Setting Q&A
Posted: Sun May 31, 2020 8:01 pm
This is the setting-half of the now-split Q&A thread from the old forum. Mechanics questions go in the other one down in Key Threads.
Discovering Unusual Beings and Killing Them!
https://battle-arena.online/forum/
A question was asked:New World Law wrote: The World's True History Is Unknown and Madness-Inducing- (World Law, Herald of Lunacy) Each round, non-Darkspawn who are not afflicted with Confusion or Insanity and who do not possess the ability Delver of the Forbidden or Herald of Lunacy have a 25% chance of treating the current round's number as having reverted to 0 (and incrementing forward again from that point normally) and ceasing to count as having scanned the stats of anything whose stats they previously scanned; non-Darkspawn who are not afflicted with Confusion or Insanity and who do not possess the ability Delver of the Forbidden or Herald of Lunacy have a percentage chance equal to the Level of the highest-Level Darkspawn in the same battlespace of being afflicted with Insanity upon scanning an entity's stats
Requires: Herald of Lunacy, Scholar, Delver of the Forbidden
Additional Requirement: Task: Edit the history of a country-sized portion of a world (or wider) to prominently-yet-secretly include Darkspawn when it previously did not
Cost: 3,000,000 Gold, 3 Weeks
Chat wrote: [21:40] The Nottest of Daves: out of curiosity, what scale of Geomancer/Channeler/whatever would you need to edit a mana pattern of that scale?
[21:42] Gadigan: It really depends on your Level and what you're hitting. Expert would be most-reliable, but Adept is doable in a lot of circumstances. Through concerted effort or high enough Level, you could do it earlier, particularly with a lot of targeted decorating: i.e. infiltrate the royal archives, the oldest temple ruins in the nation, a major library, and a couple other sites, add enough Darkspawn-themed decor with sufficient (but not overwhelming) amounts of mana, and you can hit the task without needing the skill or power to do a direct edit
[21:42] Gadigan: Yes
[21:42] Gadigan: Level of the area and its traits play a large role in things, though
[21:44] Gadigan: A five-continent-spanning Level 95 Heaven-themed holy kingdom with major opponents that are classical Devils and no contact with Lovecraftian entities previously would be egregiously hard to edit compared to a Luxembourg-sized mini-country that has had unsolved mysteries in the past and a notoriously disorganized national archive
[21:45] The Nottest of Daves: hmmmm
[21:45] The Nottest of Daves: and what exactly do you mean by "Darkspawn-Themed Decor"?
[21:45] The Nottest of Daves: am I running around leaving bowls of Lashmordu Stew around?
[21:46] The One True Pathaky: Build fast-food places with Cyclopean Geometries
[21:47] Gadigan: An Outer Terror idol, a painting of a horrid symbol of sign shining above a ruined city, piles of ancient texts with mad notes in the margins, fabricated tapestries of ancient kings consorting with tentacled abominations before their coronations
[21:47] Gadigan: Etc
"Elyion peers into her Crystal Ball, calling upon her Fortune Telling expertise in the use of such, to determine the location of the soulless bodies."
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
So in short, trying to avoid actions that specifically state they spend MP is not a cure-all for functioning through Burnout, and the complexities involved in such actions may actually make them less successful.(9:10:11 PM) [yogurtrunsfreenow]: (lordgadigan) When you're in burnout, you can't tap magic reserves. They're burt out. Gone. Your power is on its last strings, and you don't have the ability to 'push' for more energy without a small miracle as a requirement.
(9:10:23 PM) [yogurtrunsfreenow]: (lordgadigan) Your 'best' stuff is pretty off-limits
(9:10:30 PM) [yogurtrunsfreenow]: (lordgadigan) As is anything that has notable 'cost' associated
(9:10:49 PM) [yogurtrunsfreenow]: (lordgadigan) Or that is particularly 'freeform' or 'newly developed'. Creative use of element synch in new ways is counted here
(9:11:25 PM) [yogurtrunsfreenow]: (lordgadigan) So that leaves you with your lower tiers of spells (which are usually, though not always - burnout sometimes just yanks your turn pretty entirely, castable)
(9:11:35 PM) [yogurtrunsfreenow]: ("The Real Path" pathaky@hotmail.com) How does that translate to spells that have been discounted down to 0?
(9:11:41 PM) [yogurtrunsfreenow]: (lordgadigan) And your gear (which you can't draw as much from, but which doesn't itself usually run on your mana reserves, so it's fairly open)
(9:11:49 PM) [yogurtrunsfreenow]: ("The Real Path" pathaky@hotmail.com) Still dicey, due to being tied to your casting?
(9:12:11 PM) [yogurtrunsfreenow]: (lordgadigan) Spells down to 0 that are of lower Level than you / lower skill req, tend to work. You can cast those with local ambient power or the fragments of what you have
I suppose the first big question is "Well, is my hypothetical Elyion scenario a reasonable action?"
How dependent are spell classes on having associated spells equipped?
To extend, also, since I used a ridiculous example above: In comparison to other classes?
Second question: MP, y'all! What is it good for?
So, uh, what is MP?
How tied into using various actions IS it?
What all gets shut down by a lack of it?
How badly does going dry from consecutive Overdrives bork you up vs. Overcrash Burnout?
Does Burnout, for instance, shut down Elemental techniques you have in your weapon class? Why/Why not?
Are spell classes, being, apparently, more "actively magical" even when not invoking a spell, more shut down than other passive/background/RP effects of classes?
The draconian addendum: for any of the above inquiries if the answer would vary for the Hollow-Soul schtick, I'd be rather curious.
(12:21:07 AM) lordgadigan: Was an artifact of an earlier format I was considering
(12:21:41 AM) [yogurtrunsfreenow]: (driftwood153) Veilwalker being uncommon is a surprise, all things considered
(12:22:09 AM) [yogurtrunsfreenow]: (daveishere55) I was also pleasantly surprised at how close Dulcinea is to being a babby Archmage
(12:22:10 AM) lordgadigan: What were you expecting?
(12:22:12 AM) [yogurtrunsfreenow]: (driftwood153) A little surprised by Force mage, but less so considering overlap with Abjurer, the latter seeming to be much broader
(12:22:16 AM) lordgadigan: Hah, very good
(12:22:21 AM) lordgadigan: *nod*
(12:23:11 AM) [yogurtrunsfreenow]: (driftwood153) Oh, it's just... Veilwalker's a very high-utility/boost/insurance class. I'd expect that to be more appealing to spellslingers, haha
(12:23:23 AM) [yogurtrunsfreenow]: (daveishere55) Ah, one thing that's missing here is a general sense of "How high do you need to be in one class or set of classes to even be considered to be an Archmage?"
(12:23:35 AM) lordgadigan: It is very appealing to the ones who can get it / use it. It's just unusually hard to use for a base class and rare compared to some of the other ones
(12:23:46 AM) [yogurtrunsfreenow]: (driftwood153) aha
(12:23:56 AM) [yogurtrunsfreenow]: (driftwood153) I'm remembering that "reduced chance of failure" in the ability
(12:23:59 AM) [yogurtrunsfreenow]: (driftwood153) that's never come up, haha
(12:25:01 AM) lordgadigan: I'm wibbly on the details of that, but a general ballpark would be Level 59, Expert Wizard Magic, Adept 2-3 of the others, Classname 10-12 of the other-others.
(12:25:33 AM) lordgadigan: With the right build, though, you could work it through gear/artifacts/esoterics via other methods, though
(12:25:46 AM) [yogurtrunsfreenow]: (daveishere55) Hmmmmmmm
(12:25:47 AM) lordgadigan: Like having Esoteric Wiseman, for instance, would help a lot
(12:25:56 AM) [yogurtrunsfreenow]: (daveishere55) What about Wonderworker?
(12:26:05 AM) lordgadigan: The Orb/Wand/Book/Robe classes could fit in there instead of spell ones too
(12:26:09 AM) lordgadigan: Wonderworker would help too
Celas wrote: Celas's ponderation of the moment!
Enviromental effects of different kinds of mana, especially nonbase elements!
We've previously talked about how bringing lots of mana into an area- be it by individuals with the skill directly flooding the area, or by people bringing in lots of items to decorate- changes it. Causes different things to spawn, changes existing structures and things. So, revisited!
Let's say Genericville is a small size town of a couple hundred people. Medieval, farming, has a mill and a general store and... stuff.
Geomancer von Channeler, PC extraordinaire, comes in and starts dumping mana all over the place.
How does Genericville respond to...
Wealth?
Nobility?
Grandeur?
Divine?
Corruption?
Glitz? (that's a curious one)
Void? (assuming that doesn't just collapse it into a black hole or something.)
Aether?
Fury?
Basic?
Beast?
Any you can think of that might have a humorous or noteworthy effect would be great, too. (And if this actually becomes a topic of Chat, I might ask for ridiculous things like sequences, too. hahah)
* Wealth would likely be highly beneficial to the town. The newly-introduced wealth mana would promote prosperity, and over time, everyone in the town would slowly transform to be rich. The buildings would likely upgrade the place over time too. Odds are Genericville would become Richville where everyone was rich.Kit addendum wrote: how about blood?
Kit addendum the second wrote: what about Agony and Wood?
* The Agony mana would leave everyone in terrible pain and suffering for a long while. It would eventually degrade into darkness and physical mana, and the time period would be remembered as some horrible period in the town's history.Draconics addendum wrote: I'd actually be curious about a large flux in Time mana personally.
I know it debases to Air. However . . .
Does it speed things up? Slow them down? All around? Does it bring stuff from alternate timelines? Is it possible to Time-Stop-Prison an entire city?
* If flooded with Cute Pets mana, everyone in Genericville would get lots of cute pets! The place would turn into some sort of almost-cartoon in some respects, and the various adorable animals with their aww-inducing antics would be the most interesting thing about the place.JTL addendum wrote: As long as we're on this path... Cute Pets and Universe.
Pretty much, yes!Draconics response wrote: Wait, wait, wait, so if you get enough you mana-spark the town?!
1. Yes, you're releasing mana. It can, depending on how you do it, retain some sort of connection to you, or it can just be extra mana expended for stuff.Kit wrote: Questions:
1. We release EXP to release the mana, correct? Just double checking.
2. if 1 is true, are there abilities that let one get more mana bang for the exp buck?
3. How obvious is mana release?
4. if it’s obvious, are there abilities in channeler tree that let you be more subtle?
[5:55 PM] The Nottest of Daves: What are the BA classes your bog standard D&D Wizard, Cleric, Fighter, Bard, Barbarian, or Rogue would have, and at what tier at D&D level 1/5/10/15/20/epic?
These are the lists I come up with after thinking about the question for a bit. Bear in mind that I may be forgetting some important data point and have omitted something by accident (and straight up am ignoring a few outlier discs that have bajillitons of inhabitants with specific deities that are basically nowhere else in Nexus) - I think I've generally got stuff covered, though.The Nottest of Daves wrote: We know some details about who the PCs are known to be worshipping thanks to Cael, but who are the most commonly worshipped gods among other segments of the setting? In particular:are of interest to me, but feel free to share about anywhere you like!
- The Battle Arena
- Town
- Nexus as a whole
The Nottest of Daves wrote: I'm curious about a few of these gods that we don't have much (or any) info on from other sources:
- Zalmo, the Violet Wind of Ten Billion Hands
- Ingerhekt, God of Items
- Nokt
- Valquniethor
- Dalnetheros, Goddess of Architecture (present in the Patron Deities list, but without an entry)
- Ganseed the Collector (present in the Patron Deities list, but without an entry)
- Larry Williams, God of Ordinary People
- Candolcar
- Zarquoxx, God of Deadly Monsters and Reincarnation
- Yelmra the Nest-Maker
Very little on its own. It expresses a general 'competency' in a field equal to what is expected from a certain level of skill, knowledge, and focus. RP powers can be filtered through them, and they give a level of 'competence' to some other powers in their fields.Celas wrote: What is a class worth? I remember, previously, you said that a good metric for it was to look at higher tiers classes as being a higher... rank (to avoid "tier" ambiguity, haha) in a class. To use an example, based on that: Apprentice Blood Synchronization would be roughly equivalent to Blazing Sultan.
But what does that mean? What's the worth of an Adept?
Argantannion got herself kicked out of the First Ascension by generally annoying me, which got the whole 'traitor' thing established and had me put a side-character in as a replacement main. After that, though, I laid down the law a bit more and regulated stuff more heavily, so the later Ascendants didn't drift into the 'annoying' territory, and no one managed to sneak-grab a role in an ongoing Ascension.Draconics wrote: Double-Up! Caues I'll be the guy for Duality.
For the purpose of this post I speak in terms of NPCs since I beleive that's moreso where this all applies since the PCs are under weird rules. If any of this DOES apply to PC's though, I'd be curious. I've noticed some unique trends and qualities and was curious how things might pan out.
*As recently seen, I know people can pull all sorts of strings of Fate and similar to get themselves onto Ascension teams. What I'm curious about is is it feasible (or has it happened even) where someone has managed to replace the main ascendant?
*I know this was mentioned before, I know the good/evil-ness is predetermined, but are all of the remaining Ascendents more or less laid out? I'm pretty sure it was mentioned before and I cannot recall it.
*What level are Ascendant's typically before they sink back to level 1? I recall this happening to Naria (as noted when Firenza talked to her before PoS) but wasn't sure if she was a special case.
The Nottest of Daves wrote: So, I was wondering how much HP and MP come into play in terms of RP Questing.
First off, how much HP and MP would you expect to see for
LEVEL 19
Meatslab von Hammerschmidt, Melee Attacker
Archer von Rangerman, Ranged Attacker
Magus von Spellslinger, Magical Attacker
in terms of being prepared for a quest of appropriate danger to the tier?
Is there a threshold where someone becomes notably squishy or sturdy (for HP) or weak or strong in spellcasting (for MP) in comparison to (similar character archetypes) or (the tier as a whole)?
How do these values change as the trio advance up the tiers of power (39, 59, 79, etc)?
Lord Gadigan wrote: The actual number doesn't matter unless something weird is going on.
It used to, once upon a time, but over time things have moved to be more abstracted than numbers based. At this point, it's basically all abstracted unless you're fighting the bizarre monster that ignores even numbers or something.
Instead, thematics, general abilities/items, and base stats are examined. Like with a lot of other things, the most-relevant/powerful defenses are considered most prominently, with more piled on top of that being desirable with abilities/items, but having diminishing returns in quantity as the stack gets higher. Rust of using the same defense all the time is a thing, like with the same offense, albeit to not quite as strong a degree, that means that having backup defenses that you can lean into once fights or quests get longer, or that you can pull out as an 'ace in the hole' above whatever your baseline is, is important (with importance growing at higher levels).
Looking at this trio:
Meatslab von Hammerschmidt should have the highest base CON (other HP-determining stats would work equally well, but there's no real reason for a Level 19 bog-standard fighter to be basing his HP on something else). He'd be expected to have at least 10 Base CON, probably more like 15-20. Different armor types tend to contribute different 'amounts' of abstracted HP to their wearer - Meatslab, a front-line tank, would want Grand Armor, Heavy Armor, or Power Armor. Those give the most out of the standard types. He also might be using a Shield, which would add more, but that'd be more of a defense (and by consequence, RP-health) focused build than average; his having 'Hammer' as the weapon instead of Sword or Mace suggests more of an offense-focus. He wouldn't really be expected to have deep investment in his armor class or special abilities related to stuff.
Archer von Rangerman should have an average base CON, around 8-12. He should be wearing Light Armor, probably. It synergizes more with dodging things than tanking things, and allows for a more mobile, AGI-based fighting style with counterattacks and movement, though he won't really have counterattacks or super-reliable dodge at low levels. He's kinda squishy, but he's under Level 20 and isn't expected to have a lot of life.
Magus von Spellcaster is in the same boat as Archer von Rangerman, but to a slightly larger degree. His base CON is probably 5-10. He's probably wearing Robes (which have low RP health bonuses, but up Dodge and magic power, with the Dodge boosts coming later and not applying at this level) or using an Aura (which have mid RP health bonuses like Light Armor). He might have a Ward (which have low RP health bonuses and more resistance-based defense), but most people don't use those. He's also squishy.
At Level 39, characters should have the class-name ability for their armor. Their main armor should be a unique or artifact optimally, but it's fine for it to be a notable Level 20+ non-unique quest-drop, or a drop from a Level 40+ monster on the enemy list.
Meatslab should have some abilities that are Defense or HP focused. A couple defensive accessories too. Those will help him tank.
Archer should have actual dodge upgrades, luck-boosters, and some kind of 'tricky' stuff to defend with. He should also have a pet screening him or be questing like he's in a stealth game.
Magus should be buffing with abjuration, enchantment, or something else defensive. He'll also want summons if he's adventuring alone.
At Level 59, characters should have the Adept ability for their armor. They won't, because I haven't made many armor abilities yet, but they should. Their main armor should be an equivalent Level artifact, a unique from a Level 40+ quest, a really good unique from a Level 20+ quest that's been absorb-upgraded a bit, a notable Level 40+ non-unique quest-drop, or a drop from a Level 60+ monster on the enemy list.
Meatslab needs to get decked out. He'll want defensive class abilities, a strong main armor, gauntlets/helms/boots to round out the armor set, other HP-granting things, etc. He can still straight tank at this point, but he needs to be invested and to have his bases covered.
Archer should have some boosts like that, but be more focused on hitting hard/with effects and using that plus dodge and counters (for extra damage) to kill things before they kill him.
Magus should have some kind of 'trick' or two going in addition to summon swarms, always-on buffs (backed with class powers), and defense magic stuff. He can probably also start either force-fielding things with aura effects if he wants to tank more or predicting and evading specific effects with robe-seer stuff.
All of them should also have an off-standard defense trick or two that they can activate in a pinch. If it uses something different from their main skill sets, all the better.
At Level 79, characters should have the Expert ability for their armor. Again, not enough abilities yet due to me not making them, but it's a thing. Their main armor should be an equivalent Level artifact, a unique from a Level 60+ quest, a really good unique from a Level 40+ quest that's been absorb-upgraded a bit, a notable Level 60+ non-unique quest-drop, or a drop from a Level 80+ monster that's been combo-upgraded several times (or that came from an elite bonus fights monster of that tier).
You'll want HP (or other defensive 'value) from some items (which should be Level appropriate) and some abilities (which should be at least Adept+, with Expert+ preferred, to make a notable difference) in addition to your armor and classes. Raising your base stats to keep up also starts being a thing here.
At this point, all of the characters need to branch out from their cores. Bog-standard Fighter/Ranger/Wizard just doesn't cut it as a BA adventurer at this Level unless you have something weird and borderline-unique hyper-boosting you within that theme.
I'm seeing Meatslab replacing his body with a giant adaptive mech that is powered by the glory of his victories, Rangerman picking up geo-merge to fight as the mountains, the forests, and the sky itself, and Spellcaster going full-ethereal and possessing large, meaty monsters to act as shells for his arcane presence. Or something else. Things broaden out a lot here, but the basic deal is that you don't just want one defense at this point. If it's even remotely common, something out there will have a fairly hard counter to it, and you'll want multiple life-sources to fall back on and compound with each other. You'll want to be good with all of them too (albeit not as good as with your main one).
At Level 99, characters should have the Master ability for their armor. Same dealio as above. Their main armor should be an equivalent Level artifact, a unique from a Level 80+ quest, or a really good unique from a Level 60+ quest that's been absorb-upgraded a bit.
The advice for 79s extends and expands here.
Overall, though, party composition matters, and you can get away with more experimental / less defensive builds if you're with others. That said, you'll at least semi-frequently be forced into solo fights, so I highly suggest you remain baseline competent for your level at defending.
MP is not an important stat in RP threads unless you have a real deficit in the base stat (under 5), you're fighting something that can damage it, casting above-your-Level spells, trying to non-chain-cast big ritual magic effects, or doing something funky like using it as a second HP Pool. If you are using it for one of the above, follow the advice above for HP stuff as a general guideline, and make sure your numerical value is higher than the MP cost of whatever spells you're bringing.
The Nottest of Daves wrote: Further questions have sprouted up as to "What exactly can Geomancer be used for?"
Mechanically, it's obviously used for making Zones, imposing Phantom Terrains, and attuning to specific types of terrain (phantom or otherwise). However, what those mean in RP terms is somewhat unclear, especially at higher tiers of Geomancer. So, tying this back to the previous example dudes that have appeared in this thread, what would:
Geomancer von Channeler
Meatslab von Hammerschmidt
Archer von Rangerman
and Magus von Spellslinger
be able to do with:
name-rank Geomancer at 19 vs 39 vs 59
Adept Geomancer at 39 vs 59 vs 79
Expert Geomancer at 59 vs 79 vs 99
Master Geomancer at 79 vs 99
?
Celas Addendum wrote: For additional context, the overly-grumpy (it's been a rough week and I didn't sleep much, so my tone is awful and should not be taken personally) bit of rant-musing that lead to this request and the nature of the confusion, because it includes "what I know" (or at least think I know) and why I don't get it.
4:34 PM] Celas: (been thinking that we need to push Gad to have an NPC actually use it in quests of various tiers, so we can figure out what the actual fuck it's for)
[4:34 PM] Celas: (I don't think Nole's illusion-katamari is an intended purpose, haha)
[4:38 PM] Celas: Like, Geomancy is an inherent property of- or rather, a name of any inherent properties of- terrain, environments, and, haha, property. Geomancers are people who've studied the magics of those effects and learned to manipulate or replicate them.
[4:38 PM] Celas: (Still curious that it's done primarily via illusion)
[4:39 PM] Caelzeph: Clearly, Geomancer Von Channeler needs more spotlight
[4:40 PM] Caelzeph: I think the illusion bit and phantom terrain is due to that being the 'easier' route of changing the area
[4:40 PM] Celas: And, I mean, I can see why it's kind of part of the "neccesary skills" grab bag
[4:40 PM] Caelzeph: Whereas straight up altering the actual terrain is harder and more blatant
[4:40 PM] Caelzeph: Although that makes me wonder what Caelum can pull now
[4:41 PM] Celas: "ah hell, maybe throwing out necromantic shadow bolts is not going to work very well while i'm sitting on a sun. Better uncouple myself from the solar effects."
[4:41 PM] Celas: (Pairs with Wanderer for that effect. Supporting evidence to be found in the tree!)
[4:41 PM] Celas: Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks
[4:42 PM] Celas: Likewise "ha ha, my necromantic shadow bolts work better if I'm in a dark crypty area! I'll just MAKE this place be one!"
[4:42 PM] Celas: so it makes sense that any mage wants to bring the home field advantage with them
[4:42 PM] Celas: thus dabbling in it
[4:42 PM] Celas: but beyond that, what's the point of it?
[4:43 PM] Celas: because it very much seems to lack anything else.
[4:45 PM] Celas: Why would anyone bother to train up to master in it? y'know, from a lore/function perspective?
[4:45 PM] Celas: aside from "beat people trying to oppose me at this thing" which
[4:45 PM] Celas: is not compelling by any means
[4:45 PM] Celas: particularly given how fragile environment stuff is at the higher reaches and... damnit, I forgot my "and"
[4:45 PM] Celas: ah, right, illusion, again.
[4:46 PM] Celas: (it bothers me. it bothers me a lot.)
[4:46 PM] Celas: (Particularly now that Truth's a thing, but even still, it seems to make the class... really, really weak.)
[4:46 PM] Ordo Hereticus: Well
[4:47 PM] Ordo Hereticus: Note that Archer von Rangerman, in his description
[4:47 PM] Ordo Hereticus: was noted as being able to use Geomancy to attack as local terrain
[4:48 PM] Ordo Hereticus: "AAAAAA THE TREES ARE TRYING TO ARROW MEEEEEEEE"
[4:48 PM] Celas: Except that
[4:48 PM] Celas: at that point
[4:48 PM] Celas: (59)
[4:49 PM] Celas: both melee and mages are expected to be able to blast (between city and continent-sized) areas into glassy craters.
For clarity, why I keep yammering on about this part of it: Illusions are already exceptionally fragile, limited, and ephemeral effects even when there isn't an Element in play to further weaken and oppose them. Finding out that a lot of the class's mechanics hinged on them made it seem like putting in the effort to use them wasn't worth it.
Like I alluded to earlier, Nole's got Expert in there and the only thing he can think to do with it is a really complicated version of "One Hundred Thousand Shifting Veils", themed after terrain. I feel like we're collectively missing... not just something, but everything about the nature, purpose, and point of the class, and really, really need a primer.
Lord Gadigan wrote: Geomancer is the 'Utilize the area' class.
At classname tier, you're pretty much limited to either using the actual terrain around you (limited by where you are and what you have bond abilities with), or you're bringing in a Phantom Terrain (which is illusory and is getting a power-hit from Truth, which can dispel/break/pierce/etc it).
At Adept tier, you've gotten to a point where you can shape the world around you. Instead of bringing in fake terrain, you can (assuming the area you're in isn't too powerful) able to resculpt area types that you're familiar with into different area types you're familiar with. This isn't illusory and is actually messing with the area's mana pattern.
At Expert tier, if you've got Spatial Mage or something else fitting, you get a third option: You can create planar pockets and then pull localized planar overlays with them. That overlay-stacks terrains like the phantom stuff, but isn't illusory and lets you pull dimensional things with your spatial-combat stuff and whatever summoning you have.
Geomancer digs heavily into 'utilize features of the environment'. If you're somewhere boring, it is kinda boring. If you're in a forest, you can start having the trees blast people with super-sharp pine needles, make trees sprout from the ground to block attacks, or reach over and thump someone over the head. If you're near a volcano and appropriately powerful, you can make it erupt, aim the eruption, and start selectively routing lava rivers at things. If you're in a desert, you can call up sand storms to screen you, blast things with sand, or suck things down into it to entomb them. At Adept or higher, you can start deploying weirder planar terrain features when you're in the right areas, tapping into memory-loss, lassitude, and life-drain from an underworld or causing a hell-plane to attack with almost-living curses, spirit-burning hell fire, or tides of power-draining shadow.
It also includes 'protection from environmental effects', particularly when coupled with Wanderer or Abjurer. That starts with protection versus heat/cold, and then ramps up to odder stuff like 'see through sand storms', 'my ship is unaffected by the waves and tides', 'I can stand on top of my space ship as it flies around', or 'this prison-plane cannot hold me'. Mix in Veilwalker and you can get a 'the non-unique things in this area will treat me like I belong and generally ignore me like a local resident instead of attacking me just because they're area-monsters and I'm not from here' things going.
The environment utilization isn't just for combat, though. You can use it for utility things too. Grow some fruit to eat in a forest. Make a ledge wide enough for the caravan you're travelling with to cross without danger in the mountains. Use Geomancer to call up a taxi in a city!
Combined with Summoner, Diviner, Scholar, and Channeler, you can basically seize control of an area's spawn table, controlling local currents of ambient mana and forcing them to pop out specific results. Dungeons would require Subspace Architect on top of that.
Deep Geomancer investment isn't really encouraged unless you have some build that it actually helps; it isn't a class that's needed past classname for too many people. Without the proper skills to compliment and expand it, it basically does just start working as the 'useful against other geomancers' or 'useful for higher-tier areas' skill set.
Meatslab von Hammerschmidt probably doesn't want to go past classname with it unless he gets some secondary powerset that it specifically keys off of. Geomancer isn't a very good class for straight-up melee-users. It plus channeler can channel area effects and hazard-results into your strikes (giving area-based attack elementalization too), but that's about it besides 'activate environmental feature to improve attack or defense timing'. I supposed it'd mix with crusher for better 'knock down this cliff face with the damage just so happening to result in the creation of a big staircase leading up it' or the like.
Archer von Rangerman can merge it with the Thief or Ninja skills he probably picked up on the side. Locked doors are part of the environment; Geomancer + Thief would let you ask them to open (or would shut them in the face of pursuers). Terrain could be shuffled out of the way to line up shots, then pushed back into the way to block retaliating attacks; the speed and amount of terrain shuffled there would scale with class tier, and if you hit expert, there'd be mountains diving in front of you to stop people while the forests you're in would plunge underground into sealed bubble-environments to get you away from aerial foes. If dungeon geomancy was picked up, the thief stuff would extend it to controlling trap activation and placement.
Magus von Spellslinger would be in the best place (besides the dedicated Geomancer build) to pull shenanigans with controlling the spawn table. Similarly, just Geomancer + Diviner would get lots more detail on area-info than Diviner alone would. Diviner would tell you what would be incoming spawn wise and what else was likely to spawn. Geomancer + Diviner would give you maps of area mana currents, would track impending spawn progress, would let you better understand the results of changing an area's decoration, etc; Subspace Architect would still be needed for full use there, but Geomancer is an important part of that.
Geomancer von Channeler, as his build fully comes together, is going to be attacking with terrain hazards, controlling spawns, defending with the world around him, and then starting to pull the planes into physical reality along with all of their strange effects and planar guardians (all of which the Geomancer resists and controls whereas the opponents likely don't). Multiple terrains can be juggled, incoming attacks are going to have damage partially shuffled off onto nearby objects/terrain features, the land itself can be merged with as some sort of genius loci controlling a land-colossus body, cities and their inhabitants are micromanaged like a sim game, and permanent travel waypoints are going to be getting set up.