Durability

Durability is a game-concept which limits the amount of usage an item or structure has. It generally applies to items which can be equipped, however there are some other items such as the Sewing Kit or Pan Flute which also have it. An item with durability can be identified by a percentage number in front of its inventory graphic. For example, an Axe will have a 100% over its icon when first created, and this number will change as the Axe is used. Different items use durability in different ways:
==Tools==
Tools lose durability whenever they are used for their specific actions and in the same way as weapons do when attacking something. 
The 3 most common Tools (Axe, Pickaxe, and Shovel) also have special versions with a much higher durability (Luxury Axe, Opulent Pickaxe, and Regal Shovel respectively).
Name	# of Uses 	Special
 	100 	Chops down trees.
 	400 	Chops down trees.
 	33 	Mines mineable objects.
 	132 	Mines mineable objects.
 	25 	Digs up plants.
 	100 	Digs up plants.
 	200 	Digs up turfs.
 	75 	Deconstructs structures.
 	5 	Fixes up degraded clothing.
 	400 as Axe (and weapon), 134 as Pickaxe	Chops trees and mines mineable objects.
 	10 	Makes up to 5 Beefalo follow the player.
==Light emitters==
Light emitting items gradually run out of fuel. Some of them can be refueled while others are done for. Miner Hat and Fire Pit for instance can be refueled when they run out of juice, while Torch and Pumpkin Lantern are done for in that case.
Name	Burn time 	Special
 	4.5 min 	Provides light and warmth.
 	6 min 	Provides efficient light and warmth.
 	75 sec 	Illuminates a small area and gives a little warmth.
 	1 Day 	Provides light.
 	10 min in Summer, 13 min 20 sec in Winter	Illuminates a small area.
 	1 Day 	Provides light.
 	11 min 40 sec 	Provides light, drains sanity.
==Survival items==
Survival items lose durability when used by the player or when triggered by mobs. Some of them can be used as weapons but will lose durability much faster.
Name	# of Uses 	Special
 	8 	Captures Birds.
 	8 	Captures rabbits and other small animals.
 	3 	Restores sanity and health at the expense of hunger.
 	6 	Restores sanity and health at the expense of hunger.
 	20 (Only when attacking)	Prevents sanity loss from rain.
 	10 (4 when attacking) 	Catches insects.
 	9 (3 when attacking) 	Captures fish and eels in ponds.
 	20 	Grows seeds.
 	30 	Grows seeds faster.
==Weapons==
Weapons use Durability to determine the number of times they can hit something before breaking. A Spear for example losses 0.66% of its durability each time it is used to attack something, allowing it to be used 150 times. Each weapon has a different number of uses.
Name	# of Uses	
Special
 	150 	
 	Unlimited	Spoils like food in 10 days.
 	100 	Dropped by Tentacles.
 	100 	Drains Sanity.
 	10 	Ranged, must be caught.
 	75 	Leeches health at cost of sanity.
 	10 	Damages mobs that walk over it.
 	150 	Spawns shadow tentacles on hit
 	10 	Puts nearby mobs to sleep.
==Protection==
Protective items include Armors and Walls. Armors are items worn by the player. Armor's durability functions like extra Health for the character wearing it. Each type of Armor (Grass Suit, Log Suit, or Marble Suit) can absorb a certain amount of damage before breaking (225, 450, and 1050 respectively). When a character is hit, the armor takes a percentage of the total damage and the characters health takes the remainder. The number show on the armor's inventory icon is not actually the amount of damage it can still absorb, but the percentage of its own starting health (for example if a Grass Suit shows it has 50% durability left, it can still absorb 112 damage before breaking). Walls can be placed to protect or limit access to an area from other mobs. They can be attacked and destroyed, but can be repaired and even upgraded to last longer. Stone Walls and Thulecite Walls are the only non-flammable walls.
Name	% Absorbed	Durability	Special
 	60% 	225 	
 	80% 	450 	
 	95% 	1050 	30% Speed Reduction.
 	95% 	750 	Drains Sanity.
 	80% 	1050 	Absorbs 100% damage while hiding inside.
 	90% 	1800 	Moderate sanity gain.
 	80% 	450 	
 	80% 	750 	Only protects against Bees and Killer Bees.
 	90% 	750 	
 	90% 	1200 	Summons protective forcefield.
 	100% 	50-100 	Flammable.
 	100% 	100-200 	Flammable.
 	100% 	200-400 	Non-flammable.
 	100% 	500-800 	Non-flammable.
==Clothing==
The durability of clothing indicates the amount of wear-and-tear the clothing has suffered. When equipped, a piece of clothing will gradually wear out, and its durability will decrease. Each clothing item wears at a different rate, so if a vest and a hat are equipped at the same time, one may wear out before the other. Additionally, clothing is the only item type which can have its durability restored, which is done by using the Sewing Kit.
Name	Wear Time	Special
 	6 Days 	Minor sanity gain, spoils like food.
 	10 Days 	Moderate sanity gain, minor insulation.
 	15 Days 	Mediocre sanity gain, minor insulation.
 	15 Days 	Mediocre sanity gain, great insulation.
 	5 Days 	Minor insulation.
 	8 Days 	Moderate sanity gain.
 	8 Days 	More birds land, mediocre sanity gain.
 	10 Days 	Minor sanity gain, moderate insulation.
 	10 Days 	Massive insulation, Beefalo don't attack during mating season.
 	25 Days 	Massive sanity gain, great insulation.
 	8 Days 	Hunger loss is slowed by 60%, mediocre sanity gain.
 	3 min 	Makes up to 9 followers out of Pigs and Bunnymen at the expense of sanity.
 	2 min 	Makes followers out of Spiders at the expense of sanity.
==Amulets and staves==
Staves lose durability when they are used while Amulets usually lose it over time while being worn. Chilled Amulets and Nightmare Amulets wear out in the same way as clothing, staves wear out as weapons or tools and Life Giving Amulet will lose durability itself by healing the character every 30 seconds if their health is not full.
Name	Wear Time/No. of uses	Special
 	20 uses (healing)
1 (resurrection)	Converts 5 hunger points and 5% of its durability into 5 HP. Revives the player on death. Minor sanity gain.
 	6 min 	Drops body temperature, can freeze attacking mobs. Minor sanity gain.
 	4 min 	The character experiences insanity, minor sanity loss.
 	225 uses 	Picks up items on the ground automatically.
 	8 min 	Provides light and speed boost, minor sanity gain.
 	5 uses 	Items require half the resources to be built, minor sanity gain.
 	20 uses 	Sets burnable objects and mobs on fire.
 	20 uses 	Freezes monsters and animals.
 	5 uses 	Teleports a mob or the character to a random location or to a Telelocator Focus if built.
 	20 uses 	Teleports the player to cursor if available, boosts speed.
 	20 uses 	Summons a star to provide light, and heat, with a big sanity aura.
 	5 uses 	Destroys a structure or item for up to 100% of items, minus gems.
==Books==
Books are exclusive items to Wickerbottom. Each one of them has a different amount of uses and their own special effect.
Name	No. of uses	Special 	
 	3 	Spawns 30 birds in a ring formation.  	
 	5 	Regrows picked plants, advances trees in their life cycle, immediately makes crops harvestable.	
 	5 	Puts nearby mobs to sleep. 	
 	5 	Causes 16 lightning strikes around the player. 	
 	5 	Summons 3 tentacles. 	
Note : Any item or structure not listed above has either 1 or unlimited uses.
fr:Durabilité
Category:Gameplay
Category:Limited use