Artificer Formulae

What is a Device?
Devices are the products of an Artificer’s craft. Devices are complicated, durable objects that require the craftsmanship and skill of an Artificer. Only an Artificer can create Devices although it takes an Expert Artificer to craft Complex Devices and a Master Artificer to craft Erudite Devices.

How can I create a Device?

Creating a Device requires the following:
a)       10 uninterrupted, consecutive minutes to spend at the Forge or Annie’s Inn
b)       The necessary Formula on a Wyrdic Cipher or in the Artificer’s head (learned as a Skill that costs 3 Build)
c)       The necessary rank of Artificer (Expert Artificer for Complex Devices and Master Artificer for Erudite Devices)
d)       The necessary component costs to make the Device (as written on the Wyrdic Cipher)
e)       The necessary Physical Representations (Phys-Reps) required by the Device (as written on the Wyrdic Cipher)

After the allotted time has been spent creating the Device, an Artificer can deliver the component costs to Annie the Innkeeper and receive an official 7K item card to fill out with the following:

–          Device’s Properties, Attaches, Affinities or Special notations
–          the Moon of Creation
–          the Creator’s CSN
–          Current owner’s CSN

What is a Property?

A Property of a Device is a special quality of a Device that determines how it interacts with the game environment and other characters.

What is a Trap?

A Trap is a special kind of consumable Device that Artificers can create. After a Trap is created, it can be set by its creator to guard a specific location, specific opening or container. After it is set off, a Trap is considered to be expended. If a Trap is set in place but unexpended, its creator (and only its creator) can collect it for future use in a different location, opening or container.

What is a Poison Trap?
A Poison Trap is a special kind of Trap that can be augmented by a Trap Poison. When the Trap is set off, the Poison affects the creature that triggered the Trap. Depending on how many Armor Points (AP) a specific creature might have, the Poison might not even affect its target.

What is a Trigger?
The Trigger entry dictates the effects of a Trap when it is triggered by an unwary victim.

What is Attach?
Attach is a special property that some Devices have. An “Attach” note on a Device’s card means that an Artificer’s skill is needed to securely attach this to an object or a person. Attaching a Device is a process that takes 1 minute and requires a character with any rank of Artificer. What a Device needs to be attached to will be noted in parenthesis.

Note: When attaching a lock to a door, the item card of the lock must be visibly displayed on both sides of the door so that other characters are informed of the lock’s strength and what skills they need to use in order to bypass it.

What is Assist?
Assist refers to assistance rendered by another Class or Profession beyond Artificer in the creation of this Device for the entire Device creation process. If the Artificer in question is himself a member of that class or profession, then he needs no assistance beyond the expertise that he can already provide.

What is Field Repair?
At its very basic level, Field-Repair is the skill used to repair a device without a work-shop or the Inn. However, some Devices have properties that when expended, can be recharged by a skilled craftsman through the use of the Field-Repair skill, even though the Device might not be damaged. Spells that create effects that repair Devices may also recharge the properties of these particular augmentations.

Even without the Field-Repair skill or the Weapon-smith skill, an Artificer may use the Artificer skill to recharge the properties of applicable Devices – but he cannot do so with Weapons and augmentations.

What is a Phys-rep?
Phys-rep is short hand for Physical Representation. In order for a Device to property function in game, it has to have an out-of-game physical aspect. Usually, the creator of a Device must provide the Physical representation although it is up to 7k Staff to provide the item tag for such an item. Without the Phy-reps (which include the Item Tag), an item cannot be used at all. Using an item without an item tag makes a player character subject to out-of-game sanctions.


 

Smith Artificer Formulae (B/C/E)

Basic Formulae:

Iron Lockbox Formula
A device built for those who have something precious to hide.
Basic Device
Property 1: Locked with a Basic Lock which is immune to damage.
Property 2:  Immune to all damage
Property 3:  Immovable except to an Artificer and 2 characters with Great Strength. Each use of the Feat of Strength moves it 5 steps.
Cost: basic Metal x3
Phys-Rep: item card attached to lockbox, key

Iron Lock Formula

Locks are built to keep doors closed against unwanted intrusion.
Basic Device
Property: Locked with a Basic Lock which is immune to damage
Attach (door): portal cannot be opened. Item card must be openly displayed with the lock.
Special: A Feat of Strength (10 second loud, vocal count) destroys the lock and opens the door.
Cost: basic Metal x1
Phys-Rep: 2 item cards, metal lock, key

Ever-burning Lantern Formula
A common device among Artificers, the Ever-burning Lantern combines elemental Alchemy with innovative Artifice.
Basic Device
Property 1: Emits light for 6 moons.
Assist (Elementalist): This device emits light for 12 moons.
Cost: basic Metal x1, basic Fire x1
Phys-Rep: item card, lighting device

Falcon Scope Formula
The Falcon Scope improves accuracy at the cost of increased aiming time.
Basic Device
Attach (bow or crossbow): This weapon’s Critical Strikes inflict +1 damage if the wielder aims for 2 extra seconds. Detaching the Scope destroys it.
Affinity (Weapon-smith or Artificer): Extra aiming time is reduced to 1 second.
Special: A weapon can only have 1 scope. This device counts as an augmentation on a weapon.
Cost: Rare Metal x1, Basic Water x1 and Basic Earth x1
Phys-Rep: Item Card, Weapon, Scope attached to Weapon

Weapon Cord Formula
This device protects its user from being disarmed, even in the most dangerous of battles.
Basic Device
Attach (Character’s wrist): Invoke “Weapon Cord” to maintain weapon grip against a Disarm or a Cripple arm effect. This Device becomes unusable afterwards. No matter what, this Device breaks after 1 month.
Field-Repair (Artificer): “Weapon Cord” can be used again.
Special: This is counted as an augmentation on a weapon.
Cost: Basic Metal x1, Basic Earth x1
Phys-rep: Item card, cord wrapped around weapon’s non-striking surface

Invisible Blade Trap Formula
Most victims of this common trap do not see this blade until it has sliced deep into their flesh.
Basic Device
Trigger: Target receives 10 damage.
Cost: Basic Metal x1
Phys-Rep: trap trigger; item card

Dart Trap Formula
A poison trap, the dart of this trap can contain any poison, although some armor can stop it.
Basic Device (Poison Trap)
Trigger: Target receives
a single dose of a Trap Poison. If target currently has more than 10 AP, he is unaffected by the Trap.
Cost: Basic Metal x1
Phys-Rep: trap trigger; item card

Fox Trap Formula
Once this trap clamps down on a victim, it is very difficult to get out of it.
Basic Device (Trap)
Trigger: Target receives 5 damage and a snare 60 effect
Cost: Basic Metal x1
Phys-Rep: trap trigger; item card

Shardstorm Trap Formula
This explosive trap harms everyone within 5 steps of it with fire and steel.
Basic Device (Trap)
Trigger: All creatures within 5 steps of the Trap trigger receive 5 fire damage and a Knockback 10 effect
Cost: Basic Metal x1, Basic Fire x1
Phys-Rep: trap trigger; item card

Knife Barrage Trap Formula
This trap hurls a storm of knives into an area, affecting everyone within 5 steps of it.
Basic Device (Trap)
Trigger: All creatures within 5 steps of the Trap trigger receive 10 damage
Cost: Basic Metal x2
Phys-Rep: trap trigger; item card

Sudden Spike Trap Formula
This trap impales a nearby limb, crippling it and harming its owner.
Basic Device (Trap)
Trigger: Target receives 10 damage and his nearest leg or arm to the Trap Trigger receives a Cripple Limb 100 effect.
Cost: Basic Metal x2
Phys-Rep: trap trigger; item card

Spider Web Trap Formula
Made with demonic components, this trap is simply a long strand of webbing that holds fast its victim.
Basic Device (Trap)
Trigger: Target receives a Snare 120
Cost: Basic Demonic x1
Phys-Rep: trap trigger; item card

Air Geyser Trap Formula
This trap hurls its victim away and inflicts damage with its force.
Basic Device (Trap)
Trigger: Target receives 5 damage and a Knockback 20 effect.
Cost: Basic Wind x1, Basic Metal x1
Phys-Rep: trap trigger; item card

Complex Formulae:

Steel Lockbox Formula
This lockbox provides increased protection for one’s precious goods and is harder to move.
Complex Device
Property 1: Locked with a Complex Lock which is immune to damage
Property 2: Immune to all damage
Property 3: Immovable except by Expert Artificer and 2 characters with Great Strength. Each use of the Feat of Strength moves it 5 steps.
Cost: Rare Metal x1, basic Earth x2
Phys-Rep: item card attached to lockbox, key

Steel Lock Formula
This lock acts as a complex lock for those thieves that wish to open the door it is attached to.
Complex Device
Property: Locked with a Complex Lock which is immune to damage.
Attach (Door): Portal cannot be opened. Item card must be displayed with the Lock.
Special: 2 Feats of Strength (30 second loud vocal count) destroys the lock and opens the door.
Cost: Basic Metal x3
Phys-Rep: 2 item cards, Metal Lock and Key

Iron Skeleton Key Formula
This skeleton key can be expended to open a basic lock.
Complex Device
Property: Expend Skeleton Key to open a Basic Lock.
Cost: Basic Metal x2, Basic Shadow x2
Phys-Rep: Item card, Grey or Metal Key

Eagle Scope Formula
Found among a few Wild Elves, the Eagle Scope improves one’s marksmanship while adding a precious second or two to aim time.
Complex Device
Attach (bow or crossbow): This weapon’s Critical Strikes inflict +2 damage if the wielder aims for 2 extra seconds. Detaching the Scope destroys it.
Affinity (Artificer or Weapon-smith): The extra aiming time is reduced to 1 second.
Special: A weapon can only have 1 scope and this is considered an augmentation.
Cost: Rare Metal x1, Rare Earth x1, Basic Water x1
Phys-Rep: Item Card, Weapon, Scope with 1 gem attached to weapon

Flash Trap Formula
A blinding, burning flash marks the victims of this devious, Iron Kingdom trap.
Complex Device (Trap)
Trigger: Target receives 10 damage and a Blind 60 effect
Cost: Basic Metal x2 and Basic Fire x1
Phys-Rep: trap trigger; item card

Bear Trap Formula
The victims of this vicious hunting trap will find their legs held fast and their flesh pierced.
Complex Device (Trap)
Trigger: Target receives 15 damage and a Snare 300 effect.
Cost: Basic Metal x1, Basic Earth x1
Phys-Rep: trap trigger; item card

Hidden Spikes Trap Formula
The Hidden Spike Trap is simple and devious: it sends a long blade to skewer its victim’s torso.
Complex Device (Trap)
Trigger: Target receives 20 damage.
Cost: Basic Metal x1, Basic Shadow x1
Phys-Rep: trap trigger; item card

Thunderbolt Trap Formula
Often used by the Stormgrimm Clan, this trap hurls sound and fury into the midst of its victims.
Complex Device (Trap)
Trigger: All creatures within 5 steps of the Trap receive 15 lightning damage and a Knockback 15 effect.
Cost: Basic LIghtning x1, Basic Wind x1, Basic Metal x1
Phys-Rep: trap trigger; item card

Lightning Floor Plate Formula
This trap inspired by Marda sends shocks directly into the feet of a trespasser, blasting them from the ground up.
Complex Device (Trap)
Trigger: Target receives 15 damage and a Stun 30 effect.
Cost: Basic Lightning x1, Basic Metal x1
Phys-Rep: trap trigger; item card

Spinning Blade Trap Formula
The Spinning Blade Trap is guaranteed to slice off its victim’s limb and send him into a deathly shock.
Complex Device (Trap)
Trigger: Target receives 20 damage and his nearest leg or arm receives a Sever Limb effect.
Cost: Basic Wind x1, Basic Metal x1
Phys-Rep: trap trigger; item card

Venomous Web Formula
An improvement on the Spider Web Trap, this Trap ensnares and poisons its victims.
Complex Device (Poison Trap)
Trigger: Target receives a Snare 120 effect and a Trap poison that has been placed in the Trap. If the Target currently has more than 20 AP, he is not affected by the Poison.
Cost: Basic Demonic x2
Phys-Rep: trap trigger; item card

Freezing Trap Formula
Often employed as a delaying tactic by the Luccari, this Trap puts trespassers in a block of ice.
Complex Device (Trap)
Trigger: Target receives 10 ice damage and a Shackle 100 effect.
Cost: Basic Wind x1, Basic Water x1
Phys-Rep: trap trigger; item card

Arrow Launcher Trap Formula
This trap impales its victims and delivers a dose of any poison through a moderate amount of armor.
Complex Device (Poison Trap)
Trigger: Target receives 10 damage and a single dose of a Trap or Combat poison. If the Target currently has more than 20 AP after taking 10 damage, he is not affected by the Poison.
Cost: Basic Metal x2, Basic Wind x1
Phys-Rep: trap trigger; item card

Choking Dust Trap Formula

This trap is the bane of spellcasters, because while choking, most spellcasters are unable to verbalize their spells.
Complex Device (Trap)
Trigger: All creatures within 5 steps of the Trap Trigger receive 10 damage and a Silence 100 effect.
Cost: Basic Air x1, Basic Demonic x1, Basic Metal x1
Phys-Rep: trap trigger; item card

Erudite Formulae:

Golden Skeleton Key Formula
By accessing the malleable qualities of gold, this skeleton key can open basic and complex locks.
Erudite Device
Prop
erty: Expend this Key to open a Basic or Complex Lock
Cost: basic Metal x2, Basic Shadow x2, Basic Demonic x2
Phys-Rep: Item Card, Gold colored Key

Adamantine Lockbox Formula

Found mainly in the Labyrinthium, this lockbox is the ultimate in treasure protection and thief frustration.
Erudite Device
Property 1: Immune to all damage
Property 2: Immovable except to a Master Artificer and 2 characters with Great Strength. Each use of Feat of Strength moves it 5 steps.
Property 3: Locked with an Erudite lock and takes 5 minutes to pick
Cost: Rare metal x1, Basic earth x2
Phys-rep: Item card attached to mostly black-colored Lockbox, Key

Adamantine Lock Formula

This lock not only protects a door from opening without a key but it also makes sure that any intruder is heard and slowed down.
Erudite Device
Property: Locked with an Erudite Lock which is immune to damage
Attach (door): Portal cannot be opened. Item card must be displayed with the lock.
Special: 5 Feats of Strength (60 second loud vocal count) destroys the lock and opens the door.
Cost: Rare Metal x1, Basic Earth x2
Phys-Rep: 2 Item Cards, Black-colored Lock, Key

Gryphon Scope Formula
Created by the Iron Kingdom for their snipers, this scope represents the pinnacle of accuracy increasing technology.
Erudite Device
Attach (bow or crossbow): This weapon’s Critical Strikes inflict +3 damage if the wielder aims for 2 extra seconds. Detaching the Scope destroys it.
Affinity (Artificer or Weapon-smith): The extra aiming time is reduced to 1 second.
Special: A weapon can only have 1 scope. This is considered to be an augmentation.
Cost: Rare Metal x1, Rare Earth x1, Rare Water x1
Phys-Rep: Item Card, Weapon, Scope attached to weapon

Adamantine Golemic Arm Formula
The Adamantine Golemic Arm is for those in Malak Travak who have lost limbs and desire more than a mere replacement.
Erudite Device
Attach (character’s arm): The Golemic Arm grants a character the Great Strength skill and the Parry feat.
Property 1: The Parry feat can be used without a weapon in hand and can be used against ranged weaponry.
Property 2: If the wielder physically and successfully catches an arrow packet with the Golemic Arm, it inflicts no damage upon him. Failing to catch it but touching it inflicts damage as usual.
Special: Attaching this arm requires 10 minutes of RP, an Elementalist and a Physic.
Cost: Pure Metal x1, Pure Earth x1
Phys-Rep: Item Card, Arm must be covered in bulky clothing, exposed flesh painted as metal or cracked stone.

Weapon Chain Formula

With the Weapon Chain, the user’s weapon will never be lost to chance.
Erudite Device
Property: When attached by an Artificer to a Character’s wrist, invoke “Weapon Chain” to maintain weapon contact against a Disarm or a Cripple arm effect. This Device can be re-used until the end of the moon.
Special: This is counted as an augmentation on a weapon.
Cost: Rare Metal x1, Rare Earth x1
Phys-rep: Item card, chain wrapped around a weapon’s non-striking surface

Swinging Log Trap Formula
The Swinging Log Trap is a relatively simple yet incredibly effective out-door trap to use against one’s enemies.
Erudite Device (Trap)
Trigger: All creatures within 5 steps of the Trap Trigger receive 30 damage and a Knockback 15 effect.
Cost: Basic Earth x3, Basic Wind x3
Phys-Rep: trap trigger; item card

Spinning Scythe Trap Formula
This Trap scythes off legs and ensures that its victims are going nowhere.
Erudite Device (Trap)
Trigger: Target receives 30 damage and both of his legs receive a Sever Limb effect.
Cost: Basic Metal x3, Basic Shadow x2
Phys-Rep: trap trigger; item card

Deep Freeze Trap Formula
Sometimes called the Winter Box Trap by the Ishtari, this Trap ensures that entire groups stay frozen until authorities arrive.
Erudite Device (Trap)
Trigger: All creatures within 5 steps of the Trap Trigger receive 20 ice damage and a Shackle 300 effect.
Cost: Basic Water x3, Basic Wind x3
Phys-Rep: trap trigger; item card

Sun-flare Trap Formula
This Trap burns and blinds entire groups of intruders. 
Erudite Device (Trap)
Trigger: All creatures within 5 steps of the Trap Trigger receive 10 fire damage and a Blind 100 effect.
Cost: Basic Metal x3, Basic Fire x3.
Phys-Rep: trap trigger; item card

Shadow-spear Trap Formula
This Trap ensures that its victim is ravaged and left vulnerable to the poison that it has in store.
Erudite Device (Poison Trap)
Trigger: Target receives 30 shadow damage and 1 dose of Poison. If the Target currently has more than 30 AP after receiving this Trap’s damage, he is unaffected by the Poison.
Cost: Basic Metal x2, Basic Shadow x1
Phys-Rep: trap trigger; item card

Lightning Rod Trap Formula
A clever creation inspired by Mjordir, this Trap blasts a group of intruders with lightning and stuns them in place.
Erudite Device (Trap)
Trigger: All creatures within 5 steps of the Trap Trigger receive 20 lightning damage and a stun 60 effect
Cost: Basic Metal x3, Basic Lightning x3
Phys-Rep: trap trigger; item card