The Lighthouses and the Pit (Fantasy Mage Quest)

[X] Visit the Runesmiths

Hopefully we can strike up a friendship with a prospective mentor for when we take this, since enchanted swords seem like a large effectiveness boost for a Bladebound.
 
[X] Visit the Runesmiths

I was wondering if we'd go Bladebound/Shade or Bladebound/Runesmith - Both have good synergies.

If we hit 3rd ascension Bladebound/Shade/Runesmith would have an impressive tri-nergy.
 
I wonder if a Thunderfist/Bladebound is an option with loads of synergy or one that.. doesn't.
 
I wonder if a Thunderfist/Bladebound is an option with loads of synergy or one that.. doesn't.
Thunderfists not using weapons seems to be because they don't have good weapons unless they take Runesmith in addition*, since most mundane weapons couldn't tolerate inhuman strength / dexterity when used.

With Bladebound / Runesmith / Thunderfist we'd have a lot of problems resolved. Runesmith unlocks good weapons, Bladebound provides sword techniques to use them with and Thunderfist makes us physically capable of fighting toe to toe with high level Darklings.

I do wonder if we shouldn't go for a more esoteric attack type like Mindscour tho. Not good against Darklings, but against humans would be good.

*and Second Ascensions seem to be very rare in this place, so most people don't have Thunderfist -> Runesmith as an option at all

I think that getting a good base for sword magic is better than diversifying currently, but it depends on how good Runesmith + Bladebound is.
 
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[X] Visit the Runesmiths
Runes + Fighting = useful. We did this trip for power, let's keep going.
 
The question I've got is whether we want to go for something that synergises with bladebound like runesmith, or if we want to shore up our weak points with either supportive magic or copious amount of fire. Going to scour the thread for the options we know about at some point later.
 
@occipitallobe
What magics are linked to extreme Compassion, Stubborness and Hope?

We know Greed is linked to Tremorfoot(Earth) and Anger is Breathtaker(Air).
If it is possible, I would like to know what magic is linked to Swallow's nature.
 
Something I want to point out is what Swallow might get from this next update might not be mixing with what people think they're getting.
Runesmiths we can't actually afford, we'd just get a magic lesson off of them.
Jagged: If you had KEPT your cash perhaps you could have afforded an upgrade to those old swords, Swallow.
Alchemists are the guys you speak to if thread is serious about going shopping while we're here.
Vineweavers...Noot 100% Sure what these guys do beyond feels-good moments for Swallow. Which might not be a bad thing! But its' that vague emotional choicery that I don't know much about.
Combat Triad is the option that could turn into a headache for Jagged, because then she walks away with a head full of revolutionary ideas to bring to Magdala and probably results in her causing trouble again.
 
Green Lighthouse - Stubbornness
Blue Lighthouse - Hope
I think Compassion is Indigo.

However 2nd Ascension might not follow the same rules as 1st Ascension.
That wasn't my question, I was asking "What magics are linked to extreme Compassion, Stubborness and Hope?" not what lighthouse is.
Each lighthouse offers three magics two of opposite attitudes/emotions and one neutral. Blue offer water, lightning and runes, but which is hope, which is neutral and which is despair?

Runesmiths we can't actually afford, we'd just get a magic lesson off of them.
Jagged: If you had KEPT your cash perhaps you could have afforded an upgrade to those old swords, Swallow.
Runesmiths we can afford, it is just Runes only work for their creator:
The power of enchantment gives rise to the Runesmiths, who can forge magical items. However, a Runesmith-forged item can only be used by that mage, and no other.

The choices are:
*Alchemists - buy a concoction at an inflated price
*Runesmiths - learn more about magic in general and about Runes
*Vineweavers - learn about plant magic, possibly buying a fruit or seed
*Combat Triad - learn about Everett's combat magic (water ice and lightning)

Runesmiths seems the best because of the general magic knowledge and so we can find out if they would be a good choice for the next Ascension.
Adhoc vote count started by Chrestomanci on Apr 18, 2018 at 5:18 PM, finished with 742 posts and 14 votes.
 
I'll throw up my thoughts on the possible synergies of 2nd Ascension as well.

The first thing to keep in mind is that Bladebound is what's known as an internal mage.
The first categorisation of such are termed the Internal mages. That is to say that their power is not expressed externally through lightning, wind, or fire but rather something inherent to them. Once they have gained the power they use, they are thereafter able to use it without limitation. The first example of such mages are the Bladebound, who once having learned a skill can then use it as often as they would like. The fundamental drawback, is that such matter such magics take time and effort to learn.
As far as first choices go, this was a pretty damn good one. Internal magic is the most time-consuming, taking time and practice to improve, but the greatest strength is that these abilities will always be available to you. Unlike the Tremorfeet or Stormchasers, who can deliver serious pain in quick succession but are helpless once the magic battery is empty.

Path 1: Further enhancing Bladebound
To further enhance our already chosen path, the Runesmiths and Fleshcrafters seem a natural pick. Fleshcrafters can strengthen and enhance the human flesh (Bladebound are still as squishy as regular humans) and also heal allies, but I'm going to guess we won't be able to pick two paths from the same tower so that's out. Runesmith on the other hand would also help us by shoring up our weakness of being a squishy human via the power of magic bling. We can find out more about what they can do if we pick to visit them this vote. The downside here is that every item crafted is personal use only. Forging items is most likely also going to take time we could've used to empower our Bladebound powers instead. With access to Infinite Sharpness, we don't really need a magic weapon promptly either.

Verdict: presumably great way to increase durability in fight, which coupled with the deadliest close-range abilities of Bladebound would make us an unparalleled boss assassin. Lack of AoE abilities will hurt however.

Path 2: Mixing external magic with internal.
By going for the Fireeyes or Stormchasers, we'd be getting the best of both worlds. The external magic would give us a ranged capacity that'd allow us to take down dozens or hundreds of enemies easily. The main downside - limited battle endurance - would be neglected by our Bladebound skillset. With this combination we could instantly clear an entire area of enemies, dart in with our Severing Distance, take down a big boss with the help of Infinite Sharpness and then dart out. I feel like this would allow for the fastest accumulation of power.
The first example of such mages are the Bladebound, who once having learned a skill can then use it as often as they would like. The fundamental drawback, is that such matter such magics take time and effort to learn. Compare this to a Stormchaser, who upon gaining their powers can immediately strike their enemies with lightning, and butcher Spinewolves in their dozens if they need to.
Verdict: probably the greatest power in shortest time and would allow for fastest growth while also mitigating some of the greatest downsides of both individual paths. However, this doesn't do anything to mitigate our standard human squishiness aside from giving powerful ranged and AoE options.

Path 3: Utility
There's also the option of shunning direct combat strength for more esoteric set of skills. Not my personal preference so I won't stop here for long.

Mindscour - No effect on Darklings, but if we wanted to fix Madalgia's social order, this is the way to go. Mind control and memory reading are known powers.
Canceller - Debuffs enemies, superb against other Mages as well. If we ever wanted to go full on dark lord and murder mages, this is the option!
Breathtakers - Superb mobility and battlefield control. Knock down enemies and direct allies arrows and bolts. Could work - Bladebound gives us the killing power while Breathtaker would let us boost the effectiveness of allies by running interference.
Alchemist - Yer a witch(er), Swallow!

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[X] Visit the Runesmiths

Let's see what the full extent of the Runesmiths is in this setting.
 
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Something I want to point out is what Swallow might get from this next update might not be mixing with what people think they're getting.
Runesmiths we can't actually afford, we'd just get a magic lesson off of them.
Jagged: If you had KEPT your cash perhaps you could have afforded an upgrade to those old swords, Swallow.

From the beginning, spending that money was the same as dumping money down the drain.

I'd be surprised if even one in ten of those people survive.

Still, feelings were running hot after Jaggeds ill advised display.
 
Bladebound/Shaderunner is probably the best build for pit-diving spammery. Acquire artifacts and knowledge, then transmute to power.
 
Magi Categorization
I actually lost the original document on this when my old computer died awhile back - figured it was a good time to write a new one. Mainly focusing on each mage class's potential for various magics outside of their 'usual' sphere. I'll update this on occasion when Swallow discovers new information about other magi.



Red Lighthouse Magi:

Mindscours
are calm. Their magics revolve around other human beings, and extracting knowledge from their minds (or replacing memories, experiences, etc). They can use this to 'steal' skills, becoming peak human skill at every human skill. They can also rob magical skill from other mages, but cannot use it unless they have reached a Second Ascension. In practice they are administrators and strategists, and rule the city of Rosolin. They have no esoteric effects known when it comes to their powers.

Longshots are neither calm nor angry. Their magic is with the bow (or more specifically, projectile weapons), and they bear some similarity to Bladebound. They are Internal mages, and as such grow ever-more powerful. They have moderate esoteric powers, able to 'shoot' certain abstract things. Bladebound tend to perfect one-on-one combat, Longshots are often able to shoot arrows as hundreds of arrows - their powers tend to lend themselves more to mass combat. They have no mobility spells, however.

Breathtakers are angry. They form part of the Natural Triad, (also among them the Tremorfeet and Watersingers). They can manipulate vast quantities of air, call down storms, but are less useful against individual enemies. They often use constructed wings alongside their great powers to fly, and can do so for considerable distances. Rosolin uses Breathtakers to move around entire squads of magi on wings, allowing them to outflank and outfight Darklings attacking the city. They have no esoteric or abstract spells.

Green Lighthouse Magi

Coldhands
are stubborn. The first of the Elemental Triad, (also among them the Fireeyes and Stormchasers). They can form water into ice, but are restricted by the availability of such. In situations where they have a great deal of water, they can form constant blades and icicles to harass their foes, and can also directly freeze their enemies, though this is more difficult. They are the most situationally powerful of the three, but are heavily reliant on the availability of water, so they synergise well with Watersingers. They have no esoteric or abstract spells.

Vineweavers are neither stubborn nor mercurial. They grow plants, making them ill-suited to direct combat, but can grow plants to protect and feed them. The plants they grow can be semi-intelligent, and assist their master, but are all the same only plants, and weak individually. It is in concert that Vineweavers truly shine.

Alchemists are mercurial and changeable. They create Concoctions, using magic and components from the real world. They can heal Darkling poison, create explosions, enhance strength, and all manner of temporary effects. A powerful Alchemist can even create esoteric effects such as speeding up the subject within the flow of time, or disconnecting a mage from their magic briefly.

Yellow Lighthouse Magi

Glimpses
are fearful. They can see the future, and the further the look ahead the more it costs them. They can focus more on the near future (effectively combat precog) or on the far future (weak precog letting them anticipate likely events for certain actions). They are largely administrators, and their powers do not lend themselves to any peculiar esoteric things outside of their ability to see the future.

Shaderunners are neither fearful nor fearless. They can hide from things, from vision to sound, and at more powerful levels can hide from esoteric things such as pain, wounds, or death, though such spells are tremendously difficult to pull off. They are the most defensive of all mages, and are perhaps only as useful as a Mindscour in direct combat, perhaps even less.

Spellthieves are courageous. They can store many spells from other mages, and their powers depend entirely on who they can steal spells from.


Violet Lighthouse Magi

Fireeyes are loving and emotional, often attached to the point of obsession. They are the second member of the Elemental Triad, and are most powerful when directing flames that already exist. Their powers contain a minor esoteric component - the most powerful Fireeyes can burn their own abstract attributes to fuel more powerful flames capable of consuming Darklings, and they are also able to 'burn' their own magical potential to temporarily go beyond their normal limits.

Thunderfists
are neither overly attached or unconcerned. They manipulate their own bodies to become ever-stronger, ever-faster, some even creating peculiar effects such as being able to spit acid, fly, or delve into the earth.

Cancellers are detached and unconcerned. They can cancel the magics of others, and cancel the strengths of Darklings when more powerful. They do not cancel effects already taken place, though, such as a Glimpse's former vision or a Mindscour's stolen memories.


Orange Lighthouse Magi are viewable here


Blue Lighthouse Magi

Runesmiths are hopeful, pouring that hope into items only they can use. Those items are generally mere enhancers, usually able to used time and time again, but it takes a Runesmith of great caliber to equal the other magi in combat prowess. They tend to have broad utility, able to forge items to do a great many things.

Watersingers are neither hopeless nor hopeful. They move great quantities of water, and are most powerful near a river or the sea.

Stormchasers are despairing. Some of the most powerful mages in a fight, and some of the most easily exhausted.
 
I have a bunch of questions on the various jobs, its good to get a proper list, thank you.

  1. Can we use Longshot magic to "shoot" sword projections at the enemy for Bladebound synergy?
  2. Is Breathtaker flight combat-viable or do we have to wait 4-5 minutes to form wings?
  3. Will Swallow benefit significantly from stealing mundane skill with a blade using Mindscour to help her use her Bladebound skills?
  4. If we take Coldhands + Watersinger , can we create water and then shape it into ice, or are we still limited by extant water?
  5. Does being an Alchemist notably improve quality of Runesmith creations?
  6. Can a Spellthief steal an enchanted sword from a Runesmith and use it without actually being a Runesmith?
  7. Does Glimpse precog work on Shaderunners since they can hide from esoteric effects?
  8. Does Thunderfist + Bladebound synergise or will we have trouble using weapons with Thrunderfist?
 
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I have a bunch of questions on the various jobs, its good to get a proper list, thank you.

  1. Can we use Longshot magic to "shoot" sword projections at the enemy for Bladebound synergy?
  2. Is Breathtaker flight combat-viable or do we have to wait 4-5 minutes to form wings?
  3. Will Swallow benefit significantly from stealing mundane skill with a blade using Mindscour to help her use her Bladebound skills?
  4. If we take Coldhands + Watersinger , can we create water and then shape it into ice, or are we still limited by extant water?
  5. Does being an Alchemist notably improve quality of Runesmith creations?
  6. Can a Spellthief steal an enchanted sword from a Runesmith and use it without actually being a Runesmith?
  7. Does Glimpse precog work on Shaderunners since they can hide from esoteric effects?
  8. Does Thunderfist + Bladebound synergise or will we have trouble using weapons with Thrunderfist?

1, 4, 5 you have no way of knowing.

For 2, Breathtakers use gliders or mechanical wings built by ordinary people. More Aang than anything.

For 3, no. She's beyond what any normal human master of the sword could have ever accomplished.

For 6, not quite. A dedicated Spellthief could steal the process of enchantment, and the Runesmith would be left with an ordinary sword that the Spellthief could then replicate. Sometimes happens, though.

For 7, normally yes. Shaderunners can hide from esoteric effects, but it's not a blanket thing. They can generally evade one thing like that a time, and only if they've practiced the spell.

For 8, Thunderfists don't normally use weapons after awhile because their reinforced body parts can shatter steel, or they can hurl rocks (or daggers, or whatever) faster than even the strongest-weight bow could match. Nothing stopping them, though.
 
Well, Mindscour appears pretty useless. No Bladebound progression and no anti-Darkling.

For our Red Lighthouse Ascension, we should go for Breathtaker barring Longshot turning out to be real good, since Breathtaker has a bunch of synergy with buffs and so on. Plus it gives mobility, though it might need a running distance to get into the air.

Of course, Red Lighthouse should be one of our later choices given how good Shaderunner / Thunderfist are, but its good to have direction.

Yellow Green Lighthouse should be saved for much later unless we can confirm Runesmith + Alchemist works or not, since its other powers aren't appealing for our build at all.

We should ideally go for Runesmith -> Thunderfist (it seems that we need good gear to withstand strength of Thunderfist) or take Shaderunner / Spellthief -> Breathtaker (highly mobile assassin, versatile and stealthy while not neglecting power) as our next ascension, probably.

I'm not super sold on Shaderunner - it seems kind of niche while Thunderfist/Runesmith are universally applicable - but I like both. Spellthief is seriously cool if we can deprive our enemies of spells.
 
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