Every blade in the Warrens chips. Every chestplate dents. Until now, that was just the slow march toward uselessness.

Someone Who Knows Steel

Among the traders trapped by the Chain’s Curse, a few didn’t come to sell trinkets. They came with hammers, anvils, and the kind of stubbornness that makes a dwarf drag a forge into a dungeon.

Blacksmiths have set up shop in the Warrens. Find one, and you’ll notice something different about the panel that opens. Where a regular vendor shows a single Trade tab, a blacksmith’s panel shows two: Trade and Repair. Some blacksmiths do both. Some only repair. The tab bar is always visible, so you know exactly what services you’re looking at.

The Repair Tab

Switch to Repair and you’ll see every damaged item in your inventory laid out in a scrollable list. Each row shows the item’s name in its rarity color, a durability reading like “12/20” color-coded from green to red so you can spot the critical pieces at a glance, and the repair cost in gold.

Hit the Repair button next to an item and it snaps back to full durability. The gold leaves your purse, the numbers go green, and the item disappears from the list. If you’d rather not fuss with individual pieces, the Repair All button in the summary panel on the right handles everything in one click. The total cost is spelled out before you commit, no surprises.

The Price of Upkeep

Repair costs scale with what you’re fixing. A normal iron sword costs 5 gold per point of durability lost. Magic gear costs 10. Rare items run 20 per point, and if you’re lucky enough to carry a Unique, expect to pay 40 gold for every scratch. Better gear hits harder, but it also hits the wallet harder when it takes a beating.

It adds a quiet tension to the deeper floors. That golden-named weapon you found three levels ago is powerful, but every fight wears it down, and the bill at the blacksmith keeps climbing. Suddenly those cheaper backup weapons in your pack start looking practical.

Capabilities Under the Hood

This update introduced a capabilities system for NPCs. Every NPC template now carries a list of what services it can offer, “vendor”, “repair”, or both. A regular merchant has vendor. A pure blacksmith has repair. The Ironmonger, a new NPC you might run into, carries both and can trade stock while also hammering your gear back into shape.

The system is designed to grow. Future capabilities like enchanting or crafting can slot in as new tabs without reworking the panel architecture. For now, two tabs is plenty.

What’s Next

Repair is the foundation for a deeper relationship between players and their gear. Items aren’t disposable anymore. That Rare sword you found on the fifth floor is worth maintaining, worth spending gold on, worth planning around. The Warrens break things. The blacksmith puts them back together.

For a price.