Artificer

Work in progress: Artificer is being built toward this design, and current game behavior differs in places.

Artificers solve problems by making, modifying, deploying, and maintaining objects. Their power lives in preparation, clever materials, field devices, and equipment that remembers its maker.

At A Glance

  • Class type: remort transformation
  • Main traits: Craft, Precision, Arcane
  • Progression: schematics, prototypes, mastery, workshops
  • Core tools: devices, salvage, upgrades, repairs, field kits
  • Play identity: preparation, object interaction, tactical inventions

What Makes Artificer Different

Artificer is not a guild order. It is a way of seeing the world as pieces, materials, stresses, tolerances, and possible improvements.

SystemDescriptor
SchematicsLearned designs for devices and upgrades
PrototypesTemporary experimental tools
SalvageMaterial recovered from equipment, constructs, and ruins
WorkshopPrepared space for serious modification
Field KitPortable device work with faster limits

Progression

Artificer progression uses schematic mastery and workshop milestones.

ThresholdOpens
TinkerRepair, salvage, simple devices
MakerWeapon and armor modifications
EngineerField kits, traps, turrets, charged tools
SavantExperimental prototypes and unstable devices
Master ArtificerSignature inventions and rare schematics

Core Devices

DeviceUse
Field RepairRestores damaged equipment
ReinforceTemporarily strengthens armor or shields
EdgeworkImproves a weapon's cutting or piercing behavior
Spark CoilSmall lightning device
Smoke AmpuleEscape, concealment, or room pressure
Clockwork SnarePrepared control tool
Deployable WardTemporary protective station
Salvage LensReads material value and hidden structure

Beta Test Focus

Helpful feedback from beta testers:

  • Preparation feels powerful without slowing every session
  • Devices matter outside combat
  • Salvage rewards exploration
  • Equipment changes remain understandable
  • Artificer feels like a class, not another guild shop