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Arms Lore

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Arms Lore skill banner

Arms Lore is the appraisal skill for arms and armor: it reads a weapon or armor piece’s condition and quality. On this shard it also gives a crafter a small bonus to the exceptional weapons and armor they make. The behaviour below is verified against ServUO source.

Two distinct things:

  1. Inspect gearUse the skill and target a weapon or armor piece to learn its durability (how worn it is) and a description of its damage (weapons) or armor rating (armor). A failed check just says you’re “not certain” — higher skill reads more reliably. This is its active function (Scripts/Skills/ArmsLore.cs).
  2. Improve your exceptional crafts — see the next section.

Activate the skill and target a weapon or armor piece — in your pack, equipped, or on a vendor — to read its details. The crafting bonus is automatic: it applies when you craft, and crafting also trains Arms Lore passively (each exceptional craft rolls a gain check).

Yes — but not the way it’s often assumed. Reading the source settles a common misconception:

  • It does not raise your success or exceptional chance. Arms Lore is not referenced anywhere in the crafting engine (Scripts/Services/Craft/). Your chance to succeed and to produce an exceptional item comes from your crafting skill, Strength/Dex, and tools — Arms Lore plays no part in whether a craft turns out exceptional.
  • It does sweeten an item that’s already exceptional (on this ML/EJ shard). When you craft an exceptional piece, your Arms Lore adds bonus properties on top, scaled by ArmsLore / 20:
    • Weapons (BaseWeapon.OnCraft): Damage Increase += ArmsLore / 20. At GM (100) Arms Lore that’s +5% DI baked in — on top of the +35% DI an exceptional weapon already grants.
    • Armor (BaseArmor.DistributeExceptionalBonuses): ArmsLore / 20 extra resist points, each randomly assigned to Physical/Fire/Cold/Poison/Energy. At GM that’s +5 total resist spread across the five types, on top of the normal exceptional bonus.
    • Clothing gets a similar bonus (capped at +4).
    • (On a Siege-ruleset shard the divisor is 12.5 instead of 20, i.e. +8 at GM; this shard uses the standard 20.)

So a smith or tailor who maxes Arms Lore turns out better exceptional gear — more damage on weapons, more resist on armor — even though Arms Lore never changes how often they hit exceptional. For a crafter, GM Arms Lore is a genuine (if modest) upgrade to every exceptional weapon and suit they make. See Crafting and Blacksmithy / Tailoring.

Quick start: an NPC trainer (a Samurai or weapon/armor vendor with the skill) teaches up to one-third of its own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach: baseToSet = ourSkill.BaseFixedPoint / 3) — buy to ~30–42 first.

Arms Lore is an active “read” skill — Use it on a weapon or armor piece and it rolls a gain check each time:

  • Low/mid skill — keep a stack of crafted daggers or looted armor and examine them over and over; it is one of the faster read-skills to raise.
  • High skill — keep examining gear, or let it ride along while you craft. GGS guarantees the slow late points if you keep reading.

See skill gain and using & training skills.

Primary statIntelligence
Secondary statStrength
TitleWeapon Master
Mastery skillNo
Gain notestraining Arms Lore raises Int (primary), or Str (secondary) — see Stat gain

Arms Lore’s primary stat is Intelligence — it is an appraisal/knowledge skill, not a combat one.

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