Attunement: Difference between revisions
(Added mention of Kaldwyn) |
No edit summary |
||
(55 intermediate revisions by 15 users not shown) | |||
Line 1: | Line 1: | ||
'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use magic. These Attunements are earned in a [[ | '''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<ref name="aa3-2">''The Torch that Ignites the Stars'' Chapter 2</ref>. Attunements are the primary form of magic on the continent of [[Kaldwyn]]. | ||
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<ref name="aa3-a2">''The Torch that Ignites the Stars'' Appendix 2</ref>. | |||
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<ref name="aa3-3">''The Torch that Ignites the Stars'' Chapter 3</ref>. 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<ref name="aa1-6">''Sufficiently Advanced Magic'' Chapter 6</ref>. | |||
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 "Generate Simulacrum" function uses a complex hybrid essence.<ref name="Andrew-Answers">[https://discord.com/channels/443421134109671424/578706502001360897/1222347835589001360 ''Climber's Court #andrew-answers]''</ref> | |||
== Attunement Levels == | |||
Attunements have a "level" 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)<ref name="aa1-a2">''Sufficiently Advanced Magic'' Appendix 2</ref>. 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<ref name="aa3-11">''The Torch that Ignites the Stars'' Chapter 11</ref>. 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<ref name="aa3-23">''The Torch that Ignites the Stars'' Chapter 23</ref>. | |||
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<ref name="aa1-a2" />. | |||
In addition to levels, attunement power is further subdivided into "ranks": A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}. | |||
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<ref name="aa1-13">''Sufficiently Advanced Magic'' Chapter 13</ref>. | |||
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: | |||
{| class="wikitable sortable" | |||
! Level || Rank E || Rank D || Rank C || Rank B || Rank A | |||
|- | |||
| Quartz || 0 || 15 || 20 || 25 || 30 | |||
|- | |||
| Carnelian || 60 || 90 || 120 || 150 || 180 | |||
|- | |||
| Sunstone || 360 || 540 || 720 || 900 || 1,080 | |||
|- | |||
| Citrine || 2,160 || 3,240 || 4,320 || 5,400 || 6,480 | |||
|- | |||
| Emerald || 12,960 || 19,440 || 25,920 || 32,400 || 38,880 | |||
|- | |||
| Sapphire || 77,760 || 116,640|| 155,520|| 194,400|| 233,280 | |||
|} | |||
== Attunement Locations == | |||
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. | |||
{| class="wikitable sortable" | |||
! Location||Effect | |||
|- | |||
|Hand | |||
|While typically on the hand, "hand" 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<ref name="aa1-5">''Sufficiently Advanced Magic'' Chapter 5</ref>. | |||
|- | |||
|Leg | |||
|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<ref name="aa1-a3">''Sufficiently Advanced Magic'' Appendix 3</ref>. | |||
|- | |||
|Lung | |||
|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<ref name="aa1-a3" />. | |||
|- | |||
|Heart | |||
|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<ref name="aa1-5" />. | |||
|- | |||
|Mind | |||
|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<ref name="aa1-5" />. | |||
|} | |||
== Types of Attunements == | == Types of Attunements == | ||
Line 8: | Line 66: | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Diviner]]||Mental||Enhancement||Water|| | |[[Diviner]]||[[Mental_mana|Mental]]<ref name="aa1-a1">''Sufficiently Advanced Magic'' Appendix 1</ref>||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Water_mana|Water]]|| | ||
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]]<ref name="aa1-11" />. | |||
|- | |- | ||
|[[Elementalist]]||Fire||Air||Water|| | |[[Elementalist]]||[[Fire_mana|Fire]]<ref name="aa1-a1" />||[[Air_mana|Air]]<ref name="aa1-a1" />||[[Water_mana|Water]]|| | ||
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned<ref name="aa1-a1" />. | |||
|- | |- | ||
|[[Enchanter]]||Transference||Mental||Light|| | |[[Enchanter]]||[[Transference_mana|Transference]]<ref name="aa1-a1" />||[[Mental_mana|Mental]]<ref name="aa1-a1" />||[[Light_mana|Light]]<ref name="aa3-6">''The Torch that Ignites the Stars'' Chapter 6</ref>|| | ||
Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item. | Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Guardian]]||Enhancement||Life||Earth|| | |[[Guardian]]||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Life_mana|Life]]<ref name="aa1-a1" />||[[Earth_mana|Earth]]|| | ||
Guardians can manipulate their shroud | 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<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Mender]]||Life||Earth||Water|| | |[[Mender]]||[[Life_mana|Life]]<ref name="aa1-a1" />||[[Earth_mana|Earth]]<ref name="aa1-a1" />||[[Water_mana|Water]]|| | ||
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do. | Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do<ref name="aa1-11">''Sufficiently Advanced Magic'' Chapter 11</ref>. | ||
|- | |- | ||
|[[Shadow]]||Umbral||Enhancement||Death|| | |[[Shadow]]||[[Umbral_mana|Umbral]]<ref name="aa1-a1" />||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Death_mana|Death]]|| | ||
Shadows are | Shadows are capable of concealing themselves from the senses and diminishing the senses of others<ref name="aa1-a1" />. They can create solid illusions, unlike other similar Attunements<ref name="aa1-11" />. | ||
|- | |- | ||
|[[Shaper]]||Enhancement|| | |[[Shaper]]||[[Earth_mana|Earth]]<ref name="aa1-a1" />||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Perception_mana|Perception]]|| | ||
Shapers are capable of forming mana constructs and shaping mana in the air. | Shapers are capable of forming mana constructs and shaping mana in the air<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Summoner]]||Air||Transference||Life|| | |[[Summoner]]||[[Air_mana|Air]]<ref name="aa1-a1" />||[[Transference_mana|Transference]]<ref name="aa1-a1" />||[[Life_mana|Life]]|| | ||
Summoners | 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<ref name="aa1-a1" />. | ||
|} | |} | ||
Line 38: | Line 96: | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Assassin]]||Umbral||Water||Death|| | |[[Assassin]]||[[Umbral_mana|Umbral]]<ref name="ww2-a1">''Diamantine'' Appendix 1</ref>||[[Water_mana|Water]]<ref name="ww2-a1" />||[[Death_mana|Death]]<ref name="ww2-a1" />|| | ||
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. | 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<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Commander]]||Fire||Umbral||Air|| | |[[Commander]]||[[Fire_mana|Fire]]<ref name="ww2-a1" />||[[Umbral_mana|Umbral]]<ref name="ww2-a1" />||[[Air_mana|Air]]<ref name="ww2-a1" />|| | ||
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells. | The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Executioner]]||Death||Enhancement||Earth|| | |[[Executioner]]||[[Death_mana|Death]]<ref name="ww2-a1" />||[[Enhancement_mana|Enhancement]]<ref name="ww2-a1" />||[[Earth_mana|Earth]]<ref name="ww2-a1" />|| | ||
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds. | Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Juggernaut]]||Transference||Fire||Earth|| | |[[Juggernaut]]||[[Transference_mana|Transference]]<ref name="ww2-a1" />||[[Fire_mana|Fire]]<ref name="ww2-a1" />||[[Earth_mana|Earth]]<ref name="ww2-a1" />|| | ||
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time. | The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Legionnaire]]||Light||Air||Fire|| | |[[Legionnaire]]||[[Light_mana|Light]]<ref name="ww2-a1" />||[[Air_mana|Air]]<ref name="ww2-a1" />||[[Fire_mana|Fire]]<ref name="ww2-a1" />|| | ||
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. | 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<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Saboteur]]||Umbral||Earth||Fire|| | |[[Saboteur]]||[[Umbral_mana|Umbral]]<ref name="ww2-a1" />||[[Earth_mana|Earth]]<ref name="ww2-a1" />||[[Fire_mana|Fire]]<ref name="ww2-a1" />|| | ||
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies. | Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Scourge]]||Death||Air||Water|| | |[[Scourge]]||[[Death_mana|Death]]<ref name="ww2-a1" />||[[Air_mana|Air]]<ref name="ww2-a1" />||[[Water_mana|Water]]<ref name="ww2-a1" />|| | ||
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects. | Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects<ref name="ww2-a1" />. | ||
|- | |- | ||
|[[Shieldbreaker]]||Death||Transference||Fire|| | |[[Shieldbreaker]]||[[Death_mana|Death]]<ref name="ww2-a1" />||[[Transference_mana|Transference]]<ref name="ww2-a1" />||[[Fire_mana|Fire]]<ref name="ww2-a1" />|| | ||
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. | 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<ref name="ww2-a1" />. | ||
|} | |} | ||
Line 68: | Line 126: | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Analyst]]||Mental||Umbral||Transference|| | |[[Analyst]]||[[Mental_mana|Mental]]<ref name="aa3-a4">''The Torch that Ignites the Stars'' Appendix 4</ref>||[[Umbral_mana|Umbral]]<ref name="aa3-a4" />||[[Transference_mana|Transference]]<ref name="aa3-a4" />|| | ||
A knowledge gathering attunement that can rapidly gather and process sensory information. | A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works<ref name="aa3-a4" />. | ||
|- | |- | ||
|[[Architect]]||Perception||Umbral||Enhancement|| | |[[Architect]]||[[Perception_mana|Perception]]<ref name="aa3-a4" />||[[Umbral_mana|Umbral]]<ref name="aa3-a4" />||[[Enhancement_mana|Enhancement]]<ref name="aa3-a4" />|| | ||
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days<ref name="aa3-a4" />. | |||
|- | |- | ||
|[[Biomancer]]||Life||Mental||Light|| | |[[Biomancer]]||[[Life_mana|Life]]<ref name="aa3-a4" />||[[Mental_mana|Mental]]<ref name="aa3-a4" />||[[Light_mana|Light]]<ref name="aa3-a4" />|| | ||
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration<ref name="aa3-a4" />. | |||
|- | |- | ||
|[[Controller]]||Perception||Enhancement||Umbral|| | |[[Controller]]||[[Perception_mana|Perception]]<ref name="aa3-a4" />||[[Enhancement_mana|Enhancement]]<ref name="aa3-a4" />||[[Umbral_mana|Umbral]]<ref name="aa3-a4" />|| | ||
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding<ref name="aa3-a4" />. | |||
|- | |- | ||
|[[Forgemaster]]||Earth||Fire||Enhancement|| | |[[Forgemaster]]||[[Earth_mana|Earth]]<ref name="aa3-a4" />||[[Fire_mana|Fire]]<ref name="aa3-a4" />||[[Enhancement_mana|Enhancement]]<ref name="aa3-a4" />|| | ||
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal<ref name="aa3-a4" />. | |||
|- | |- | ||
|[[Illuminator]]||Light||Water||Air|| | |[[Illuminator]]||[[Light_mana|Light]]<ref name="aa3-a4" />||[[Water_mana|Water]]<ref name="aa3-a4" />||[[Air_mana|Air]]<ref name="aa3-a4" />|| | ||
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.<ref>Andrew Rowe, Climber's Court Discord # | Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.<ref>Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18</ref> | ||
|- | |- | ||
|[[Sentinel]]||Earth||Mental||Enhancement|| | |[[Sentinel]]||[[Earth_mana|Earth]]<ref name="aa3-a4" />||[[Mental_mana|Mental]]<ref name="aa3-a4" />||[[Enhancement_mana|Enhancement]]<ref name="aa3-a4" />|| | ||
Sentinels emphasize mental fortitude, and can resist physical and mental spells<ref name="aa3-a4" />. | |||
|- | |- | ||
|[[Transmuter]]||Earth||Water||Air|| | |[[Transmuter]]||[[Earth_mana|Earth]]<ref name="aa3-a4" />||[[Water_mana|Water]]<ref name="aa3-a4" />||[[Air_mana|Air]]<ref name="aa3-a4" />|| | ||
Transmuters focus on transforming materials into other types of material<ref name="aa3-a4" />. | |||
|} | |} | ||
=== [[Phoenix Spire]] ([[East Edria]]) === | === [[Phoenix Spire]] ([[Edria|East Edria]]) === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[ | |[[Conjurer]]||[[Life_mana|Life]]<ref name="ww3-a1">''Soulbrand'' Appendix 1</ref>||[[Umbral_mana|Umbral]]<ref name="ww3-a1" />||[[Mental_mana|Mental]]<ref name="ww3-a1" />|| | ||
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<ref name="ww3-a1" />. | |||
|- | |- | ||
|[[ | |[[Dancer]]||[[Mental_mana|Mental]]<ref name="ww3-a1" />||[[Water_mana|Water]]<ref name="ww3-a1" />||[[Air_mana|Air]]<ref name="ww3-a1" />|| | ||
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills<ref name="aa4-a1">''The Silence of Unworthy Gods'' Appendix 1</ref>. | |||
|- | |- | ||
|[[ | |[[Mesmer]]||[[Perception_mana|Perception]]<ref name="ww3-a1" />||[[Death_mana|Death]]<ref name="ww3-a1" />||[[Umbral_mana|Umbral]]<ref name="ww3-a1" />|| | ||
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background<ref name="aa1-11">''Sufficiently Advanced Magic'' Chapter 11</ref>. | |||
|- | |- | ||
|[[ | |[[Purifier]]||[[Fire_mana|Fire]]<ref name="ww3-a1" />||[[Light_mana|Light]]<ref name="ww3-a1" />||[[Mental_mana|Mental]]<ref name="ww3-a1" />|| | ||
Purifiers typically focus on neutralizing debilitating and mental attacks<ref name="aa4-a1" />. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks<ref name="ww3-a1" />. | |||
|- | |- | ||
|[[ | |[[Pyromancer]]||[[Fire_mana|Fire]]<ref name="ww3-a1" />||[[Death_mana|Death]]<ref name="ww3-a1" />||[[Umbral_mana|Umbral]]<ref name="ww3-a1" />|| | ||
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire<ref name="ww3-a1" /><ref name="aa4-a1" />. | |||
|- | |- | ||
|[[ | |[[Shapeshifter]]||[[Perception_mana|Perception]]<ref name="ww3-a1" />||[[Earth_mana|Earth]]<ref name="ww3-a1" />||[[Life_mana|Life]]<ref name="ww3-a1" />|| | ||
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features<ref name="ww3-a1" />. | |||
|- | |- | ||
|[[ | |[[Spellsinger]]||[[Air_mana|Air]]<ref name="ww3-a1" />||[[Perception_mana|Perception]]<ref name="ww3-a1" />||[[Light_mana|Light]]<ref name="ww3-a1" />|| | ||
Spellsingers focus on distribution of spells through their voice, similar to a lung mark<ref name="ww2-11">''Diamantine'' Chapter 11</ref>. Spellsingers typically use debilitating, and at higher levels, buffing spells<ref name="aa4-a1" />. | |||
|- | |- | ||
|[[ | |[[Swordmaster]]||[[Enhancement_mana|Enhancement]]<ref name="ww3-a1" />||[[Fire_mana|Fire]]<ref name="ww3-a1" />||[[Earth_mana|Earth]]<ref name="ww3-a1" />|| | ||
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement<ref name="ww3-a1" />. They often improve a weapon's abilities directly or store a spell in it<ref name="aa4-a1" />. | |||
|} | |} | ||
Line 129: | Line 186: | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Acolyte]]||Life|| | |[[Acolyte]]||[[Life_mana|Life]]<ref name="sl1-a2">Crystal Awakening - Appendix 2</ref>||[[Water_mana|Water]]<ref name="sl1-a2" />||[[Perception_mana|Perception]]<ref name="sl1-a2" />|| | ||
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[Champion]]||Enhancement||Water|| | |[[Champion]]||[[Enhancement_mana|Enhancement]]<ref name="sl1-a2" />||[[Water_mana|Water]]<ref name="sl1-a2" />||[[Mental_mana|Mental]]<ref name="sl1-a2" />|| | ||
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[ | |[[Cloudcaller]]||[[Water_mana|Water]]<ref name="sl1-a2" />||[[Air_mana|Air]]<ref name="sl1-a2" />||[[Perception_mana|Perception]]<ref name="sl1-a2" />|| | ||
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[ | |[[Illusionist]]||[[Perception_mana|Perception]]<ref name="sl1-a2" />||[[Light_mana|Light]]<ref name="sl1-a2" />||[[Earth_mana|Earth]]<ref name="sl1-a2" />|| | ||
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[ | |[[Seer]]||[[Mental_mana|Mental]]<ref name="sl1-a2" />||[[Light_mana|Light]]<ref name="sl1-a2" />||[[Death_mana|Death]]<ref name="sl1-a2" />|| | ||
Seers can see potential futures, and typically leverage this for information gathering<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[ | |[[Soulblade]]||[[Light_mana|Light]]<ref name="sl1-a2" />||[[Life_mana|Life]]<ref name="sl1-a2" />||[[Transference_mana|Transference]]<ref name="sl1-a2" />|| | ||
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[Wavewalker]]||Water||Transference|| | |[[Wavewalker]]||[[Water_mana|Water]]<ref name="sl1-a2" />||[[Transference_mana|Transference]]<ref name="sl1-a2" />||[[Perception_mana|Perception]]<ref name="sl1-a2" />|| | ||
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance<ref name="sl1-a2" />. | |||
|- | |- | ||
|[[Wayfarer]]||Air||Mental||Transference|| | |[[Wayfarer]]||[[Air_mana|Air]]<ref name="sl1-a2" />||[[Mental_mana|Mental]]<ref name="sl1-a2" />||[[Transference_mana|Transference]]<ref name="sl1-a2" />|| | ||
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz<ref name="sl1-a2" />. | |||
|} | |} | ||
Line 159: | Line 216: | ||
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Abjurer]]|| | |[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||TBA|| | ||
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. | 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<ref name="aa2-4">''On the Shoulders of Titans'' Chapter 4</ref>. | ||
|- | |- | ||
|[[Arbiter]]||Transference||Life||Light|| | |[[Arbiter]]||[[Transference_mana|Transference]]<ref name="aa2-11">''On the Shoulders of Titans'' Chapter 11</ref>||[[Life_mana|Life]]<ref name="aa2-7">''On the Shoulders of Titans'' Chapter 7</ref>||[[Light_mana|Light]]<ref name="aa3-14">''The Torch that Ignites the Stars'' Chapter 14</ref>|| | ||
An Attunement that | An Attunement that specialized in purifying mana and transferring it into others<ref name="aa2-2">''On the Shoulders of Titans'' Chapter 2</ref>. | ||
|- | |- | ||
|[[Chronomancer]]||Transference||Perception||TBA|| | |[[Chronomancer]]||[[Transference_mana|Transference]]<ref name="aa2-11" />||[[Perception_mana|Perception]]<ref name="aa2-11" />||TBA|| | ||
A lost rumored attunement that can manipulate time and the perception of time. | A lost rumored attunement that can manipulate time and the perception of time<ref name="aa2-11" />. | ||
|- | |- | ||
|[[Hierophant]]|| | |[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||TBA|| | ||
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect. | Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect<ref name="aa2-4" />. | ||
|- | |- | ||
|[[Necromancer]]|| | |[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||TBA|| | ||
Grants a mage advanced healing capabilities that even Menders cannot perform. Can also conjure bone constructs such as spears, bridges and projections. | Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]<ref name="aa2-4" />. Can also conjure bone constructs such as spears, bridges and projections<ref name="aa2-23">''On the Shoulders of Titans'' Chapter 23</ref>. | ||
|- | |- | ||
|[[Paladin]]||Light|| | |[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||TBA|| | ||
Allows a mage to draw additional power from their patron visage during times of great need. | Allows a mage to draw additional power from their patron visage during times of great need<ref name="aa2-4" />. | ||
|- | |- | ||
|[[Sovereign]]|| | |[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||TBA|| | ||
Can control or draw power from other Attunements. Can also absorb power from spells and | Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power<ref name="aa2-4" />. | ||
|- | |- | ||
|TBA|| | |TBA||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||TBA|| | ||
TBA | TBA | ||
|} | |} | ||
Line 192: | Line 249: | ||
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. | Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. | ||
|} | |} | ||
== Attunement Functions == | |||
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. | |||
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions. | |||
=== General Functions === | |||
''A list of all known general attunement functions is availible [[Attunement Functions|here]]'' | |||
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. | |||
These general functions are well documented by groups like Farren Labs{{citation_needed}}. | |||
=== Unique Functions === | |||
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. | |||
=== Specialized Functions === | |||
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. | |||
== Attunement Specializations == | |||
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<ref name="aa3-7">''The Torch that Ignites the Stars'' Chapter 7</ref>. | |||
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. | |||
== Sub-glyphs == | |||
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 "language". 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. | |||
== Artificial Attunements == | |||
Full article: [[Artificial Attunements]] | |||
[[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 <ref>[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] </ref> that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have. | |||
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. | |||
== Notes == | |||
References: | |||
<references /> |
Latest revision as of 19:23, 26 June 2024
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[1]. Attunements are the primary form of magic on the continent of Kaldwyn.
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[2].
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[3]. 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[4].
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 "Generate Simulacrum" function uses a complex hybrid essence.[5]
Attunement Levels[edit]
Attunements have a "level" 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)[6]. 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[7]. 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[8].
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[6].
In addition to levels, attunement power is further subdivided into "ranks": A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power[citation needed].
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[9].
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:
Level | Rank E | Rank D | Rank C | Rank B | Rank A |
---|---|---|---|---|---|
Quartz | 0 | 15 | 20 | 25 | 30 |
Carnelian | 60 | 90 | 120 | 150 | 180 |
Sunstone | 360 | 540 | 720 | 900 | 1,080 |
Citrine | 2,160 | 3,240 | 4,320 | 5,400 | 6,480 |
Emerald | 12,960 | 19,440 | 25,920 | 32,400 | 38,880 |
Sapphire | 77,760 | 116,640 | 155,520 | 194,400 | 233,280 |
Attunement Locations[edit]
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.
Location | Effect |
---|---|
Hand | While typically on the hand, "hand" 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[10]. |
Leg | 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[11]. |
Lung | 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[11]. |
Heart | 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[10]. |
Mind | 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[10]. |
Types of Attunements[edit]
Serpent Spire (Valia)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Diviner | Mental[12] | Enhancement[12] | Water |
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[13]. |
Elementalist | Fire[12] | Air[12] | Water |
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned[12]. |
Enchanter | Transference[12] | Mental[12] | Light[14] |
Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item[12]. |
Guardian | Enhancement[12] | Life[12] | Earth |
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[12]. |
Mender | Life[12] | Earth[12] | Water |
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do[13]. |
Shadow | Umbral[12] | Enhancement[12] | Death |
Shadows are capable of concealing themselves from the senses and diminishing the senses of others[12]. They can create solid illusions, unlike other similar Attunements[13]. |
Shaper | Earth[12] | Enhancement[12] | Perception |
Shapers are capable of forming mana constructs and shaping mana in the air[12]. |
Summoner | Air[12] | Transference[12] | Life |
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[12]. |
Hydra Spire (Edria)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Assassin | Umbral[15] | Water[15] | Death[15] |
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[15]. |
Commander | Fire[15] | Umbral[15] | Air[15] |
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells[15]. |
Executioner | Death[15] | Enhancement[15] | Earth[15] |
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds[15]. |
Juggernaut | Transference[15] | Fire[15] | Earth[15] |
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time[15]. |
Legionnaire | Light[15] | Air[15] | Fire[15] |
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[15]. |
Saboteur | Umbral[15] | Earth[15] | Fire[15] |
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies[15]. |
Scourge | Death[15] | Air[15] | Water[15] |
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects[15]. |
Shieldbreaker | Death[15] | Transference[15] | Fire[15] |
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[15]. |
Tiger Spire (Caelford)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Analyst | Mental[16] | Umbral[16] | Transference[16] |
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works[16]. |
Architect | Perception[16] | Umbral[16] | Enhancement[16] |
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days[16]. |
Biomancer | Life[16] | Mental[16] | Light[16] |
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration[16]. |
Controller | Perception[16] | Enhancement[16] | Umbral[16] |
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding[16]. |
Forgemaster | Earth[16] | Fire[16] | Enhancement[16] |
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal[16]. |
Illuminator | Light[16] | Water[16] | Air[16] |
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.[17] |
Sentinel | Earth[16] | Mental[16] | Enhancement[16] |
Sentinels emphasize mental fortitude, and can resist physical and mental spells[16]. |
Transmuter | Earth[16] | Water[16] | Air[16] |
Transmuters focus on transforming materials into other types of material[16]. |
Phoenix Spire (East Edria)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Conjurer | Life[18] | Umbral[18] | Mental[18] |
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[18]. |
Dancer | Mental[18] | Water[18] | Air[18] |
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills[19]. |
Mesmer | Perception[18] | Death[18] | Umbral[18] |
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background[13]. |
Purifier | Fire[18] | Light[18] | Mental[18] |
Purifiers typically focus on neutralizing debilitating and mental attacks[19]. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks[18]. |
Pyromancer | Fire[18] | Death[18] | Umbral[18] |
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire[18][19]. |
Shapeshifter | Perception[18] | Earth[18] | Life[18] |
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features[18]. |
Spellsinger | Air[18] | Perception[18] | Light[18] |
Spellsingers focus on distribution of spells through their voice, similar to a lung mark[20]. Spellsingers typically use debilitating, and at higher levels, buffing spells[19]. |
Swordmaster | Enhancement[18] | Fire[18] | Earth[18] |
Swordmasters are similar to guardians, but with a focus on weapon enhancement[18]. They often improve a weapon's abilities directly or store a spell in it[19]. |
Tortoise Spire (Dalenos)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Acolyte | Life[21] | Water[21] | Perception[21] |
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease[21]. |
Champion | Enhancement[21] | Water[21] | Mental[21] |
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement[21]. |
Cloudcaller | Water[21] | Air[21] | Perception[21] |
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects[21]. |
Illusionist | Perception[21] | Light[21] | Earth[21] |
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation[21]. |
Seer | Mental[21] | Light[21] | Death[21] |
Seers can see potential futures, and typically leverage this for information gathering[21]. |
Soulblade | Light[21] | Life[21] | Transference[21] |
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities[21]. |
Wavewalker | Water[21] | Transference[21] | Perception[21] |
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance[21]. |
Wayfarer | Air[21] | Mental[21] | Transference[21] |
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz[21]. |
Restricted Attunements (Granted by the Visages)[edit]
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Abjurer | Light | Death | TBA |
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[22]. |
Arbiter | Transference[23] | Life[24] | Light[25] |
An Attunement that specialized in purifying mana and transferring it into others[26]. |
Chronomancer | Transference[23] | Perception[23] | TBA |
A lost rumored attunement that can manipulate time and the perception of time[23]. |
Hierophant | Life | Air | TBA |
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect[22]. |
Necromancer | Death | Earth | TBA |
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing mana scarring[22]. Can also conjure bone constructs such as spears, bridges and projections[27]. |
Paladin | Light | Transference | TBA |
Allows a mage to draw additional power from their patron visage during times of great need[22]. |
Sovereign | Umbral | Death | TBA |
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power[22]. |
TBA | Perception | Fire | TBA |
TBA |
Ascended Attunements (Evolved from other Attunements)[edit]
Name | Base Attunement | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|---|
Invoker | Summoner | TBA | TBA | TBA |
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. |
Attunement Functions[edit]
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.
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.
General Functions[edit]
A list of all known general attunement functions is availible here
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.
These general functions are well documented by groups like Farren Labs[citation needed].
Unique Functions[edit]
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.
Specialized Functions[edit]
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 section below, and information on specific specializations is in the individual attunement wiki pages.
Attunement Specializations[edit]
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[28].
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.
Sub-glyphs[edit]
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 "language". 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.
Artificial Attunements[edit]
Full article: Artificial Attunements
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 [29] that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.
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.
Notes[edit]
References:
- ↑ The Torch that Ignites the Stars Chapter 2
- ↑ The Torch that Ignites the Stars Appendix 2
- ↑ The Torch that Ignites the Stars Chapter 3
- ↑ Sufficiently Advanced Magic Chapter 6
- ↑ Climber's Court #andrew-answers
- ↑ 6.0 6.1 Sufficiently Advanced Magic Appendix 2
- ↑ The Torch that Ignites the Stars Chapter 11
- ↑ The Torch that Ignites the Stars Chapter 23
- ↑ Sufficiently Advanced Magic Chapter 13
- ↑ 10.0 10.1 10.2 Sufficiently Advanced Magic Chapter 5
- ↑ 11.0 11.1 Sufficiently Advanced Magic Appendix 3
- ↑ 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 12.14 12.15 12.16 12.17 12.18 12.19 12.20 12.21 Sufficiently Advanced Magic Appendix 1
- ↑ 13.0 13.1 13.2 13.3 Sufficiently Advanced Magic Chapter 11
- ↑ The Torch that Ignites the Stars Chapter 6
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 15.14 15.15 15.16 15.17 15.18 15.19 15.20 15.21 15.22 15.23 15.24 15.25 15.26 15.27 15.28 15.29 15.30 15.31 Diamantine Appendix 1
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 16.16 16.17 16.18 16.19 16.20 16.21 16.22 16.23 16.24 16.25 16.26 16.27 16.28 16.29 16.30 The Torch that Ignites the Stars Appendix 4
- ↑ Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18
- ↑ 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 18.16 18.17 18.18 18.19 18.20 18.21 18.22 18.23 18.24 18.25 18.26 18.27 18.28 Soulbrand Appendix 1
- ↑ 19.0 19.1 19.2 19.3 19.4 The Silence of Unworthy Gods Appendix 1
- ↑ Diamantine Chapter 11
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.20 21.21 21.22 21.23 21.24 21.25 21.26 21.27 21.28 21.29 21.30 21.31 Crystal Awakening - Appendix 2
- ↑ 22.0 22.1 22.2 22.3 22.4 On the Shoulders of Titans Chapter 4
- ↑ 23.0 23.1 23.2 23.3 On the Shoulders of Titans Chapter 11
- ↑ On the Shoulders of Titans Chapter 7
- ↑ The Torch that Ignites the Stars Chapter 14
- ↑ On the Shoulders of Titans Chapter 2
- ↑ On the Shoulders of Titans Chapter 23
- ↑ The Torch that Ignites the Stars Chapter 7
- ↑ Climber's Court #author-answers