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|occ=Necromancer
|occ=Necromancer
|universe=Diablo II
|universe=Diablo II
|status=Approved
|player=Cyclops
|setting=Embers of Soteria
|race=Human
}}
}}
[[File:artis-body.jpg|thumb]]
[[File:artis-body.jpg|thumb]]
Normally Artis can be found in simple homespun clothes of dark natural colors except for a black silk traveling cloak he often wears. He rides a black Courser named Mortality and has a small grey pony named Silence whom he uses largely as a pack animal.
Artis is a figure of immense power and determination, his prowess in combat and mastery over the arcane arts making him a force to be reckoned with. From a young age, his innate connection to the dark arts of Necromancy set him on a path of distinction, but also of isolation. This sense of being different, combined with the challenges he faced, has forged a personality that is both strong-willed and stubborn. While his abilities are undeniable, they come with a tinge of arrogance. He trusts his own judgment, often to a fault, and is wary of placing his trust in others, making him somewhat resistant toward allying with others. This self-reliance, though a strength in many situations, also hints at a deeper sense of loneliness.


== Battle Gear ==
In his interactions with others, Artis maintains a professional demeanor, prioritizing his objectives and duties over personal connections. His experiences have made him wary of groups, often preferring to work alone or with a select few whom he deems trustworthy. On a personal level, he struggles with forming deep connections, his past filled with feelings of not truly belonging anywhere. This has resulted in a certain detachment from others, save for a chosen few who have managed to breach his guarded exterior. Beneath his tough facade lies a heart that yearns for genuine connection and understanding, making his moments of vulnerability all the more poignant.
* Enchanted Bone Helm - Magically Difficult to Hit and Given Light Weight
* Bone Shield - Magically Hardened and Given Light Weight
* Splintmail - Magically Difficult to Hit and Given Light Weight
* Plate Belt - Regenerative
: His belt has several slots for various kinds of potions to replenish heal and magical power.
* Gem Encrusted Flail
: Magically Mixes Fire, Lightening, and Poison Damage when it hits a target (Poison Damage ignores armor on impact)
Jewelry
* Ring of Regeneration
* Ring of Silence - Allows wearer & Mount to move silently on any terrain for 30 minutes
* Amulet of Regeneration


Also possesses a strange magical object called a Horodric Cube which has the ability to magically transmute multiple objects into one single object with sometimes unpredictable results.
== Appearance ==
Artis presents an imposing figure, standing tall with an aura of undeniable power. His skin contrasts sharply with his pure white hair, which flows freely, adding an ethereal quality to his appearance. Piercing red eyes gaze intently from beneath furrowed brows, hinting at the depth of knowledge and experience he possesses. Clad in gleaming white armor, the chest piece prominently features a meticulously crafted skull. Draped from his waist is a unique belt adorned with exquisitely painted leather roses on either side, providing not only a touch of elegance but also functional loops to which he can attach various items. Hanging prominently at his hip is a flail, its presence a hints to his readiness for combat and the challenges that lie ahead.


== Characters Abilities ==
== Special Abilities ==
Usage of these abilities drains the necromancer and he must regain energy before he may use the abilities again, some abilities cost more energy than others
From an early age, Artis displayed an uncanny ability to bridge the gap between the living and the dead, communicating silently with spirits and gaining insights that few could access. His vision, unhindered by the absence of light, made him adept at navigating the darkest environments. With a keen sense to perceive the vitality, emotions, and moral alignments of those around him, he could anticipate intentions, making him invaluable in both diplomatic and combat situations. His presence exuded a calming aura, often defusing potential conflicts and fostering trust among those he encountered. Additionally, his unique capability to momentarily become intangible allowed him to navigate challenging terrains and evade harm.


=== Summon Skeleton Warrior ===
; Necromantic Affinity : Artis possesses a natural connection to the realm of the dead, allowing him to sense the presence of spirits and communicate with them on a basic level.
* Allows the necromancer to create an undead Skeleton Warrior (always humanoid in shape) with a rudimentary intelligence from the remains of any creature (even if creature is not humanoid in shape or even has no bones, although they must be newly dead)
; Dark Vision : Born with the ability to see in complete darkness, Artis can navigate even the most light-deprived environments with ease.
* Can create up to 5 at one time, they do not require direct control and can be commanded to do simple tasks
; Aura Perception : Artis can see the auras of living beings, granting him insights into their vitality, emotions, and the alignment of their souls. This ability allows him to gauge their health, sense their intentions and feelings, and determine if they are inherently good, evil, or neutral.
=== Summon Skeleton Magi ===
; Aura of Calm : Artis exudes a calming aura, which can pacify aggressive creatures or individuals in his vicinity, making them less likely to attack or act out.
* Allows the necromancer to create an undead Skeleton that wields Magic, these variants on the Skeleton Warrior have no melee fighting skills other than their hands are enchanted with either poison, fire, lightning, or ice magic which they can use to swipe at an opponent, the Skeleton Magi always prefer to stand back and form bolts of magic from their enchanted hands which is how they are most effective
; Ethereal Shift : For brief moments, Artis can become intangible, allowing him to pass through solid objects or avoid physical harm.
* Can create up to 4 at one time, they do not require direct control and can be commanded to do simple tasks
; Spectral Whisper : Artis can communicate telepathically with spirits, allowing for silent and discreet conversations with the deceased.
=== Skeleton Mastery ===
* By way of better understanding of the summoning magic of the Skeleton Warrior and Magi the necromancer creates stronger than average versions of these that also move faster
=== Bone Armor ===
* This allows the necromancer to summon free spiritual energy that absorbs a very low amount of damage before dissipating providing a slight buffer zone before damage is done to the necromancer himself.
=== Amplify Damage (Curse) ===
* The necromancer can bring a curse down upon an enemy lasting for around 4-5 seconds that doubles all damage received by the enemy
=== Iron Maiden (Curse) ===
* The necromancer can bring a curse down upon an enemy lasting for around 16-17 seconds that reflects damage done by that enemy to anyone back onto the enemy multiplied by 2, damage done to the enemy's target is not negated by this
=== Summon Clay Golem ===
* A golem forms from the ground out of clay (no clay is needed to begin with), the Clay Golem follows simple commands and uses brute force as it's attack, however, only one Golem of any kind can be created at any one time
=== Summon Blood Golem ===
* A golem forms out of blood directly out of the ground (no bodies or other blood source is needed to begin with) that acts the same as the Clay Golem, except any damage by the golem steals life from the enemy causing the health of both the golem and the necromancer to go up, inversely when damage is done to the golem it also shares this damage with the necromancer
=== Summon Iron Golem ===
* A golem forms out of an existing piece of iron or steel, from a small dagger to a giant axe, the golem takes on the attributes of the object it was created from, if the object is armor the golem will have higher defense and life, if the object is a weapon the golem will have higher damage, if the item is enchanted to have higher durability this translates to higher life, if the item has bonuses to hit or damage the golem has those bonuses as well, this golem also reflects all damage it receives back onto it's attacker, although it still takes the reflected damage itself


== Horodric Cube Notes ==
== Special Skills ==
This cube has the ability to take separate items and combine them with varying effects. It can cause 3 gems of a low quality to become one gem of a higher quality, transmute three rings into one amulet, three amulets into one ring, it also has other abilities but won't work on all items and its effects are usually random and can't be reversed by any magic.
Artis's stature as a revered sorcerer was carved by his mastery over diverse magical arts, from manipulating [[elemental]] forces to harnessing the energies of the living and the dead. His willingness to explore unconventional sources of power, combined with his deep understanding of ancient texts, rituals, and arcane symbols, set him apart. His combat prowess with bladed weapons and flails, proficiency in alchemy, and ability to craft protective talismans further solidified his reputation. Whether deciphering ancient runestones, projecting into the astral plane, or unlocking the mysteries of the Horodric Cube, Artis's relentless pursuit of knowledge and expertise made him a legendary figure in both magical and combat realms.


== Other Notes ==
; Anemancy : Anemancy involves the manipulation and control of the elemental force of air.
The necromancer is extraordinarily knowledgeable about undead and all known magic concerning undead (short of knowing spells themselves, he knows how spells work and sometimes how to counteract them, and how they work in detail) making him able to understand spells he comes across that deal with both life and death. The necromancer can also contest his will with that of the will controlling undead creatures (such as Zombies, Skeletons, etc) and can sometimes override that will or gain insight into its intentions or know what command was given to the undead creature(s). Spirits and undead creatures that retain their ability to command themselves (Vampires, Wraiths, Ghosts, etc...) are immune to this and the necromancer has no control over, although he is more comfortable communicating and dealing with these forms of undead as he sees them as closer to regular people than others do.
; Necromancy : Necromancy is the magical art of manipulating the dead. While it does deal with the reanimation of corpses, it also deals with the manipulation of energies at death. Death is a powerful thing, and the previously alive can be used as components in casting. This art focuses not only on imposing one's own will onto the previously alive but also on manipulating the release of energies at death.
; Sanguimancy : Sanguimancy is the magical art of using blood as a basis for drawing, using, or manipulating magical energy. It specifically involves drawing on blood as a source of magical power and using blood in ritual to cast or consecrate the use of powerful spells. It also deals with using blood to draw magic from the life force of another person. Similar to Necromancy but focuses on living beings rather than the dead.
; Coituimancy : Coituimancy is the magical art of using sex as a basis for drawing, using, or manipulating magical energy. It specifically involves drawing magical energy and using sex as a component in casting magical spells. It usually deals with using sex and orgasm as a sealing trigger to complete magical spells, or pulling energy away from a living being through their orgasm. It also deals with sex and orgasm as a way to manipulate the life force of a living being.
; Ancient Lore Mastery : Artis has extensively studied ancient texts, giving him a deep understanding of historical events, rituals, and arcane symbols.
; Alchemy Proficiency : Through rigorous training, Artis has become adept at concocting potions, elixirs, and other alchemical solutions, both for healing and other purposes.
; Ritualistic Chanting : Artis has learned specific chants and incantations that, when recited, can amplify his spells or invoke specific magical effects.
; Talisman Crafting : Artis can create protective talismans and amulets, infusing them with magic to ward off evil or bestow benefits upon the wearer.
; Combat Mastery : Artis is skilled in hand-to-hand combat using bladed weapons of all forms, from daggers to swords, and has mastered the use of flails.
; Herbalism : Drawing from his upbringing near Mount Arreat, Artis is knowledgeable about local flora and can identify and use various herbs for medicinal and magical purposes.
; Runestone Deciphering : Artis can read and interpret ancient runestones, unlocking their secrets and utilizing their power.
; Astral Projection : With focused meditation, Artis has learned to project his consciousness into the astral plane, allowing him to explore and gather information from this ethereal realm.
; Linguistic Expertise : Artis has studied various languages, both ancient and modern, enabling him to communicate with diverse beings and decipher old manuscripts.
; Horodric Cube Mastery : Beyond its basic uses, Artis has delved deeper into understanding the Horodric Cube, discovering advanced transmutations and combinations.


[[Category:Played by Cyclops]]
== Special Spells ==
[[Category:Embers of Soteria Characters]]
In combat, Artis's prowess is unparalleled, drawing upon a vast arsenal of arcane abilities. He strategically summons undead entities, both warriors and those wielding elemental magics, to swarm and confound his adversaries. Enhanced by his deep understanding of their essence, these entities move with heightened agility and potency, often becoming decisive factors in the heat of battle. A protective layer of spiritual energy shields him, absorbing initial blows and ensuring he remains poised even under intense pressure. His adeptness at weakening foes through curses magnifies their vulnerability, making them susceptible to their own aggressive actions. Furthermore, his skill in crafting formidable golems, whether molded from the earth, conjured from blood, or forged from metal, offers him a versatile edge. Each golem, with its unique attributes, seamlessly integrates into his combat strategy, ensuring he remains a dominant force on the battlefield. This intricate blend of summoning, protection, and strategic manipulation has cemented Artis's legacy as a master tactician and combatant.
 
; Summon Skeleton Warrior : Allows Artis to create an undead Skeleton Warrior with rudimentary intelligence from the remains of any creature. He can summon up to 5 at once, and they can perform simple tasks without direct control.
; Summon Skeleton [[Magi]] : Enables Artis to create an undead Skeleton that wields magic. These skeletons can swipe at opponents with hands enchanted with poison, fire, lightning, or ice magic, but they are most effective when forming bolts of magic from their hands. Artis can summon up to 4 at once, and they can perform simple tasks without direct control.
; Skeleton Mastery : Artis' deep understanding of summoning magic allows him to create stronger and faster versions of Skeleton Warriors and Magi.
; Bone Armor : Artis can summon spiritual energy that provides a protective layer, absorbing a minimal amount of damage before reaching him.
; Amplify Damage : Artis can curse an enemy, making them receive double damage for a duration of 4-5 seconds.
; Iron Maiden : Artis can curse an enemy for 16-17 seconds, reflecting the damage they inflict back onto them, multiplied by 2. The damage to the enemy's target remains unaffected.
; Summon Clay Golem : Artis can form a golem from the ground, which follows simple commands and uses brute force to attack. Only one golem can be active at a time.
; Summon Blood Golem : Artis can summon a golem made of blood. This golem shares its life force with Artis, healing both when it inflicts damage and sharing damage received with Artis.
; Summon Iron Golem : Artis can create a golem from an existing iron or steel object. The golem inherits the attributes of the object it was formed from, reflecting damage back to attackers.
 
== Special Equipment ==
In the heat of battle, Artis is a force to be reckoned with, drawing strength from an array of formidable equipment. His headgear, shield, and armor are enchanted to be not only lightweight but also to deflect blows with uncanny efficiency, making him a challenging target for adversaries. A belt he wears continuously mends his wounds, ensuring he remains in peak fighting condition. In his hand, a flail crackles with elemental energies, releasing bursts of fire, lightning, and a venomous sting that bypasses even the sturdiest of armors. Rings and amulets he adorns not only amplify his regenerative capabilities but also cloak his movements in silence, allowing for stealthy approaches or retreats. With a mystical cube at his disposal, he can manipulate objects in ways that confound and bewilder foes.
 
; Enchanted Bone Helm : Magically difficult to hit and given lightweight properties.
; Bone Shield : Magically hardened and given lightweight properties.
; Splintmail : Magically difficult to hit and given lightweight properties.
; Plate Belt : Possesses regenerative properties.
; Gem Encrusted Flail : Inflicts a mix of fire, lightning, and poison damage upon impact. The poison damage ignores armor on impact.
; Ring of Regeneration : Grants regenerative abilities to the wearer.
; Ring of Silence : Allows the wearer and their mount to move silently on any terrain for 30 minutes.
; Amulet of Regeneration : Grants regenerative abilities to the wearer.
; Horodric Cube : A mystical artifact with the distinctive capability to merge multiple items, resulting in diverse outcomes. For instance, it can refine three lesser gems into one of superior quality, or interchangeably transmute three rings into an amulet and vice versa. Nonetheless, the outcomes it produces can be erratic and once executed, cannot be undone.
; Mortality : A black Courser that Artis rides.
; Silence : A small grey pony used primarily as a pack animal.
 
== History ==
Artis was born in the year 1231, in a quaint farming village nestled near the imposing Mount Arreat. His early life was simple, surrounded by the rhythms of nature and the daily toils of agrarian life. The vast fields became his playground, and the tales of Mount Arreat's majesty, shared by his father Eldric, became the lullabies of his childhood. As he grew, Artis formed a close bond with his siblings, Elara and Caelum. Together, they would explore the meadows, chase after butterflies, and listen to their mother Liora's stories about their ancestors and the healing power of herbs. However, destiny had other plans for him. By the age of 12, Artis began displaying an innate and powerful affinity for sorcery, specifically tied to Necromancy. This revelation brought a mix of awe and concern within the family. While Elara tried to shield him from the village's wary eyes and Caelum offered distractions with his adventurous tales, Artis felt an increasing sense of isolation. His unique connection to the arcane set him apart, making him feel both cherished by his family yet distinctively distant from the simple joys of childhood they shared.
 
=== Parents ===
Artis' bond with his parents, Eldric and Liora, was deep and multifaceted. Eldric, though initially perplexed by his son's magical prowess, instilled in Artis values drawn from nature and farming during their quiet walks, fostering a foundation of respect and understanding. Liora, with her nurturing demeanor, served as Artis' emotional anchor, guiding him through the complexities of his abilities and the village's reactions. Her lullabies, filled with tales of courage, became a source of solace for Artis during challenging times. Together, they provided Artis with a steadfast sense of belonging and unwavering support, shaping his character and destiny.
 
; Eldric: Artis' father, Eldric, was a hardworking farmer, dedicated to tilling the land near Mount Arreat. With a robust build and sun-kissed skin, Eldric was the embodiment of a life spent outdoors. He was a man of few words, but his actions spoke volumes about his commitment to his family and the community. Eldric had a deep respect for nature and often shared tales of the majestic Mount Arreat with his children.
; Liora: Artis' mother, was the heart and soul of the family. With a gentle demeanor and a melodious voice, she often sang lullabies to her children, passing down stories and traditions of their ancestors. Liora had a natural gift for herbalism, using her knowledge to tend to the sick and injured in the village. Her compassionate nature made her a beloved figure in the community. While she was initially fearful of Artis' magical abilities, her love for her son never wavered.
 
=== Siblings ===
Artis cherished his siblings, Elara and Caelum, and the trio shared many childhood memories. Elara, with her protective nature, often shielded Artis from the village's whispers, while Caelum's adventurous spirit and tales of exploration provided a welcome distraction from Artis' internal struggles. However, despite the deep love and bond they shared, Artis often felt a chasm between them. His unique connection to Necromancy, a path neither sibling could truly fathom, cast a shadow of isolation. While they laughed, played, and shared dreams, Artis grappled with the weight of his powers, feeling both blessed and cursed. This duality of being deeply rooted in his family, yet feeling distinctively apart, defined Artis' relationship with his siblings.
 
; Elara: Elder sister to Artis. With her mother's grace and her father's determination, Elara grew up to be a nurturing and strong-willed individual. She took after Liora in the art of herbalism and often assisted her mother in gathering herbs and preparing remedies. Elara was protective of her younger brothers, especially Artis, and was deeply affected when he was sent away for training. Over the years, she became the pillar of strength for the family.
; Caelum: Younger brother, who was the adventurous spirit of the family. With a curious mind and a penchant for exploration, he often ventured into the wilderness, much to the worry of his parents. Caelum looked up to Artis and was fascinated by his brother's magical abilities. While he did not possess any magical talents himself, Caelum had an uncanny ability to connect with animals. He dreamt of traveling beyond the village, seeking out new lands and experiences.
 
=== Learning Magic ===
The early years for Artis, were filled with the simple joys of childhood, playing in the vast fields, listening to his father Eldric's tales of Mount Arreat's grandeur, and joining his siblings, Elara and Caelum, in their daily adventures. However, at the tender age of 12, Artis' life took a dramatic turn. He began to manifest an innate and powerful affinity for sorcery, specifically tied to the dark and enigmatic art of Necromancy. This unexpected revelation was met with a mix of awe and concern by the villagers. Recognizing the potential dangers of such powers in a young boy, the village elders decided to send Artis away for specialized training.
 
His years at the academy were fraught with challenges. Unlike many of his peers who hailed from esteemed magical lineages, Artis was an outlier—a boy from a farming background now navigating the intricate world of arcane arts. His deep connection to Necromancy, an art viewed with suspicion, further isolated him. Instructors, wary of his unique abilities, monitored him closely, ensuring he did not delve too deeply into the shadowy realms of his power.
 
Despite his rapid growth in magical prowess, Artis felt a profound sense of alienation at the academy. The cold demeanor of his teachers, combined with the condescension from classmates of prestigious magical families, left him feeling out of place. He often found himself reminiscing about the warmth of his family and the comforting embrace of his mother Liora. The memories of his siblings' laughter and the familiar scents of his village home were stark contrasts to the sterile environment of the academy. Even as he was frequently reminded of his "special" nature, the words rang hollow, overshadowed by his feelings of not truly belonging.
 
The year 1265 brought another pivotal moment in Artis' journey. As the world teetered on the brink of chaos with Baal's armies on the rampage, Artis, now a seasoned sorcerer, stood ready to defend the realm. His valiant efforts drew the attention of the angel Tyrael, who saw in him the potential to be a key warrior against the Prime Evils. Yet, fate had other plans, leading Artis on a path he could never have anticipated.
 
=== Umbral Passage ===
Fate had another twist in store for Artis. Just as he was preparing to face Baal's armies in what would have been a monumental battle, an [[Umbral Passage]] intervened. In a flash, Artis was transported to Elder [[Soteria]], initially finding himself in the [[Erast Forest]]. As he tried to make sense of his new surroundings, he soon found his way to the small town of [[Whiteridge]], where he took up residence at the [[Hearts Refuge Inn]].
 
In [[Elder Soteria]], Artis had to navigate a new realm, drawing upon his vast knowledge and skills to find his place. The memories of his family, the village near Mount Arreat, and the academy's cold halls constantly tugged at his heartstrings. While he was determined to carve out a new destiny in this unfamiliar land, the longing for his family and the life he left behind remained a constant companion.

Latest revision as of 20:42, 3 November 2023

Artis
Artis
Information
Played by: User:Cyclops
Height: 5'11"
Weight: 190 lbs
Gender: Male
Race: Human
Eye Color: Dark Blue
Hair Color: White / Grey
Figure: Thin and Muscular / Pale Skin
Universe of Origin: Diablo II
Occupation: Necromancer
Rank / Skill Level: Veteran
Status: Approved
Setting: Embers of Soteria

Artis is a figure of immense power and determination, his prowess in combat and mastery over the arcane arts making him a force to be reckoned with. From a young age, his innate connection to the dark arts of Necromancy set him on a path of distinction, but also of isolation. This sense of being different, combined with the challenges he faced, has forged a personality that is both strong-willed and stubborn. While his abilities are undeniable, they come with a tinge of arrogance. He trusts his own judgment, often to a fault, and is wary of placing his trust in others, making him somewhat resistant toward allying with others. This self-reliance, though a strength in many situations, also hints at a deeper sense of loneliness.

In his interactions with others, Artis maintains a professional demeanor, prioritizing his objectives and duties over personal connections. His experiences have made him wary of groups, often preferring to work alone or with a select few whom he deems trustworthy. On a personal level, he struggles with forming deep connections, his past filled with feelings of not truly belonging anywhere. This has resulted in a certain detachment from others, save for a chosen few who have managed to breach his guarded exterior. Beneath his tough facade lies a heart that yearns for genuine connection and understanding, making his moments of vulnerability all the more poignant.

Appearance

Artis presents an imposing figure, standing tall with an aura of undeniable power. His skin contrasts sharply with his pure white hair, which flows freely, adding an ethereal quality to his appearance. Piercing red eyes gaze intently from beneath furrowed brows, hinting at the depth of knowledge and experience he possesses. Clad in gleaming white armor, the chest piece prominently features a meticulously crafted skull. Draped from his waist is a unique belt adorned with exquisitely painted leather roses on either side, providing not only a touch of elegance but also functional loops to which he can attach various items. Hanging prominently at his hip is a flail, its presence a hints to his readiness for combat and the challenges that lie ahead.

Special Abilities

From an early age, Artis displayed an uncanny ability to bridge the gap between the living and the dead, communicating silently with spirits and gaining insights that few could access. His vision, unhindered by the absence of light, made him adept at navigating the darkest environments. With a keen sense to perceive the vitality, emotions, and moral alignments of those around him, he could anticipate intentions, making him invaluable in both diplomatic and combat situations. His presence exuded a calming aura, often defusing potential conflicts and fostering trust among those he encountered. Additionally, his unique capability to momentarily become intangible allowed him to navigate challenging terrains and evade harm.

Necromantic Affinity
Artis possesses a natural connection to the realm of the dead, allowing him to sense the presence of spirits and communicate with them on a basic level.
Dark Vision
Born with the ability to see in complete darkness, Artis can navigate even the most light-deprived environments with ease.
Aura Perception
Artis can see the auras of living beings, granting him insights into their vitality, emotions, and the alignment of their souls. This ability allows him to gauge their health, sense their intentions and feelings, and determine if they are inherently good, evil, or neutral.
Aura of Calm
Artis exudes a calming aura, which can pacify aggressive creatures or individuals in his vicinity, making them less likely to attack or act out.
Ethereal Shift
For brief moments, Artis can become intangible, allowing him to pass through solid objects or avoid physical harm.
Spectral Whisper
Artis can communicate telepathically with spirits, allowing for silent and discreet conversations with the deceased.

Special Skills

Artis's stature as a revered sorcerer was carved by his mastery over diverse magical arts, from manipulating elemental forces to harnessing the energies of the living and the dead. His willingness to explore unconventional sources of power, combined with his deep understanding of ancient texts, rituals, and arcane symbols, set him apart. His combat prowess with bladed weapons and flails, proficiency in alchemy, and ability to craft protective talismans further solidified his reputation. Whether deciphering ancient runestones, projecting into the astral plane, or unlocking the mysteries of the Horodric Cube, Artis's relentless pursuit of knowledge and expertise made him a legendary figure in both magical and combat realms.

Anemancy
Anemancy involves the manipulation and control of the elemental force of air.
Necromancy
Necromancy is the magical art of manipulating the dead. While it does deal with the reanimation of corpses, it also deals with the manipulation of energies at death. Death is a powerful thing, and the previously alive can be used as components in casting. This art focuses not only on imposing one's own will onto the previously alive but also on manipulating the release of energies at death.
Sanguimancy
Sanguimancy is the magical art of using blood as a basis for drawing, using, or manipulating magical energy. It specifically involves drawing on blood as a source of magical power and using blood in ritual to cast or consecrate the use of powerful spells. It also deals with using blood to draw magic from the life force of another person. Similar to Necromancy but focuses on living beings rather than the dead.
Coituimancy
Coituimancy is the magical art of using sex as a basis for drawing, using, or manipulating magical energy. It specifically involves drawing magical energy and using sex as a component in casting magical spells. It usually deals with using sex and orgasm as a sealing trigger to complete magical spells, or pulling energy away from a living being through their orgasm. It also deals with sex and orgasm as a way to manipulate the life force of a living being.
Ancient Lore Mastery
Artis has extensively studied ancient texts, giving him a deep understanding of historical events, rituals, and arcane symbols.
Alchemy Proficiency
Through rigorous training, Artis has become adept at concocting potions, elixirs, and other alchemical solutions, both for healing and other purposes.
Ritualistic Chanting
Artis has learned specific chants and incantations that, when recited, can amplify his spells or invoke specific magical effects.
Talisman Crafting
Artis can create protective talismans and amulets, infusing them with magic to ward off evil or bestow benefits upon the wearer.
Combat Mastery
Artis is skilled in hand-to-hand combat using bladed weapons of all forms, from daggers to swords, and has mastered the use of flails.
Herbalism
Drawing from his upbringing near Mount Arreat, Artis is knowledgeable about local flora and can identify and use various herbs for medicinal and magical purposes.
Runestone Deciphering
Artis can read and interpret ancient runestones, unlocking their secrets and utilizing their power.
Astral Projection
With focused meditation, Artis has learned to project his consciousness into the astral plane, allowing him to explore and gather information from this ethereal realm.
Linguistic Expertise
Artis has studied various languages, both ancient and modern, enabling him to communicate with diverse beings and decipher old manuscripts.
Horodric Cube Mastery
Beyond its basic uses, Artis has delved deeper into understanding the Horodric Cube, discovering advanced transmutations and combinations.

Special Spells

In combat, Artis's prowess is unparalleled, drawing upon a vast arsenal of arcane abilities. He strategically summons undead entities, both warriors and those wielding elemental magics, to swarm and confound his adversaries. Enhanced by his deep understanding of their essence, these entities move with heightened agility and potency, often becoming decisive factors in the heat of battle. A protective layer of spiritual energy shields him, absorbing initial blows and ensuring he remains poised even under intense pressure. His adeptness at weakening foes through curses magnifies their vulnerability, making them susceptible to their own aggressive actions. Furthermore, his skill in crafting formidable golems, whether molded from the earth, conjured from blood, or forged from metal, offers him a versatile edge. Each golem, with its unique attributes, seamlessly integrates into his combat strategy, ensuring he remains a dominant force on the battlefield. This intricate blend of summoning, protection, and strategic manipulation has cemented Artis's legacy as a master tactician and combatant.

Summon Skeleton Warrior
Allows Artis to create an undead Skeleton Warrior with rudimentary intelligence from the remains of any creature. He can summon up to 5 at once, and they can perform simple tasks without direct control.
Summon Skeleton Magi
Enables Artis to create an undead Skeleton that wields magic. These skeletons can swipe at opponents with hands enchanted with poison, fire, lightning, or ice magic, but they are most effective when forming bolts of magic from their hands. Artis can summon up to 4 at once, and they can perform simple tasks without direct control.
Skeleton Mastery
Artis' deep understanding of summoning magic allows him to create stronger and faster versions of Skeleton Warriors and Magi.
Bone Armor
Artis can summon spiritual energy that provides a protective layer, absorbing a minimal amount of damage before reaching him.
Amplify Damage
Artis can curse an enemy, making them receive double damage for a duration of 4-5 seconds.
Iron Maiden
Artis can curse an enemy for 16-17 seconds, reflecting the damage they inflict back onto them, multiplied by 2. The damage to the enemy's target remains unaffected.
Summon Clay Golem
Artis can form a golem from the ground, which follows simple commands and uses brute force to attack. Only one golem can be active at a time.
Summon Blood Golem
Artis can summon a golem made of blood. This golem shares its life force with Artis, healing both when it inflicts damage and sharing damage received with Artis.
Summon Iron Golem
Artis can create a golem from an existing iron or steel object. The golem inherits the attributes of the object it was formed from, reflecting damage back to attackers.

Special Equipment

In the heat of battle, Artis is a force to be reckoned with, drawing strength from an array of formidable equipment. His headgear, shield, and armor are enchanted to be not only lightweight but also to deflect blows with uncanny efficiency, making him a challenging target for adversaries. A belt he wears continuously mends his wounds, ensuring he remains in peak fighting condition. In his hand, a flail crackles with elemental energies, releasing bursts of fire, lightning, and a venomous sting that bypasses even the sturdiest of armors. Rings and amulets he adorns not only amplify his regenerative capabilities but also cloak his movements in silence, allowing for stealthy approaches or retreats. With a mystical cube at his disposal, he can manipulate objects in ways that confound and bewilder foes.

Enchanted Bone Helm
Magically difficult to hit and given lightweight properties.
Bone Shield
Magically hardened and given lightweight properties.
Splintmail
Magically difficult to hit and given lightweight properties.
Plate Belt
Possesses regenerative properties.
Gem Encrusted Flail
Inflicts a mix of fire, lightning, and poison damage upon impact. The poison damage ignores armor on impact.
Ring of Regeneration
Grants regenerative abilities to the wearer.
Ring of Silence
Allows the wearer and their mount to move silently on any terrain for 30 minutes.
Amulet of Regeneration
Grants regenerative abilities to the wearer.
Horodric Cube
A mystical artifact with the distinctive capability to merge multiple items, resulting in diverse outcomes. For instance, it can refine three lesser gems into one of superior quality, or interchangeably transmute three rings into an amulet and vice versa. Nonetheless, the outcomes it produces can be erratic and once executed, cannot be undone.
Mortality
A black Courser that Artis rides.
Silence
A small grey pony used primarily as a pack animal.

History

Artis was born in the year 1231, in a quaint farming village nestled near the imposing Mount Arreat. His early life was simple, surrounded by the rhythms of nature and the daily toils of agrarian life. The vast fields became his playground, and the tales of Mount Arreat's majesty, shared by his father Eldric, became the lullabies of his childhood. As he grew, Artis formed a close bond with his siblings, Elara and Caelum. Together, they would explore the meadows, chase after butterflies, and listen to their mother Liora's stories about their ancestors and the healing power of herbs. However, destiny had other plans for him. By the age of 12, Artis began displaying an innate and powerful affinity for sorcery, specifically tied to Necromancy. This revelation brought a mix of awe and concern within the family. While Elara tried to shield him from the village's wary eyes and Caelum offered distractions with his adventurous tales, Artis felt an increasing sense of isolation. His unique connection to the arcane set him apart, making him feel both cherished by his family yet distinctively distant from the simple joys of childhood they shared.

Parents

Artis' bond with his parents, Eldric and Liora, was deep and multifaceted. Eldric, though initially perplexed by his son's magical prowess, instilled in Artis values drawn from nature and farming during their quiet walks, fostering a foundation of respect and understanding. Liora, with her nurturing demeanor, served as Artis' emotional anchor, guiding him through the complexities of his abilities and the village's reactions. Her lullabies, filled with tales of courage, became a source of solace for Artis during challenging times. Together, they provided Artis with a steadfast sense of belonging and unwavering support, shaping his character and destiny.

Eldric
Artis' father, Eldric, was a hardworking farmer, dedicated to tilling the land near Mount Arreat. With a robust build and sun-kissed skin, Eldric was the embodiment of a life spent outdoors. He was a man of few words, but his actions spoke volumes about his commitment to his family and the community. Eldric had a deep respect for nature and often shared tales of the majestic Mount Arreat with his children.
Liora
Artis' mother, was the heart and soul of the family. With a gentle demeanor and a melodious voice, she often sang lullabies to her children, passing down stories and traditions of their ancestors. Liora had a natural gift for herbalism, using her knowledge to tend to the sick and injured in the village. Her compassionate nature made her a beloved figure in the community. While she was initially fearful of Artis' magical abilities, her love for her son never wavered.

Siblings

Artis cherished his siblings, Elara and Caelum, and the trio shared many childhood memories. Elara, with her protective nature, often shielded Artis from the village's whispers, while Caelum's adventurous spirit and tales of exploration provided a welcome distraction from Artis' internal struggles. However, despite the deep love and bond they shared, Artis often felt a chasm between them. His unique connection to Necromancy, a path neither sibling could truly fathom, cast a shadow of isolation. While they laughed, played, and shared dreams, Artis grappled with the weight of his powers, feeling both blessed and cursed. This duality of being deeply rooted in his family, yet feeling distinctively apart, defined Artis' relationship with his siblings.

Elara
Elder sister to Artis. With her mother's grace and her father's determination, Elara grew up to be a nurturing and strong-willed individual. She took after Liora in the art of herbalism and often assisted her mother in gathering herbs and preparing remedies. Elara was protective of her younger brothers, especially Artis, and was deeply affected when he was sent away for training. Over the years, she became the pillar of strength for the family.
Caelum
Younger brother, who was the adventurous spirit of the family. With a curious mind and a penchant for exploration, he often ventured into the wilderness, much to the worry of his parents. Caelum looked up to Artis and was fascinated by his brother's magical abilities. While he did not possess any magical talents himself, Caelum had an uncanny ability to connect with animals. He dreamt of traveling beyond the village, seeking out new lands and experiences.

Learning Magic

The early years for Artis, were filled with the simple joys of childhood, playing in the vast fields, listening to his father Eldric's tales of Mount Arreat's grandeur, and joining his siblings, Elara and Caelum, in their daily adventures. However, at the tender age of 12, Artis' life took a dramatic turn. He began to manifest an innate and powerful affinity for sorcery, specifically tied to the dark and enigmatic art of Necromancy. This unexpected revelation was met with a mix of awe and concern by the villagers. Recognizing the potential dangers of such powers in a young boy, the village elders decided to send Artis away for specialized training.

His years at the academy were fraught with challenges. Unlike many of his peers who hailed from esteemed magical lineages, Artis was an outlier—a boy from a farming background now navigating the intricate world of arcane arts. His deep connection to Necromancy, an art viewed with suspicion, further isolated him. Instructors, wary of his unique abilities, monitored him closely, ensuring he did not delve too deeply into the shadowy realms of his power.

Despite his rapid growth in magical prowess, Artis felt a profound sense of alienation at the academy. The cold demeanor of his teachers, combined with the condescension from classmates of prestigious magical families, left him feeling out of place. He often found himself reminiscing about the warmth of his family and the comforting embrace of his mother Liora. The memories of his siblings' laughter and the familiar scents of his village home were stark contrasts to the sterile environment of the academy. Even as he was frequently reminded of his "special" nature, the words rang hollow, overshadowed by his feelings of not truly belonging.

The year 1265 brought another pivotal moment in Artis' journey. As the world teetered on the brink of chaos with Baal's armies on the rampage, Artis, now a seasoned sorcerer, stood ready to defend the realm. His valiant efforts drew the attention of the angel Tyrael, who saw in him the potential to be a key warrior against the Prime Evils. Yet, fate had other plans, leading Artis on a path he could never have anticipated.

Umbral Passage

Fate had another twist in store for Artis. Just as he was preparing to face Baal's armies in what would have been a monumental battle, an Umbral Passage intervened. In a flash, Artis was transported to Elder Soteria, initially finding himself in the Erast Forest. As he tried to make sense of his new surroundings, he soon found his way to the small town of Whiteridge, where he took up residence at the Hearts Refuge Inn.

In Elder Soteria, Artis had to navigate a new realm, drawing upon his vast knowledge and skills to find his place. The memories of his family, the village near Mount Arreat, and the academy's cold halls constantly tugged at his heartstrings. While he was determined to carve out a new destiny in this unfamiliar land, the longing for his family and the life he left behind remained a constant companion.