Durability

is a recurring mechanic in .
==Overview==
Durability causes 's equipment to wear down with repeated use, eventually shattering when worn down too much.
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In , the Giant's Knife will break after 8 hits or upon striking a wall, as it is a less durable version of the . It then becomes the "Broken Giant's Knife." The Broken Giant's Knife can still be used but will only have 1/4 the power of the undamaged version, same as the Kokiri Sword, and its reach will be drastically shorter. While wielding the Broken Giant's Knife, the Spin Attack cannot be used.
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In , the Razor Sword is obtained by upgrading the Kokiri Sword at the Mountain Smithy for 100 Rupees. Link must leave his Kokiri Sword at the smithy for an entire day before the Sword is ready. Once completed, the Razor Sword possesses increased range and twice the strength. However, its edge will dull after 100 strikes and become the Kokiri Sword once again. Playing the "Song of Time" to go back to the First Day will also revert the Razor Sword back to the Kokiri Sword. However, the Razor Sword can be further upgraded to the Gilded Sword, which will make the upgrade permanent and not revert back.
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In , ' is measured on the . The Wooden Shield and Iron Shield will lose durability upon blocking a hit. They can be repaired by bringing them to Gondo in Skyloft's Bazaar or by using a Restoration Potion. The Goddess Shield will automatically restore itself over time, and the has unlimited durability.
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In , all weapons, shields and bows have a limited number of uses before they shatter, with no way to repair them. The will not permanently break, instead losing energy on each hit and having a 10-minute recharge period upon depletion. When they are at full durability, their icons on the menu will show a spark on the top-right corner, and when they have 3 or less uses left, will flash red, and a pop-up saying "your <gear> is badly damaged".
For melee weapons, Durability is consumed when the weapon hits an enemy, hits the ground from a Jump Strike, or striking any hard object that would damage or break (such as cutting trees (hitting trees with blunt weapons deals no damage to weapon) and hitting ores, cutting grass does not consume durability). Hitting a wall that is terrain does nothing as there is no impact animation. Hitting crystal switches (often in shrines) also does not consume durability. For shields, durability is consumed when anything hits the shield and Link not performing a Perfect Guard. However, for Lynel Shields, if it damages enemies, would consume durability the same way as melee weapons. Durability is also consumed when shield surfing on rough terrain.
For most cases, durability is consumed by 1 point, shields however take damage based on the enemy's attack power, and is drained constantly when shield surfing on rough terrain.
=== Tears of the Kingdom ===
The durability system from the previous game have returned. However, with the new fuse mechanic added, have effects on the durability: As explained in this video, the game stores 2 variables for the base weapon: BaseDurability and its another variable, MaxLife. BaseDurability is the normal durability of the weapon and MaxLife is the sum of additional durability points with BaseDurability remaining on the base weapon obtained via fusing. Most weapons initially have its MaxLife set to BaseDurability + 25 (prior to fusing) with a few exceptions to some weapons. Their behavior as follows:
* On the equipment menu, the spark on the top-right of its icon indicates if MaxLife is at its full value.
* When the weapon has nothing attached to it, on use will consume its BaseDurability and MaxLife. The weapon will break if BaseDurability gets depleted to zero.
* When the weapon has an object attached to it, using it will deduct the MaxLife value by 1, the BaseDurability and MaxLife of the object attached to it by 1 (if the attached object is a weapon or shield). It will not deduct BaseDurability of the base weapon by 1 unless MaxLife is deducted to be a value less than its BaseDurability.
* If the attachment on the weapon runs out of durability before the base weapon does, only the attachment will break. But if the base weapon's BaseDurability gets depleted to zero first, then both the weapon and the attachment will break, regardless of how much durability points left on the attachment. 
* If the fused weapon have the attached object destroyed or break-it-apart, its BaseDurability, MaxLife and the object that was removed (broke apart)'s BaseDurability (if it is a weapon or shield) and MaxLife value will be retained.
Other notes:
* Hitting Zonai devices consume no durability.
* When melee weapons and shield attached with zonai devices that can activate (which consume zonai energy, such as a rocket) it, will consume the durability of the gear and will break along with the attached device.
* When attached to any projectile-related objects (such as a cannon) or using Sidon's water attack, that consumes durability.
* It is best to have a more-durable weapon as the base weapon with either a non-weapon/shield item or a lesser-durable weapon/shield as the attachment because the player would be limited to fused weapon's MaxLife number of hits reguardless of how durable the attachment is.
It is possible to fully repair a weapon by feeding it to a Rock Octorok found in Death Mountain, but can only be done once per Rock Octorok per blood moon.
==Nomenclature==