Repairing Weapons and Items: Difference between revisions

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Repairing Weapons and Items
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{{Merge|Weapons}}
#REDIRECT [[Durability]]
Weapons that are repeatedly used to attack zombies or destructible objects will deteriorate in [[Condition|condition]] over time. This is seen in an item's condition bar when in a container or a player's inventory.<br>
By possessing the correct items in main inventory, and/or by having certain skills at a certain level or higher, players can attempt to repair their weapons.<ref name="The Fixing System">[http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system/?p=50521 Fixing System], a post made by RobertJohnson regarding how The Fixing System has been implemented in Project Zomboid, on The Indie Stone forums.</ref>
 
Note that it is impossible to completely repair a damaged weapon, as repair procedure doesn't work on its maximum condition rating, but on its damaged part. For that reason, it is more effective to repair weapons when they're almost or completely broken.
__TOC__
 
== Factors Affecting Repair ==
 
Factors that will affect how successful a repair will be are:
* the type of repair item that is used (see below for the repair chance modifiers)
* whether your carpentry skill is high enough (for those items that require this in order to make a repair)
* whether a player has the Lucky or Unlucky [[Traits|trait]] (which either increases or decreases the chance of successful repair by 5%, respectively)
* how many times the weapon was already repaired
 
When the repair action is chosen, the drop-down menu will appear with the list of different repair items, that can be used to perform the procedure.  Hovering over a given repair item also displays the Potential Repair and Success Chance percent values. The Potential Repair value is the fraction of the weapon's current damage level that will be recovered with a procedure, while Success Chance is the probability of performing repairs correctly, rather than damaging the weapon further.
 
Every time a weapon has been repaired (indicated in the item information window by the Repaired multiplier), the Potential Repair value for all repair items is reduced, thus making repairing items a choice with diminishing returns over finding a previously unused weapon, even if damaged originally.
 
The following tables show the items that can be repaired and the requirements for being able to do so.
 
== Melee Weapons ==
 
Melee weapons are repaired with various glues and tapes to restore the integrity between a head and a handle. Since such repair items usually contain several charges, the values displayed in the repair menu indicate the number of charges required, not the number of individual items needed. As a general rule, lower-end repair items require no skills to use and are more disposable in emergency situations, but has very low Potential Repair value, making them detrimental from a long-term perspective.
 
{| class="wikitable sortable" style="text-align:center;"
|-
! Item
! Category
! Fixer 1<br>50% repair chance modifier
! Fixer 2<br>25% repair chance modifier
! Fixer 3<br>10% repair chance modifier
! Fixer 4<br>10% repair chance modifier
! Fixer 5<br>10% repair chance modifier
|-
|[[File:Axe.png|32px]]
[[Axe]]
|Axe
|Wood Glue, 2 uses<br>Carpentry skill of at least 2 needed
|Duct Tape, 2 uses
|Glue, 2 uses
|Scotch Tape, 4 uses
|
|-
|[[File:BaseballBat.png|32px]]
[[Baseball Bat]]
|Long Blunt
|Wood Glue, 2 uses<br>Carpentry skill of at least 2 needed
|Duct Tape, 2 uses
|Glue, 2 uses
|Scotch Tape, 4 uses
|
|-
|[[File:BaseballBatNails.png|32px]]
[[Spiked Baseball Bat]]
|Long Blunt
|Wood Glue, 2 uses<br>Carpentry skill of at least 2 needed
|Duct Tape, 2 uses
|Glue, 2 uses
|Scotch Tape, 4 uses
|[[File:Smallnails.png|32px]]<br>[[Nails]], 1 use
|-
|[[File:Sledgehammer.png|32px]]
[[Sledgehammer]]
|Long Blunt
|Wood Glue, 2 uses<br>Carpentry skill of at least 2 needed
|Duct Tape, 2 uses
|Glue, 3 uses
|Scotch Tape, 4 uses
|
|-
|[[File:Hammer.png|32px]]
[[Hammer]]
|Short Blunt
|Wood Glue, 1 use<br>Carpentry skill of at least 1 needed
|Duct Tape, 1 use
|Glue, 2 uses
|Scotch Tape, 3 uses
|
|-
|[[File: Golfclub.png]]
[[Golf Club]]
|Long Blunt
|Duct Tape, 2 uses
|Scotch Tape, 3 uses
|
|
|
|-
|[[File:Pan.png|32px]]
[[Frying Pan]]
|Short Blunt
|Duct Tape, 1 use
|Glue, 2 uses
|Scotch Tape, 3 uses
|
|
|-
|[[File:KnifeChopping.png|32px]]
[[Kitchen Knife]]
|Short Blade
|Duct Tape, 1 use
|Glue, 1 use
|Scotch Tape, 2 uses
|
|
|-
|}
 
== Ranged Weapons ==
 
Ranged weapons that need repairs require a player to be holding two of that type of weapon in main inventory in order to use one for parts in order to effect a repair of the other. One of the weapons is consumed in the process, the other is returned to you with 50% of its condition. It is therefore best to choose two weapons that each have less than 25% condition in order to receive the most benefit when repairing guns.
 
{| class="wikitable sortable" style="text-align:center;"
|-
! Item
! Items required in main inventory
! Skill level required
|-
|[[File:HandGun.png|32px]]
[[Pistol]]
|2 pistols with less than 100% condition
|Aiming skill of 3 of more
|-
|[[File :Shotgun2.png|32px]]
[[Shotgun]]
|2 shotguns with less than 100% condition
|Aiming skill of 4 or more
|-
|[[File :Shotgun.png]]
[[Sawed-Off Shotgun]]
|2 sawed-off shotguns with less than 100% condition
|Aiming skill of 4 or more
|-
|[[File :RifleVarmint.png]]
[[Varmint Rifle]]
|2 varmint rifles with less than 100% condition
|Aiming skill of 4 or more
|-
|[[File :RifleHunting.png]]
[[Hunting Rifle]]
|2 hunting rifles with less than 100% condition
|Aiming skill of 4 or more
|}
 
== References ==
<references />

Revision as of 22:10, 21 October 2023

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