If philosophy is the most important tool of the Arcanist, then Aether is his bread and butter. Without Aether there is simply no way to perform the science of arcanism. Aether itself is a chemical element that floats around in the air, making it gaseous. Currently, no known solid or liquid states of aether are known. Aether is everywhere and somehow an unlimited resource. Aether itself is attracted to several organic and inorganic materials, though it seems its greatest attractor are certain base and noble minerals.
With the exception of Echemoore, which is able to store aether rather then simply attract it, minerals have no real effect on their surroundings. The amount of Aether attracted is equal too the aether level and when aether levels drop, the amount stored on minerals fade. An arcanist wearing a full suit of armor for example will find that there is no significant change to his abilities. However on higher Aether levels (10+) there is a small chance that mineral becomes irradiated with Aether. This is a molecular change that stops minerals from absorbing aether, and causes them too produce it instead. These irradiated metals are often worn as jewelry and accessories by Arcanists and do indeed increase the aether level they dwell in, making the use of Arcanism easier.
An exception too the mineral rule is lead, which strangely enough cancels out the effects of Aether.
Aether Levels
- Level 0 - 2: Minimum Aether radiation levels. Only very basic concepts can be threaded and rare, mild coincidences may occur. These levels of Aether can be expected in low populated areas.
- Level 3 - 5: Average Aether radiation levels. Basic concepts can be threaded, coincidences happen more frequently. Can be expected in cities.
- Level 5 - 10: Above average Aether radiation levels. Most known concepts can be threaded, however basic concepts begin to show warped effects. Can be expected where arcanism is used in large amounts, nearby Echemoore or ore storage.
- Level 10 - 15: Dangerous radiation levels. Concepts of this calliber are generally dangerous too the arcanist and anyone around him. Even the more advanced concepts become warped and produce unwanted effects. Basic concepts become nigh impossible to thread. Coincidence becomes non-existent. Some reckless arcanists manage to produce this level of radiation.
- Level 15 - 18: Rarely achieved radiation levels. Concepts become even more dangerous and reality itself begins to warp. Bizzare, random events start to occur.
- Level 18 - 20: Utter Chaos. Threading concepts is possible, though very dangerous and they become unreckognisable from their original shape. Cows tap-dance, confectionary falls from the sky and pidgeons appear out of nowhere.
- Level 20+ : Complete pandemonium. The very fabric of reality might actually rip.