for whatever weapons are affected by both books; one of the game's best weapons, the small chainsaw, is also affected by three of these easily found books and thus becomes 27 times as durable as normally, effectively making it the DiscOneNuke.
* ''VideoGame/TheLastOfUs'' has melee weapons that break
after a certain number of hits, but a certain exploit in the some hits. At least here though it's [[JustifiedTrope justified]] as most of the games can make the weapons' durability gauge refill again, basically renewing things that are used as weapons are made of wood or rusting metal. [[ExtremeMeleeRevenge Joel]] doesn't go easy on them. If an enemy picks up a weapon dropped by the player, its durability will be near full once the player take the weapon back.
* ''VideoGame/KingdomOfLoathing'' has a few breakable items, mostly due to them being of flimsy make, like the Palm-Frond Whip. Usually they have an advantage to offset their fragility; the whip, for example, deals a ridiculous amount of bonus damage
Averted however when it hits. Another example is the weapon and pieces of armor making up the Antique Arms and Armor outfit, each of which has a random chance of being destroyed during combat, with the offset being that all of the items are some of the most powerful in the game.[[spoiler:playing as Ellie, who carries an unbreakable switchblade]].



* In ''VideoGame/{{Drakan}}: Order of the Flame'', the only weapons that are indestructible are the [[EmergencyWeapon starting dagger]] and the two strongest ones: the [[LifeDrain vampire sword]] and the InfinityPlusOneSword (a.k.a. the SwordOfPlotAdvancement) that you only get shortly before the FinalBattle. Worse even, there is ''no'' way to repair broken weapons in the entire game, so you will be forced to go through an impressive array of weapons before you acquire the first high-level indestructible blade. At least the sequel gave you the option to bring broken weapons to the smith to be repaired, although each time that happened some of the weapon's durability was lost and it would break sooner than it had earlier.

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* In ''VideoGame/{{Drakan}}: Order of ''VideoGame/SystemShock 2'', every gun you find eventually degrades to the Flame'', point where it breaks and becomes useless, requiring the player to invest in disposable tools and the skills of unjamming and repairing broken weapons. Unfortunately, the rate is cranked up much too high, making weapon maintenance an immediate high priority. The official patch adds a simple way to slow down weapon degrading or disable it altogether. Only melee weapons don't fall apart like cheap furniture after a few uses. Patch notes explained how to hack the config files and thereby reduce or remove weapon wear altogether (as well as a few other annoyances).
[[/folder]]

[[folder:Third Person Shooter]]
* The [=PS2=]-version of ''VideoGame/ThePunisher'' has a similar system. Focused on gunplay, any melee weapon you collect can be used to kill a single mook, often literally shattering into pieces in the process. Including pipe-wrenches and metallic baseball-bats.
[[/folder]]

[[folder:Turn Based Tactics]]
* ''VideoGame/JaggedAlliance 2''
** Guns, armor, tools, and even ''glowsticks'' degrade. This is realistic, to a certain point, as guns will jam or misfire when degraded, and armor will not be as protective. However, it is incredibly aggravating to loot opponents' bodies and find guns that they have apparently left in a stagnant pool of hydrochloric acid for a month, which still fire perfectly for them! Fortunately, the {{MagicTool}}boxes needed to restore them to full condition are reasonably common loot and not that expensive to buy.
** Another thing which realistically damages weapons is explosions; be careful when using grenades or barrels to kill elite mooks, because it might damage their often-better equipment.
[[/folder]]

[[folder:Western RPG]]
* Melee weapons in ''VideoGame/{{Arcanum}}'' can be damaged if used on hard, hot, or corrosive objects (e.g., doors, chests, fire elementals, or certain slimy things). Axes are suitable for breaking wood, but swords and such are not. Every piece of equipment has its own hit points that go down as it takes damage, and repairing damaged things permanently reduces their durability unless done by someone with Master training. Items reduced to zero hit points become unusable, but can still be fixed by a Master repairer. The
only weapons that are indestructible damage-resistant are the [[EmergencyWeapon starting dagger]] certain high-tech axes and the two strongest ones: the [[LifeDrain vampire sword]] hammers, and the InfinityPlusOneSword (a.k.a. the SwordOfPlotAdvancement) that you only get shortly before the FinalBattle. Worse even, there is ''no'' way to repair broken weapons in with Arcane enchantment - and even some of those can get wrecked if the entire game, so wielder suffers a critical miss.
* Nonmagical metal weaponry early on in ''VideoGame/BaldursGate'' would sometimes break on
you will be forced to go through an impressive array of weapons before you acquire without warning, justified because the first high-level indestructible blade. At major quest of the game involved a "plague" upon all the iron coming out of the mines that supply most of the region, meaning much of the processed iron and steel goods in the area were constantly breaking because they were so weak. It sucked, but at least the sequel gave they had a ''reason''. Once you the option to bring broken got magical weapons to the smith to be repaired, although each time that happened some of the weapon's durability (and paying for them at low level was lost and like drinking gold dust) it would break sooner than it had earlier.wasn't an issue.



* ''VideoGame/UltimaUnderworld'' and its sequel have a system similar to [[VideoGame/BetrayalAtKrondor BaK]] above, except they show vague descriptions of condition instead of definite percentages. Everything in them can break upon repeated use (or repeated throwing against a wall), including potions.
* The weapons in ''VideoGame/FarCry 2'' degrade over time, losing effectiveness. Eventually, they'll start jamming more and more often, and will [[ShurFineGuns blow up altogether]] if the player continues using them. Luckily, weapons purchased from the gun stores are always brand-new, and you get an infinite supply of replacements for any gun you've purchased before. Guns picked up from enemies, on the other hand, tend to be rather old and beat-up; it's better just to snag their ammo. The guns themselves are ridiculously bad, however. There is no way a dart rifle (with no propellant fouling) explodes after 15 shots. The actual ridiculing [[http://www.imfdb.org/index.php/Far_Cry_2 can be found at IMFDB]].

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* ''VideoGame/UltimaUnderworld'' and its sequel have a system similar to [[VideoGame/BetrayalAtKrondor BaK]] above, except they show vague descriptions of condition instead of definite percentages. Everything Weapons (and armor) in them ''Franchise/TheElderScrolls'' games (until ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') are worn down by use, but can break upon repeated use (or repeated throwing against be repaired, using repair hammers that are, themselves, destructible through use. If a wall), including potions.
* The
character has completely mastered the repair skill, then repair hammers become unbreakable. Also, damaged weapons in ''VideoGame/FarCry 2'' degrade over time, losing effectiveness. Eventually, they'll start jamming more and more often, and will [[ShurFineGuns blow up altogether]] if the player continues using them. Luckily, armors degrade, doing less damage or have less protection.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', only
weapons purchased wore with use, to be repaired at a shop, while your armor remained spotless. Enchanted items that wore with "Use" could not be repaired without tweaking the game's *.cfg file. Starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', magic drain/recharge and physical wear/repair were isolated from the gun stores are always brand-new, and you get an infinite supply of replacements for any gun you've purchased before. Guns picked up from enemies, on the each other hand, tend to be rather old and beat-up; it's better just to snag their ammo. The guns themselves are ridiculously bad, however. There is no way a dart rifle (with no propellant fouling) explodes after 15 shots. The actual ridiculing [[http://www.imfdb.org/index.php/Far_Cry_2 can be found at IMFDB]].as item properties.



* A DownplayedTrope in the [=PS2=] ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons like swords never break, though.
* In ''VideoGame/ForumWarz'', using broken items causes a temporary maximum health decrease. Fortunately they are repairable, for a price.
* ''VideoGame/EveOnline'', believe it or not. If you overheat your modules, they will shortly start to incur heat damage, too much heat damage and the module(s) will go offline; you will either need to drop by a station with a repair facility and pay to have them repaired, or use some (expensive) nanopaste if that is not an option. Assuming you don't (or can't) overheat your modules, however, the only way for them to get damaged is to be in or on a ship when it goes boom... It should be noted that like all things in ''EVE Online'' this is a tradeoff. Modules that can be overheated will often give some addition boot. (range, RoF, Damage, etc) Additionally, keeping somewhat accurately to science, heat will "spread randomly" to other modules. So, one tactic used is to have an offline modules to act as a "heat sink" to run your other modules hotter longer.
* ''VideoGame/{{Soulbringer}}'' uses this fairly realistically. Weapons gradually become less effective as they're used (especially if used against certain armors, like using a scimitar to slash against plate armor.) They can be repaired to perfect condition at any point up from ?ruined,? but use beyond that can break them beyond repair. The game also features breakable armor, in the same manner.
* ''Franchise/AloneInTheDark'':
** The Old Cavalry Sabre from the first game. It breaks in two after a couple of strikes. It is necessary for a puzzle later in the game, but thankfully you can use the two fragments to solve it as well.
** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless. As a mercy for less-agile players, both have waterproof substitutes you can find in the mansion.
** The second and third game has automatic weapons that will be "jammed" at certain points in the game, most likely to prevent them from becoming {{DiscOneNuke}}s.
** ''Videogame/AloneInTheDark2008'' had weapons which fell apart literally in about a dozen strokes. Combined with unlimited supplies of some mooks, this can get pretty aggravating. Things made of metal will typically last forever.
* Free MMORPG ''VideoGame/{{Mabinogi}}'' has all equips subject to this trope; with functionality is fully retained until breakage. Weapons can be repaired at any time by certain {{NPC}}s. However, the reliability of the repairs varies considerably between {{NPC}}s, with environment effects also affecting reliabity. Failed repairs reduce the maximum durability of the item by a point, potentially to zero with enough failures. Failed attempts to add certain effects to a weapon through "enchantments" can also reduce durability, up to and including permanent breakage. Cost to repair varies with the NPC (higher reliability = higher price), and item value. Subscribing to a paid premium service slows the decay rate, and increases the reliability of repairs.
** Not all weapons can be repaired. A few, such as the Ghost Sword, break after a single use, or very limited use (a single point of durability). This is justified in that they are often OneHitKill weapons, or required for specific quests.
** Some items, including weapons, are only available for a limited time during special events; and typically cannot be repaired. Justified in the case of most weapons by giving them better stats than similar weapon types; although some are purely cosmetic differences.
** The game's sentient [[EmpathicWeapon "spirit" weapons"]] follow a slightly different mechanic. They also wear out and break; but have a much higher maximum durability, which can be increased. Unlike ordinary weapons, spirit weapons are repaired by the owner, using a more complex process, and the chance of a failed repair is dependent on several factors. A "spirit weapon repair potion" is available through the premium (cash) shop which eliminates the normal repair process, and the risk of losing durability. In a lot of cases, unless you've put the spirit on a really rare weapon (for some reason) it's easier to simply transfer the spirit to another weapon of the same type if the durability gets too low. Early on repair is more economical, but once you get a maxxed spirit the durability rating is so high it's cheaper to just transfer it.
* Capcom's ''VideoGame/ShadowOfRome'' for the [=PS2=]. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.
* ''VideoGame/{{Runescape}}''
** The game uses this in a few different ways. First, there are some enchanted rings, necklaces, bracelets, and other jewelry that disintegrate after a specific number of uses. By the same token, there are some gloves that give a massive exp bonus in Runecrafting, but they only last when you create 1000 runes. After number 1000, they just disintegrate.
** There is also equipment referred to under a blanket term as Barrows Equipment. There exists some incredibly powerful melee, ranged and magic equipment that belonged to immensely powerful warriors of days gone by, and you can go graverobbing to get your hands on some. They're the best weapons in the game...Usually. However, after about 15 hours of combat, they break, and require you to pay through the nose to repair. The PVP equipment released afterwards takes this a step further - Powerful to the point of bordering on being a GameBreaker, but they're rare, expensive, and once used for an hour in combat, it's LostForever. Jagex then took it to the ultimate extreme with the Hand Cannon. It's an uncommon weapon with annoying-to-get ammo, but under the right conditions, it can hit right up to 60 HP (and in a game where the maximum HP is 99, this is a big deal). However, seeing what trope we're in here, it should be obvious what it's issue is - Due to the [[SarcasmMode brilliant dwarven craftsmanship]], it can violently, and without warning, explode in your face. The 16 damage to your health will heal. The sheer fury of the weapon you were having so much fun destroying people with being suddenly LostForever will stay with you far, far longer...
* In ''VideoGame/MuramasaTheDemonBlade'', your swords will break and become useless for attacking and defending if you use them too much for blocking or using special moves. They can, however, be repaired if you keep them in your sheath for a while. The fact that you can switch between three equipped blades and the two not in use regenerate (faster if not broken) makes this less of an issue, though you won't have access to durability-draining special moves if you block too much.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[CriticalFailure explode at inopportune moments]].

to:

* A DownplayedTrope in the [=PS2=] ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal In ''VideoGame/JadeEmpire'', your character's personal weapons like swords never break, though.
* In ''VideoGame/ForumWarz'', using broken items causes a temporary maximum health decrease. Fortunately they
are repairable, for a price.
* ''VideoGame/EveOnline'', believe it or not. If
UnbreakableWeapons, but you overheat your modules, they will shortly start to incur heat damage, too much heat damage and the module(s) will go offline; you will either need to drop by a station with a repair facility and pay to have them repaired, or use some (expensive) nanopaste if that is not an option. Assuming you don't (or can't) overheat your modules, however, the only way for them to get damaged is to be in or on a ship when it goes boom... It should be noted that like all things in ''EVE Online'' this is a tradeoff. Modules that can be overheated will often give some addition boot. (range, RoF, Damage, etc) Additionally, keeping somewhat accurately to science, heat will "spread randomly" to other modules. So, one tactic used is to have an offline modules to act as a "heat sink" to run your other modules hotter longer.
* ''VideoGame/{{Soulbringer}}'' uses this fairly realistically. Weapons gradually become less effective as they're used (especially if used against certain armors, like using a scimitar to slash against plate armor.) They can be repaired to perfect condition at any point up from ?ruined,? but use beyond that can break them beyond repair. The game also features breakable armor, in the same manner.
* ''Franchise/AloneInTheDark'':
** The Old Cavalry Sabre from the first game. It breaks in two after a couple of strikes. It is necessary for a puzzle later in the game, but thankfully you can use the two fragments to solve it as well.
** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless. As a mercy for less-agile players, both have waterproof substitutes you can find in the mansion.
** The second and third game has automatic weapons that will be "jammed" at certain points in the game, most likely to prevent them from becoming {{DiscOneNuke}}s.
** ''Videogame/AloneInTheDark2008'' had weapons which fell apart literally in about a dozen strokes. Combined with unlimited supplies of some mooks, this can get pretty aggravating. Things made of metal will typically last forever.
* Free MMORPG ''VideoGame/{{Mabinogi}}'' has all equips subject to this trope; with functionality is fully retained until breakage. Weapons can be repaired at any time by certain {{NPC}}s. However, the reliability of the repairs varies considerably between {{NPC}}s, with environment effects also affecting reliabity. Failed repairs reduce the maximum durability of the item by a point, potentially to zero with enough failures. Failed attempts to add certain effects to a weapon through "enchantments"
can also reduce durability, pick up to legs from broken tables and including permanent breakage. Cost to repair varies with the NPC (higher reliability = higher price), and item value. Subscribing to a paid premium service slows the decay rate, and increases the reliability of repairs.
** Not all weapons can be repaired. A few, such as the Ghost Sword,
other improvised weapons, which break after a single use, or very limited use (a single point certain number of durability). This is justified in that they are often OneHitKill weapons, or required for specific quests.
** Some items, including weapons, are only available for a limited time during special events; and typically cannot be repaired. Justified
uses.
* Many of the games
in the case of most weapons by giving them better stats than similar weapon types; although some are purely cosmetic differences.
** The game's sentient [[EmpathicWeapon "spirit" weapons"]] follow
''Franchise/{{Ultima}}'' series had a slightly different mechanic. They also wear out and break; but have a much higher maximum durability, glass sword which can be increased. Unlike ordinary weapons, spirit weapons are repaired by the owner, using a more complex process, and the chance of a failed repair is dependent on several factors. A "spirit weapon repair potion" is available through the premium (cash) shop which eliminates the normal repair process, and the risk of losing durability. In a lot of cases, unless you've put the spirit on a really rare weapon (for some reason) it's easier to simply transfer the spirit to another weapon of the same type if the durability gets too low. Early on repair is more economical, could kill almost any enemy in one shot, but once you get a maxxed spirit the durability rating is so high it's cheaper to just transfer it.
* Capcom's ''VideoGame/ShadowOfRome'' for the [=PS2=]. Weapons in both the gladiator and stealth sections
would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands afterwards.
* Seen
in the arena.
* ''VideoGame/{{Runescape}}''
** The game uses this in a few different ways. First, there are some enchanted rings, necklaces, bracelets, and other jewelry that disintegrate after a specific number of uses. By the same token, there are some gloves that give a massive exp bonus in Runecrafting, but they only last when you create 1000 runes. After number 1000, they just disintegrate.
** There is also equipment referred to under a blanket term as Barrows Equipment. There exists some incredibly powerful melee, ranged and magic equipment that belonged to immensely powerful warriors of days gone by, and you can go graverobbing to get your hands on some. They're the best weapons in the game...Usually. However, after about 15 hours of combat, they break, and require you to pay through the nose to repair. The PVP equipment released afterwards takes this a step further - Powerful to the point of bordering on being a GameBreaker, but they're rare, expensive, and once used for an hour in combat, it's LostForever. Jagex then took it to the ultimate extreme
CRPG ''VideoGame/TheMagicCandle'', with the Hand Cannon. It's an uncommon weapon with annoying-to-get ammo, but under the right conditions, it can hit right up to 60 HP (and in a game where the maximum HP couple of twists. One is 99, this is a big deal). However, seeing what trope we're in here, it should be obvious what it's issue is - Due to the [[SarcasmMode brilliant dwarven craftsmanship]], it can violently, and without warning, explode in your face. The 16 damage to your health will heal. The sheer fury of the weapon you were having so much fun destroying people with being suddenly LostForever will stay with you far, far longer...
* In ''VideoGame/MuramasaTheDemonBlade'', your swords will break and become useless for attacking and defending if you use them too much for blocking or using special moves. They can, however, be repaired if you keep them in your sheath for a while. The fact
that you can switch between three equipped blades erase your weapons' accumulated "wear and tear" by having someone work on them during a rest period. (You quickly get into the two not in use regenerate (faster if not broken) makes this less habit of an issue, though you won't have access to durability-draining special moves if you block too much.
* Tabletop wargame ''TabletopGame/{{Warhammer 40000}}'' features Plasma weapons for it's Space Marines and Imperial Guard troops
doing this.) The other is that have a tendency to [[CriticalFailure explode at inopportune moments]].broken weapon can still be fixed, it just takes a lot longer. One perk of Brennix, the game's InfinityPlusOneSword, is that it never needs fixing.



* Items break at seemingly random in ''VideoGame/{{Albion}}''. There's no durability, just usable items, and broken weapons. Some items are found broken, and must be repaired before use.
* Melee weapons in ''VideoGame/{{Arcanum}}'' can be damaged if used on hard, hot, or corrosive objects (e.g., doors, chests, fire elementals, or certain slimy things). Axes are suitable for breaking wood, but swords and such are not. Every piece of equipment has its own hit points that go down as it takes damage, and repairing damaged things permanently reduces their durability unless done by someone with Master training. Items reduced to zero hit points become unusable, but can still be fixed by a Master repairer. The only weapons that are damage-resistant are certain high-tech axes and hammers, and weapons with Arcane enchantment - and even some of those can get wrecked if the wielder suffers a critical miss.
* ''Franchise/{{Halo}}'':
** Once the charge on a plasma weapon is gone, the weapon is useless and must be discarded, even the swords. While WordOfGod is that they're canonically rechargeable, this method is never shown. Even when one plays as a member of the Covenant, which developed and use plasma weapons, no method of recharging plasma weapons is presented.
** With the exception of [[RemovableTurretGun detached turrets]] and some Promethean weapons, anything that doesn't use physical projectiles can and will run out of juice and become nothing more than a slightly interesting bludgeon. Everything else can be reloaded or [[BottomlessMagazines never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[EveryCarIsAPinto fiery ball of death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage may even received by running into too many other players, which makes sense, as [[OneManArmy Spartans]] are essentially [[PoweredArmor walking tanks]] with [[DeflectorShields shields]]. This is downplayed from ''VideoGame/HaloReach'' onward, since the UNSC Scorpion tank and the Covenant Wraith can both have their main cannons shot off with enough damage, causing them to be completely useless.
* ''[[VideoGame/LegacyOfKain Blood Omen 2]]'' 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.
* In ''VideoGame/DeadlyPremonition'', melee weapons are much more powerful than guns, but have limited durability and will eventually break; hitting enemies breaks them much faster than hitting crates or fences. You can get some unbreakable melee weapons by doing sidequests, though.
* ''VideoGame/VagrantStory'', true to its nature, has a rather complicated example. Weapons in Vagrant Story have durability. Durability decreases with use, and when it reaches 0 the weapon is weakened by 1/2. The durability can then only be restored at one of the various workshops in the game. This drains the weapon's PP by the number of durability points that are restored. PP, which grows from use of the weapon, will cause the weapon to deal double damage when it is maxed out. On top of that, there is at least one skill that partially restores durability in the middle of combat.

to:

* Items A rare few blades in ''VideoGame/PlanescapeTorment'' also would break at seemingly random easily, simply because they weren't meant for combat or were in ''VideoGame/{{Albion}}''. There's no durability, just usable items, extremely poor shape -- things like steak knives, rusted blades, and broken weapons. Some items are found broken, and must be repaired before use.
so on.
* Melee weapons in ''VideoGame/{{Arcanum}}'' can be damaged if used on hard, hot, or corrosive objects (e.g., doors, chests, fire elementals, or certain slimy things). Axes are suitable for breaking wood, but In ''VideoGame/TheWitcher3WildHunt'' your swords and such degrade the more you use them. You can repair them, but the higher the level of the monsters/opponents you fight, the faster they degrade. The same is true for your armor.
[[/folder]]

[[folder:Wide Open Sandbox]]
* ''VideoGame/{{Minecraft}}''. All the tools
are not. Every piece of equipment has its own hit points that go down as it takes damage, and repairing damaged things permanently reduces their breakable, the durability unless done varying from fragile (wood, gold) to extremely resistant (diamond). However you can repair tools by someone combining two damaged ones, or you can just [[ItemCrafting make new ones]]. You can also make an anvil with Master training. Items reduced to zero hit points become unusable, but can still be fixed by a Master repairer. The only weapons that are damage-resistant are certain high-tech axes and hammers, and weapons with Arcane enchantment - and even some of those can get wrecked if the wielder suffers a critical miss.
* ''Franchise/{{Halo}}'':
** Once the charge on a plasma weapon is gone, the weapon is useless and must be discarded, even the swords. While WordOfGod is that they're canonically rechargeable, this method is never shown. Even when one plays as a member of the Covenant,
which developed and use plasma weapons, no method of recharging plasma weapons is presented.
** With
you may repair any tools by combining the exception of [[RemovableTurretGun detached turrets]] and some Promethean weapons, anything item in question with the material used to make it. Given that doesn't use physical projectiles can and will run out of juice and become nothing it would take more iron to repair a low-on-durability iron sword than it would to make a new one, as well as the anvil having a random chance of breaking slightly interesting bludgeon. Everything else can be reloaded or [[BottomlessMagazines never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[EveryCarIsAPinto fiery ball of death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage may even received by running into too many other players, which makes sense, as [[OneManArmy Spartans]] are essentially [[PoweredArmor walking tanks]] with [[DeflectorShields shields]]. This is downplayed from ''VideoGame/HaloReach'' onward, since the UNSC Scorpion tank and the Covenant Wraith can both have their main cannons shot off with enough damage, causing them to be completely useless.
* ''[[VideoGame/LegacyOfKain Blood Omen 2]]'' 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
every time you use them; You can strike an enemy's weapon all day long, and block their every attack, but it'll never break it until it gets into breaks completely, it's best to save the anvil for your hands.
enchanted gear.
* In ''VideoGame/DeadlyPremonition'', melee weapons are much more powerful than guns, but A major part of the ''VideoGame/WayOfTheSamurai'' series of games on [=PS2=]. Aside from only being able to carry 3 different swords at a time, each could have limited different durability and will eventually break; hitting enemies breaks them stats that represented how much faster than hitting crates or fences. You can get stress the blade was under. Each attack raised the red bar a little, though extremely powerful attacks, some unbreakable melee weapons by doing sidequests, though.
* ''VideoGame/VagrantStory'', true to its nature, has a rather complicated example. Weapons in Vagrant Story have durability. Durability decreases with use,
instant kill attacks, and when it reaches 0 blocking heavy attacks added lots of stress. Hitting the weapon is weakened by 1/2. The limit dropped the durability can then only be restored at one of the various workshops in the game. This drains the weapon's PP by the number of point, making it easier to break again. Losing all durability points that are restored. PP, which grows from use generally meant the end of the weapon, particularly painful considering the upgrading you can have done to a blade, and that skills you know and attacks automatically blocked are unique to the sword used to acquire them.
[[/folder]]

[[folder:Wrestling]]
* In most {{Wrestling Game}}s, all weapons, from broomsticks to steel chairs to sledgehammers, break after you hit somebody with them [[RuleOfThree three times]]. This convention started with games like ''[[Wrestling/{{WWE}} WWF]] Wrestlefest'' and ''Saturday Night Slam Masters'', and continues to be used today. This is one of the few [[JustifiedTrope justified uses of this trope.]] Most weapons used in hardcore wrestling are often made to break easily. A real garbage can does not dent anywhere near as easily as one used in wrestling, and tables do not often break in half (usually the legs
will cause give way first). This didn't stop early Smackdown games from trying to [[AvertedTrope avert this]], forcing you to drop a weapon after a few swings, usually right at your feet, allowing you to simply pick it back up, and keep spamming the weapon to deal double damage when it is maxed out. On top of that, there is at least one skill that partially restores durability in attacks, allowing for a far quicker beat down than conventional moves do. Later games made the middle weapons re-spawn elsewhere, if only to allow the person on the receiving end a chance to get a weapon too, rather than all hardcore matches being decided on who could grab a table first.
* In ''[[VideoGame/DefJamSeries Def Jam: Fight for NY]]'', participants can get their hands on any number
of combat.nifty weapons, from [[BatterUp baseball bats]] to beer bottles to barbed-wire-wrapped 2x4s, all of which break after 1-5 hits. This even applies to the rare (and devistating) chrome tube and lead pipe, though they don't actually ''break'' - once you hit the limit, the item bends over the opponent's head.
[[/folder]]








* A significant case exists (at least, did - no guarantee that it is still the case after to so many years) in ''VideoGame/UltimaOnline''. Both weapons and armor have durability which wears down over time and can be repaired by someone with the appropriate skill, but every repair reduces the maximum durability of the item and weapons at lower durability deal less damage. If you are diligent about keeping your weapons at optimal killing capacity, then you'll have to replace them entirely before long. Fortunately, the really powerful magical weapons were never mandatory, and most people could get by with a simple player-crafted katana.

to:

* A significant case exists (at least, did - no guarantee that it is still the case after to so many years) in ''VideoGame/UltimaOnline''. Both weapons and armor have durability which wears down over time and can be repaired by someone with the appropriate skill, but every repair reduces the maximum durability of the item and weapons at lower durability deal less damage. If you are diligent about keeping your weapons at optimal killing capacity, then you'll have to replace them entirely before long. Fortunately, the really powerful magical weapons were never mandatory, and most people could get by with a simple player-crafted katana.



* In the [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.

to:

* In the [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.



* In ''VideoGame/TheWitcher3WildHunt'' your swords degrade the more you use them. You can repair them, but the higher the level of the monsters/opponents you fight, the faster they degrade. The same is true for your armor.

to:

* In ''VideoGame/TheWitcher3WildHunt'' your swords degrade the more you use them. You can repair them, but the higher the level of the monsters/opponents you fight, the faster they degrade. The same is true for your armor.
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