Echion Valden

From Wydd's Wiki
Echion Valden
Species Human
Occupation Research Subject of Farren Labs
Nation Unknown
Continent Kaldwyn
World Venaya
Featured In Arcane Ascension


Echion was an artificial attunement subject originally encountered by Corin Cadence during the latter's Judgement.

Physical Description

When first encountered, Echion looked like a young boy about 11-12 years old. He had completely blue eyes with no sclera, dark skin, and spiderweb-like markings across his forehead.

Personality

History

Echion was a test subject for artificial attunements that would have the power of God Beasts. During his trial run with Vera Corrington in the Serpent Spire the team was confronted by the Visage Tenjin. He bore witness to the Visage being attacked by his whispers, but was not taken by them due to the arrival of Visage Katashi. He was imprisoned in a Crystal Prison alongside Vera and Keras Selyrian, where he remained until Corin Cadence stumbled upon them and facilitated their release.

At some point between AA5 and AA6, Echion grew from a child to an adult man (likely through the use of Farren Labs' Time Gateway Crystal).

Magic

Master Attunement

As one of the children experimented on by Farren Labs in order to produce a set of "god-beast attunements", Echion has access to all 48 attunements.[1] With the augmented addition of the eighth Dianis Point known as a "crown point", Echion has an attunement on each Dianis Point in six layers of self.

Name Location Primary Mana Secondary Mana Tertiary Mana Function
Abjurer ? Light Death Transference[2]

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[3].

Acolyte ? Life[2] Water[2] Perception[2]

Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease[2].

Analyst ? Mental[4] Umbral[4] Transference[4]

Analysts are a knowledge gathering attunement that can rapidly gather and process sensory information and understand how it works.[4].

Arbiter Transference[5] Life[6] Light[7]

An Attunement that specialized in purifying mana and transferring it into others[8].

Architect Perception[4] Umbral[4] Enhancement[4]

Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days[4].

Assassin Umbral[9] Water[9] Death[9]

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[9].

Biomancer Life[4] Mental[4] Light[4]

Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration[4].

Champion Enhancement[2] Water[2] Mental[2]

Champions focus on both defense and crowd control using ice, and self-buffs using enhancement[2].

Chronomancer Transference[5] Perception[5] Death

A lost rumored attunement that can manipulate time and the perception of time[5].

Cloudcaller Water[2] Air[2] Perception[2]

Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects[2].

Commander Fire[9] Umbral[9] Air[9]

The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells[9].

Conjurer Life[10] Umbral[10] Mental[10]

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[10].

Controller Perception[4] Enhancement[4] Umbral[4]

Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding[4].

Dancer Mental[10] Water[10] Air[10]

Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills[11].

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.[13].

Elementalist Fire[12] Air[12] Water

Elementalists utilize Fire, Air, and Lightning magic in ranged combat. [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].

Executioner Death[9] Enhancement[9] Earth[9]

Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds[9].

Forgemaster Earth[4] Fire[4] Enhancement[4]

Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal[4].

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].

Hierophant Life Air Mental[2]

Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect[3].

Illuminator Light[4] Water[4] Air[4]

Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.[15]

Illusionist Perception[2] Light[2] Earth[2]

Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation[2].

Juggernaut Transference[9] Fire[9] Earth[9]

The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time[9].

Legionnaire Light[9] Air[9] Fire[9]

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[9].

Mender Life[12] Earth[12] Water

Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do.[13].

Mesmer Perception[10] Death[10] Umbral[10]

Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background[13].

Necromancer Death Earth Life

Grants a mage advanced healing capabilities that even Menders cannot perform, including healing mana scarring[3]. Can also conjure bone constructs such as spears, bridges and projections[16].

Paladin Light Transference Life

Allows a mage to draw additional power from their patron visage during times of great need[3].

Purifier Fire[10] Light[10] Mental[10]

Purifiers typically focus on neutralizing debilitating and mental attacks[11]. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks[10].

Pyromancer Fire[10] Death[10] Umbral[10]

Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire[10][11].

Saboteur Umbral[9] Earth[9] Fire[9]

Saboteurs can extend their shroud into a debilitating field that weakens all nearby enemies[9].

Scourge Death[9] Air[9] Water[9]

Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects[9].

Seer Mental[2] Light[2] Death[2]

Seers can see potential futures, and typically leverage this for information gathering[2].

Sentinel Earth[4] Mental[4] Enhancement[4]

Sentinels emphasize mental fortitude, and can resist physical and mental spells[4].

Shadow Umbral[12] Enhancement[12] Death

Shadows are capable of concealing themselves from the senses and diminishing the senses of others[12].

Shaper Earth[12] Enhancement[12] Perception

Shapers are capable of forming mana constructs and shaping mana in the air[12].

Shapeshifter Perception[10] Earth[10] Life[10]

Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features[10].

Shieldbreaker Death[9] Transference[9] Fire[9]

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[9].

Soulblade Light[2] Life[2] Transference[2]

A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities[2].

Sovereign Umbral Death Enhancement

Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power[3].

Spellsinger Air[10] Perception[10] Light[10]

Spellsingers focus on distribution of spells through their voice, similar to a lung mark[17]. Spellsingers typically use debilitating, and at higher levels, buffing spells[11].

Summoner Air[12] Transference[12] Life

Summoners form pacts with Monsters and call upon their power[12].

Swordmaster Enhancement[10] Fire[10] Earth[10]

Swordmasters are similar to guardians, but with a focus on weapon enhancement[10]. They often improve a weapon's abilities directly or store a spell in it[11].

Transmuter Earth[4] Water[4] Air[4]

Transmuters focus on transforming materials into other types of material[4].

Wavewalker Water[2] Transference[2] Perception[2]

Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance[2].

Wayfarer Air[2] Mental[2] Transference[2]

Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz[2].

Whisper Perception Fire Umbral

can conceal its own nature and appear to be more conventional attunements[18]

Notes

References:

  1. ↑ A Brief History of Chronomancy - Interlude I
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 Crystal Awakening - Appendix 2
  3. ↑ 3.0 3.1 3.2 3.3 3.4 On the Shoulders of Titans Chapter 4
  4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 The Torch that Ignites the Stars Appendix 4
  5. ↑ 5.0 5.1 5.2 5.3 On the Shoulders of Titans Chapter 11
  6. ↑ On the Shoulders of Titans Chapter 7
  7. ↑ The Torch that Ignites the Stars Chapter 14
  8. ↑ On the Shoulders of Titans Chapter 2
  9. ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 9.18 9.19 9.20 9.21 9.22 9.23 9.24 9.25 9.26 9.27 9.28 9.29 9.30 9.31 Diamantine Appendix 1
  10. ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 10.24 10.25 10.26 10.27 10.28 Soulbrand Appendix 1
  11. ↑ 11.0 11.1 11.2 11.3 11.4 The Silence of Unworthy Gods Appendix 1
  12. ↑ 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. ↑ 13.0 13.1 13.2 Sufficiently Advanced Magic Chapter 11
  14. ↑ The Torch that Ignites the Stars Chapter 6
  15. ↑ Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18
  16. ↑ On the Shoulders of Titans Chapter 23
  17. ↑ Diamantine Chapter 11
  18. ↑ A Brief History of Chronomancy Appendix 1