Armourers Guild Skills

Skills Rank
Cost in
OSP's
Quick Armour Repair Rank 2 10 OSP
Make Mastercrafted Weapon or Shield Rank 3 20 OSP
Repair Enchanted Armour/Shield Rank 3 25 OSP
Spell Tempering Rank 4 30 OSP
Medium Armour Mastery Rank 4 40 OSP
Heavy Armour Mastery Rank 5 50 OSP
@Mighty Blow Rank 5 40 OSP
@Repair enchanted weapon/item Rank 5 50 OSP
@Strength Rank 6 70 OSP
Make Special Armour Rank 7 50 OSP
@Repair Artefact Rank 7 60 OSP
@Shield Mastery Rank 7 60 OSP
Masters Forging Rank 8 60 OSP

Quick Armour Repair
Pre-requisites: None
Guild/Rank:Militia Rank 3 Cost: 20 OSP
Guild/Rank:Faction Rank 2 Cost: 40 OSP
The skill gives a character the ability to repair armour or shields in half the standard time. (All armour is repaired at thirty second per point and shields are repaired in one minute). This skill cannot be used to repair enchanted armour.

Make Mastercrafted Weapon or Shield
Pre-requisites: None
This skill allows a character to forge mastercrafted weapons and shields with metals and tolls that can be obtained from the Armourers guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only forge one weapon or shield each year. No weapons or shields can be forged at sanctioned events. Weapons and shields made using this skill last for one year.

Repair Enchanted Armour/Shield
Pre-requisites: None
This skill allow the character to repair enchanted armour and shields. This repair takes twice the time required to repair normal armour or shields, but can be done even when the armour or shield is being worn. This skill can only be used to repair armour or shields that cannot be affected by normal damage.

Spell Tempering
Pre-requisites: None
A character with this skill may forge an item that has a particular affinity for magic. The forged item will give a bonus to the total score if used in a ritual. Only a spell tempered item may be ritually powered to do enchanted damage. The forging of spell tempered items requires the use of Armourers guild tools and facilities. Spell tempered weapons may only be forged in the guilds area at the Heartland Games, Faction Moots or the Gathering (no spell tempered items may be forged at sanctioned events). A character with this skill may make one spell tempered item each year.

Medium Armour Mastery
Pre-requisites: Medium Armour use
Guild/Rank:Miltia Rank 4 Cost: 40 OSP
Guild/Rank:Faction Rank 4 Cost: 60 OSP
Guild/Rank:Generic (any rank) Cost: 80 OSP
A character using this skill gains an extra point of armour value while using medium armour. This is in addition to the two points of protection that medium armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or heavy armour.

Heavy Armour Mastery
Pre-requisites: Heavy Armour Use
Guild/Rank:Militia Rank 5 Cost: 50 OSP
Guild/Rank: Faction Rank 5 Cost: 70 OSP
Guild/Rank: Generic (any rank) Cost: 90 OSP
A character using this skill gains an extra point of armour value while using heavy armour. This is in addition to the three points of protection that heavy armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or medium armour.

@Mighty Blow
Pre-requisites: Two handed weapon use
Guild/Rank:Miltia Rank 4 Cost: 50 OSP
Guild/Rank:Faction Rank 5 Cost: 80 OSP
Guild/Rank:Generic (any rank) Cost: 120 OSP
A character with this skill can inflict a physical strikedown with a two handed weapon and a full role-played blow.

@Repair Enchanted Weapon/Item
Pre-requisites: None
This skill allows the character to repair enchanted weapons or items. This repair takes a minimum of ten minutes and requires use of the Armourers guild forge. In all but exceptional circumstances, enchanted weapons and items can only be damage by weapons inflicting artefact damage.

@Strength
Pre-requisites: Mighty Blow
This skill allows a character to inflict either a physical strikedown or a crush with a two handed weapon and a fully role-played blow. The character can also resist a physical strikedown or repel but must role-play standing firm against the blow.

Make Special Armour
Pre-requisites: None
A character with this skill can make a suit of special armour (+1 armour value per location). This skill requires facilities and materials that can be obtained from the Armourers guild. your character must be in the guilds area at the Heartland Games, Faction Moots, or Gathering to use this skill and may only make one suit of special armour each year. The creation of a special armour takes at least four hours and often requires days of concentration.

@Repair Artefact
Pre-requisites: None
This skill allows the character to repair damage artefact weapons, armour shields or items. This skill requires use of the Armourers guild forge. Artefact armour and shields will take ten times longer than normal to repair. Artefacts can only be damaged in extremely rare circumstances.

@Shield Mastery
Pre-requisites: Shield Use
Guild/Rank:Militia Rank 5 Cost: 60 OSP
Guild/Rank:Faction Rank 7 Cost: 80 OSP
A character with this skill can use a shield to parry weapons inflicting normal and enchanted crush without damaging the shield or the character. This skill offers no protection to anything but melee blows.

@Master's Forging
Pre-requisites: None
A character with this skill can create one magical, permanent enchanted item. This skill requires the use of the armourers guild forge and the production of the item takes a full year. A character with this skill can make on master-forged item in his lifetime. The character must receive permission from the head referee before starting to make his item.