More turns in a bit, and a quest for Nuke
and followers to undertake. Sorry, Messiah, but I'm forcing you to make this into a bigger communal quest (which I know you would anyway).
The spreadsheet auto-saves, Tir, that's the beauty of Google.
Armour and weapon bonuses are an interesting mechanic in YaK. It is assumed that PCs who go out fighting or adventuring always have a weapon (+1) and armour (+1), and no distinction is made between light leather and thick chainmail on the armour bonus. The reason for this is because you will sometimes come across NPC mooks who aren't as well kitted-out and also because it means that if a player is caught unprepared (e.g. while sleeping, without armour or weapon) they are at a disadvantage.
Mechanical bonuses on top of that are more expensive. As a general rule heavy armour (+2 Armour, -1 to movement-related skills) and masterwork weapons (+2 weapon) both cost 1 ducat, while masterwork armour (+2 Armour, no skill penalties) costs 2 ducats. This seems and
is incredibly expensive for a personal item, given that 1 ducat will hire an entire regiment of infantry, but such items do not require upkeep and convey a significant advantage in battle.
Consider a normal fighter with weapon and armour but no skill (+2) vs a guy with masterwork weapon, heavy armour and training (+5). The other guy is going to win something like 50% more of the time, and that only cost him 2 ducats.
Skills effectively separate into combat and utility skills: Weapon, armour use and dodging skills all give bonuses to personal combat under the right circumstances (i.e. having said weapon or armour/shield, having free movement). Skills like Tactics and Battle Command give bonuses during combat on the unit scale. Skills like Metalcrafting, Charisma/Diplomacy/Moustache, Trapping, Tracking, Acrobatics and History all have specific uses within the game. For example, my character Fust uses his History skill to research things, but Acrobatics to leap across buildings. Talinth (a blacksmith knight) can use his Metalcrafting skill to forge some decent armour, or to repair a broken door hinge, fix a broken weapon or jimmy open some manacles because he knows how they're made.
This is always subject to change and moderation by GMs, of course.