Armourer

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An Armourer is the lead craftsman in the construction of a set of armour. They will usually work in a well equipped workshop with apprentices, artisans, and suppliers of raw materials.

A lack of equipment, staff, or supplies will increase cost and construction time.

Magical or otherwise exceptional equipment can significantly decrease constructions times but this is extremely rare and highly valued.

Legendary master craftsmen are reported to have been able to incorporate magical properties and abilities into their craft.

Rules

31 Armourer (Ver 1.2)

31.1 Restrictions

The skill is related to that of weaponsmith, and an armourer who is a more skilled weaponsmith expends only three quarters of the necessary Experience Points to acquire or improve this skill. The reverse is also true.

An armourer's progress in their skill is inhibited by a low Manual Dexterity, and aided by a high Manual Dexterity. An armourer has an increased Experience Point cost of 5% for each point of Manual Dexterity less than 16. An armourer decreases their Experience Point cost by 5% for each point of Manual Dexterity greater than 20.

31.2 Benefits

An armourer acquires the ability to make one category of armour every two ranks.

Some categories require other categories as prerequisites and cannot be learned before their prerequisites. All armourers begin with the cloth category at rank 0.

Categories Prerequisites
Cloth None
Leather (leather, soft leather and furs) Cloth
Scale (scale and full scale) Cloth
Chain mail Cloth
Partial plate Chain
Plate I (full plate and heavy plate) Chain
Plate II (improved plate, jousting armour) Plate I
Dragon skin Scale, Leather
Mithril Chain

Additional categories may be gained without increasing in rank by spending 5,000 Experience Points and 4 weeks training time per category. These costs are discounted by 25% if the armourer has reached rank 8, or by 50% if they have reached rank 10.

An armourer can make increasingly effective armour as their rank increases.

An armourer may positively affect any of the 4 attributes of armour (Weight factor, Protection, Agility Modifier and Stealth Modifier) or any combination thereof. Some of the attributes are harder to affect, and this is reflected in the number of ranks an armourer must have to do so. Also, some of the attributes have maximums (e.g. the Agility Modifier may not be decreased beyond 0). The ranks required and the attribute maximums are:

Weight 1/2 a factor per 3 full ranks. Never lighter than WT 1. This attribute may not be affected for the cloth, leather or mithril categories.
Protection +1 per 4 full ranks. This attribute may not be affected for cloth, furs or soft leather, and no more than 1 additional point of protection may be added to hard leather.
Agility Modifier 1 per 6 full ranks. Never better than 0.
Stealth Modifier +1% per rank. Never better than +5%.

Note: These effects are not cumulative. For example a rank 7 armourer could make a suit of armour with 1 less weight factor and 1% better stealth, or 1/2 a weight factor less and 1 point more protection, or any of the other non-cumulative combinations. An armourer may always make a suit of armour at a lower effective rank than their true rank.

Armour statistics shown on the Alusian Armour Chart are for armours manufactured with an effective rank of 0, i.e. of the mass-produced, off the peg variety.

The armourer who made them may have been of greater rank but the level of skill used was elementary.

The time and cost required for an armourer to construct a suit of armour is dependent on the effective Rank used and the category of armour.

Time The time required to construct a suit of armour is (1 + (Rank / 2)) x number of days for the armour listed below:

Categories Time
Cloth or leather ½ day
Scale 4 days
Chain mail 6 days
Partial plate 10 days
Plate I 12 days
Plate II 15 days
Dragon skin 16 days
Mithril 20 days

The fitting time for the armour (the time spent with the armourer by the wearer-to-be) is a number of hours equal to the base number of days (e.g. 6 hours to fit a suit of chain mail). The hours need not be consecutive but all must be done in the first half of manufacture time.

Cost 80% of the Base Cost as shown on the Armour Chart x (Effective Rank + 1) silver pennies. Note that this is the cost to the armourer, not the sale price.

Fixing and Modifying Armour

The time taken to repair a suit of armour damaged by a Grievous blow, or to modify a suit to fit a new (but appropriately sized) wearer, is usually no more than the armour's Base time (e.g. 6 days for a suit of chain mail).

Proposed Rules v1.3 (approved Mar-12)

Time The number of days required to construct a suit of armour in a properly equipped and staffed workshop is effective rank plus the base number for the armour listed below:

Categories Time
Cloth or leather 5 days
Scale 10 days
Mail 20 days
Partial plate 25 days
Plate I 30 days
Plate II 35 days
Dragon skin 20 days
Mithril 30 days

An Armourer with greater rank than the effective rank being applied may reduce the construction time by (Rank - Effective Rank) days (minimum 1 day).

The fitting time for the armour (the time spent with the armourer by the wearer-to-be) is a number of hours equal to the base number of days (e.g. 20 hours to fit a suit of mail). The hours are not consecutive and may be reduced by (Rank - Effective Rank) hours (min. 1).

Cost 80% of the Base Cost as shown on the Armour Chart x (Effective Rank + 1) silver pennies. Note that this is the cost to the armourer, not the sale price.

Fixing and Modifying Armour

The time taken to repair a suit of armour damaged by a Grievous blow, or to modify a suit to fit a new (but appropriately sized) wearer, is usually the same as the original fitting time.

An armourer is treated as a merchant of their armourer rank when attempting to buy or value armour from categories with which they are familiar.

If the armourer is not familiar with an armour category they act as a merchant of half their rank (rounded down).

31.3 Costs

An armourer can only perform their skill in a properly maintained workshop.

It costs 2000 silver pennies to construct a workshop and 500 silver pennies per year to maintain it with tools and materials. A basic tool kit will cost (100 + 100 x Rank) silver pennies.

It costs only 20% of the above amount to add to a weaponsmith's workshop so as to make it usable by an armourer as well. The reverse is also true.

A workshop may be rented at the rate of 10 silver pennies a day.