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
Golemcraft | Create a crystalline construct. | |
Syntax: | GOLEM CREATE <crystal1> [crystal2] [crystal3] [...] GOLEM DISMANTLE | |
Cooldown: | Create: 3.00 seconds of equilibrium Dismantle: 1.00 seconds of equilibrium | |
Details: | 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. 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 disastrous results. The pragmatic sorcerer shall endeavour to balance both his golem's size with the number of vibrations he or she has active at any one time. |
Club | Have your golem strike the lesser beings. | |
Syntax: | GOLEM CLUB <target> | |
Required: | 20 mana | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of equilibrium | |
Details: | Crystal: egg This basic command will have your golem strike an enemy with its crystalline appendages, doing minor damage. |
Smash | Direct your golem to shatter the limbs of your enemies. | |
Syntax: | GOLEM SMASH <target> [ARMS|LEGS] | |
Required: | 25 mana | |
Works against: | Adventurers | |
Cooldown: | 2.40 seconds of equilibrium | |
Details: | Crystal: pentagon You are now able to command your golem to viciously shatter the arms or legs of those that would dare stand against you. |
Return | Order your construct back to your side. | |
Syntax: | GOLEM RETURN | |
Details: | You are now able to command your golem to return to you from anywhere. |
Hypothermia | The freezing touch of Sllshya. | |
Syntax: | GOLEM HYPOTHERMIA <target> | |
Required: | 60 mana | |
Works against: | Adventurers | |
Cooldown: | 2.60 seconds of equilibrium | |
Details: | Crystal: cube 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. |
Assess | Determine the composition of your construct. | |
Syntax: | GOLEM ASSESS | |
Cooldown: | 1.20 seconds of equilibrium | |
Details: | 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. |
Scald | The true meaning of pain. | |
Syntax: | GOLEM SCALD <target> | |
Required: | 80 mana | |
Works against: | Adventurers | |
Cooldown: | 1.65 seconds of equilibrium | |
Details: | Crystal: cylinder Your golem shall produce a boiling substance to horrifically scald the skin of your foe, making them unable to focus on parrying incoming blows due to the pain. |
Scorch | Sear flesh from bone. | |
Syntax: | GOLEM SCORCH <target> | |
Required: | 20 mana | |
Works against: | Adventurers | |
Cooldown: | 2.35 seconds of equilibrium | |
Details: | Crystal: cylinder Your golem can now set the skin of your foes ablaze. |
Pummel | Have your golem smash them to pieces. | |
Syntax: | GOLEM PUMMEL <target> | |
Required: | 35 mana | |
Works against: | Adventurers | |
Cooldown: | 3.40 seconds of equilibrium | |
Details: | Crystal: torus You may now direct your golem to pummel those that suffer from a state of being frozen, dealing them significant damage. |
Schematics | Efficiently handle your constructs. | |
Syntax: | SCHEMATICS LIST SCHEMATICS CREATE GOLEM FROM <schematic> SCHEMATIC INSTILL GOLEM WITH <schematic> SCHEMATIC MEMORISE <schematic> <crystal1> [crystal2] [crystal3] [...] SCHEMATIC FORGET <schematic> | |
Cooldown: | Create: 3.00 seconds of equilibrium Instill: 3.00 seconds of equilibrium Memorise: 2.00 seconds of equilibrium Forget: 1.00 seconds of equilibrium | |
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. |
Dehydrate | Make them vulnerable to the consuming flame. | |
Syntax: | GOLEM DEHYDRATE <target> | |
Required: | 45 mana | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of equilibrium | |
Details: | Crystal: polyhedron You may utilise this spell against a prone target who is also ablaze. Once dehydrated, the inferno 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. |
Timeflux | Disrupt the flow of time about an enemy. | |
Syntax: | GOLEM TIMEFLUX <target> | |
Required: | 80 mana | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of equilibrium | |
Details: | Crystal: disc 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. It shall also cause them to complete tumble attempts slower, providing that they suffer from broken limbs. |
Impurity | Introduce impurities into the blood of your opposition. | |
Syntax: | GOLEM IMPURITY <target> <aff> | |
Required: | 90 mana | |
Works against: | Adventurers | |
Cooldown: | 2.30 seconds of equilibrium | |
Details: | Crystal: egg 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, slickness, and stupidity. |
Barrier | Raise a protective shield. | |
Syntax: | GOLEM BARRIER | |
Works against: | Adventurers | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | Crystal: spiral Command your golem to summon a protective shield about yourself. |
Disfigure | Disfigure their face beyond all recognition. | |
Syntax: | GOLEM DISFIGURE <target> | |
Required: | 20 mana | |
Works against: | Adventurers | |
Cooldown: | 2.35 seconds of equilibrium | |
Details: | Crystal: torus You may command your golem to send a blast of scalding steam into the face of a victim, causing horrific disfigurement. |
Inferno | Bring forth a raging inferno. | |
Syntax: | GOLEM INFERNO | |
Required: | 50 mana | |
Works against: | Room | |
Cooldown: | 2.90 seconds of equilibrium | |
Details: | Crystal: diamond 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. |
Firestorm | The very world shall burn at your command. | |
Syntax: | GOLEM FIRESTORM | |
Required: | 50 mana | |
Works against: | Room | |
Cooldown: | 4.00 seconds of equilibrium | |
Details: | Crystal: diamond 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. |
Conflagrate | Summon forth a terrible conflagration. | |
Syntax: | GOLEM CONFLAGRATE <target> | |
Required: | 150 mana | |
Works against: | Adventurers | |
Cooldown: | 2.35 seconds of equilibrium | |
Details: | Crystal: pyramid You are now able to have your golem summon forth a conflagration to engulf a suitably vulnerable opponent. This conflagration will deal periodic damage until the person is able to extinguish it. The only way to do this is to remove all traces of the ablaze affliction from their person. For the purposes of this spell, suitably vulnerable requires that the target has two or more stacks of the ablaze affliction. |
Restore | Restore some of your construct's energy. | |
Syntax: | GOLEM RESTORE | |
Required: | 200 mana | |
Cooldown: | 1.10 seconds of equilibrium | |
Details: | At the cost of some mana, you may restore a portion of the energy that sustains your construct. |
Hypnotise | Draw them into slumber. | |
Syntax: | GOLEM HYPNOTISE <target> | |
Required: | 110 mana | |
Works against: | Adventurers | |
Cooldown: | 2.00 seconds of equilibrium | |
Details: | Crystal: pyramid Your golem can mesmerise a victim, forcing them to drift off to sleep. |
Destroy | The wrath of Kkractle is terrible indeed. | |
Syntax: | GOLEM DESTROY <target> | |
Required: | 150 mana | |
Works against: | Adventurers | |
Cooldown: | 3.20 seconds of equilibrium | |
Details: | Crystal: pyramid 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. |
Deconstruct | Break your construct down into its base components. | |
Syntax: | GOLEM DECONSTRUCT | |
Cooldown: | 1.50 seconds of equilibrium | |
Details: | You are now capable of deconstructing your golem, receiving back the crystals that you used to create it. |
Destabilise | The power to destabilise crystalline vibrations is formidable indeed. | |
Syntax: | GOLEM DESTABILISE <vibe> | |
Required: | 400 mana | |
Works against: | Room | |
Details: | Crystal: sphere 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. |