Pre-Artificers

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Overview

Artificers are magic-users whose magic is tied up in external devices and magic items which they must manufacture according to arcane formulae. As an artificer, each reboot you start out with a workbook containing a few formulae for things you know how to make. To learn more formulae you need to go out and find them, by studying in musty libraries or getting other artificers to teach you the formulae they know, perhaps in exchange for the formulae you know.

Each formula is a recipe for making an item from some number of ingredients, which can be found by searching the countryside for plants, metals and minerals, or by dissecting the corpses of animals. Many items require Concentration in order to maintain their magic; this is, in effect, a limit on the number of items which you can have made at a time.

The Craft of Artifice requires patience and hard work, but in the end can be very rewarding. Good luck!

Specializing

Artificers can choose to specialize in one aspect of the class, becoming either a smithcraft specialist or a spellcraft specialist. Smithcraft specialists gain the ability to forge weapons and armours without a concentration penalty and the ability to repair the constructs any artificer creates. Spellcraft specialists gain the ability to pen scrolls and enscribe runes for free, as well as the ability to recharge any enchanted wand. Both specialties will obtain related abilities at an earlier level. The choice of specialization is permanent and cannot be reversed without leaving the class and rejoining. An artificer can make this choice at ANY point in their life.

Artificer Abilities

Alchemy
The alchemy ability allows artificers to dissect corpses of creatures to obtain materials for other creations. It also allows and improves the brewing of various Artificer Potions.
  • Obtained at L5 for a spellcraft specialist, otherwise L7.
  • Materials needed: a knife, dagger or scalpel for dissection. A fire and empty vessel (vial/bottle/phial) to brew potions and oils, just a fire for brewing chalks.
  • Commands governed: dissect, brew


Artifice
The artifice ability allows artificers to create and maintain magical constructs as a kind of 'pet'.
  • Obtained at L16 for a smithcraft specialist, otherwise L18.
  • Materials needed: some fine tools, mechanical parts made from oils, minerals and metals.
  • Commands governed: assemble, repair, unlatch


Craftsman
The craftsman ability allows artificers to create weapons and jewelry from various metals found in the environment.
  • Obtained upon joining the class regardless of level.
  • Materials needed: enough metal for your item, a hammer for weapons and armour, some fine tools for jewelry.
  • Commands governed: craft, forge


Research
The research ability governs how easily artificers can copy formulae from libraries into their workbook.
  • Obtained upon joining the class regardless of level.
  • Materials needed: Spellpoint regeneration materials, equipment enough to kill a range of mobs that guard various libraries.
  • Commands governed: research, study


Rune Lore
The rune lore ability allows artificers to pen various scrolls for use in and out of combat. It also governs the creation and use of runes.
  • Obtained at L4.
  • Materials needed: Papyrus, parchment or vellum and ink for scrolls. Chalk for runes.
  • Commands governed: enscribe, pen


Spellsmith
The spellsmith ability allows artificers to imbue their forged weapons and armours with various useful enchantments.
  • Obtained at L12 for a smithcraft specialist, otherwise L14.
  • Materials needed: Artificer forged weapon or armour, oil, mineral/gem, plant/animal part
  • Commands governed: spellforge


Staves & Wands
The staves & wands ability allows artificers to imbue their forged wands and jewelry with various useful enchantments.
  • Obtained at L12 for a spellcraft specialist, otherwise L14.
  • Materials needed: Artificer made jewelry or wand, oil, mineral/gem, plant/animal part
  • Commands governed: enchant, recharge