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  Additional Specializations
Posted by: Peep 'Puff' Topia - 12-15-2019, 06:21 PM - Forum: Suggestions - Replies (1)

It's been a while now so it should no longer be meta to list the specializations, especially with the spellcost sheet.

Right now, these are the base trees and their specializations:

Fire: 2
Earth: 6
Water: 3
Air: 2
Holy/Cosmic: 1
Occult/Illusion: 1

This means that unless you're Earth, you have one effective specialization you can go for for most trees (i do not respect sound nor plasma)
(ice/blood are ok)

Earth on the other hand had all very good trees except for sand which 'okay'. It's okay.

A few more specializations will make a few of these trees not feel so tied down by spellcosts and dipping!

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  An Artificers Struggle - The side story
Posted by: Glulisine - 12-15-2019, 01:52 AM - Forum: Pre-Meranthe - No Replies

[Image: anime-girls-original-characters-blonde-s...533049.jpg]

Pirates rumored to be remnants of the Ryhonish military have been attacking merchant ships, looting and ransacking goods that are meant to be delivered to the many cities within Esshar. So, when the Bean Emporium is informed of this, what do they do?

Purchase a ship and attempt to pirate the pirates.

Attendees: Members of the Bean Emporium
Tone: Assassins creed Black Flag the only AC game i kinda liked
Rewards: coin for the guild bank, ore, pirate slaves

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  Lesser Osronian Gala of Aerandale
Posted by: CurledSpiral - 12-15-2019, 01:42 AM - Forum: Pre-Meranthe - No Replies

[Image: IbWxJWg.jpg]

Invitations have been sent out to the nobility of Osrona, as well as to many of the Knight Families, and merchants. A much smaller affair than the previous gala has been announced in celebration of the Syndicate's scattering. Entry requires one to have proof of identity at the gates, be that a signet ring, Knight badge, or property deed. A special invitation has been given to the Constabulary who work with the host Claude vey Pelleaux. 

Security will be provided by Valero's Vigilants throughout the events duration.

(The gala will begin 6:00 PM EST and end 9:00 PM EST, 12/15/2019)

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  Occult/dark magic event wanted please
Posted by: Peaceful Immortal - 12-15-2019, 12:08 AM - Forum: Pre-Meranthe - No Replies

[Image: latest.png?width=400&height=226]


Character Name / Contact Information: Athos Endore/Xioen#0339



Extra Attendees: Rhea Endore, Neklous Endore (assuming you're joining)


Event Synopsis: The Endores have, in the past, been a family of Hunters. Hunters that sought out and eliminated Occultic Presences, and forces of the Dark. However, with the disappearance and lack of true authority to enforce such upon the current generation, the black sheep will begin to stray from the herd. Whispers grow in their ears as their own internal hatred begs to lash out. Rumors floating in the wind of a den in the Western Marshlands. One in which that has rumored to hold a presence that forces the very air around it to become twisted. What it was remained a mystery, let alone if the rumors held true. These Hunters led astray seek not it's destruction however, but instead, they seek it's power. (Feel free to change it as you wish if you think it needs changing)


Risk: Up to DM

Specific Requests: Dark and twisted adventure, some form of Occult source (i.e. Demon/Witch, Old Texts, etc.), Occult Development for Characters

DM: Needed

Think that covers it about

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  The Bean Emporium
Posted by: Glulisine - 12-14-2019, 11:22 PM - Forum: Pre-Meranthe - Replies (2)

[Image: 4kVzD9.jpg]
The Bean Emporium
What was once a small company inside the heart of Messaris has evolved into a Guild operating within the walls of Osrona. Open about their primary objective, The Bean Emporium does all it can to amass riches, wealth, and land. Only those among their ranks could tell you why, though many join due to a lack of guidance, or their own personal greed. Known to hire those from the slums, beggars, misfits, and outcasts, and give them all they require to be the best workers they can be.
Core Objectives:
The main purposes of The Bean Emporium are to amass wealth, and attain rare materials. Joining the Emporium dictates that you will, in some form or fashion, dedicate a portion of your time to the cause. Be it through the meager gathering of ore, and reagents, or partaking in the raids for lost and forgotten treasures. By attaining coin, relics, and mythical objects, the innovators can work towards their own personal projects, or begin creating things that'll improve the livelihood of all within Osrona 
Ranks:
Bean King:
Leader of The Bean Emporium.
Emissary:
One with the permission to promote Gatherers to Raiders, hire and fire both at their discretion. A decision that can only be contested by the guild leader. They're authorized to launch projects and assign tasks to to the Raiders, and on occasion speak on the guilds behalf.
Raider:
Trusted members of the Bean Emporium. They have the authority to hire gatherers, yet are only authorized to fire the gatherers they've been assigned. They have the clearance to lead expeditions and missions, and take orders directly from the higher ups, or the Bean King himself.
Gatherer:
The lowest on the totem pole. Gatherers are to amass whatever supplies are currently needed, and assist the Raider they're assigned to.
Associate: 
One who supports the cause, through donations, or business deals.
Perks:
Access to the guild only mine, Bricklebush Cavern, also known as....The Bean Hole.
Top notch gear in exchange for work.
A yearly salary.
A home in The Brazen Bean, the guild bar and headquarters.
Free potions from the guild alchemist, Charon, so long as you bring him the supplies...

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  The Three Phase Plan (Sudbury Mayoral Elections)
Posted by: Enginseer-42 - 12-14-2019, 07:37 PM - Forum: Pre-Meranthe - No Replies

Perhaps strangely, a few sheets of paper can be found pinned up around Sudbury, perhaps the first attempt at mass campaign announcement attempted by Timothy Espaze, labeled simply 'The Three Phase Plan and it's Explanations'

Sudbury's Advantages & Disadvantages

Sudbury is possessed of numerous disadvantages and one key advantage. Among the many obstacles to Sudbury's prosperity are poor positioning, with there being few paths out of the region that don't pass through more wealthy regions, Sudbury citizens often have to take trips through other areas to reach sources of wealth in the wilds, those few direct paths we have are well enough for Magi and the young but preclude the whole of Sudbury from taking advantage. Giving those districts an edge in competition. The second most dangerous Obstacle in the way of our prosperity is lack of institutional buy in, Sudbury has been decaying for so long that none of the great powers of our city expect it to be of worth investing in and this prevents us from raising initial capital for any large projects.

There is however one unique advantage Sudbury possesses, that being Manpower. Between the large numbers of local magi and the sheer number of people crammed into this district for lack of anywhere else to go, Sudbury has hands aplenty. This is the advantage we must leverage if we wish to see lasting change in Sudbury. Manpower can create opportunities where none existed before.

Phase One: Access

In order to ensure our prosperity, the first step is to create direct access to the material wealth available in the wilds without having to pass through either Messaris or Caelfall. The easiest way to do this is to construct bridges over the water-ways pinning us in.  This stage will require no small amount of effort from our local magi, and this is also the stage of planning that will require the roads be fixed. I noticed during the debates that some did not quite understand the reasoning behind fixing the roads, and while partly it's due to their unsightly-ness. The greater part is due to carts. A magi might be able to haul a half-ton of ore or lumber on their back through muddy streets, but a commoner requires a cart, and cart wheels get mired in the mud of our streets with a perilous ease.

Phase Two: Reconstruction

With Sudbury's access to the wealth of Osrona's country-side assured and our streets capable of supporting the carts of the work crews the role of our Magi would shift from direct work to ensuring the safety of those wilderness. Currently they're full of any variety of monsters, the occasional bandit, and apparently a giant sewer cat of some sort. Threats well beyond the capacity of our common folk to defend against with any regularity. While the local Magi ensure the safety of the work crews, we can have the local population harvesting timber and stone in order to rebuild the houses in Sudbury. However, while ensuring noones house is about to fall down will be a priority project, this is also where we begin to shift from merely correcting the past, to building Sudbury's future. During Reconstruction we should plan on replacing or converting some of the larger buildings into smelteries and foundries, this will require aid from our local artificers, but if we can construct facilities of invaluable use to Artificers, we can both give local artificers an edge (As we could make such facilities free to use for residents) but also perhaps glean some revenue by charging out of district artificers for use of our equipment.


Phase Three: Education

And thus comes the final stage of my plans for Sudbury. While regaining access to sources of wealth, and rebuilding the facilities with which we can process those sources will go a long way towards the ascension of Sudbury to a power in the Economy of Osrona, they will be all for nought if the locals lack the skills to make use of them. While many of those involved in the project up until this point will receive a crash course education in relevant skills, those who come after will not be a part of this effort. They will not be there for the reconstruction. To this end we must ensure that future generations are provided with access to education, particularly in the arts of Artificing so that when the people of Esshar think of industry and steel, it is the district of Sudbury that they picture.


In the end, Regardless of who reaches the position of Mayor, it is my hopes that the people of Sudbury will remember this plan, and put it into action. As it is, to my mind, our best hope for prosperity in the near future.

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  Air Magic Suggestions
Posted by: OMNI - 12-14-2019, 04:38 PM - Forum: Suggestions - No Replies

There are two good spells in Air Magic. Shockwave, if you can land it, and Flurry for the free slow (which is worse than Overheat).

All the other attempts I've made to ask people about Air Blast, Twister and Tornado have been met with "they're not worth it", "they're garbage" or "twister's okay but the other two suck".

I propose Air Blast is made into a low damage, fast and low cool down homing with decent range. I propose you buff Flurry to have 12 tile range so it can compete with the entire RPB box range Overheat has better and bump it to 1.2 spell damage. Make Twister have better damage to compensate for not allowing you to attack during it. Remove the charge on Tornado and see how that does. Leave Shockwave as is because it's actually the only thing holding Air Magic together damage-wise and it's still not competing with other base magics.

Razor Wind is okay but other auras put it to shame pretty easily. Good if you have nothing else to use though.

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  Blood in, Blood out
Posted by: Bears - 12-14-2019, 06:33 AM - Forum: Pre-Meranthe - Replies (10)

[Image: o8AYjFG.png]
[Image: Bloodmagic_11x14_pic.jpg?auto=format&fit...200&w=1200]
"All power demands sacrifice and pain. The universe rewards those willing to spill their life's blood for the promise of power."

Tales from the grapevine and books of ye old times speak about tales of the first blood mages across Esshar, Average people who took in the occultic art and allowed their minds to be warped. Turning them into a former figure of themselves. This legend has been carried for as long as the land existed, The cult often using their magical influence to drag in aspiring blood mages to join which continued the evil ways for tales to come. 

Lately, rumors have been spreading about people being kidnapped in the middle of the night. Either through the sickening magical influence that haunts people's dreams or through more forceful measures. Some witnesses even claim that the beasts that have been dragging men, women, and children out who wander too far from the kingdom resembled what used to be humans. Mismatched body parts,  emotionless creatures crafted by corpses and blood magic. 

Reina has been feeling the same influence as of late, Prodding at her mind as she slumbered, calling her out to the secluded locations in the mountains to join in on the blood adventures. Not wanting to let her occultic curse take the better of her, She plans on taking a few brave souls to march upon the occultic group. Dealing with both the bad influencing dreams and terrible abominations that are the blood cultists. Maybe taking some of their power for herself.

She has posted about the call openly to firstly any other blood cursed magi publically and to the order.

---
Contact: actual bear#3728

Other Attendants: Fellow blood mages, Some hardy boys from the order to whoever voluenteers and maybe an acquaintance. 

Risks: Spooky risk, CoI/CoD depends on the GM,  Creepy monsters and rituals, Cultists. 

Requests: Blood related trinkets/Blood magic DEV, Maybe some stray materials for crafters

DM: Needed

Time: Whenever

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  The Thematic Trifecta (Advance Elementals & Their costs)
Posted by: Dimmie Dunce - 12-13-2019, 07:31 PM - Forum: Suggestions - Replies (9)

On Chronicals of Esshar, I've been focusing on builds that aren't the best persay- yet still quite viable. However I try to follow a certain style of theme, and for me a three course meal is the best sort of theme! For example, on Melora I can make the Metaphysical Trifecta! Gravity, Illusion, Time. And the build ends at 180 RPL with every single bar filled.

However....

I've found that making a trifecta with advanced magics that is functional and has a full bar by 180 RPL is only possible with the following:

Armed, Unarmed, Metaphysical, Ether, Holy & Occult.

Unarmed and Armed have the most bang for their buck at 20 RPL for Openers (Albeit, you technically don't NEED an armed style).
Metaphysical, Ether, Holy, & Occult are 30 RPP flat to adapt into the trees.

Then there's elemental spells. Attunement is 20 RPP, Openers for most are 30 RPP, with one being 20 RPP: Riptide.

So you're usually spending 50 RPP just to buy into these advanced trees (The Attunement, and the Opener). 

Whereas Metaphysical, Either, Occult, Holy, Unarmed and Armed are standalone that require no such attunement. Attunements give a basic +5 stat boost to either POW or VIT which is nice but, that's one slot of your bar that is unfilled for 20 RPP. Whereas for 10 RPP more you can have a damaging attack that is rather useful in the other fields.

Below, I'll list a few Build Combinations which are thematic and possible with Ether, Meta, Holy, Occult, Armed, Unarmed, and will not exceed 185 RPL.


Quote:The Master of Reality: Gravity, Time, Illusion
Gravity: - Compression (30), Push (10) = 40
Illusion: - Distort (30), Mind Fray (10), Darkness (10)  = 50
Time: - Decay (30), Transcendence (10), Wither (10), Accelerate (10), Time Heal (15), Time Beam - 15 = 90
Total = 180 RPL

Bar Slotted Spells: 10

Time & Space: Gravity, Time, Cosmic
Gravity: - Compression (30), Push (10) = 40 
Time: - Decay (30), Transcendence (10), Wither (10), Time Heal (15) = 65
Cosmic: - Meteor Dash (30), Star Rain (10), Invigorate (10), Nova Ray (10), Meteor (20) = 80
Total = 185 RPL

Bar Slotted Spells: 10


The Dragonball Z Fan: Unarmed, Energy, Gravity
Gravity: - Compression (30) = 30 
Unarmed: - Iron Fist (20), Jab (5), Weighted Punch (10), Assault (15), Flying Kick (15) = 65
Energy: - Force Wave (30), Constriction (10), Blue Shroud (10), Energy Shield (10), Energy Beam (10), Energy Burst (10) = 80
Total: 175 RPL

Bar Slotted Spells: 10

The Chosen One: Cosmic, Holy, Armed
Cosmic:
- Meteor Dash (30), Astral Ambiance (10)= 40
Holy: - Light Orb (30), Guardian (10), Mend (10), Shield (10) = 60
Armed: - Dash Strike (15), Blade Style (5), Sweeping Cleave (10), Fatal Strike (15), Phantom Strike (15), Power Smash (15) = 75
Total: 175 RPL

Bar Slotted Spells: 10


Four builds I managed to create via the Esshar Cost Sheet in the Guides section, all of them below 200 RPL with the lowest ones being 175 RPL, all of them use 3 trees, and two of the trees are advanced magic only (Time & Space, Master of Reality). Now let's try to do the same thing with 3 Advanced ELEMENTAL magic trees. This criteria being the ones that require Earth, Fire, Air, or Water attunements, they have to end at 185 RPL like the above thematic builds and use 3 advanced or 2 advanced 1 armed or unarmed tree or 2 advanced and Occult or Holy



Quote:The Doctor: Bone, Blood, Nature
Earth: - Attunement (20) = 20
Water: - Attunement (20) = 20
Blood: - Scarlet Darts (30), Miasma (15), Bonds of Blood (5), Blood Pall (10) = 60
Nature: - Spores (30), Ingrain (20) = 50
Bone: - Reform (30) = 30
Total = 180 RPL

Bar Slotted Spells: 6

Explosive Finale: Explosion, Magma, Plasma
Fire: - Attunement (20) = 20
Plasma: - Strike (30), Tesla (15), Overcharge (15) = 60
Explosion: - Bang (30), Inferno (15), Pyroclasm (15) = 60 
Magma: - Slide (30), Aura (10) = 40
Total = 180 RPL

Bar Slotted Spells: 7


The Commando: Armed, Metal, Explosion
Fire: - Attunement (20), Flame Shroud (5) = 25
Explosion: - Bang (30), Inferno (15), Pyroclasm (15) = 60
Earth: - Attunement (10) = 20
Metal: - Lance (30), Binding Chains (10) = 40
Armed: - Dash Strike (15), Blade Style (5), Double Slash (5), Sweeping Cleave (10) = 35
Total = 180 RPL

Bar Slotted Spells: 8

Incandescent Shards: Ice, Crystal, Holy
Water: - Attunement (20) = 20
Ice: - Field of Ice (30), Winters Talons (10), Blizzard (15) = 60
Earth: - Attunement (20) = 20
Crystal: - Shardshot (30), Shimmering Javelin (15), Shardform (10) = 55
Holy: - Light Orb (30) = 30
Total = 180 RPL

Bar Slotted Spells: 6


These are only some theme ideas that I can come up with.

The game focuses on a Duo Theme for Elementals and Advanced Elements

Whereas for Ether, Metaphysical, Holy and Occult are supported for Trifecta themes.

Tbh, I really wanted to run an Occult/Ice/Nature build to really get the vibe of a dark, destructive and lonely sort of winter.
The sort of feel where the skies are pitched black, the cold is unrelenting, and you're lost in this maze-like forest.
But that isn't really possible.

There's still some nice duo themes you can do that are fun. But I prefer things coming in threes. 

My suggestion? Lower all openers for Advanced Elemental spells to either 10 or 20 RPP. That way it'll be 30-40 RPP to get into an advanced elemental trees including the 20 RPP Attunement. While keeping Metaphysical, Ether, Holy, and Occult trees at a flat 30 cost entry.

I'm not good at balance though. This is just an idea. /shrug. Someone more skilled with this can likely figure out a better idea.
Or maybe people prefer duos and I'm the exception!

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  Spell Descriptions
Posted by: Kuratheris - 12-13-2019, 08:41 AM - Forum: Suggestions - Replies (3)

1. Add right clicking the spells in a tome to see it's stats. Is this a conscious decision not to add? Because if so, why?

2. Add if a spell is GCDE to it's right-click description. Pretty much the same reason as above. All not giving all the information does for me is give me trouble in picking what spells I want, and makes it easier to make a horrible build(Being able to ask for non-starter refunds isn't much alleviation unless people are allowed to refund things themselves).

3. Add stats and details(like GCDE) to hidden spells on the wiki(Spells that aren't in a tome). To me it's really dumb to go for one of those by yourself without knowing everything it does, possibly a huge waste of time, and it's dumb to have to ask for everything it does. Your character is probably going to have an idea of what it can do(it's stats) by the dev rp for it.

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