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	<id>https://wydds.wiki/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Midbestie</id>
	<title>Wydd's Wiki - User contributions [en]</title>
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	<updated>2026-05-14T03:50:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7837</id>
		<title>Vaelien</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7837"/>
		<updated>2025-08-21T04:39:22Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Species=Deity&lt;br /&gt;
|Aliases=The Tyrant in Gold&lt;br /&gt;
|Titles=The Preserver, the King of Thorns, the Emperor of Conquered Suns&lt;br /&gt;
|Occupation=Deity&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|continent2=Kaldwyn&lt;br /&gt;
|continent3=Dania&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]], [[Weapons and Wielders]], [[Arcane Ascension]], [[The Lost Edge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vaelien, sometimes Vae'lien, is a god on the continent of [[Mythralis]]. Known as the Tyrant in Gold on [[Kaldwyn]], he is believed to have conquered the entire outside world however, [[Tristan Cadence|Tristan]] has refuted this, claiming he does not rule the entire world.&lt;br /&gt;
&lt;br /&gt;
Vaelien is believed to be the god of fate, time, shadows, and nature. [[Therin Thorn]] tells [[Corin Cadence|Corin]] that Vaelien wields the power of the [[vae essence|Vae Dominion]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You know of the magic of the Vae Dominion, do you not?” &lt;br /&gt;
...I wasn’t sure if I’d heard it referred to in that fashion before, but I knew what he meant. “The power of  the vae’kes,  yes? That’s what the Children of the Tyrant are called in their homeland?” &lt;br /&gt;
“[[Vae’kes]] is the term for the children of the original wielder of the dominion, but yes, that is of what I speak. The one you call the tyrant used this dominion to wrest away some of the True Blade’s power in battle.&amp;quot;&amp;lt;ref name=&amp;quot;Arcane-Ascension4-1&amp;quot;&amp;gt;The Silence Of Unworthy Gods CHAPTER XXXVII – DANGEROUS DEALS&amp;lt;/ref&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
 &lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Aayara Haven]]&lt;br /&gt;
;[[Jacinth]]&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;Vaelien: Black greatsword, with a pommel that appears to be grown out of wood&lt;br /&gt;
&lt;br /&gt;
;Amulet of the Unfaltering Spirit: Once one of Vaelien’s personal possessions, this amulet was said to strengthen the connection between the wearer’s body, essence, and spirit, bolstering all three. It provides near immunity to offensive death and spirit sorcery, as well as resistance to other effects which interfere with the wearer’s essence. &amp;lt;ref name=&amp;quot;wobm3&amp;quot;&amp;gt;''Defying Destiny'' &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7836</id>
		<title>Vaelien</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7836"/>
		<updated>2025-08-21T04:31:47Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Magic Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Species=Deity&lt;br /&gt;
|Aliases=The Tyrant in Gold&lt;br /&gt;
|Titles=The Preserver, the King of Thorns, the Emperor of Conquered Suns&lt;br /&gt;
|Occupation=Deity&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|continent2=Kaldwyn&lt;br /&gt;
|continent3=Dania&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]], [[Weapons and Wielders]], [[Arcane Ascension]], [[The Lost Edge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vaelien, sometimes Vae'lien, is a god on the continent of [[Mythralis]]. Known as the Tyrant in Gold on [[Kaldwyn]], he is believed to have conquered the entire outside world however, [[Tristan Cadence|Tristan]] has refuted this, claiming he does not rule the entire world.&lt;br /&gt;
&lt;br /&gt;
Vaelien is believed to be the god of fate, time, shadows, and nature. [[Therin Thorn]] tells [[Corin Cadence|Corin]] that Vaelien wields the power of the [[vae essence|Vae Dominion]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You know of the magic of the Vae Dominion, do you not?” &lt;br /&gt;
...I wasn’t sure if I’d heard it referred to in that fashion before, but I knew what he meant. “The power of  the vae’kes,  yes? That’s what the Children of the Tyrant are called in their homeland?” &lt;br /&gt;
“[[Vae’kes]] is the term for the children of the original wielder of the dominion, but yes, that is of what I speak. The one you call the tyrant used this dominion to wrest away some of the True Blade’s power in battle.&amp;quot;&amp;lt;ref name=&amp;quot;Arcane-Ascension4-1&amp;quot;&amp;gt;The Silence Of Unworthy Gods CHAPTER XXXVII – DANGEROUS DEALS&amp;lt;/ref&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
 &lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Aayara Haven]]&lt;br /&gt;
;[[Jacinth]]&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;[Vaelien]: Black greatsword, with a pommel that appears to be grown out of wood&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Blake_Hartigan&amp;diff=7835</id>
		<title>Blake Hartigan</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Blake_Hartigan&amp;diff=7835"/>
		<updated>2025-08-21T04:20:33Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Titles=The Ember Lord, Baron Hartigan&lt;br /&gt;
|dominion-sorcery1=Flame&lt;br /&gt;
|dominion-sorcery2=Lightning&lt;br /&gt;
|dominion-sorcery3=Stone&lt;br /&gt;
|dominion-sorcery4=Void&lt;br /&gt;
|dominion-sorcery5=Motion&lt;br /&gt;
|Items=[[Hartigan's Star]], Other Enchanted Rings&lt;br /&gt;
|other-powers=Reincarnation&lt;br /&gt;
|Occupation=Local Lord of Edgelake&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blake Hartigan''' is a character in the [[War of Broken Mirrors]] series. He is one of the three Immortal Sorcerers. He was referenced in [[The Silence of Unworthy Gods]] by Saffron who effectively said that he would not attack a blood descended of Blake as Blake would intervene - thus showing that Blake is strong enough to threaten Vae'kes.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
As of Stealing Sorcery, Blake looks like a normal man in his 50s. He has mostly grey hair with some brown strands remaining. His face has lots of wrinkles and his only sign of wealth is the rings on his hands. He walks with a straight back. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Blake is considered strange by the standards of normal sorcerers. He often spends months in his tower without leaving and gives extremely valuable gifts out to the people who live near him. He has a reputation of being highly dangerous but people under him feel safer when he is around. He is mildly manipulative offering Lydia, who was investigating him for murder, an apprenticeship. Blake insists that he would never commit violence against Edrick Theas and his family over academic disagreements. He is also slightly paranoid installing protections on his dominion marked items so that one has to be connected to them to use them. He also believed that spreading knowledge of dominion marking would lead to the extinction of humanity. Hartigan is more likely to burn a building down than to hire assassins. He is also highly intelligent. Blake was both polite and friendly to Lydia.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Lydia Hastings]]: Blake took Lydia on for training, helping improve her sorcery abilities after she was weakened by Sterling.&lt;br /&gt;
;[[Donovan Tailor]]: Donovan was one of Blake's apprentices. Blake taught Donovan how to make dominion marked items. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Hartigan is a dominion sorcerer and an Immortal Sorcerer. He is famed for his use of flame magic and his creation of Hartigan's Star, a dominion marked ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Flame ====&lt;br /&gt;
Blake is an expert with flame sorcery. His reputation for incinerating dozens of enemies at once earned him the title &amp;quot;The Ember Lord.&amp;quot; Blake's fire spells have been recorded at over 600 domini. According to Kester, as of War of Broken Mirrors 3, Blake can spend around 20 of his personal flame essence without permanent damage. However, Blake's average fire spells is about 400 essence which he gets from spending a single point of personal essence. Kester estimates that Blake has a 1:400 efficiency but when he uses Hartigan's Star his efficiency is 1:600. Wrynn believes that Hartigan has the power to be the Prime Lord of Flame, if all the political issues were to be ignored. Blake is known for burning down cities.&lt;br /&gt;
&lt;br /&gt;
'''Flame Coil'''&lt;br /&gt;
&lt;br /&gt;
Blake can form a serpentine coil of flame that hisses as if alive. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Arrows'''&lt;br /&gt;
&lt;br /&gt;
Blake can create arrows of flame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Lightning ====&lt;br /&gt;
Blake has demonstrated a lightning spell when training Lydia.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Strike'''&lt;br /&gt;
&lt;br /&gt;
Blake can cast lightning bolts with very little focus. He uses the chant &amp;quot;Lightning, descend and strike.&amp;quot; If he focused more the lightning stays true to the path but if he gives minimal attention it will follow metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Stone ====&lt;br /&gt;
Blake has demonstrated the ability to manipulate the stone of his tower.&lt;br /&gt;
&lt;br /&gt;
'''Wall'''&lt;br /&gt;
&lt;br /&gt;
Blake can raise stone walls in his tower with the word &amp;quot;wall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Void ====&lt;br /&gt;
Blake can use void magic.&lt;br /&gt;
&lt;br /&gt;
'''Voidlance'''&lt;br /&gt;
&lt;br /&gt;
Blake can cast a void spell with the word &amp;quot;voidlance&amp;quot; which creates three javelins of void mana which launch at his targets. Void spells excel at cancelling out magic it touches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Motion ====&lt;br /&gt;
Blake demonstrated the ability to manipulate kinetic energy&lt;br /&gt;
&lt;br /&gt;
'''Kinetic Burst'''&lt;br /&gt;
&lt;br /&gt;
Blake waved a hand to send a &amp;quot;burst of kinetic energy&amp;quot; to blast items away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reincarnation ====&lt;br /&gt;
&lt;br /&gt;
Blake Hartigan is immortal in a sense. He managed to perform a ritual which even Kelryssia, a goddess of sorcery failed. The ritual allowed him to take control of his cycle of reincarnation and ensures that when he dies he is reborn with all of his memories. He does not retain his dominion connections and needs to retrain in each life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanting ====&lt;br /&gt;
Hartigan is an expert at enchanting and writes books on dominion bonding. Hartigan is the person who basically invented the process of enchanting rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Bonding =====&lt;br /&gt;
Dominion bonding is the process of flooding an item with one essence type and then binding a spell to the item. A huge amount of his possessions are dominion bonded including his silverware. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Marking =====&lt;br /&gt;
Dominion Marking is a far more complex type of enchanting. Blake's methods of creating dominion marked items involve the use of refined dominion essence. Hartigan uses dominion marks for several reasons: the essence from dominions is stored within the mark rather than the item itself and the ability to connect a dominion marked item to something else - like connecting a person to an item so they can access new types of essence or to use the item as a catalyst to connect to a dominion. Hartigan creates artificial gemstones and then transfers the essence from materials saturated with dominion essence into the gemstone. He then adds the gemstone to an item and applies dominion marks to the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alchemy ====&lt;br /&gt;
Hartigan is well respected for his alchemy ability. Blake keeps extensive alchemical notes, recording all the work he does. Hartigan can make healing potions that are far better than what Mythralis usually has. Blake knows a great deal about alchemy from when attempting to obtain immortality the Tyrenian way. Blake also makes potions that mix antithetical dominion compounds.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hartigan's Star ===&lt;br /&gt;
&lt;br /&gt;
Hartigan's Star is Blake Hartigan's ultimate weapon. A ring with refined essence from the Dominion of Flame and dominion marks. Blake claims that the ring could &amp;quot;consume the world in fire&amp;quot; and that he should have destroyed him but his pride prevented it. The following quote about Hartigan's Star is from Kester.&lt;br /&gt;
&lt;br /&gt;
His star constantly pulls essence as fast as he could make it from the Flame dominion and stores it in the largest mana capacitor he could create, giving himself access to hundreds of thousands of domini of pre-called, immediately usable essence. This allows him to call spells using his maximum power, and then add to that by pulling as much essence as he wants from the ring, adding it to his calling, and the ring will immediately begin refilling itself at his maximum ritual powered calling rate. In essence (ha), Hartigan is walking around with the mana levels, mana transfer speed, and therefore power-boost, of a Sapphire+ attuned. (But only for Flame spells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Various Other Items ===&lt;br /&gt;
&lt;br /&gt;
Hartigan has a ring that allows him to disable the protection ritual on his door. One of the rings that Hartigan wears protects him from sleep spells but needs to be manually activated in advance. Blake has a tiny enchanted device that heats his cauldron. He has countless other dominion bonded items in an armoury.&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Donovan_Tailor&amp;diff=7834</id>
		<title>Donovan Tailor</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Donovan_Tailor&amp;diff=7834"/>
		<updated>2025-08-21T04:18:45Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Friends and Associates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Aliases=Edon&lt;br /&gt;
|Titles=Ascended, God of Ascension&lt;br /&gt;
|other-powers=Artifact Sorcery&lt;br /&gt;
|Occupation=God (Formerly), Head of Edonate religion (Formerly)&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Edon was once the ruler of [[Orlyn]], until he was deposed in a coup. He was the leader of the pantheon of self-made “deities”, who used a form of sorcery drawn from dominion marked items to empower themselves.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Edon appears to be 30 to 35 years old. He has brown hair in a pony tail. He only has faint smile lines. His eyes are the only part of him that show age.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
In the past Donovan preached that humanity shroud strive towards godhood but he felt as if he were punished by the gods after his magic was stolen. Before he lost his magic, he truly believed in sharing knowledge to improve the lives of all. He believes himself as being abandoned by everyone and claimed himself as a god so that the people would have a god that actually cares for them. He is a good talker, managing to found a religion around himself. Donovan did work on solutions to help the uvar children but he did also experiment on them. Edon is quite logical and very smart. Blake Hartigan calls Edon &amp;quot;one of the most paranoid men I've ever met.&amp;quot; Edon originally wanted to share his knowledge of magic but determined it to be too risky and eventually erased parts of his own knowledge. When questioned by [[Velas Jaldin|Velas]] whilst he was imprisoned, Edon tries to gather information and manipulate her. Edon was willing to cheat in [[Taelien Salaris|Taelien's]] battle against his warriors. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== [[Forging Divinity]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Morella]]: Morella is Edon's research partner. They worked together on the Rethri and uvar projects and worked to restore Edon's magic. He and Morella each know parts of the information for their work so they need each other to continue. Edon is ever grateful to Morella for inspiring him to study the 'Eru' phrase he received.&lt;br /&gt;
&lt;br /&gt;
;[[Velas Jaldin|Myros]]: Myros is one of the Gods of Orlyn and is the patron of soldiers and champion of the gods.&lt;br /&gt;
&lt;br /&gt;
;[[Rialla Dianis|Vorain]]: Vorain is one of the Gods of Orlyn and is the patron of the weak and defenseless&lt;br /&gt;
&lt;br /&gt;
;[[Tylan]]: Queen regent &amp;amp; ruler of the city of Orlyn&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
;[[Sytira]]: Edon was once a follower of Sytira but he developed a great anger toward Sytira as he believed that she severed him from his sorcery as a punishment for speaking of mortals trying to reach godhood. However, he is informed by Velas that it was most likely a Vae'kes that stole his sorcery so his current feelings towards the goddess Sytira are unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Edon's magic was stolen from him  making him fully incapable of using dominion sorcery. He manages to use magic by connecting himself to dominion marked items and reverse engineering the phrase his spell gave him when his magic was severed. Edon has no sorcerous aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Artifact Sorcery ====&lt;br /&gt;
After Dononvan's sorcery was taken from him, he began to experiment with connecting himself to dominion marked items. This alone was not enough for Dononvan, who managed to reverse engineer the 'Eru' phrase from his magic's theft to produce a number of different phrases which invoke his dominion marked items in various ways. He used this power to masquerade as a god.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item||Function&lt;br /&gt;
|-&lt;br /&gt;
|Heartlance&lt;br /&gt;
||The Heartlance is an artifact lance that can apply a haste effect to the wielder. Even without having the Heartlance on him, Edon can siphon off energy from its haste function because of his artifact mark connecting him to the effect. The phrase &amp;quot;Eru elan lav kor taris&amp;quot; produces a powerful shockwave that launches people nearby around for a dozen yards. &lt;br /&gt;
|-&lt;br /&gt;
|Hartigan’s Star Prototype 17&lt;br /&gt;
||Hartigan's Star Prototype 17 is a dominion marked ring created by Blake Hartigan which was given to Donovan. The ring pulls essence from the Dominion of Flame and allows the user to use flame sorcery. The phrase &amp;quot;Eru volar shen taris&amp;quot; ceates blue-white flames from the Hartigan's Star prototype. When Lydia used this chant with the same ring it was enough to threaten the Vae'kes Sterling. The &amp;quot;Eru volar shen taris&amp;quot; spell is a radiance spell.&amp;lt;ref name=&amp;quot;AMA&amp;quot;&amp;gt;[https://www.reddit.com/r/podiumentertainment/comments/1k63vxr/comment/moqlkyo/?context=3 ''Reddit-AMA]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|Myros' Armour&lt;br /&gt;
||Myros' armour was dominion marked with a number of enchantments including durability and teleportation. Edon has linked himself to the teleportation function and can teleport the armour and whoever is wearing it away. The phrase &amp;quot;Eru volar proter taris&amp;quot; reinforces the body considerably or creates phantasmal armour. Edon never used this phrase but the phrase was found in his notes. Myros' helmet has sound sorcery abilities and Edon demonstrated ability with sound sorcery so he has likely linked to the helmet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eru Phrases ====&lt;br /&gt;
Edon also has some 'Eru' phrases for artifacts that have not been seen. &lt;br /&gt;
&lt;br /&gt;
'''Eru volis mar sharu taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru volis mar sharu taris' is a counter sorcery ability on a huge scale. This phrase removed all sorcerous effects over a huge area. This seems to be a replication of the gifts of Sytira.&lt;br /&gt;
&lt;br /&gt;
'''Eru volar esu raval taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru volar esu raval taris' is a spell that removed Lydia's invisibility and barrier. Some kind of anti-magic ability.&lt;br /&gt;
&lt;br /&gt;
'''Tesh molain sol ko Eru ravel lares taris'''&lt;br /&gt;
&lt;br /&gt;
'Tesh molain sol ko Eru ravel lares taris' is a phrase Edon has written down in his notes.&lt;br /&gt;
&lt;br /&gt;
'''Eru len kor vesu et taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru len kor vesu et taris' is another phrase from Edon's research notes. &lt;br /&gt;
&lt;br /&gt;
'''Eru ravel lares taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru ravel lares taris' is the phrase Edon received when his sorcery was stolen. He worked out the rest of the 'Eru' phrases from this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rethri Bonding ====&lt;br /&gt;
Edon experimented for years with Rethri and uvar people. He spent a long time working on breaking and remaking Rethri dominion bonds. Edon wanted to swap which dominions Rethri were bonded to. This was done so that he could restore the uvar, crippled Rethri children with no functioning dominion bonds, and heal them.&lt;br /&gt;
&lt;br /&gt;
However, Edon also came up with a theoretical use for the uvar: essence batteries. He would link the uvar to a dominion and then link the uvar to himself. He would keep the uvar is stasis until he needed power and then he would rip power through the uvar as needed. Edon claims that he would have used the uvar batteries as sources of dominion essence so that he could make dominion bonded items to heal the other uvar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanting ====&lt;br /&gt;
Edon knows about enchanting from his apprenticeship with [[Blake Hartigan]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Marking =====&lt;br /&gt;
Dominion marking is a rare type of enchanting on Mythralis. Dominion marks can connect things to dominions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
Edon is supposedly immortal, seeming to become younger after ascending to &amp;quot;godhood&amp;quot; and then not aging. The method of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vae%27kes&amp;diff=7833</id>
		<title>Vae'kes</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vae%27kes&amp;diff=7833"/>
		<updated>2025-08-21T04:11:56Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|magic-type1=&lt;br /&gt;
|Series=[[War of Broken Mirrors]], [[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
The Vae'kes are demigod &amp;quot;children&amp;quot; of [[Vaelien]] (sometimes Vae'lien) who all have the ability to permanently steal magic from others. The Vae'kes are very resilient and hard to hurt. It is unclear if the Vae'kes are really the children of Vaelien or something else. They are believed to be immortal. Vae'kes are typically slightly weaker to light and light-based mana types. They are known as Children of the Tyrant on Kaldwyn.&lt;br /&gt;
&lt;br /&gt;
The personalities of the Vae'kes are warped by their build up of Vae essence. Some of the Vae'kes lean into this change heavily and others take extreme measures to retain their sense of self. This creates something of a factional divide.&amp;lt;ref name=&amp;quot;Andrew-Answers-1&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1193671316373524600 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Vae'kes magic theft interacts with multiple layers of self, however, the interaction with the layers are just a component of the theft, not how it works.&amp;lt;ref name=&amp;quot;Andrew-Answers-2&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1042148265459732500 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Vae'kes generally translates to &amp;quot;that which takes&amp;quot; (kes meaning &amp;quot;that which&amp;quot;, vae meaning &amp;quot;take&amp;quot;).&amp;lt;ref name=&amp;quot;Andrew-Answers-3&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/795778531976019968 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== List of Vae'kes ==&lt;br /&gt;
&lt;br /&gt;
* [[Aayara Haven|Aayara]] - One of the eldest Vae'kes, known as the Lady of Thieves. She is &amp;quot;tremendously ancient&amp;quot; and even gods fear her. She is known for stealth, illusions and concealment powers.&lt;br /&gt;
&lt;br /&gt;
* [[Jacinth]] - Another of the eldest Vae'kes, known as the Blackstone Assassin. The rival/lover/sibling of Aayara. Jacinth kills people before they can respond.&lt;br /&gt;
&lt;br /&gt;
* [[Jonathan Sterling|Sterling]] - Has strong defensive power.&lt;br /&gt;
&lt;br /&gt;
* Diamond - A Vae’kes that lives in Selyr.&lt;br /&gt;
&lt;br /&gt;
* Sharp - A Vae’kes that lives in Selyr.&lt;br /&gt;
&lt;br /&gt;
* [[Saffron]] - Has overwhelming regenerative power.&lt;br /&gt;
&lt;br /&gt;
* [[Lavender]] - Has some ability to see the future&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vae%27kes&amp;diff=7832</id>
		<title>Vae'kes</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vae%27kes&amp;diff=7832"/>
		<updated>2025-08-21T04:11:45Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* List of Vae'kes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|magic-type1=&lt;br /&gt;
|Series=[[War of Broken Mirrors]], [[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
The Vae'kes are demigod &amp;quot;children&amp;quot; of [[Vaelien]] (sometimes Vae'lien) who all have the ability to permanently steal magic from others. The Vae'kes are very resilient and hard to hurt. It is unclear if the Vae'kes are really the children of Vaelien or something else. They are believed to be immortal. Vae'kes are typically slightly weaker to light and light-based mana types. They are known as Children of the Tyrant on Kaldwyn.&lt;br /&gt;
&lt;br /&gt;
The personalities of the Vae'kes are warped by their build up of Vae essence. Some of the Vae'kes lean into this change heavily and others take extreme measures to retain their sense of self. This creates something of a factional divide.&amp;lt;ref name=&amp;quot;Andrew-Answers-1&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1193671316373524600 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Vae'kes magic theft interacts with multiple layers of self, however, the interaction with the layers are just a component of the theft, not how it works.&amp;lt;ref name=&amp;quot;Andrew-Answers-2&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1042148265459732500 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Vae'kes generally translates to &amp;quot;that which takes&amp;quot; (kes meaning &amp;quot;that which&amp;quot;, vae meaning &amp;quot;take&amp;quot;).&amp;lt;ref name=&amp;quot;Andrew-Answers-3&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/795778531976019968 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== List of Vae'kes ==&lt;br /&gt;
&lt;br /&gt;
* [[Aayara Haven|Aayara]] - One of the eldest Vae'kes, known as the Lady of Thieves. She is &amp;quot;tremendously ancient&amp;quot; and even gods fear her. She is known for stealth, illusions and concealment powers.&lt;br /&gt;
&lt;br /&gt;
* [[Jacinth]] - Another of the eldest Vae'kes, known as the Blackstone Assassin. The rival/lover/sibling of Aayara. Jacinth kills people before they can respond.&lt;br /&gt;
&lt;br /&gt;
* [[Jonathan Sterling|Sterling]] - Has strong defensive power.&lt;br /&gt;
&lt;br /&gt;
* Diamond - A Vae’kes that lives in Selyr.&lt;br /&gt;
&lt;br /&gt;
* Sharp - A Vae’kes that lives in Selyr.&lt;br /&gt;
&lt;br /&gt;
* [[Saffron]] - Has overwhelming regenerative power.&lt;br /&gt;
&lt;br /&gt;
* [[Lavendar]] - Has some ability to see the future&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7831</id>
		<title>Vaelien</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vaelien&amp;diff=7831"/>
		<updated>2025-08-21T04:03:46Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: added links &amp;amp; family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Species=Deity&lt;br /&gt;
|Aliases=The Tyrant in Gold&lt;br /&gt;
|Titles=The Preserver, the King of Thorns, the Emperor of Conquered Suns&lt;br /&gt;
|Occupation=Deity&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|continent2=Kaldwyn&lt;br /&gt;
|continent3=Dania&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]], [[Weapons and Wielders]], [[Arcane Ascension]], [[The Lost Edge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vaelien, sometimes Vae'lien, is a god on the continent of [[Mythralis]]. Known as the Tyrant in Gold on [[Kaldwyn]], he is believed to have conquered the entire outside world however, [[Tristan Cadence|Tristan]] has refuted this, claiming he does not rule the entire world.&lt;br /&gt;
&lt;br /&gt;
Vaelien is believed to be the god of fate, time, shadows, and nature. [[Therin Thorn]] tells [[Corin Cadence|Corin]] that Vaelien wields the power of the [[vae essence|Vae Dominion]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You know of the magic of the Vae Dominion, do you not?” &lt;br /&gt;
...I wasn’t sure if I’d heard it referred to in that fashion before, but I knew what he meant. “The power of  the vae’kes,  yes? That’s what the Children of the Tyrant are called in their homeland?” &lt;br /&gt;
“[[Vae’kes]] is the term for the children of the original wielder of the dominion, but yes, that is of what I speak. The one you call the tyrant used this dominion to wrest away some of the True Blade’s power in battle.&amp;quot;&amp;lt;ref name=&amp;quot;Arcane-Ascension4-1&amp;quot;&amp;gt;The Silence Of Unworthy Gods CHAPTER XXXVII – DANGEROUS DEALS&amp;lt;/ref&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
 &lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Aayara Haven]]&lt;br /&gt;
;[[Jacinth]]&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Defying_Destiny&amp;diff=7830</id>
		<title>Defying Destiny</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Defying_Destiny&amp;diff=7830"/>
		<updated>2025-08-21T04:00:57Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Book&lt;br /&gt;
|cover=&lt;br /&gt;
|caption=&lt;br /&gt;
|series=War of Broken Mirrors&lt;br /&gt;
|prequel=Stealing Sorcery&lt;br /&gt;
|setting=[[Mythralis]]&lt;br /&gt;
|release_date=2019-09-10&lt;br /&gt;
}}&lt;br /&gt;
Defying Destiny is the third book in the [[War of Broken Mirrors]] series.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Publisher Description ==&lt;br /&gt;
It’s been almost a year since the Trials of Unyielding Steel.&lt;br /&gt;
&lt;br /&gt;
When [[Lydia Hastings|Lydia]] gets a lead on the whereabouts of [[Jonathan Sterling]], she concludes her training with a legendary [[Blake Hartigan|immortal sorcerer]] and puts a plan in motion for his capture.&lt;br /&gt;
&lt;br /&gt;
Near Selyr, [[Taelien Salaris|Taelien]] reunites with an old friend — [[Wrynn Jaden]], the legendary Witch of a Thousand Shadows — and meets with [[Jonan Kestrian|Jonan]] to make a deal.&lt;br /&gt;
&lt;br /&gt;
[[Jonan Kestrian|Jonan]], of course, has other concerns. His master, the legendary [[Aayara Haven|Lady of Thieves]] herself, has given him a new assignment — one that hints at world-shaping events, if he can survive the mission. He’ll partner with [[Velas Jaldin|Velas]], but she has her own problems to deal with, including a revelation that will test where her loyalties truly lie&amp;lt;ref name=&amp;quot;goodreads&amp;quot;&amp;gt;''Goodreads''[https://www.goodreads.com/book/show/50855568-defying-destiny]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Book Summary ==&lt;br /&gt;
''For a chapter-by-chapter summary, see [[Defying Destiny/Summary]]''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Available Editions ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Notes ==&lt;br /&gt;
References&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Forging_Divinity&amp;diff=7829</id>
		<title>Forging Divinity</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Forging_Divinity&amp;diff=7829"/>
		<updated>2025-08-21T03:59:06Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: added links to Tae'os Pantheon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Book&lt;br /&gt;
|cover=[[File:WoBM1-Cover-eBook.jpg|200px]]&lt;br /&gt;
|caption=Cover by [[Daniel Kamarudin]]&lt;br /&gt;
|series=War of Broken Mirrors&lt;br /&gt;
|sequel=Stealing Sorcery&lt;br /&gt;
|setting=[[Mythralis]]&lt;br /&gt;
|release_date=2015-02-13&lt;br /&gt;
}}&lt;br /&gt;
Forging Divinity is the first book in the [[War of Broken Mirrors]] series, and the first book chronologically. TODO&lt;br /&gt;
&lt;br /&gt;
== Publisher Description ==&lt;br /&gt;
&lt;br /&gt;
Forging Divinity is an epic fantasy with a strong emphasis on intelligent characters, political schemes, and well-developed magic systems. If you enjoy reading about characters that try to use their abilities cleverly to solve problems, you'll probably enjoy the book. If you prefer stories where magic remains more mystical and vague, it probably wouldn't be to your tastes.&lt;br /&gt;
&lt;br /&gt;
Here's a quick blurb:&lt;br /&gt;
Some say that in the city of [[Orlyn]], godhood is on sale to the highest bidder. Thousands flock to the city each year, hoping for a chance at immortality.&lt;br /&gt;
&lt;br /&gt;
[[Lydia Hastings]] is a knowledge sorcerer, capable of extracting information from anything she touches. When she travels to Orlyn to validate the claims of the local faith, she discovers a conspiracy that could lead to a war between the world's three greatest powers. At the focal point is a [[Taelien Salaris|prisoner]] who bears a striking resemblance to the long-missing leader of the [[Tae'os Pantheon|pantheon]] she worships.&lt;br /&gt;
&lt;br /&gt;
Rescuing the [[Taelien Salaris|prisoner]] would require risking her carefully cultivated cover - but his execution could mean the end of everything Lydia holds dear.&lt;br /&gt;
&lt;br /&gt;
== Book Summary ==&lt;br /&gt;
''For a chapter-by-chapter summary, see [[Forging Divinity/Summary]]''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Available Editions ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7828</id>
		<title>Corin Cadence</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7828"/>
		<updated>2025-08-11T02:51:32Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Magic Items */  Stabbington!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Enchanter&lt;br /&gt;
|attunement-location1=Forehead&lt;br /&gt;
|attunement2=Arbiter&lt;br /&gt;
|attunement-location2=Right Hand&lt;br /&gt;
|crystal-shrine1=Transcendence&lt;br /&gt;
|crystal-mark1=Transcendence&lt;br /&gt;
|crystal-mark-location1=Left Hand&lt;br /&gt;
|Occupation=Student at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
}}&lt;br /&gt;
Corin Cadence is the point of view character for the Arcane Ascension series of books.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Corin has wavy black hair and gray eyes like his sister Sera. He notes about both Sera and himself &amp;quot;Neither of us was as skinny as Marissa, but we were both in good shape&amp;quot;. Corin has minor near-sightedness and red-green colour blindness, however, no one in series (including Corin himself) has realised this.&amp;lt;ref name=&amp;quot;Andrew-Answers&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1193677877376458752 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Corin is very introverted and socially inept. He shows aversion to touch, which is implied to be due to his father's abuse. He is very loyal and goes to great lengths to help his friends even thoughtlessly. He prefers the analytical approach to problems over violence, which can be seen in his preference of puzzle rooms over monster rooms inside the Serpent Spire. He also frequently states his absolute dislike of colored tile puzzles, which is a hidden reference to the author, who is color-blind. He seems to be asexual, but biromantic.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
Corin was born to Magnus Cadence and Laura Lyran and is the second son of the house of Cadence. He was very close with his brother and attended school with many of his friends like Sera and Patrick. This changed after Tristan's disappearance as his mother took Sera's family when she left and Corin's father started homeschooling him to prepare him for his Judgement. Magnus would hit Corin to the point of scarring in private. He and Corin are shown to have quite a poor relationship and many of Corin's emotional problems seem to be due to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sufficiently Advanced Magic ===&lt;br /&gt;
Corin's story starts when he takes his [[Judgement]] in the [[Serpent Spire]], in which he gains the book [[Trials of Judgment]], which is a communication journal linked to [[The Voice of the Tower]]. During his judgment, he discovers a prison containing [[Echion Valden]], [[Vera Corrington]], and [[Keras Selyrian]], who he releases. [[Katashi]] attacks the group after the prison break, clashing with Keras, while Vera and Corin escape with Echion. After leading Corin to a pool where he gains the [[Enchanter]] [[attunement]], [[The Voice of the Tower]] asks Corin to tell [[Lyras Orden]] what happened. Soon after, Corin is reacquainted with Sera Cadence, who [[Magnus Cadence|Corin's father]], has just legitimized. Corin then goes to [[Lorian Heights Academy]], where he is reacquainted with [[Patrick Wayland]] and [[Roland Royce]]. At school he enchants various things for [[Jin Dalen]], befriends [[Marissa Callahan]], and forms a apprentice-mentor relationship with [[Lyras Orden|Professor Orden]] and [[Professor Vellum]]. Additionally, he makes Patrick his retainer in order for Patrick to be able to ask Sera to the [[midwinter ball]].&lt;br /&gt;
While Corin is helping to defend against a monster attack on [[Beaufort]], He meets Katashi again. Katashi tasks Corin with bringing Vera to the Serpent Spire to judge her for the kidnapping of his brother, Visage [[Tenjin]]. Corin heads to the tower with Jin Dalen, Sera Cadence, Professor Orden, [[Derek Hartigan]], and Vera Corrington. Professor Orden betrays the group and reveals that she and Tristan were involved with the kidnapping of Tenjin. After Corin, Jin, and a power-boosted Sera defeat a mind-controlled Derek and Professor Orden, Jin betrays the group and attempts to kill Vera for her role in the Artificial God-Beast attunement project. After Corin stops Jin from killing Vera and stabilizes her, he uses the [[Jaden Box]] to summon Katashi. As thanks for successfully completing the mission of bringing Vera to the Spire, Katashi gives Corin an [[Arbiter]] attunement on his right hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On the Shoulders of Titans ===&lt;br /&gt;
Corin starts the second book looking at Trials of Judgment with the message and asks for proof that the writer is actually Tristan as he claims. He writes to his mother asking for meeting. The next day, Corin wakes and watches Keras and Derek sparing on the roof. Corin reveals his Arbiter attunement as Carnelian level to Derek whilst they talk about going into the Spire. Derek gives Corin an emergency signal stick. Corin and Marissa ask Keras for training and he promises to try. Corin travels to the shop [[Climber’s Court]] and talks to Lars. He then goes to see Researcher 437-C who explains the basics of the Arbiter attunement to him. Corin goes to his duelling class and is partnered with Mara. They are set against Sera and Patrick, resulting in Corin and Mara winning. Corin speaks with Vellum about the potion Sera drank which Vellum reveals to be [[attunement primer]] solution. Corin talks to Derek about having Sheridan Theas heal Sera. Corin speaks to Keras about learning sorcery and the Children of the Tyrant in Gold. Corin and his friends search through all the items in the Jaden Box. Corin watches as Keras creates a replication of [[Dawnbringer]] and Corin begins to enchant the blade. Corin borrows Wrynn's jumping ring and practices with it on the roof. Corin tests his Arbiter attunement's function to empower Patrick's attunement. Corin assists Mara in her monster hunting class. He practices transferring enchantments, moving the life mana from the regeneration rock to a bracer. The next day Corin meets Sheridan Theas and pays them with his mana watch to heal Sera. &lt;br /&gt;
&lt;br /&gt;
Corin trains with Mara and Keras on Derek's roof. At Lorian Heights Corin empowers his Enchanter attunement to Carnelian with his Arbiter attunement to help resist a Controller in his lesson. Patrick tells Corin about Jin being in the hospital and Corin visits. Corin later practices with his transference mana and later completes a few exams at the academy. Corin &amp;quot;volunteers&amp;quot; to help set up the duelling tiles so he can find out about the enchantments in advance. In the class Corin is pitted against Mara and they fight and Corin wins through the use of his items. Corin helps finsish the Dawnbringer replica for Patrick. Corin talks to Jin and allows him to help with the school exams despite betraying them. Corin begins the fake spire test with his team which after numerous challenges leads to a simulacrum of Professor Meltlake as the final challenge who beats them all. Back at Derek's house, Corin overhears Sera and Keras talking with Keras insisting that something is too dangerous at Sera's level. Corin and Sera talk about Ceris with Keras. Corin later goes to see Sheridan and asks about the Arbiter attunement and about how Katashi managed to infuse a large amount of mana into Mara's attunement. Corin pays for the information with the usage of his Arbiter attunement on Sheridan. Corin sends a letter to Elora Theas. Corin practices making liquid mana and then begins to look into learning life magic. Corin does his exams in his Understanding Attunements, Introductory Runes and Permanent Enchantments classes doing poorly in Permanent Enchantments. Corin spends the next few days feeling bad about using a fake anchor in his Permanent Enchantments exam as he feels he has let down Professor Vellum and meets with Jin who tells him that they are both being followed. Corin manages to trace the follower with an enchantment and finds the Blackstone Bandit and his crew who tell the pair to go. Corin later talks with Sera and they realise that Magnus was stopping Corin sending and receiving letters from Sera and his mother when he was younger. &lt;br /&gt;
&lt;br /&gt;
Corin runs out and goes to Keras and asks for help getting stronger. Corin trains his ability to manipulate the auras from enchanted swords and learns to make mana threads. Corin and his group go to the new exam and are set up with another group containing [[Rupert Kent]], [[Loria Marshal]], [[Kyra Dyson]], [[Desmond Vyers]] and [[Roland Royce]]. One of the wagons the groups are with explodes and Corin chases after Mara who has gone after the horses. He fights some attackers (students on opposing teams). The groups identify and defeat the traitors and then get to the settlement. Corin goes with Patrick and Mara to a faked Temple of Fire and rescues some students. Corin is called away by people from Valia’s Divinatory Division and he notices that one of them ([[Carter]]) has a mark that signifies them as a servant of the Tyrant in Gold. The soldiers take him to Elora Theas and they exchange questions. Corin watches as the Vae'kes [[Saffron]] butchers the soldiers to save Carter. Corin is compelled to sit by Saffron and uses the compulsion ring to try and resist Saffron's control. Corin pretends to work for the vae'kes [[Sterling]] until Elora manages to teleport herself and Corin to Derek's house. Corin runs to Sera's room and grabs her sword Ceris, absorbs Elora's Sapphire level spell with the blade and uses it on Saffron. Keras arrives in time to save Corin and after Saffron runs away, they talk about how Corin can grow stronger. Corin is healed by Sheridan and then speaks with Elora about Tristan. Corin and his friends prepare for the winter ball and once they arrive Corin dances with Jin and talks with Cecily. [[Mizuchi]] attacks the ball and all the students are forced to watch as she kills the councillors who sought aid from the Tyrant in Gold. Corin struggles to move against Mizuchi's compulsion and empowers Mara to [[Sunstone]]. Corin faces down Mizuchi and backs off, then tries to heal Patrick. Corin tries to heal Vellum after she banishes Mizuchi. Corin and his friends work out how to enter the Serpent Spire with Elora and Keras. Magnus Cadence arrives at the house and beats Corin and Corin begins to hit Magnus back when he goes to hit Patrick. Sera intervenes when Magnus gains the upper hand and Magnus stops beating Corin and leaves. Corin takes Keras to the Climber's Court to pick up equipment for the spire climb and then Corin recruits Researcher to act as a diviner for finding Tristan in the spire. The group manage to entire the sealed spire with Elora's aid but Keras and Researcher are separated by the teleportation. Corin manages to track Tristan and the remaining group of Corin, Patrick, Mara and Sheridan manage to traverse the spire until Tristan hijacks a portal to summon Corin to him. Corin meets with Tristan in person for the first time in years and they talk and Tristan explains he is trapped in the spire. Corin and Tristan are interrupted by Sera who was summoned into the Spire by Mizuchi who attacks them all. They manage to get rid of Mizuchi through teleportation and Tristan takes them into Tenjin's sanctum. Corin and his friends leave the spire. Corin visits Vellum in the hospital and admits to using a premade anchor in Vellum's exam. The book ends with Corin and his friends getting on the train to Caelford.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Torch That Ignites the Stars ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Silence of Unworthy Gods ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== When Wizards Follow Fools ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Magnus Cadence]]: Father with whom he has an antagonistic relationship.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin likens conversations with his father to duels in his mind, keeping track of the current power dynamic meticulously.&lt;br /&gt;
;[[Laura Lyran]]: Mother he has not seen for at least four years.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Tristan Cadence]]: Older brother. Disappeared into the Serpent Tower during his Judgment. Presumed deceased.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin remembers his brother as being self-sacrificing, 'lifting [Corin] up, even at his own expense'&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
;[[Sera Cadence]]: Younger sister through Magnus Cadence.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; It is hinted at by Thorn that Sera is actually Corin's twin.&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Patrick Wayland]]: One of Corin's childhood friends, now his first retainer. An [[Elementalist]] and magical weapon enthusiast.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Marissa Callahan]]: Corin's friend, teammate, and frequent sparring partner.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot;&amp;gt;''On the Shoulders of Titans'' &amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jin Dalen]]: A mysterious foreign student from [[Edria|East Edria]] with a [[Sunstone]] level [[Mesmer]] attunement. His family is sworn to House Dalen, the former ruling house of East Edria from the days before it was under Edrian rule. He was badly injured after fighting against Corin in the Serpent Spire, but escaped using Corin's return bell&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. They currently have a strained relationship.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Cecily Lambert]]: One of Corin's closest childhood companions. Corin was possibly supposed to become engaged to Cecily. She is now a partner in his enchanting endeavors. &amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Keras Selyrian]]: Mysterious foreign swordsman currently serving as Corin's bodyguard in order to get into the good graces of [[Katashi]], the Visage of Valor.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; He has taken to training Corin and Mara in his fighting style.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Derek Hartigan]]: Heir to House Hartigan, an ancient noble house. Has an Emerald level [[Soulblade]] attunement. Corin, Sera, and their friends excluding Jin), spent the second half of the school year living at his place.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Elora Theas]]: Heir to House Theas, an ancient noble house. She's an Emerald level [[Summoner]], Derek's former (current?) paramour, and has a contract with the God Phoenix. She's also heavily involved with the same conspiracy that as Tristan and Lyras, but her real goals are unknown.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Sheridan Theas]]: Elora Theas' sibling, and a follower of Wydd. Wields the restricted [[Necromancer]] attunement, but specializes in healing. Derek usually refers to them by the nickname &amp;quot;Deni”.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Vera Corrington]]: Tower explorer that Corin first encountered during his Judgment. HE broke her out of a cell, then she stabbed him in the back. Eventually, he found her and escorted her back to the tower, where she turned herself in to [[Katashi]] to help prevent collateral damage from some of her actions related to ambushing [[Tenjin]], one of the visages.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
;[[Antonia Meltlake]]: Teaches &amp;quot;General Magic Theory&amp;quot; class&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;, and test proctor&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;. Climbs the Tiger Spire with Corin and his companions.&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jonathan Teft|Lord Jonathan Teft]]: A [[Citrine]] level [[Shaper]] and Lord in Valia. In charge of Hydra Class. Teaches dueling&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Lyras Orden]]: A [[Wayfarer]] and [[Enchanter]] of unknown levels. In charge of Serpent Division and member of the Whispers, an organization that secretly serves the visages. Orden was involved with a conspiracy to kidnap the visage [[Tenjin]], and she betrayed the team during a spire expedition in the middle of the first year&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Professor Vellum]]: An [[Enchanter]] and [[Abjurer]] of unknown level. Teaches classes on permanent enchantments. Served as Corin's mentor for most enchanting-related studies during the first year. She severely hurt herself rescuing Corin and other students from Mizuchi during the winter ball&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Some of the known magic and abilities available to Corin.&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Arbiter]]||Hand||Transference&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||Life&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||Head||Transference&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||Mental&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transcendence Mark]]||Hand||Transcendence&amp;lt;ref name=&amp;quot;aa3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' &amp;lt;/ref&amp;gt;||-||-||&lt;br /&gt;
Allows for the use of Transcendence mana through a bond with the Transcendence Crystal&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Selys-Lyann Bond||Unknown||Spirit||-||-||&lt;br /&gt;
A contract with the spirit inside Selys-Lyann, Therin Thorn. The contract grants Corin spirit mana.&lt;br /&gt;
|-&lt;br /&gt;
|Null Contract Gauntlet||-||Spirit||-||-||&lt;br /&gt;
An item Corin made to enhance his attunement's growth. It also gives him access to spirit mana.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enchanter Attunement ===&lt;br /&gt;
Corin is able to create permanent magic items through his Enchanter attunement. He is best known for making items that give him an advantage in combat against others, even to the point of &amp;quot;cheating&amp;quot;. Enchanting works through embedding runes onto materials to create effects. Corin's Enchanter attunement is on his head which means he can cast spells with just mental concentration as long as the spells only effect himself. Corin has a shroud, a magical aura that slows down or stops attacks, from his attunement. Corin's Enchanter attunement is Carnelian level. Unlike other Enchanters, Corin can modify attunements because of his Arbiter attunement. The Enchanter attunement gives Corin transference and mental mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanter Function ====&lt;br /&gt;
&lt;br /&gt;
'''Enchanting'''&lt;br /&gt;
&lt;br /&gt;
The main function for the Enchanter attunement is the ability to perform [[enchanting]]. Applying magical effects to items. Corin does this through carving Kaldwyn runes into items. Each component of the enchantment is in an individual rune: activation, capacity, recharge, function etc. Each rune uses up some of the item's enchantment capacity so some materials are better for enchanting than others. &lt;br /&gt;
&lt;br /&gt;
'''Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
Corin can also use subglyphs to enchant items or modify attunements. This style involves creating a container rune which is filled with a set amount of essence. Once filled a mental mana spell like 'Analyze Attunement Composition' or 'Apply Sub-Glyphs' is cast that allows the enchanter to program the container rune with sub-glyph sequences which determine how the essence will be shaped by the enchantment. A knowledge of the sub-glyph language is needed for this type of enchanting.&lt;br /&gt;
&lt;br /&gt;
'''Mana Crystal Creation'''&lt;br /&gt;
&lt;br /&gt;
Creating mana crystals is not a function of the Enchanter attunement but can be performed with any mana types. However, making these crystals is important for Corin because they are needed for enchanting. Corin can create the crystal and then fill them with whatever mana he wants (that he access to). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transference Mana ====&lt;br /&gt;
Transference mana helps build up Corin's speed passively, making him naturally faster. &lt;br /&gt;
&lt;br /&gt;
'''Transference Burst'''&lt;br /&gt;
&lt;br /&gt;
Corin can convert the grey mana in his hand to transference mana. He then holds this for several seconds before releasing it creating a shockwave. He can also charge transference mana in his forehead to cause devastating headbutts. Sometimes nicknamed the Explodey Fist technique. Corin can charge this for about five seconds before he starts to cause him pain.&lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin has demonstrated the ability to use transference mana to cast a Haste spell to increase his speed. He has trouble controlling his movements due to his lack of perception mana. Haste spells add extra force to every action but do not compensate for the extra speed resulting in long acclimation periods needed every time a higher level spell is used.&lt;br /&gt;
&lt;br /&gt;
'''Mana Threads'''&lt;br /&gt;
&lt;br /&gt;
Corin can create threads of mana that he can use to connect to items. Corin can sense and manipulate auras from items the threads connect to. Corin can recharge items through mana threads. Mana threads can serve as conduits for Corin's magic.&lt;br /&gt;
&lt;br /&gt;
'''Shroud Manipulation''' &lt;br /&gt;
&lt;br /&gt;
Corin can reshape his shrouds to his needs. He has demonstrated the ability to create daggers and swords from his shrouds. The shroud blades are a mix of grey and transference mana that cause anything that contacts the blade to be cut or deflected.&lt;br /&gt;
&lt;br /&gt;
'''Transference Blasts'''&lt;br /&gt;
&lt;br /&gt;
Corin can launch blasts of transference mana. Transference mana can be used to push things around. He can also release waves of transference mana. Corin can use these bursts to move himself by blasting himself in the direction he needs.&lt;br /&gt;
&lt;br /&gt;
'''Blade Encircling'''&lt;br /&gt;
&lt;br /&gt;
Corin can create a thin layer of transference mana that flows from his hand and encircles a sword he holds.&lt;br /&gt;
&lt;br /&gt;
'''Aura Manipulation'''&lt;br /&gt;
&lt;br /&gt;
Corin has the ability to link to an enchanted item's aura and manipulate it in various ways. He has used it to project the aura as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Mass Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin casts the 'Mass Haste' spell verbally, releasing transference mana into the air as he casts it. This is a haste spell that effects him and his allies. &lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can easily move mana from items to other items. He can also very quickly transfer mana from himself into an item because both of his attunements give him transference mana.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mental Mana ====&lt;br /&gt;
Mental mana helps increase Corin's mental processing and his memory. The increasing amount of mental mana means Corin rarely misses when he uses ranged weapons or throws swords because his subconscious mental calculations are improving.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin can resist magical compulsions by converting his grey mana to mental and cycling through his mind. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Identify'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Identify' is a spell that creates auras around magical items. The auras can only be seen by Corin and they glow the colour that matches the mana type with the highest concentration.&lt;br /&gt;
&lt;br /&gt;
'''Identify'''&lt;br /&gt;
&lt;br /&gt;
'Identify' is an upgrade on the 'Lesser Identify' spell. This spell provides details about functions of items Corin uses the spell on.&lt;br /&gt;
&lt;br /&gt;
'''Analyze Attunement Composition'''&lt;br /&gt;
&lt;br /&gt;
'Analyze Attunement Composition' is spell that allows Corin to view and edit sub-glyphs. To Corin the sub-glyphs appear on paper sorted by what they do. For example the sub-glyphs relating to transference mana are sorted together. Corin is able to, briefly, enhance the level of an attunement by overwriting the safety functions.&lt;br /&gt;
&lt;br /&gt;
'''Accelerated Computation'''&lt;br /&gt;
&lt;br /&gt;
'Accelerated Computation' massively increases Corin's processing abilities. He uses this spell to calculate where to move in advance when he uses his Haste spell. He also uses it in combat to work out how long until he manages to strike or is struck. He also uses it to sort sub-glyphs faster when using 'Analyze Attunement Composition'.&lt;br /&gt;
&lt;br /&gt;
'''Apply Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
'Apply Sub-Glyphs' is effectively an extension of Analyze Attunement Composition. Apply Sub-Glyphs allows Corin to “write” sub-glyphs.&lt;br /&gt;
&lt;br /&gt;
'''Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Detect Aura' allows Corin to view the shroud of a person or the mana of items in his view. As his attunement level has increased, his ability to discern specifics with this spell has as well.&lt;br /&gt;
 &lt;br /&gt;
'''Analytical Arrow of Direction'''&lt;br /&gt;
&lt;br /&gt;
'Analytical Arrow of Direction' shows the distance from a target Corin seeks.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Tracking Analytical Arrow'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Tracking Analytical Arrow' is a spirit based version of 'Analytical Arrow of Direction'. It creates a gleaming arrow in Corin's vision. This spell traces the spirit signature of whatever Corin uses as a focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spessartine ====&lt;br /&gt;
Spessartine is an artificial attunement level created by Constantine. It is an intervening level between Sunstone and Citrine. Corin built this level into his Enchanter attunement. Corin can activate this level at will with the mentally activated command &amp;quot;Activate Spessartine&amp;quot;. This grants Corin access to light mana. The Spessartine level lasts for 5 minutes after activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Light Mana ====&lt;br /&gt;
Corin can only access light mana when he activates Spessartine. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Light'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast the 'Lesser Light' spell which forms a sphere of light over his hand.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Radiance Mana ====&lt;br /&gt;
Tavare tries to teach Corin to form radiance mana. Radiance mana is a combination of light and transference and a subessence of constellations mana.&lt;br /&gt;
&lt;br /&gt;
'''Corkscrew Blast'''&lt;br /&gt;
&lt;br /&gt;
Corin failed to produce the same type of radiance mana that Tavare uses but instead formed a twisting corkscrew burst of light and transference. This corkscrew mana moves very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Shivering Shroud'''&lt;br /&gt;
&lt;br /&gt;
'Shivering Shroud' is a defensive technique formed from the ice of Selys-Lyann and his twisting light, transference combination. It creates a brilliant frost in Corin's aura that can reflect attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Peridot ====&lt;br /&gt;
A second artificial level made by Constantine. It is an interval level between Citrine and Emerald. Corin built this level into his Enchanter attunement but it currently has no functionality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbiter Attunement ===&lt;br /&gt;
The Arbiter attunement focuses on giving purified mana into others to increase, or replenish, their mana. The attunement purifies all of Corin's mana. This attunement gives him a second shroud. Corin's Arbiter attunement is Carnelian level. The Arbiter attunement has the ability to allow access to the hidden sections of attunements and Corin modified his Arbiter attunement to give him this function immediately rather than at Citrine level. The Arbiter attunement gives Corin transference and life mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arbiter Functions ====&lt;br /&gt;
&lt;br /&gt;
'''Mana Purification'''&lt;br /&gt;
&lt;br /&gt;
The Arbiter attunement purifies Corin's mana automatically to prevent him giving mana poisoning to others when he transfers them mana.&lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can transfer mana to another for two possible reasons: restoring a currently depleted mana pool or overflowing a mana pool to make the attunement permanently increase a little.  &lt;br /&gt;
&lt;br /&gt;
'''Attunement Movement'''&lt;br /&gt;
&lt;br /&gt;
Arbiters can move attunements from one location on an attuned's body to another location, such as moving an attunement from an arm to a leg. It is also possible to move an attunement from one attuned to another, although there are significant risks to that. When moving an attunement from one person to another, the person must be acclimated to mana in their bodies. An quartz-level attunement could safely be moved to an unattuned, but a citrine attunement could only be moved to another citrine level attuned. If this requirement is not met, the person who is being granted the attunement generally explodes. This process cannot be performed without the direct consent of the attuned due to safeguards built into attunements.&lt;br /&gt;
&lt;br /&gt;
'''Attunement Decryption'''&lt;br /&gt;
&lt;br /&gt;
Some attunement functions' subglyphs are encrypted, and impossible to read or change. At Citrine level, the arbiter attunement grants the ability to read and modify these restricted functions. Normally Corin would not be able to use this function as it is meant to be unlocked at Citrine level but Corin modified his Arbiter attunement to access this function early. &lt;br /&gt;
&lt;br /&gt;
'''Attunement Modification'''&lt;br /&gt;
&lt;br /&gt;
Because Corin has mental mana from his Enchanter attunement, he can modify attunements. Corin can modify the sub-glyphs to add new functions or adjust his attunement level instantly. However, changing his attunement level is dangerous and setting it too high without having it develop naturally would likely kill him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Life Mana ====&lt;br /&gt;
Corin is not a trained healer but he can use regeneration spells.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Regeneration' is a basic spell that helps heal a bit faster.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast a Sunstone level 'Regeneration' spell but it requires mana from both of his mana pools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Transcendence Crystal Mark ===&lt;br /&gt;
Corin has a crystal mark from the Transcendence Gateway Crystal. A crystal mark is in between Dominion Sorcery and Attunements. This mark gives him access to transcendence mana. It started with a small pool of 10 mana and has an efficiency ratio of 3 to 1. Corin can mentally activate the transcendence spells he knows. This mark is on his left hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transcendence Mana ====&lt;br /&gt;
Transcendence mana is made from mental mana and life mana meaning it will help boost Corin's mental abilities. Corin learned some transcendent spells from books from Constantine and some from [[Ruto Muramasa|Lute]] although they require more transcendence mana than Corin has.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Detect Aura' is an improved 'Detect Aura' spell. This spell allows Corin to see what mana types a person has access to. This spell works by bypassing the body's natural defenses to view the mana types.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Regeneration' is a 'Regeneration' spell improved with transcendence mana. &lt;br /&gt;
&lt;br /&gt;
'''Transcendent Haste'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Haste' increases his speed like a 'Haste' spell and it is further increasing his speed while offsetting the &amp;quot;clumsiness&amp;quot; it causes. This adjusts the speed boost while he's using it to make it less likely to cause him to fall over or run straight into a wall.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selys-Lyann Bond ===&lt;br /&gt;
Corin made a spirit bond with Therin Thorn, the spirit that resides within Selys-Lyann. Therin Thorn is an amalgamation of spirit fragments from past wielders of the blade with a fraction of Vae’lien (The Tyrant in Gold) being the dominant personality. Thorn can talk to Corin mentally when Thorn is in the sword. The mental communication from Thorn is written out with outwards facing curly brackets at the beginning and end, like this: }You were a fool to overextend yourself like that. Casting a spell like that over and over, far beyond the point when...{&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spirit Mana ====&lt;br /&gt;
Therin Thorn has given Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Body Lending ====&lt;br /&gt;
Corin can lend his body to Therin Thorn. Thorn usually stays within a spiritual space within the sword which they designed, however, Corin can switch places so Thorn gets his body and Corin stays in spiritual space. Thorn can then utilise his spirit arts and use Corin's magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Spirit Arts =====&lt;br /&gt;
Therin Thorn can utilise spirit arts when in control of Corin's body.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Rapid Recovery'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Rapid Recovery' flows spirit essence through the body repairing star veins and Dianis Points rapidly. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Body of the Transient Immortal'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Body of the Transient Immortal' was described as giving Thorn &amp;quot;new strength and speed&amp;quot; through his limbs.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Dance of the Wicked Vine'''&lt;br /&gt;
 &lt;br /&gt;
'Spirit Art: Dance of the Wicked Vine' causes glowing white vines to burst from the floor which the Vae'kes Saffron had to dodge.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Selys-Lyann]]&lt;br /&gt;
&lt;br /&gt;
The greatest, and most dangerous, of Corin's magical items, Selys Lyan is a sabre of unknown origin that has the ability to project ice in various ways, given to him by the Voice of the Tower&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;''Sufficiently Advanced Magic''&amp;lt;/ref&amp;gt;. There is supposedly a curse on the sword that dooms the wielder to be betrayed by the one closest to them&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. The sword appears to be semi-sentient and responds to Corin's mental commands and desires. Corin later learns that a piece of the broken Sacred Sword [[Flowbreaker]] is contained within&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;. Corin later makes a contract with the spirit residing within Selys-Lyann: [[Therin Thorn]]. This contract gives Corin access to spirit mana. Selys-Lyann has a number of abilities.&lt;br /&gt;
&lt;br /&gt;
'''Living Frost'''&lt;br /&gt;
&lt;br /&gt;
The ice created by Selys-Lyann grows indefinitely until melted by powerful flames or willed to cease.&lt;br /&gt;
&lt;br /&gt;
'''Ice Wave'''&lt;br /&gt;
&lt;br /&gt;
Corin is able to launch a wave of ice when he slashed the Selys-Lyann. Through practice, Corin is able to interface with the sword using his mana-threads to redirect the ice wave mid-flight.&lt;br /&gt;
&lt;br /&gt;
'''Ice Armour'''&lt;br /&gt;
&lt;br /&gt;
Selys-Lyann can form a suit of armour around Corin made from it's ice.&lt;br /&gt;
&lt;br /&gt;
'''Passive Cold Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin is gaining a cold resistance from Selys-Lyann.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Shield Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The basic issued shield sigil is silver pin from Lorian Heights Academy. It is about the size of a coin and when it detects an incoming attack it produces a barrier of grey mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Phoenix Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The phoenix sigils are enchanted items made by Corin. A sigil in the shape of a phoenix about the same size of the shield sigils. The phoenix sigil is self-recharging and has a greater capacity than the regular shield sigil. It produces a barrier of grey mana much like the shield sigil. The phoenix sigil has functions for healing injuries and helping to recover mana. The phoenix sigils have teleportation functions which connect to a specific 'anchor'. This sigil has more than 4 times the capacity of the school issued sigils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Demi Gauntlet&lt;br /&gt;
&lt;br /&gt;
The demi gauntlet is a small gauntlet that Corin enchants to act similarly to a dueling cane, but in addition to the normal gray mana, it can fire transference mana, granting it some more versatility in its use&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Regeneration&lt;br /&gt;
&lt;br /&gt;
A magic ring that rapidly heals injuries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Derek Controlling&lt;br /&gt;
&lt;br /&gt;
Another magic ring. This one places a compulsion on whoever wears it to obey whatever Corin says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Jumping&lt;br /&gt;
&lt;br /&gt;
A ring found in the Jaden Box. With the mental command ''jump'' it increases a jump by a great degree and Corin uses it to help with his mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Set of Mana Batteries&lt;br /&gt;
&lt;br /&gt;
Corin has a large number of mana batteries which he uses for recharging items or making enchanted items. He has batteries for the following mana types: air, earth, fire, water, shadow, light, life, death, mental, perception, transference, enhancement, spirit and grey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Scald&lt;br /&gt;
&lt;br /&gt;
An enchanted sword with a basic flame enchantment. Corin can manipulate the flames with his transference mana. There are also runes for sharpness, resilience, balance and anti-tampering. There are also spirit runes that enable the sword to hit incorporeal enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shroudstealer&lt;br /&gt;
&lt;br /&gt;
Another enchanted sword Corin made. When the sword comes into contact with mana of a compatible type, the spell is pulled into the blade and charges it. This works on shrouds and shield sigils. Corin can then use the stolen mana to power his enchanted items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Null-Contract Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Null-Contract Gauntlet is an item designed and created by Corin. It acts like a summoner contract sending mana and exchanges it for spirit mana and this increases the rate of growth for an attunement. The demi-gauntlet gives Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Teleportation Circlet&lt;br /&gt;
&lt;br /&gt;
A plain metal circlet with the functions to teleport to the linked anchor Corin made. The range is about half a mile. This activates with the word &amp;quot;return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Messaging Necklace&lt;br /&gt;
&lt;br /&gt;
The communication necklace is an item created by Corin. It has a low Citrine level of air mana which allows Corin to send and receive messages from any of the other messaging necklaces he has made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Defective Automatic Mana Crystal Generator&lt;br /&gt;
&lt;br /&gt;
Corin has designed a device to create mana crystals by itself. However, the device does not work properly and creates an unstable crystal that vanishes after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Emitters&lt;br /&gt;
&lt;br /&gt;
Corin has made a number a void emitters which create an area of void. This will strip away weaker magical effects. Corin made 6 Sunstone level void emitters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Shaping Sigil&lt;br /&gt;
&lt;br /&gt;
Corin built himself a void shaping sigil to help mitigate the effects of the void emitters on him when he is wearing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Belt of Swords&lt;br /&gt;
&lt;br /&gt;
The Belt of Swords is gift from Keras. A belt with mini symbols of swords on it. Each sword symbol can hold a sword. There are six sword symbols remaining on the belt - one for each of the Six Sacred Swords. Corin can store one sword in each of the sword symbols. This is because each symbol has an extra-dimensional space for a sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Training Box&lt;br /&gt;
&lt;br /&gt;
Corin has a box full of memory crystals from Keras with each memory showing fights against powerful people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Mr. Stabbington&lt;br /&gt;
&lt;br /&gt;
A sword with void mana, won from [[Jerome Schmidt]] in a duel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dimensional Bag&lt;br /&gt;
&lt;br /&gt;
Patrick gave Corin his dimensional storage bag which is a bag with an expanded space when opened.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Mesmer&amp;diff=7827</id>
		<title>Mesmer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Mesmer&amp;diff=7827"/>
		<updated>2025-08-11T02:48:30Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Mesmers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Madness&lt;br /&gt;
|mana1=Perception&lt;br /&gt;
|mana2=Death&lt;br /&gt;
|mana3=Umbral&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Mesmer''' [[attunement]] is designed for stealth and infiltration. Mesmers are known for their ability to go places unnoticed, and general stealth capabilities. The mesmer attunement grants the attuned access to [[perception mana]] and [[death mana]], along with their combination: [[madness mana]]&amp;lt;ref name=ww3-a1&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[umbral mana]]&amp;lt;ref name=ww3-a1 /&amp;gt;. The mesmer attunement is most commonly found in the [[Phoenix Spire]] in [[East Edria]]&amp;lt;ref name=ww3-a1 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Going Unnoticed ===&lt;br /&gt;
&lt;br /&gt;
Mesmers are known for their ability to go about unnoticed, causing others to treat them as a part of the background&amp;lt;ref name=aa1-11&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;. Due to their subtlety, the effects of the mesmer attunement are difficult to counter. While they can be resisted like any other form of [[compulsion]], you must first notice the effects before you are able to counteract them&amp;lt;ref name=aa2-15&amp;gt;''On the Shoulders of Titans'' Chapter 15&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Mesmers ==&lt;br /&gt;
&lt;br /&gt;
* [[Jin Dalen]]&lt;br /&gt;
* [[Yami Kikyou]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Forgemaster&amp;diff=7826</id>
		<title>Forgemaster</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Forgemaster&amp;diff=7826"/>
		<updated>2025-08-11T02:48:04Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Forgemasters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Metal&lt;br /&gt;
|mana1=Earth&lt;br /&gt;
|mana2=Fire&lt;br /&gt;
|mana3=Enhancement&lt;br /&gt;
|location=Caelford&lt;br /&gt;
|spire=Tiger Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Forgemaster''' [[attunement]] specializes in the manipulation of metals. Most Forgemasters are typically non-combat oriented, and use their attunement to create and modify tools, weapons, armor and machinery. When they are in combat, they can modify and strengthen their armor while wearing it, eliminating the typical cumbersome nature of heavy armor and allowing them to move unhindered. Forgemasters have a primary [[mana]] type of [[earth mana]] and a secondary of [[fire mana]], which can be combined to make [[metal mana]], which most forgemasters put a heavy focus on. At citrine, they gain access to [[enhancement mana]]&amp;lt;ref name=aa3-a4&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Forgemaster attunement is most commonly found in the [[Tiger Spire]] in [[Caelford]]&amp;lt;ref name=aa3-a4 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Metal Transformation ===&lt;br /&gt;
&lt;br /&gt;
Some Forgemasters are capable of transforming stone or earth into metal, allowing them to instantly create a suit of armor or weapon from the ground. Note that this does not actually transform the earth into iron, it merely gives it the properties of iron&amp;lt;ref name=ww2-9&amp;gt;''Diamantine'' Chapter 9&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Forgemasters ==&lt;br /&gt;
&lt;br /&gt;
* [[Walter Crown]]&lt;br /&gt;
* [[Kamaria Clarent]]&lt;br /&gt;
* [[Tachibana Dan]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Elementalist&amp;diff=7825</id>
		<title>Elementalist</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Elementalist&amp;diff=7825"/>
		<updated>2025-08-11T02:46:12Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Elementalists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Lightning&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Air&lt;br /&gt;
|mana3=Water&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Elementalist''' [[attunement]] is designed for offensive combat. Elementalists are known for using high-powered fire and lightning spells. The elementalist attunement grants the attuned access to [[fire mana]] and [[air mana]], along with their combination: [[lightning mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[Water mana]] and [[earth mana]], giving it four basic mana types, rather than the typical three&amp;lt;ref name=aa3-10&amp;gt;''The Torch that Ignites the Stars'' Chapter 10&amp;lt;/ref&amp;gt;. The Elementalist attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Shroud Charging ===&lt;br /&gt;
&lt;br /&gt;
Once the attuned gains access to a shroud at carnelian, they gain the ability to charge their shroud with fire or lightning mana. This can have dramatic effects, such as melting bullets that approach them (in the case of fire), or deflecting magical projectiles and electrocuting anyone they touch (in the case of lighting)&amp;lt;ref name=aa2-11&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Auto Mixing ===&lt;br /&gt;
&lt;br /&gt;
The Elementalist attunement helps the attuned by taking the burden of mixing fire and air together for lightning mana and does it automatically.&lt;br /&gt;
&lt;br /&gt;
== Notable Elementalists ==&lt;br /&gt;
&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Antonia Meltlake]]&lt;br /&gt;
* [[Rupert Kent]]&lt;br /&gt;
* [[Matthew Coin]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Spellsinger&amp;diff=7824</id>
		<title>Spellsinger</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Spellsinger&amp;diff=7824"/>
		<updated>2025-08-11T02:45:46Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added notables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Sound&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Perception&lt;br /&gt;
|mana3=Light&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It has a primary mana type of [[Air mana]] and a secondary of [[Perception mana]], which can be combined to make [[Sound mana]]. At citrine, it grants access to [[Light mana]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Spellsingers ==&lt;br /&gt;
* [[Tyler Sanctum]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Shaper&amp;diff=7823</id>
		<title>Shaper</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Shaper&amp;diff=7823"/>
		<updated>2025-08-11T02:44:55Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Shapers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Density&lt;br /&gt;
|mana1=Earth&lt;br /&gt;
|mana2=Enhancement&lt;br /&gt;
|mana3=Perception&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Shaper''' [[attunement]] is primarily a utility attunement, but has very useful combat functions, making it one of the most powerful attunements in one-on-one combat. Shapers are known for creating and manipulating artificial mana constructs, including [[simulacra]]. The shaper attunement grants the attuned access to [[earth mana]] and [[enhancement mana]], along with their combination: [[density mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;, the source of their mana constructs. At citrine, it grants access to [[perception mana]]. The shaper attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Constructs ===&lt;br /&gt;
&lt;br /&gt;
Shapers can create and manipulate mana objects made of mana, or mana constructs. This ability is often used to create floating weapons, walls, and platforms&amp;lt;ref name=aa1-11&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulacra ===&lt;br /&gt;
&lt;br /&gt;
More advanced shapers are capable of creating [[simulacra]], a copy of the attuned created using enhancement mana. Simulacra can either be controlled by the attuned or fully independent, able to think critically and make independent decisions&amp;lt;ref name=aa1-7&amp;gt;''Sufficiently Advanced Magic'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Shapers ==&lt;br /&gt;
&lt;br /&gt;
* [[Magnus Cadence]]&lt;br /&gt;
* [[Alaric Cadence]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Desmond Vyers]]&lt;br /&gt;
* [[Jeremy Jaldin]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Shaper&amp;diff=7822</id>
		<title>Shaper</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Shaper&amp;diff=7822"/>
		<updated>2025-08-11T02:44:08Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Shapers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Density&lt;br /&gt;
|mana1=Earth&lt;br /&gt;
|mana2=Enhancement&lt;br /&gt;
|mana3=Perception&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Shaper''' [[attunement]] is primarily a utility attunement, but has very useful combat functions, making it one of the most powerful attunements in one-on-one combat. Shapers are known for creating and manipulating artificial mana constructs, including [[simulacra]]. The shaper attunement grants the attuned access to [[earth mana]] and [[enhancement mana]], along with their combination: [[density mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;, the source of their mana constructs. At citrine, it grants access to [[perception mana]]. The shaper attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Constructs ===&lt;br /&gt;
&lt;br /&gt;
Shapers can create and manipulate mana objects made of mana, or mana constructs. This ability is often used to create floating weapons, walls, and platforms&amp;lt;ref name=aa1-11&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulacra ===&lt;br /&gt;
&lt;br /&gt;
More advanced shapers are capable of creating [[simulacra]], a copy of the attuned created using enhancement mana. Simulacra can either be controlled by the attuned or fully independent, able to think critically and make independent decisions&amp;lt;ref name=aa1-7&amp;gt;''Sufficiently Advanced Magic'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Shapers ==&lt;br /&gt;
&lt;br /&gt;
* [[Magnus Cadence]]&lt;br /&gt;
* [[Alaric Cadence]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Desmond Vyers]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Shadow&amp;diff=7821</id>
		<title>Shadow</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Shadow&amp;diff=7821"/>
		<updated>2025-08-11T02:42:42Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Shroud Attunement]]{{Attunement&lt;br /&gt;
|compound=Void&lt;br /&gt;
|mana1=Umbral&lt;br /&gt;
|mana2=Enhancement&lt;br /&gt;
|mana3=Death&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Shadow''' [[attunement]] is a [[:Category:Shroud Attunement|shroud-based attunement]] designed for stealth, with a focus offensive illusions. Shadows are known for creating solid illusions, something other stealth and illusion-based attunements are incapable of. Additionally, Shadows are the only attunement to have access to [[void mana]], allowing them to suppress others' magic. The shadow attunement grants the attuned access to [[umbral mana]] and [[enhancement mana]], along with their combination: [[void mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[death mana]]. The shadow attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Void Shroud ===&lt;br /&gt;
&lt;br /&gt;
The unique function for the Shadow attunement is the ability to infuse Void through their shroud to negate spells passing through the shroud&amp;lt;ref&amp;gt;Jace the Red (Kester), ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/671378758573359125/793362627547496459.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Shadows==&lt;br /&gt;
&lt;br /&gt;
* [[Kyra Dyson]]&lt;br /&gt;
* [[Wu Meilin]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* [[Lorian Heights Academy]] relies heavily on shadows and [[Illusionist]] for most of their testing&amp;lt;ref name=aa1-11&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Enchanter&amp;diff=7820</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Enchanter&amp;diff=7820"/>
		<updated>2025-08-11T02:40:06Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Enchanters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Acuity&lt;br /&gt;
|mana1=Transference&lt;br /&gt;
|mana2=Mental&lt;br /&gt;
|mana3=Light&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Enchanter''' [[attunement]] is designed for creating permanent magical items. The Enchanter attunement grants the attuned access to [[motion essence|transference mana]] and [[knowledge essence|mental mana]], along with their combination: [[acuity essence|acuity mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[light mana]]&amp;lt;ref name=aa3-6&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;. The Enchanter attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While enchanters typically [[Enchanting|create magical items]], they have access to transference, or motion mana. This gives them the potential to become excellent mobility-based fighters, especially when combined with acuity and mental spells.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Permanent Item Creation ===&lt;br /&gt;
&lt;br /&gt;
Enchanters are known to be the only attuned able to create permanent magical items. This is done by engraving runes into an object, then charging those runes with mana.&lt;br /&gt;
&lt;br /&gt;
=== Aura Viewing ===&lt;br /&gt;
&lt;br /&gt;
While this is technically a function of [[knowledge essence|mental mana]], the enchanter attunement allows the user to view the magical auras of things around them with much greater ease&amp;lt;ref name=aa1-9&amp;gt;''Sufficiently Advanced Magic'' Chapter 9&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Interactions with other attunements ==&lt;br /&gt;
&lt;br /&gt;
=== All Attunements ===&lt;br /&gt;
&lt;br /&gt;
Enchanters can use types of mana from their other attunements to enchant items without using an external mana source&amp;lt;ref name=aa2-7&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arbiter ===&lt;br /&gt;
&lt;br /&gt;
Enchanters with an [[arbiter]] attunement are able to create enchantments with purified mana, allowing the creation of items that push mana into an attuned, such as mana regeneration items or [[mana batteries]]. At citrine, it is theoretically possible for an arbiter/enchanter to create an [[artificial attunement]] on their own&amp;lt;ref name=aa3-6 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Biomancer ===&lt;br /&gt;
&lt;br /&gt;
[[Biomancer|Biomancers]] and enchanters working together can create artificial attunements&amp;lt;ref name=aa3-5&amp;gt;''The Torch that Ignites the Stars'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Enchanters ==&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Lyras Orden]]&lt;br /&gt;
* [[Blanche Vellum]]&lt;br /&gt;
* [[Cecily Lambert]]&lt;br /&gt;
* [[Sylvia Sanctum]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7819</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7819"/>
		<updated>2025-08-11T02:38:10Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Notable Swordmasters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Dawn&lt;br /&gt;
|mana1=Enhancement&lt;br /&gt;
|mana2=Fire&lt;br /&gt;
|mana3=Earth&lt;br /&gt;
|location=Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Swordmaster''' [[attunement]] focuses on weapon enhancement&amp;lt;ref name=aa4-r&amp;gt;''The Silence of Unworthy Gods'' APPENDIX I – ATTUNEMENTS OF EAST EDRIA&amp;lt;/ref&amp;gt;. The Swordmaster attunement is most commonly found in the [[Phoenix Spire]]. The attunement enables storing spells in weapons or improving the weapon's abilities&amp;lt;ref name=aa4-r/&amp;gt;. The Swordmaster attunement is also good for overall physical power growth. The attunement gives access to enhancement and fire mana immediately and at [[Citrine]] level, earth mana.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
== Notable Swordmasters ==&lt;br /&gt;
&lt;br /&gt;
* [[Laura Lyran]]&lt;br /&gt;
* [[Takeshi Kurita]]&lt;br /&gt;
* [[Takeshi Tetsurin]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Summoner&amp;diff=7818</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Summoner&amp;diff=7818"/>
		<updated>2025-08-11T02:35:56Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Travel&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Transference&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Contract Attunements]]&lt;br /&gt;
The '''Summoner''' [[attunement]] is one of the most versatile attunements available, due to it being a [[:Category:Contract Attunements|contract-based attunement]]. Summoners are known for their ability to form lasting contracts with [[monsters]], and summon copies of those monsters. The summoner attunement grants the attuned access to [[air mana]] and [[transference mana]], along with their combination: [[travel mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[life mana]]. Additionally, summoners can negotiate for the use of a monster's mana when creating a contract, giving them theoretical access to any type of mana&amp;lt;ref name=aa1-7&amp;gt;''Sufficiently Advanced Magic'' Chapter 7&amp;lt;/ref&amp;gt;. The summoner attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;, but has been known to be found in other spires under some circumstances, such as by those who gained a [[God Beast]] contract in their first [[judgment]]&amp;lt;ref name=aa3-2&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
The primary ability granted by the summoner attunement is creating contracts. Summoners can negotiate with spire monsters to create a binding contract, where the summoner grants the monster a portion of their mana in exchange for mana, abilities, and the ability to summon figments of the spire monster&amp;lt;ref name=aa1-5&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;. Summoners can also make contracts with non-sentient monsters, and those unable to communicate, albeit with less of an ability to negotiate&amp;lt;ref name=aa1-5 /&amp;gt;. While this typically requires access to the original monster, summoned figments with the ability to use sorcery can negotiate on behalf of the original. Because of this, some summoners will sometimes bind a monster with access to sorcery, then use that binding to summon a copy at a later time, which they can negotiate a contract with&amp;lt;ref name=aa1-16&amp;gt;''Sufficiently Advanced Magic'' Chapter 16&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Bindings ===&lt;br /&gt;
&lt;br /&gt;
The summoner attunement grants access to a binding spell, which allows the summoner to create a weak bond with a monster. Unlike a true contract, this does not require the monster's consent, but only grants the ability to summon a [[figment]] of that monster. Because this requires about the same amount of mana as a contract while providing fewer benefits, bindings are rarely used permanently&amp;lt;ref name=aa1-15&amp;gt;''Sufficiently Advanced Magic'' Chapter 15&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Summoning Figments ===&lt;br /&gt;
&lt;br /&gt;
If a summoner has a contract or binding with a monster, they gain the ability to summon a [[figment]] of that monster&amp;lt;ref name=aa1-7&amp;gt;''Sufficiently Advanced Magic'' Chapter 7&amp;lt;/ref&amp;gt;. While figments are typically weaker than the original monster, it is possible for a summoner to create a figment more powerful than the original, or a modified version, such as using an ogre contract and fire mana to summon a fire ogre&amp;lt;ref name=aa1-15 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== True Summoning ===&lt;br /&gt;
&lt;br /&gt;
In addition to summoning a figment of a spire monster, some contracts allow the summoner to cast a &amp;quot;true summoning&amp;quot; spell, which physically moves the original spire monster to the summoner's location&amp;lt;ref name=aa3-16&amp;gt;''The Torch that Ignites the Stars'' Chapter 16&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Modified Growth Rate ===&lt;br /&gt;
&lt;br /&gt;
Due to it being a contract-based attunement, the summoner attunement has several distinct features that make it different from traditional attunements. Firstly, mana taken up by a contract or binding is permanently used until that contract or binding is released, and thus will not count toward the attunement level&amp;lt;ref name=aa1-19&amp;gt;''Sufficiently Advanced Magic'' Chapter 19&amp;lt;/ref&amp;gt;. Additionally, summoners exchange mana through their contracts, making them typically grow faster than other attuned&amp;lt;ref name=aa3-2&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Summoners ==&lt;br /&gt;
&lt;br /&gt;
* [[Sera Cadence]] - Formerly&lt;br /&gt;
* [[Elora Theas]]&lt;br /&gt;
* [[Suzuki]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Conjurer&amp;diff=7817</id>
		<title>Conjurer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Conjurer&amp;diff=7817"/>
		<updated>2025-08-11T02:35:43Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added knowns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Shade&lt;br /&gt;
|mana1=Life&lt;br /&gt;
|mana2=Umbral&lt;br /&gt;
|mana3=Mental&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Contract Attunements]]&lt;br /&gt;
The '''Conjurer''' [[attunement]] is one of the more versatile attunements available, due to it being a [[:Category:Contract Attunements|contract-based attunement]]. Conjurers are known for their ability to conjure creatures both real and from their imagination without requiring a contract to do so. The conjurer attunement grants the attuned access to [[life mana]] and [[umbral mana]], along with their combination: [[shade mana]]. At citrine, it grants access to [[mental mana]]. Additionally, conjurers can make contracts and negotiate for the use of a monster's mana when creating a contract, theoretically giving them access to any type of mana. The conjurer attunement is most commonly found in the [[Phoenix Spire]] in [[East Edria]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
One ability granted by the conjurer attunement is creating contracts. Conjurers can negotiate with monsters to create binding contracts, similar to those a summoner can make. These contracts can grant access to mana types not directly available from the conjurer attunement.&lt;br /&gt;
&lt;br /&gt;
=== Conjuring Shades ===&lt;br /&gt;
&lt;br /&gt;
A conjurer has the ability to conjure shade versions of monsters. These shades can be copies of existing monsters or created through the imagination of the conjurer. Without a contract, the shades are limited to the abilities the conjurer possesses. With a contract, shades of the contracted monster can be given the mana types they should have.&lt;br /&gt;
&lt;br /&gt;
The conjurer is also capable of conjuring multiple shades at once, with less difficulty than the summoner can manage.&lt;br /&gt;
&lt;br /&gt;
=== Modified Growth Rate ===&lt;br /&gt;
&lt;br /&gt;
Due to it being a contract-based attunement, the conjurer attunement has several distinct features that make it different from traditional attunements. While potential differences may exist between contracts for the conjurer and the more known summoner and soulblade attunements, it is likely that the mana costs of the contract and the corresponding increased rate of mana growth remain.&lt;br /&gt;
&lt;br /&gt;
== Notable Conjurers ==&lt;br /&gt;
* [[Suzuki]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Soulblade&amp;diff=7816</id>
		<title>Soulblade</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Soulblade&amp;diff=7816"/>
		<updated>2025-08-11T02:34:38Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Aa6 appendix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Attunement&lt;br /&gt;
|mana1=Light&lt;br /&gt;
|mana2=Life&lt;br /&gt;
|mana3=Transference&lt;br /&gt;
|compound=Spirit&lt;br /&gt;
|location=Dalenos&lt;br /&gt;
|spire=Tortoise Spire&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Contract Attunements]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soulblades bind monsters to their equipment with contracts, creating powerful magical items with unique abilities&amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;''When Wizards Follow Fools'' Appendix 2&amp;lt;/ref&amp;gt;. It has a primary [[mana]] type of [[light mana]] and a secondary of [[life mana]], which can be combined to make [[spirit mana]]. At citrine, it grants access to [[transference mana]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
Like Summoners, Soulblades can create contract bonds with monsters&amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Infuse Item ===&lt;br /&gt;
When a Soulblade contracts a monster, they can then store that monster in an item to make it a magical item&amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Summon Monster === &lt;br /&gt;
When a monster is infused in an item, it’s constantly drained of mana. As a result, summoning a monster out of the inside of the storage space requires a mana expenditure to move it out, as well as more mana to restore the monster’s mana to a point where it can fight &amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Soulblades ==&lt;br /&gt;
&lt;br /&gt;
* [[Derek Hartigan]]&lt;br /&gt;
* [[Walter Crown]]&lt;br /&gt;
* [[Lord Admiral Norima]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Wavewalker&amp;diff=7815</id>
		<title>Wavewalker</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Wavewalker&amp;diff=7815"/>
		<updated>2025-08-11T02:34:04Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Tides&lt;br /&gt;
|mana1=Water&lt;br /&gt;
|mana2=Transference&lt;br /&gt;
|mana3=Perception&lt;br /&gt;
|location=Dalenos&lt;br /&gt;
|spire=Tortoise Spire&lt;br /&gt;
}}&lt;br /&gt;
Wavewalkers can shape the forces of motion to push and pull opponents, walk on water, or even float in the air&amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;''When Wizards Follow Fools'' Appendix 2&amp;lt;/ref&amp;gt;. It has a primary [[mana]] type of [[water mana]] and a secondary of [[transference mana]], which can be combined to make [[tides mana]]. At citrine, it grants access to [[perception mana]].&lt;br /&gt;
&lt;br /&gt;
The '''Wavewalker''' [[attunement]] is typically aquired from the [[Tortoise Spire]] in [[Dalenos]].&amp;lt;ref name=&amp;quot;aa5-a2&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Surface Walk ===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Notable Wavewalkers==&lt;br /&gt;
&lt;br /&gt;
* [[Hane]]&lt;br /&gt;
* [[Lord Admiral Norima]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7814</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7814"/>
		<updated>2025-08-11T02:33:05Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added Heirophant from AA5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Breath&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Life&lt;br /&gt;
|mana3=Mental&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Heirophant''' [[attunement]] is the signature attunement of the head of the priesthood of Katashi in Dalenos. It is a restricted attunement, meaning it is usually obtained directly from a [[visage]], and has a compound mana type of [[Breath Essence|Breath]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Awe-Inspiring Aura ===&lt;br /&gt;
The Hierophant is capable of expanding their shroud over a massive area and imbuing it with a specific spell of their choice. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Abjurers ==&lt;br /&gt;
;[[Haruka Saito]]&lt;br /&gt;
;[[Setsuna Saito]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7813</id>
		<title>Echion Valden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7813"/>
		<updated>2025-08-11T02:31:55Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Occupation=Research Subject of Farren Labs&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Unknown&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Test subject for artificial attunements that would have the power of god beasts. During their trial run with [[Vera Corrington]] in the [[Serpent Spire]] the team was confronted by the [[Visage]] [[Tenjin]]. He bore witness to the Visage being attacked by his [[Whisper|whispers]], but was not taken by them due to the arrival of Visage [[Katashi]]. He was imprisoned in a Crystal Prison alongside Vera, and [[Keras Selyrian]], where he remained until [[Corin Cadence]] stumbled upon them and facilitated their release.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|?||?||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7812</id>
		<title>Echion Valden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7812"/>
		<updated>2025-08-11T02:31:09Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: whisper fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Occupation=Research Subject of Farren Labs&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Unknown&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Test subject for artificial attunements that would have the power of god beasts. During their trial run with [[Vera Corrington]] in the [[Serpent Spire]] the team was confronted by the [[Visage]] [[Tenjin]]. He bore witness to the Visage being attacked by his [[[Whisper|whispers]], but was not taken by them due to the arrival of Visage [[Katashi]]. He was imprisoned in a Crystal Prison alongside Vera, and [[Keras Selyrian]], where he remained until [[Corin Cadence]] stumbled upon them and facilitated their release.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|?||?||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7811</id>
		<title>Echion Valden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Echion_Valden&amp;diff=7811"/>
		<updated>2025-08-11T02:30:00Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Initial Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Occupation=Research Subject of Farren Labs&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Unknown&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Test subject for artificial attunements that would have the power of god beasts. During their trial run with [[Vera Corrington]] in the [[Serpent Spire]] the team was confronted by the [[Visage]] [[Tenjin]]. He bore witness to the Visage being attacked by his [[[Whisper]]s, but was not taken by them due to the arrival of Visage [[Katashi]]. He was imprisoned in a Crystal Prison alongside Vera, and [[Keras Selyrian]], where he remained until [[Corin Cadence]] stumbled upon them and facilitated their release.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|?||?||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Vera_Corrington&amp;diff=7810</id>
		<title>Vera Corrington</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Vera_Corrington&amp;diff=7810"/>
		<updated>2025-08-11T02:26:51Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Analyst&lt;br /&gt;
|Occupation= Research Lead at Ferran Labs&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Caelford&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
}}&lt;br /&gt;
Vera was the Research Lead working on artificial attunements that would have the power of god beasts. During their trial run with Echion in the [[Serpent Spire]] her team was confronted by the Visage [[Tenjin]]. She bore witness to the Visage being attacked by his Whispers, but was not taken by them due to the arrival of Visage [[Katashi]]. She was imprisoned in a Crystal Prison alongside Echion, and [[Keras Selyrian]], where she remained until [[Corin Cadence]] stumbled upon them and facilitated their release.&lt;br /&gt;
&lt;br /&gt;
She later returned to the Serpent Spire with Corin to prevent Visage Katashi from destroying Valia. During this it was learned that [[Lyras Orden]] was one of the individuals that attacked Visage Tenjin, along with Corin's brother [[Tristan Cadence]]. During the fight with Orden and a controlled [[Derek Hartigan]], she was knocked unconscious. [[Jin Dalen]] shot her in the back rather than turn her over to Visage Katashi, but Corin was able to stabilize her and summon Visage Katashi. Katashi pulled memories from Vera's mind and judged her innocent of the crime of assaulting a Visage, but that there were other crimes she needed to be punished for. She is last seen in his custody.&lt;br /&gt;
&lt;br /&gt;
Later it is implied by Jin that he, along with the Blackstone Bandits, had rescued her, but he does not elaborate.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Analyst]]||?||Mental&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||Umbral&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||Transference&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Whisper_(attunement)&amp;diff=7809</id>
		<title>Whisper (attunement)</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Whisper_(attunement)&amp;diff=7809"/>
		<updated>2025-08-11T02:22:36Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Creating article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Lies&lt;br /&gt;
|mana1=Perception&lt;br /&gt;
|mana2=Fire&lt;br /&gt;
|mana3=Shadow&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Whisper''' [[attunement]] is surrounded in mystery.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== False Mark ===&lt;br /&gt;
This attunement displays a different attunement mark, rather than the Whisper mark.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emulate Attunement ===&lt;br /&gt;
This attunement has a limited ability to emulate the functions of other attunements.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Whispers ==&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7808</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7808"/>
		<updated>2025-08-11T02:19:17Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Restricted Attunements (Granted by the Visages) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use [[magic]]. These Attunements are earned in a [[Judgment]], granted by a [[Visage]], or obtained while climbing one of the [[Soaring Spires]], although earning them outside of a Judgment is exceedingly rare.  If you pass a Judgment in a soaring spire, you will typically be granted an attunement specific to that spire, although exceptions are known to exist&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;. Attunements are the primary form of magic on the continent of [[Kaldwyn]].&lt;br /&gt;
&lt;br /&gt;
Each attunement grants the attuned a set of abilities, which vary drastically between attunements. Attunements also grant the user access to [[mana]]. All attunements allow the attuned to use their [[gray mana]], and individual attunements initially grant access to two other base mana types, and a third type after reaching citrine level. Additionally, each attunement grants access to a [[shroud]], a magical barrier, starting at carnelian level&amp;lt;ref name=&amp;quot;aa3-a2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An attunement works by collecting ambient mana out of the atmosphere in the marked part of the body, stopping when it reaches the body part's safe mana value&amp;lt;ref name=&amp;quot;aa3-3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 3&amp;lt;/ref&amp;gt;. Mana collected in this manner is then able to be used by the attuned, as well as converted (at a small percentage loss) between the types provided by the attunement&amp;lt;ref name=&amp;quot;aa1-6&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunements have samples of complex hybrid mana types like seen on Dania, if a complex hybrid would be helpful for a function. However, the functions that use hybrid essences are typically described as using lots of base mana types because of the complexity. The &amp;quot;Generate Simulacrum&amp;quot; function uses a complex hybrid essence.&amp;lt;ref name=&amp;quot;Andrew-Answers&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1222347835589001360 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement Levels ==&lt;br /&gt;
&lt;br /&gt;
Attunements have a &amp;quot;level&amp;quot; based on their current safe mana value. In Valia, these levels are named based on gemstones the color of the generated shroud, starting at Quartz (clear) going up through Carnelian (red), Sunstone (orange), Citrine (yellow), and Emerald (green)&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 2&amp;lt;/ref&amp;gt;. Some have theorized that an additional attunement level, Sapphire, exists above emerald, but has been proven to either not exist, or attuned are restricted from reaching it for unknown reasons&amp;lt;ref name=&amp;quot;aa3-11&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 11&amp;lt;/ref&amp;gt;. Reaching each of these levels requires exponentially more mana than the last, making high-level attuned rare to the point where it is speculated that there are only a one or two hundred Emerald-levels on the entire continent&amp;lt;ref name=&amp;quot;aa3-23&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunement levels unlock additional functionality, the most obvious example being the [[shroud]], with an aura which changes color at each level to match the level's color, starting with Carnelian. Additionally, reaching the Citrine level unlocks a tertiary mana type. Many attunements also have additional features available at later levels&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In addition to levels, attunement power is further subdivided into &amp;quot;ranks&amp;quot;: A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The primary way to increase an attunement's power is to use mana from the attunement location, although other methods exist, such as eating certain mana-rich fruits&amp;lt;ref name=&amp;quot;aa1-13&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 13&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The attunement level and rank signify how much mana is available to the attuned. The thresholds for each level, including the theoretical sapphire level, are below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Level     || Rank E || Rank D || Rank C || Rank B || Rank A&lt;br /&gt;
|-&lt;br /&gt;
| Quartz    || 0      || 15     || 20     || 25     || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carnelian || 60     || 90     || 120    || 150    || 180&lt;br /&gt;
|-&lt;br /&gt;
| Sunstone  || 360    || 540    || 720    || 900    || 1,080&lt;br /&gt;
|-&lt;br /&gt;
| Citrine   || 2,160  || 3,240  || 4,320  || 5,400  || 6,480&lt;br /&gt;
|-&lt;br /&gt;
| Emerald   || 12,960 || 19,440 || 25,920 || 32,400 || 38,880&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire  || 77,760 || 116,640|| 155,520|| 194,400|| 233,280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hand&lt;br /&gt;
|While typically on the hand, &amp;quot;hand&amp;quot; marks can also be on the wrist or arm. Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Leg&lt;br /&gt;
|Leg marks allow for instantaneous delivery of powerful spells through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 3&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Lung&lt;br /&gt;
|Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking. They are exceptional in large confrontations, and are popular in warfare&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Heart&lt;br /&gt;
|Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mind&lt;br /&gt;
|Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies purely through focusing their minds&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of Attunements ==&lt;br /&gt;
&lt;br /&gt;
=== [[Serpent Spire]] ([[Valia]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Diviner]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. They are the only attunement that can make [[memory crystals]]&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mender]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
Shadows are capable of concealing themselves from the senses and diminishing the senses of others&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;. They can create solid illusions, unlike other similar Attunements&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]||&lt;br /&gt;
Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]||&lt;br /&gt;
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hydra Spire]] ([[Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot;&amp;gt;''Diamantine'' Appendix 1&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Executioner]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaire]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Saboteur]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shieldbreaker]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tiger Spire]] ([[Caelford]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Analyst]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Architect]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biomancer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemaster]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminator]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.&amp;lt;ref&amp;gt;Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sentinel]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Sentinels emphasize mental fortitude, and can resist physical and mental spells&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmuter]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Transmuters focus on transforming materials into other types of material&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Phoenix Spire]] ([[Edria|East Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Conjurer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot;&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Conjurers can create monsters similar to a summoner's summoned copy. These monsters are weaker than summoner's versions, but can be created without a contract, purely from the conjurer's imagination&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Appendix 1&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifier]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Purifiers typically focus on neutralizing debilitating and mental attacks&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancer]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. &lt;br /&gt;
|-&lt;br /&gt;
|[[Shapeshifter]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellsinger]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Spellsingers focus on distribution of spells through their voice, similar to a lung mark&amp;lt;ref name=&amp;quot;ww2-11&amp;quot;&amp;gt;''Diamantine'' Chapter 11&amp;lt;/ref&amp;gt;. Spellsingers typically use debilitating, and at higher levels, buffing spells&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;. They often improve a weapon's abilities directly or store a spell in it&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tortoise Spire]] ([[Dalenos]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot;&amp;gt;Crystal Awakening - Appendix 2&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloudcaller]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illusionist]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Seers can see potential futures, and typically leverage this for information gathering&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulblade]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wavewalker]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarer]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Restricted Attunements]] (Granted by the [[Visages]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbiter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chronomancer]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
A lost rumored attunement that can manipulate time and the perception of time&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||[[Life_mana|Life]]||&lt;br /&gt;
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;. Can also conjure bone constructs such as spears, bridges and projections&amp;lt;ref name=&amp;quot;aa2-23&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||[[Life_mana|Life]]||&lt;br /&gt;
Allows a mage to draw additional power from their patron visage during times of great need&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||[[Enhancement_mana|Enhancement]]||&lt;br /&gt;
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Whisper (attunement)|Whisper]]||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||[[Umbral_mana|Umbral]]||&lt;br /&gt;
can conceal its own nature and appear to be more conventional attunements&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ascended Attunements]] (Evolved from other Attunements)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Base Attunement||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Invoker]]||[[Summoner]]||TBA||TBA||TBA||&lt;br /&gt;
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
&lt;br /&gt;
Attunements are complex [[subglyph]] enchantments with multiple functions all working in tandem to accomplish different effects{{citation_needed}}. These functions serve a large variety of purposes, and can be anything from simply displaying a glyph on the attuned's body{{citation_needed}}, to performing the complex analysis needed to determine an attuned's safe mana levels{{citation_needed}}, to something as complex as creating and managing bonds that distribute mana between those bonded{{citation_needed}}. Additionally, functions may be locked or disabled before completing certain requirements, either reaching a certain attunement rank or more esoteric requirements, such as specialization.&lt;br /&gt;
&lt;br /&gt;
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
&lt;br /&gt;
''A list of all known general attunement functions is availible [[Attunement Functions|here]]''&lt;br /&gt;
&lt;br /&gt;
General functions are ones that are found across most or all attunements. Note that some attunements may grant some functions in this category earlier or later than others, and it is possible that some attunements may be lacking some general functions entirely. Some examples of functions that fall under this category include attunement level display, safe mana calculation, and shroud generation.&lt;br /&gt;
&lt;br /&gt;
These general functions are well documented by groups like Farren Labs{{citation_needed}}.&lt;br /&gt;
&lt;br /&gt;
=== Unique Functions ===&lt;br /&gt;
&lt;br /&gt;
Unique functions are functions that only a single attunement or a few attunements have. Examples of this include the Enchanter attunement's ability to create enchanted items, or the ability of the contract attunements to create binding contracts and exchange mana with other creatures. All information on unique functions of attunements is on the specific wiki page for that attunement.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Functions ===&lt;br /&gt;
&lt;br /&gt;
Specialized functions are functions that are only enabled when the attunement has been specialized. An example of this would be the ability of a specialized elementalist to permanently shift their shroud to their specialized element. Information on specialization in general is in the [[#Attunement Specializations|Attunement Specializations]] section below, and information on specific specializations is in the individual attunement wiki pages.&lt;br /&gt;
&lt;br /&gt;
== Attunement Specializations ==&lt;br /&gt;
&lt;br /&gt;
An attunement may gain a specialization if a specific type of mana is used disproportionately more than others for an extended period. This typically requires at least ninety percent of the mana used by the attuned to be of that type for about a year. When attunement specialization is gained, the attunement changes, gaining an additional line and skewing future mana production toward the specialized type. Some attunement specializations grant additional effects&amp;lt;ref name=&amp;quot;aa3-7&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An example of this would be an Elementalist specialized in Lightning. Once the specialization was gained, the attunement would start generating a larger proportion of lightning mana. This specific specialization has the additional effect of automatically generating a lightning shroud, rather than requiring the attuned to manually create one.&lt;br /&gt;
&lt;br /&gt;
== Sub-glyphs ==&lt;br /&gt;
&lt;br /&gt;
Sub-glyphs make up all the functions for attunements like shrouds, mana generation, safe mana level and more. There is a string of sub-glyphs for each function of an attunement and each sub-glyph has more sub-glyphs inside. Sub-glyphs are in their own &amp;quot;language&amp;quot;. The sub-glyphs are sectioned in attunements with markers. Some of the sub-glyphs in attunements are restricted so they can not be easily read by anyone with mental mana.&lt;br /&gt;
&lt;br /&gt;
== Artificial Attunements ==&lt;br /&gt;
&lt;br /&gt;
Full article: [[Artificial Attunements]]&lt;br /&gt;
&lt;br /&gt;
[[Farren Labs]], in [[Caelford]], have developed artificial attunements, which are functionally similar to attunements, but without the requirement of taking a judgment. There are other corporations &amp;lt;ref&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] &amp;lt;/ref&amp;gt; that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.&lt;br /&gt;
&lt;br /&gt;
Artificial Attunements are incredibly expensive to make, requiring a class 4 mana crystal of each of the mana types used in the construction, as well as having other difficult and expensive to manufacture parts like applicators with purified mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7807</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7807"/>
		<updated>2025-08-11T02:18:44Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Restricted Attunements (Granted by the Visages) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use [[magic]]. These Attunements are earned in a [[Judgment]], granted by a [[Visage]], or obtained while climbing one of the [[Soaring Spires]], although earning them outside of a Judgment is exceedingly rare.  If you pass a Judgment in a soaring spire, you will typically be granted an attunement specific to that spire, although exceptions are known to exist&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;. Attunements are the primary form of magic on the continent of [[Kaldwyn]].&lt;br /&gt;
&lt;br /&gt;
Each attunement grants the attuned a set of abilities, which vary drastically between attunements. Attunements also grant the user access to [[mana]]. All attunements allow the attuned to use their [[gray mana]], and individual attunements initially grant access to two other base mana types, and a third type after reaching citrine level. Additionally, each attunement grants access to a [[shroud]], a magical barrier, starting at carnelian level&amp;lt;ref name=&amp;quot;aa3-a2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An attunement works by collecting ambient mana out of the atmosphere in the marked part of the body, stopping when it reaches the body part's safe mana value&amp;lt;ref name=&amp;quot;aa3-3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 3&amp;lt;/ref&amp;gt;. Mana collected in this manner is then able to be used by the attuned, as well as converted (at a small percentage loss) between the types provided by the attunement&amp;lt;ref name=&amp;quot;aa1-6&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunements have samples of complex hybrid mana types like seen on Dania, if a complex hybrid would be helpful for a function. However, the functions that use hybrid essences are typically described as using lots of base mana types because of the complexity. The &amp;quot;Generate Simulacrum&amp;quot; function uses a complex hybrid essence.&amp;lt;ref name=&amp;quot;Andrew-Answers&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1222347835589001360 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement Levels ==&lt;br /&gt;
&lt;br /&gt;
Attunements have a &amp;quot;level&amp;quot; based on their current safe mana value. In Valia, these levels are named based on gemstones the color of the generated shroud, starting at Quartz (clear) going up through Carnelian (red), Sunstone (orange), Citrine (yellow), and Emerald (green)&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 2&amp;lt;/ref&amp;gt;. Some have theorized that an additional attunement level, Sapphire, exists above emerald, but has been proven to either not exist, or attuned are restricted from reaching it for unknown reasons&amp;lt;ref name=&amp;quot;aa3-11&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 11&amp;lt;/ref&amp;gt;. Reaching each of these levels requires exponentially more mana than the last, making high-level attuned rare to the point where it is speculated that there are only a one or two hundred Emerald-levels on the entire continent&amp;lt;ref name=&amp;quot;aa3-23&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunement levels unlock additional functionality, the most obvious example being the [[shroud]], with an aura which changes color at each level to match the level's color, starting with Carnelian. Additionally, reaching the Citrine level unlocks a tertiary mana type. Many attunements also have additional features available at later levels&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In addition to levels, attunement power is further subdivided into &amp;quot;ranks&amp;quot;: A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The primary way to increase an attunement's power is to use mana from the attunement location, although other methods exist, such as eating certain mana-rich fruits&amp;lt;ref name=&amp;quot;aa1-13&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 13&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The attunement level and rank signify how much mana is available to the attuned. The thresholds for each level, including the theoretical sapphire level, are below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Level     || Rank E || Rank D || Rank C || Rank B || Rank A&lt;br /&gt;
|-&lt;br /&gt;
| Quartz    || 0      || 15     || 20     || 25     || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carnelian || 60     || 90     || 120    || 150    || 180&lt;br /&gt;
|-&lt;br /&gt;
| Sunstone  || 360    || 540    || 720    || 900    || 1,080&lt;br /&gt;
|-&lt;br /&gt;
| Citrine   || 2,160  || 3,240  || 4,320  || 5,400  || 6,480&lt;br /&gt;
|-&lt;br /&gt;
| Emerald   || 12,960 || 19,440 || 25,920 || 32,400 || 38,880&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire  || 77,760 || 116,640|| 155,520|| 194,400|| 233,280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hand&lt;br /&gt;
|While typically on the hand, &amp;quot;hand&amp;quot; marks can also be on the wrist or arm. Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Leg&lt;br /&gt;
|Leg marks allow for instantaneous delivery of powerful spells through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 3&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Lung&lt;br /&gt;
|Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking. They are exceptional in large confrontations, and are popular in warfare&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Heart&lt;br /&gt;
|Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mind&lt;br /&gt;
|Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies purely through focusing their minds&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of Attunements ==&lt;br /&gt;
&lt;br /&gt;
=== [[Serpent Spire]] ([[Valia]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Diviner]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. They are the only attunement that can make [[memory crystals]]&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mender]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
Shadows are capable of concealing themselves from the senses and diminishing the senses of others&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;. They can create solid illusions, unlike other similar Attunements&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]||&lt;br /&gt;
Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]||&lt;br /&gt;
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hydra Spire]] ([[Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot;&amp;gt;''Diamantine'' Appendix 1&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Executioner]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaire]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Saboteur]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shieldbreaker]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tiger Spire]] ([[Caelford]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Analyst]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Architect]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biomancer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemaster]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminator]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.&amp;lt;ref&amp;gt;Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sentinel]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Sentinels emphasize mental fortitude, and can resist physical and mental spells&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmuter]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Transmuters focus on transforming materials into other types of material&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Phoenix Spire]] ([[Edria|East Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Conjurer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot;&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Conjurers can create monsters similar to a summoner's summoned copy. These monsters are weaker than summoner's versions, but can be created without a contract, purely from the conjurer's imagination&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Appendix 1&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifier]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Purifiers typically focus on neutralizing debilitating and mental attacks&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancer]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. &lt;br /&gt;
|-&lt;br /&gt;
|[[Shapeshifter]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellsinger]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Spellsingers focus on distribution of spells through their voice, similar to a lung mark&amp;lt;ref name=&amp;quot;ww2-11&amp;quot;&amp;gt;''Diamantine'' Chapter 11&amp;lt;/ref&amp;gt;. Spellsingers typically use debilitating, and at higher levels, buffing spells&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;. They often improve a weapon's abilities directly or store a spell in it&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tortoise Spire]] ([[Dalenos]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot;&amp;gt;Crystal Awakening - Appendix 2&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloudcaller]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illusionist]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Seers can see potential futures, and typically leverage this for information gathering&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulblade]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wavewalker]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarer]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Restricted Attunements]] (Granted by the [[Visages]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbiter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chronomancer]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
A lost rumored attunement that can manipulate time and the perception of time&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||[[Life_mana|Life]]||&lt;br /&gt;
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;. Can also conjure bone constructs such as spears, bridges and projections&amp;lt;ref name=&amp;quot;aa2-23&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||[[Life_mana|Life]]||&lt;br /&gt;
Allows a mage to draw additional power from their patron visage during times of great need&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||[[Enhancement_mana|Enhancement]]||&lt;br /&gt;
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Whisper]]||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||[[Umbral_mana|Umbral]]||&lt;br /&gt;
can conceal its own nature and appear to be more conventional attunements&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ascended Attunements]] (Evolved from other Attunements)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Base Attunement||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Invoker]]||[[Summoner]]||TBA||TBA||TBA||&lt;br /&gt;
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
&lt;br /&gt;
Attunements are complex [[subglyph]] enchantments with multiple functions all working in tandem to accomplish different effects{{citation_needed}}. These functions serve a large variety of purposes, and can be anything from simply displaying a glyph on the attuned's body{{citation_needed}}, to performing the complex analysis needed to determine an attuned's safe mana levels{{citation_needed}}, to something as complex as creating and managing bonds that distribute mana between those bonded{{citation_needed}}. Additionally, functions may be locked or disabled before completing certain requirements, either reaching a certain attunement rank or more esoteric requirements, such as specialization.&lt;br /&gt;
&lt;br /&gt;
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
&lt;br /&gt;
''A list of all known general attunement functions is availible [[Attunement Functions|here]]''&lt;br /&gt;
&lt;br /&gt;
General functions are ones that are found across most or all attunements. Note that some attunements may grant some functions in this category earlier or later than others, and it is possible that some attunements may be lacking some general functions entirely. Some examples of functions that fall under this category include attunement level display, safe mana calculation, and shroud generation.&lt;br /&gt;
&lt;br /&gt;
These general functions are well documented by groups like Farren Labs{{citation_needed}}.&lt;br /&gt;
&lt;br /&gt;
=== Unique Functions ===&lt;br /&gt;
&lt;br /&gt;
Unique functions are functions that only a single attunement or a few attunements have. Examples of this include the Enchanter attunement's ability to create enchanted items, or the ability of the contract attunements to create binding contracts and exchange mana with other creatures. All information on unique functions of attunements is on the specific wiki page for that attunement.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Functions ===&lt;br /&gt;
&lt;br /&gt;
Specialized functions are functions that are only enabled when the attunement has been specialized. An example of this would be the ability of a specialized elementalist to permanently shift their shroud to their specialized element. Information on specialization in general is in the [[#Attunement Specializations|Attunement Specializations]] section below, and information on specific specializations is in the individual attunement wiki pages.&lt;br /&gt;
&lt;br /&gt;
== Attunement Specializations ==&lt;br /&gt;
&lt;br /&gt;
An attunement may gain a specialization if a specific type of mana is used disproportionately more than others for an extended period. This typically requires at least ninety percent of the mana used by the attuned to be of that type for about a year. When attunement specialization is gained, the attunement changes, gaining an additional line and skewing future mana production toward the specialized type. Some attunement specializations grant additional effects&amp;lt;ref name=&amp;quot;aa3-7&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An example of this would be an Elementalist specialized in Lightning. Once the specialization was gained, the attunement would start generating a larger proportion of lightning mana. This specific specialization has the additional effect of automatically generating a lightning shroud, rather than requiring the attuned to manually create one.&lt;br /&gt;
&lt;br /&gt;
== Sub-glyphs ==&lt;br /&gt;
&lt;br /&gt;
Sub-glyphs make up all the functions for attunements like shrouds, mana generation, safe mana level and more. There is a string of sub-glyphs for each function of an attunement and each sub-glyph has more sub-glyphs inside. Sub-glyphs are in their own &amp;quot;language&amp;quot;. The sub-glyphs are sectioned in attunements with markers. Some of the sub-glyphs in attunements are restricted so they can not be easily read by anyone with mental mana.&lt;br /&gt;
&lt;br /&gt;
== Artificial Attunements ==&lt;br /&gt;
&lt;br /&gt;
Full article: [[Artificial Attunements]]&lt;br /&gt;
&lt;br /&gt;
[[Farren Labs]], in [[Caelford]], have developed artificial attunements, which are functionally similar to attunements, but without the requirement of taking a judgment. There are other corporations &amp;lt;ref&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] &amp;lt;/ref&amp;gt; that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.&lt;br /&gt;
&lt;br /&gt;
Artificial Attunements are incredibly expensive to make, requiring a class 4 mana crystal of each of the mana types used in the construction, as well as having other difficult and expensive to manufacture parts like applicators with purified mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7806</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7806"/>
		<updated>2025-08-11T02:17:43Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: /* Restricted Attunements (Granted by the Visages) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use [[magic]]. These Attunements are earned in a [[Judgment]], granted by a [[Visage]], or obtained while climbing one of the [[Soaring Spires]], although earning them outside of a Judgment is exceedingly rare.  If you pass a Judgment in a soaring spire, you will typically be granted an attunement specific to that spire, although exceptions are known to exist&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;. Attunements are the primary form of magic on the continent of [[Kaldwyn]].&lt;br /&gt;
&lt;br /&gt;
Each attunement grants the attuned a set of abilities, which vary drastically between attunements. Attunements also grant the user access to [[mana]]. All attunements allow the attuned to use their [[gray mana]], and individual attunements initially grant access to two other base mana types, and a third type after reaching citrine level. Additionally, each attunement grants access to a [[shroud]], a magical barrier, starting at carnelian level&amp;lt;ref name=&amp;quot;aa3-a2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An attunement works by collecting ambient mana out of the atmosphere in the marked part of the body, stopping when it reaches the body part's safe mana value&amp;lt;ref name=&amp;quot;aa3-3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 3&amp;lt;/ref&amp;gt;. Mana collected in this manner is then able to be used by the attuned, as well as converted (at a small percentage loss) between the types provided by the attunement&amp;lt;ref name=&amp;quot;aa1-6&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunements have samples of complex hybrid mana types like seen on Dania, if a complex hybrid would be helpful for a function. However, the functions that use hybrid essences are typically described as using lots of base mana types because of the complexity. The &amp;quot;Generate Simulacrum&amp;quot; function uses a complex hybrid essence.&amp;lt;ref name=&amp;quot;Andrew-Answers&amp;quot;&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/1222347835589001360 ''Climber's Court #andrew-answers]''&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement Levels ==&lt;br /&gt;
&lt;br /&gt;
Attunements have a &amp;quot;level&amp;quot; based on their current safe mana value. In Valia, these levels are named based on gemstones the color of the generated shroud, starting at Quartz (clear) going up through Carnelian (red), Sunstone (orange), Citrine (yellow), and Emerald (green)&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 2&amp;lt;/ref&amp;gt;. Some have theorized that an additional attunement level, Sapphire, exists above emerald, but has been proven to either not exist, or attuned are restricted from reaching it for unknown reasons&amp;lt;ref name=&amp;quot;aa3-11&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 11&amp;lt;/ref&amp;gt;. Reaching each of these levels requires exponentially more mana than the last, making high-level attuned rare to the point where it is speculated that there are only a one or two hundred Emerald-levels on the entire continent&amp;lt;ref name=&amp;quot;aa3-23&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunement levels unlock additional functionality, the most obvious example being the [[shroud]], with an aura which changes color at each level to match the level's color, starting with Carnelian. Additionally, reaching the Citrine level unlocks a tertiary mana type. Many attunements also have additional features available at later levels&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In addition to levels, attunement power is further subdivided into &amp;quot;ranks&amp;quot;: A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The primary way to increase an attunement's power is to use mana from the attunement location, although other methods exist, such as eating certain mana-rich fruits&amp;lt;ref name=&amp;quot;aa1-13&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 13&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The attunement level and rank signify how much mana is available to the attuned. The thresholds for each level, including the theoretical sapphire level, are below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Level     || Rank E || Rank D || Rank C || Rank B || Rank A&lt;br /&gt;
|-&lt;br /&gt;
| Quartz    || 0      || 15     || 20     || 25     || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carnelian || 60     || 90     || 120    || 150    || 180&lt;br /&gt;
|-&lt;br /&gt;
| Sunstone  || 360    || 540    || 720    || 900    || 1,080&lt;br /&gt;
|-&lt;br /&gt;
| Citrine   || 2,160  || 3,240  || 4,320  || 5,400  || 6,480&lt;br /&gt;
|-&lt;br /&gt;
| Emerald   || 12,960 || 19,440 || 25,920 || 32,400 || 38,880&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire  || 77,760 || 116,640|| 155,520|| 194,400|| 233,280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hand&lt;br /&gt;
|While typically on the hand, &amp;quot;hand&amp;quot; marks can also be on the wrist or arm. Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Leg&lt;br /&gt;
|Leg marks allow for instantaneous delivery of powerful spells through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 3&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Lung&lt;br /&gt;
|Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking. They are exceptional in large confrontations, and are popular in warfare&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Heart&lt;br /&gt;
|Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mind&lt;br /&gt;
|Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies purely through focusing their minds&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of Attunements ==&lt;br /&gt;
&lt;br /&gt;
=== [[Serpent Spire]] ([[Valia]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Diviner]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. They are the only attunement that can make [[memory crystals]]&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mender]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
Shadows are capable of concealing themselves from the senses and diminishing the senses of others&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;. They can create solid illusions, unlike other similar Attunements&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]||&lt;br /&gt;
Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]||&lt;br /&gt;
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hydra Spire]] ([[Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot;&amp;gt;''Diamantine'' Appendix 1&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Executioner]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaire]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Saboteur]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shieldbreaker]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tiger Spire]] ([[Caelford]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Analyst]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Architect]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biomancer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemaster]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminator]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.&amp;lt;ref&amp;gt;Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sentinel]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Sentinels emphasize mental fortitude, and can resist physical and mental spells&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmuter]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Transmuters focus on transforming materials into other types of material&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Phoenix Spire]] ([[Edria|East Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Conjurer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot;&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Conjurers can create monsters similar to a summoner's summoned copy. These monsters are weaker than summoner's versions, but can be created without a contract, purely from the conjurer's imagination&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Appendix 1&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifier]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Purifiers typically focus on neutralizing debilitating and mental attacks&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancer]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. &lt;br /&gt;
|-&lt;br /&gt;
|[[Shapeshifter]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellsinger]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Spellsingers focus on distribution of spells through their voice, similar to a lung mark&amp;lt;ref name=&amp;quot;ww2-11&amp;quot;&amp;gt;''Diamantine'' Chapter 11&amp;lt;/ref&amp;gt;. Spellsingers typically use debilitating, and at higher levels, buffing spells&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;. They often improve a weapon's abilities directly or store a spell in it&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tortoise Spire]] ([[Dalenos]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot;&amp;gt;Crystal Awakening - Appendix 2&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloudcaller]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illusionist]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Seers can see potential futures, and typically leverage this for information gathering&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulblade]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wavewalker]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarer]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Restricted Attunements]] (Granted by the [[Visages]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbiter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chronomancer]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
A lost rumored attunement that can manipulate time and the perception of time&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||[[Life_mana|Life]]||&lt;br /&gt;
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;. Can also conjure bone constructs such as spears, bridges and projections&amp;lt;ref name=&amp;quot;aa2-23&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||[[Life_mana|Life]]||&lt;br /&gt;
Allows a mage to draw additional power from their patron visage during times of great need&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||[[Enhancement_mana|Enhancement]]||&lt;br /&gt;
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Whisper||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||[[Umbral_mana|Umbral]]||&lt;br /&gt;
TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ascended Attunements]] (Evolved from other Attunements)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Base Attunement||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Invoker]]||[[Summoner]]||TBA||TBA||TBA||&lt;br /&gt;
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
&lt;br /&gt;
Attunements are complex [[subglyph]] enchantments with multiple functions all working in tandem to accomplish different effects{{citation_needed}}. These functions serve a large variety of purposes, and can be anything from simply displaying a glyph on the attuned's body{{citation_needed}}, to performing the complex analysis needed to determine an attuned's safe mana levels{{citation_needed}}, to something as complex as creating and managing bonds that distribute mana between those bonded{{citation_needed}}. Additionally, functions may be locked or disabled before completing certain requirements, either reaching a certain attunement rank or more esoteric requirements, such as specialization.&lt;br /&gt;
&lt;br /&gt;
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
&lt;br /&gt;
''A list of all known general attunement functions is availible [[Attunement Functions|here]]''&lt;br /&gt;
&lt;br /&gt;
General functions are ones that are found across most or all attunements. Note that some attunements may grant some functions in this category earlier or later than others, and it is possible that some attunements may be lacking some general functions entirely. Some examples of functions that fall under this category include attunement level display, safe mana calculation, and shroud generation.&lt;br /&gt;
&lt;br /&gt;
These general functions are well documented by groups like Farren Labs{{citation_needed}}.&lt;br /&gt;
&lt;br /&gt;
=== Unique Functions ===&lt;br /&gt;
&lt;br /&gt;
Unique functions are functions that only a single attunement or a few attunements have. Examples of this include the Enchanter attunement's ability to create enchanted items, or the ability of the contract attunements to create binding contracts and exchange mana with other creatures. All information on unique functions of attunements is on the specific wiki page for that attunement.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Functions ===&lt;br /&gt;
&lt;br /&gt;
Specialized functions are functions that are only enabled when the attunement has been specialized. An example of this would be the ability of a specialized elementalist to permanently shift their shroud to their specialized element. Information on specialization in general is in the [[#Attunement Specializations|Attunement Specializations]] section below, and information on specific specializations is in the individual attunement wiki pages.&lt;br /&gt;
&lt;br /&gt;
== Attunement Specializations ==&lt;br /&gt;
&lt;br /&gt;
An attunement may gain a specialization if a specific type of mana is used disproportionately more than others for an extended period. This typically requires at least ninety percent of the mana used by the attuned to be of that type for about a year. When attunement specialization is gained, the attunement changes, gaining an additional line and skewing future mana production toward the specialized type. Some attunement specializations grant additional effects&amp;lt;ref name=&amp;quot;aa3-7&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An example of this would be an Elementalist specialized in Lightning. Once the specialization was gained, the attunement would start generating a larger proportion of lightning mana. This specific specialization has the additional effect of automatically generating a lightning shroud, rather than requiring the attuned to manually create one.&lt;br /&gt;
&lt;br /&gt;
== Sub-glyphs ==&lt;br /&gt;
&lt;br /&gt;
Sub-glyphs make up all the functions for attunements like shrouds, mana generation, safe mana level and more. There is a string of sub-glyphs for each function of an attunement and each sub-glyph has more sub-glyphs inside. Sub-glyphs are in their own &amp;quot;language&amp;quot;. The sub-glyphs are sectioned in attunements with markers. Some of the sub-glyphs in attunements are restricted so they can not be easily read by anyone with mental mana.&lt;br /&gt;
&lt;br /&gt;
== Artificial Attunements ==&lt;br /&gt;
&lt;br /&gt;
Full article: [[Artificial Attunements]]&lt;br /&gt;
&lt;br /&gt;
[[Farren Labs]], in [[Caelford]], have developed artificial attunements, which are functionally similar to attunements, but without the requirement of taking a judgment. There are other corporations &amp;lt;ref&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] &amp;lt;/ref&amp;gt; that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.&lt;br /&gt;
&lt;br /&gt;
Artificial Attunements are incredibly expensive to make, requiring a class 4 mana crystal of each of the mana types used in the construction, as well as having other difficult and expensive to manufacture parts like applicators with purified mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sovereign&amp;diff=7805</id>
		<title>Sovereign</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sovereign&amp;diff=7805"/>
		<updated>2025-08-11T02:16:30Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added body&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Supremacy&lt;br /&gt;
|mana1=Death&lt;br /&gt;
|mana2=Umbral&lt;br /&gt;
|mana3=Enhancement&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Abjurer''' [[attunement]] was once given to ancient kings and rulers with the visages favor, the Sovereign is capable of taking away power from others — up to and including entire attunements.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Steal Spell ===&lt;br /&gt;
This allows a sovereign to steal an individual spell effect for their own use.&lt;br /&gt;
&lt;br /&gt;
=== Strip Attunement ===&lt;br /&gt;
This allows a sovereign to take away an attunement from someone, potentially even putting it on themselves.&lt;br /&gt;
&lt;br /&gt;
== Notable Abjurers ==&lt;br /&gt;
;[[Tristan Cadence]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7804</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7804"/>
		<updated>2025-08-11T02:12:37Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Constellation&lt;br /&gt;
|mana1=Light&lt;br /&gt;
|mana2=Transference&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Paladin''' attunement allows for contracts directly with the [[Visage]] or [[God Beasts]], in a similar manner to how a Summoner might make a contract with a monster, but with the attuned being in an obviously subordinate position. A Paladin is a blade of the visages against their enemies, carrying vast visage-specific powers. It’s believed that this attunement may have been deliberately designed as a countermeasure to the Children of the Tyrant, and given what I now know about the apparent weakness of the children and the mana composition of this attunement, that seems plausible. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The compound mana type is [[constellations essence|constellations mana]]. &lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Contract ===&lt;br /&gt;
This attunement allows for the creation of contracts similar to a Summoner, but with visages. It is unknown if they are allowed to make other contracts.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invoke ===&lt;br /&gt;
Paladins gain the ability to invoke the power of their patron, gaining different abilities based on the specific source of granting them powers&lt;br /&gt;
&lt;br /&gt;
== Notable Paladins ==&lt;br /&gt;
;[[Nieve Yukihara]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7803</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7803"/>
		<updated>2025-08-11T02:12:07Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Constellation&lt;br /&gt;
|mana1=Light&lt;br /&gt;
|mana2=Transference&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Paladin''' attunement allows for contracts directly with the [[Visage]] or [[God Beasts]], in a similar manner to how a Summoner might make a contract with a monster, but with the attuned being in an obviously subordinate position. A Paladin is a blade of the visages against their enemies, carrying vast visage-specific powers. It’s believed that this attunement may have been deliberately designed as a countermeasure to the Children of the Tyrant, and given what I now know about the apparent weakness of the children and the mana composition of this attunement, that seems plausible. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The compound mana type is [[constellations mana]]. &lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Contract ===&lt;br /&gt;
This attunement allows for the creation of contracts similar to a Summoner, but with visages. It is unknown if they are allowed to make other contracts.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invoke ===&lt;br /&gt;
Paladins gain the ability to invoke the power of their patron, gaining different abilities based on the specific source of granting them powers&lt;br /&gt;
&lt;br /&gt;
== Notable Paladins ==&lt;br /&gt;
;[[Nieve Yukihara]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7802</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Paladin&amp;diff=7802"/>
		<updated>2025-08-11T02:10:21Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added main body&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Constellation&lt;br /&gt;
|mana1=Light&lt;br /&gt;
|mana2=Transference&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Paladin''' attunement allows for contracts directly with the [[Visages]] or [[God Beasts]], in a similar manner to how a Summoner might make a contract with a monster, but with the attuned being in an obviously subordinate position. A Paladin is a blade of the visages against their enemies, carrying vast visage-specific powers. It’s believed that this attunement may have been deliberately designed as a countermeasure to the Children of the Tyrant, and given what I now know about the apparent weakness of the children and the mana composition of this attunement, that seems plausible. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The compound mana type is [[Constellations]]. &lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Contract ===&lt;br /&gt;
This attunement allows for the creation of contracts similar to a Summoner, but with visages. It is unknown if they are allowed to make other contracts.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invoke ===&lt;br /&gt;
Paladins gain the ability to invoke the power of their patron, gaining different abilities based on the specific source of granting them powers&lt;br /&gt;
&lt;br /&gt;
== Notable Paladins ==&lt;br /&gt;
;[[Neive Yukihara]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7801</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7801"/>
		<updated>2025-08-11T02:04:50Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Bone&lt;br /&gt;
|mana1=Death&lt;br /&gt;
|mana2=Earth&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Necromancer''' [[attunement]] grants the attuned access to [[death mana]] and [[earth mana]], along with their combination: [[bone mana]]. At citrine they are granted [[life mana]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Scar Healing ===&lt;br /&gt;
&lt;br /&gt;
The necromancer attunement has been shown to function better than menders and likely most other healing focused attunements at treating mana scarring. The process is still not immediate like most typical healing though and total recovery from intense scarring is not yet confirmed to be possible.&lt;br /&gt;
&lt;br /&gt;
=== Life/Death Balance ===&lt;br /&gt;
This function of the necromancer attunement uses their stone mana to keep the opposing types [[life mana]] and [[death mana]] from mixing directly. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Interaction ===&lt;br /&gt;
There’s some kind of function within the Necromancer attunement that allows them to interact with other layers of self, most notably a person’s mana and spirit.&lt;br /&gt;
&lt;br /&gt;
== Notable Necrommancers ==&lt;br /&gt;
&lt;br /&gt;
* [[Sheridan Theas]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7800</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7800"/>
		<updated>2025-08-11T02:04:19Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Bone&lt;br /&gt;
|mana1=Death&lt;br /&gt;
|mana2=Earth&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Necromancer''' [[attunement]] grants the attuned access to [[death mana]] and [[earth mana]], along with their combination: [[bone mana]]. At citrine they are granted [[life mana]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Scar Healing ===&lt;br /&gt;
&lt;br /&gt;
The necromancer attunement has been shown to function better than menders and likely most other healing focused attunements at treating mana scarring. The process is still not immediate like most typical healing though and total recovery from intense scarring is not yet confirmed to be possible.&lt;br /&gt;
&lt;br /&gt;
=== Life/Death Balance ===&lt;br /&gt;
This function of the necromancer attunement uses their stone mana to keep the opposing types [[Life]] and [[Death]] mana from mixing directly. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Interaction ===&lt;br /&gt;
There’s some kind of function within the Necromancer attunement that allows them to interact with other layers of self, most notably a person’s mana and spirit.&lt;br /&gt;
&lt;br /&gt;
== Notable Necrommancers ==&lt;br /&gt;
&lt;br /&gt;
* [[Sheridan Theas]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7799</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Necromancer&amp;diff=7799"/>
		<updated>2025-08-11T02:03:02Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Bone&lt;br /&gt;
|mana1=Death&lt;br /&gt;
|mana2=Stone&lt;br /&gt;
|mana3=Life&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Necromancer''' [[attunement]] grants the attuned access to [[death mana]] and [[earth mana]], along with their combination: [[bone mana]]. At citrine they are granted [[Life]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Scar Healing ===&lt;br /&gt;
&lt;br /&gt;
The necromancer attunement has been shown to function better than menders and likely most other healing focused attunements at treating mana scarring. The process is still not immediate like most typical healing though and total recovery from intense scarring is not yet confirmed to be possible.&lt;br /&gt;
&lt;br /&gt;
=== Life/Death Balance ===&lt;br /&gt;
This function of the necromancer attunement uses their stone mana to keep the opposing types [[Life]] and [[Death]] mana from mixing directly. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Interaction ===&lt;br /&gt;
There’s some kind of function within the Necromancer attunement that allows them to interact with other layers of self, most notably a person’s mana and spirit.&lt;br /&gt;
&lt;br /&gt;
== Notable Necrommancers ==&lt;br /&gt;
&lt;br /&gt;
* [[Sheridan Theas]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7798</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7798"/>
		<updated>2025-08-11T01:57:45Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: essence fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Breath&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Life&lt;br /&gt;
|mana3=Mental&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Heirophant''' [[attunement]] is the signature attunement of the head of the priesthood of Katashi in Dalenos. It is a restricted attunement, meaning it is usually obtained directly from a [[visage]], and has a compound mana type of [[Breath Essence|Breath]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Awe-Inspiring Aura ===&lt;br /&gt;
The Hierophant is capable of expanding their shroud over a massive area and imbuing it with a specific spell of their choice. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Abjurers ==&lt;br /&gt;
;[[Haruka Saito]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7797</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Hierophant&amp;diff=7797"/>
		<updated>2025-08-11T01:56:02Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Add details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Breath&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Life&lt;br /&gt;
|mana3=Mental&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Heirophant''' [[attunement]] is the signature attunement of the head of the priesthood of Katashi in Dalenos. It is a restricted attunement, meaning it is usually obtained directly from a [[visage]], and has a compound mana type of [[Breath]].&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Awe-Inspiring Aura ===&lt;br /&gt;
The Hierophant is capable of expanding their shroud over a massive area and imbuing it with a specific spell of their choice. &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Abjurers ==&lt;br /&gt;
;[[Haruka Saito]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Chronomancer&amp;diff=7796</id>
		<title>Chronomancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Chronomancer&amp;diff=7796"/>
		<updated>2025-08-11T01:45:49Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added features from AA6 appendix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Time&lt;br /&gt;
|mana1=Transference&lt;br /&gt;
|mana2=Perception&lt;br /&gt;
|mana3=Death&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}&lt;br /&gt;
'''Chronomancer''' is a legendary attunement that supposedly grants both [[perception mana]] and [[transference mana]]. This would allow Chronomancer to cast haste spells that enhance physical movement speed and grant the perception speed to control that movement. Most in-world scholars believe that the Chronomancer attunement is a myth. If the Chronomancer attunement exists, it is the [[time mana]] attunement.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Perceptive Haste ===&lt;br /&gt;
One of the more commonly agreed upon features of Chronomancer is that they can accelerate their speed without running into the same problems with their mind keeping track of their surroundings that my Haste problems have historically had &amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stasis Shroud ===&lt;br /&gt;
A time distortion modification of the shroud which freezes effects that attempt to pass through it.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Chronomancers ==&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Arbiter&amp;diff=7795</id>
		<title>Arbiter</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Arbiter&amp;diff=7795"/>
		<updated>2025-08-11T01:41:28Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Adaptation&lt;br /&gt;
|mana1=Transference&lt;br /&gt;
|mana2=Life&lt;br /&gt;
|mana3=Light&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}The '''Arbiter''' [[attunement]] is a [[restricted attunement]] given by the [[Visage|Visages]] for performing a diplomatic task, typically of a political nature&amp;lt;ref name=aa2-2&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;. The arbiter attunement provides [[transference mana]] and [[life mana]], along with their combination: [[adaptation mana]]. It also provides [[light mana]] at citrine.&lt;br /&gt;
&lt;br /&gt;
== Political Importance ==&lt;br /&gt;
&lt;br /&gt;
Because arbiter attunements are only given to those who have already performed a task for a visage, they are often selected by the visages to perform additional diplomatic tasks. Due to the possibility of this, they are granted certain liberties not granted to others. These include the ability to use information gathering spells in the [[Soaring Spires|spires]]. Additionally, [[spire elementals]] are bound to assist them, although summoned copies cannot directly disobey their summoner's orders&amp;lt;ref name=aa2-2 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Most arbiters are considered to be an arbiter of the visage who granted them the attunement, and while they work with all visages, they typically work with the one who granted their mark. Each visage typically has only one or two known arbiters.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Mana Purification and Transfer ===&lt;br /&gt;
&lt;br /&gt;
The Arbiter attunement is capable of purifying the user's [[mana]], making it possible to safely transfer mana into another person&amp;lt;ref name=aa2-2 /&amp;gt;. This effect also applies to mana generated by objects enchanted with pure mana, either by an arbiter who is also an enchanter or a regular enchanted item purified by an arbiter&amp;lt;ref name=aa2-8&amp;gt;''On the Shoulders of Titans'' Chapter 8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Because of this purification, an arbiter can recharge an attunement, including giving an attuned mana above their capacity, although giving them enough mana to more than double their capacity can cause mana scarring in the target, as can exceeding their maximum capacity more than once per week. This boost is not permanent, although it does provide a small permanent increase, typically about 2 percent of the previous total&amp;lt;ref name=aa2-2 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An additional consequence of the mana purification function is that arbiters cannot be tracked by their mana signature, since they do not have one. When attempting to track an arbiter's mana signature, detection spells are unable to differentiate between any arbiter or item with arbiter-purified mana&amp;lt;ref name=aa3-5&amp;gt;''The Torch that Ignites the Stars'' Chapter 5&amp;lt;/ref&amp;gt;. This does not prevent tracking via other methods, such as spirit tracking.&lt;br /&gt;
&lt;br /&gt;
=== Attunement Movement ===&lt;br /&gt;
&lt;br /&gt;
Arbiters can move attunements from one location on an attuned's body to another location, such as moving an attunement from an arm to a leg. It is also possible to move an attunement from one attuned to another, although there are significant risks to that. When moving an attunement from one person to another, the person must be acclimated to mana in their bodies. An quartz-level attunement could safely be moved to an unattuned, but a citrine attunement could only be moved to another citrine level attuned. If this requirement is not met, the person who is being granted the attunement generally explodes&amp;lt;ref name=aa3-6&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This process cannot be performed without the direct consent of the attuned due to safeguards built into attunements&amp;lt;ref name=aa3-6 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Attunement Decryption ===&lt;br /&gt;
&lt;br /&gt;
''Note: This function is not available until the attunement reaches citrine level.''&lt;br /&gt;
&lt;br /&gt;
Some attunement functions' [[attunement#subglyphs|subglyphs]] are encrypted, and impossible to read or change. At Citrine level, the arbiter attunement grants the ability to read this&amp;lt;ref name=aa3-23&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Attunement Modification ===&lt;br /&gt;
&lt;br /&gt;
If the arbiter has access to mental mana, it is possible to alter the subglyphs on existing attunements.&lt;br /&gt;
&lt;br /&gt;
=== Arbiter's Gate Access ===&lt;br /&gt;
&lt;br /&gt;
Arbiters are capable of charging a petitioner's coin and entering the [[Soaring Spires#Arbiter's_Gate|Arbiter's Gate]] in the soaring spires&amp;lt;ref name=aa3-6 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Interactions with other attunements ==&lt;br /&gt;
&lt;br /&gt;
=== Enchanter ===&lt;br /&gt;
&lt;br /&gt;
Arbiters with an [[enchanter]] attunement are able to create enchantments with pure mana, allowing the creation of items that push mana into an attuned, such as mana regeneration items or [[mana batteries]]. At citrine, it is theoretically possible for an arbiter/enchanter to create an [[artificial attunement]] on their own&amp;lt;ref name=aa3-6 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Arbiters ==&lt;br /&gt;
&lt;br /&gt;
* [[Warren Constantine]]&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Corin Cadence has a patent pending for the subglyphs for the functions of the Arbiter attunement&amp;lt;ref name=aa3-5 /&amp;gt;.&lt;br /&gt;
* Farren Labs would like an Arbiter in their employ. Presumably, this is because of their incredible value in modifying attunements, and simplifying the attunement creation process. However, ulterior motivates like stealing the unique functions of the Arbiter attunement are implied.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Abjurer&amp;diff=7794</id>
		<title>Abjurer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Abjurer&amp;diff=7794"/>
		<updated>2025-08-11T01:38:46Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Add features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Banishment&lt;br /&gt;
|mana1=Death&lt;br /&gt;
|mana2=Light&lt;br /&gt;
|mana3=Transference&lt;br /&gt;
|location=Unknown&lt;br /&gt;
|spire=Spider Spire&lt;br /&gt;
}}The '''Abjurer''' [[attunement]] is designed to break existing dominion effects. Its [[Deep Dominion|deep dominion]] is the [[Dominion of Banishment]]. This can be used to banish summoned beings to their home plane and prevents their return, at least temporarily. This weakens the beings considerably. Additionally, Abjurers can reportedly temporarily stop attunement functions, an ability seemingly unique to the Abjurer attunement{{citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The Abjurer attunement is a restricted attunement, meaning it is usually obtained directly from a [[visage]]. [[Warren Constantine]] claims that the [[Spider Spire]] also gives restricted attunements, but whether or not this is true is unconfirmed.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Possession Protection ===&lt;br /&gt;
The Abjurer supposedly has a unique function related to banishment that prevents them from being possessed by spirits, shades, and similar entities. This same function also helps prevent them from being affected by most forms of mental compulsion.&amp;lt;ref name=&amp;quot;aa6-a1&amp;quot;&amp;gt;''A Brief History of Chronomancy'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banish ===&lt;br /&gt;
This appears to be a simple “return to origin” function directed as a beam toward a target&lt;br /&gt;
&lt;br /&gt;
== Notable Abjurers ==&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Acolyte&amp;diff=7793</id>
		<title>Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Acolyte&amp;diff=7793"/>
		<updated>2025-08-11T01:34:31Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added known acolyte&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Blood&lt;br /&gt;
|mana1=Life&lt;br /&gt;
|mana2=Water&lt;br /&gt;
|mana3=Perception&lt;br /&gt;
|location=Dalenos&lt;br /&gt;
|spire=Tortoise Spire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Acolyte''' [[attunement]] are flexible healers, treating injuries, poisons, and diseases with equal ease.&amp;lt;ref name=&amp;quot;aa5&amp;quot;&amp;gt;''When Wizards Follow Fools'' Appendix 2&amp;lt;/ref&amp;gt; Its primary [[mana]] type is [[life mana]] and its secondary is [[water mana]], which can be combined to make [[blood mana]]. At citrine, it grants access to [[perception mana]]. The healing from the Acolyte attunement feels different from standard healing magic, likely alluding to the fact that Acolyte healing uses blood and water mana in addition to life mana.&lt;br /&gt;
&lt;br /&gt;
The Acolyte attunement is most commonly found in the [[Tortoise Spire]] in [[Dalenos]].&amp;lt;ref name=&amp;quot;aa5&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One downside to the acolyte attunement is that even once the tertiary mana type is unlocked, it only grants access to a single compound mana type.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Bodily Purification ===&lt;br /&gt;
A function designed to simultaneously remove negative influences from the target’s body, such as poison and mental compulsions. This is reportedly a very useful tool when the specific details of a malady on a target can’t be easily identified; this function just tries to rapidly purge the body of outside influences in general, using water as a baseline and life to accelerate the function. I wouldn’t be surprised if some light mana is involved, too, but that isn’t one of the mana types they’re given directly.&amp;lt;ref name=&amp;quot;aa5&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Acolytes ==&lt;br /&gt;
;[[Lani]]&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Marissa_Callahan&amp;diff=7792</id>
		<title>Marissa Callahan</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Marissa_Callahan&amp;diff=7792"/>
		<updated>2025-08-10T16:56:36Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Added security blanket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Aliases=Mara&lt;br /&gt;
|attunement1=Guardian&lt;br /&gt;
|attunement-location1=Heart&lt;br /&gt;
|Occupation= Student at [[Lorian Heights Academy]]&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
}}&lt;br /&gt;
Marissa Callahan, or simply Mara, is one of [[Corin Cadence]]'s closest friends and allies, as well as a frequent sparring partner, in the Arcane Ascension series. She trains with Corin under the tutelage of [[Keras Selyrian]], improving her fighting abilities significantly. Marissa is one of the main characters in the Arcane Ascension series.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Marissa is described as having an athletic build with blond hair.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Corin Cadence]]:&lt;br /&gt;
;[[Sera Cadence]]:&lt;br /&gt;
;[[Patrick Wayland]]:&lt;br /&gt;
;[[Keras Selyrian]]:&lt;br /&gt;
;[[Emery Verena]]:&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Guardian]]||Enhancement||Life||Earth||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their shroud more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guardian Attunement ===&lt;br /&gt;
Mara has access to the Guardian attunement which gives her access to enhancement and life mana. She can combine them together to form protection mana. Mara's attunement is located on her chest, making her heart marked, which works through channelling mana through her entire body into her heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity. The Guardian attunement allows for easy manipulation of the attuned's shroud, a magical aura that slows down or stops attacks. As a Guardian, Mara's shroud is more solid than most other attuned's shrouds and she can move her shroud around various parts of her body to enforce specific areas better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Guardian Function ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enhancement Mana ====&lt;br /&gt;
Enhancement mana helps increase physical capabilities.&lt;br /&gt;
&lt;br /&gt;
'''Deflection'''&lt;br /&gt;
&lt;br /&gt;
Mara can punch magical attacks like lightning and duelling cane orbs and they will be deflected.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Punching'''&lt;br /&gt;
&lt;br /&gt;
Marissa has a spell that creates a glow around her fist and causes her punches to be absurdly damaging. Described as &amp;quot;a punch like a runaway train.&amp;quot; She can shatter stone and launch opponents around. She can also produce a shockwave from her punches.&lt;br /&gt;
&lt;br /&gt;
'''Star descends from Sky'''&lt;br /&gt;
&lt;br /&gt;
'Star descends from Sky' is a punching technique where Mara jumps upwards and punches down on her target. She shouts the technique name when she uses. One of her main techniques.&lt;br /&gt;
&lt;br /&gt;
'''Dragon ascends to sky'''&lt;br /&gt;
&lt;br /&gt;
'Dragon ascends to sky' is another punching technique that utilises an immensely powerful jump that leads into an upwards punch. She shouts the technique name when she uses.&lt;br /&gt;
&lt;br /&gt;
'''Body Enhancement'''&lt;br /&gt;
&lt;br /&gt;
Mara can drastically increase her speed in bursts. Her jumps can be several feet high and her physical strength is immense when she uses her enhancement mana. &lt;br /&gt;
&lt;br /&gt;
'''Aura Blades'''&lt;br /&gt;
&lt;br /&gt;
Mara's main strategy in combat is producing blades around her hands from her shroud. These essence blades are highly at cutting through things they touch. This was inspired by Keras and his cutting aura. &lt;br /&gt;
&lt;br /&gt;
'''Rising Thunder'''&lt;br /&gt;
&lt;br /&gt;
'Rising thunder' is something Marissa once called out when she enhanced one of her punches to be strong enough to make a serpent to recoil. &lt;br /&gt;
&lt;br /&gt;
'''Aura Kicking'''&lt;br /&gt;
&lt;br /&gt;
Mara can kick out and her aura can extend and cut her target.&lt;br /&gt;
&lt;br /&gt;
'''Cutting Shockwave'''&lt;br /&gt;
&lt;br /&gt;
Mara can launch a shockwave of cutting force by swinging her hand.&lt;br /&gt;
&lt;br /&gt;
'''Blade Launching'''&lt;br /&gt;
&lt;br /&gt;
Mara can kick the ground which sends a &amp;quot;blade-like flash of energy&amp;quot; across it towards her target.&lt;br /&gt;
&lt;br /&gt;
'''Diamond Strike of '''&lt;br /&gt;
&lt;br /&gt;
'Diamond Strike of [something]' is a technique that Mara was about to use against Saffron before he stopped her. It is unknow what this does but when she was calling out the name she had formed an aura blade around her hand.&lt;br /&gt;
&lt;br /&gt;
'''Wind Sweeps Across the Field'''&lt;br /&gt;
&lt;br /&gt;
'Wind Sweeps Across the Field' is a technique name that Mara called out when fighting bandits on the train. This caused her shroud to compress against her leg and then extended outwards as she swung. This caused the bandits to be hit with a pressure that knocked them a bit. &lt;br /&gt;
&lt;br /&gt;
'''Shockwave'''&lt;br /&gt;
&lt;br /&gt;
Mara can send a out shockwave of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Protection Mana ====&lt;br /&gt;
&lt;br /&gt;
'''Shroud Enhancement'''&lt;br /&gt;
&lt;br /&gt;
Mara can make her shroud solid compared to the usual air resistance. This might be enhancement mana but as Corin's transference blast didn't manage to negate it, it may be protection mana.&lt;br /&gt;
&lt;br /&gt;
'''Barrier Magic'''&lt;br /&gt;
&lt;br /&gt;
Mara has been practicing barrier magic but she is, admittedly, &amp;quot;no good&amp;quot; but able &amp;quot;to throw something together.&amp;quot; These are likely protection spells.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strength Enhancing Bracelet&lt;br /&gt;
&lt;br /&gt;
An enchanted copper bracelet that detects when mana goes down Mara's arm. It then sends more mana making her techniques stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strength Enhancing Ring&lt;br /&gt;
A magic ring from the Jaden Box that enhances physical strength. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Levitation Boots&lt;br /&gt;
&lt;br /&gt;
Mara has magic boots that allow her to run in the air.&amp;lt;ref name=&amp;quot;aa2&amp;quot;&amp;gt;''The Torch That Ignites the Stars'' Chapter 18&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Shield Sigil]]&lt;br /&gt;
&lt;br /&gt;
The basic issued shield sigil is silver pin from Lorian Heights Academy. It is about the size of a coin and when it detects an incoming attack it produces a barrier of grey mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Phoenix Sigil]]&lt;br /&gt;
&lt;br /&gt;
The phoenix sigils are enchanted items made by Corin. A sigil in the shape of a phoenix about the same size of the shield sigils. The phoenix sigil is self-recharging and has a greater capacity than the regular shield sigil. It produces a barrier of grey mana much like the shield sigil. The phoenix sigil has functions for healing injuries and helping to recover mana. The phoenix sigils have teleportation functions which connect to a specific 'anchor'. This sigil has more than 4 times the capacity of the school issued sigils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Messaging Necklace&lt;br /&gt;
&lt;br /&gt;
The communication necklace is an item created by Corin. It has a low Citrine level of air mana which allows Mara to send and receive messages from any of the other messaging necklaces Corin has made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Security Blanket&lt;br /&gt;
&lt;br /&gt;
Blanket that when laid out will generate a barrier to protect the user&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Nieve_Yukihara&amp;diff=7791</id>
		<title>Nieve Yukihara</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Nieve_Yukihara&amp;diff=7791"/>
		<updated>2025-08-10T16:44:49Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Add associates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Champion&lt;br /&gt;
|attunement-location1=Mind&lt;br /&gt;
|attunement2=Paladin&lt;br /&gt;
|attunement-location2=Heart&lt;br /&gt;
|Occupation=Climber&lt;br /&gt;
|Species=Human&lt;br /&gt;
|nation1=Dalenos&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Shattered Legacy]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nieve Yukihara is one of the main characters in the Shattered Legacy series.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Lani]]&lt;br /&gt;
;[[Seiji Hayden]]&lt;br /&gt;
;[[Emiko]]&lt;br /&gt;
;[[Aldis Somers]]&lt;br /&gt;
;[[Hane]]&lt;br /&gt;
;[[Lief Valmont]]&lt;br /&gt;
;[[Wyle]]&lt;br /&gt;
;[[Ren]]&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||Enhancement&lt;br /&gt;
||Water&lt;br /&gt;
||Mental&lt;br /&gt;
||Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Light&lt;br /&gt;
||Transference&lt;br /&gt;
||TBA&lt;br /&gt;
||Paladins can draw power from their patron during times of great need.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Champion Attunement ===&lt;br /&gt;
Nieve has the Champion attunement at Citrine level which means she has access to enhancement and water mana, which she can combine into ice mana, and mental mana. Nieve has a shroud, a magical aura that slows down or stops attacks, from her attunement. Being a Mind mark, her attunement allows her to cast spells that impact her own body through just mental focus. Her attunement gives her some resistance to mental manipulation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enhancement Mana ====&lt;br /&gt;
Using enhancement mana helps passively build up physical strength.&lt;br /&gt;
&lt;br /&gt;
'''Enhance Strength'''&lt;br /&gt;
&lt;br /&gt;
'Enhance Strength' doubles her physical strength which makes her stronger and faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Water Mana ====&lt;br /&gt;
Water is the second mana type from the Champion attunement. &lt;br /&gt;
&lt;br /&gt;
'''Sense Water'''&lt;br /&gt;
&lt;br /&gt;
Nieve can cast &amp;quot;Sense Water&amp;quot; spells to sense through water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ice Mana ====&lt;br /&gt;
Nieve can form ice mana by mixing her enhancement and water mana. &lt;br /&gt;
&lt;br /&gt;
'''Frost Form'''&lt;br /&gt;
&lt;br /&gt;
'Frost Form' reinforces her skin to be hard to cut and gives resistance to mental attacks. &lt;br /&gt;
&lt;br /&gt;
'''Ice Sword'''&lt;br /&gt;
&lt;br /&gt;
With the word &amp;quot;freeze&amp;quot;, Nieve can grow ice along her sword and it takes the form of a massive, doubled edged blade in the style of a zanbatou. &lt;br /&gt;
&lt;br /&gt;
'''Ice Field'''&lt;br /&gt;
&lt;br /&gt;
Nieve can cover the area around her in ice which surrounds the ankles of her opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mental Mana ====&lt;br /&gt;
Nieve knows very few mental mana spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin Attunement ===&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7790</id>
		<title>Seiji Hayden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7790"/>
		<updated>2025-08-10T16:40:49Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Add description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Seer&lt;br /&gt;
|attunement-location1=Hand&lt;br /&gt;
|attunement2=Controller&lt;br /&gt;
|attunement-location2=Heart&lt;br /&gt;
&lt;br /&gt;
|Occupation= Climber&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Dalenos&lt;br /&gt;
|Series=[[Shattered Legacy]]&lt;br /&gt;
}}&lt;br /&gt;
Seiji &amp;quot;Sage&amp;quot; Hayden is a [[Seer]] spire climber and member of [[Team Guiding Star Legacy]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Appropriate for his attunement, Sage likes to think before he acts. However, he can freeze up when overwhelmed.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Crystal Awakening]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Phantom Chamber]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Lani]]&lt;br /&gt;
;[[Nieve Yukihara]]&lt;br /&gt;
;[[Emiko]]&lt;br /&gt;
;[[Aldis Somers]]&lt;br /&gt;
;[[Hane]]&lt;br /&gt;
;[[Lief Valmont]]&lt;br /&gt;
;[[Wyle]]&lt;br /&gt;
;[[Ren]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]&lt;br /&gt;
||Hand&lt;br /&gt;
||Mental&lt;br /&gt;
||Light&lt;br /&gt;
||Death&lt;br /&gt;
||Seers are capable of divining potential futures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]&lt;br /&gt;
||Heart&lt;br /&gt;
||Perception&lt;br /&gt;
||Enhancement&lt;br /&gt;
||Umbral&lt;br /&gt;
||Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;Enchanted glasses: Enhances his divination abilities, allowing him to see into tower portals prior to entering them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7789</id>
		<title>Seiji Hayden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7789"/>
		<updated>2025-08-10T16:40:00Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: Add teammates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Seer&lt;br /&gt;
|attunement-location1=Hand&lt;br /&gt;
|attunement2=Controller&lt;br /&gt;
|attunement-location2=Heart&lt;br /&gt;
&lt;br /&gt;
|Occupation= Climber&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Dalenos&lt;br /&gt;
|Series=[[Shattered Legacy]]&lt;br /&gt;
}}&lt;br /&gt;
Seiji &amp;quot;Sage&amp;quot; Hayden is a [[Seer]] spire climber.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Appropriate for his attunement, Sage likes to think before he acts. However, he can freeze up when overwhelmed.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Crystal Awakening]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Phantom Chamber]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Lani]]&lt;br /&gt;
;[[Nieve Yukihara]]&lt;br /&gt;
;[[Emiko]]&lt;br /&gt;
;[[Aldis Somers]]&lt;br /&gt;
;[[Hane]]&lt;br /&gt;
;[[Lief Valmont]]&lt;br /&gt;
;[[Wyle]]&lt;br /&gt;
;[[Ren]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]&lt;br /&gt;
||Hand&lt;br /&gt;
||Mental&lt;br /&gt;
||Light&lt;br /&gt;
||Death&lt;br /&gt;
||Seers are capable of divining potential futures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]&lt;br /&gt;
||Heart&lt;br /&gt;
||Perception&lt;br /&gt;
||Enhancement&lt;br /&gt;
||Umbral&lt;br /&gt;
||Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;Enchanted glasses: Enhances his divination abilities, allowing him to see into tower portals prior to entering them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Crystal_Awakening&amp;diff=7788</id>
		<title>Crystal Awakening</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Crystal_Awakening&amp;diff=7788"/>
		<updated>2025-08-10T16:37:53Z</updated>

		<summary type="html">&lt;p&gt;Midbestie: fixed sage's name spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Book&lt;br /&gt;
|cover=&lt;br /&gt;
|caption=&lt;br /&gt;
|series=Shattered Legacy&lt;br /&gt;
|sequel=Phantom Chamber&lt;br /&gt;
|setting=[[Kaldwyn]]&lt;br /&gt;
|release_date=2022-11-29&lt;br /&gt;
}}&lt;br /&gt;
Crystal Awakening is the first book in the [[Shattered Legacy]] series. TODO&lt;br /&gt;
&lt;br /&gt;
== Publisher Description ==&lt;br /&gt;
A team of adventurers enters an epic trial of wits, magic, and monsters in this thrilling new fantasy series set within the Arcane Ascension universe.&lt;br /&gt;
&lt;br /&gt;
Parties attempting to claim the treasures of the [[Tortoise Spire]] of [[Dalenos]] are usually composed of six professional climbers. But following a near-disastrous climb, [[Team Guiding Star Legacy]] finds itself two challengers short. With [[Nieve Yukihara|Nieve]] as the frontline fighter, [[Seiji Hayden|Sage]] as the strategist, [[Lani]] as the healer, and [[Emiko]] as the spellcaster, they need a couple powerful allies to round out the squad.&lt;br /&gt;
&lt;br /&gt;
The first new recruit, [[Hane]], is a fighting and stealth specialist, while the second, [[Aldis Somers|Aldis]], has quite the talent for teleportation magic. Though their individual reasons for scaling the spire vary—wealth, fame, favor—the team’s shared goal is thus: fight, win, ascend, and repeat. All in the hopes of one day making it to the top, where the goddess awaits to grant them the objects of their deepest desires.&lt;br /&gt;
&lt;br /&gt;
To achieve this goal, they must master escalating levels of fire and ice, dangerous creatures, and confounding illusions. Whether facing a threat to their bodies, their magic, or their minds, each of the climbers accepts the risks. And bending the rules is part of the challenge. Some call this cheating; others call it winning.&lt;br /&gt;
&lt;br /&gt;
But no test is ever straightforward. Because Guiding Star Legacy is being judged, and their next contest is one they aren’t meant to survive. Ascend or fall, the quest is only just beginning.&amp;lt;ref name=&amp;quot;ca-gr&amp;quot;&amp;gt;[https://www.goodreads.com/book/show/62190855-crystal-awakening''Crystal Awakening'' Goodreads page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
''For a chapter-by-chapter summary, see [[Crystal Awakening/Summary]]''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Available Editions ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Notes== &lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>Midbestie</name></author>
	</entry>
</feed>