Originally Posted By: Charon
Maybe a world lore skill 'maintain' weapon that would be half as effective as repair weapon? So that when you have it maxed out at 100% base it would be the same as 50% repair weapon? I think limiting it's max effectiveness so that people on their world lore type wouldn't have 310% would be a good idea as well. Maybe cap the effective part at 150% (75% repair).

That unreasonable?


As long as you can repair your weapon well enough to level combat effectively, reducing its effectiveness doesn't seem like a big deal to me. Again, though, I don't really think tinkers or fighters rely on weapon repairing in any real way for guild identity or cash/power.

Even when I played fighter, for the longest time I just used Okef.