Post by The Abyss on Jun 28, 2006 21:44:11 GMT
artificer_abilities, artificer_intro, artificer_levels, assay, assemble,
brew, collect, command, concentrate, craft, dissect, enchant, enscribe,
erase, fabricate, forge, identify, pen, recharge, recite, repair, research,
scrap, shoe, smelt, smithcraft, specialise, spellcraft, spellforge, study,
teach.
help artificer_abilities
Artificers may gradually acquire skill in the following abilities:
craftsman: Metalworking, and the manufacture of weapons and armour.
rune lore: Drawing of mystical wards and glyphs; the creation of
scrolls. Learned at level 4.
alchemy: Brewing of various substances to form potions, oils,
chemicals, inks and chalks. Spellcraft specialists learn this
ability at level 5; all others at level 7.
staves & wands: Enchanting and using miscellaneous magical devices.
Spellcraft specialists learn this at level 12; others at level 14.
spellsmith: Enchanting of magical weapons and armours.
Smithcraft specialists learn this at level 12; others at level 14.
artifice: Creation of artificial constructs which mimic life.
Smithcraft specialists learn this at level 16; others at level 18.
help artificer_intro
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!
help assay
command : assay
argument: <none> | <item to be assayed>
cost : 2 SP for the room, or 20 for an item
With no argument, assess the various resources which may be
collected in your environment. Various plants, metals and
minerals may often be found in outdoors areas and used as
components by artificers.
If an argument is given, assay can be used to determine the
presence of usable metals in an object that you have in
your possession.
See also:
artificer_abilities, collect
help assemble
command : assemble
argument: <name of construct>
cost : 50 SP
ability : requires artifice ability
Assemble a forged construct from fabricated parts.
You must have tools, know the formula and have the necessary
parts for the construct. You must be able to expend 10
Concentration to maintain the construct (5 Concentration for
Smithcraft specialists; 15 for Spellcraft specialists).
If you successfully assemble the construct, you may then "command"
it to do any of the following: follow, stay, kill, stop, protect,
get, drop, wield, unwield. Note that constructs with no arms will
not be able to wield weapons.
You may need to occasionally "unlatch hinge" (or "unlatch <name
of construct>") to recharge the construct as it uses energy, and
you may also need to repair it as it becomes damaged.
See also:
concentrate, fabricate, repair, command
help brew
command : brew
argument: <item to be brewed>
cost : 5 SP, except for potions, costing 25 SP
ability : requires alchemy ability
Brew a potion, oil, chemical, chalk or ink from various
materials. You must know the formula, be near a fire, and have
the necessary ingredients; additionally, an empty bottle is
needed for potions. To brew a potion, you must be able to expend
2 Concentration to maintain its magic; 4 Concentration if you
are a Smithcraft specialist. Spellcraft specialists need spend
no Concentration at all on potions.
Most potions are used by drinking them; bombs are usually thrown
at enemies. Oils are generally applied to items when enchanting
them. Chalks are used for enscribing runes, and inks for penning
scrolls.
See also:
concentrate, enchant, enscribe, pen
help collect
command : collect
argument: <resource to collect>
cost : 2 SP
Collect a resource found in the room you are in. Various plants,
metals and minerals may often be found in outdoors areas and used as
components by artificers.
See also:
artificer_abilities, assay
help command
command : command
argument: {<construct name> or all}
cost : none
Allows you to command your construct. Constructs will respond to the
following commands:
- follow {<person>} : follow that person (default is yourself)
- stay : stop following
- kill <creature> : attack that creature
- stop : stop attacking
- protect {<person>} : protect that person (default is yourself)
- get <object> : get the object
- drop <object> or loot: drop the object or all unworn/unwielded
objects
- wield <object> : wield the object
- unwield <object> : unwield the object
Note that constructs without arms will not be able to wield weapons.
See also:
fabricate, assemble, repair, concentrate
help concentrate
command : concentrate
argument: none
cost : none
Informs you how much Concentration you presently have. Each time you
create or enchant an item, a certain amount of your Concentration
is invested into maintaining it. When it is destroyed or used up,
you regain the Concentration. This limits the number of items you
can create or enchant. Concentration is based on your intelligence
and wisdom.
An artificer may specialise in one field or another to reduce or
negate the Concentration cost of items in their specialty.
See also:
specialise
help craft
command : craft
argument: <metal> [ring | amulet]
cost : 40 SP
ability : requires craftsman ability
Craft a ring or an amulet from metal. You must have tools and
the metal you are working from in your possession. Maintaining
the item requires 1 Concentration.
Items crafted may be used ornamentally or be enchanted.
See also:
concentrate, enchant
help dissect
command : dissect
argument: <corpse to dissect>
cost : 5 SP
ability : requires alchemy ability
Certain creatures have parts valuable to artificers, being parts of
alchemical formulae. If you have a scalpel, knife or dagger, you may
dissect the corpse of a creature to see if you can find something of
use. A corpse may be dissected only once. Embalmed corpses may not
be dissected, as the embalming process ruins the value of alchemical
ingredients.
See also:
artificer_abilities, brew
help enchant
command : enchant
argument: <name of enchanted item to make>
cost : 100 SP
ability : requires staves & wands ability
Enchant a miscellaneous magic item, such as a ring, amulet, or
wand. Note that in the syntax, you must name the item you are
making; thus, to enchant a lead wand into becoming a wand of fire,
type "enchant wand of fire". You must be wearing or wielding the
item you are enchanting, know the formula for the enchantment and
have all appropriate ingredients. To enchant an item you must also
be able to expend 4 Concentration to maintain its magic. Spellcraft
specialists spend only 2 Concentration, while Smithcraft specialists
require 6 Concentration to enchant. Only artificer-created items
may be enchanted, and only one enchantment may be placed on each item.
See also:
concentrate, recharge
help enscribe
command : enscribe
argument: <name of rune>
cost : 25 SP
ability : requires rune lore ability
Enchant a mystical rune on the ground around you. You must know
the formula for the rune, and have the appropriate materials for
it (generally some form of chalk). You must expend 2 Concentration
maintaining the rune; 4 if you are a Smithcraft specialist. Spellcraft
specialists need spend no Concentration maintaining runes. Runes
drawn in chalk naturally fade as time goes by, or you may "erase" them.
Runes are loosely divided into wards, glyphs and traps.
Wards are protective in nature and function while you are within
them. Glyphs are offensive; you may "activate" them in combat.
Traps take effect on the next other person to enter the room.
You must be within a rune to control it or benefit from it in any
way. You start inside a rune when you draw it; you may then "leave"
or "enter" such runes.
See also:
concentrate, spellcraft, erase
help erase
command : erase
argument: <name of rune>
cost : <none>
Erase a mystical rune on the ground near you.
Note that this is not possible while someone is within
the rune.
See also:
enscribe
help fabricate
command : fabricate
argument: <name of metal part>
cost : 25 SP
ability : requires artifice ability
Fabricate a metal part, to eventually be used in assembling
a construct. You must have tools, know the formula and have the
necessary components to make the part.
See also:
assemble, concentrate
help forge
command : forge
argument: <metal> <item> [for <player>] (optional)
cost : 40+ SP
ability : requires craftsman skill
Forge an item out of metal. You must possess a hammer and the
appropriate metal, as well as have an anvil or a fire present.
Maintaining a forged item requires 1 Concentration; 2 for a
Spellcraft specialist. No Concentration is needed for a Smithcraft
specialist. The following items can be forged:
longsword, shortsword, greatsword, battleaxe, axe, wand, staff,
hammer, warhammer, sabre, rapier, polearm, knife, flail, spear,
helm, full-helm, collar, breastplate, greaves, vambraces, gauntlets,
sabbatons, platemail, buckler, shield, scalpel, barding
The amount of metal required for each varies, as does the SP. Items
which you forge may later be spellforged to imbue them with magic.
See also:
concentrate, spellforge
help identify
command : identify
argument: <item to identify>
cost : 15 SP
Familiarity with handling magical items allows artificers to
identify items, which may sometimes reveal more about the
item than meets the eye.
help pen
command : pen
argument: <scroll to be created>
cost : 30 SP
ability : requires rune lore ability
Create a scroll from writing materials. You must know the
formula for the scroll and have the necessary materials
specified by the formula. To pen a scroll you must
be able to expend 2 Concentration to maintain its magic:
4 Concentration if you are a Smithcraft specialist. Spellcraft
specialists need spend no Concentration at all on scrolls.
Scrolls are used by reading them, which also requires rune lore.
See also:
concentrate
help recharge
command : recharge
argument: <item to recharge>
cost : varies
A Spellcraft specialist may recharge wands or similar items
that use charges with this command.
See also:
enchant
help recite
command : recite
argument: [ (no argument) | potions | chalks | inks | oils |
runes | scrolls | charms | wands | arms | parts |
constructs | alloys | all ]
cost : none
List all appropriate formulae in your workbook and the
ingredients needed for each. These formulae are the ones
you know and are able to use. Your workbook starts with
a few formulae each reboot; more formulae can be acquired
through study or being taught by other artificers.
See also:
research, study, teach
help repair
command : repair
argument: <construct to repair>
cost : 50 SP
A Smithcraft specialist may repair damaged constructs by using
this command. You must have tools in order to repair.
Note that this repairs damage caused to constructs; if the
construct seems to merely be winding down and running out of
energy, you should 'unlatch hinge' instead.
See also:
fabricate, assemble, command, concentrate
help research
command : research
argument: none
cost : 25 SP
Determine what formulae are available in the room you are in.
Generally only useful in a library or similar place of learning.
Formulae are needed for manufacturing most of the interesting
artificer items. Once you determine what formulae are available,
you may "study" them in order to add them to your workbook.
Note that formulae reset and change ingredients every reboot.
See also:
recite, study, teach
help scrap
command : scrap
argument: <item to be scrapped>
cost : 10 SP
Destroy an item and recover some of the component metals.
A good way to recycle poorly made attempts at forging,
or cannibalising other items for their metal content.
You need a hammer in order to scrap items.
See also:
craft, forge
help shoe
command : shoe
argument: <staff> with <metal>
cost : 40 SP
ability : requires craftsman ability
Shoe a ranger-made staff with metal. You must have
the craftsman ability and required metal to shoe a
staff.
See also:
artificer_abilities, smithcraft
help smelt
command : smelt
argument: <alloy>
cost : 10 SP
Smelt converts base metals into an alloy. You must know the
formula for the alloy, and have a hammer and the necessary
base metals in your possession; a fire or an anvil must be
present in the room. Alloyed metals are often stronger and
better for forging into weapons and armour.
See also:
craft, forge
help smithcraft
Smithcraft specialists are better at making and enchanting
weapons and armour, and creating artificial constructs.
Only Smithcrafters may use the "repair" command.
They learn the spellsmith and artifice abilities two levels
earlier than other artificers.
Smithcrafters spend no Concentration maintaining forged
weapons and armour, and need spend less Concentration when
maintaining enchantments on weapons and armour, or on
maintaining constructs.
See also:
artificer_abilities, assemble, concentrate, craft,
fabricate, forge, repair, scrap, smelt, specialise,
spellforge, shoe
help specialise
command : specialise
argument: none
cost : none
When you first become an artificer, you initially have no
specialty; you may, at the Artificer's Hall, specialise in
either Smithcraft or Spellcraft. Once you declare your
specialisation, you cannot change it so long as you remain
an artificer. Specialisation affects how much Concentration
is required to maintain various items; items in your specialty
require less or even no Concentration, while items in the
opposite specialty will generally require more than if you
had not specialised. Your specialisation also determines what
type of formulae you start out with in your workbook each reboot.
See also:
artificer_abilities, smithcraft, spellcraft
help spellcraft
Spellcraft specialists are better at rune lore, alchemy,
and enchanting miscellaneous magic items. Only
Spellcrafters may use the "recharge" command.
Spellcrafters learn the alchemy and staves and wands abilities
two levels earlier than other artificers.
Spellcrafters expend less Concentration maintaining miscellaneous
enchantments on items, and no Concentration maintaining potions,
scrolls or runes.
See also:
artificer_abilities, brew, concentrate, enchant, enscribe,
pen, recharge, specialise
help spellforge
command : spellforge
argument: <name of magic item to make>
cost : 100 SP
Imbue a weapon or piece of armour with magical properties. You must
be wearing or wielding the item you are spellforging, know the formula
for the magic item, and have all appropriate ingredients. To spellforge
an item you must also be able to expend 4 Concentration to maintain
its magic. Smithcraft specialists spend only 2 Concentration, while
Spellcraft specialists require 6 Concentration to spellforge. Only
artificer-created items may be spellforged. Your spellsmith ability
determines your chance and level of success.
See also:
concentrate
help study
command : study
argument: <name of formula>
cost : 10 SP
Study the named formula, if it is available (determined by
research). Generally only useful in a library or similar
place of learning. Formulae are needed for manufacturing most
of the interesting artificer items. Studying a formula
records it in your workbook where you can use it or teach it
to others. You will become more successful with practise.
See also:
research, teach
help teach
command : teach
argument: <student name> <name of formula>
cost : 10 SP
Teach the student the named formula. The formula must be
recorded in your workbook already and the student must be
an artificer present in the room.
See also:
research, study