Repairing Weapons and Items

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Repairing Weapons and Items
Furniture Pickup.png
It has been suggested that this article be merged with Weapons.

Weapons that are repeatedly used to attack zombies or destructible objects will deteriorate in condition over time. This is seen in an item's condition bar when in a container or a player's inventory; loss of condition is also shown by the item's durability star icon when a weapon is equipped in the primary or secondary item slot.
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.[1]

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 less effective to repair weapons before they're almost or completely broken.

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 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.

Item Category Fixer 1
50% repair chance modifier
Fixer 2
25% repair chance modifier
Fixer 3
10% repair chance modifier
Fixer 4
10% repair chance modifier
Fixer 5
10% repair chance modifier
Axe.png

Axe

Blade Wood Glue, 2 uses
Carpentry skill of at least 2 needed
Duct Tape, 2 uses Glue, 2 uses Scotch Tape, 4 uses
BaseballBat.png

Baseball Bat

Blunt Wood Glue, 2 uses
Carpentry skill of at least 2 needed
Duct Tape, 2 uses Glue, 2 uses Scotch Tape, 4 uses
BaseballBatNails.png

Spiked Baseball Bat

Blunt Wood Glue, 2 uses
Carpentry skill of at least 2 needed
Duct Tape, 2 uses Glue, 2 uses Scotch Tape, 4 uses Smallnails.png
Nails, 1 use
Sledgehammer.png

Sledgehammer

Blunt Wood Glue, 2 uses
Carpentry skill of at least 2 needed
Duct Tape, 2 uses Glue, 3 uses Scotch Tape, 4 uses
Hammer.png

Hammer

Blunt Wood Glue, 1 use
Carpentry skill of at least 1 needed
Duct Tape, 1 use Glue, 2 uses Scotch Tape, 3 uses
Golfclub.png

Golf Club

Blunt Duct Tape, 2 uses Scotch Tape, 3 uses
Pan.png

Frying Pan

Improvised/Blunt Duct Tape, 1 use Glue, 2 uses Scotch Tape, 3 uses
KnifeChopping.png

Kitchen Knife

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.

Item Items required in main inventory Skill level required
HandGun.png

Pistol (disambiguation)

2 pistols with less than 100% condition Aiming skill of 3 of more
Shotgun2.png

Shotgun (disambiguation)

2 shotguns with less than 100% condition Aiming skill of 4 or more
Shotgun.png

Sawed-off JS-2000 Shotgun

2 sawed-off shotguns with less than 100% condition Aiming skill of 4 or more
RifleVarmint.png

MSR700 Rifle

2 varmint rifles with less than 100% condition Aiming skill of 4 or more
RifleHunting.png

MSR788 Rifle

2 hunting rifles with less than 100% condition Aiming skill of 4 or more

References

  1. Fixing System, a post made by RobertJohnson regarding how The Fixing System has been implemented in Project Zomboid, on The Indie Stone forums.