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Originium Arts

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This article is about lore information. For the damage type, see Damage/Arts.
Originium Arts.png
A technique that can alter matter or consciousness by stimulating the energy inside Originium, harnessing it to manifest Arts.
—Loading screen tip

Originium Arts, or simply Arts, is the umbrella term for the ability to manipulate and transform matter and energy using the power provided by Originium in the world of Arknights.[1] It serves as the setting’s primary "magic system"—or more precisely, a form of "super-science."

The ability to use Arts is innate to most Terrans, and many individuals are capable of performing at least basic applications. Those with advanced proficiency—enough to be combat-effective using Arts alone—are known as Casters (not to be confused with the Operator class of the same name). In fact, many Operators outside the Caster class are also capable of using Arts to varying degrees.

Overview[edit]

(Originium Arts) are the chaotic order concealed in an uncontrolled society, the potential of all things hidden under the boring reality, the beautiful chords that are difficult to detect in the harsh noise, and the only reality in this land full of deception.
—Quote of General Wallenstein, a stage character from the Leithanian stage play "Wallentsein"[2]

In a broader sense, Originium Arts refers to any supernatural phenomenon that manifests in various forms, including but not limited to damaging projectiles, destructive effects, manipulation of substances, healing, and physical enhancement. Scientifically, Originium Arts requires Originium as a medium for casting. The term itself originated in Victoria as early as the Crystal Age.[2]

To use Originium Arts, Casters must rely on their innate ability known as Originium Arts Assimilation—a trait that enables them to harmonize their body with the energy drawn from Originium, influenced by factors such as physiology, genetics, and race. Under a Caster’s Assimilation, Originium can release various forms of energy, including chemical, electrical, and radioactive.[3] Arts Assimilation is a highly individualized and unpredictable trait that most often cannot be altered through study or training. It often defines a race’s natural affinity with Arts—for example, most Caprinae exhibit above-average Assimilation compared to other races.[4]

Nevertheless, training and experience remain essential—not just to enhance the Caster's power, but to improve control and reduce risk. A Caster losing control of their arts can range from mild self injury to extensive loss of life, based on the individual. The concept of Assimilation differs across cultures, as well. In certain regions of Sargon, the words for "Arts" and "Assimilation" are identical in the local language.[4]

Within institutions dedicated to teaching Originium Arts, proficiency is typically categorized into three tiers: lower, medium, and top. Most people fall into the medium tier, possessing a basic understanding of Arts. A smaller number belong to the lower tier, limited to rudimentary applications or entirely unable to master Arts for personal reasons. Only a select few reach the top tier, demonstrating deep expertise and exceptional talent. At Rhodes Island, a five-level system is used to assess Operators' combat capabilities in all categories: flawed, normal, standard, excellent, and outstanding.[4]

As discussed prior, the uniqueness of Originium Arts is shaped by Assimilation, which varies across races. For instance, the Dracos’ distinctive fire-based Arts are fueled by metabolic processes tied to their Elder heritage. The Sarkaz, among the oldest races on Terra, have had extensive contact with Originium for generations and exhibit a strong natural affinity for Arts. By contrast, not all Terran races are adept at Arts: Elves, for example, are highly sensitive to Originium, which limits their use of Arts, though they possess alternative magical abilities unrelated to Originium. Meanwhile, entities like the Feranmut and Seaborn generally lack proficiency in Originium Arts, relying instead on divine attributes or unique biological functions to achieve similar or superior effects.

Since the dawn of civilization, Terrans have practiced numerous forms and variations of Originium Arts, though early uses were often perceived as "magic" or "alchemy." This historical view produced a variety of cultural archetypes, such as the Yanese Tianshi and the Sami Snowpriests. In the modern era, Arts have found more practical and scientific applications, powering industrial machines and enabling systematic study.[5] The origin of Originium Arts remains a topic of ongoing academic debate. Some researchers approach the subject biologically, examining Terran physiology, while others focus on Originium itself or abstract mathematical models.[4]

With the true nature of Originium gradually being uncovered, a prevailing theory suggests that Originium Arts may represent a form of "information editing"—restructuring data stored within Originium and manifesting it as physical energy or matter in the real world.

Herkunftshorn the Witch King, who mastered all forms of Arts in pursuit of their ultimate potential, is widely regarded as the greatest Caster in recorded history.[6] Other notably powerful Casters who wield unique forms of Arts include several pure-blooded Sarkaz, such as Nezzsalem, Duq'arael, and Logos.

Casting[edit]

A long-handled Arts Unit known as the "Staff" is one of the most traditional and standardized Arts Units available. Some theories suggest that the earliest staves were created when primitive Terrans affixed Originium crystals to wooden sticks.

The nature of Originium Arts lies in the Caster’s mind as they influence the external subject they wish to alter through Originium, which serves as the basis of Arts. However, this process requires the Caster to rely on a medium capable of capturing the neural activity in their mind and encoding it into Originium. This medium is commonly known as an Arts Unit. While highly inadvisable, individuals infected with Oripathy do not need to rely on Arts Units if they choose—the Originium infecting their bodies already functions as a substitute. By accelerating their Cell-Originium Assimilation and hastening their infection, they can improve their Arts Assimilation and cast even stronger Arts, often taking a form highly unique to the individual.[4]

Uninfected individuals must use external, artificial Originium devices to perform their Arts, but not all such devices are capable of functioning as Arts Units. Ongoing scientific efforts aim to create uninfected Casters who do not rely on Arts Units, artificially implanting Originium into their organs while preventing the onset of Oripathy; a notable result of this often cruel experimentation is Rosmontis.[7][8]

Modern Arts Units are products of the industrialization of Terran civilization since the Crystal Age. They vary greatly in shape, size, and function: some amplify, direct, stabilize, or otherwise augment the caster’s innate abilities, while others enable casters to perform very specific types of Arts (e.g., firearms). Many Arts Units also function as conventional weapons, allowing Casters to integrate their Arts into “regular” combat.

Types of Arts[edit]

Classical schools[edit]

Traditionally, Leithanian scholars divide Arts into six classical schools based on observable traits:[9][10]

  • Beschwörung[note 1]: Also known as the school of Conjuration. As the most ancient and widely used form of Arts, it involves altering, deconstructing, and summoning physical matter. Examples include reshaping terrain (e.g., molding rock or concrete) or generating shockwaves by channeling Originium through physical media. Notable users include Mudrock, who creates constructs from earthen materials, and Saria, who manipulates calcium-based structures.
  • Hervorrufung[note 2]: The school of Evocation draws elemental energy directly from Originium, manifesting tangible phenomena. Often called "summon-type" Arts, common forms include pyro (fire), electro (electricity), aero (wind), and cryo (ice), many of which are integrated into modern technology. Blaze and Skyfire utilize pyro Arts, while Goldenglow and Leizi harness electro Arts.
  • Umwandlung[note 3]: The school of Transmutation manipulates matter on a molecular level, with roots in ancient alchemical practice. Though incapable of mythical feats like turning lead into gold, Transmutation Arts can chemically generate materials such as carbon compounds, plastics, or tissue. Notable users include Thorns, who has exceptional skill in alchemical synthesis, and Dorothy, who invented the Transmitter using advanced matter manipulation.
  • Verbesserung[note 4]: The school of Augmentation enhances biological traits such as strength, growth, metabolism, and cognitive function. As it alters living organisms, a comprehensive understanding of biology is essential—reckless augmentation can have disastrous consequences. Quercus demonstrates plant-based enhancement, while Lappland exhibits self-augmentation during combat.
  • Wiederherstellung[note 5]: Often considered a sub-branch of Augmentation, the school of Restoration focuses on healing by accelerating natural processes like metabolism. Due to its complexity, restoration requires significant expertise and anatomical knowledge. Current technology limits most restorative Arts to treating superficial wounds. Practitioners include Shining and Perfumer.
  • Wahrsagung[note 6]: The rarest and most enigmatic of the classical schools, Divination encompasses a broad range of abilities—psychic enhancement, biological disruption, mind control, and communication with animals. Virtuosa and Rosmontis are prominent users: Virtuosa manipulates the mind to unearth suppressed desires and emotions, while Rosmontis wields overwhelming telekinetic power capable of destroying entire buildings.

The strength of this classification lies in centuries of natural observation, making it intuitive and widely understood. However, its limitations become apparent in the case of hybrid or atypical Arts that defy simple categorization. Virtuosa’s Arts, for instance, are technically classed as Divination but demonstrate a unique synergy with her Sankta empathic traits. As a result, Virtuosa's manipulation Arts reach exceptional levels through this unique fusion.[11]

Witchcraft[edit]

Sarkaz witchcraft, or "cannibalism", is a derogatory term used by non-Teekaz Terrans to refer to the various types of Arts practiced by the Sarkaz. Due to generations of discrimination and demonization, many outsiders regard Sarkaz “witchcraft” as wicked and frightening, often refusing to understand the nature and significance of their Arts rituals. True Sarkaz Arts are exceedingly complex and are typically found only among specific Sarkaz tribes. Many of these Arts are directly inherited through bloodlines, and their highly personalized and unpredictable nature often places these Arts outside the six classical schools of Originium Arts.[12] Notable examples of bloodline-specific Sarkaz Arts include the Vampire’s blood-based enhancement, the Banshee’s vocal Arts, the Confessarii’s soul possession, and the prophetic foresight of the Cyclopes.

A defining trait of Sarkaz Arts is their strong ritualistic foundation, requiring the caster to convey a specific semanteme—a meaningful expression tied to the caster’s intent and willingness to bear the consequence. This cultural emphasis on semantemes is rooted in the evolution of Sarkaz civilizations, which relied heavily on religious ceremonies to perform Arts. As a result, Sarkaz Arts typically manifest through formal expressions such as chants, spoken words, and written scripts. Though these expressions often appear cryptic or mystical to the common man, modern technologies have enabled the replication of Sarkaz Arts by designing devices capable of recognizing and processing these semantemes.[13]

Owing to their long and complex relationship with Originium as the first Terran race to make contact, the Sarkaz possess the ability to manipulate its most ancient, unrefined forms while boasting a natural resistance to Arts-based attacks. One application of this bond is shown through Originium Altars, which emit waves of raw Originium energy—dangerous to most, yet capable of physically strengthening Sarkaz warriors.[14] However, the Sarkaz also bear a deep vulnerability to Oripathy, a condition they view as a racial curse—their original sin. Because of this, Sarkaz Arts are often linked with themes of death and wrath, such as the Revenants, whose Arts harness the memories and souls of the vengeful deceased.[15]

Alchemy[edit]

A drawing depicting a typical Iberian alchemist carrying a "Probe" Arts Unit

Alchemy is a classical discipline that involves using Arts to reconstruct or transmute matter at a microscopic level, resulting in the creation of entirely new elements. In the past, this school of thought was particularly popular in Iberia, where local alchemists often incorporated Destreza—an Iberian swordsmanship technique—into their alchemical practices. They also employed a specialized, sword-shaped precision Ars Unit known as the "Probe" to fine-tune microstructures. However, its inventor was famously arrested during a demonstration when guards mistook the device for a weapon.[16]

Iberian alchemists were regarded either as pioneers or frauds. Some were permitted to set up alchemical laboratories aboard ships and venture out to sea to conduct experiments, despite the ever-present risk of explosion. On occasion, they transmuted the remnants of failed expeditions into seemingly valuable products and sold them to their patrons as priceless treasures. Alchemy also played a key role in the national fishing industry: a newly discovered alchemical substance capable of detecting organic matter within seawater was used to catch marine life—including scalefins, coral, and even various Seaborn. In fact, when alchemists first utilized this substance, they lead fishermen on an extended voyage—only for them to discover that they had been following the trail of their own waste the entire time.[16]

Following the events of the Profound Silence, alchemists were blamed for the catastrophe that befell Iberia, and many were imprisoned by the Inquisition. In modern times, alchemy has been largely forgotten by the Iberians, who now regard it as a symbol of unchecked ambition and greed.[16]

Modernist school[edit]

The modernist school of Originium Arts originated in Columbia, spearheaded by various scientific academies aiming to apply Arts in a more industrial and practical context. Unlike traditional classifications that divide Arts into distinct schools—an approach that can become convoluted and imprecise over time—modernists advocate for the direct study of Originium itself, the fundamental source of all Arts. This paradigm shift ushered in a new era in which even individuals with poor Arts assimilation could learn to use Arts, significantly narrowing the gap between Casters and non-Arts users and demystifying the field of Arts research. The modernist approach also laid the groundwork for Terran industrialization: machines and artificial Arts Units could now generate Arts independently, without the need for a human Caster.[17]

Notes[edit]

  1. "Summon" in German
  2. From hervorrufen plus the present participle suffix -ung; grammatically correct: Hervorrufung; "Evocation" in German
  3. "Transformation" in German
  4. "Improvement" in German
  5. "Recovery" in German
  6. From wahrsagen and -ung; "Divination" in German

References[edit]

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