Item->Misc[] would do for durability, and damage. That mate, gives you the power of automation, and should keep the vital stats for each item, isolated without any tomfoolery.
You can run a constant for loop to disable broken items, or reduce the power of damaged items.
I suggest( ( Rand(1, 8) + Rand(1,6) + Rand(1, 8) ) - 2 )for a curve. That will give you a range of 1-20, without an exact percentage of each number. It will average at 12.5, with a sweet spot of 10-15 if the RNG is high, or 9-13 if the RNG is low, giving you some room to set up averages.
If the d100 table was producing 'nothing' too often, then something is broken with the RNG. It had a 75% chance of producing an effect.
Well, actually, it had a 50% chance of doing nothing (since I didn't have the break or lose item functions added), plus, by reducing it to d20, I was able to mess with the probabilities of things happening. Now, the chance of hurting yourself (either HP or stamina) is about 60%, nothing is about 20%, drunk for 30 seconds is 5% and enemies being damaged is 15%, but since it only even rolls if you botch a crit roll, it's still a 1/400 chance of you critting yourself on any given attack, slightly higher odds than before (1/2000), but not so much so that it breaks the game.