Artificer
The Artificer (in-game abbreviation Art, sometimes called “arty”) is a base class in LuminariMUD that fuses magic and technology. Rather than casting spells in the traditional sense, artificers imbue objects with magical power through “weird science,” creating temporary but potent devices that replicate the effects of spells.
- Internal class id:
CLASS_ARTIFICER(value35, defined insrc/structs.h) - Registered in
src/class.c(theclasso(CLASS_ARTIFICER, ...)block) - Helper macro:
IS_ARTIFICER(ch)insrc/utils.h
Class Overview
Section titled “Class Overview”| Attribute | Value |
|---|---|
| Internal name / abbreviation | artificer / Art (colored Art) |
| Menu entry | v) Artificer |
| Max level | 20 |
| Locked / Prestige | No / No (base class, available in-game) |
| Unlock cost | 0 |
| Base Attack Bonus | Medium (3/4 progression) |
| Hit Die | d6 |
| PSP (psionics) | 0 |
| Move | 1 |
| Skill trains per level | 5 |
| Epic feat progression | every 3 levels |
| Spell progression | none (not a traditional spellcaster) |
Saving throws: Fortitude Good, Reflex Bad, Will Good, Poison Bad, Death Bad.
Primary attributes: Intelligence (device creation), Dexterity and Constitution (survivability).
Concept: Beyond the veil of the mundane hide the secrets of absolute power through the fusion of magic and technology. Artificers are shrewd magic-users who seek to understand the fundamental forces that drive both arcane and divine magic, then harness them through specially crafted devices and items. Masters of item creation and magical engineering, they serve as the bridge between the mystical and the mechanical.
Class titles (by level):
| Level range | Title |
|---|---|
| <= 9 | the Reader of Esoteric Devices |
| <= 14 | the Crafter of Wonders |
| <= 19 | the Advanced Inventor |
| <= 24 | the Master of Weird Science |
| <= 29 | the Delver of Arcane Mechanics |
| <= 30 | the Artificer Supreme |
| Immortal | the Immortal Inventor |
| Staff | the Avatar of Creation |
| Greater Staff | the God of Innovation |
| default | the Artificer |
Proficiencies: Simple weapons, Light armor, Shields (all at level 1).
Starting gear: Shares the Summoner newbie equipment set (arms, legs, body, head armor, and a weapon).
Class Abilities and Feats
Section titled “Class Abilities and Feats”Auto-granted feats by level (from src/class.c):
Item-creation line
Section titled “Item-creation line”| Level | Feat |
|---|---|
| 2 | Scribe Scroll |
| 3 | Brew Potion |
| 4 | Craft Wondrous Item |
| 5 | Craft Magical Arms and Armor |
| 7 | Craft Wand |
| 9 | Craft Rod |
| 12 | Craft Staff |
| 14 | Forge Ring |
Class-unique abilities
Section titled “Class-unique abilities”| Level | Feat |
|---|---|
| 1 | Artificer’s Lore (+2 lore and appraise) |
| 1 | Elbow Grease (boosts crafting-skill checks) |
| 1 | Weird Science (core device-creation ability) |
| 1 | Jack of All Trades |
| 2 | Artificer Item Creation |
| 5 | Salvage (reclaim crafting materials) |
| 6 | Metamagic Science |
| 10 | Construct Wood Golem |
| 11 | Improved Metamagic Science |
| 13 | Improved Jack of All Trades |
| 20 | Exemplar (capstone) |
| 20 | Construct Stone Golem |
| 30 | Construct Iron Golem (epic) |
Selectable / bonus class feats
Section titled “Selectable / bonus class feats”Bonus feats are gained at levels 3, 8, 12, 16, and 19. Available options include:
- Combat Casting
- Spell Penetration / Greater Spell Penetration
- Improved Initiative
- Toughness
- Skill Focus
- Magical Aptitude
- Full metamagic suite: Empower, Enlarge, Extend, Heighten, Maximize, Quicken, Silent, and Still Spell
- Epic: Great Intelligence, Great Dexterity, Great Constitution
How to Create Items as an Artificer
Section titled “How to Create Items as an Artificer”There are two distinct systems.
System 1: Weird Science - the device command
Section titled “System 1: Weird Science - the device command”This is the core, unique Artificer mechanic (ACMDU(do_device) in src/act.other.c).
You imbue temporary devices that replicate wizard/cleric spells. It requires the
Weird Science feat (granted at level 1) and actual Artificer class levels.
Type device with no arguments to see the full command list.
Command reference
Section titled “Command reference”| Command | What it does |
|---|---|
device create <spell> [spell2] [spell3] |
Craft a device holding up to 3 spell effects |
device create cancel |
Abort an in-progress creation |
device add <device> <spell> |
Add another spell effect to an existing device |
device use <device> [target] |
Activate the device (optional target) |
device list |
List all your devices |
device info <device> |
Detailed info on one device |
device rename <device> <new name> |
Rename a device |
device repair <device> |
Fix a broken / unstable device (removes instability) |
device destroy <device> |
Permanently destroy (needs confirmation, triggers cooldown) |
device spells <arcane|divine> |
Show spells available to you by level |
device usage |
Show your slot usage and limits |
device cooldown |
Check creation-cooldown status |
Creating a device - examples
Section titled “Creating a device - examples”device create fireballdevice create "cure light wounds" shielddevice create fireball shield "cure light wounds"Multi-word spell names must be wrapped in double quotes.
Key rules
Section titled “Key rules”- Spell access scales with level:
- Levels 1-2: 1st-level spells only
- Levels 3-4: up to 2nd-level spells
- Levels 5-10: up to 3rd-level spells
- Levels 11+: up to 4th-level spells
- Spells are drawn from the wizard and cleric lists (whichever assignment level is lower).
- A device holds violent OR non-violent spells, never both.
- Violent devices require a target, or that you are already fighting.
- Non-violent devices default to self if no target is specified.
- Number of devices you can hold is capped by the Weird Science progression table (see below), scaling from 1 device at level 1 up to 20 devices (5 per tier across 4 tiers) at level 20.
Recharge and instability
Section titled “Recharge and instability”- Devices have limited uses: max uses = 1 + (artificer_level / 2).
- Out of combat, a device recharges 1 use approximately every 30 seconds (only one device recharges per tick).
- Unstable devices first burn off their DC penalty (-4 per tick) before recharging uses.
- Broken devices cannot recharge until repaired with
device repair.
Feats that modify devices
Section titled “Feats that modify devices”- Gnomish Tinkering - +1 use per device, -2 Use Magic Device DC (also +1 to max uses).
- Brilliance and Blunder - lets you add a risky 4th spell onto a device, but such devices explode when broken.
Weird Science device-slot progression
Section titled “Weird Science device-slot progression”Each entry lists how many devices are available at that level across the four device tiers (tier is derived from the highest spell level in the device).
| Artificer level | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| 1 | 1 | 0 | 0 | 0 |
| 2 | 2 | 0 | 0 | 0 |
| 3 | 2 | 1 | 0 | 0 |
| 4 | 3 | 1 | 0 | 0 |
| 5 | 3 | 1 | 1 | 0 |
| 6 | 3 | 2 | 1 | 0 |
| 7 | 3 | 2 | 2 | 0 |
| 8 | 4 | 2 | 2 | 0 |
| 9 | 4 | 3 | 2 | 0 |
| 10 | 4 | 3 | 3 | 0 |
| 11 | 4 | 3 | 3 | 1 |
| 12 | 5 | 4 | 3 | 1 |
| 13 | 5 | 4 | 4 | 1 |
| 14 | 5 | 4 | 4 | 2 |
| 15 | 5 | 5 | 4 | 2 |
| 16 | 5 | 5 | 4 | 3 |
| 17 | 5 | 5 | 5 | 3 |
| 18 | 5 | 5 | 5 | 4 |
| 19 | 5 | 5 | 5 | 4 |
| 20 | 5 | 5 | 5 | 5 |
System 2: Item Creation feats (permanent magic items)
Section titled “System 2: Item Creation feats (permanent magic items)”Separate from Weird Science, the Artificer auto-gains the standard item-creation feat tree (listed above), which plugs into the game’s general crafting system:
- Scribe Scroll (2), Brew Potion (3), Craft Wondrous Item (4), Craft Magical Arms and Armor (5), Craft Wand (7), Craft Rod (9), Craft Staff (12), Forge Ring (14).
These use the game’s crafting commands, not the device command. Supporting abilities:
- Elbow Grease (level 1) boosts your crafting-skill checks.
- Salvage (level 5) reclaims crafting materials.
- When you craft, your effective level gives a material-harvest chance of
(level / 3) + 10.
At higher levels you also gain golem construction: Wood Golem (10), Stone Golem (20), and Iron Golem (30, epic).
Quick-Start Guide
Section titled “Quick-Start Guide”- Reach Artificer level 1 (you gain Weird Science automatically).
- Create a device from a 1st-level spell:
device create "magic missile"
- Use it in combat or on a target:
device use 1 <target>
- Let it recharge over time (out of combat), and use
device repair <device>if it breaks. - As you level, unlock higher-level spells and more device slots, and start crafting permanent items with your item-creation feats.
Source References
Section titled “Source References”- Class definition:
src/class.c(classo(CLASS_ARTIFICER, ...)block) - Class id define:
src/structs.h(#define CLASS_ARTIFICER 35) - Helper macro:
src/utils.h(IS_ARTIFICER(ch)) - Device command:
src/act.other.c(ACMDU(do_device)) - Device recharge logic:
src/limits.c(check_devices) - Weird Science progression table:
src/constants.c(weird_science_table) - Crafting material chance:
src/act.item.c - Feat definitions:
src/feats.c
Note: as of this writing there is no in-game HELP file for the
devicecommand or the Artificer class itself (only the “Artificer’s Lore” feat appears inlib/text/help/help.hlp).