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Discussion in 'UHall' started by mookin1, Feb 9, 2008.
I noticed i'm gaining arms lore from fletching, do I need it? What does it do?
Arms Lore has been changed:
* Arms Lore will increase when weapons and armor are crafted
* When a weapon is exceptionally crafted, the damage increase modifier will increase by 1% per 20 points of Arms Lore.
* When a piece of armor (not including shields) is exceptionally crafted, it will receive a resist bonus based on the crafter’s Arms Lore skill. For every 20 points of Arms Lore, one resist normally available on that piece of armor will be raised by 1, for a total possible bonus of 5 distributed randomly. (Ex. At GM Arms Lore, the total resist bonus is +5%. One resist could receive the full +5% bonus. Alternatively, one resist could receive +2%, and three other resists could receive +1%, for the total of +5%. )
The arms lore change has been a lot more interesting than I expected. Although soulstones are still the universal cure-all for wanting everything, I tend not to use them very often and it's interesting to watch my various young crafters develop in different ways depending on whether they take or don't take this tiny little bonus.
I have one fletcher who only enhances stuff and a different one who makes stuff. Although the second one could do it all (once he's finished), there's a nice to have the characters play out specialized roles.
I took on all my crafters the armslore skills. I don't regret it on those who already are GM armslore. I don't say no too those little extra bonuses on armor and weapons.
It's such an easy skill to raise, you put it on all of your crafters huh?
Well not that hard. Buying up first. Then looking at weapons till about 80 skill is easy. And then making stuff in heartwood for the quests and filling bods make it go up fairly easy.
It just go up while i make things.Nothing special realy. I'm not a person who likes to look at the same dagger over and over to keep it got to GM but thats also a way if you like long boring stuff!