Originium Arts
- This article is about the lore information. For the damage type, see Damage/Arts.
“ | A technique that can alter matter or consciousness by stimulating the energy inside Originium, harnessing it to manifest Arts. | ” |
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Originium Arts or simply Arts is the umbrella term for abilities to manipulate and transform matter and energy using the power provided by Originium in the world of Arknights.[1] It is the primary "magic system," or more appropriately "super-science system," in the setting.
The ability to use Arts seems to be natural for Terrans, and many people are at least capable of very basic forms of Arts. Those who are highly capable in Arts (e.g. to an extent that they are combat effective with Arts alone) are known as Casters (not to be confused with the Operator class of the same name). As a matter of fact, many Operators that are not strictly of the Caster class are capable of using Arts.
Overview
“ | (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 Waldstein, a stage character from the Leithanian stage play "Waldstein"[2] |
In a broader sense, "Originium Arts" is a term given to any supernatural phenomenon coming in various forms, including but not limited to damaging projectiles, destructive effects, manipulation of substances, wound healing and physical augmentation. But in a scientific sense, Originium Arts requires Originium as a medium to cast these abilities. The term itself originiated in Victoria as early as the Crystal Age.[2]
Originium Arts requires the Casters to enhance their Originium Arts Assimilation, the innate ability to enhance Arts by balancing their body adaptability with energy from Originium ranging from physiology, genetics to even races. There are many ways to activate Originium's internal energy, though under the Caster's Assimilation, it can release various types of energy, such as chemical, electrical, or radiation.[3] Assimilation is a very random innate trait that cannot be altered even through acquired knowledge, and often times, it designates one race's ability to use Arts; for example, most Caprinae's Arts Assimilation is above the average of other races.[4] Nevertheless, Training and experiences are often required not only to enhance the Caster's power, but also to improve their stability and safety. The concept of Assimilation varies from place to place as well. For instance, in some areas in Sargon, the terms "Arts" and "Assimilation" are the same word in their respective languages.[4]
In Originium Arts academies, the learning standard of Arts could be categorized into three levels: lower, medium, and top. Most people are in the medium level that can comprehend basic knowledge of Arts. A few of them are at the lower level where they could only enhance the simplest form of Arts or even they might never master it due to natural-born flaws. Only a handful of Casters are categorized as top level in which they have an excellent understanding of Arts. Meanwhile in Rhodes Island, they are specifically divided into five levels to signify their operators’ combat capability: flawed, normal, standard, excellent, and outstanding.[4]
As mentioned above, the innate trait of Arts designated by their Arts Assimilation gives rise to its uniqueness among some races. For instance, The Dracos' unique fire Arts given by their Elder traits is powered by their body cells' metabolism. Being the oldest race on Terra that has made contact with Originium, Sarkaz are naturally well attuned to Arts for generations. But not all Terran races could enhance Arts. Elves are a primary case due to their high sensitivity towards Originium, yet they possess magical power not related to it that supplements such defect.[5] Feranmuts and Seaborn lack proficiency in Originium Arts; however, the former use Their divine, supernatural traits while the latter utilizes their unique biological capabilities to similar or even greater effects.
Since the birth of civilization, Terrans have a long history in the usage of Originium Arts. Before the academic study of Arts, ancient people had been treating them as some sort of “magics” or “alchemy,” and such history gave rise to various notable Arts users in many cultures where they are treated as magicians, i.e., the Yanese Tianshi and the Sami Snowpriests. Entering modern era, Arts are applied in a more scientific, practical aspects, allowing scientists and engineers to build Arts-powered machines, and more people could study Arts through a more systematic method.[6] The exact of way of how Originium Arts became possible has become a favorite topic of discussion amongst Casters and academincians, wherever the place might be; Some attempt to analyze Originium Arts through a more biological perspective, using the Terrans' physiological conditions, while others rely on Originium research or mathematics.[4] After the true nature of Originium is revealed, it can be surmised that Originium Arts is merely a form of "editing" the information stored within Originium, letting it manifest in the physical plane as an active form of energy or matter again.
Herkunftshorn the Witch King, who had mastered all kinds of Arts and sought to pursue their peak, is regarded as the greatest Caster the world has ever known in history.[7] Other notable powerful Casters are mainly pure-blooded Sarkaz such as Nezzsalem the Nachzehrer King, Duq'arael the Sanguinarch, and Logos.
Casting method
The nature of Originium Arts is the Caster's mind influencing the external subject they wish to change through Originium, the basis of Arts. However, this requires the Caster to rely on a medium that could capture the neural activities in their mind and encode it to the said mineral, called an Arts Unit. Infected individuals do not have to rely on Arts Units as their infected organs already function as one for them, and by accelerating their Cell-Originium Assimilation, they can improve their Arts Assimilation and cast certain types of Arts can only be enabled or enhanced by themselves, but doing so also significantly accelerates the progress of Oripathy.[4] As to non-Infected individuals, they have to use an external, artificial Originium device to perform their Arts, not all of them could serve the purpose as a Unit. Nevertheless, there are scientific attempts to create a non-Infected Caster who does not need to rely on Arts Units through artificially implanted Originium into their organs while preventing its contamination; one such good example is Rosmontis.[8][9]
Modern Arts Units are the products of the industrialization of the Terran civilization since the Crystal Age. They can vary greatly in shape, size, and particularly in function: some may serve to amplify, direct, stabilize or otherwise augment the caster's innate abilities, others allow the caster to perform only very specific type of arts (e.g. firearms). Many Arts Units can also function as conventional weapons, allowing the Casters to integrate their Arts into "regular" combat.
Schools of Arts
Classical schools
Traditionally, Leithanian scholars divide Arts into six classical schools based on observable traits:[10][11]
- Beschwörung[note 1]/Conjuration: Being the most ancient form of Arts and the most widely-used one, it can alter, deconstruct, and summon any kind of objects such as matter transformation (i.e., molding rocks and concrete) and creating shockwaves in thin air. It requires Originium as the source of energy and a target matter as its medium. Notable users and types include Mudrock's rock summoning and Saria's calsium manipulation
- Hervorrufung[note 2]/Evocation: This school of Arts is the commonly known "summon type" that could evoke energy by simply manifesting energy within Originium into tangible beings. These Arts include pyro (fire-summoning), electro (electricity-summoning), aero (wind-summoning), and cryo (ice-summoning), and they have been widely applied into modern devices via scientific technologies. Notable users and types include Blaze's and Skyfire's pyro Art, and Goldenglow's and Leizi's electric Arts
- Umwandlung[note 3]/Transmutation: Having its origin traced back to ancient alchemy, it can literally alter a matter into another kind from the molecular level such as extracting them from their original form. Even though Transmutation Arts could not achieve many legends such as turning everything into gold or creating indestructible fortresses, it can be done on a chemical level like production of carbon matter and even plastics and tissues. Notable users and types include Thorns' alchemistic capability and Dorothy's matter manipulation through her Transmitters.
- Verbesserung[note 4]/Augmentation: This kind of Arts could augment biology of a living creature ranging from physical strengthening, body growth and metabolism, to even IQ improvement. It requires the Casters to apprehend knowledge on biology to fully enhance it. Notable users and types include Quercus' plant-summoning Arts and Lappland's self physical augmentation during combat.
- Wiederherstellung[note 5]/Restoration: It is often categorized as a sub-branch of the Augmentation School, and as its name suggests, it could enhance body recovery simply by accelerating its metabolism. However, it not only requires accumulated experience of a Caster, but also one needs a deep understanding of biological structures and medical science, making it the toughest Arts of all kinds; besides, current technologies could only manage to heal at a surface level like superficial wounds. Notable users and types include Shining's and Perfumer's healing Arts.
- Wahrsagung[note 6]/Divination: It is the rarest kind of Arts, the least studied one, and the most mystic of them all. It allows the Casters to enhance psychic abilities and disrupt biological processes like mind-control and summoning of wild animals. Notable users and types include Virtuosa's ego liberation Arts and Rosmontis' telekinesis Arts.
The advantages of the classical method is obvious: it is based on natural observations throughout the centuries by scholars, and they are easier to be understood by the commonfolk while being categorized according to their traits. Nevertheless, this categorization could sometimes be problematic in labelling Arts possessing two or more intermediate traits or neither of them above. For example, even though Virtuosa's ego liberation Arts could be plainly labelled as a Divination Arts, it overlooks its inner nature as it is a combination with the Sankta's emphatic trait.[12]
Witchcrafts
Sarkaz witchcraft or "cannibalism" is a derogatory term given by non-Teekaz Terrans to refer to all kinds of Arts practiced by the Sarkaz. Because of generations of discrimination and demonization against them, many paint their "witchcrafts" as wicked and scary and refuse to understand them. However, in a scientific sense, "witchcrafts" are actually rare, complex Arts that are only found among specific tribes of Sarkaz. Many of them are directly inherited through their bloodline, and they can be very personalized and randomized that they could fall out of the categories of the six classical schools.[13] Examples of these specific, bloodline-inherited Arts are the Vampire's blood enhancement, the Banshee's oral Arts, the Confessarii's soul reincarnation, and the Cyclopes' foretelling.
Another key element of Sarkaz Arts is that they are strongly tied with rituals that can only be cast by giving a definite "semanteme" from the Caster and their performance, an expression born from their casting purposes and the consequences needed to fulfil the Arts. This is because over the course of evolution of their civilizations, Sarkaz heavily rely on religious ceremonies to express their Arts. Thus, these unique Arts only come in specific forms such as chants, oral speech, and handwritings. While the "expressions" needed in their Arts appear to be too cryptic and mystic to ordinary people, they can nevertheless be replicated through modern technologies by inventing devices that can receive "semantemes" of Arts.[14]
Because of the Sarkaz's intertwined history with Originium since their first contact, they could both enhance the purest, most ancient form of Arts and resist Arts attack. An example of their Arts mastery is the enhancement of ancient Originium Altars that generate waves of harmful, pure Originium energy that could also strengthen their physical traits.[15] But due to their vulnerability to Oripathy which they perceive as their racial curse, their "original sin," Sarkaz Arts originates from the mystic energy of the deceased. The Sarkaz Arts are often associated with death and wrath, such as the harnessing of vengeance using the deceased's souls through the Revenants and their collective memories.[16]
Modernist school
The modernist school originates from Columbia proposed by various science academies seeking to apply Arts in a more industrial and practical method. Rather than dividing Arts into various schools which could get complicated and erroneous over the period of time, modernists propose to study the nature of Originium since it is the source of all Arts. Through their studies, it ushers in the era where everyone could master Arts, including those with flawed Arts Assimilation, hence decreasing the margin between Casters and non-Arts users and removing the mystic approach of Arts studies. The modernist approach is also the predecessor of Terran industrialization as machines and artificial Arts Units could produce Arts independently without reliance from the Casters.[17]
Notes
- ↑ "Summon" in German
- ↑ From hervorrufen plus the present participle verb suffix -ung, grammatically correct: Hervorrufend; "Evocation" in German
- ↑ "Transformation" in German
- ↑ "Improvement" in German
- ↑ "Recovery" in German
- ↑ From wahrsagen plus the present participle verb suffix -ung; "Divination" in German
References
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