Artificing

Artificing allows players to add custom enchantments to their armor and weapons that add a boost to damage and healing. The runic tilesets used for the enchantments need to be designed and carefully tuned to the individual player's playstyle.

How it Works
Every enchantment specifies a sequence of actions the player has to do to trigger it, giving a short boost to damage and healing with strength and duration depending on how close together the individual runes were triggered and how many runes are in that sequence. The page on artificing theory goes into more detail on this.

A Runesight Potion can be used to see what runes are triggered during combat.

Tilesets
Tiles with artificing runes on it are the building blocks of tilesets.

The individual rune tiles are crafted with various ores at the cauldron in the player house, similar to potions.
 * Alchemy instructions
 * List of rune tiles and their recipes

Three to five rune tiles can be put together to create tilesets, which can be used to enchant armor and weapons. Rune tiles are put together into tilesets at the artificing station in the player's basement.

Pre-Made Tilesets
Looking for a tileset without all the time-consuming design process? We got a few different tried-and-tested tilesets for every class:
 * Runemage: Tilesets
 * Ranger: Tilesets
 * Scoundrel: Tilesets
 * Shaman: Tilesets
 * Bard: Tilesets
 * Musketeer: Tilesets
 * Paladin: Tilesets
 * Warrior: Tilesets

Designing your own Tilesets
Want to design your own tileset? That is awesome! To get you started, below is some reading material and a list of all times and their activation requirements.


 * List of Artificing Runes: All the different types of runes, what activates them and how to make them.
 * Artificing Theory: All the technical details on how tileset activation works, and tips for making efficient tilesets.

Good luck!!! We hope to be including your set in our suggested tilesets some day. :)

Further Resources

 * The first blog post introducing and explaining the Artificing concept in OrbusVR