New wiki skin!

The default skin has recently changed.
Toggle between a light and dark theme via the gear icon (without logging in).
Feedback can be left on the discussion page or the pzwiki_editing Discord channel.
Prefer the legacy skin? Switch to old look (requires login).


From PZwiki
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]

Condition (also known as durability) is a property of various items which tells how much the item has been used. In case of weapons and clothing, condition tells how much more the item can be used before it will break permanently; it will no longer be usable by the player. A player with the correct skill will be able to repair some weapons. When the green bar of a drainable item such as painkillers is gone completely, the item disappears. The item's condition is portrayed by the length of the green bar.


Weapons deteriorate and eventually become unusable with repeated use.

The likelihood of dropping a level of condition depends on the particular weapon (for example, a spiked baseball bat is more likely to become damaged with each hit than a regular baseball bat). When the final level of condition in a weapon is reached, the weapon will be unequipped. The weapon will show a red cross next to its icon to denote that it is broken and can no longer be used.

Some weapons which have lost some or all of their condition can be repaired. By possessing the correct items in the 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 the 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.


The odds of a weapon losing condition depends on three factors: the weapon's ConditionLowerChanceOneIn value, the player's maintenance skill, and the player's proficiency with the particular weapon typo. The calculation is as follows:

lossChance = 1 / (ConditionLowerChanceOneIn + floor(floor(MaintenanceLevel + (WeaponLevel/2))/2)*2)


For example, a baseball bat, with a ConditionLowerChanceOneIn value of 20 would have the following odds:

For how this is calculated, see: Condition
Maintenance skill Weapon level Condition lower chance
0 0 1/20 (5%)
0 4 1/22 (5%)
0 8 1/24 (4%)
4 0 1/24 (4%)
8 0 1/28 (4%)
4 4 1/26 (4%)
4 8 1/28 (4%)
8 8 1/32 (3%)
10 10 1/34 (3%)

Factors affecting repair

Factors that will affect how successful a repair will be, are:

  • The type of repair item that is used (see respective item pages 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.

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.

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.

Average condition

This section may be in need of improvement.
Needs to be expanded, describing in more detail.
Editors are encouraged to add any missing information to the article, while verifying that the article's current content is correct.

Average condition is the average number of hits it will take for a weapon to break at level 0 weapon and maintenance skill. This value is not used in the game, and is only used throughout the wiki to provide a clear comparison between each weapon. The average condition is the result of multiplying ConditionMax and ConditionLowerChanceOneIn.


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