Repairing
Weapons, armor, shields, and clothing lose durability as they take damage. There are three ways to restore an item's durability, and all three open the same repair window — but they differ a lot in cost and in how hard they are on your gear. Every repair permanently lowers the item's maximum durability a little, so an item can only be repaired so many times before it must be replaced.
The three repair options
| Vendor (Armorer) | Crafter (crafting menu) | Repair deed | |
|---|---|---|---|
| You pay | Gold (backpack, then bank) | Resources + 1 tool use per item | Gold + 1 deed charge per item |
| Skill needed | None | At least the item recipe's minimum skill | None (uses the deed's fixed skill) |
| Tool needed | None | Matching craft tool with uses left | The deed itself |
| Durability loss | Worst (vendors repair at skill 90) | Best — least loss at high skill | Fixed at the deed's skill |
| Materials covered | Iron→Valorite metal, leather, wood, cloth | Anything (you supply the material) | Up to the deed's material tier |
| Where | Within 4 tiles of the vendor | Anywhere | Anywhere, from your backpack |
In short: a high-skill crafter is both cheapest and gentlest on your gear. The vendor is the convenient fallback. A repair deed is a portable gold-based repair for one profession.
What can be repaired
Items belonging to the four repair-capable crafts:
| Craft | Typical items |
|---|---|
| Blacksmithy | Metal weapons and armor, shields |
| Tailoring | Leather and studded armor, clothing |
| Carpentry | Wooden items |
| Bowcraft & Fletching | Bows and crossbows |
Tinkered items cannot be repaired. A few tools and specials are also excluded: cleaver, hatchet, pickaxe, butcher knife, skinning knife, magic wands, and the deer/tribal masks. You also cannot repair an item that is already at full durability, one that is too worn to survive another repair, or a weapon that still has poison on it.
Vendor repair
Armorers (and Orc Armorers, plus a house Housekeeper with the repairer upgrade) offer repairs. Right-click the vendor and choose Repair to see your damaged equipped and backpack items with a gold price beside each. Gold is taken from your backpack first, then your bank.
Two caveats:
- Vendors repair at a fixed skill of 90 — deliberately worse than a skilled player. Heavily damaged items lose up to 5 maximum durability per vendor repair, where a 120-skill crafter loses only 2.
- Vendors only handle standard materials (Iron through Valorite, standard through Valorite leather and boards, cloth). Exotic materials must go to a player crafter.
Crafter repair
Open your crafting tool's menu and click Repair Item, then target:
- Yourself — lists all damaged equipped/backpack items of that craft.
- A single item — repairs it directly.
- A container — lists all repairable contents.
Requirements: a matching tool with uses left (each repaired item consumes one use), skill at or above the item recipe's minimum skill (a hard gate — there is no random failure roll), and the item's material in your backpack. No gold is involved.
Repair deeds (repair contracts)
A repair deed is a portable, single-profession repair item. Double-click it (from your backpack — usable anywhere) to open the repair window. It repairs items of its profession up to its material tier, at the deed's fixed skill level, costing gold (same price as a vendor) plus one deed charge per item. The deed is destroyed when its charges run out.
- Crafting deeds: each of the four repair crafts can craft one deed per material tier for 20 units of that material. Skill to craft: Shadow 60, Copper 80, Regular 100, Bronze 100, Verite 110, Valorite 120. (The plain-material deed intentionally requires 100 skill so basic deeds can't be mass-produced cheaply.) Deeds are tinted to their material's color.
- Combining: two deeds of the same profession and material can be combined (via the window's Combine button or the deed's right-click menu) to pool their charges, up to 1000.
- Items above the deed's material tier show up greyed-out in the list and can't be selected.
Durability loss per repair
All three paths use the same rule: the maximum durability lost depends on how damaged the item is and on the repairer's skill (yours, the vendor's fixed 90, or the deed's):
| Current durability | Skill 120 | Skill 110 | Skill 100 | Below 100 (vendor) |
|---|---|---|---|---|
| 75% or more | 2 | 2 | 2 | 2 |
| 50–75% | 2 | 3 | 3 | 3 |
| 25–50% | 2 | 3 | 4 | 4 |
| Below 25% | 2 | 3 | 4 | 5 |
Takeaways:
- A 120-skill crafter always loses only 2, no matter how damaged the item is.
- Repairing early (still above 75% durability) costs only 2 at any skill — topping up gear often makes it last longest.
Repair costs
The amount of material (or its gold value) scales with how damaged the item is:
- The resource cost is based on the item's crafting recipe, multiplied by the damage fraction, then by 1.25 — so a half-damaged item costs roughly 60% of its recipe's material to repair.
- For vendors and deeds that amount is converted to gold using base unit prices (ingot 10, board 10, leather 14, cloth 4) multiplied by the material tier: Shadow ×2, Copper ×4, Bronze ×8, Verite ×16, Valorite ×32.
Example: a 50%-damaged item whose recipe needs 4 Valorite ingots costs 3 ingots from a crafter, or 3 × 10 × 32 = 960 gold at a vendor.
The repair window color-codes each item's name and price by its material tier, so you can see at a glance what you are paying for.