The Artificer does not try to hit their opponent: they try to make sure their opponent is in the wrong place at the wrong time. They place charges, move them, align them, and light them. All their offensive spells are really placement spells.
In short
Role — the Artificer is the bombs and area class of Solwaris: they place charges, move them, align them, then light them.
Stats — the Artificer has 700 health, 12 AP and 6 MP, with 30% resistance to AP steal and 35% on MP.
Charges — an Explosive charge costs 2 AP, has 70 health and explodes 2 tiles all round for 34 to 50 damage; every charge already placed makes the next one 1 AP dearer, and three at most hold on the map.
Passive — Steady hand adds 15% damage to the charges and makes them harmless to the Artificer; every turn they gain a step, up to five: +10, +24, +45, +77, then +125 fixed damage.
Firing line — two aligned charges create a firing line between them that burns anyone who enters it or starts their turn in it, the Artificer included.
Weakness — their charges only have 70 health: an area spell destroys them, and a destroyed charge explodes on the spot.
700health
12action points
6movement points
30%resistance to AP steal
35%resistance to MP steal
The passive: Steady hand
Steady hand
Your charges deal 15% more damage and never hurt you when they explode. Every turn, each one arms by a step — five at most — and gains fixed damage: +10, +24, +45, +77, then +125.
The firing line that forms between two aligned charges, on the other hand, burns you like anyone else.
The step progression is the real engine of the class. A charge placed and lit in the same turn deals 34 to 50 points, raised by 15%. The same charge left in place for four turns adds 125 fixed points on top. The whole difficulty is surviving long enough for your charges to age — and making sure your opponent does not destroy them in the meantime.
Immunity to your own blasts is what allows you plays no other class can make: standing in the middle of your three charges and lighting everything.
The Artificer’s eight spells
Explosive charge
2 AP · range 1 to 6 · free tile · 3 placements per turn · no cooldown
A charge with 70 health that blocks its tile and explodes 2 tiles all round for 34 to 50, plus the bonus from its steps, when you light it or someone destroys it. Every charge already placed makes the next one 1 AP dearer: the first costs 2, the second 3, the third 4 — nine AP for three charges. Three at most on the map.
Two aligned charges create a firing line between them, which burns anyone who enters it or starts their turn in it, you included.
Grapeshot
4 AP · range 1 to 5 · 2 casts per turn · no cooldown
24 to 35 damage and the enemy is pushed one tile away from you. Your only direct attack — and even then, it is mostly there to push: into a firing line, next to a charge, or against a wall, where the blocked push adds 12 collision damage.
Ignition
2 AP · range 20 · no line of sight · 2 casts per turn · no cooldown
Blows up the targeted charge, wherever it is, even behind a wall. The blast spreads: your charges caught in it, or linked to it by a firing line, go off in turn. A single Ignition can therefore set off all three — it is the spell that turns ten turns of preparation into one turn of conclusion.
Shove
2 AP · range 1 to 4 · 2 casts per turn · no cooldown
Pushes an entity 3 tiles away from you: one of your charges, a summon, or your opponent themselves. If it hits a wall or someone, it takes 12 collision damage per missing tile, and the entity struck takes half. Two AP to move a charge three tiles is cheaper than placing a new one.
Gather
3 AP · range 0 to 6 · cross of 8 tiles · 2 casts per turn · no cooldown
Aim at a tile, even an empty one: all your charges on its row or its column, at 8 tiles at most, slide towards it until they reach it or hit an obstacle. Neither you nor your opponent moves. Three AP to gather a scattered field of charges around the tile your opponent is standing on.
Relay
2 AP · range 1 to 8 · no line of sight · 2 casts per turn · no cooldown
Swap places with one of your charges, even behind a wall. It is your longest and cheapest move: every charge you place is also an escape hatch eight tiles away. Placing a charge behind you early in the match is often better than placing it under your opponent.
Fine powder
3 AP · self · 3-turn cooldown
For 3 turns, your charges — those already placed as well as those to come — deal 40% more damage and gain 50 shield. No effect on you. The spell will not cast if you have no charge on the map: place first, reinforce second. The 50 shield counts as much as the 40%: it takes a charge from 70 to 120 effective health.
Roll
2 AP · range 1 to 3 · free tile in sight · 1-turn cooldown
You roll to a free tile in sight, 3 tiles at most, and get 1 MP back. The short-range retreat, when Relay has no well-placed charge — or when you need to get out of a firing line you have just created.
Three combos
The setup turn (11 AP)
Explosive charge (2 AP) then Explosive charge (3 AP), placed on the same line, either side of your opponent’s path: a firing line forms between them.
Explosive charge (4 AP), the third, placed back from the action — it is your Relay for the next turn.
Fine powder (3 AP): the three charges gain 40% damage and 50 shield for 3 turns.
This turn deals no damage. It promises plenty: from the next turn on, every charge gains a step, and the firing line burns anyone who crosses it.
Place, then light (8 AP)
Shove (2 AP): your opponent goes 3 tiles — towards the firing line, or against a wall for 12 collision damage per missing tile.
Grapeshot (4 AP): the damage, plus one tile of push for the final adjustment.
Ignition (2 AP) on the charge nearest to them: the blast spreads to the others along the firing line.
The order is the spell: you push first, you light second. A charge lit too early is a wasted charge — and a step lost.
Gathering a scattered field (5 AP)
Gather (3 AP) on your opponent’s tile: all your charges aligned with it slide towards them.
Ignition (2 AP) on one of them.
Gather moves neither you nor your opponent: it moves only your charges. That is what makes it the most underrated spell in the class — five AP to bring together and set off a minefield you placed three turns earlier.
Their weaknesses
What beats an Artificer
Area spells. Your charges have 70 health. A Comet, a Stomp, a Quake destroy them — and a destroyed charge explodes on the spot, often where you did not want it.
Immediate aggression. Your class needs two or three setup turns. A Brute that charges on turn one does not grant them to you.
Your own firing lines. The passive protects you from the blasts, not from the line. It is easy to lock yourself between two aligned charges.
An opponent who does not come. All your pushes are short-range: Shove 4 tiles, Grapeshot 5. Against an Arcanist who stays at 9 tiles you have to advance — and for this class, advancing means giving up the ground you prepared.
Who you face, and how
Against the Warrior and the Brute, play your charges as walls: they block tiles, and therefore Charge paths and Taunt lines. A charge placed on a Leap’s destination tile cancels the spell.
Against the Arcanist, Relay is your only way to rebuild distance quickly: place a charge ahead, under cover, then swap. Against the Shade, your blasts hit tiles and not targets — it is one of the best answers to invisibility in the game. Against the Clockmaker, careful: Pivot rotates your charges like everything else, and an alignment shifted by one tile no longer makes a firing line.
Frequently asked questions
How do you play the Artificer in Solwaris?
The Artificer is played by setting up the ground before striking: place the charges, align them to create a firing line, push your opponent into it with Shove or Grapeshot, then light it. Ignition costs 2 AP and spreads to the charges caught in the blast or linked by a firing line. Letting a charge age is better than lighting it right away, because every turn adds a step of fixed damage to it.
How much HP does the Artificer have?
The Artificer has 700 health, 12 action points and 6 movement points, with 30% resistance to AP steal and 35% on MP. Their charges have 70 health each — 120 while Fine powder is active.
How many charges can the Artificer place?
Three at most on the map. The first costs 2 AP, the second 3 and the third 4, since every charge already placed makes the next one 1 AP dearer: nine AP for all three. They are placed up to three times a turn, at 6 tiles at most, and the spell has no cooldown.
How does the Artificer’s firing line work?
Two aligned charges create a firing line between them, which burns anyone who enters it or starts their turn in it. The Steady hand passive protects the Artificer from their own blasts, but not from the firing line: it is easy to lock yourself between two aligned charges. A blast also spreads along that line, so a single Ignition can set off all three charges.
What is the Artificer’s weakness?
Area spells and immediate aggression. Their charges only have 70 health, so a Comet, a Stomp or a Quake destroys them — and a destroyed charge explodes on the spot, often where they did not want it. Their class also needs two or three setup turns that a Brute charging on turn one will not grant them.
The Artificer rewards preparation: their best turns are the ones they set up three turns earlier.