Attunement: Difference between revisions
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! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
|- | |- | ||
|[[Diviner]]||[[Mental_mana|Mental]]<ref name="aa1-a1">''Sufficiently Advanced Magic'' Appendix 1</ref>||[[ | |[[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" />. | 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" />. | ||
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Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item<ref name="aa1-a1" />. | Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Guardian]]||[[ | |[[Guardian]]||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Life_mana|Life]]<ref name="aa1-a1" />||[[Earth_mana|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<ref name="aa1-a1" />. | 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" />. | ||
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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>. | 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_mana|Umbral]]<ref name="aa1-a1" />||[[ | |[[Shadow]]||[[Umbral_mana|Umbral]]<ref name="aa1-a1" />||[[Enhancement_mana|Enhancement]]<ref name="aa1-a1" />||[[Death_mana|Death]]|| | ||
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" />. | 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]]||[[Earth_mana|Earth]]<ref name="aa1-a1" />||[[ | |[[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<ref name="aa1-a1" />. | Shapers are capable of forming mana constructs and shaping mana in the air<ref name="aa1-a1" />. | ||
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The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells<ref name="ww2-a1" />. | 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_mana|Death]]<ref name="ww2-a1" />||[[ | |[[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<ref name="ww2-a1" />. | Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds<ref name="ww2-a1" />. | ||
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A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works<ref name="aa3-a4" />. | A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works<ref name="aa3-a4" />. | ||
|- | |- | ||
|[[Architect]]||[[Perception_mana|Perception]]<ref name="aa3-a4" />||[[Umbral_mana|Umbral]]<ref name="aa3-a4" />||[[ | |[[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" />. | Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days<ref name="aa3-a4" />. | ||
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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" />. | 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_mana|Perception]]<ref name="aa3-a4" />||[[ | |[[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" />. | Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding<ref name="aa3-a4" />. | ||
|- | |- | ||
|[[Forgemaster]]||[[Earth_mana|Earth]]<ref name="aa3-a4" />||[[Fire_mana|Fire]]<ref name="aa3-a4" />||[[ | |[[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" />. | Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal<ref name="aa3-a4" />. | ||
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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> | 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_mana|Earth]]<ref name="aa3-a4" />||[[Mental_mana|Mental]]<ref name="aa3-a4" />||[[ | |[[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" />. | Sentinels emphasize mental fortitude, and can resist physical and mental spells<ref name="aa3-a4" />. | ||
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Spellsingers focus on distribution of spells through their voice, similar to a lung mark<ref name="ww2-11">''Diamantine'' Chapter 11</ref>. | Spellsingers focus on distribution of spells through their voice, similar to a lung mark<ref name="ww2-11">''Diamantine'' Chapter 11</ref>. | ||
|- | |- | ||
|[[Swordmaster]]||[[ | |[[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" />. | Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement<ref name="ww3-a1" />. | ||
|} | |} | ||
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Focused on healing and neutralizing poisons. | Focused on healing and neutralizing poisons. | ||
|- | |- | ||
|[[Champion]]||[[ | |[[Champion]]||[[Enhancement_mana|Enhancement]]||[[Water_mana|Water]]||[[Mental_mana|Mental]]|| | ||
Focused on protective sorcery and ice magic. | Focused on protective sorcery and ice magic. | ||
|- | |- |
Revision as of 23:46, 19 January 2023
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 from a soaring spire, you will typically be granted an attunement specific that spire, although exceptions are known to exist[1]. Attunements are the primary for 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 grant access to gray mana, and individual attunements initially grant access to two other types, and a third type after reaching citrine level. Each attunement also 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 percent loss) between the types provided by the attunement[4].
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)[5]. 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[6]. 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[7].
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[5].
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[8].
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
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[9]. |
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[10]. |
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[10]. |
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[9]. |
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[9]. |
Types of Attunements
Serpent Spire (Valia)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Diviner | Mental[11] | Enhancement[11] | 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[12]. |
Elementalist | Fire[11] | Air[11] | Water |
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned[11]. |
Enchanter | Transference[11] | Mental[11] | Light[13] |
Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item[11]. |
Guardian | Enhancement[11] | Life[11] | 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[11]. |
Mender | Life[11] | Earth[11] | Water |
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do[12]. |
Shadow | Umbral[11] | Enhancement[11] | Death |
Shadows are capable of concealing themselves from the senses and diminishing the senses of others[11]. They can create solid illusions, unlike other similar Attunements[12]. |
Shaper | Earth[11] | Enhancement[11] | Perception |
Shapers are capable of forming mana constructs and shaping mana in the air[11]. |
Summoner | Air[11] | Transference[11] | 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[11]. |
Hydra Spire (Edria)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Assassin | Umbral[14] | Water[14] | Death[14] |
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[14]. |
Commander | Fire[14] | Umbral[14] | Air[14] |
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells[14]. |
Executioner | Death[14] | Enhancement[14] | Earth[14] |
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds[14]. |
Juggernaut | Transference[14] | Fire[14] | Earth[14] |
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time[14]. |
Legionnaire | Light[14] | Air[14] | Fire[14] |
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[14]. |
Saboteur | Umbral[14] | Earth[14] | Fire[14] |
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies[14]. |
Scourge | Death[14] | Air[14] | Water[14] |
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects[14]. |
Shieldbreaker | Death[14] | Transference[14] | Fire[14] |
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[14]. |
Tiger Spire (Caelford)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Analyst | Mental[15] | Umbral[15] | Transference[15] |
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works[15]. |
Architect | Perception[15] | Umbral[15] | Enhancement[15] |
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days[15]. |
Biomancer | Life[15] | Mental[15] | Light[15] |
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration[15]. |
Controller | Perception[15] | Enhancement[15] | Umbral[15] |
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding[15]. |
Forgemaster | Earth[15] | Fire[15] | Enhancement[15] |
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal[15]. |
Illuminator | Light[15] | Water[15] | Air[15] |
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.[16] |
Sentinel | Earth[15] | Mental[15] | Enhancement[15] |
Sentinels emphasize mental fortitude, and can resist physical and mental spells[15]. |
Transmuter | Earth[15] | Water[15] | Air[15] |
Transmuters focus on transforming materials into other types of material[15]. |
Phoenix Spire (East Edria)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Conjurer | Life[17] | Umbral[17] | Mental[17] |
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[17]. |
Dancer | Mental[17] | Water[17] | Air[17] |
Little is known about dancers. It is speculated that they focus on mental compulsion countermeasures[17]. |
Mesmer | Perception[17] | Death[17] | Umbral[17] |
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background[12]. |
Purifier | Fire[17] | Light[17] | Mental[17] |
Purifiers are fire-based offensive attuned focused on powerful single-target attacks[17]. |
Pyromancer | Fire[17] | Death[17] | Umbral[17] |
Pyromancersare fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning fire[17]. |
Shapeshifter | Perception[17] | Earth[17] | Life[17] |
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features[17]. |
Spellsinger | Air[17] | Perception[17] | Light[17] |
Spellsingers focus on distribution of spells through their voice, similar to a lung mark[18]. |
Swordmaster | Enhancement[17] | Fire[17] | Earth[17] |
Swordmasters are similar to guardians, but with a focus on weapon enhancement[17]. |
Tortoise Spire (Dalenos)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Acolyte | Life | Water | Perception |
Focused on healing and neutralizing poisons. |
Champion | Enhancement | Water | Mental |
Focused on protective sorcery and ice magic. |
Cloudcaller | Water | Air | Perception |
TBA |
Illusionist | Perception | Light | Earth |
Capable of creating sophisticated illusions, such as concealing large areas of terrain. |
Seer | Mental | Light | Death |
An information gathering focused attunement that can remotely view distances. Likely has light and Mental mana, but which is primary is unknown. |
Soulblade | Light | Life | Transference |
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry. |
Wavewalker | Water | Transference | Perception |
TBA |
Wayfarer | Air | Mental | Transference |
Focused on mobility and teleportation through anchors. |
Restricted Attunements (Granted by the Visages)
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[19]. |
Arbiter | Transference[20] | Life[21] | Light[22] |
An Attunement that specialized in purifying mana and transferring it into others[23]. |
Chronomancer | Transference[20] | Perception[20] | TBA |
A lost rumored attunement that can manipulate time and the perception of time[20]. |
Hierophant | Life | Air | TBA |
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect[19]. |
Necromancer | Death | Earth | TBA |
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing mana scarring[19]. Can also conjure bone constructs such as spears, bridges and projections[24]. |
Paladin | Light | Transference | TBA |
Allows a mage to draw additional power from their patron visage during times of great need[19]. |
Sovereign | Umbral | Death | TBA |
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power[19]. |
TBA | Perception | Fire | TBA |
TBA |
Ascended Attunements (Evolved from other Attunements)
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
Attunements are complicated, but as Corin discovered in AA3 they are more like complex enchantments with multiple functions all working in tandem to accomplish different effects. Functions are parts of the attunement that does one specific thing. That could be something like displaying the attunement rank, or it could be something even more fundamental as evaluating the attuned's safe mana value. But it could also be something more complicated like a Summoner's bindings and contracts, or the Mender ability to heal broken bones.
There are general functions, unique functions, and function specializations as broad categories of comparing the functions across the attunements. Whereas looking at how the functions work themselves there are: passive, active, and conditional functions and thus even more complexity as to how attunements work.
General Functions
General functions are ones that are found across multiple attunements. Common ones are:
- Detect Safe Mana Value
- Detect Attunement Location
- Absorb Ambient Mana
- Store Mana
- Display Attunement Rank
- Generate Shroud
There are other functions in common across attunements. Such as two at Citrine that are:
- Unlock additional mana type
- Mix additional compound mana types
These general functions are well documented by groups like Farren Labs, even ones like the Enhanced Shroud that Guardians and Shadows possess.
Unique Functions
Unique functions are where things get a bit into the weeds.
The following information is unconfirmed by canon, although canon does have hints that align with the following
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[25].
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.
Subglyphs
TODO
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 [26] 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:
- ↑ 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
- ↑ 5.0 5.1 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
- ↑ 9.0 9.1 9.2 Sufficiently Advanced Magic Chapter 5
- ↑ 10.0 10.1 Sufficiently Advanced Magic Appendix 3
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 11.17 11.18 11.19 11.20 11.21 Sufficiently Advanced Magic Appendix 1
- ↑ 12.0 12.1 12.2 12.3 Sufficiently Advanced Magic Chapter 11
- ↑ The Torch that Ignites the Stars Chapter 6
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 14.14 14.15 14.16 14.17 14.18 14.19 14.20 14.21 14.22 14.23 14.24 14.25 14.26 14.27 14.28 14.29 14.30 14.31 Diamantine Appendix 1
- ↑ 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 The Torch that Ignites the Stars Appendix 4
- ↑ Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18
- ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 17.18 17.19 17.20 17.21 17.22 17.23 17.24 17.25 17.26 17.27 17.28 17.29 Soulbrand Appendix 1
- ↑ Diamantine Chapter 11
- ↑ 19.0 19.1 19.2 19.3 19.4 On the Shoulders of Titans Chapter 4
- ↑ 20.0 20.1 20.2 20.3 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