A Grimdark Fantasy Roleplaying Experience

Recovered Info

This is a Wiki staff page for valuable material that was either misplaced in the original guides or heavily tinkered with code-wise. These excerpts will be posted here until someone knowledgeable enough decides to review and possibly rewrite them into guides that reflect current information.


Old Artisanry Guide: Contains Spellcraft and Enchanting Old info

At its core, without any perks, Artisanry lets you make paintings. With some skill in Horticulture and a Hand Sickle, you can pick five “colors” of flowers that can be further milled into paste. Colored paste could be further refined into Dyes, Inks and Paints. Now all you need is a canvas to make a painting.

Crafting most items has a chance of granting an infusion reward. The chance and the amount of this reward can be further improved with Infusion Focus perks which will pay off in time if you plan on crafting a lot.

Scribe and Spellcrafter are a set of sequential perks that have strong ties with magic. While Scribe only lets you create paper from logs (which require Horticulture) and then books from it, Spellcrafter expands the craft menu to include power words and magic mantras as well which require a wide range of resources, obtained with Agriculture, Horticulture, Geology and Skinning. Spellbooks cannot be crafted directly anymore. Every crafted book can be turned into either a spellbook or runic spellbook by appropriate commands. Number of spells that can be stored in a book is one tenth of the number of pages the book has. Having sufficient skill in general arcana bestows a chance to generate spellbooks with innate properties like faster casting, lower mana cost or skill bonus to arcane skills. Number and potency of applied properties are governed by crafter’s General Arcana skill. At 80 General Arcana, you can create a spellbook with 1 property. The number caps at 3 additional properties at 100. Having more skill increases your chances of making a spellbook with 3 properties and the intensity of bonuses.

Enchanter perk has recently been moved under Archmagic, but it still has an Artinsary prerequisite. It gives access to the Morium crafting tools to create runes of power: powerful endgame enchantments and casting runes to be used with runic spellbooks (runemagic is currently disabled and will be reintroduced later). Inert moriums (a successful research of a mantra has a chance to produce an inert version of a morium, as well as Focused Morium ability) and resources from all gathering professions are required.

Artisanry Grandmastery lets you train the skill to 120. This is usually required by those specializing in spellcraft since most epic spells and power words have a small crafting success chance, even at GM level. It is also a very good investment for specialized masons.

Many tools of different kind are required due to the number of subsystems Artisanry has.

  • Plant Mortar (Tier 1) is used to convert plants and flowers, gathered by Horticulture, into pastes.
  • Paint Kettle (Tier 2) then turns those pastes into inks, dyes or paints.
  • Painting Palette (Tier 3) can be used with the canvas and paints to create works of art.
  • Pulp Vat (Tier 1) turns logs into basic materials for book binding.
  • Book Binding Kit (Tier 2) then combines paper, leather and some spools of thread (from Agriculture and Tailoring) into books.
  • Spellcrafting kit (Tier 3) is used to prepare arcane inks, power words and spell mantras.

  • Blowpipe (Tier 3) is used for all glassblowing items. Sand is a primary ingredient for those, which can be freely obtained from the beaches or river banks.
  • Mallet and Chisel (Tier 3) is a general tool for the masons. Heavy Stones, obtained by Geology, can be turned into Shaped Stones, a main resource for the masons.
  • Hammer (Tier 3) is used by jewelcrafters.