Description:
The Artificer is a builder class. The Artificer's benefits to an army is neither in his skills as a fighter nor is it in spellcasting but rather in what he can create with his mind and hands. An Artificer starts as one of the weakest fighters in the game, but an experienced Artificer will be worth his weight in warstones to the army that takes him in.
Artificers do not train as warriors do so they have only the most basic fighting abilities. They may only wield one handed yellow weapons or daggers. They also may not fight florentine. They may not wear any armor over AC 1 and may not use shields or bucklers.
Skills:
Rank 2: Set Trap - Traps are among the easiest devices to build, however the damage they do depends on the skill of the character. In the game, players may not use trip wires or actual pits in their construction of their traps nor may they place mroe than one trap on one item. Players may (but are not required to) use bells or noise makers to indicated when a trap has been sprung. A sign Indicating the trap and labelling the damage the trap does must become visible when the trap it sprung (e.g. inside a box, hanging from a hidden bell). If the trap is sprung by a leg, the damage goes to that leg, if the trap is sprung by an arm, the damage goes to that arm.
Artificers at rank 2 may set traps that do white damage.
Artificers at rank 3 may set traps that do yellow damage.
Artificers at rank 4 may set traps that do red damage.
Artificers at rank 5 may set traps that stun a player for 45 seconds.
Artificers at rank 6 may set traps that do black damage.
Artificers at rank 7 may set traps that stun a player for 90 seconds.
Artificers at rank 8 may set traps that kill instantly.
Artificers at rank 9 may set traps that stun a player for 3 minutes.
Rank 4: Create Device - This skill allows the Artificer to build fantastic devices for the country that hires him. As the Artificer progresses through his journey of discovery, he can build more elaborate and intricate machines to benefit the army. However unlike other class abilities, the discoveries and inventions may not be made by the Artificer until he has finished construction on a successfully working example of the prerequisite inventions. Each discovery/invention lists the minimum amount of stones needed to finance and build each item, as well as time to build, minimum cost of repair and time to repair/recharge. These prices may be financed by the Artificer himself, or by a country. The costs listed are only minimum costs (which is given to the coin marshal before construction/repair) and may be increased by the Artificer in order to make a profit for himself. The devices made must voted upon by the Character Marshall in order to be accepted as a successful prerequisite for the next item to be built.
Catapult/Ballista: Costs a minimum of 2000 stone and takes 1 event day to build. Projectiles cost 60 stone to build each. At rank 4, the Artificer may build a catapult/ballista capable of firing green projectiles. The device takes three players to operate it. A catapult/ballista may only be damaged by another catapult/ballista or by 5 hits from a double black weapon. Minimum repair cost to a catapult/ballista is 500 stone and takes 4 hours to repair.
Explosive Arrow: Costs a minimum of 500 stone/per arrow and takes 3 event hours to build. 2 ranks after building a catapult/ballista, the Artificer may build an Explosive Arrow. The arrow must be decorated with metallic colored ribbons to shows its ability. The Explosive Arrow does double red damage, destroys shields but has no damage range. The Explosive Arrow acts like a fireball spellball since it explodes upon contact and is then destroyed. Because the arrow is destroyed upon contact, it may not be recharged or repaired (unless the Artificer is paid again for the total cost and the arrow is returned to the Artificer for another 3 hours).
Clockwork Hammer: Costs a minimum of 1000 stone/per hammer and takes 1 event day to build. 3 ranks after building his first Explosive Arrow, the Artificer may build a Clockwork Hammer. The Clockwork Hammer is a powerful weapon that uses a simple fuel, springs and weights to deliver a more powerful blow. When the Clockwork Hammer is charged, it becomes active when it is swung and uses a charge upon contact (with a player, a shield, a weapon, armor or the ground). The Clockwork Hammer does Double Black damage with its first two contacts. It does Single Black Damage with its third, fourth and fifth charges. After that, the Clockwork Hammer only does yellow damage until it is recharged by the same Artificer or one at an equal level of discovery. Recharging the weapon costs a minimum of 50 stone and takes 20 minutes. Any hammer, flail, or mace may be used as a Clockwork Hammer as long as it is decorated with metallic colored fabric and ribbons.
Clockwork Band: Costs a minimum of 1250 stone per Band and takes 5 event hours to build. 3 ranks after completing his first successful Clockwork Hammer, the Artificer may create a Clockwork Band. The Clockwork Band is a miraculous healing device that can temporarily stop massive bleeding or reattach severed limbs. The Clockwork Band temporarily heals one Mortal Wound to any limb when it is worn around that limb. The Band does not count as armor and any subsequent hit to that limb (yellow included) results in a mortal wound. If the limb the band is worn upon is hit before the limb can be repaired in Hades or by magic, the Band becomes damaged. The Band costs 250 stone and takes 3 event hours to repair.
Talos: Costs a minimum of 12,000 stone and takes 4 event days to build. An Artificer may start building a massive Talos automaton 4 ranks after completing his first Clockwork Band. A Talos is a gigantic robotic structure used primarily for (but not restricted to) the defense of countries against invasions. A Talos may only be financed by a country and not by an individual player. A Talos may only obey the country that paid to have it built. The building of a Talos acts as an asset to a country and therefore no other asset may be built while a Talos is being constructed for that country. A player must be dressed in metal armor or metallic fabric and metallic colored ribbons to represent Talos. For portraying a Talos, the player may be awarded 1 event credit towards any character that player uses if the player portrays the Talos for the entire event day. Talos may not wield normal weaponry or relics but may throw green projectiles. The player portraying Talos also may not run, jump or make sudden movements. Any players attacking a Talos must get down upon their knees to fight it. Because of the Talos' metallic skin only 8 hits from a double black weapon or 3 hits from a green weapon can damage a Talos and render it inoperable. In hand to hand combat, a Talos does black damage with its hands when it grabs or touches an opponent. When a Talos is holding onto an attacker, he does black damage upon initial contact plus an additional black damage for every 15 seconds and the damage is applied to wherever the Talos is holding the attacker. A damaged Talos costs a minimum of 3000 stone and takes 2 event days to repair.
Rank 6: Reinforce Armor - This skill allows the Artificer to reinforce body armor and make it tougher by one AC rating on the battlefield (No effect on AC5 and AC0). The player wanting the Artificer to reinforce the armor must give the armor to the Artificer for 30 event minutes. The minimum cost for the service is 500 stone to be given to any nearby marshal. Again, like Craft Device, the Artificer may increase this amount for his own benefit. To show the reinforcement, the Artificer ties metallic colored ribbons about the armor. Once the reinforced armor has been broken through, it can not be recharged to its reinforced status by placing it in Hades.