Blacksmith, witch & enchanting
Three shops that all consume the same drops from the same bag, so they are documented together.

The blacksmith
Two things happen here: items get dismantled into metal and arcane, and equipped items get upgraded using them.
| Setting | Default | What it does |
|---|---|---|
blacksmith_dismantle | Dismantle items rather than only selling them. | |
blacksmith_dismantle_on_non_full | Dismantle even when the bag is not full. | |
blacksmith_dismantle_max_value | Never dismantle an item worth more than this. | |
blacksmith_upgrade | on | Upgrade equipped items. Paid in metal and arcane, never mushrooms. |
blacksmith_upgrade_max_count | Upgrade each equipped item at most this many times. 0 disables upgrading entirely. | |
blacksmith_add_gem_slot | on | Add a gem slot to equipped gear that has none, so a gem can go in it. Metal and arcane, never mushrooms. |
The two reserves that protect your gems
blacksmith_keep_metal and blacksmith_keep_arcane are the most important settings on this page, and the reason is not obvious.
Pulling a gem out of an item you are replacing costs metal and arcane at the blacksmith. If the upgrade loop drains those balances to zero, you cannot extract, and the gem is destroyed along with the old item.
The reserves are what stop the upgrade loop eating the materials that gem extraction needs. They default to a level that keeps extraction possible.
blacksmith_keep_silver is a leftover
It is kept so older configs still load. Blacksmith upgrades are paid in metal and arcane, not silver, so it changes nothing.
Selling, and what is never sold
sell_worst_first is on: the worst item in the bag goes first, which is what you want when the bag is full and something has to go. It takes precedence over sell_most_expensive, which stays for anyone deliberately farming gold from drops.
Everything below is an exception list. Each one means "never sell this kind of thing".
| Setting | Protects |
|---|---|
sell_ignore_epics | Epic items |
sell_ignore_enchanted | Enchanted items |
sell_ignore_better | Anything better than what you are wearing |
sell_ignore_bottles | Potions |
sell_ignore_gems | Gems |
sell_ignore_black_gems | Black gems |
sell_ignore_legendary_gems | Legendary gems |
sell_ignore_pets | Pet items |
The stuck-gem escape hatch
sell_gemmed_when_stuck is off by default and is a last resort rather than a general permission.
An item with a socketed gem is normally kept, because selling destroys the gem. The bot extracts the gem first and sells afterwards. But if the character has no blacksmith yet, or the daily dismantle allowance is spent, or the blacksmith simply refuses, the gem cannot come out and the item sits in the bag forever. On a six-slot bag, two of those are a third of your space.
With this on, the item is sold in exactly those cases and the gem is lost with it. While extraction is still possible it changes nothing. It is off because the cost is silent and irreversible, and somebody with a legendary gem in a ring should have to say yes to it.
The witch
sell_item_to_witch feeds the cauldron rather than the shop. Items given to the witch go towards the cauldron's current demand instead of turning into gold.
Enchanting
auto_enchant enchants equipment, and the nine exclude_enchant_* settings say which slots to leave alone:
weapon, helmet, breastplate, hands, shoes, ring, amulet, belt, talisman.
One enchantment is worth knowing about outside this page. use_enchantment_beer also drinks the extra beer the Thirsty Wanderer enchantment grants, because that enchantment raises the game's own daily beer cap rather than handing you beer. See Quests, tavern & expeditions.
See also
- Inventory & shops
- Achievements for the arcane-hoarding pursuit
- Settings