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Subject Item
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Artificer ARTIFICER
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This is a stub article for the artificer class. The Artificer is a Blue Lightstone class that can imbue items with temporary abilities, and create magical gadgets and use them to fight with. Artificer is a rogue specialization in Dragon Age: Inquisition. Artificer is the class-specific skill for the wizards of the Academy faction in Heroes of Might and Magic V. It allows the construction of artifacts that can be equipped by your units. The higher the skill level, the more attributes these artifacts can have Basic Artificer allows for 1 attribute, Advanced gives up to 2 attributes, Expert 3, and should Ultimate Artificer be acquired, the Wizard can have up to 4 attributes on the artifacts. The power of the artifacts is directly related to the wizard's knowledge skill. It also allows Wizards to learn these abilities: An Artificer is a witch or wizard who enchants magical objects, such as Portkeys and Time-turners. Lucilla White is a talented Artificer, but cannot find work because of the stigma of her paternity. Artificer is a profession. Formerly known as Shield Smith. Artificers can make Shields, Trophies and Idols for characters to equip. Artificers work with stone (minerologist) and wood (carpenter). Minerologists are the primary assemblers of houses and use items created by all the crafting professions to construct a house. They also construct stone items and work with gemstones. Carpenters are the primary assemblers of ships and use items created by all the crafting professions to build a ship. They also construct wooden items such as staffs and bows. From Vanguard Saga of Heroes, a Wikia wiki. Artificers are a leader class featured in the Eberron Player's Guide and in the Eberron Campaign Setting. Artificers are as useful in combat as they are outside of it, being able to heal party members, attack with both melee and range and tinker with magical items. Artificers are similar to wizards when it comes to learning magic, having to study to learn. Artificers in Eberron are often post-graduate students of universities though, unlike wizards, artificers treat magic like technology, a complex system of patterns rather than an art form which one needs to perfect through rigorous studying. With their masterful knowledge of magical devices and constructs, it can be said that artificers keep the cogs of the technological marvels of Eberron running. Artificers were mechanics in the time of the Lyrinx War. They were responsible for creating and maintaining important machines during this times, including clankers. An unofficial "Guild" that encompass the emerging fields of engineering, architecture, and science. In Valdemar the artificers are headquartered in the Compass Rose Tavern, where the place is totally taken over by the budding Artificers. The common room is occupied by the students and "journeymen", while a back room is reserved for the Masters, teachers and those who have "graduated." During the Mage Storms crisis, the Artificers become a vital part of the working group that develops strategies to mitigate the effects of the storms, and ultimately, survive the echo return of the Cataclysm. She is available after unlocking the Engineering School and can be hired for a cost of 10k File:Misc CoinIcon.png The Artificer is an artisan who works with both stone and wood, to fashion everything from exquisite jewelry, to cabinets and chairs, from small crafting components like weapon handles, to large components like poles or beams used by other crafters. Artificers eventually develop their skills more as a carpenter or as a mineralist. One of the most, if not the most practical application of spellcraft is imbuing everyday items with the eternal fire of magic. Every arcanist on Azeroth is likely to create a few simple minor items over the course of their lives: potions, wardstones, everburning candles or magical dyes. Simple items created for convenience or to slightly supplement the maker's income. Artificer is one of the 18 different Retorts available for customizing and empowering Wizards in Master of Magic. An Artificer starts the game with two additional spells in his spellbook: Enchant Item and Create Artifact, meaning that he may begin Crafting Items right from the start - much earlier than other wizards. The Casting Cost of both these spells is also reduced by 50%, making it possible to create plenty of powerful items quickly. (For the previous iteration, see Arcane Tradition: Artificer) A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag's interior. She beams with pride at her newly crafted bag of holding. Primary Role: Leader, Secondary Role: Controller Key Abilities: Intelligence, Constitution, Wisdom At 1st level, an artificer has hit points equal to 12 plus the artificer's Constitution score. An artificer gains 5 hit points per level. An artificer has healing surges per day equal to 6 plus the artificer's Constitution modifier, and a +1 bonus to Fortitude and Will defenses. An artificer has cloth and leather armor proficiencies, simple melee and simple ranged weapon proficiencies, and rod, staff, and wand implement proficiencies. Artificers are mystic, possibly all-female, constructs, or golems, that are supposedly destined to be enslaved to someone. They are capable of creating magical artifacts of unparalleled power and complexity. When initially manifested, they wield uncontrollable magical power; this can be controlled by tattooing them over their entire bodies with a type of special magic, metallic ink. This also binds their will, making them fully submissive to the one who tattoed them. Some who are known to have existed are: Artificer is a talent, described in Basic Set, p. 90.
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A dwarven artificer
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Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order.
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n3:abstract
The Artificer is a Blue Lightstone class that can imbue items with temporary abilities, and create magical gadgets and use them to fight with. Artificer is a talent, described in Basic Set, p. 90. Artificer is the class-specific skill for the wizards of the Academy faction in Heroes of Might and Magic V. It allows the construction of artifacts that can be equipped by your units. The higher the skill level, the more attributes these artifacts can have Basic Artificer allows for 1 attribute, Advanced gives up to 2 attributes, Expert 3, and should Ultimate Artificer be acquired, the Wizard can have up to 4 attributes on the artifacts. The power of the artifacts is directly related to the wizard's knowledge skill. File:H5BasicArtificer.png * Basic Artificer allows the hero to create creature equipment of the first level. File:H5AdvancedArtificer.png * Advanced Artificer allows the hero to create creature equipment of the second level. File:H5ExpertArtificer.png * Expert Artificer allows the hero to create creature equipment of the third level. File:H5UltimateArtificer.png * Ultimate Artificer reduces the price of creating creature equipment by half. It also allows Wizards to learn these abilities: Primary Role: Leader, Secondary Role: Controller Key Abilities: Intelligence, Constitution, Wisdom At 1st level, an artificer has hit points equal to 12 plus the artificer's Constitution score. An artificer gains 5 hit points per level. An artificer has healing surges per day equal to 6 plus the artificer's Constitution modifier, and a +1 bonus to Fortitude and Will defenses. An artificer has cloth and leather armor proficiencies, simple melee and simple ranged weapon proficiencies, and rod, staff, and wand implement proficiencies. An artificer is trained in Arcana (Int), plus any four skills from the artificer class skill list: * Arcana (Int) * Diplomacy (Cha) * Dungeoneering (Wis) * Heal (Wis) * History (Int) * Perception (Wis) * Thievery (Dex) An artificer's class features are Arcane Empowerment, Arcane Rejuvenation, Healing Infusion, and Ritual Casting. This is a stub article for the artificer class. Artificers are a leader class featured in the Eberron Player's Guide and in the Eberron Campaign Setting. Artificers are as useful in combat as they are outside of it, being able to heal party members, attack with both melee and range and tinker with magical items. Artificers are similar to wizards when it comes to learning magic, having to study to learn. Artificers in Eberron are often post-graduate students of universities though, unlike wizards, artificers treat magic like technology, a complex system of patterns rather than an art form which one needs to perfect through rigorous studying. With their masterful knowledge of magical devices and constructs, it can be said that artificers keep the cogs of the technological marvels of Eberron running. "I see the secret patterns of magic, and through the items I carry, I can use that magic to protect you, heal you...or make you explode". Eberron Player's Guide page 44. Artificer is one of the 18 different Retorts available for customizing and empowering Wizards in Master of Magic. An Artificer starts the game with two additional spells in his spellbook: Enchant Item and Create Artifact, meaning that he may begin Crafting Items right from the start - much earlier than other wizards. The Casting Cost of both these spells is also reduced by 50%, making it possible to create plenty of powerful items quickly. Artificers are mystic, possibly all-female, constructs, or golems, that are supposedly destined to be enslaved to someone. They are capable of creating magical artifacts of unparalleled power and complexity. When initially manifested, they wield uncontrollable magical power; this can be controlled by tattooing them over their entire bodies with a type of special magic, metallic ink. This also binds their will, making them fully submissive to the one who tattoed them. The exact number of Artificer throughout History is unknown (Circe thinks there are three or four, but she might be discounting reincarnations of the same Artificer or be mistaken in other ways). All known Artificers in the past were timid, quiet and reserved. Eldritch is the exception. Some who are known to have existed are: * One, known to Aunghadhail, tattooed in black runic patterns, and who took eighteen cycles of seasons to forge her armor. * A pre-Sundering Artificer, Jialing, with cobalt blue tattoos, was apparently the creator of Destiny's Wave after being freed from her mystical bondage. There's another reference to a cobalt-blue tattooed Artificer, possibly the same one, who forged a sword out of mithril and orichalcum, quenched in the blood of the Dragon Carathwyn, to a Queen who was not human. * One who created a mystic staff of dark magic, sacrificing an entire forest and one village, and dipping it into the blood of a Shoggoth. * Galatea was actually an Artificer. She wore deep purple tattoos. * One, tattooed metallic gold in the form of religious symbols, around the European Middle Ages, when glass was a rarity, that was forced into service of the Knights of the Thorn. Circe also notes that the latest known Artificer (likely the same one) lived near the beginning of the Fourth Crusade, and that specific one could be killed by burning. * Eldritch, from November 19, 2006 onwards. Sometime around the end of the year, she managed to tattoo herself (in cobalt blue) and gain control of her abilities, but retaining her will. Artificers work with stone (minerologist) and wood (carpenter). Minerologists are the primary assemblers of houses and use items created by all the crafting professions to construct a house. They also construct stone items and work with gemstones. Carpenters are the primary assemblers of ships and use items created by all the crafting professions to build a ship. They also construct wooden items such as staffs and bows. From Vanguard Saga of Heroes, a Wikia wiki. The Artificer is an artisan who works with both stone and wood, to fashion everything from exquisite jewelry, to cabinets and chairs, from small crafting components like weapon handles, to large components like poles or beams used by other crafters. Artificers eventually develop their skills more as a carpenter or as a mineralist. She is available after unlocking the Engineering School and can be hired for a cost of 10k File:Misc CoinIcon.png An unofficial "Guild" that encompass the emerging fields of engineering, architecture, and science. In Valdemar the artificers are headquartered in the Compass Rose Tavern, where the place is totally taken over by the budding Artificers. The common room is occupied by the students and "journeymen", while a back room is reserved for the Masters, teachers and those who have "graduated." During the Mage Storms crisis, the Artificers become a vital part of the working group that develops strategies to mitigate the effects of the storms, and ultimately, survive the echo return of the Cataclysm. In Storm Warning, after Natoli introduces him to the worthies at Compass Rose, Karal describes his first experience with the Artificers thusly: "He had never before seen anyone with the kind of unbounded curiosity these young men and women shared. They talked and acted as if there was nothing that was impossible, from flying like birds to moving beneath the surface of the water without needing to breathe, like a fish. And they behaved as if there was nothing, no subject, that was "not meant for man to know." (Storm Warning) Artificer is a profession. Formerly known as Shield Smith. Artificers can make Shields, Trophies and Idols for characters to equip. An Artificer is a witch or wizard who enchants magical objects, such as Portkeys and Time-turners. Lucilla White is a talented Artificer, but cannot find work because of the stigma of her paternity. (For the previous iteration, see Arcane Tradition: Artificer) A gnome sits hunched over a workbench, carefully using needle and thread to weave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extra-dimensional space springs to being in the bag's interior. She beams with pride at her newly crafted bag of holding. A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll's growls turn into shrieks of panic as it turns to flee. An elf scrambles over the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape. Masters of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, usable items. Artificers were mechanics in the time of the Lyrinx War. They were responsible for creating and maintaining important machines during this times, including clankers. Artificer is a rogue specialization in Dragon Age: Inquisition. One of the most, if not the most practical application of spellcraft is imbuing everyday items with the eternal fire of magic. Every arcanist on Azeroth is likely to create a few simple minor items over the course of their lives: potions, wardstones, everburning candles or magical dyes. Simple items created for convenience or to slightly supplement the maker's income. Artificers are casters who elevate itemmaking to the status of an art. They channel energy into items using magical components, diagrams, and complex chains of sigils. Their skills let them assemble magic devices of power and complexity. As an artificer, you might be a formal student of magic who became interested in artifacts and arcane items. Alternatively, you could be a tinkerer who devised magic tools in a musty basement. Or perhaps you are an explorer who found your knowledge in the forgotten places of the world. Whatever the source of your talents, a passion for the magic in your hand drives you to perfect your art.
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