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.

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
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: Create: 3.00 seconds of equilibrium
Dismantle: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}
Club Have your golem strike the lesser beings.
Syntax: GOLEM CLUB <target>
Required: 20 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.30 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: egg
This basic command will have your golem strike an enemy with its crystalline appendages, doing minor damage.
Note: {{{note}}}
Smash Direct your golem to shatter the limbs of your enemies.
Syntax: GOLEM SMASH <target> [ARMS|LEGS]
Required: 25 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.40 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Return Order your construct back to your side.
Syntax: GOLEM RETURN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now able to command your golem to return to you from anywhere.
Note: {{{note}}}
Hypothermia The freezing touch of Sllshya.
Syntax: GOLEM HYPOTHERMIA <target>
Required: 60 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.60 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Assess Determine the composition of your construct.
Syntax: GOLEM ASSESS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Scald The true meaning of pain.
Syntax: GOLEM SCALD <target>
Required: 80 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.65 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Scorch Sear flesh from bone.
Syntax: GOLEM SCORCH <target>
Required: 20 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: cylinder
Your golem can now set the skin of your foes ablaze.
Note: {{{note}}}
Pummel Have your golem smash them to pieces.
Syntax: GOLEM PUMMEL <target>
Required: 35 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.40 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: torus
You may now direct your golem to pummel those that suffer from a state of being frozen, dealing them significant damage.
Note: {{{note}}}
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>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
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
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Dehydrate Make them vulnerable to the consuming flame.
Syntax: GOLEM DEHYDRATE <target>
Required: 45 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.30 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Timeflux Disrupt the flow of time about an enemy.
Syntax: GOLEM TIMEFLUX <target>
Required: 80 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.30 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Impurity Introduce impurities into the blood of your opposition.
Syntax: GOLEM IMPURITY <target> <aff>
Required: 90 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.30 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Barrier Raise a protective shield.
Syntax: GOLEM BARRIER
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: spiral
Command your golem to summon a protective shield about yourself.
Note: {{{note}}}
Disfigure Disfigure their face beyond all recognition.
Syntax: GOLEM DISFIGURE <target>
Required: 20 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: torus
You may command your golem to send a blast of scalding steam into the face of a victim, causing horrific disfigurement.
Note: {{{note}}}
Inferno Bring forth a raging inferno.
Syntax: GOLEM INFERNO
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 2.90 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Firestorm The very world shall burn at your command.
Syntax: GOLEM FIRESTORM
Required: 50 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Conflagrate Summon forth a terrible conflagration.
Syntax: GOLEM CONFLAGRATE <target>
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.35 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}
Restore Restore some of your construct's energy.
Syntax: GOLEM RESTORE
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.10 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At the cost of some mana, you may restore a portion of the energy that sustains your construct.
Note: {{{note}}}
Hypnotise Draw them into slumber.
Syntax: GOLEM HYPNOTISE <target>
Required: 110 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Crystal: pyramid
Your golem can mesmerise a victim, forcing them to drift off to sleep.
Note: {{{note}}}
Destroy The wrath of Kkractle is terrible indeed.
Syntax: GOLEM DESTROY <target>
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.20 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}
Deconstruct Break your construct down into its base components.
Syntax: GOLEM DECONSTRUCT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You are now capable of deconstructing your golem, receiving back the crystals that you used to create it.
Note: {{{note}}}
Destabilise The power to destabilise crystalline vibrations is formidable indeed.
Syntax: GOLEM DESTABILISE <vibe>
Required: 400 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
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 usage 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.

Note: {{{note}}}