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Artificer

The Artificer (in-game abbreviation Art, sometimes called “arty”) is a base class in LuminariMUD that fuses magic and technology. Rather than casting spells in the traditional sense, artificers imbue objects with magical power through “weird science,” creating temporary but potent devices that replicate the effects of spells.

  • Internal class id: CLASS_ARTIFICER (value 35, defined in src/structs.h)
  • Registered in src/class.c (the classo(CLASS_ARTIFICER, ...) block)
  • Helper macro: IS_ARTIFICER(ch) in src/utils.h

Attribute Value
Internal name / abbreviation artificer / Art (colored Art)
Menu entry v) Artificer
Max level 20
Locked / Prestige No / No (base class, available in-game)
Unlock cost 0
Base Attack Bonus Medium (3/4 progression)
Hit Die d6
PSP (psionics) 0
Move 1
Skill trains per level 5
Epic feat progression every 3 levels
Spell progression none (not a traditional spellcaster)

Saving throws: Fortitude Good, Reflex Bad, Will Good, Poison Bad, Death Bad.

Primary attributes: Intelligence (device creation), Dexterity and Constitution (survivability).

Concept: Beyond the veil of the mundane hide the secrets of absolute power through the fusion of magic and technology. Artificers are shrewd magic-users who seek to understand the fundamental forces that drive both arcane and divine magic, then harness them through specially crafted devices and items. Masters of item creation and magical engineering, they serve as the bridge between the mystical and the mechanical.

Class titles (by level):

Level range Title
<= 9 the Reader of Esoteric Devices
<= 14 the Crafter of Wonders
<= 19 the Advanced Inventor
<= 24 the Master of Weird Science
<= 29 the Delver of Arcane Mechanics
<= 30 the Artificer Supreme
Immortal the Immortal Inventor
Staff the Avatar of Creation
Greater Staff the God of Innovation
default the Artificer

Proficiencies: Simple weapons, Light armor, Shields (all at level 1).

Starting gear: Shares the Summoner newbie equipment set (arms, legs, body, head armor, and a weapon).


Auto-granted feats by level (from src/class.c):

Level Feat
2 Scribe Scroll
3 Brew Potion
4 Craft Wondrous Item
5 Craft Magical Arms and Armor
7 Craft Wand
9 Craft Rod
12 Craft Staff
14 Forge Ring
Level Feat
1 Artificer’s Lore (+2 lore and appraise)
1 Elbow Grease (boosts crafting-skill checks)
1 Weird Science (core device-creation ability)
1 Jack of All Trades
2 Artificer Item Creation
5 Salvage (reclaim crafting materials)
6 Metamagic Science
10 Construct Wood Golem
11 Improved Metamagic Science
13 Improved Jack of All Trades
20 Exemplar (capstone)
20 Construct Stone Golem
30 Construct Iron Golem (epic)

Bonus feats are gained at levels 3, 8, 12, 16, and 19. Available options include:

  • Combat Casting
  • Spell Penetration / Greater Spell Penetration
  • Improved Initiative
  • Toughness
  • Skill Focus
  • Magical Aptitude
  • Full metamagic suite: Empower, Enlarge, Extend, Heighten, Maximize, Quicken, Silent, and Still Spell
  • Epic: Great Intelligence, Great Dexterity, Great Constitution

There are two distinct systems.

System 1: Weird Science - the device command

Section titled “System 1: Weird Science - the device command”

This is the core, unique Artificer mechanic (ACMDU(do_device) in src/act.other.c). You imbue temporary devices that replicate wizard/cleric spells. It requires the Weird Science feat (granted at level 1) and actual Artificer class levels.

Type device with no arguments to see the full command list.

Command What it does
device create <spell> [spell2] [spell3] Craft a device holding up to 3 spell effects
device create cancel Abort an in-progress creation
device add <device> <spell> Add another spell effect to an existing device
device use <device> [target] Activate the device (optional target)
device list List all your devices
device info <device> Detailed info on one device
device rename <device> <new name> Rename a device
device repair <device> Fix a broken / unstable device (removes instability)
device destroy <device> Permanently destroy (needs confirmation, triggers cooldown)
device spells <arcane|divine> Show spells available to you by level
device usage Show your slot usage and limits
device cooldown Check creation-cooldown status
device create fireball
device create "cure light wounds" shield
device create fireball shield "cure light wounds"

Multi-word spell names must be wrapped in double quotes.

  • Spell access scales with level:
    • Levels 1-2: 1st-level spells only
    • Levels 3-4: up to 2nd-level spells
    • Levels 5-10: up to 3rd-level spells
    • Levels 11+: up to 4th-level spells
  • Spells are drawn from the wizard and cleric lists (whichever assignment level is lower).
  • A device holds violent OR non-violent spells, never both.
    • Violent devices require a target, or that you are already fighting.
    • Non-violent devices default to self if no target is specified.
  • Number of devices you can hold is capped by the Weird Science progression table (see below), scaling from 1 device at level 1 up to 20 devices (5 per tier across 4 tiers) at level 20.
  • Devices have limited uses: max uses = 1 + (artificer_level / 2).
  • Out of combat, a device recharges 1 use approximately every 30 seconds (only one device recharges per tick).
  • Unstable devices first burn off their DC penalty (-4 per tick) before recharging uses.
  • Broken devices cannot recharge until repaired with device repair.
  • Gnomish Tinkering - +1 use per device, -2 Use Magic Device DC (also +1 to max uses).
  • Brilliance and Blunder - lets you add a risky 4th spell onto a device, but such devices explode when broken.

Each entry lists how many devices are available at that level across the four device tiers (tier is derived from the highest spell level in the device).

Artificer level Tier 1 Tier 2 Tier 3 Tier 4
1 1 0 0 0
2 2 0 0 0
3 2 1 0 0
4 3 1 0 0
5 3 1 1 0
6 3 2 1 0
7 3 2 2 0
8 4 2 2 0
9 4 3 2 0
10 4 3 3 0
11 4 3 3 1
12 5 4 3 1
13 5 4 4 1
14 5 4 4 2
15 5 5 4 2
16 5 5 4 3
17 5 5 5 3
18 5 5 5 4
19 5 5 5 4
20 5 5 5 5

System 2: Item Creation feats (permanent magic items)

Section titled “System 2: Item Creation feats (permanent magic items)”

Separate from Weird Science, the Artificer auto-gains the standard item-creation feat tree (listed above), which plugs into the game’s general crafting system:

  • Scribe Scroll (2), Brew Potion (3), Craft Wondrous Item (4), Craft Magical Arms and Armor (5), Craft Wand (7), Craft Rod (9), Craft Staff (12), Forge Ring (14).

These use the game’s crafting commands, not the device command. Supporting abilities:

  • Elbow Grease (level 1) boosts your crafting-skill checks.
  • Salvage (level 5) reclaims crafting materials.
  • When you craft, your effective level gives a material-harvest chance of (level / 3) + 10.

At higher levels you also gain golem construction: Wood Golem (10), Stone Golem (20), and Iron Golem (30, epic).


  1. Reach Artificer level 1 (you gain Weird Science automatically).
  2. Create a device from a 1st-level spell:
    device create "magic missile"
  3. Use it in combat or on a target:
    device use 1 <target>
  4. Let it recharge over time (out of combat), and use device repair <device> if it breaks.
  5. As you level, unlock higher-level spells and more device slots, and start crafting permanent items with your item-creation feats.

  • Class definition: src/class.c (classo(CLASS_ARTIFICER, ...) block)
  • Class id define: src/structs.h (#define CLASS_ARTIFICER 35)
  • Helper macro: src/utils.h (IS_ARTIFICER(ch))
  • Device command: src/act.other.c (ACMDU(do_device))
  • Device recharge logic: src/limits.c (check_devices)
  • Weird Science progression table: src/constants.c (weird_science_table)
  • Crafting material chance: src/act.item.c
  • Feat definitions: src/feats.c

Note: as of this writing there is no in-game HELP file for the device command or the Artificer class itself (only the “Artificer’s Lore” feat appears in lib/text/help/help.hlp).