Breakable Weapons: Difference between revisions

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If you're lucky, there will be ways to repair or reinforce your equipment before the durability expires. If not, you had better have a spare on hand, or be good with your bare fists.
 
On many occasions, this trope comes up to keep the game focused on the style of combat the developers intended; it's quite common, for example, for weapons to break in a [[Beat'Em Up]] so that the player must focus on barehanded combat. Another reason, often used in [[Massively Multiplayer Online Role Playing Game|MMORPG]]s, is to act as a [[Money Sink]] forcing players to spend some of their money on repairs, especially for that [[Infinity+1 Sword]]. Or it could be just a nod towards realism, though in most games the speed of degradation is preposterously high.
 
Occasionally, the [[Infinity+1 Sword]] has infinite uses, often because a boss would be impossible to defeat without that weapon. If the designers feel like making things ''really'' difficult, it will have exactly one use (and promptly become [[Too Awesome to Use]]).
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If you can break weapons before even ''getting'' them, it falls under [[Destroyable Items]].
 
{{examples}}
== Anime and Manga ==
* Magic swords and magic knives in ''[[Is It Wrong to Try to Pick Up Girls in a Dungeon?]]'' shatter when they run out of charges. Since this is a [[RPG Mechanics Verse]], that isn't surprising.
 
== Tabletop Games ==
=== Board Games ===
* [[Board Game Example]]: With a few exceptions, all weapons in the board game ''[[Duel Ofof Ages]]'' are lost the moment you successfully kill an opponent with them. They can miss any number of times, be used to repeatedly drop enemy units to near death, and kill every pet or sentinel sent after you, but the moment you kill another character with it, it's gone.
* Tabletop wargame ''[[Warhammer 40,000]]'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[Critical Failure|explode at inopportune moments]].
 
=== Tabletop RPG ===
* In ''[[GURPS]]'' guns will jam on a bad roll and 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.
* Tabletop RPG example: theThe ''d20 Apocalypse'' book, for running post-apocalyptic games with the ''d20 Modern'' game system, strongly recommends that [[Game Master]]s 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.
* Early editions of ''[[Dungeons & Dragons]]'' 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.
 
== Video Games ==
* ''[[Fire Emblem]]'' has had this trope since the beginning, 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 ''[[Fire Emblem Tellius|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, if you miss with a spell or staff, it still loses durability. Weapons don't.
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* The weapons in ''[[Ryu ga Gotoku|Yakuza]]'' are breakable, as per its focus on hand-to-hand combat.
* Weapons in ''[[Dead Rising]]'' tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuff ''full '' of potential weapons, so the breakages encourage you to grab something new on a regular basis.
** ''[[Dead Rising]]'' 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 affected by three of these easily found books, effectively making it the [[Disc One Nuke]].
* ''[[Dark Cloud]]'' and its sequel feature '''Breakable Weapons''', 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 [[Sword of Plot Advancement]], which itself became breakable afterwards). Even if you spent forty hours building up and evolving your weapons to forge the [[Infinity+1 Sword]], 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 [[Rage Quit|thrown your PS2 out the window]] yet.
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** ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'' gives us breakable shields with their own health meters lowered by improperly deflected attacks (and for the wood shield, being set on fire). A damage shield can be repaired by [[Gadgeteer Genius|Gondo]] or using a special potion that's poured on the shield, and the Divine Shield [[Regenerating Health|fixes itself over time]], but a broken shield is gone entirely. Gondo can also [[Item Crafting|upgrade]] your shields to make them more durable. {{spoiler|The [[Infinity+1 Sword|Hylian Shield]] you can only win in a [[Boss Rush]] is indestructible.}} The sword isn't easily destroyed, being of [[Forged by the Gods|divine origin]], but the shields can be destroyed if subject to too much abuse. This forces the player to time their shield bashes well so as to keep the shield meter up. {{spoiler|Ghirahim's [[BFS]] in the final fight against him is also breakable when attacked in the same spot several times from the right angle. Better do it quick though, or he'll just magically repair it.}}
** All weapons (including bows) and shields in [[The Legend of Zelda: Breath of the Wild|Breath of the Wild]] break after a limited number of uses, although it is sometimes possible to avoid using them by instead attacking with Remote Bombs, or by swinging metal objects around with Magnesis. The Master Sword also recovers after a while.
* ''[[Puzzle Pirates]]'', a pirate-based [[Massively Multiplayer Online Role Playing Game|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 ''[[The Elder Scrolls]]'' games 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 ''[[The Elder Scrolls II: Daggerfall|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 ''[[Morrowind]]'', magic drain/recharge and physical wear/repair were isolated from each other as item properties.
* In most [[Wrestling Game]]s, all weapons, from broomsticks to steel chairs to sledgehammers, break after you hit somebody with them [[Rule of Three|three times]]. This convention started with games like ''[[WWF]] Wrestlefest'' and ''Saturday Night Slam Masters'', and continues to be used today.
* Webcomic example: In ''[[Homestuck]]'', various gaming abstractions are a part of real life, including [[Weapon of Choice]], called a STRIFE SPECIBUS. If something happens to an item in the specibus while a character is wielding it that significantly alters it, the STRIFE SPECIBUS changes so that that character can only use it in that form unless the item is repaired. Specific examples include:
** When John fights his first imp in the medium, he accidentally destroys the [[Drop the Hammer|sledgehammer]] he'd been using, turning his HAMMERKIND ABSTRATUS into a HANDLEKIND ABSTRATUS until he repaired it post-fight.
** Dave's battle with his brother shattered his <s>cheap piece of shit</s> [[Katanas Are Just Better|trusty katana]], since then, he's been permanently stuck with the 1/2 BLADEKIND ABSTRATUS, although one weapon, Caledscratch, uses time-travelling powers to revert itself to pre-broken state at times.
** Equius is too STRONG to wield a bow, even though he desperately wants to, he has both a BOWKIND ABSTRATUS (for the off-chance he actually successfully fires an arrow) and 1/2BOWKIND ABSTRATUS (so he can wield the ones that break), though he usually sticks to [[Good Old Fisticuffs|his FISTKIND ABSTRATUS]].
* ''[[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. In fact, {{spoiler|one main character is unable to use magic at all, and as a result discovers the incredible offensive properties of ''iron'', which does not allow magic use, but absolutely destroys an army armed with natural weapons and magic.}}
* In ''[[Jade Empire]]'', your character's personal weapons are [[Unbreakable Weapons]], but you can also pick up legs from broken tables and other improvised weapons, which break after a certain number of uses.
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** The game's sequel was a bit nicer, having all weapons unbreakable unless a certain Sealstone was used, which also boosts their attack power by 300%. Odd, somehow in the time between the beginning of the two games, the ability for Normals to make unbreakables was lost.
*** [[Valkyrie Profile: Covenant of the Plume|Covenant of the Plume]] does away with this entirely, though it makes sense - it's only humans using human weapons, and many of them are soldiers or mercenaries who would know how to maintain their weapons between battles.
* Like the modern-day Prince of Persia, Prince Ali of ''[[Beyond Oasis]]'' (''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 [[Infinity+1 Sword|best one]].
** However it is justified with the Crossbows and the bombs since they are ammo based weapons anyway.
** An Early on [[Infinity+1 Sword]] would be the Fire Crossbow which you win in a Minigame
* [[Board Game Example]]: With a few exceptions, all weapons in ''[[Duel Of Ages]]'' are lost the moment you successfully kill an opponent with them. They can miss any number of times, be used to repeatedly drop enemy units to near death, and kill every pet or sentinel sent after you, but the moment you kill another character with it, it's gone.
* ''[[Super Smash Bros.]]'' has multiple weapons that can be picked up that eventually cease to function. Some won't work anymore, but can still be thrown, while others simply vanish after some time or a certain number of uses. The hammer occasionally loses its head when you use it, making the handle completely useless, although the head can be thrown a few times with devastating results. Containers, which release additional items when damaged, basically count as breakable weapons since they can be broken open on enemies.
* Nonmagical metal weaponry early on in ''[[Baldur's Gate]]'' 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 ''[[Planescape: Torment]]'' 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.
** Don't forget the Glass Gauntlets! (Er, Shards of Fate.)
* Tabletop RPG example: the ''d20 Apocalypse'' book, for running post-apocalyptic games with the ''d20 Modern'' game system, strongly recommends that [[Game Master]]s 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.
* Free MMO ''Voyage Century Online'' 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 ''[[Mark Ecko's Getting Up: Contents Under Pressure]]'' - 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 ''[[Way of the Samurai]]'' 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.
* In ''[[STALKER]]: Shadows of Chernobyl'' all conventional firearms wear out from prolonged use. The lower the weapon's durability, the more likely it is to jam, necessitating a lengthy reload (not a happy prospect in the middle of a firefight). Weapons with a durability of less than 30% become practically unusable.
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* In the ''[[Monster Hunter]]'' series weapons become duller the more they are used. However, one can buy an item (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.
* ''[[Materia Magica]]'' has equipment decay. Items will lose durability when used (but won't suffer any stat penalties until they break completely and disintegrate). Interestingly, items can only be repaired a fixed number of times (with better items having fewer repair chances). Items can also be "reforged", possibly increasing (or decreasing!) their stats at the expense of one repair chance.
* Early editions of ''[[Dungeons & Dragons]]'' 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.
* ''[[7th Sea]]'' takes a similar, though more conservative approach. [[Unbreakable Weapons]] 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 '''Breakable Weapons''' 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.
** 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.
* [[Materia Magica]] has equipment decay. Items will lose durability when used (but won't suffer any stat penalties until they break completely and disintegrate). Interestingly, items can only be repaired a fixed number of times (with better items having fewer repair chances). Items can also be "reforged", possibly increasing (or decreasing!) their stats at the expense of one repair chance.
* [[7th Sea]] takes a similar, though more conservative approach. [[Unbreakable Weapons]] 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 '''Breakable Weapons''' 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 ''[[Condemned]]: Criminal Origins'', 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 ''Condemned 2: Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage [[Good Old Fisticuffs]] or keep you scrounging for weapons is unknown.
* In ''[[Def Jam Series|Def Jam: Fight for NY]]'', participants can get their hands on any number of nifty weapons, from [[Batter Up|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.
* ''[[Izuna]]: The Legend of the Unemployed Ninja]]'' and its sequel. Armor is breakable, too, but most weapons and armor last a long time when not overloaded with talismans.
* The ''[[Streets of Rage]]'' 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.
* ''[[Kingdom of Loathing]]'' 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.
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* From the page quote, ''[[Silent Hill Origins]]'' and also ''[[Silent Hill 4]]''. The golf clubs snapping after a few hits was particularly irritating.
* In ''[[Drakan]]'', only the weakest weapon is indestructible.
** And the two strongest ones - the vampire sword (don't remember the name){{verify}} and the [[Infinity+1 Sword]], aka [[Sword of Plot Advancement]] that you only get at the very ending of the game.
* ''[[Betrayal at Krondor]]'' has a curiously rare system where the weapons' and armors' effectiveness (measured in percents) degrades gradually over use instead of going from 100% to snapped in half in one sudden moment. A sword in 73% condition will only do 73% of the normal damage. It employs a similar system for people - when you get injured, all of your skills will temporarily drop in proportion to the injury. Whetstones and hammers for repairing gear exist, though they also degrade over use.
** A bug in the game's code made the displayed condition of the weapon or armor independent of its actual use; a sword will do the same damage at 10% as it does at 100%, and a suit of armor prevents just as much damage at 35% as it does at 100%. The only in-game effect for the durability is for crossbow strings (which ''will'' break randomly, based on the condition of the string and render the weapon unusable) and selling looted or obselete armor to shops.
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*** Components of one "[http://fallout.wikia.com/wiki/Weapon_repair_kit Weapon Repair Kit]": Three pieces of Scrap Metal. Two bottles of Wonderglue. Two Wrenches. One pile of Scrap Electronics. And of course, a spool of [[Duct Tape for Everything]]!
* Partially done in the [[PlayStation 2]] ''[[Buffy the Vampire Slayer]]'' game ''Chaos Bleeds''. 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 ''[[Forumwarz]]'', using broken items causes a temporary maximum health decrease. Fortunately they are reparable- for a price.
* ''[[EVE Online]]'', 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, [[Ro F]], 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.
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** The game's sentient [[Empathic Weapon|"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.
* Capcom's ''[[Shadow of Rome]]'' for the [[PlayStation 2]]. Weapons in both the gladiator and stealth sections would break with enough use. [[Justified Trope|Justified though,]] since if they didn't break, any fight would become trivial when the [[BFS|Magnus]] lands in the arena.
* ''[[RuneScape]]'' 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 rather recently takes this a step further - Powerful to the point of bordering on being a [[Game Breaker]], but they're rare, expensive, and once used for an hour in combat, it's [[Lost Forever]]. 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 [[Sarcasm Mode|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 [[Lost Forever]] will stay with you far, far longer...
* In ''[[Muramasa: The Demon Blade]]'', 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 ''[[Warhammer 40,000]]'' features Plasma weapons for it's Space Marines and Imperial Guard troops that have a tendency to [[Critical Failure|explode at inopportune moments]].
* This is a very prominent [[Scrappy Mechanic]] in the ''[[Resident Evil]]'' clone ''[[Koudelka]]''. Breakable weapons do not show up in its sequels, the ''[[Shadow Hearts]]'' series.
** Guns in Koudelka don't break. They just use ammo from a limited ammo supply and must be reloaded once the clip's empty. Every bit as scrappy a mechanic, though. So much so that it's generally less of a ball-ache to have Koudelka spam magic and the other two characters use their fists. All the time.
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* Items break at seemingly random in ''[[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 ''[[Arcanum]]'' can be damaged if used on hard, hot, or corrosive objects (e.g., doors, chests, fire elementals, or certain slimy things). Certain weapons such as axes or hammers are more resistant to damage, but some enemies are still better dealt with from a distance.
* ''[[Halo]]'' has plasma weapons, and while some way of recharging them must exist, 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. Once the plasma runs dry, the weapon is useless. Most weapons, even ones which are actually important to the status of the bearer, are throw-aways.
** With the exception of [[Removable Turret Gun|detached turrets]], 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 [[Bottomless Magazines|never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[Every Car Is a Pinto|fiery ball of death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage is even received by running into too many other players, which makes sense, as [[One-Man Army|Spartans]] are essentially [[Powered Armor|walking tanks]] with [[Deflector Shields|shields]].
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* ''[[Vagrant Story]]'', 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.
* In ''[[Scott Pilgrim (video game)|Scott Pilgrim vs. The World: The Game]]'', every weapon in the game will break after enough uses. ''Every'' weapon. Even the {{spoiler|[[Infinity+1 Sword|Power of Love sword]]}}, although it does have a very impressive number of uses before it fails.
* In [[ZettaiZ.H.P. HeroUnlosing ProjectRanger VS Darkdeath Evilman]], 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 ''[[Assassin's Creed II]]'', certain moves with the polearm will cause Ezio to break it.
* In ''[[Dead State]],'' 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.
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* In ''[[Point Blank (2008 video game)|Project Blackout]]'', weapons have a set number of uses. When they run out, the weapon disappears and you need to buy a new one.
* In ''[[Arx Fatalis]]'', 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 [[wikipedia:Godai Elemental Force|Godai, Elemental Force]], 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 [[Nintendo Hard|very hard, very fast]].
* A significant case exists (at least, did - no guarantee that it is still the case after to so many years) in ''[[Ultima Online]]''. 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.
* ''[[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 [[Gladiator Games|arena combat]] [[Humongous Mecha|mech-sim]] ''[[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. [[Fridge Brilliance]] 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. [[Money Sink|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 ''[[Dark Souls]]'', all weapons (and armor) degrade slowly with use. 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.
** One notable exception is the Dragon Tooth hammer which will never break. This is because the Dragon Tooth is literally the tooth of one of the everlasting dragons, whose bones and scales are indestructible even if they themselves could be slain.
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* Some weapons and items in the ''[[Golden Sun]]'' 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 ''[[The Tower of Druaga]]'', 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 [[Guide Dang It|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.
* ''[[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.
* Discussed in ''[[Cracked.com|Cracked]]'': Photoplasty advertises a product that dulls weapons in [http://www.cracked.com/photoplasty_273_26-ads-products-that-must-exist-in-video-games_p26/#9 Ads for Products That Must Exist in Video Games].
* [[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 ''[[Escape Velocity]]'' it's possible to [[Game Mod|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).
* ''[[Space Rangers]]'' 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.
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* In ''[[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.
* Nearly every melee weapon longer than a knife in ''[[Resident Evil Outbreak]]'' will eventually break unless in [[Bottomless Magazines]] mode is enabled.
* ''[[Freedroid RPG]]'' gives armor and weapons Durability stat (random from the range for the item's type, sometimes with multiplier for good or bad quality), which slowly goes down with use, but can be restored in a shop for a modest price… or in the field and for free, but reducing Durability ''maximum''. When it reaches 0, the item is destroyed. [[Fork Fencing|Fork]] has durability 1 and damage 1 (as a [[Joke Item]]), meat cleaver 30-40, crowbar 45-65, chainsaw mere 6-8 — making it rather [[Awesome But Impractical]].
 
== Web Comics ==
* Webcomic example: In ''[[Homestuck]]'', various gaming abstractions are a part of real life, including [[Weapon of Choice]], called a STRIFE SPECIBUS. If something happens to an item in the specibus while a character is wielding it that significantly alters it, the STRIFE SPECIBUS changes so that that character can only use it in that form unless the item is repaired. Specific examples include:
** When John fights his first imp in the medium, he accidentally destroys the [[Drop the Hammer|sledgehammer]] he'd been using, turning his HAMMERKIND ABSTRATUS into a HANDLEKIND ABSTRATUS until he repaired it post-fight.
** Dave's battle with his brother shattered his <s>cheap piece of shit</s> [[Katanas Are Just Better|trusty katana]], since then, he's been permanently stuck with the 1/2 BLADEKIND ABSTRATUS, although one weapon, Caledscratch, uses time-travelling powers to revert itself to pre-broken state at times.
** Equius is too STRONG to wield a bow, even though he desperately wants to, he has both a BOWKIND ABSTRATUS (for the off-chance he actually successfully fires an arrow) and 1/2BOWKIND ABSTRATUS (so he can wield the ones that break), though he usually sticks to [[Good Old Fisticuffs|his FISTKIND ABSTRATUS]].
 
== Web Original ==
* Discussed in ''[[Cracked.com|Cracked]]'': Photoplasty advertises a product that dulls weapons in [https://web.archive.org/web/20131005152300/http://www.cracked.com/photoplasty_273_26-ads-products-that-must-exist-in-video-games_p26/#9 Ads for Products That Must Exist in Video Games].
 
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[[Category:Breakable Weapons{{PAGENAME}}]]
[[Category:Video Game Items and Inventory]]
[[Category:Weapons and Wielding Tropes]]
[[Category:Breakable Weapons]]