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I standardized the way how certain items are damaged by casting. It concerns magical, set, unique, miraculous and socketable jewels and weapons and magical books. From here on, I will use the term "magical" also for sets, uniques and miraculous and socketable items.
So, now a little bit of explanation, how it works:
Every item on Endor which is a weapon or an armor (this includes also clothing), has properties "hp" and "maxhp". When you hit with your weapon, "hp" is decreasing; it is the same with armors, when you get a hit into it. When you then repair such item (whether a magical item, repaired by iridium, or a nonmagical one, repaired "normally" by craftman's skill), you increase the property "hp" again, until the value of "maxhp" is reached. If the item is nonmagical, the property "maxhp" is lowered by each repair a bit and so after a time, the item is of lower and lower quality and finally its a wreck and you can just throw it away. If the item is magical, nothing like this happens and theoretically you can repair it again and again forever. You can learn how much % of "hp" an item has with skill ARMSLORE. You get a message telling you that the item is in certain condition (perfect, excellent, good, fair, acceptable, arguable, poor, very poor, bad).
Every item on Endor which is damaged by casting (= magical jewels, weapons, books - an exception are unique staffs, druid's miraculous staff and socketable war and battle staffs), has properties "durability" and "maxdurability". It works similarly to armors&weapons and their hp&maxhp, except for the fact that durability drops when you cast (and you have these things equipped). You can learn how much % of "durability" an item has with skill ITEMID. You get a message telling you that the item is in certain state: "Magic of this item seems to be strong/fair/noticeable/dim/almost gone."
There are items which belong to the both types - magical weapons. Everything works nice and logically here - when you hit with a weapon, hps decrease, and when you cast with it, durability decreases. These two properties are fully independent on each other, so for example when you have a mace, which is almost destroyed by casting, you can fight (melee ..) with it as if it was new - it has full damage and if you use it only for melee fighting, it will last long time.
When you repair magical items with iridium, both hps and durability are repaired - it depends, which of these two properties the repaired item has. If it has both, both is repaired at once.
With regard to the fact that until now, determining the state of items (durability) with skill itemid wasn't working properly by sets, sockets and miraculous items, i strongly recommend you to check these items, if you own some. This was a probable cause of reports, which some players wrote to me and which stood like this: "I took a new set jewel to a dungeon and in the half of it, the jewel was ruined and it disappeared!"
Some items which should have property "durability" actually get this property when they are damaged for the first time or equipped for the first time. So if you happen to use skill itemid on an item which should have durability and itemid doesn't give you information about its state (it prints just something like "It appears to be abcd."), it means that the thing is completely new (or I did something wrong).
Note: paladins don't damage their weapons by casting at all.
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