Crafting skills like Blacksmith, Leatherworker, Tailors and Craftsman typically also have the ability to repair damaged weapons, armor or items of their craft (see each appropriate secondary skill for details). The following additional rules apply to repairing:
- Repair costs vary depending on the damaged item effects and value they have in their damaged state, based as a percentage of the full market price of the item (see table under the Damaged Equipment section)
- A failed crafting unit attempt for a given item simply delays the repairing process, however two consecutive failures attempt results in a complete failure and the item is considered destroyed, with all materials lost.
Repairing uses the same method of stat rolls as crafting does to produce successful crafting units, however repairing is typical slightly easier and uses the following modifiers:
Small | Medium | Large | Extra Large+ | |
Novice | No modifier | -4 Disadvantage | -8 Disadvantage | -12 Disadvantage |
Apprentice | +2 Advantage | No modifier | -4 Disadvantage | -8 Disadvantage |
Journeyman | +4 Advantage | +2 Advantage | No Modifier | -4 Disadvantage |
Artisan | +6 Advantage | +4 Advantage | +2 Advantage | No modifier |
Master | +8 Advantage | +6 Advantage | +4 Advantage | +2 Advantage |
Damaged Equipment
There are many ways in which weapons, armor and other items can become damaged. Adventuring is dangerous work and when equipment is not properly maintained or is misused, damage is inevitable. Likewise, if weapons or armor are left exposed to environmental effects for too long, they may become damaged, as if often the case when looting ancient crypts.
Typically weapons, armor and other gear that has a Tier2 or higher Crafting or Enchant does not become damaged through conventional means or the passage of time.
There are many prefixes that could be added to equipment to denote damage. The lists below give some common examples, and regardless of the particular prefix, the effects are the same.
Damaged Prefix | Weapon | Description | Repair Cost |
cracked, weakened, broken (also inferior) | weapon, armor or item | 1/2 damage or armor value, 1/2 effectiveness of any beneficial weapon attributes (i.e. parry), and gain the clumsy weapon attribute at -5 per weapon size | 50% of market value |
rusted, corroded, dull, chipped, weathered (stackable) | weapon | -1 to hit, -1 damage, and -1 beneficial effect (i.e. parry) for every stack of the effect (if damage is reduced below 1/2 of max, weapon is broken) | 10% of market value, per stack |
rotten, corroded, tattered, torn (stackable) | armor (cloth) | -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) | 50% of market value, per stack |
rotten, corroded, weathered, cracked (Stackable) | armor (leather) | -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) | 25% of market value, per stack |
rusted, corroded, tattered, torn (stackable) | armor (mail) | -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) | 20% of market value, per stack |
rusted, corroded, dented, battered (stackable) | armor (plate) | -1 armor for every stack of the effect (if armor value is reduced below zero, armor is destroyed) | 15% of market value, per stack |
shattered, destroyed, ruined | weapon or armor | non-functional or in pieces; may be possible to re-forge or repair, but costly to do so without it becoming inferior | 120% of market value |