Enchanting Guide: Difference between revisions
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|[[Fount]]||Artificing||Shaping and Carving||Sphere |
|[[Fount]]||Artificing||Shaping and Carving||Sphere |
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|[[Augmenting loop]]||Artificing||Shaping and Carving||Pole |
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|[[Imbuement rod]]||Artificing||Shaping and Carving||rod |
|[[Imbuement rod]]||Artificing||Shaping and Carving||rod |
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Enchanting can use base items from various different crafts. Remember to use master-crafted parts in your projects. Capacity will sooner or later become an important thing to watch for some of your parts, especially in helping you create masterful items for work orders or otherwise. Now understand what is being said here. You must create an item as close to masterful as you can using various metals, rock or bone. In some cases, you may have to use a gem, which right now you only find on critters. Or in some cases you need rings, which currently you can only get from a shop or in the society. Hopefully a ring will be able to be crafted at some time to be used in the process. You then use these items to enchant them. Below are some of the capacity for the different materials for crafting: |
Enchanting can use base items from various different crafts. Remember to use master-crafted parts in your projects. Capacity will sooner or later become an important thing to watch for some of your parts, especially in helping you create masterful items for work orders or otherwise. Now understand what is being said here. You must create an item as close to masterful as you can using various metals, rock or bone. In some cases, you may have to use a gem, which right now you only find on critters. Or in some cases you need rings, which currently you can only get from a shop or in the society. Hopefully a ring will be able to be crafted at some time to be used in the process. You then use these items to enchant them. Below are some of the capacity for the different materials for crafting: |
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<br> |
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For a complete list of all the marterials' properties, see [[:Category:Crafting_materials|Crafting Materials]] |
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{|class="wikitable sortable" |
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!Material!!Type!!Capacity |
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===Common/Uncommon Materials=== |
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|- |
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====Bone==== |
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|[[Silver]]||Metal||50 |
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{{#ask:[[Crafting material type is::bone]] |
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|- |
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[[Crafting capacity is::>=0]] |
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|[[Electrum]]||Metal||55 |
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[[rarity is::common||uncommon]] |
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|- |
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|?Crafting capacity is |
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|[[Niniam]]||Metal||60 |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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|- |
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|[[Niello]]||Metal||60 |
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====Metal==== |
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|- |
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{{#ask:[[Crafting material type is::metal]] |
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|[[Indurium]]||Metal||70 |
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[[Crafting capacity is::>=0]] |
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|- |
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[[rarity is::common||uncommon]] |
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|[[Orichalcum]]||Metal||80 |
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|?Crafting capacity is |
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|- |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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|[[Belzune]]||Rock||90 |
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|- |
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====Stone==== |
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|[[Marble]]||Rock||50 |
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{{#ask:[[Crafting material type is::stone]] |
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|- |
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[[Crafting capacity is::>=0]] |
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|[[Granite]]||Rock||50 |
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[[rarity is::common||uncommon]] |
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|- |
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|?Crafting capacity is |
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|[[Quartzite]]||Rock||45 |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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|- |
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|[[Zeltfish-bone]]||Bone||70 |
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====Wood==== |
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|- |
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{{#ask:[[Crafting material type is::wood]] |
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|[[Deer bone]]||Bone||50 |
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[[Crafting capacity is::>=0]] |
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|- |
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[[rarity is::common||uncommon]] |
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|[[Reaver bone]]||Bone||50 |
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|?Crafting capacity is |
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|- |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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|[[Alder]]||Wood||55 |
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|- |
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===Rare/Very Rare/Special Materials=== |
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|[[Larch]]||Wood||62 |
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====Bone==== |
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|- |
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{{#ask:[[Crafting material type is::bone]] |
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|[[Balsa]]||Wood||70 |
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[[Crafting capacity is::>=0]] |
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|- |
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[[rarity is::rare||very rare||special]] |
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|[[Alerce]]||Wood||60 |
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|?Crafting capacity is |
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|} |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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<br> |
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For a complete list of all the marterials' properties, see [[:Category:Crafting_materials|Crafting Materials]]<br> |
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====Metal==== |
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{{#ask:[[Crafting material type is::metal]] |
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[[Crafting capacity is::>=0]] |
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[[rarity is::rare||very rare||special]] |
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|?Crafting capacity is |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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====Stone==== |
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{{#ask:[[Crafting material type is::stone]] |
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[[Crafting capacity is::>=0]] |
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[[rarity is::rare||very rare||special]] |
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|?Crafting capacity is |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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====Wood==== |
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{{#ask:[[Crafting material type is::wood]] |
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[[Crafting capacity is::>=0]] |
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[[rarity is::rare||very rare||special]] |
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|?Crafting capacity is |
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|format=table|limit=10|link=all|sort=Crafting capacity is|order=desc|headers=show|searchlabel=... further results|class=sortable wikitable smwtable}} |
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==Expanded Fount Information== |
==Expanded Fount Information== |
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<br> |
<br> |
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== |
==Enchanting Notes On Making Items== |
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This section will list a few of the gotchas that can be encountered when making items and will list some things for each in relation to work orders. Note for all the various types of things you can make I did not find any one thing you can do to the items you use that will increase a general pay out on work orders other than having a masterful output product. So there is no equivalent to the Forging work order ingot that is mixed with another metal to bring the price up. You can however, use more expensive and quality items to bring the pay up. Though in the case of gems and such you are at the mercy of what you can find. Also every item is affected by the sigil precision. If you are doing work orders you don’t even want to bother with high precision sigils, they don’t appear to make a difference. But if you are making something like a gwethdusaen for yourself, friends and folks who will buy them. You are going to want to use sigils for a gweth that are as high as you can can get them. In the case of a low precision 69 or lower you can expect to get between 8 and 10 charges on the gweth you create. If the precision is 70-79 you can expect even higher charges, 80-89 even higher and 90-99 you will achieve the max number of charges you can get on a gweth in the new system. And don’t ask me what it is since I have yet to get a sigil over 70. In the case of the imbue rod this is the same situation. I managed to make a perfect balsa imbue rod (70 capacity) and since all the sigils were 40-55 in precision it was able to cast imbue at a magnificent 18 mana max with said perfect rod. So your main goal in what I would call high end enchanting is the sigil quality (clarity) and the sigil precision.<br> |
This section will list a few of the gotchas that can be encountered when making items and will list some things for each in relation to work orders. Note for all the various types of things you can make I did not find any one thing you can do to the items you use that will increase a general pay out on work orders other than having a masterful output product. So there is no equivalent to the Forging work order ingot that is mixed with another metal to bring the price up. You can however, use more expensive and quality items to bring the pay up. Though in the case of gems and such you are at the mercy of what you can find. Also every item is affected by the sigil precision. If you are doing work orders you don’t even want to bother with high precision sigils, they don’t appear to make a difference. But if you are making something like a gwethdusaen for yourself, friends and folks who will buy them. You are going to want to use sigils for a gweth that are as high as you can can get them. In the case of a low precision 69 or lower you can expect to get between 8 and 10 charges on the gweth you create. If the precision is 70-79 you can expect even higher charges, 80-89 even higher and 90-99 you will achieve the max number of charges you can get on a gweth in the new system. And don’t ask me what it is since I have yet to get a sigil over 70. In the case of the imbue rod this is the same situation. I managed to make a perfect balsa imbue rod (70 capacity) and since all the sigils were 40-55 in precision it was able to cast imbue at a magnificent 18 mana max with said perfect rod. So your main goal in what I would call high end enchanting is the sigil quality (clarity) and the sigil precision.<br> |
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The last item in artificing is the runestone. You carve all runestones (engineering carving) to create a basic, fine or ornate carved runestone. Once you have your runestone you then work to enchant it. Currently all the runestones you can enchant use spells from the analogous patterns spells - https://elanthipedia.play.net/Category:Analogous_Patterns_spellbook - which is nice because none of those spells currently show up on runestones. In the case of the runestones I only had sigils between 40 and 60 precision and all mine came out with - You should get seven more fully powered spells out of the runestone before it wears out, or more with conservative use. I suspect with higher precision more uses. Though these are good. Again don’t waste your really high precision sigils for work orders. Not worth the time or the effort.<br> |
The last item in artificing is the runestone. You carve all runestones (engineering carving) to create a basic, fine or ornate carved runestone. Once you have your runestone you then work to enchant it. Currently all the runestones you can enchant use spells from the analogous patterns spells - https://elanthipedia.play.net/Category:Analogous_Patterns_spellbook - which is nice because none of those spells currently show up on runestones. In the case of the runestones I only had sigils between 40 and 60 precision and all mine came out with - You should get seven more fully powered spells out of the runestone before it wears out, or more with conservative use. I suspect with higher precision more uses. Though these are good. Again don’t waste your really high precision sigils for work orders. Not worth the time or the effort.<br> |
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==Artificing Techniques== |
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In Enchanting Artificing there are a few techniques that are more important than many of the ones you can actually select. This section will cover the ones that appear to be the most important based on observation and a lot of feedback. |
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To begin with there are 4 techniques, which everyone is considering to be the SIGIL techniques. These are the techniques that help you sigil harvest among other things. They consist of the following four in the order they can be obtained - Inspired Sigil Comprehension, Enlightened Sigil Comprehension, Illuminated Sigil Comprehension and Awakened Sigil Comprehension. For an enchanter these four techniques are a must even though the last two do not appear to be active yet as you will read below. |
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The first one Inspired sigil comprehension allows you to distort sigils in an area and gives you more details on the sigils. There is a slight little thing you need to know about distorting sigils however. It appears that the three skills that are trained when you sigil harvest, scholarship, arcana, and outdoorsmanship all have to be at least 200 or you will often distort a sigil and fail the distort. You will not fail all of them but you will fail to distort a lot of them. |
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The second one Enlightened Sigil Comprehension allows you to PERCIEVE SIGIL with a lower time than you would without it. It also reduces the chances of the clarity of the sigil reducing with each improve attempt. |
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The third one Illuminated Sigil Comprehension reduces the amount of danger increased through repeated perceptions while also increasing the chances of a critical success. The current thinking is that this sigil is not currently working as most folks are not noticing a difference between having this sigil and not having but trust me on this when it is working it will really help you improve attempts. |
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The fourth one Awakened Sigil Comprehension will allow you to scribe more sigils off of a single sigil find. Currently most folks get between 2 and 4 sigils when they find them and scribe them or find them and improve them and then scribe them. That does not change even if you have this technique which means its not active. However, when it is activated it will really help the process along. |
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The next set of techniques that will be of great help to any enchanter require you to have either of Martial Artificing and Artificer Specialization. Either of these give you access to the two you really need. Now If I were a young enchanter I would probably get Artificer specialization because your sigils and materials are probably going to suck to start with. This technique helps you not be as impacted by those particular problems. The two you really want will be Enchanting Maintenance and Enchanting Manipulation in that order. Now let me explain why you need these two. Currently the catastrophic effects of failure are basically turned off. When they are turned ON you will have need of the first Technique and the second technique will give you perks you need as well. |
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Enchanting Maintenance removes the chance for critical failure when activating enchanted items, and the excess charges it consumes. Notice what it says. Critical failure will consume a great number of charges off the item. Right now no one I know of is having any problem activating enchanted items. So be warned they will be sooner or later. |
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Enchanting Manipulation unlocks the ability to shake Founts to adjust what aspect of an enchantment will be bonused. It also allows enchanters to instill such a bonus on items they are enchanting. Right at the moment I think anyone can shake a fount and it will change color but you need this technique to apply said color to the enchanted item you are making. Through talking with elder mages and experimentation a number of us have come to the conclusion that the colors do the following: Yellow can reduce roundtime or make an item easier to activate (which has obvious usage to using the previous technique as well). Red we think adds more strength of the enchantment. Grey we believe gives more charges something you might like for certain things you can make such as a gweth. Each item you can enchant is slightly different, for instance, a fount will have uses but no charges per say. And most of the rest of the tools have no charges at all. So you basically need to apply the right color to the right project. |
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Obviously this does not cover every technique you can take. It just appears these might be the biggest benefit to an enchanter. For those that just want to find and sell sigils to enchanters the obvious choice would be the first four sigil techniques.<br> |
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==Sigil Harvesting Basics== |
==Sigil Harvesting Basics== |
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Step 4 - (Now you try to improve it with RITUAL another trivial (easy to do) item that will lower your sanity score again and should improve precision once again. You see RITUAL does not show up again and yes clarity remains at 63 and Precision goes from |
Step 4 - (Now you try to improve it with RITUAL another trivial (easy to do) item that will lower your sanity score again and should improve precision once again. You see RITUAL does not show up again and yes clarity remains at 63 and Precision goes from 9 to 13. Note also you lost 2 more stars on the Sanity stat. Good part is the danger level is still not affected.) |
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:perc sigil ritual |
:perc sigil ritual |
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:Your mind survives a chaotic break induced by the trivial RITUAL, and you improve the sigil's precision. |
:Your mind survives a chaotic break induced by the trivial RITUAL, and you improve the sigil's precision. |
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This is the basic process you go through to do what folks call the improve game. You play with your mental states to try to even them or raise one at the expense of another and hope you can do more improvements. Personally I have gotten clarity to 99 and 54 on precision but not much over that so far. Any clarity from 91-99 should be able to allow you to make a masterful item in artificing as long as the item you are making is in your skill level. There is no limit to the number of improves you can use if you can manage to keep manipulating your mental states with other improves, though eventually each new improve starts to bring out danger and I have yet to see a way to lower the danger score until one of the last two SIGIL Techniques is actually turned on. |
This is the basic process you go through to do what folks call the improve game. You play with your mental states to try to even them or raise one at the expense of another and hope you can do more improvements. Personally I have gotten clarity to 99 and 54 on precision but not much over that so far. Any clarity from 91-99 should be able to allow you to make a masterful item in artificing as long as the item you are making is in your skill level. There is no limit to the number of improves you can use if you can manage to keep manipulating your mental states with other improves, though eventually each new improve starts to bring out danger and I have yet to see a way to lower the danger score until one of the last two SIGIL Techniques is actually turned on. |
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{{Cat|Player guides,Crafting player guides}} |
{{Cat|Player guides,New player guides,Crafting player guides}} |
Latest revision as of 14:11, 29 December 2021
For those that don't know a burin from a fount.
Enchanting is a craft that consists of three disciplines: Artificing, Binding, and Invoking. (Only Artificing has been released; the other two have yet to be implemented.) Artificing itself consists of five areas: Utility and Fluff, Magical Foci, Fount Creation, Artificing Tools and Wands and Runestones.
Artificing
Artificing is very complex. It produces a lot of things - including tools needed for all enchanting, magical trinkets, invisibility rings, gweths and gweth smashers, specific former moon mage enchanting items such as garden's vision, celestial beacon, devourer, and cambrinth retuners. In addition, it adds rings of glory, mining stone, nemirro stones, various focus items (most guilds have a ritual spell and those require a ritual focus item, and TM focus items tend to boost TM casting in some form), wands, and runestones (though the last two are in limited form). Each of these items are slightly different from one another but we now have a way using Enchanting Artificing to make all them. Since each item you make can be slightly different in how they are used, it introduces a huge complexity to making things. For instance, runestones do not work the same as enchanting tools do nor do they work the same as a gweth does, and ritual focus items do not work the same as TM focus items nor any of the other items we can make. In order to cover the enchanting part of the entire Enchanting Artificing area, we need to break it down into Instructions on how to enchant items, the tools required, some information on raw materials, and an overall procedure to working the various items that can be created. In addition we are adding some information on doing work orders for those who want to earn coins doing enchanting.
Required Instructions and Tools
Instructions
The first thing you need is a book of artificing instructions from the enchanting society. The book contains the recipes, ingredients, and instructions for each of the Artificing products you can make. There are three books but only the master artificing instructions contain all of the projects. The smaller books contain subsets. All three books are for sale in the local Enchanting Society's Bookstore. If you plan on doing work orders you also might want to purchase a logbook, get a deed register, and a deed packet. The registers are free from the clerk in the forging society, (ask clerk for register, or the repair clerk at the Engineering Society), deed packets are sold in the supplies section of the forging society (ORDER to see what is sold there).
Tools
Below are the tools used in artificing.
Tool | Used In | Crafted by | Item Crafted From |
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Enchanter's burin | Artificing | Shaping and Carving | Burin |
Fount | Artificing | Shaping and Carving | Sphere |
Augmenting loop | Artificing | Shaping and Carving | Pole |
Imbuement rod | Artificing | Shaping and Carving | rod |
Enchanter's brazier | Artificing | Blacksmithing | brazier |
As soon as you are able to make a mastercrafted enchanting tool, make one of each for yourself and use it. Then work your skills up for the next tier of tool. You will always craft better end-products with master-crafted tools. The best available crafted tools have not been sold yet with the exception of the burin sold in GuildFest and some tools dropped during the Ulf'hara Ruins quest that appeared recently. Note the table shows you start with a crafted burin in shaping or carving and then you enchant it. The same is true for each of the tools and many of the items you make in Artificing. You must get the base item created and then you enchant it to allow it to become a tool.
Raw Materials
Artificing has one main component, sigils. Sigils have two aspects to them, both are important. Precision tells you the strength of the sigil. Clarity is the quality of the sigil. When you begin learning to enchant, you can purchase sigils at the Enchanting Society Shop, but the only ones they sell are primary sigils with 70 clarity and 20 precision. You are going to need better sigils than that very soon, and you will need the secondary ones too, and they are not currently sold in the society. Start learning to harvest sigils as soon as you can. More on that in a section below. For work orders however you just need the clarity between 91-99 (actually the more skill you have that could go as low as 80). And precision can be 1 or up to 20. Keep in mind work orders are based upon how close to masterful you get your end product so precision is absolutely not need for work orders. In fact, don't waste your time trying to get sigils with really high precision for work orders, only use those for your own crafted items, or end-use tools you may sell. I tested this out and got masterful items with really low precision and masterful with really high precision and there was no difference in pay on it. Makes sense though you are just trying to earn some coins not create the greatest enchanted item on Planet.
Enchanting can use base items from various different crafts. Remember to use master-crafted parts in your projects. Capacity will sooner or later become an important thing to watch for some of your parts, especially in helping you create masterful items for work orders or otherwise. Now understand what is being said here. You must create an item as close to masterful as you can using various metals, rock or bone. In some cases, you may have to use a gem, which right now you only find on critters. Or in some cases you need rings, which currently you can only get from a shop or in the society. Hopefully a ring will be able to be crafted at some time to be used in the process. You then use these items to enchant them. Below are some of the capacity for the different materials for crafting:
For a complete list of all the marterials' properties, see Crafting Materials
Common/Uncommon Materials
Bone
Crafting capacity is | |
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Snow goblin bone | 50 |
Jackal bone | 50 |
Troll bone | 50 |
Reaver bone | 50 |
Crocodile bone | 50 |
Bear bone | 50 |
Serpent bone | 50 |
Deer bone | 50 |
Prereni bone | 50 |
Stalker bone | 45 |
... further results |
"=" can not be assigned to a declared number type with value 0.
Metal
Crafting capacity is | |
---|---|
Acenite | 50 |
Pewter | 50 |
Silver | 50 |
Tin | 50 |
Platinum (metal) | 50 |
Oravir | 50 |
Yellow gold | 50 |
Zinc | 45 |
Bronze | 40 |
Covellite | 30 |
... further results |
"=" can not be assigned to a declared number type with value 0.
Stone
Crafting capacity is | |
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Granite | 50 |
Schist | 50 |
Pumice | 50 |
Sandstone | 50 |
Breccia | 50 |
Travertine | 50 |
Soapstone | 50 |
Dolomite | 50 |
Jade | 50 |
Limestone | 50 |
... further results |
"=" can not be assigned to a declared number type with value 0.
Wood
Crafting capacity is | |
---|---|
Balsa | 70 |
Larch | 62 |
Alder | 55 |
Fir | 52 |
Teak | 41 |
Willow | 35 |
Spruce | 35 |
Birch | 30 |
Pine | 30 |
Cypress | 29 |
... further results |
"=" can not be assigned to a declared number type with value 0.
Rare/Very Rare/Special Materials
Bone
Crafting capacity is | |
---|---|
Demonbone | 30 |
"=" can not be assigned to a declared number type with value 0.
Metal
Crafting capacity is | |
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Niniam | 60 |
Electrum | 55 |
Animite | 50 |
Darkstone (metal) | 50 |
Muracite | 50 |
Lumium | 12 |
Glaes | 10 |
Kertig | 6 |
Haralun | 5 |
Damite | 4 |
"=" can not be assigned to a declared number type with value 0.
Stone
"=" can not be assigned to a declared number type with value 0.
Wood
Crafting capacity is | |
---|---|
Redwood | 48 |
Ilomba | 45 |
Silverwood | 35 |
Tamarak | 35 |
Mistwood | 33 |
Kapok | 17 |
Cherry (wood) | 13 |
Hickory | 12 |
Yew | 12 |
Bocote | 12 |
... further results |
"=" can not be assigned to a declared number type with value 0.
Expanded Fount Information
Founts are the key to enchanting. They determine how strong of enchant you can put on an object. The max capacity of the base material (a burin) used to create a burin also matters. GM Kodius introduced for us a new concept called the grade of your enchant. The grade of your enchant must match up to both of these items' properties, your fount and in this case your new burin. (If you're counting, you now have three balls in the air! So keep juggling and trust you won’t drop one on your head.) Now what do we mean by grade of your enchant. In this case your burin to create a enchanting burin has a capacity and the sigils used to create it have a Precision value, which if you use more than one sigil in a project the average of the sigils precisions will be used to compare to the burin's capacity. The lower of the two is used as the grade of your final burin, which means the fount you use must be at least as good as the burin you are trying to create. Therefore, if your base burin has 70 capacity (say you used balsa wood) and your sigils have an average 70 Precision. Your burin has a grade of 70. This means you would have to use at least an uncommon fount capacity able to handle at least minor grade. So you would have to have an uncommon minor fount to handle this enchantment work. The same is true of other items you can enchant (tools, runestones, gweths, trinkets, etc.) In addition, when you read the artificing book you will find a line in it that generally gives the grade of the item you are about to enchant. Please note that some items you can enchant don't fall into neat categories, but instead have a general note (potentially they can have almost any grade depending on material and sigil precision). The radiant trinket for example has the following:
- This item is listed as a "a minor magic item", and is applied using a magical brazier, an imbue spell or rod and a burin. A crafter may also find it helpful to have a mana fount, an augmenting loop and sigil scrolls or a book of sigils on hand.
So the grade for the trinket is a minor one. The second part of this now is the capacity of the ingredient you are making for the bead that will become the radiant trinket. If you use Belzune it has a capacity of 90, this now means you are making a Rare minor item as can be seen in the grades and capacities shown below. The second part of this is the precision of the sigils you use. In this case if you got a 90 precision sigil you can match the capacity of the belzune. Just between you and me I would never use a 90 precision sigil for any trinkets they are toys. Some of the things you make may have something in the artificing book along these lines:
This item is listed as a "enchanted stones",
This item is listed as a "an artifact",
This item is listed as a "enchanted rings",
This item is listed as a "ritual foci",
This item is listed as a "targeted foci",
This item is listed as a "mana fount"
This item is listed as a "an enchanting tool"
This item is listed as a "an enchanting tool"
This item is listed as a "an enchanted gwethdesuan"
This item is listed as a "a magic wand",
This item is listed as a "an ease burden runestone",
Near as I can tell they can have a wide range on the grade of the item depending on material used and sigils applied. Now back to founts. Please note that when you complete a fount and focus on my fount. You will get something similar to the following:
- The fount appears to have a faint enchantment upon it and you recall these are used for enchanting. Judging from the intensity of the glow within you estimate it has 101 uses remaining.
Yes that means the fount you just created will last for 101 uses. The ones I have made have always had faint enchantment and I suspect that is because all the sigils I used to make them had precision’s from 40 to 69, which if you look below is a common item. Higher might change what you see as the enchantment in the message. So once you use it 101 times, then you need to make another one. I do not see a way yet to recharge them, which may or may not happen. So a fount is a limited use item though the number of uses are pretty large and they do not tend to get damaged.
Enchants have four possible grades Minor Lesser Greater Major
Capacity has four levels Common (50 and below capacity) Uncommon (70 and below capacity) Rare (90 and below capacity) Ultra Rare (99 and below capacity)
You use the right fount for the right method. Example: a rare material lesser fount can be used for minor and lesser enchants and common uncommon and rare capacity. Though I must point out I did one like that using a rare lesser fount to make a minor common item and the item failed. Not sure if it was me, the steps were off or the fount just did not work for the item. Take note if it happens and bug report it just in case. Supposedly you can use an ultra rare major fount and make everything in the book, but that is not a good idea. Why? Because you have to use a really rare material to make the fount and super high sigil precision which is really hard to get and it will have a limited number of uses. I do not think it is a good idea to use something that rare for a minor common item you might make. Save those uses for the really ultra rare things you might make. It would be a waste of materials.
Enchanting Steps (in The Enchanting Society)
This section covers the actual steps you need to use to make an item and it can vary based on what you make and materials you use (yes including sigils). Also if you make your own brazier and enchant elsewhere other than the society, there is a general change to the steps you must make to ensure you don't end up getting messed up by someone else also enchanting in the room you happen to be in. The first set of steps is for use in the enchanting society. The second set of steps is for when you use your own brazier in any other room. Please note once you study the book and put the item on the brazier you can use ANALYZE <ITEM NAME> ON BRAZIER at any time during the process and get information on how your project is going.
- Step 1. >STUDY BOOK
- Study the recipe, the instructions for the item you want to make in the artificing book in the correct chapter and page.
- Step 2. PUT <ITEM NAME> ON BRAZIER
- (do this twice, it asks for a confirmation) Read the screen carefully for all the messages as you are learning enchanting.
- Step 3. WAVE FOUNT AT <ITEM NAME> ON BRAZIER
- The fount will leave your hands and become part of the enchanting project on the brazier. This step is not used when making a fount.
- Step 4. CAST <ITEM> ON BRAZIER or WAVE ROD AT <ITEM> ON BRAZIER
- Prep and cast imbue or use an imbue rod instead. GM Kodius suggested using all the mana you can in that Imbue cast. You may need to increase the mana in the room. I use 100. The enchanting project will wait for you to do that if you hadn't done it already. General note if you can’t cast imbue over 40 you are better off buying and imbue rod and setting it to cast at 40 and using it. The next step required after casting imbue is to apply the first sigil.
- Step 5. This step can get messy. You will be told you need a specific Sigil and you need to make sure you use the right one. Each project you do will usually require from 1 to 4 sigils or some combination. Make sure you have all the sigils you need before you start. There are three ways to do this step. You can have the sigils needed in your container individually, you can have the sigils needed in a sigil book and remove them as needed or you can study them from the book as needed.
- If the sigil scrolls are in the container:
- GET <NAME OF SIGIL> SCROLL
- If the sigils are in the book you can do the following:
- GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, PULL SIGIL BOOK, PUT SIGIL BOOK IN CONTAINER (which will leave you holding the sigil-scroll.)
- Or you can simply use the sigil book to study the right sigil:
- GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, READ SIGIL BOOK
- Step 6. STUDY SIGIL-SCROLL (for first 2 ways of step 5) or STUDY SIGIL BOOK (For last way on step 5)
- The sigil POOFS from hand or book and a timer starts here, you have some time to do the next step not lots.
- Step 7. TRACE <ITEM NAME> ON BRAZIER
- Step 8. GET BURIN
- Step 9. SCRIBE <ITEM NAME> ON BRAZIER WITH MY BURIN
Now you start the SCRIBE part of the process. There are three messages that indicate a problem had occurred during this process. The steps you take are shown with the messages. Also note you might see you did the step with only a minor problem. This type of message is an error but you just scribe on as its not an error you can control other than having more skill. You basically do step 9 till you are required to get another sigil or cast the imbue spell. If you have to get another sigil you repeat steps 5, 6 and 7. There are instances where you can get another sigil required along with one of the three problem messages. In that case you apply the new sigil but before you start step 8 again you must apply the problem solution or you degrade the final product. Note only the messages below require you to do something other than step 9 until you have to apply another sigil or complete the enchant through casting imbue.
- Error 1. "You notice many of the scribed sigils are slowly merging back into the burin's surface."
- Solution 1. GET LOOP
- Solution 2. PUSH <ITEM NAME> ON BRAZIER WITH MY LOOP
- Solution 3. Back to step 9
- Error 2. "The traced sigil pattern blurs before your eyes, making it difficult to follow."
- Solution 1. MEDITATE FOUNT ON BRAZIER
- Solution 2. Back to step 9
- Error 3. "struggles to accept the sigil "
- Solution 1. FOCUS <ITEM NAME> ON BRAZIER
- Solution 2. Back to step 9
- Step 10. You need to add a different sigil
- Solution 1. Go back to step 5, 6, and 7.
- Step 11. "Once finished you sense an imbue spell will be required to continue enchanting."
- Solution 1. CAST <ITEM NAME> ON BRAZIER or WAVE ROD AT <ITEM NAME> ON BRAZIER - Remember, once again, bring all the mana you can into your imbue spell cast on the <ITEM NAME>. If you backfire you have not ruined the project, take your time and cast the spell again.
- Final result. The items will land at your feet. Pick them up. You now have enchanted something hopefully you have not turned yourself into a frog in the process.
- Final Note: If you screw up and can't continue you need to CLEAN BRAZIER (maybe two times) then get the <ITEM NAME> you were making from the brazier, then the Fount from the brazier to clear it all off. Right now I am not positive this ruins the <ITEM NAME> for later use. You can try it and see and we will all know.
Enchanting Steps (Personal Brazier)
To enchant with a personal brazier where others may be doing the same thing you have to use the VERB - MY when indicating the brazier because you may have some brazier's in your containers and someone else may drop there brazier to use it. You on the other hand should LOWER MY BRAZIER GROUND so that it is at your feet and others cant mess with it by accident. Also while enchanting if the brazier is at your feet and you loose contact with the lands you will not loose the brazier and the items on it. Please note once you study the book and put the item on the brazier you can use ANALYZE <ITEM NAME> ON BRAZIER at any time during the process and get information on how your project is going.
- Step 1. >STUDY BOOK
- Study the recipe, the instructions for the item you want to make in the artificing book in the correct chapter and page.
- Step 2. PUT <ITEM NAME> ON MY BRAZIER
- (do this twice, it asks for a confirmation) Read the screen carefully for all the messages as you are learning enchanting.
- Step 3. WAVE FOUNT AT <ITEM NAME> ON MY BRAZIER
- The fount will leave your hands and become part of the enchanting project on the brazier. This step not used when making a fount.
- Step 4. CAST <ITEM NAME> ON MY BRAZIER or WAVE ROD AT <ITEM Name> ON MY BRAZIER
- Prep and cast imbue or use an imbue rod instead. GM Kodius suggested using all the mana you can in that Imbue cast. You may need to increase the mana in the room. I use 100. The enchanting project will wait for you to do that if you hadn't done it already. General note if you can’t cast imbue over 40 you are better off buying and imbue rod and setting it to cast at 40 and using it. The next step required after casting imbue is to apply the first sigil.
- Step 5. This step can get messy. You will be told you need a specific Sigil and you need to make sure you use the right one. Each project you do will usually require from 1 to 4 sigils or some combination. Make sure you have all the sigils you need before you start. There are three ways to do this step. You can have the sigils needed in your container individually, you can have the sigils needed in a sigil book and remove them as needed or you can study them from the book as needed.
- If the sigil scrolls are in the container:
- GET <NAME OF SIGIL> SCROLL
- If the sigils are in the book you can do the following:
- GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, PULL SIGIL BOOK, PUT SIGIL BOOK IN CONTAINER (which will leave you holding the sigil scroll.)
- Or you can simply use the sigil book to study the right sigil:
- GET SIGIL BOOK, READ SIGIL BOOK, TURN SIGIL BOOK TO PAGE X, READ SIGIL BOOK
- Step 6. STUDY SIGIL-SCROLL (for first 2 ways of step 5) or STUDY SIGIL BOOK (For last way on step 5)
- The sigil POOFS from hand or book and a timer starts here, you have some time to do the next step not lots.
- Step 7. TRACE <ITEM NAME> ON MY BRAZIER
- Step 8. GET BURIN
- Step 9. SCRIBE <ITEM NAME> ON MY BRAZIER WITH MY BURIN
Now you start the SCRIBE part of the process. There are three messages that indicate a problem had occurred during this process. The steps you take are shown with the messages. Also note you might see you did the step with only a minor problem. This type of message is an error but you just scribe on as its not an error you can control other than having more skill. You basically do step 9 till you are required to get another sigil or cast the imbue spell. If you have to get another sigil you repeat steps 5, 6 and 7. There are instances where you can get another sigil required along with one of the three problem messages. In that case you apply the new sigil but before you start step 8 again you must apply the problem solution or you degrade the final product. Note only the messages below require you to do something other than step 9 until you have to apply another sigil or complete the enchant through casting imbue.
- Error 1. "You notice many of the scribed sigils are slowly merging back into the burin's surface."
- Solution 1. GET LOOP
- Solution 2. PUSH <ITEM NAME> ON MY BRAZIER WITH MY LOOP
- Solution 3. Back to step 9
- Error 2. "The traced sigil pattern blurs before your eyes, making it difficult to follow."
- Solution 1. MEDITATE FOUNT ON MY BRAZIER
- Solution 2. Back to step 9
- Error 3. "struggles to accept the sigil "
- Solution 1. FOCUS <ITEM NAME> ON MY BRAZIER
- Solution 2. Back to step 9
- Step 10. You need to add a different sigil
- Solution 1. Go back to steps 5, 6, and 7.
- Step 11. "Once finished you sense an imbue spell will be required to continue enchanting."
- Solution 1. CAST <ITEM NAME> ON MY BRAZIER or WAVE ROD AT <ITEM NAME> ON MY BRAZIER - Remember, once again, bring all the mana you can into your imbue spell to cast on the <ITEM NAME>. If you backfire you have not ruined the project, take your time and cast the spell again.
- Final result. The items will land at your feet. Pick them up. You now have enchanted something and hopefully you have not turned yourself into a frog in the process.
- Final Note: If you screw up and cant continue you need to CLEAN MY BRAZIER (maybe two times) then get the <ITEM> you were making from the brazier, then the Fount from the brazier to clear it all off. Right now I am not positive this ruins the <ITEM NAME> for later use. You can try it and see and we will all know.
Enchanting Notes On Making Items
This section will list a few of the gotchas that can be encountered when making items and will list some things for each in relation to work orders. Note for all the various types of things you can make I did not find any one thing you can do to the items you use that will increase a general pay out on work orders other than having a masterful output product. So there is no equivalent to the Forging work order ingot that is mixed with another metal to bring the price up. You can however, use more expensive and quality items to bring the pay up. Though in the case of gems and such you are at the mercy of what you can find. Also every item is affected by the sigil precision. If you are doing work orders you don’t even want to bother with high precision sigils, they don’t appear to make a difference. But if you are making something like a gwethdusaen for yourself, friends and folks who will buy them. You are going to want to use sigils for a gweth that are as high as you can can get them. In the case of a low precision 69 or lower you can expect to get between 8 and 10 charges on the gweth you create. If the precision is 70-79 you can expect even higher charges, 80-89 even higher and 90-99 you will achieve the max number of charges you can get on a gweth in the new system. And don’t ask me what it is since I have yet to get a sigil over 70. In the case of the imbue rod this is the same situation. I managed to make a perfect balsa imbue rod (70 capacity) and since all the sigils were 40-55 in precision it was able to cast imbue at a magnificent 18 mana max with said perfect rod. So your main goal in what I would call high end enchanting is the sigil quality (clarity) and the sigil precision.
TRINKETS
Trinkets are basically toys that cause a cantrip like effect based upon the type of trinket being used. Example is the radiant trinket - RUB: You rub your thumb across the bead, causing an intense blue radiance to erupt from your eyes! Each item will have a number of charges to it.
It can be made from A finished stone, bone or wood bead, totem, figurine, wand, rod, statuette, or statue. Though I doubt you could carry the statue for long, maybe not even the statuette. These are made in chapter 8 of shaping or chapter 5 of carving. So yes you have to make something or you can buy a lower quality version from the society, or you can actually find an engineer to make things for you (keep this one in mind it will save you time, might lower your gain some for the work orders paying for items you need but will make things a lot easier).
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items. I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.
CAMBRINTH RETUNER
A finished stone, bone or wood rod. So you create a rod using shaping or carving and you then enchant it into a cambrinth retuner. Usually it will have like 1+ uses, I have seen 4. And you wave it at a cambrinth item to retune it.
Note if the item you use is masterful it will help get you a better payout on the final product for a work order. I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.
CELESTIAL BEACON
The Celestial Beacon enchantment allows a user to create a beacon point for a Moon Mage to cast a moonbeam on via Focus Moonbeam. It uses a gem. Have the holder RAISE the beacon, then with Focus Moonbeam, CAST <moon> <target>. Gem type does not seem to matter, every gem tested so far gives 2 charges.
Not sure at this point if more expensive gems give you better work order pay. I do know when you appraise a gem careful and have enough appraisal you get some information regarding the gem such as the following:
- >appraise my agate careful
- You are certain that the taupe agate has a hardness of 72, placing it at 'hard' on the official Trader's Scale.
- You are certain that the taupe agate has a quality of 45, placing it at 'medium quality' on the offical Trader's Scale.
- You are certain that the taupe agate has a waxy luster.
- You are certain that the taupe agate is murky.
- You are certain that the taupe agate is unmarked.
- You are certain that the taupe agate weighs exactly 1 stone.
- You are certain that the taupe agate is worth exactly 3302 Kronars.
- Roundtime: 16 seconds.
Often the quality of the gem is directly associated to the worth of the gem so higher quality will probably give you a better result as far as the work orders go. But that can be hard to achieve since you are at the mercy of getting the gems from hunting.
SIMPLE DEVOURER
This item will reflect the base component pearl used to create it, so the base measurements may vary. If the base component was a small pink pearl, the finished item will also be a small pink pearl. A pearl of sufficient value is required. The thing I can’t tell yet is how low the value can go as I only had 1 pearl to check with and it was worth over 2 gold kronars. Multi-armed devourers are a type of benign shadow creature. They serve by cleaning up anything on the floor in a room by eating it. Devourers have a ravenous appetite and will move in search of 'food' left on the ground. Devourers are summoned with 'devourer eggs,' which may be created using any type of pearl.
Note again I suspect the better quality the pearl the more the pearl appraises for and you will get a bit higher work order pay out if its masterful.
ELUNED'S SCRY
This item requires a cleaned bonestack with 1 piece remaining. If the base component was a deer-bone stack, the finished item will also be a deer-bone stack. The Eluned's Scry enchantment creates an item that, when bound to a person, will allow another person to break the enchantment and receive a vision of the bonded persons location just like the Locate spell.
Note with bone stacks the higher quality (because you tend to get closer to masterful on the finished item) and more expensive bone stacks will tend to give slightly more payout.
GARDEN'S VISION
This enchant actually does work. Some were speculating it did not work. However it does work on a very narrow range of gems. Specifically A tear-shaped star sapphire or any purple, lilac, lavender, indigo or lightning amethyst. No other versions of these gems work. These were the old gems that worked for the enchant before crafting came out. In fact originally only the purple amethyst worked but eventually got expanded. Not sure at this point if these will be expanded further... So warning. You now know what only old really ancient crusty moon mages knew.
Note the better quality the gem used the better chance you have to get masterful output and thus it’s also more expensive and produces better work order pay.
MIRKIK SOKIS
If the base component was a large green tourmaline, the finished item will also be a large green tourmaline. Near as I can tell your gem must be at least 200+ kronars in appraisal to work for this enchant. The Mirkik Sokis enchantment turns a high value gem into a portable light source that can be used to allow the user to see in dark rooms.
Note again the better quality the gem used the better chance you have to get masterful output and thus it’s also more expensive and produces better work order pay.
AURA DEVICE
It can be made from A finished stone, bone or wood bead, totem, figurine, wand, rod, statuette, or statue. Though I doubt you could carry the statue for long, maybe not even the statuette. These are made in chapter 8 of shaping or chapter 5 of carving. So yes you have to make something or you can buy a lower quality version from the society. I suggest making the bead because if you got no engineering to speak of its really easy to make the bead masterful and they weigh a lot less than any of the other items on the list. The Aura Device is a device that is made primarily for the Thief guild and is used for shady purposes.
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items. I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.
MAGIC GEM
This requires any gem cheap gems. Right now I’m not sure what this actually does. I suspect at this point it may be used for something further in enchanting under Binding or Invoking.
Note I have no clue about using this in work orders most of the GEM ones above still apply for work orders.
NEMIRRO STONE
Nemirro stones are usually obtained in the hive near the gondola on the shard side. They are dropped as part of the loot on critters killed in the hive. They change one mana type to another for a period of time. To make one of these you need a pebble. So if you don’t mine and save pebbles, you need to buy a rock from the Engineering Society. Carve something from it in order to make sure you have a pebble left over. I have discovered that metamorphosis sigils are elemental mana and nuture sigils are life mana. These require 3 sigils the first is abolition, the second one is what mana you convert from, the third one is what you convert the mana too. Using these in a room will convert one mana type in the room to another.
Note since you are using the pebbles the more expensive the pebble and the higher quality, the better the pay out on your work orders.
SHATTER SIGIL
The shatter sigil I thought at first was the shatter spell used in combat. Had to actually make one to figure out what it does. The one I had only had 2 charges. When you wave it at something it gives you a message similar to this if it’s not the right thing to be waved at - You wave the ingot through the air, but nothing happens. Perhaps wave it at an item you wish to unenchant? So basically this lets you unenchant something. At this point I am not sure if that allows you to use the item and enchant it with something else. It will remove enchantments/flares from items. The way I used it incorrectly still used a charge from the device so make sure you wave it at the right item. The enchant requires a metal ingot (1 volume of metal ingot) and when done it’s still a metal ingot. Also be careful to note what is said about gwethsmashers and shatter sigils.
Note though I did not try it, I suspect this is the only thing in artificing where you can use a work order ingot and get the added pay out. Though it’s also possible using a mixed metal ingot even if it’s still mostly one metal won’t work for this. If you do this keep that in mind you will be the first one to do it.
MINING STONE
This item absorbs mining accidents where you were not alert of the danger signals and set off some danger item. Right now I’m not sure if it works in lumberjacking but if anyone wants to test it be my guest. This one like the Nemirro stone requires a pebble to create the mining stone. This item is a pebble till the very last cast of IMBUE, when it is then converted to a mining stone.
Note if you get one of these for a work order use a pebble that is of a material that costs as much as you can get for the stone. Do not use the really rare stuff here, it’s just not worth doing.
GWETHSMASHERS
Notes indicate that after completion of the enchantment two gweth stones (kyanite or jadeite) must be put inside of the enchanted device. For the stronger enchantment, an unleash spell must be cast upon the device, or a shatter sigil must be used upon it, in order to finalize the enchantment. So if you can’t cast unleash you need to use a shatter sigil, which of course you can make. To make one you need to use A finished stone, bone or wood bead, totem, figurine, etc.
Note if the item you use is masterful it will help get you a better payout on the final product for a work order but so far I don’t see a way to improve upon masterful items. I speculate the more expensive the item used of stone, bone or wood and masterful end item will give the highest pay for a work order.
RINGS OF GLORY
A store bought or crafted ring is required and at the moment I don’t know of any crafted rings available. So until they do become available you are dealing with store bought or society bought rings. Doing something like this requires two things. A more expensive quality ring and good precision sigils to get the biggest bonus to the ring. It was specifically stated we could make +1, +2 and +3 rings of glory and I suspect most of that requires the higher precision sigils.
Note if you are doing one for a work order the only real requirement is that you do it masterful. I have yet to get a good enough sigil set for these to see if higher precision helps at all though based one how hard it is to get great sigil precision, you don’t want to bother with a high precision set of sigils for a work order.
ASTOSHE'S ECLIPSE
In olden days this was a normal moon mage enchant (better known as an invisibility ring). This item will reflect the base component ring used to create it, so the measurements may vary. If the base component was a silver ring, the finished item will also be a silver ring. Again like the rings of glory a store bought or crafted ring is required and there are no crafted rings yet. So it’s only store bought. You have all the same problems here as making a ring of glory.
Note if you are doing one for a work order the only real requirement is that you do it masterful. If higher precision helps at all though based one how hard it is to get great sigil precision, you don’t want to bother with a high precision set of sigils for a work order.
FOCUS ITEMS
These items all appear in chapter 3 and they are all requiring the same things - A finished stone, bone or wood bead, totem, figurine, wand or rod. If you make these you need to be able to tell which focus item is what and if you got wands you don’t want to confuse them with a wand focus item. Personally for me I would tend to make specific beads in various images to keep track of them. Beads are small and light, easy to keep unencumbered.
Now I need to point out something about focus items. Let’s say I as a ranger want to create an elemental ritual focus. I would create it as it calls for, and the end result would be an elemental ritual focus based on life power. Meaning only a ranger or an empath could actually use it. If it were made by a bard it would be a ritual elemental focus based on elemental power and only a bard or a war mage could use it. If on the other hand you want to create a ritual focus so that anyone who gets it can use it. You would end up creating basic untuned ritual focus or an advanced untuned ritual focus. The first person who actually invokes the focus then has it completely set for that person. I suspect these will be the main ones created for sale in trader shops.
There are also TM Foci created here. I have created three and tested them. They can boost some aspect of your TM casting or they can actually add flares to the TM spell you cast. In the case of an accurate focus you find this when you focus on the bead - This enchantment was tuned to provide additional durability and a large bonus to accuracy with targeted spells. That means you should be able to hit much better with your TM spells when this foci is activated. You can also make the TM spell more efficient and it will use less mana when you cast. You can make them more lethal or more destructive. Then you get to the fire, frost and electric versions. These add flares of the type activated to your current tm cast. And as an added bonus if your TM spell is cyclic the flares are added to that as well.
Work orders for the Focus item is based on it being as close to masterful as you can get it and as expensive of material as you could use and still make it as close to masterful as you can. Still though don’t waste effort by having high precision sigils.
FOUNTS
Founts as you saw in the Expanded fount information section above, are all in chapter 4. There are 16 of them. Each capacity level has four founts to cover each grade (Minor, Lesser, Greater, Major). Each of the sixteen founts is based upon a small stone, wood or bone sphere. The difference here is that when you put the sphere on the brazier it immediately becomes a fount. This means that when you follow the steps we give near the beginning of this guide you will skip step 3. You will not be waving a fount at the fount on the brazier, you will go from step 2 to step 4. Each fount you create will have a number of uses. The four I have made have used 40-50 precision sigils and all of them ended up close to 101 uses. Once the uses are done you need to create another one because I don’t see a way to recharge them at this point. It appears if your sigils are higher precision you tend to get some speed boost to using the fount as it is based on just being a tool. Means if precision is 90-99 you are going to get a really good speed boost on the tool. These also never appear to get damaged, probably because they are limited use.
Work orders for the Founts are based on it being as close to masterful as you can get it and as expensive of material as you could use and still make it as close to masterful as you can. Just remember one thing. Higher capacity of the material is more valuable to you than the price of the material. Still though don’t waste effort by having high precision sigils.
BURIN
Burins all appear in chapter 5 of the book. They require you to have a finished bone or wood burin to start, which you create from the shaping (engineering) craft or the carving (engineering) craft or you might have to buy some from someone. Burins are a tool and as such have no charges and are repaired exactly like any blacksmithing tool using a wire brush and oil. Make sure you keep yours repaired. At this point higher precision results in speed boosts to the tool being used.
Work orders for the Burin are based on it being as close to masterful as you can get it and speed of the tool does not appear to change that. Just remember one thing. Higher capacity of the material is more valuable to you than the price of the material. Still though don’t waste effort by having high precision sigils.
BRAZIER
Brazier is made in blacksmithing and appears in chapter 5 of the book. There is one single brazier you can create and you need to use a material (metal) that you can make masterfully. Means if you are really young you starting with bronze. Like the burin this is a tool and not limited in use or does not have charges. It’s simply a tool where higher precision sigils can add speed to the tool. It also is repaired just like any blacksmithing tool is using a wire brush and oil.
Work orders for the Brazier are based on it being as close to masterful as you can get it and speed of the tool does not appear to change that. Just remember one thing. Higher Workability of the metal allows you to get masterful sooner but don’t forget you also need some capacity with the material. Still though don’t waste effort by having high precision sigils with work orders requiring a brazier.
ENCHANTERS LOOP
The enchanters loop like the fount is one of the items that changes the moment you put it on the brazier. In this case you start with a short pole, specifically a short stone, wood or bone pole. The moment you put the pole on the brazier it then becomes a loop. And you deal with a loop the rest of the way through the steps. The loop is used during the scribe portion of the steps to handle one of the error messages that can appear. Again its a tool and masterful is the goal and if you have higher precision sigils use them for your own tool to try to get a speed boost to using it. But do not use the higher precision sigils for work orders. The enchanters loop like the brazier and burin is a tool and is repaired as if it were any blacksmithing tool using the wire brush and oil.
Work orders for the loop are based on it being as close to masterful as possible. So use a material you can get to masterful if possible.
IMBUE ROD
I liken the imbue rod to a help for those who either can’t cast the spell or can’t cast the spell as high as the imbue rod you buy in the society. That rod can cast at 40 mana. So if you are young and can’t cast imbue over 40, you might as well use the rod or if you simply don’t use magic, use the imbue rod. I swear the imbue rod does not even detect as a magic item it’s just a rod, trust me I’m a Ranger we know these things. Like the loop, brazier and burin, the imbue rod is a tool and you repair it just like you do any blacksmithing tool, using a wire brush and oil. The imbue rod can be made from a stone, metal, wood or bone rod and yes it remains a rod throughout the procedure. When you study the rod you will find how to adjust it to the amount of mana you want it to cast when you wave rod at <item name> on brazier. You want to use a material that gives you a chance to make the item masterful in the case of balsa wood it not only has high workability but also 70 capacity which should help your attempts to make the rod.
Work orders for the Imbue Rod are based on it being as close to masterful as possible. So use a material you can get to masterful if possible.
GWETH
Notes indicate the oil-dipped gwethdesuan requires some additional preparation. The crafter should find at least two appropriate stones (jadeite, kyanite, waermodi, etc), combine them and then DIP them in ju'ladan oil. Once the dipping is complete the stones can then be AFFIXed to a metal chain. So your first step is to:
- Step 1 - remove 1 stone from my stones (usually they drop as 2 stone groupings)
- Step 2 - then you combine stone
- Step 3 - then dip my stones in my oil
- Step 4 - affix stones to chain.
The chain you buy in the jewelry shop. This completes the gweth creation and now you must enchant it to so it works as a gweth. Now you start the process of enchanting the gweth. Note in this case with what we call low enchant sigils (1-69 precision) you can get from 1 to 10 charges on the gweth maybe higher depending on your Imbue cast. If your sigils are 70-79 precision, there will be yet more charges. Again if the sigils are 80-89 even more charges and 90-99 even more charges. Now having said this getting sigils higher than 70 takes a lot of work and luck to boot. So if you making gweths for work orders don’t waste those really hard to get high precision sigils. Those take a lot of effort and I suspect will be the difference between a dabbler at enchanting and a true enchanter.
WAND
In artificing there are 2 wands. One is a bubble wand and the other is a lore arcana wand. The first one creates bubbles. The second one actually gives you focus information on an enchanted item. Much better than if your arcana is really low. Each one is listed as using a finished stone, bone or wood bead wand. I suspect that might be an error and bead should not be there just wand. In any case I did not try to make a wand using a bead. The wand you create will have charges and again like the gweth, the precision of the sigils will determine the number of charges it has. So again you do not want to use really high precision sigils to make these for work orders. Save those high precision sigils for your own use or to create something to sell. Work orders are best served by creating a masterful wand.
RUNESTONE
The last item in artificing is the runestone. You carve all runestones (engineering carving) to create a basic, fine or ornate carved runestone. Once you have your runestone you then work to enchant it. Currently all the runestones you can enchant use spells from the analogous patterns spells - https://elanthipedia.play.net/Category:Analogous_Patterns_spellbook - which is nice because none of those spells currently show up on runestones. In the case of the runestones I only had sigils between 40 and 60 precision and all mine came out with - You should get seven more fully powered spells out of the runestone before it wears out, or more with conservative use. I suspect with higher precision more uses. Though these are good. Again don’t waste your really high precision sigils for work orders. Not worth the time or the effort.
Artificing Techniques
In Enchanting Artificing there are a few techniques that are more important than many of the ones you can actually select. This section will cover the ones that appear to be the most important based on observation and a lot of feedback.
To begin with there are 4 techniques, which everyone is considering to be the SIGIL techniques. These are the techniques that help you sigil harvest among other things. They consist of the following four in the order they can be obtained - Inspired Sigil Comprehension, Enlightened Sigil Comprehension, Illuminated Sigil Comprehension and Awakened Sigil Comprehension. For an enchanter these four techniques are a must even though the last two do not appear to be active yet as you will read below.
The first one Inspired sigil comprehension allows you to distort sigils in an area and gives you more details on the sigils. There is a slight little thing you need to know about distorting sigils however. It appears that the three skills that are trained when you sigil harvest, scholarship, arcana, and outdoorsmanship all have to be at least 200 or you will often distort a sigil and fail the distort. You will not fail all of them but you will fail to distort a lot of them.
The second one Enlightened Sigil Comprehension allows you to PERCIEVE SIGIL with a lower time than you would without it. It also reduces the chances of the clarity of the sigil reducing with each improve attempt.
The third one Illuminated Sigil Comprehension reduces the amount of danger increased through repeated perceptions while also increasing the chances of a critical success. The current thinking is that this sigil is not currently working as most folks are not noticing a difference between having this sigil and not having but trust me on this when it is working it will really help you improve attempts.
The fourth one Awakened Sigil Comprehension will allow you to scribe more sigils off of a single sigil find. Currently most folks get between 2 and 4 sigils when they find them and scribe them or find them and improve them and then scribe them. That does not change even if you have this technique which means its not active. However, when it is activated it will really help the process along.
The next set of techniques that will be of great help to any enchanter require you to have either of Martial Artificing and Artificer Specialization. Either of these give you access to the two you really need. Now If I were a young enchanter I would probably get Artificer specialization because your sigils and materials are probably going to suck to start with. This technique helps you not be as impacted by those particular problems. The two you really want will be Enchanting Maintenance and Enchanting Manipulation in that order. Now let me explain why you need these two. Currently the catastrophic effects of failure are basically turned off. When they are turned ON you will have need of the first Technique and the second technique will give you perks you need as well.
Enchanting Maintenance removes the chance for critical failure when activating enchanted items, and the excess charges it consumes. Notice what it says. Critical failure will consume a great number of charges off the item. Right now no one I know of is having any problem activating enchanted items. So be warned they will be sooner or later.
Enchanting Manipulation unlocks the ability to shake Founts to adjust what aspect of an enchantment will be bonused. It also allows enchanters to instill such a bonus on items they are enchanting. Right at the moment I think anyone can shake a fount and it will change color but you need this technique to apply said color to the enchanted item you are making. Through talking with elder mages and experimentation a number of us have come to the conclusion that the colors do the following: Yellow can reduce roundtime or make an item easier to activate (which has obvious usage to using the previous technique as well). Red we think adds more strength of the enchantment. Grey we believe gives more charges something you might like for certain things you can make such as a gweth. Each item you can enchant is slightly different, for instance, a fount will have uses but no charges per say. And most of the rest of the tools have no charges at all. So you basically need to apply the right color to the right project.
Obviously this does not cover every technique you can take. It just appears these might be the biggest benefit to an enchanter. For those that just want to find and sell sigils to enchanters the obvious choice would be the first four sigil techniques.
Sigil Harvesting Basics
Sigils come in Primary and Secondary sigils. They have two aspects to them to judge their strength and how easy they are to use. clarity (quality) and precision (hardness).
- CLARITY is the quality rating, like a material's quality property. It determines how pure the Sigil is.
- PRECISION is the strength. Like the hardness property is to weapons, the greater the precision, the more powerful the enchant from the sigil will be. In some cases for instance tools, the precision is what gives your tool speed to do the its particular task, so its also involved in tool speed.
As Kodius stated for all of us - Master-crafted is the quality (Clarity). Potency is how (quality, precision, enchantment capacity of material, imbue mana used, etc) all translate into oomph for that given enchantment. More potency = more damage, charges, effect, etc. One of the challenges with enchantments is they do so much. With weapons or armor its just quality and hardness = P/S/I. Or quality and protection stats = absorb/protect. But each enchantment does vastly different things and so we had to abstract this out a bit into a potency metric.
When you farm sigils you are looking for them in any room in the realms. They are supposedly separated by different seasons and rural and city areas. They also tend to be the same ones in the same rooms. This means if you find a rare sigil in one spot you can continue to farm them at that same spot in the future for that season only. There are currently 5 primary sigils. These are normally the first sigils you find. If you harvest that sigil you should get that sigil. If instead you continue to look for sigils after finding a primary you then usually find a secondary sigil. So make sure you note where you found a specific sigil and you can always go back there for more during that season. As of the change from spring to summer, the sigils are definitely randomized now. That means no season will look like the previous season. In fact the sigils that were only in cities might end up rural in the new season. This most likely means enchanters will need to relocate sigils at the start to each season to keep getting the sigils they need.
Sigil Harvesting trains the skills Outdoorsmanship, Arcana and Scholarship. I have some idea it may also be using the basic CONCENTRATION you have as well. Concentration is based on the following stats - Discipline, Stamina, Intelligence. With most gain through Discipline and Stamina. You can see concentration when you use INFO.
Sigils are very imporant to the enchanting process. To create masterful items you need high clarity. Getting high precision gives you a few extra little things. For instance in making tools the higher precision is the more speed you tend to get in the tool. If all you have is clarity all you get is a masterful item with no ability to speed up the process. Precision also helps you get more charges in the tool for the item you make. It also makes the item more potent as far as power is concerned. I do suggest however you concentrate on clarity to start with. You want to make at least masterful tools for yourself even if you dont get speed for the craft out of it.
Sigil Types
Sigil Name | Sigil Type | Location/s Found | Season | Notes |
---|---|---|---|---|
abolition | Primary | city | spring, winter, summer | |
congruence | Primary | city, rural | spring, winter | |
induction | Primary | city, rural | spring, winter | |
permutation | Primary | city | spring | |
rarefaction | Primary | city, rural | spring, winter | |
antipode | Secondary | city | winter | |
ascension | Secondary | city | spring | |
clarification | Secondary | city, rural | spring, summer | |
decay | Secondary | city | spring | |
evolution | Secondary | city, rural | spring | |
integration | Secondary | city, rural | spring | |
metamorphosis | Secondary | city | spring, winter | |
nurture | Secondary | city | spring, winter | |
paradox | Secondary | city | spring, winter | |
unity | Secondary | rural | spring |
Sigil Harvesting Steps
First to understand how you do do Sigil Harvesting I suggest you use PERC HELP. This will produce the following information generally:
- > PERCEIVE HELP
:USAGE: :As a magic user, you can type PERCEIVE, CONCENTRATE or POWER to determine the mana available for your spells. As you get more skill, you'll also be able to sense mana in neighboring areas. :As a sigil harvester, you can type PERCEIVE SIGIL to try and locate sigil patterns in the area. Your skill with arcana, perception and outdoorsmanship will help with this effort. Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe. :Options Available (most are skill dependant): :PERCEIVE AREA - Checks the room for spells in effect. :PERCEIVE SELF - Checks the spells in effect on you. :PERCEIVE MANA - Checks the mana available to you. :PERCEIVE ALL - Checks everything you are able to sense. :PERCEIVE SIGIL - Checks the area for enchanting sigils to harvest. :PERCEIVE SIGIL INFO - Clarifies what sigils have been identified in the area. :PERCEIVE SIGIL IMPROVE - Attempts to improve a discovered sigil. :PERCEIVE SIGIL ACTION/TASK/METHOD/APPROACH/FORM/RITUAL/TECHNIQUE/PROCESS... :: - Opportunities to improve the sigil's stats after a successful perception. :PERCEIVE SIGIL DISTORT - Potential to change sigil found in location.
The last five are the key to sigil harvesting. You use PERC SIGIL to start off finding your first primary or secondary sigil and you use PERC SIGIL IMPROVE to improve clarity (quality) or precision on your sigil before you harvest it. Also pay special note on PERC SIGIL DISTORT. This can change the sigil found in your location. The way this works is to DISTORT you need the first sigil technique called Inspired Sigil Comprehension. Once you have this you find a secondary sigil and you use Perc SIGIL IMPROVE and one of the options you will have is to DISTORT the sigil. Right now there is a case bug in perc sigil <Command> where we recommend you capitalize the first letter of the command but that does not work all the time. In fact put the command in ALL CAPS (example DISTORT or ACTION, etc.) This wont guarantee it will work every time though, because it still might not do the command but it at least it works better this way.
Make sure you have a scribing burin and blank scrolls ready, (on you when you start this). You can make a burin or buy one in the enchanting society and you buy the blank scrolls in the enchanting society as well. Sigils are pretty ephemeral, and can disappear on you while you rummage around finding the right burin, etc. The sigil will not be there when you return if you have to leave the area to get something.
Here are the steps with a few notes to consider:
- Step 1. PERCEIVE SIGIL for as many times until you see the first sigil. It will be a primary sigil.
- Step 2. Decide if you want the primary sigil if so go to step 4, if you want a secondary sigil go to step 3.
- Step 3. PERCEIVE SIGIL again, repeatedly, until you see the next kind of sigil, this will be a secondary sigil.
- Step 4. Now we want to upgrade the sigil clarity or precision. Start this by using PERCEIVE SIGIL IMPROVE.
Note - if you want to just train the 3 skills of sigil harvesting, outdoorsmanship, arcana, and scholarship , I suggest you just find the primary and secondary sigil and move to the next room without scribing or improving it, then repeat the process. It turns out the improvement process does not train all that much but really is the only way for you to obtain much better sigils. So you have to decide if you are training or gathering sigils.
Also Note - You will see a small chart that shows you the actions to take to increase your sigil's precision (hardness) and clarity (quality), using your sanity, resolve, and focus. You can even increase your own sanity, resolve, or focus at the cost of one of the other criteria. You do this by doing PERCEIVE SIGIL <Command - make sure to capitalize the first letter>. For instance - perceive sigil Process (Examples of the process are further down in this document). The goal is to keep your sanity, resolve, and focus from reaching zero stars, and to keep your danger from reaching full stars. When one of those conditions happens, you will lose that sigil and possibly die at some point.
- Step 5. Once you have your sigil ready you get your blank scrolls in hand and your burin in the other hand and you simply SCRIBE SIGIL. You now have a new sigil-scroll!
- Step 6. Stow the sigil-scroll and get scrolls (they get put at your feet once you SCRIBE SIGIL). Continue to SCRIBE SIGIL until you no longer get a message about remnants lingering. Note - Scribe them quickly, sigils do not hang around long at all.
BIG NOTE: You sometimes run across the ability to DISTORT. This will allow you to get a random sigil from chosen sigil you decided to work in. So if you are trying to improve a primary sigil, you will get a different primary sigil.
Now I want to point out when you use PERC SIGIL IMPROVE you do not need to do all the improves that appear. Do the ones you want, then use PERC SIGIL IMPROVE again if you want to continue to try to improve the sigil you are currently working on. As long as you don't run out of stars on the sanity, resolve and focus mental stats and don't completely fill up the stars on the danger item you can do as many Improves as you want. You will find a number of difficulty types that show up when you are doing improves. I've been able to note that trivial ones can move stars by 1 to 3 stars and difficult ones can move 6 to 8 stars. Each difficulty can change by a range of numbers. Till we figure out what those can be use the ones I just listed to guide yourself somewhat. I have a feeling we are going to need to figure out how much these can change.
Important NOTE: If you blow a sigil in the improve process or loose it somehow. It will then take 5 minutes before you can find a sigil in that room again. Anyone else can come in and find one there but you wont be able to until 5 min has elapsed.
I also noted that for the three mental states if the stars go to zero you might not loose the sigil but if it goes below zero it will most certainly loose the sigil (and oddly enough it does not show you it went below zero stars). I had one go from 8 stars to 0 stars on a difficult one and I did not loose the sigil. I just happened to note I had 8 stars when it happened. I suspect this means it dropped 8 stars which is no stars left and did not reach the point of removing the sigil yet.
Improve Sigil Process
Ok in showing the improve process I am going to show you what you look for as you are doing the whole process. This particular version shows you going after the primary (first sigil) you find. I suppose at this point I should point out that you can get Round Times of between 5 and 12 seconds doing this. However, if you get the first two SIGIL techniques you cut this down to 3-5 seconds (usually 3). These Techniques are as follows: Inspired Sigil Comprehension and Enlightened Sigil Comprehension. There are currently 4 sigil techniques and it does not appear the last 2 are completely turned on at this point. But I suspect they are going to be completely worth getting at some stage.
Step 1 - perc sigil
- Whorls of dust upon the ground catch your eye. You get closer to study them in more detail.
- Roundtime: 7 sec.
Step 1 - perc sigil (Notice you see the induction sigil at this point, it could have taken you 2-3 more tries at perc sigil to actually see it.)
- The sky holds your interest and you wander about scanning it for sigil clues.
- Though the seemingly mundane lighting you focus intently on an lurking induction sigil.
- Roundtime: 8 sec.
perc sigil info (Ok notice clarity is 37 and precision is 9. This is how you see what the sigil is if you want to decide if you will just train or go on to improve.)
- You have perceived a simple (Clarity:37) induction sigil comprised of broad strokes (Precision:9) in the area. You are unable to perceive any opportunities for improving the sigil.
- Roundtime: 2 sec.
Step 4 - (Now you try to see how you can improve the sigil, note the attempt to check lowers clarity by 1 and keeps precision 9. This does not always happen but it can reduce the clarity. Notice you have no stars in danger and sanity, resolve and focus each have 15 of 20 possible stars. This particular improve has given you 7 possible improves. Note you have 3 that improve precision and 1 that improves quality. The others allow you raise a mental ability at the expensive of another if you want to try to even them out so that you can do more improves.)
- perc sigil improve
- You have perceived a simple (Clarity:36) induction sigil comprised of broad strokes (Precision:9) in the area.
- Focusing all of your mental acumen, you strain to reveal more precision from the sigil. Your perceptions reveal several interesting opportunities, including...
- ...a challenging, sanity destroying PROCESS for recovering your resolve.
- ...a trivial, sanity destroying RITUAL to elevate the sigil precision.
- ...a straightforward, resolve taxing METHOD for recovering your focus.
- ...a straightforward, focus disrupting TASK for enhancing the sigil precision.
- ...a challenging, sanity destroying FORM to elevate the sigil quality.
- ...a challenging, focus disrupting APPROACH for recovering your resolve.
- ...a trivial, resolve taxing TECHNIQUE for improving the sigil precision.
- You also take the opportunity to take stock of your mental health.
- Danger: --------------------
- Sanity: ***************-----
- Resolve: ***************-----
- Focus: ***************-----
- Roundtime: 10 sec.
Step 4 - (Now you are attempting to improve the FORM of the sigil that can destroy sanity and will raise the quality of the sigil. Notice this improve has also disappeared from the list now that you have used it. But you raised clarity to 63 and precsion stays at 9. The real key is you lost 6 stars off the Sanity stat on your mental health, so we know a challenging improve can at least remove 6 stars. Really wish they would use numbers here but the stars can be dealt with.)
- perc sigil form
- Your mind survives a chaotic break induced by the challenging FORM, and you improve the sigil's quality.
- You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:9) in the area.
- Your perceptions reveal several interesting opportunities, including...
- ...a challenging, sanity destroying PROCESS for recovering your resolve.
- ...a trivial, sanity destroying RITUAL to elevate the sigil precision.
- ...a straightforward, resolve taxing METHOD for recovering your focus.
- ...a straightforward, focus disrupting TASK for enhancing the sigil precision.
- ...a challenging, focus disrupting APPROACH for recovering your resolve.
- ...a trivial, resolve taxing TECHNIQUE for improving the sigil precision.
- You also take the opportunity to take stock of your mental health.
- Danger: --------------------
- Sanity: *********-----------
- Resolve: ***************-----
- Focus: ***************-----
- Roundtime: 7 sec.
Step 4 - (Now you try to improve it with RITUAL another trivial (easy to do) item that will lower your sanity score again and should improve precision once again. You see RITUAL does not show up again and yes clarity remains at 63 and Precision goes from 9 to 13. Note also you lost 2 more stars on the Sanity stat. Good part is the danger level is still not affected.)
- perc sigil ritual
- Your mind survives a chaotic break induced by the trivial RITUAL, and you improve the sigil's precision.
- You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:13) in the area.
- Your perceptions reveal several interesting opportunities, including...
- ...a challenging, sanity destroying PROCESS for recovering your resolve.
- ...a straightforward, resolve taxing METHOD for recovering your focus.
- ...a straightforward, focus disrupting TASK for enhancing the sigil precision.
- ...a challenging, focus disrupting APPROACH for recovering your resolve.
- You also take the opportunity to take stock of your mental health.
- Danger: --------------------
- Sanity: *******-------------
- Resolve: *************-------
- Focus: ***************-----
- Roundtime: 7 sec.
Step 4 - (Now you try the TASK improvement which is straightforward and not difficult but will hit focus but again raise precision. Notice TASK does not appear again, and clarity is still 63 and your precision has gone from 13 to 16. Note your focus dropped 2 stars but you still have not changed the danger stat.)
- perc sigil task
- Your focus successfully weathers a straightforward TASK for improving the sigil's precision.
- You have perceived a detailed (Clarity:63) induction sigil comprised of broad strokes (Precision:16) in the area.
- Your perceptions reveal several interesting opportunities, including...
- ...a challenging, sanity destroying PROCESS for recovering your resolve.
- ...a straightforward, resolve taxing METHOD for recovering your focus.
- ...a challenging, focus disrupting APPROACH for recovering your resolve.
- You also take the opportunity to take stock of your mental health.
- Danger: --------------------
- Sanity: *******-------------
- Resolve: *************-------
- Focus: *************-------
- Roundtime: 7 sec.
Step 5 - (Now you could still try some of the 3 remaining improves but none of them really actually help you. At this point you can try to do another improve process using PERC SIGIL IMPROVE, or you can scribe the sigil. For this explanation we are going to scribe the sigil.)
- get scr
- You get some blank scrolls from inside your rucksack.
- get bur in my ruc
- You get a simple burin from inside your rucksack.
- scribe sigil (Notice you can scribe it again cuz the pattern still lingers)
- You carefully scribe the sigil of induction onto one of the scrolls, then place the remainder at your feet.
- Remnants of the sigil pattern linger, allowing for additional scribing.
- put sigil in bag
- You put your sigil-scroll in your traveling bag.
- get scr
- You pick up the scrolls lying at your feet.
- scribe sigil (Second scribe the sigil is gone. So you got 2 Sigil-scrolls of induction from that one effort.)
- You carefully scribe the sigil of induction onto one of the scrolls, then place the remainder at your feet.
This is the basic process you go through to do what folks call the improve game. You play with your mental states to try to even them or raise one at the expense of another and hope you can do more improvements. Personally I have gotten clarity to 99 and 54 on precision but not much over that so far. Any clarity from 91-99 should be able to allow you to make a masterful item in artificing as long as the item you are making is in your skill level. There is no limit to the number of improves you can use if you can manage to keep manipulating your mental states with other improves, though eventually each new improve starts to bring out danger and I have yet to see a way to lower the danger score until one of the last two SIGIL Techniques is actually turned on.