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The condition command tells you how much an item is damaged. It can be used on multiple items at once, or even on "all".

Using the command

There are several available syntaxes:

condition <item(s)> damaged sorting {up|down} 
condition <item(s)> sorting {up|down} 
condition <item(s)> damaged 
condition <item(s)>

The "damaged" argument will cause it to ignore items in excellent condition.

Note that you can use "damaged" as an adjective for other commands; i.e., "fix damaged weapon" or "locate damaged things". Using the adjective damaged will find items that condition damaged will not find, those items that have excellent condition but are not at 100 % of their total condition.

Adding "sorting up" will cause it to list the items from most damaged to least damaged, while adding "sorting down" will cause it to list them from least damaged to most damaged.

Condition stages

 % of
Item is <condition>
91 - 100 in excellent condition.
81 - 90 in very good condition.
71 - 80 in good condition.
61 - 70 in decent condition.
51 - 60 in fairly good condition.
41 - 50 in fairly poor condition.
31 - 40 in poor condition.
21 - 30 in really poor condition.
11 - 20 in very poor condition.
1 - 10 in atrocious condition.
< 1 a complete wreck.

Some items have no condition.

Changing condition

  • Weapons get damaged when you fight with them.
  • Armour gets damaged when you're hit on the part of the body it covers.
  • Clothing gets damaged when you're hit on the part of the body it covers by slash or pierce damage, but not blunt damage. This includes containers that cover an area of the body.
  • Floaters get damaged when blocking damage to the caster.
  • Jewellery gets damaged (sometimes) when you cast Jogloran's Portal of Cheaper Travel on it.
  • A failure of Gryntard's Feathery Reliever can damage the item.
  • Failing a step during finesmithing will also damage the item you're working on.
  • Polishing an engraving to remove it from an item damages it a bit.

If something is damaged too much, it will break (disappear completely) and be permanently lost (if a container breaks this way, the contents will spill out into your inventory or on the ground).

You can improve an item's condition with the following means:

Method Objects that can be repaired
Fix in a smithy or a thieves' guild launder room weapons and metal worn items
Repair in a woodworking shop or a thieves' guild launder room Wooden things
Leatherwork in a tannery or a thieves' guild launder room Leather things
Sew with a sewing needle and sinew thread Leather things
Sew with a sewing needle and cloth thread Cloth things
Place on Gapp's low altar Clothes (cloth or leather)
Mend ritual from Gapp Cloth things
Mending npcs Clothes, jewellery, maybe others

Improving an item's condition through these means slightly reduces its maximum value. This means it will cost less to repair in the future, but sell for less to a general store or fence. Fortunately, this has no effect on the durability of a blorple.

You can directly locate most of these types of items in your inventory except for metal where you need to locate steel, locate iron, etc.

You can improve clothing's condition by putting it on the low altar of Gapp in Ankh-Morpork--this takes faith gp, and the more gp is spent, the more the item will be repaired.  research If this has been marked on a page, it's because there was something that probably isn't known, that the person who edited the page thinks could be found out. Perhaps you could figure this thing out, and be famous evermore.  (Leather items usually can't be improved this way, and will just fall off the altar with no result.)

Fix used to work on all weapons because woodworking areas were too few, this seems to have been changed back so that fix only works on metal items.


Objects have different characteristics based on their material. Appraise returns the material(s) of the item, many items have several materials.

Mudlib-unconf.gif This section contains formulae or data from the distribution mudlib. This information may be several years out of date, so needs to be verified as correct. You can help by performing research to validate it.

The condition of items are based on their weight and the material they are made of. Some materials like cloth seems to have extremely high condition values, but they are so much lighter that this is not as extreme as it looks. In the following table the condition values are multiplied by the weigh modifiers to help show this. Actual formulas used could be wildly different from this.

Materials Weight modifiers (W) Condition modifiers (W) Weight mod * condition mod
(may not represent anything)
Damage chance modifiers (W)-(C) Maximum condition per unit weight (C) Max condition * weight mod
cloth 1 800 800 &&&&+18000 20 90 &&&&+81000 90
rubber/chocolate 3 100 300 &&&&+17100 19 &&&&&&&&+0 missing &&&&&&&&+0 ?
hide 2 700 1400 &&&&+15300 17 80 160
leather 2 600 1200 &&&&+13500 15 70 140
wood 3 500 1500 &&&&+10800 12 60 180
bone 3 200 600 &&&&+10800 8-16 45 135
silver 6 300 1800 &&&&+13500 15 &&&&&&&&+0 missing &&&&&&&&+0 ?
copper 6 400 2400 &&&&&+9000 10 30 180
stone 5 400 2000 &&&&&+2700 3 40 200
bronze 5 500 2500 &&&&&+7200 8 40 200
iron 5 700 3500 &&&&&+5400 6 50 250
steel 5 900 4500 &&&&&+4050 4-5 60 300
klatchian steel 5 1100 5500 &&&&&+2250 2-3 70 350
octiron/earthworm 5 1300 6500 &&&&&&&&+0 0 80 400

The columns marked (W) are from <cmds/creator/weapons.c>, the columns marked (C) are from <std/basic/condition.c> in the distribution mudlib.

See also

External links