Difference between revisions of "Artificing"

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In perfect union of a [[Magi]]'s craft, Artificing combines the arcane power of [[elementalism]] and the perfect balance of [[crystalism]] to craft a mighty golem to carry out its creator's bidding.
In perfect union of a Magi's craft, Artificing combines the arcane power of elementalism and the perfect balance of crystalism to craft a mighty golem to carry out its creator's bidding.


Due to their crystalline structure, they have an innate tie to vibrations in their surroundings. A master magi can use this bond to unleash a variety of deadly effects against all who stand in their way.
Due to their crystalline structure, they have an innate tie to vibrations in their surroundings. A master magi can use this bond to unleash a variety of deadly effects against all who stand in their way.


The skill of '''Artificing''' is available to members of the [[Magi]] [[class]], along with [[Elementalism]] and [[Crystalism]].


===Abilities in Artificing===
==Abilities in Artificing==
{| border=0 cellpadding=2 cellspacing=2
{{Skill_detail
| bgcolor=#cccccc | '''Ability'''
|skill=Workshop
| bgcolor=#cccccc | '''Description'''
|description=Where it all begins.
|-
|lessons=
| bgcolor=#999999 | '''Golemcraft'''       
|syntax=WORKSHOP CONSTRUCT <foci><br>WORKSHOP REFINE <crystal><br>WORKSHOP INVENTORY
| bgcolor=#999999 | Create a crystalline construct.
|required=
|-
|target=
| colspan=2 bgcolor=#c9c9c9 |
|cooldown=
: '''Syntax:'''            GOLEM CREATE <crystal1> [crystal2] [crystal3] [...]
|detail=Many will see a Magi upon the field of battle, laying about their enemies with fire and lightning, and never give thought to the time and effort that goes into achieving such power. Within the Workshops of Artifice you will create your foci. Work on your treaties with the Elemental Planes, and grow truly mighty. This is where mastery truly begins:<br><br>WORKSHOP CONSTRUCT <foci>: eventually you will be able to create an Elemental Foci.<br>WORKSHOP REFINE <crystal>: within the workshop and with the right reagents you will learn to refine special crystals to enhance the use of your foci.<br>WORKSHOP INVENTORY: see what crystals you have stored in this workshop.
::: GOLEM DISMANTLE
}}


: '''Details:'''
{{Skill_detail
|skill=Unweave
|description=A way to unweave Talisman Pieces and gain gold.
|lessons=
|syntax=WORKSHOP UNWEAVE <piece> <level>
|required=
|target=
|cooldown=
|detail=Crystal: Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold. This must be performed in an Artificing workshop.
}}


The creation of crystalline constructs is a closely guarded secret of those that practice Artifice. With this knowledge, you are able to create golems from refined crystals to serve you.
{{Skill_detail
|skill=Staff
|description=The greatest of Elemental foci.
|lessons=
|syntax=WORKSHOP CONSTRUCT STAFF<br>STAFF CAST <spell> at <target><br>STAFF INSERT <crystal><br>STAFF REMOVE <crystal><br>STAFF DISMANTLE
|required=CAST STAFF: 1000 mana<br>STAFFCAST: 150 mana<br>a collection of small gems, a cube of elemental ice, a pinch of diamond dust, a small supply of charcoals, and a wood commodity
|target=Adventurers, denizens, and self
|cooldown=4.00 seconds of equilibrium
|detail=A foci tried and tested for working with the elements, the Elemental Staff is truly a masterwork of arcane enginuity. When you first craft your staff, you will only be able to cast one spell through it, and that spell is DISSOLUTION: a blast of pure arcane force.<br><br>However, as your skill in Artificing grows and you find yourself able to refine various crystals to insert into your staff, your foci shall become more formidable, unlocking if not more powerful, then more complex spells that may be cast through it. Certain crystals may also impart special properties upon your staff: see their ability files for details.<br>* Note that an Elemental Staff may only hold up to four crystals at a given time.<br>** If you lose your staff (and it does not reset to you), you may dismantle that staff whereever it may be. This will permanently destroy it and you will need to make a new one.<br>*** Constructing a staff is a lengthy operation during which you may do nothing.
}}


Using the golem as a focus, you are able to perform spells that would otherwise be impossible. Most spells performed in this way require a certain crystal to be part of the golem (these are noted in the relevant ability files). However, be warned. The larger your golem, the more its presence shall interfere with your crystalline vibrations, with potentially dissasterous results. The pragmatic sorcerer shall endeavor to balance both his golem's size with the number of vibrations he or she has active at any one time.
{{Skill_detail
|-
|skill=Scintilla
| bgcolor=#999999 | '''Club'''               
|description=A crystal to channel fire.
| bgcolor=#999999 | Have your golem strike the lesser beings.
|lessons=
|-
|syntax=WORKSHOP REFINE SCINTILLA CRYSTAL
| colspan=2 bgcolor=#c9c9c9 |
|required=a collection of small gems
: '''Syntax:'''            GOLEM CLUB <target>
|target=
|cooldown=
|detail=When set into your staff, this crystal will permit you to channel a burning scintilla through your foci, a potent fire spell.<br>* STAFF CAST SCINTILLA AT <target>, for instance.
}}


: '''Extra Information:''' Crystal: egg
{{Skill_detail
|skill=Horripilation
|description=A crystal to channel frost.
|lessons=
|syntax=WORKSHOP REFINE HORRIPILATION CRYSTAL
|required=a collection of small gems
|target=
|cooldown=
|detail=When set into your Elemental Staff, this crystal will permit the casting of a freezing HORRIPILATION spell through it.<br>* STAFF CAST HORRIPILATION AT <target>, for instance.
}}


: '''Details:'''
{{Skill_detail
|skill=Lightning
|description=A crystal to focus electricity.
|lessons=
|syntax=WORKSHOP REFINE LIGHTNING CRYSTAL
|required=a collection of small gems
|target=
|cooldown=
|detail=When set into your Elemental Staff, this crystal will permit the casting of a LIGHTNING spell through it.<br>* STAFF CAST LIGHTNING AT <target>, for instance.
}}


This basic command will have your golem strike an enemy with its crystalline appendages, doing minor damage.
{{Skill_detail
|-
|skill=Glacial
| bgcolor=#999999 | '''Smash'''               
|description=There is cold, then there is Cold.
| bgcolor=#999999 | Direct your golem to shatter the limbs of your enemies.
|lessons=
|-
|syntax=WORKSHOP REFINE GLACIAL CRYSTAL
| colspan=2 bgcolor=#c9c9c9 |
|required=a collection of small gems
: '''Syntax:'''            GOLEM SMASH <target> [ARMS|LEGS]
|target=
|cooldown=
|detail=When set into your staff, this crystal will enhance your control over your spell of horripilation, allowing you to bleed off the excess water to bind your target with bonds of water, making it hard for them to leave the location for a time(*).<br>* The duration of the bonds is highly variable. If they are frozen, they shall last for 45 seconds. If they are only shivering, they will last for 35 seconds. If they are neither shivering nor frozen but lacking the insulation defence, they will last 25 seconds. Otherwise, they will only last 15 seconds.
}}


: '''Extra Information:''' Crystal: pentagon
{{Skill_detail
|skill=Shock
|description=Your foci will be positively electrifying.
|lessons=
|syntax=WORKSHOP REFINE SHOCK CRYSTAL
|required=a collection of small gems
|target=
|cooldown=
|detail=When set into a staff alongside a lightning crystal, when casting your lightning spell through your foci your target will also be struck down with the stupidity affliction.
}}


: '''Details:'''
{{Skill_detail
|skill=Immolation
|description=They will char under your power.
|lessons=
|syntax=WORKSHOP REFINE IMMOLATION CRYSTAL
|required=a collection of small gems
|target=
|cooldown=
|detail=*They will be afflicted with ablaze (or have their burning level increase) four seconds after your staffcast.
}}


You are now able to command your golem to viciously shatter the arms or legs of those that would dare stand against you.
{{Skill_detail
|-
|skill=Rapidity
| bgcolor=#999999 | '''Return'''             
|description=From force to finesse.
| bgcolor=#999999 | Order your construct back to your side.
|lessons=
|-
|syntax=WORKSHOP REFINE RAPIDITY CRYSTAL
| colspan=2 bgcolor=#c9c9c9 |
|required=a collection of small gems
: '''Syntax:'''            GOLEM RETURN
|target=
|cooldown=
|detail=This rare crystal can transform your Elemental Staff from a weapon of directed force into one of finesse. All spells cast through your staff will be cast twice as fast, but the potency of them will also be halved(*).<br>* Around twice as fast, but at half damage.
}}


: '''Details:'''
{{Skill_detail
|skill=Treaties
|description=Thus is agreement made.
|lessons=
|syntax=TREATY FORM <denizen><br>TREATY LIST<br>ELEMENTAL SUMMON <elemental>
|required=
|target=
|cooldown=
|detail=Though the creation of your arcane staff is doubtlessly what the uneducated might consider the height of the work you carry out in your workshop, the true student of Artifice knows better. Your staff is a foci, and one grand at that; but it is the treaties with the Elemental Planes which you will carve into crystal which shall unlock your full potential.<br>While within your workshop, you may establish treaties with the denizens of the Elemental Planes. As you progress through Artifice your ability to create treaties with more and more powerful denizens of said planes will become possible, and there are rumours that at the very height of mastery... well. They are simply rumours.<br><br>TREATY FORM <denizen>: attempt to form an agreement with a denizen of an Elemental Plane. See relevant ability files for costs or other factors that may be involved on a per treaty basis.<br>TREATY LIST: see what treaties you have established, and for how long they will last(*).<br>ELEMENTAL SUMMON <elemental>: see the ELEMENTALS ability file for more details.<br>* Treaties do not last forever and will need to be renewed once they lapse.
}}


You are now able to command your golem to return to you from anywhere.
{{Skill_detail
|-
|skill=Elementals
| bgcolor=#999999 | '''Hypothermia'''         
|description=From word to will.
| bgcolor=#999999 | The freezing touch of Sllshya.
|lessons=
|-
|syntax=ELEMENTAL SUMMON <elemental><br>ELEMENTAL CALL [PASSIVE]<br>ELEMENTAL POWERS<br>ELEMENTAL DISMISS <elemental>
| colspan=2 bgcolor=#c9c9c9 |
|required=
: '''Syntax:'''            GOLEM HYPOTHERMIA <target>
|target=
|cooldown=
|detail=Once you have established treaties with the denizens of the Elemental Planes, now comes the time to call them forth into your service.<br>ELEMENTAL SUMMON <elemental>: summon an elemental you have formed a treaty with. Initially this will need to be performed within your workshop, though there will come a time when you will go beyond such constraints upon your power.<br>ELEMENTAL CALL: call all elementals you have summoned back to your side. This does not incur equilibrium, though it can only be done every so often.<br>ELEMENTAL POWERS: see what powers your currently summoned elementals possess.<br>ELEMENTAL DISMISS <elemental>: send an elemental back to its home.<br>You may only have up to two elementals called forth at a time, and only one from each Elemental Plane. For example, you can have a waterweird and an efreeti, but not an efreeti and an ashbeast.
}}


: '''Extra Information:''' Crystal: cube
{{Skill_detail
  |skill=Waterweird
|description=A minor servant of Sllshya.
|lessons=
|syntax=NONE
|required=a cube of elemental ice
|target=Adventurers and self
|cooldown=
|detail=This minor servant of Sllshya will allow you to cross over any body of water so long as it remains by your side. In addition, you will be unmoved by any currents that would seek to sweep you away.
}}


: '''Details:'''
{{Skill_detail
|skill=Djinn
|description=A subordinate agent of Whiirh.
|lessons=
|syntax=ELEMENTAL LEVITATE [target]
|required=100 mana<br>a pinch of diamond dust
|target=Adventurers and self
|cooldown=3.60 seconds of equilibrium
|detail=Once summoned, this lesser elemental of Whiirh's domain will allow you to levitate yourself into the sky, or another if you so desire. It will only be able to do this every so often, but it should be noted that the power of this elemental's levitation is quite formidable, and will bypass most things that would otherwise prevent you from taking to the skies.
}}


If your enemy is already frozen, you may bring a terrible cold down upon him or her, removing their ability to heal their frozen state.
{{Skill_detail
|-
|skill=Sandling
| bgcolor=#999999 | '''Assess'''             
|description=A diminutive denizen of Garash.
| bgcolor=#999999 | Determine the composition of your construct.
|lessons=
|-
|syntax=ELEMENTAL DESCEND
| colspan=2 bgcolor=#c9c9c9 |  
|required=250 mana<br>a lump of red clay
: '''Syntax:'''            GOLEM ASSESS
|target=Adventurers and self
|cooldown=4.00 seconds of equilibrium
|channels=Earth
|detail=One of four elementals you can summon, the sandling will lower you into the ground, effectively burying you. Additionally, you will be able to burrow laterally so long as the ground is soft enough to permit. However, you may not burrow deeper than one level below ground.
}}


: '''Details:'''
{{Skill_detail
|skill=Efreeti
|description=A lesser flame of Kkractle.
|lessons=
|syntax=NONE
|required=a piece of coal
|target=Adventurers and self
|cooldown=
|detail=This lesser flame of Kkractle, when summoned, will begin to spin wildly, setting any enemies in your location ablaze periodically.
}}


You are now able to tell from what crystals your construct was initially formed from, as well as how much more damage it can sustain before being destroyed.
{{Skill_detail
|-
|skill=Stoneback
| bgcolor=#999999 | '''Scald'''               
|description=A hulking guardian of Earth.
| bgcolor=#999999 | The true meaning of pain.
|lessons=
|-
|syntax=ELEMENTAL BULWARK <ME|target>
| colspan=2 bgcolor=#c9c9c9 |
|required=a block of unworked stone
: '''Syntax:'''            GOLEM SCALD <target>
|target=Adventurers and self
|cooldown=3.60 seconds of equilibrium
|detail=The formidable servant of Garash that is the stoneback will permit the raising of a magical shield for yourself or for another.
}}


: '''Extra Information:'''  Crystal: cylinder
{{Skill_detail
|skill=Breath
|description=A subtle superior of air.
|lessons=
|syntax=ELEMENTAL BREATHMELD <target|STOP>
|required=
|target=
|cooldown=1.00 seconds of equilibrium
|detail=This superior servant of Whiirh is truly a subtle and deadly summoning. By commanding it to meld with the breath of your target, each time they breathe more heavily than normal due to moving while burdened by density or laboured breathing, your servant shall teleport you to their new location, so long as they stand not upon either a monolith sigil and remain upon the same continent as you.<br>* A monolith on the Magi's end will prevent the travel as well, as will their relevant elemental being slain.<br>** An elemental may only perform a breathmelding once every two minutes, and the affect lasts for one minute on a given target.<br>*** You may abort a breathmeld at any time, though this does not clear the cooldown.
}}


: '''Details:'''
{{Skill_detail
|skill=Mistfiend
|description=A dread minion of Sllshya.
|lessons=
|syntax=ELEMENTAL CONDENSE|ELEMENTAL FOGBANK
|required=300 mana<br>a cube of elemental ice
|target=
|cooldown=4.20 seconds of equilibrium
|detail=The powerful mistfiend will permit you to control water on a macro scale within your local area. Command it to form a fogbank, and all magically flooded locations nearby will be dispersed to form fog in those rooms; command it to condense, and all magical fog shall turn to water to flood said rooms instead.<br>* The mistfiend may only act once every minute.
}}


Your golem will produce a substance that, when inhaled, shall scald the throat of the unfortunate fool who dares oppose your might. This will greatly reduce the opponent's ability to restore themselves through the use of irid moss or potash crystals.
{{Skill_detail
|skill=Ashbeast
|description=A harbinger of Fire.
|lessons=
|syntax=ELEMENTAL DESTROY <target>
|required=a small supply of charcoals
|target=Adventurers
|cooldown=3.60 seconds of equilibrium
|detail=The ashbeast is a truly mighty denizen of the plane of Fire, and the power it will lend in your endeavours is equally as formidable. When dealing with a sufficiently weakened foe(*), the ashbeast will be able to unleash the wrath of Kkractle directly upon them, destroying them utterly(**).<br>* They must be afflicted with a conflagration and have 40% of their health or less.<br>** This instakill bypasses starburst defences or similar.
}}


This ability may only be utilised against a prone target who is also ablaze.
[[Category:Skills]][[Category:Edit needed]]
|-
| bgcolor=#999999 | '''Scorch'''             
| bgcolor=#999999 | Sear flesh from bone.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM SCORCH <target>
 
: '''Extra Information:'''  Crystal: cylinder
 
: '''Details:'''
 
Your golem can now set the skin of your foes ablaze.
|-
| bgcolor=#999999 | '''Pummel'''             
| bgcolor=#999999 | Have your golem smash them to pieces.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM PUMMEL <target>
 
: '''Extra Information:'''  Crystal: torus
 
: '''Details:'''
 
You may now direct your golem to pummel those that suffer from a state of being frozen, dealing them significant damage.
|-
| bgcolor=#999999 | '''Schematics'''         
| bgcolor=#999999 | Efficiently handle your constructs.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            SCHEMATICS LIST
:::                  SCHEMATICS CREATE GOLEM FROM <schematic>
:::                  SCHEMATIC INSTILL GOLEM WITH <schematic>
:::                  SCHEMATIC MEMORISE <schematic> <crystal1> [crystal2] [crystal3] [...]
:::                  SCHEMATIC FORGET <schematic>
 
: '''Details:'''
 
You are now able to record schematics to immediately create golems from. You may also instill an already existing golem with a schematic to change its crystalline makeup.
|-
| bgcolor=#999999 | '''Dehydrate'''           
| bgcolor=#999999 | Make them vulnerable to the consuming flame.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM DEHYDRATE <target>
 
: '''Extra Information:'''  Crystal: polyhedron
 
: '''Details:'''
 
You may utilise this spell against a prone target who is also ablaze. Once dehydrated, the firestorm and scorch abilities shall cause the fires searing a person's skin to escalate in ferocity through prolonged exposure. This more intense blaze will require multiple applications of the mending salve to cure.
|-
| bgcolor=#999999 | '''Timeflux'''           
| bgcolor=#999999 | Disrupt the flow of time about an enemy.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM TIMEFLUX <target>
 
: '''Extra Information:'''  Crystal: disc
 
: '''Details:'''
 
Your golem may disrupt the flow of time around an enemy, extending the time it takes for their body to recover after applying a salve or balm. This ability requires the opponent to be sufficiently weakened first.
 
In the case of this ability, sufficiently weakened requires that the target has less than 70% of their maximum health.
|-
| bgcolor=#999999 | '''Impurity'''           
| bgcolor=#999999 | Introduce impurities into the blood of your opposition.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM IMPURITY <target> <aff>
 
: '''Extra Information:'''  Crystal: egg
 
: '''Details:'''
 
With your knowledge of elemental manipulation combined with your golem as a foci, you are able to introduce impurities into the blood of one who would dare oppose you. Valid impurities are: paralysis, anorexia, asthma, and stupidity.
|-
| bgcolor=#999999 | '''Barrier'''             
| bgcolor=#999999 | Raise a protective shield.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM BARRIER
 
: '''Extra Information:'''  Crystal: spiral
 
: '''Details:'''
 
Command your golem to summon a protective shield about yourself.
|-
| bgcolor=#999999 | '''Inferno'''             
| bgcolor=#999999 | Bring forth a raging inferno.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM INFERNO
 
: '''Extra Information:'''  Crystal: diamond
 
: '''Details:'''
 
Your golem is now capable of summoning forth a raging inferno. For as long as the flames rage, they shall periodically sear the flesh of all those in their location.
 
Be warned. Fire is truly an indiscriminate force. You shall not be spared from an inferno, even if you were the one to call it forth.
|-
| bgcolor=#999999 | '''Firestorm'''           
| bgcolor=#999999 | The very world shall burn at your command.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM FIRESTORM
 
: '''Extra Information:'''  Crystal: diamond
 
: '''Details:'''
 
If an inferno rages, you may use your golem as a focus to summon forth a truly terrible firestorm. Infernos shall spread to all adjacent rooms.
|-
| bgcolor=#999999 | '''Restore'''             
| bgcolor=#999999 | Restore some of your construct's energy.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM RESTORE
 
: '''Details:'''
 
At the cost of some mana, you may restore a portion of the energy that sustain's your construct.
|-
| bgcolor=#999999 | '''Hypnotise'''           
| bgcolor=#999999 | Draw them into slumber.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM HYPNOTISE <target>
 
: '''Extra Information:'''  Crystal: pyramid
 
: '''Details:'''
 
Your golem can mesmerise a victim, forcing them to drift off to sleep.
|-
| bgcolor=#999999 | '''Destroy'''             
| bgcolor=#999999 | The wrath of Kkractle is terrible indeed.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM DESTROY <target>
 
: '''Extra Information:'''  Crystal: pyramid
 
: '''Details:'''
 
The wrath of Kkractle is truly terrible indeed. If a subject's skin is already melting under exposure to heat(*), they will be sufficiently vulnerable for you to unleash the wrath of Kkractle against them. Your golem is able to direct a sliver of the Primal Flame's power, utterly annihilating your foe, denying them even the respite of the star's blessing.
 
(*) This requires that they have been afflicted with ablaze, then had the affliction escalate at least 4 times while under the influence of the dehydration affliction.
 
Fewer stacks of the ablaze affliction will be required the lower the target's health may be.
|-
| bgcolor=#999999 | '''Deconstruct'''         
| bgcolor=#999999 | Break your construct down into its base components.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM DECONSTRUCT
 
: '''Details:'''
 
You are now capable of deconstructing your golem, receiving back the crystals that you used to create it.
|-
| bgcolor=#999999 | '''Destabilise'''         
| bgcolor=#999999 | The power to destabilise crystalline vibrations is formidable indeed.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            GOLEM DESTABILISE <vibe>
 
: '''Extra Information:'''  Crystal: sphere
 
: '''Details:'''
 
Your mastery over your golem allows you to channel various tones through the construct, throwing crystalline vibrations into disarray and causing them to become unstable. This will inevitably cause the vibration to be destroyed, but their instability will cause them to have various potent effects upon the location before they expire.
 
:::'''Dissipate''': drains mana from everyone in the room.
:::'''Palpitation''': deals damage to everyone in the room.
:::'''Heat''': deals fire damage and causes ablaze to everyone in the room.
:::'''Alarm''': informs you of all people in the local area.
:::'''Tremors''': creates rubble to block the exits of the room.
:::'''Reverberation''': destroys all monolith, cube, knife, and eye sigils on the ground in your location.
:::'''Adduction''': will attempt to draw all those in adjacent locations into the room.
:::'''Harmony''': will restore health to everyone in the room.
:::'''Creeps''': afflicts everyone in the room with fear, agoraphobia, and claustrophobia.
:::'''Silence''': blocks all useage of communication channels for a short time.
:::'''Revelation''': strips the phase, astralform, or blackwind defences from everyone in the room.
:::'''Grounding''': launches everyone in the room into the sky.
:::'''Oscillate''': deals minor damage and afflicts everyone in the room with both epilepsy and stupidity.
:::'''Disorientation''': prones and gives dizziness to everyone in the room.
:::'''Energise''': restores some health for each person besides the destabiliser in the room.
:::'''Stridulation''': disrupts the mental equilibrium of everyone in the room.
:::'''Gravity''': forces all those in the sky above back to the ground.
:::'''Dissonance''': breaks all magical shields protecting adventurer's in the room.
:::'''Plague''': breaks the limbs of everyone in the room.
:::'''Lullaby''': strips the metawake defence and prevents its reapplication for a short time.
:::'''Retardation''': afflicts everyone in the room with the curse of Aeon.
 
|-
|}
 
=====See also=====
 
*[[Elementalism]]
*[[Crystalism]]
*[[Magi]]
 
 
[[Category:Skills]]

Latest revision as of 21:28, 1 January 2024

In perfect union of a Magi's craft, Artificing combines the arcane power of elementalism and the perfect balance of crystalism to craft a mighty golem to carry out its creator's bidding.

Due to their crystalline structure, they have an innate tie to vibrations in their surroundings. A master magi can use this bond to unleash a variety of deadly effects against all who stand in their way.

The skill of Artificing is available to members of the Magi class, along with Elementalism and Crystalism.

Abilities in Artificing

Workshop Where it all begins.
Syntax: WORKSHOP CONSTRUCT <foci>
WORKSHOP REFINE <crystal>
WORKSHOP INVENTORY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Many will see a Magi upon the field of battle, laying about their enemies with fire and lightning, and never give thought to the time and effort that goes into achieving such power. Within the Workshops of Artifice you will create your foci. Work on your treaties with the Elemental Planes, and grow truly mighty. This is where mastery truly begins:

WORKSHOP CONSTRUCT <foci>: eventually you will be able to create an Elemental Foci.
WORKSHOP REFINE <crystal>: within the workshop and with the right reagents you will learn to refine special crystals to enhance the use of your foci.
WORKSHOP INVENTORY: see what crystals you have stored in this workshop.
Note: {{{note}}}
Unweave A way to unweave Talisman Pieces and gain gold.
Syntax: WORKSHOP UNWEAVE <piece> <level>
Required:
Channels: {{{channels}}}
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Works against:
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Attune Effect: {{{attune}}}
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Details: Crystal: Unweave is simply the ability to take a Talisman piece (see HELP TALISMANS) and turn it (or them) into gold. This must be performed in an Artificing workshop.
Note: {{{note}}}
Staff The greatest of Elemental foci.
Syntax: WORKSHOP CONSTRUCT STAFF
STAFF CAST <spell> at <target>
STAFF INSERT <crystal>
STAFF REMOVE <crystal>
STAFF DISMANTLE
Required: CAST STAFF: 1000 mana
STAFFCAST: 150 mana
a collection of small gems, a cube of elemental ice, a pinch of diamond dust, a small supply of charcoals, and a wood commodity
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers, denizens, and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A foci tried and tested for working with the elements, the Elemental Staff is truly a masterwork of arcane enginuity. When you first craft your staff, you will only be able to cast one spell through it, and that spell is DISSOLUTION: a blast of pure arcane force.

However, as your skill in Artificing grows and you find yourself able to refine various crystals to insert into your staff, your foci shall become more formidable, unlocking if not more powerful, then more complex spells that may be cast through it. Certain crystals may also impart special properties upon your staff: see their ability files for details.
* Note that an Elemental Staff may only hold up to four crystals at a given time.
** If you lose your staff (and it does not reset to you), you may dismantle that staff whereever it may be. This will permanently destroy it and you will need to make a new one.
*** Constructing a staff is a lengthy operation during which you may do nothing.
Note: {{{note}}}
Scintilla A crystal to channel fire.
Syntax: WORKSHOP REFINE SCINTILLA CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
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Details: When set into your staff, this crystal will permit you to channel a burning scintilla through your foci, a potent fire spell.
* STAFF CAST SCINTILLA AT <target>, for instance.
Note: {{{note}}}
Horripilation A crystal to channel frost.
Syntax: WORKSHOP REFINE HORRIPILATION CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When set into your Elemental Staff, this crystal will permit the casting of a freezing HORRIPILATION spell through it.
* STAFF CAST HORRIPILATION AT <target>, for instance.
Note: {{{note}}}
Lightning A crystal to focus electricity.
Syntax: WORKSHOP REFINE LIGHTNING CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When set into your Elemental Staff, this crystal will permit the casting of a LIGHTNING spell through it.
* STAFF CAST LIGHTNING AT <target>, for instance.
Note: {{{note}}}
Glacial There is cold, then there is Cold.
Syntax: WORKSHOP REFINE GLACIAL CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When set into your staff, this crystal will enhance your control over your spell of horripilation, allowing you to bleed off the excess water to bind your target with bonds of water, making it hard for them to leave the location for a time(*).
* The duration of the bonds is highly variable. If they are frozen, they shall last for 45 seconds. If they are only shivering, they will last for 35 seconds. If they are neither shivering nor frozen but lacking the insulation defence, they will last 25 seconds. Otherwise, they will only last 15 seconds.
Note: {{{note}}}
Shock Your foci will be positively electrifying.
Syntax: WORKSHOP REFINE SHOCK CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: When set into a staff alongside a lightning crystal, when casting your lightning spell through your foci your target will also be struck down with the stupidity affliction.
Note: {{{note}}}
Immolation They will char under your power.
Syntax: WORKSHOP REFINE IMMOLATION CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: *They will be afflicted with ablaze (or have their burning level increase) four seconds after your staffcast.
Note: {{{note}}}
Rapidity From force to finesse.
Syntax: WORKSHOP REFINE RAPIDITY CRYSTAL
Required: a collection of small gems
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
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Details: This rare crystal can transform your Elemental Staff from a weapon of directed force into one of finesse. All spells cast through your staff will be cast twice as fast, but the potency of them will also be halved(*).
* Around twice as fast, but at half damage.
Note: {{{note}}}
Treaties Thus is agreement made.
Syntax: TREATY FORM <denizen>
TREATY LIST
ELEMENTAL SUMMON <elemental>
Required:
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Works against:
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Details: Though the creation of your arcane staff is doubtlessly what the uneducated might consider the height of the work you carry out in your workshop, the true student of Artifice knows better. Your staff is a foci, and one grand at that; but it is the treaties with the Elemental Planes which you will carve into crystal which shall unlock your full potential.
While within your workshop, you may establish treaties with the denizens of the Elemental Planes. As you progress through Artifice your ability to create treaties with more and more powerful denizens of said planes will become possible, and there are rumours that at the very height of mastery... well. They are simply rumours.

TREATY FORM <denizen>: attempt to form an agreement with a denizen of an Elemental Plane. See relevant ability files for costs or other factors that may be involved on a per treaty basis.
TREATY LIST: see what treaties you have established, and for how long they will last(*).
ELEMENTAL SUMMON <elemental>: see the ELEMENTALS ability file for more details.
* Treaties do not last forever and will need to be renewed once they lapse.
Note: {{{note}}}
Elementals From word to will.
Syntax: ELEMENTAL SUMMON <elemental>
ELEMENTAL CALL [PASSIVE]
ELEMENTAL POWERS
ELEMENTAL DISMISS <elemental>
Required:
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once you have established treaties with the denizens of the Elemental Planes, now comes the time to call them forth into your service.
ELEMENTAL SUMMON <elemental>: summon an elemental you have formed a treaty with. Initially this will need to be performed within your workshop, though there will come a time when you will go beyond such constraints upon your power.
ELEMENTAL CALL: call all elementals you have summoned back to your side. This does not incur equilibrium, though it can only be done every so often.
ELEMENTAL POWERS: see what powers your currently summoned elementals possess.
ELEMENTAL DISMISS <elemental>: send an elemental back to its home.
You may only have up to two elementals called forth at a time, and only one from each Elemental Plane. For example, you can have a waterweird and an efreeti, but not an efreeti and an ashbeast.
Note: {{{note}}}
Waterweird A minor servant of Sllshya.
Syntax: NONE
Required: a cube of elemental ice
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown:
Attune Effect: {{{attune}}}
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Details: This minor servant of Sllshya will allow you to cross over any body of water so long as it remains by your side. In addition, you will be unmoved by any currents that would seek to sweep you away.
Note: {{{note}}}
Djinn A subordinate agent of Whiirh.
Syntax: ELEMENTAL LEVITATE [target]
Required: 100 mana
a pinch of diamond dust
Channels: {{{channels}}}
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Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 3.60 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Once summoned, this lesser elemental of Whiirh's domain will allow you to levitate yourself into the sky, or another if you so desire. It will only be able to do this every so often, but it should be noted that the power of this elemental's levitation is quite formidable, and will bypass most things that would otherwise prevent you from taking to the skies.
Note: {{{note}}}
Sandling A diminutive denizen of Garash.
Syntax: ELEMENTAL DESCEND
Required: 250 mana
a lump of red clay
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: One of four elementals you can summon, the sandling will lower you into the ground, effectively burying you. Additionally, you will be able to burrow laterally so long as the ground is soft enough to permit. However, you may not burrow deeper than one level below ground.
Note: {{{note}}}
Efreeti A lesser flame of Kkractle.
Syntax: NONE
Required: a piece of coal
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This lesser flame of Kkractle, when summoned, will begin to spin wildly, setting any enemies in your location ablaze periodically.
Note: {{{note}}}
Stoneback A hulking guardian of Earth.
Syntax: ELEMENTAL BULWARK <ME
Required: a block of unworked stone
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 3.60 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The formidable servant of Garash that is the stoneback will permit the raising of a magical shield for yourself or for another.
Note: {{{note}}}
Breath A subtle superior of air.
Syntax: ELEMENTAL BREATHMELD <target
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This superior servant of Whiirh is truly a subtle and deadly summoning. By commanding it to meld with the breath of your target, each time they breathe more heavily than normal due to moving while burdened by density or laboured breathing, your servant shall teleport you to their new location, so long as they stand not upon either a monolith sigil and remain upon the same continent as you.
* A monolith on the Magi's end will prevent the travel as well, as will their relevant elemental being slain.
** An elemental may only perform a breathmelding once every two minutes, and the affect lasts for one minute on a given target.
*** You may abort a breathmeld at any time, though this does not clear the cooldown.
Note: {{{note}}}
Mistfiend A dread minion of Sllshya.
Syntax: ELEMENTAL CONDENSE
Required: 300 mana
a cube of elemental ice
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The powerful mistfiend will permit you to control water on a macro scale within your local area. Command it to form a fogbank, and all magically flooded locations nearby will be dispersed to form fog in those rooms; command it to condense, and all magical fog shall turn to water to flood said rooms instead.
* The mistfiend may only act once every minute.
Note: {{{note}}}
Ashbeast A harbinger of Fire.
Syntax: ELEMENTAL DESTROY <target>
Required: a small supply of charcoals
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.60 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The ashbeast is a truly mighty denizen of the plane of Fire, and the power it will lend in your endeavours is equally as formidable. When dealing with a sufficiently weakened foe(*), the ashbeast will be able to unleash the wrath of Kkractle directly upon them, destroying them utterly(**).
* They must be afflicted with a conflagration and have 40% of their health or less.
** This instakill bypasses starburst defences or similar.
Note: {{{note}}}