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	<id>https://wydds.wiki/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Testuser001</id>
	<title>Wydd's Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wydds.wiki/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Testuser001"/>
	<link rel="alternate" type="text/html" href="https://wydds.wiki/info/Special:Contributions/Testuser001"/>
	<updated>2026-05-27T19:48:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7494</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7494"/>
		<updated>2024-01-06T06:56:26Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: &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;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7493</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Swordmaster&amp;diff=7493"/>
		<updated>2024-01-06T06:55:46Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: &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=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Wayfarer&amp;diff=7058</id>
		<title>Wayfarer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Wayfarer&amp;diff=7058"/>
		<updated>2023-07-27T04:14:05Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Communication&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Mental&lt;br /&gt;
|mana3=Transference&lt;br /&gt;
|location=Dalenos&lt;br /&gt;
|spire=Tortoise Spire&lt;br /&gt;
}}&lt;br /&gt;
It has a primary [[mana]] type of [[air mana]] and a secondary of [[mental mana]], which can be combined to make [[communication mana]]. At quartz, it also grants access to [[transference mana]] early, as well as [[travel mana]] typically around Quartz C.&lt;br /&gt;
&lt;br /&gt;
The primary attunement function Wayfarer is a passive that augments the transmission distance/range of all spells the Wayfarer casts. Notably this function interacts particularly well with air/communication-messaging spells and travel-teleportation spells. Whether this transmission-function works with other spells is not well documented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
=== Transmission Range Boost ===&lt;br /&gt;
The primary function of the Wayfarer attunement boosts the transmission distance of their teleport and communication spells. This function is passively on at all times.&lt;br /&gt;
&lt;br /&gt;
=== Early Access to Tertiary ===&lt;br /&gt;
Wayfarer's get access to their tertiary mana type — Transference — at Quartz, which allows them to mix Travel mana with training.&lt;br /&gt;
&lt;br /&gt;
=== Specialization: Travel ===&lt;br /&gt;
The Travel specialization for the Wayfarer significantly reduces the cost of creating portals. A notable example would be Aldis Somers, the Wayfarer that joined the Guiding Star Legacy climbing team in the Tortoise Spire.&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7057</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7057"/>
		<updated>2023-07-27T03:28:22Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: /* Attunement Functions */&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;
== 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]]||TBA||&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;||TBA||&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]]||TBA||&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]]||TBA||&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]]||TBA||&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]]||TBA||&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;
|TBA||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||TBA||&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;
== &amp;lt;div id=&amp;quot;Attunement Specializations&amp;quot;&amp;gt;Attunement Specializations&amp;lt;/div&amp;gt; ==&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;
== Subglyphs ==&lt;br /&gt;
&lt;br /&gt;
TODO&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 5 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>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7039</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7039"/>
		<updated>2023-05-27T06:05:56Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: Created page with &amp;quot;There are four styles of enchanting that have been shown in the books to date with enough detail for us to understand part of what is going on. For the two Kaldwyn styles listed below they are not canon names but named to distinguish between the two more clearly. # Dominion Bonding # Dominion Marking # Kaldwyn Modular Runes # Kaldwyn Sub-Glyph Containers  == Enchanting == All enchanting relies on adding essence into an item and then manipulating that essence to generate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four styles of enchanting that have been shown in the books to date with enough detail for us to understand part of what is going on. For the two Kaldwyn styles listed below they are not canon names but named to distinguish between the two more clearly.&lt;br /&gt;
# Dominion Bonding&lt;br /&gt;
# Dominion Marking&lt;br /&gt;
# Kaldwyn Modular Runes&lt;br /&gt;
# Kaldwyn Sub-Glyph Containers&lt;br /&gt;
&lt;br /&gt;
== Enchanting ==&lt;br /&gt;
All enchanting relies on adding essence into an item and then manipulating that essence to generate a spell effect.&lt;br /&gt;
&lt;br /&gt;
All items have an '''enchanting capacity''' which determines how much essence an item can hold without exploding.&lt;br /&gt;
&lt;br /&gt;
=== Dominion Bonding ===&lt;br /&gt;
The most simplistic type of enchanting which consists of flooding an item with a certain type of essence and then casting a ''calling'' spell on it, binding that spell to the item&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Simple to do&lt;br /&gt;
* Has the additional benefit of including some of the capabilities of the person casting the spell&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Limited to ''calling'' spells only. No shaping spells.&lt;br /&gt;
* Limited to a single spell, complex spells are mono-essence limited, no keys from other dominions&lt;br /&gt;
* Flooding the item with essence uses all the Enchanting Capacity&lt;br /&gt;
&lt;br /&gt;
=== Dominion Marking ===&lt;br /&gt;
The second type of enchanting that we encounter in the series. We know far less about this style, but it is capable of more complex effects than Dominion Bonding. We do know that it requires a person be capable of creating a ritual.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Capable of multiple effects simultaneously&lt;br /&gt;
* Capable of complex spells, allowing for spells with keys from multiple dominions&lt;br /&gt;
* Highly efficient at using the enchanting capacity of items&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires a caster capable of controlling the ritual to create a dominion marked item&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Modular Runes ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[Sufficiently Advanced Magic]]. Where each component of the enchantment's function is a single rune: activation, capacity, recharge, function, keys, etcetera. This style is notable for dueling canes and shield sigils which primarily use this style. There are even some compound runes that use this style, like the combined capacity and recharge runes shown in [[The Torch that Ignites the Stars]].&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Due to the modular nature this style is easily upgradable&lt;br /&gt;
* Capable of making highly complex spell effects&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Each rune uses some of the enchanting capacity of the item, meaning that to accomplish the same effect as a dominion marked enchantment can require 2-3 times as much enchanting capacity depending on the complexity of the enchantment.&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Sub-Glyph Containers ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[The Torch that Ignites the Stars]]. This style is the foundation for more complex items like [[Selys Lyann]] or even [[Attunements]] as it utilizes sub-glyphs. This style involves creating a container rune which is filled with a ''set'' amount of essence. Once filled a knowledge-essence spell 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.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Editable&lt;br /&gt;
* Configurable&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires knowledge of the sub-glyph language&lt;br /&gt;
* Fixed Power on each rune, you cannot upgrade a container to provide it more essence&lt;br /&gt;
* May be limited to what is known about Modular Runes if the enchanter doesn't have more sub-glyph examples to draw from&lt;br /&gt;
* Requires the enchanter be capable of casting knowledge-essence spell to write the sub-glyph sequence&lt;br /&gt;
* Each container can only use one essence type&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Wayfarer&amp;diff=6949</id>
		<title>Wayfarer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Wayfarer&amp;diff=6949"/>
		<updated>2023-02-16T05:46:11Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Communication&lt;br /&gt;
|mana1=Air&lt;br /&gt;
|mana2=Mental&lt;br /&gt;
|mana3=Transference&lt;br /&gt;
|location=Dalenos&lt;br /&gt;
|spire=Tortoise Spire&lt;br /&gt;
}}&lt;br /&gt;
It has a primary [[mana]] type of [[air mana]] and a secondary of [[mental mana]], which can be combined to make [[communication mana]]. At quartz, it also grants access to [[transference mana]] early, as well as [[travel mana]] typically around Quartz C.&lt;br /&gt;
&lt;br /&gt;
The primary attunement function allows a Wayfarer to cast communication and teleportation spells with significantly more range than others, granting a passive range boost to spells with travel-teleportation and air/communication-messaging spells.&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Magic&amp;diff=6917</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Magic&amp;diff=6917"/>
		<updated>2023-02-08T18:30:25Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: /* Magic methodologies types in Venaya */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magic of [[Venaya]] all uses the same underlying system of manipulating [[essence|Dominion essence]]. [[Dominion|Dominions]] are planes of existence comprised of different types of essence, or as it's called on [[Kaldwyn]], mana. The world the story takes place on is on the &amp;quot;[[core plane]]&amp;quot; and can be considered a planet on a plane of existence set between all dominions. Venaya and all other core planes are made up of the essence of the dominions they are set between.&lt;br /&gt;
&lt;br /&gt;
== Essence ==&lt;br /&gt;
&lt;br /&gt;
Different Essence types impact the body differently.  Each essence also has a set of other essences that it either doesn't mix well with or at all.  A list of all essence types and associated pages can be found on the page [[:Category:Essence]].&lt;br /&gt;
&lt;br /&gt;
=== Prime Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Compound Essence pages can be found on the page [[:Category:Prime Essence]]. &lt;br /&gt;
&lt;br /&gt;
=== Compound Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Compound Essence pages can be found on the page [[:Category:Compound Essence]].  Compound Essence is a mixture of two Prime Essence types at a specific ratio.&lt;br /&gt;
&lt;br /&gt;
=== Complex Composite Essence ===&lt;br /&gt;
&lt;br /&gt;
A Complex Composite Essence is a mixture of three or more essences at a specific ratio such that it creates a stable mixture.&lt;br /&gt;
&lt;br /&gt;
== Dominions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are sixty standard dominions in total. Each dominion has [[star|stars]] that act as a gateways or portals to a single dominion. These stars exist both on the core plane and in dominions. Each dominion is classified as either a [[prime dominion]] or [[deep dominion]] depending on how they connect to other dominions through these stars. Stars are gateways to a specific dominion or a celestial object like a planet. Deep Dominions are formed in the conflux of space between two primes dominions.  The Prime and Deep Dominions are planes of existence that someone with the right abilities could visit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prime Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are twelve Prime Dominions associated with the twelve Prime Essence types. The prime dominions are associated with the prime essence types.  &lt;br /&gt;
&lt;br /&gt;
=== Deep Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are forty-eight Deep Dominions.  Each Deep Dominion is associated with a Compound Essence type.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
=== Calling ===&lt;br /&gt;
&lt;br /&gt;
Calling is creating something that doesn't already exist by providing essence, and, in general, by bringing essence from a source into the world, usually in the form of a spell being cast.  The source can be from a Dominion, from an item, from your own personal essence pool, etc.  For example, using your essence to create a fireball spell is calling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaping ===&lt;br /&gt;
&lt;br /&gt;
Shaping is manipulating existing essence.  For example, pulling flames from a campfire and throwing them onto a target is shaping.&lt;br /&gt;
&lt;br /&gt;
== Magic methodologies types in Venaya ==&lt;br /&gt;
&lt;br /&gt;
The following types of magic methodologies have been discovered so far in [[Venaya]], and where you see them most often being gained or taught.&lt;br /&gt;
&lt;br /&gt;
* [[Dominion Sorcery]] ([[Mythralis]])&lt;br /&gt;
* [[Attunements]] ([[Kaldwyn]])&lt;br /&gt;
* [[Spirit Arts]] ([[Artinia]])&lt;br /&gt;
* [[Crystal Marks]] ([[Kaldwyn]])&lt;br /&gt;
* [[Essence Sorcery]] ([Dania])&lt;br /&gt;
* [[Beast Marks]] - to be disclosed&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Magic&amp;diff=6916</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Magic&amp;diff=6916"/>
		<updated>2023-02-08T18:23:57Z</updated>

		<summary type="html">&lt;p&gt;Testuser001: /* Complex Composite Essence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magic of [[Venaya]] all uses the same underlying system of manipulating [[essence|Dominion essence]]. [[Dominion|Dominions]] are planes of existence comprised of different types of essence, or as it's called on [[Kaldwyn]], mana. The world the story takes place on is on the &amp;quot;[[core plane]]&amp;quot; and can be considered a planet on a plane of existence set between all dominions. Venaya and all other core planes are made up of the essence of the dominions they are set between.&lt;br /&gt;
&lt;br /&gt;
== Essence ==&lt;br /&gt;
&lt;br /&gt;
Different Essence types impact the body differently.  Each essence also has a set of other essences that it either doesn't mix well with or at all.  A list of all essence types and associated pages can be found on the page [[:Category:Essence]].&lt;br /&gt;
&lt;br /&gt;
=== Prime Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Compound Essence pages can be found on the page [[:Category:Prime Essence]]. &lt;br /&gt;
&lt;br /&gt;
=== Compound Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Compound Essence pages can be found on the page [[:Category:Compound Essence]].  Compound Essence is a mixture of two Prime Essence types at a specific ratio.&lt;br /&gt;
&lt;br /&gt;
=== Complex Composite Essence ===&lt;br /&gt;
&lt;br /&gt;
A Complex Composite Essence is a mixture of three or more essences at a specific ratio such that it creates a stable mixture.&lt;br /&gt;
&lt;br /&gt;
== Dominions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are sixty standard dominions in total. Each dominion has [[star|stars]] that act as a gateways or portals to a single dominion. These stars exist both on the core plane and in dominions. Each dominion is classified as either a [[prime dominion]] or [[deep dominion]] depending on how they connect to other dominions through these stars. Stars are gateways to a specific dominion or a celestial object like a planet. Deep Dominions are formed in the conflux of space between two primes dominions.  The Prime and Deep Dominions are planes of existence that someone with the right abilities could visit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prime Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are twelve Prime Dominions associated with the twelve Prime Essence types. The prime dominions are associated with the prime essence types.  &lt;br /&gt;
&lt;br /&gt;
=== Deep Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are forty-eight Deep Dominions.  Each Deep Dominion is associated with a Compound Essence type.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
=== Calling ===&lt;br /&gt;
&lt;br /&gt;
Calling is creating something that doesn't already exist by providing essence, and, in general, by bringing essence from a source into the world, usually in the form of a spell being cast.  The source can be from a Dominion, from an item, from your own personal essence pool, etc.  For example, using your essence to create a fireball spell is calling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaping ===&lt;br /&gt;
&lt;br /&gt;
Shaping is manipulating existing essence.  For example, pulling flames from a campfire and throwing them onto a target is shaping.&lt;br /&gt;
&lt;br /&gt;
== Magic methodologies types in Venaya ==&lt;br /&gt;
&lt;br /&gt;
The following types of magic methodologies have been discovered so far in [[Venaya]], and where you see them most often being gained or taught.&lt;br /&gt;
&lt;br /&gt;
* [[Dominion Sorcery]] ([[Mythralis]])&lt;br /&gt;
* [[Attunements]] ([[Kaldwyn]])&lt;br /&gt;
* [[Spirit Arts]] ([[Artinia]])&lt;br /&gt;
* [[Crystal Marks]] ([[Kaldwyn]])&lt;/div&gt;</summary>
		<author><name>Testuser001</name></author>
	</entry>
</feed>