Hello! My player has just reached level 9 in the artificer subclass and this is the first time anyone is my group has ever played this class at all so we're still learning all the mechanics and such. I know that armorer isn't built quite properly on dndbeyond so some finessing is required to add everything properly but I do have a question.
My player has the Enhanced Defense and Armor of Magical Strength infusions, which both seem to read that they require 'a suit of armor' (and shield for enhanced defense but that's not relevant really for this question) as what they need to be infused onto. My question is that the level 9 ability allows you to split the armor up into chest piece, helmet, boots, and weapon so would my player be able to have both of these infusions on the same piece of armor by placing one in chest piece and the other in helmet or boots since this is all technically the same armor? Or would they both go into the 'chest piece' portion so he would have to choose which one he wanted on his armor and then use a different infusion that specifically states that it can be used on helmet or boots for those?
I'm kind of leaning toward that, RAW, he can't have both because they would take up the 'chest piece' portion but I wanted to check with those who know this class much better than I do before I make a decision on what to do with that! Thanks in advance!
Armor = Chest. Everything else that comes with it, is added gear with no bearing really. So no, only one infused armor can be taken. Enhanced Defense would have to go on a shield.
No armor provides the added gear anyways, except Plate. Which is why Armor = Chest.
They can't put both Enhanced Defense and Armor of Magical Strength on the arcane armour.
However, the fact that they can put Enhanced Defense on a shield means they absolutely should do-so; it's the standard way to maximise defence, especially if they're opting for the Guardian armour model for tanking. There are some other options they may prefer to take depending on theme/play-style but that's a classic combo I think.
There's also really no drawback for having the shield unless they're determined to use a two-handed weapon for some reason; a Guardian's Thunder Gauntlets only require one hand free, you don't normally get any benefit from having the other free as well (unless you take Dual Wielder and even that's debatable, though should probably be allowed).
An Infiltrator might want to use a ranged weapon or such, but the special weapon is good so often there's no reason to use a "proper" weapon unless you find a really good one.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
'Suit of armor' infusions are applied to the chrst piece of the Armorer's arcane armor. The gloves take glove or gauntlet infusions, the boots take boot infusions, and the helm either takes 'helm' infusions or, if the DM is generous (and in this case I feel they should be), any headwear-based infusion.
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Your arcane armor is the same armor that you get at lvl 3
The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
According to this if you take a Chain Shirt and make it your arcane armor it now will cover your whole body. So at lvl 9 you can and should add infusions to your boots, gauntlet weapons, and helmet as well as your chest piece
According to this if you take a Chain Shirt and make it your arcane armor it now will cover your whole body. So at lvl 9 you can and should add infusions to your boots, gauntlet weapons, and helmet as well as your chest piece
I think you may have misunderstood the issue here; nobody is arguing that you can't add a full four infusions to the Arcane Armor, the issue is whether you can add more than one armour infusion (as in, infusions that can only be applied to armour), which you cannot.
You can absolutely add one armour, one helm, one boots and one weapon infusion if you want to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
According to this if you take a Chain Shirt and make it your arcane armor it now will cover your whole body. So at lvl 9 you can and should add infusions to your boots, gauntlet weapons, and helmet as well as your chest piece
I think you may have misunderstood the issue here; nobody is arguing that you can't add a full four infusions to the Arcane Armor, the issue is whether you can add more than one armour infusion (as in, infusions that can only be applied to armour), which you cannot.
You can absolutely add one armour, one helm, one boots and one weapon infusion if you want to.
The problem and confusion I'm having with this is can't ANY artificer do this? if an alchemist is wearing "Leather Armor" isn't it assumed that boots, gloves, and helm are a part of it? 5e doesn't really have "gear slots" its just kinda all included in the "Armor" package. So would a DM tell an alchemist "No you can't infuse your leather armor's boots, you have to buy a separate pair of boots (of which 5e doesn't have)"? Or does this hypothetical DM assume the alchemist is barefoot until they buy boots? I guess what I'm getting at is, how is this feature different from what artificer can already do? (other than the 2 extra infusions)
Only heavy armor comes standard with gauntlets and helm; light and medium armor just cover your trunk area. You'd usually have boots of some sort as part of your clothing, and gloves are considering clothing items too, if you want to say that your character has mundane ones.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
According to this if you take a Chain Shirt and make it your arcane armor it now will cover your whole body. So at lvl 9 you can and should add infusions to your boots, gauntlet weapons, and helmet as well as your chest piece
I think you may have misunderstood the issue here; nobody is arguing that you can't add a full four infusions to the Arcane Armor, the issue is whether you can add more than one armour infusion (as in, infusions that can only be applied to armour), which you cannot.
You can absolutely add one armour, one helm, one boots and one weapon infusion if you want to.
The problem and confusion I'm having with this is can't ANY artificer do this? if an alchemist is wearing "Leather Armor" isn't it assumed that boots, gloves, and helm are a part of it? 5e doesn't really have "gear slots" its just kinda all included in the "Armor" package. So would a DM tell an alchemist "No you can't infuse your leather armor's boots, you have to buy a separate pair of boots (of which 5e doesn't have)"? Or does this hypothetical DM assume the alchemist is barefoot until they buy boots? I guess what I'm getting at is, how is this feature different from what artificer can already do? (other than the 2 extra infusions)
That's what I said, lol. There is no difference. You can already do this feature now and meld it together and have the same effect prior Lv 9. Lv 9 just gives you 2 free infusions basically, dedicated to your Armor only, which is still pretty good.
Only heavy armor comes standard with gauntlets and helm; light and medium armor just cover your trunk area. You'd usually have boots of some sort as part of your clothing, and gloves are considering clothing items too, if you want to say that your character has mundane ones.
That’s not necessarily true, leather armor could easily include greaves, bracers, boots, gloves and a leather skullcap.
I guess what I'm getting at is, how is this feature different from what artificer can already do? (other than the 2 extra infusions)
2 extra infusions that get "packaged" with your arcane armor. (So they'll transfer immediately when you upgrade to a new suit, and you can don/doff them really quickly, etc.)
People break it down as “Armor = Chest” because it’s convenient and easy to conceptualize. In reality, when armor is enchanted that Magic infused the whole suit of armor as a whole. For example, a suit of Plate involves more than just the plate chestpiece, or any of the plates themselves. A full suit of plate would include the greathelm, the chain coif underneath it, the padded layer beneath that, and possibly even a skullcap over the coif under the greathelm. The plate would include that entire layer of steel plates, and all of the buckles and straps that hold it together, and the layer of mail underneath the plate, and the gambeson (aka padded) underneath the mail.
So what this Armorer feature does is allow you to take an enchantment that would normally require an entire suit of armor to hold, and squeeze it into just the chest protection, or just the helmet, and leave room in the rest of that suit of armor for other enchantments, and allow all of those enchantments to work simultaneously without interfering with each other.
The benefit of the gloves/boots/helm being 'part of your Arcane Armor' is that they're part of your arcane armor. Namely, the items cannot be removed against your will, meaning you can reliably count on having those items. The armor also counts as the base item required for glove, helm, and boot infusions for games where a DM might be picky about what qualifies as suitable infusion bases. Furthermore, characters that normally cannot wear a certain piece of kit - such as satyrs being unable to wear boots on their goat feet if the DM is being at all reasonable - can have Arcane Armor that forms around their nonstandard bits and enables them to access those infusion slots. I know my kitsune/foxkin warlock can't wear boots/shoes/any form of footwear designed for 'humanoid' species; if she was an Armorer instead of a Genielock, she could access those infusion types via Arcane Armor despite her impawdiment.
People break it down as “Armor = Chest” because it’s convenient and easy to conceptualize. In reality, when armor is enchanted that Magic infused the whole suit of armor as a whole. For example, a suit of Plate involves more than just the plate chestpiece, or any of the plates themselves. A full suit of plate would include the greathelm, the chain coif underneath it, the padded layer beneath that, and possibly even a skullcap over the coif under the greathelm. The plate would include that entire layer of steel plates, and all of the buckles and straps that hold it together, and the layer of mail underneath the plate, and the gambeson (aka padded) underneath the mail.
So what this Armorer feature does is allow you to take an enchantment that would normally require an entire suit of armor to hold, and squeeze it into just the chest protection, or just the helmet, and leave room in the rest of that suit of armor for other enchantments, and allow all of those enchantments to work simultaneously without interfering with each other.
I don't think people break it down like that because it is easy, they do so probably, because it makes sense. In your example, you are saying an entire Plate Armor is enchanted, meaning I suppose that if you take off one part of it, the entire magical effect goes away. Ok. So then armors, which aren't described as having a full suit of armor and only cover the chest that are also enchanted are then better in your line of logic. Why? Because I can mix and match magical gear and get the full effect of each one. Making getting Plate Armor pointless, when I can achieve more, for less.
A Breastplate would be a far better choice for any Artificer then, as it only covers the chest basically, as it is described and you can get 19/20AC with it. All in all, being a fraction of the price.
Light and medium armors are really just a chest and back with maybe some sort of hip covering as well ( think Roman Lorica with the leather hip “feathers” ), can they be naught with additional matching pieces? Sure but those pieces are not required. That is a major part of why there are so many different gauntlets/gloves, helmets/caps/hats, boots/shoes/sandles. Plate armor is different ( along with a suit of chainmail) in that it contains a suite of pieces covering the entire body that is designed from the get-go to function as a unified whole. The L2 infusion enhance armor effectively applies a magical enhancement in some ways similar to mage armor (not the same but similar) to any single piece of armor that , like mage armor, creates a field of protection around the wearer (Albert of only +1). In theory you could apply it to a set of armored shoes at L2 and still get the +1protection. ( might be great for an artificer/barbarian MC) Or you could apply it to the entire panoply of the plate armor and give that a +1. Or to a breastplate or chain shirt, etc. and get the +1 enhancement. At level 9 your able to refine your infusion ability so you get more infusions and can link them to more pieces. So now you get 2 extra infusions that must be used on the pieces of your arcane armor. You still can only have one enhance armour infusion but you can now break down plate armor to 4 “pieces” (chest, helmet, gauntlets, boots) and infuse them each separately. You could still use the enhance armor on the boots but then you can’t use on the chest and can’t infuse the boots to be elvenkind. So you typically infuse the chest with enhance armor, the boots with a footwear enhancement, the helmet with something like goggles of the night, and the gauntlets with something like ogre power so that when combined into the arcane armor you add those benefits to it. If your lucky enough to find an extra +1 plate ( or other armor) you can still infuse the other 3 parts concentrating the enchanted enhancement into the body part and using the enhance armor on a (mundane) shield.
Light and medium armors are really just a chest and back with maybe some sort of hip covering as well ( think Roman Lorica with the leather hip “feathers” ), can they be naught with additional matching pieces? Sure but those pieces are not required. That is a major part of why there are so many different gauntlets/gloves, helmets/caps/hats, boots/shoes/sandles. Plate armor is different ( along with a suit of chainmail) in that it contains a suite of pieces covering the entire body that is designed from the get-go to function as a unified whole. The L2 infusion enhance armor effectively applies a magical enhancement in some ways similar to mage armor (not the same but similar) to any single piece of armor that , like mage armor, creates a field of protection around the wearer (Albert of only +1). In theory you could apply it to a set of armored shoes at L2 and still get the +1protection. ( might be great for an artificer/barbarian MC) Or you could apply it to the entire panoply of the plate armor and give that a +1. Or to a breastplate or chain shirt, etc. and get the +1 enhancement. At level 9 your able to refine your infusion ability so you get more infusions and can link them to more pieces. So now you get 2 extra infusions that must be used on the pieces of your arcane armor. You still can only have one enhance armour infusion but you can now break down plate armor to 4 “pieces” (chest, helmet, gauntlets, boots) and infuse them each separately. You could still use the enhance armor on the boots but then you can’t use on the chest and can’t infuse the boots to be elvenkind. So you typically infuse the chest with enhance armor, the boots with a footwear enhancement, the helmet with something like goggles of the night, and the gauntlets with something like ogre power so that when combined into the arcane armor you add those benefits to it. If your lucky enough to find an extra +1 plate ( or other armor) you can still infuse the other 3 parts concentrating the enchanted enhancement into the body part and using the enhance armor on a (mundane) shield.
Enhance Armor goes on the chest, not any part that is considered armor. Lv 9 does shows that when it says "armor" it means "chest", not foot or hands, etc. So if you get a +1 Armor, then you don't need the infusion, unless you have a shield, as that is the only other gear you can put it on.
Since the armorer gets heavy armor (which other artificers don’t) it’s semi assumed that that is what is being enhanced as I explained for light and medium armors the body/chest piece is all you have, for heavy you have the 4 pieces/sets. You put the enhanced armor on the body piece not just because the text says there but as I was pointing out - anywhere else would be problematic. Etween L3-8 it doesn’t matter whether you put it on the chest or the boot either applies it of the entire set of plate. this is really why you might want to wear half plate until L9 - if you wear half plate all you have is the body piece and you could use the 6 known and other 1 or 2 actives on the (separate) helmet/gauntlets/boots if you wanted too.
At this time, DDB is not able to directly apply infusions to the Armorer weapons. At best, you can add a simple weapon to inventory and customize to rename it Arcane Armor Weapon, then apply an infusion to that.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
To post a comment, please login or register a new account.
Hello! My player has just reached level 9 in the artificer subclass and this is the first time anyone is my group has ever played this class at all so we're still learning all the mechanics and such. I know that armorer isn't built quite properly on dndbeyond so some finessing is required to add everything properly but I do have a question.
My player has the Enhanced Defense and Armor of Magical Strength infusions, which both seem to read that they require 'a suit of armor' (and shield for enhanced defense but that's not relevant really for this question) as what they need to be infused onto. My question is that the level 9 ability allows you to split the armor up into chest piece, helmet, boots, and weapon so would my player be able to have both of these infusions on the same piece of armor by placing one in chest piece and the other in helmet or boots since this is all technically the same armor? Or would they both go into the 'chest piece' portion so he would have to choose which one he wanted on his armor and then use a different infusion that specifically states that it can be used on helmet or boots for those?
I'm kind of leaning toward that, RAW, he can't have both because they would take up the 'chest piece' portion but I wanted to check with those who know this class much better than I do before I make a decision on what to do with that! Thanks in advance!
Armor = Chest. Everything else that comes with it, is added gear with no bearing really. So no, only one infused armor can be taken. Enhanced Defense would have to go on a shield.
No armor provides the added gear anyways, except Plate. Which is why Armor = Chest.
They can't put both Enhanced Defense and Armor of Magical Strength on the arcane armour.
However, the fact that they can put Enhanced Defense on a shield means they absolutely should do-so; it's the standard way to maximise defence, especially if they're opting for the Guardian armour model for tanking. There are some other options they may prefer to take depending on theme/play-style but that's a classic combo I think.
There's also really no drawback for having the shield unless they're determined to use a two-handed weapon for some reason; a Guardian's Thunder Gauntlets only require one hand free, you don't normally get any benefit from having the other free as well (unless you take Dual Wielder and even that's debatable, though should probably be allowed).
An Infiltrator might want to use a ranged weapon or such, but the special weapon is good so often there's no reason to use a "proper" weapon unless you find a really good one.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
'Suit of armor' infusions are applied to the chrst piece of the Armorer's arcane armor. The gloves take glove or gauntlet infusions, the boots take boot infusions, and the helm either takes 'helm' infusions or, if the DM is generous (and in this case I feel they should be), any headwear-based infusion.
Please do not contact or message me.
Thank you everyone for the responses! I will let him know what I found out!
I have to disagree with the above opinions
Your arcane armor is the same armor that you get at lvl 3
According to this if you take a Chain Shirt and make it your arcane armor it now will cover your whole body. So at lvl 9 you can and should add infusions to your boots, gauntlet weapons, and helmet as well as your chest piece
I think you may have misunderstood the issue here; nobody is arguing that you can't add a full four infusions to the Arcane Armor, the issue is whether you can add more than one armour infusion (as in, infusions that can only be applied to armour), which you cannot.
You can absolutely add one armour, one helm, one boots and one weapon infusion if you want to.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
The problem and confusion I'm having with this is can't ANY artificer do this? if an alchemist is wearing "Leather Armor" isn't it assumed that boots, gloves, and helm are a part of it? 5e doesn't really have "gear slots" its just kinda all included in the "Armor" package. So would a DM tell an alchemist "No you can't infuse your leather armor's boots, you have to buy a separate pair of boots (of which 5e doesn't have)"? Or does this hypothetical DM assume the alchemist is barefoot until they buy boots?
I guess what I'm getting at is, how is this feature different from what artificer can already do? (other than the 2 extra infusions)
Only heavy armor comes standard with gauntlets and helm; light and medium armor just cover your trunk area. You'd usually have boots of some sort as part of your clothing, and gloves are considering clothing items too, if you want to say that your character has mundane ones.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
That's what I said, lol. There is no difference. You can already do this feature now and meld it together and have the same effect prior Lv 9. Lv 9 just gives you 2 free infusions basically, dedicated to your Armor only, which is still pretty good.
That’s not necessarily true, leather armor could easily include greaves, bracers, boots, gloves and a leather skullcap.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
2 extra infusions that get "packaged" with your arcane armor. (So they'll transfer immediately when you upgrade to a new suit, and you can don/doff them really quickly, etc.)
People break it down as “Armor = Chest” because it’s convenient and easy to conceptualize. In reality, when armor is enchanted that Magic infused the whole suit of armor as a whole. For example, a suit of Plate involves more than just the plate chestpiece, or any of the plates themselves. A full suit of plate would include the greathelm, the chain coif underneath it, the padded layer beneath that, and possibly even a skullcap over the coif under the greathelm. The plate would include that entire layer of steel plates, and all of the buckles and straps that hold it together, and the layer of mail underneath the plate, and the gambeson (aka padded) underneath the mail.
So the reason you can’t layer a Mariner’s Gambeson under Mail of Fire Resistance underneath magic Armor of Invulnerability is because the magic mail comes with its own gambeson, and the magic plate comes with its own mail and gambeson.
So what this Armorer feature does is allow you to take an enchantment that would normally require an entire suit of armor to hold, and squeeze it into just the chest protection, or just the helmet, and leave room in the rest of that suit of armor for other enchantments, and allow all of those enchantments to work simultaneously without interfering with each other.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
The benefit of the gloves/boots/helm being 'part of your Arcane Armor' is that they're part of your arcane armor. Namely, the items cannot be removed against your will, meaning you can reliably count on having those items. The armor also counts as the base item required for glove, helm, and boot infusions for games where a DM might be picky about what qualifies as suitable infusion bases. Furthermore, characters that normally cannot wear a certain piece of kit - such as satyrs being unable to wear boots on their goat feet if the DM is being at all reasonable - can have Arcane Armor that forms around their nonstandard bits and enables them to access those infusion slots. I know my kitsune/foxkin warlock can't wear boots/shoes/any form of footwear designed for 'humanoid' species; if she was an Armorer instead of a Genielock, she could access those infusion types via Arcane Armor despite her impawdiment.
Please do not contact or message me.
I don't think people break it down like that because it is easy, they do so probably, because it makes sense. In your example, you are saying an entire Plate Armor is enchanted, meaning I suppose that if you take off one part of it, the entire magical effect goes away. Ok. So then armors, which aren't described as having a full suit of armor and only cover the chest that are also enchanted are then better in your line of logic. Why? Because I can mix and match magical gear and get the full effect of each one. Making getting Plate Armor pointless, when I can achieve more, for less.
A Breastplate would be a far better choice for any Artificer then, as it only covers the chest basically, as it is described and you can get 19/20AC with it. All in all, being a fraction of the price.
Light and medium armors are really just a chest and back with maybe some sort of hip covering as well ( think Roman Lorica with the leather hip “feathers” ), can they be naught with additional matching pieces? Sure but those pieces are not required. That is a major part of why there are so many different gauntlets/gloves, helmets/caps/hats, boots/shoes/sandles. Plate armor is different ( along with a suit of chainmail) in that it contains a suite of pieces covering the entire body that is designed from the get-go to function as a unified whole. The L2 infusion enhance armor effectively applies a magical enhancement in some ways similar to mage armor (not the same but similar) to any single piece of armor that , like mage armor, creates a field of protection around the wearer (Albert of only +1). In theory you could apply it to a set of armored shoes at L2 and still get the +1protection. ( might be great for an artificer/barbarian MC) Or you could apply it to the entire panoply of the plate armor and give that a +1. Or to a breastplate or chain shirt, etc. and get the +1 enhancement. At level 9 your able to refine your infusion ability so you get more infusions and can link them to more pieces. So now you get 2 extra infusions that must be used on the pieces of your arcane armor. You still can only have one enhance armour infusion but you can now break down plate armor to 4 “pieces” (chest, helmet, gauntlets, boots) and infuse them each separately. You could still use the enhance armor on the boots but then you can’t use on the chest and can’t infuse the boots to be elvenkind. So you typically infuse the chest with enhance armor, the boots with a footwear enhancement, the helmet with something like goggles of the night, and the gauntlets with something like ogre power so that when combined into the arcane armor you add those benefits to it. If your lucky enough to find an extra +1 plate ( or other armor) you can still infuse the other 3 parts concentrating the enchanted enhancement into the body part and using the enhance armor on a (mundane) shield.
Wisea$$ DM and Player since 1979.
Enhance Armor goes on the chest, not any part that is considered armor. Lv 9 does shows that when it says "armor" it means "chest", not foot or hands, etc. So if you get a +1 Armor, then you don't need the infusion, unless you have a shield, as that is the only other gear you can put it on.
Since the armorer gets heavy armor (which other artificers don’t) it’s semi assumed that that is what is being enhanced as I explained for light and medium armors the body/chest piece is all you have, for heavy you have the 4 pieces/sets. You put the enhanced armor on the body piece not just because the text says there but as I was pointing out - anywhere else would be problematic. Etween L3-8 it doesn’t matter whether you put it on the chest or the boot either applies it of the entire set of plate. this is really why you might want to wear half plate until L9 - if you wear half plate all you have is the body piece and you could use the 6 known and other 1 or 2 actives on the (separate) helmet/gauntlets/boots if you wanted too.
Wisea$$ DM and Player since 1979.
How do I apply an infusion to Lightning Launcher?
At this time, DDB is not able to directly apply infusions to the Armorer weapons. At best, you can add a simple weapon to inventory and customize to rename it Arcane Armor Weapon, then apply an infusion to that.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)