Attunement

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Attunements are tattoo-like marks that allow creatures with them (known as Attuned), to use magic. These Attunements are earned in a Judgement, granted by a Visage, or obtained while climbing one of the soaring spires, although earning them outside of a Judgement is exceedingly rare. If you pass a Judgement 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 not exist[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
Cloudcaller Water Air TBA

TBA

Conjurer TBA TBA TBA

TBA

Dancer TBA TBA TBA

TBA

Mesmer Perception TBA TBA

Alters emotions and perceptions. Can lure people into trusting them and trick people into believing they are a harmless person in the background.

Purifier Light Fire TBA

An attunement known for it's heavy offensive capabilities.

Pyromancer Fire Death Umbral

It is speculated to be the elementalist's equivalent for the phoenix spire, with flames that are difficult to extinguish.

Shapeshifter Perception Earth Life "Shapeshifters learn how to partially or completely shapeshift into specific monster types. Partial shapeshifting is common; complete shapeshifting is much more difficult, and generally requires a relatively high (Sunstone+) attunement level, with varying difficulty based on the creature type." -Andrew Rowe (Possibly subject to change)
Spellsinger Perception TBA TBA

"Spellsingers are experts at delivering spells through their voice. This is very similar to how Lung-marked attuned work, but Spellsingers are specialists in directing this mana in specific ways; for example, impacting one specific person, rather than broadly directing mana throughout an entire area." -Andrew Rowe (Possibly subject to change.)

Tortoise Spire (Dalenos)

Name Primary Mana Secondary Mana Tertiary Mana Function
Acolyte Life Mental TBA

Focused on healing and neutralizing poisons.

Champion Enhancement Water TBA

Focused on protective sorcery and ice magic.

Illusionist Enhancement Umbral TBA

Capable of creating sophisticated illusions, such as concealing large areas of terrain.

Seer Mental Air TBA

An information gathering focused attunement that can remotely view distances.

Soulblade Light Life Transference

A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry.

Swordmaster Fire Enhancement TBA

Swordmasters are a weapon buff focused attunement, with the ability to imbue their weapons a variety of short-term and persistent effects.

Wavewalker Water Transference TBA

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 TBA TBA 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[17].

Arbiter Transference[18] Life[19] Light

An Attunement that specialized in purifying mana and transferring it into others[20].

Chronomancer Transference[18] Perception[18] TBA

A lost rumored attunement that can manipulate time and the perception of time[18].

Hierophant TBA TBA TBA

Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect[17].

Necromancer TBA TBA TBA

Grants a mage advanced healing capabilities that even Menders cannot perform, including healing mana scarring[17]. Can also conjure bone constructs such as spears, bridges and projections[21].

Paladin Light TBA TBA

Allows a mage to draw additional power from their patron visage during times of great need[17].

Sovereign TBA TBA TBA

Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power[17].

TBA TBA TBA 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 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[22].

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.

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 judgement.

Notes

References

  1. The Torch that Ignites the Stars Chapter 2
  2. The Torch that Ignites the Stars Appendix 2
  3. The Torch that Ignites the Stars Chapter 3
  4. Sufficiently Advanced Magic Chapter 6
  5. 5.0 5.1 Sufficiently Advanced Magic Appendix 2
  6. The Torch that Ignites the Stars Chapter 11
  7. The Torch that Ignites the Stars Chapter 23
  8. Sufficiently Advanced Magic Chapter 13
  9. 9.0 9.1 9.2 Sufficiently Advanced Magic Chapter 5
  10. 10.0 10.1 Sufficiently Advanced Magic Appendix 3
  11. 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. 12.0 12.1 12.2 Sufficiently Advanced Magic Chapter 11
  13. The Torch that Ignites the Stars Chapter 6
  14. 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. 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
  16. Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18
  17. 17.0 17.1 17.2 17.3 17.4 On the Shoulders of Titans Chapter 4
  18. 18.0 18.1 18.2 18.3 On the Shoulders of Titans Chapter 11
  19. On the Shoulders of Titans Chapter 7
  20. On the Shoulders of Titans Chapter 2
  21. On the Shoulders of Titans Chapter 23
  22. The Torch that Ignites the Stars Chapter 7