“There's only one beer left.”
— Anonymous poet
Artificers are artisans who undergo a magical attunement ritual, much similar to Spellcasting. This ritual comprises runes, arcane texts and freshly made alchemy. This is because the Artificer is meant to attune to knowledge, and by collecting knowledge, they are preparing the ritual. Once set up, the Artificer attunes to the knowledge and creation around them, harnessing and increasing their understanding. They then become an Artificer.
On one end of the scale lie spellcasters and divinators who amplify access to their mana pools in order to call upon summons or evoke spells. Then come Grounded Warriors, who sever their ties to the worldly flow of mana to unlock the ability to physically function at a higher level as the energies previously held in the body are redirected, augmenting physical and mental prowess.
The middle-ground lies with Artificers, who control and harness the flow of mana, but unlike Grounded Warriors who reject it completely they choose to externalize its flow, becoming conduits of creation where they channel Azura’s flowing mana into potent Runes and Alchemy.
While physically unchanged, their unique crafting capabilities distinguish them from the standard craftsman. An Artificer doesn’t experience the side effects of their brothers, instead it is believed that the ritual enables them to tap into innate cognitive power that correlates directly to the worldly flow of mana. Making them able to understand things others within their field may not. Their superior understanding of runecasting and alchemy allows them to comprehend the balance of mana where others fail to understand.
Attunement for Artificers occurs similarly to a Spellcaster/Divinators process, although instead of connecting their tie to the worldly flow of mana to a specific god or element, they transform their body into a singular wellspring of creation. They become conductors of the mana that already exists in the world—in the form of runic ink or natural ingredients—to write powerful runes and brew unnatural alchemy.
Carry Limit describes the amount of “slots” that a particular character has access to to wield runes or alchemical creations. The carry limit may be allocated to the player’s choosing of runes/potions that correlate with level requirements. This means that an Expert-level artificer could carry a total of 9 potions/runes, of any combination up to tier 3.
Level
Non-Artificers
Apprentice
Expert
Master
Carry Limit
2 carry limit
6 carry limit
10 carry limit
14 carry limit
Description
Must only be Tier 1 potions/runes
Can be Tier 1 or 2 slots
*can be combination of potion/runes with max 2 contraptions carry limit
10 Tier 1, 2 or 3 slots
*can be a combination of potions/runes with max 3 contraptions carry limit
14 Tier 1, 2, 3 or 4 slots
* can be combination of potions/runes with max 4 contraptions carry limit
*only 5 of 14 may be designated as Tier 4 potions/runes
*gains ability to submit custom potions/runes to voting queue for addition to public catalogue
Alchemical creations and runes can be divided into four separate levels, known as tiers. Everyone can access Tier 0 runes/potions, which are considered passive, alongside Tier 1 runes/potions, which can be crafted by anyone and wielded by anyone.
Subsequent tiers become restricted to the respective level of an artificer, and their methods of attainment differ from one another. Grounded Warriors cannot use or make runes/potions.
Tier 0 is considered passive potions/runes and does not take up any carry slots. Anyone can craft them.
Tier 1 potions/runes can be created & used by anyone. This tier designation is for entry-level combat creations or higher-level passive potions/runes.
Tier 2 potions/runes may only be crafted & used by artificers of Apprentice+ level or above.
Tier 3 runes/potions may only be crafted & used by Expert+ artificers.
Tier 4 runes/potions may only be crafted by Master artificers and are added to the publicly-viewable catalog of runes/potions. Non-artificers and lower-level artificers cannot attain/use master-level creations because of the risk of being exposed to Manacra’s deadly effects. Tier 4 creations are considered the magnum opus of a master artificer, true testaments to their storied abilities.
Apprentice
An emergent Artificer who has only just begun to understand the basics of alchemy and runework. They gain a deeper understanding of Alchemy & Runes as the ritual enhances their cognitive capabilities. They may carry up to 6 tier 1 or 2 potions/runes total.
Free-to-play
Expert
Expert Artificers whose potions & runes are exceptional. Their potions have slowly begun to cross the boundaries of typical Alchemy, proving more advantageous—healing, resistance, or enhancements become significant—while their runeworking reaches a proficient level. Their expertise as an Artificer ensures their absolute knowledge over their potions and runes. They gain 4 new slots to add that may be a combination of tier 1, 2, or 3 potions/runes, for a total carry limit of 10.
Single-vote application sent to a Moderator
Master
Unrivaled and beyond comparable, Master artificers have reached the pinnacle of their craft and wield enough knowledge to brew forbidden formulas and scrape runes capable of turning the tide of battle. Master Artificers are revered for what they can create, not just what they do. Their potions bring leaps and bounds to the art of alchemy, while their runes begin to emanate raw mana. They gain 4 new slots to add that may be a combination of tier 1, 2, 3, or 4 potions/runes, for a total carry limit of 14. Masters can also choose to allocate their new slots as custom potions/runes (of any tier) sent to staff for approval.
Staff vote