How you play 1. Read help repair for the verb card 2. This page is extra detail for that loop How you play -- more repair -- shop crew mend, field patch, or Mechanic practice Combat armor and weapons with stat mods gradually chip when you take damage in a fight -- not every hit. Full combat bonuses hold while condition stays at or above about 80%; penalties ramp below that. At 0% they are [BROKEN] -- mods stop helping until you repair them. Mythic artifacts and relics never wear. Two different loops (do not mix them up): Shop (Ash Garage, Lawrence Mechanic, bunker armory) The garage crew does the work. You pay dollars; kit comes back pristine. Paying the shop does NOT train Mechanic. repair <item> -- hand one worn piece to the crew (instant). repair all dump the whole kit on the counter (instant) repairgear -- same hub (lists costs when bare). Field (anywhere else, with a toolbox or wrench kit) Below Mechanic 10: practice only -- kit does not get better; a slip can make it worse; 0% pieces cannot be practiced; short reuse wait between tries. At Mechanic 10+: real roadside patches (cap about 75%) that do train Mechanic. repair <item> one piece (practice or real patch by rank) repair all work through the whole set slowly; too many fails can wreck everything you were working on repair stop cancel an in-progress repair all gearpatch same field hub Magical mend (field, no toolbox) Angel / God (radiant kit): repair <item> spends fuel and restores the piece pristine. Magi (parent Magic learned): repair <item> spends mana and conjures a full restore. Mortals still need a toolbox or a workshop for real fixes. Train Mechanic with craft at a workshop, field practice / patches, or repaircar -- not by paying the shop. Constructed characters: bare repair (no item) patches your own frame; repair <ally> engineers another construct (see help constructed). Everyone else: bare repair lists what you can fix here.