Enchanting Guide

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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
Enchanter's burin Artificing Shaping and Carving Burin
Fount Artificing Shaping and Carving Sphere
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:

Material Type Capacity
Silver Metal 50
Electrum Metal 55
Niniam Metal 60
Niello Metal 60
Indurium Metal 70
Orichalcum Metal 80
Belzune Rock 90
Marble Rock 50
Granite Rock 50
Quartzite Rock 45
Zeltfish-bone Bone 70
Deer bone Bone 50
Reaver bone Bone 50
Alder Wood 55
Larch Wood 62
Balsa Wood 70
Alerce Wood 60


For a complete list of all the marterials' properties, see Crafting Materials

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 sphere'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 capacity. 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 you 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 you 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.



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).

  1. CLARITY is the quality rating, like a material's quality property. It determines how pure the Sigil is.
  2. 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 11 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.