Table of Contents

Property MaxDurability

Namespace
GrindFest
Assembly
GrindFest.dll

MaxDurability

What this item can take, in damage: BaseMaxDurability scaled by its level and by the rank it rolled when it dropped, the same way damage is scaled (BaseMinDamage * sqrt(level) * quality).

The number is literally how much damage the item can still take part in - a weapon spends it on what it deals, armour on what it takes, a shield on what it stops. One point is one damage, deliberately: a coarser unit (a point per 10 damage) was tried first and bought nothing but a factor to explain, and it needed a floor of 1 that made small blows cost more than they were worth.

public int MaxDurability { get; }

Property Value

int

Remarks

-1 and 0 pass straight through, because they are states rather than amounts: -1 indestructible, 0 glass (destroyed by its first impact, which is how a thrown bottle breaks when it lands).

Level is floored at 1 on purpose: an item with no level would resolve to 0, i.e. glass, and an item silently turning to glass is the exact failure this design exists to remove (DURABILITY_DESIGN.md section 3.5 - Armored Pants, Longbow and Crossbow were all glass because of it; the last of them was Armored Pants, whose prefab carried no BaseMaxDurability at all and so inherited the template's 0 until 2026-09-23, when it was given the same 4 000 as Pants).

Why the rank belongs here: measured 2026-09-23, every item prefab carries level 1 and rank None - the item database has no authored tier at all (223 of 282 weapons also share the same base damage). The tier is whatever the drop rolled, so durability has to read the roll, exactly like damage does.