10-31-2019, 09:13 PM
This is a FAQ to assist those transitioning from Spires to Esshar, though it might be helpful for newbies.
What races will be available to play?
Just human, beastkin, and drakanite. All races have neutral RPP costs, unlike the +1 beastkin/draks had in Spires. Humans get to choose between one of three passives.
You can see the racial trees here: https://chronicles-of-esshar.com/lore/in...aces#Human
Sub-species of beastkin are feline, wolf, and fox. Drakanites do not have any sub-species; they're the original, fire-aligned type.
New races/classes will be introduced in story arcs, though they'll likely be cycled out or be an especially rare role to make room for new content.
How do I access magic?
By speaking to a tome broker, who provides access to the basics: Fire, Earth, Water, Air, Armed, and Unarmed.
You can be taught abilities by a mentor, an admin-selected role that can pass on Basic and Intermediate tier techniques, so long as the person meets the pre-reqs.
You might be offered the opportunity to unlock an advanced magic on the spot following an impressive scene, though this is rare. You can a-help and request this, but you shouldn't expect anything from it.
Finally, if none of the above is for you, a mini-app that showcases your development of the magic and your current story arc. These are fairly easy to get passed through (think how 'Medic' was in Spires, 3-4 decent logs). This'll also be taken into account in any future applications, too, since a good foundation is always a plus.
What are the tiers of magic?
Basic = No requirements aside from the opener. Can be learned at any RPL. For say, Earth Magic and its various specializations (Sand, Crystal, etc), the 'opener' would be considered Earth Attunement. Can be taught by a mentor.
Intermediate = Requires 60RPP of investment in 'Basic' abilities. Has an RPL requirement (140RPL later on, but probably like 80 for the start of the game). Can be taught by a mentor. These are sort of like 'mini-hiddens' in a way.
Master = A hidden ability that must be rewarded through monitored in-game actions or an application. Requires 200RPL. While a good amount of effort is required (7-8 + decent logs) it isn't unusual for the average dedicated 200RPL+ to have a Master tier ability.
'Exalted' and 'Mythic' are higher tiers of 'Master', with more scrutinizing judging.
Can I refund abilities if I want to focus on a specialization?
Yes. Ability refunds can be requested at any time; we even have a new command specifically for that to make it easier for admins.
So if you're heavily focused in Fire Magic, but a mentor takes you on to learn Explosion Magic, then you can refund the desired techniques to make room. All you need to do is a-help. You don't need to supply a reason, though you do need to keep in mind that the openers of magic cannot be refunded, or if you have an intermediate ability, you need to have at least 60RPP of investment in the 'basic' abilities. You can refund the Intermediate abilities as well if desired.
How has magic progression changed?
There are no combination elements (fire + water = steam, f.ex). Instead, characters attune with a primal element and then gain access to its abilities as well as any specializations. So to go Ice Magic you would attune with Water (20RPP, the opener), which is a passive that grants bonus stats, then you can invest directly into Ice Magic. You don't even need any water magic; you just need to pay the investment costs of Water Attunement and Ice Magic's opener ability.
Costs are a bit higher across the board, but much more freeform in a way since things have been centralized and made more approachable.
What new magic is available?
Sand, Explosion, Metal, Bone, Shadow, Light, and Unarmed.
Sand, Metal, and Bone are Earth specializations.
Explosion is a Fire specialization.
Shadow's base tree is Illusion or Occult (you only need one).
Light's base tree is Cosmic or Holy (you only need one).
Unarmed is a standalone, weaponless tree.
How does damage scaling work now?
All abilities scale off of the 'Power'. Some items might give advantages to Physical abilities though, such as a craftable longsword that has +10 Physical and +20 Power.
What about all the Holy/Occult combinations?
They are gone. Some of the techniques might be re-purposed (Explosion uses two of Shadowflame's spells, recolored).
Do subscriptions transfer over?
Yes. All subscription / patron support will transfer over. Everything is mostly the same aside from non-subs and subs getting an extra row of inventory slots. The 'race' patreon perk will naturally no longer be a thing given our new setup.
What races will be available to play?
Just human, beastkin, and drakanite. All races have neutral RPP costs, unlike the +1 beastkin/draks had in Spires. Humans get to choose between one of three passives.
You can see the racial trees here: https://chronicles-of-esshar.com/lore/in...aces#Human
Sub-species of beastkin are feline, wolf, and fox. Drakanites do not have any sub-species; they're the original, fire-aligned type.
New races/classes will be introduced in story arcs, though they'll likely be cycled out or be an especially rare role to make room for new content.
How do I access magic?
By speaking to a tome broker, who provides access to the basics: Fire, Earth, Water, Air, Armed, and Unarmed.
You can be taught abilities by a mentor, an admin-selected role that can pass on Basic and Intermediate tier techniques, so long as the person meets the pre-reqs.
You might be offered the opportunity to unlock an advanced magic on the spot following an impressive scene, though this is rare. You can a-help and request this, but you shouldn't expect anything from it.
Finally, if none of the above is for you, a mini-app that showcases your development of the magic and your current story arc. These are fairly easy to get passed through (think how 'Medic' was in Spires, 3-4 decent logs). This'll also be taken into account in any future applications, too, since a good foundation is always a plus.
What are the tiers of magic?
Basic = No requirements aside from the opener. Can be learned at any RPL. For say, Earth Magic and its various specializations (Sand, Crystal, etc), the 'opener' would be considered Earth Attunement. Can be taught by a mentor.
Intermediate = Requires 60RPP of investment in 'Basic' abilities. Has an RPL requirement (140RPL later on, but probably like 80 for the start of the game). Can be taught by a mentor. These are sort of like 'mini-hiddens' in a way.
Master = A hidden ability that must be rewarded through monitored in-game actions or an application. Requires 200RPL. While a good amount of effort is required (7-8 + decent logs) it isn't unusual for the average dedicated 200RPL+ to have a Master tier ability.
'Exalted' and 'Mythic' are higher tiers of 'Master', with more scrutinizing judging.
Can I refund abilities if I want to focus on a specialization?
Yes. Ability refunds can be requested at any time; we even have a new command specifically for that to make it easier for admins.
So if you're heavily focused in Fire Magic, but a mentor takes you on to learn Explosion Magic, then you can refund the desired techniques to make room. All you need to do is a-help. You don't need to supply a reason, though you do need to keep in mind that the openers of magic cannot be refunded, or if you have an intermediate ability, you need to have at least 60RPP of investment in the 'basic' abilities. You can refund the Intermediate abilities as well if desired.
How has magic progression changed?
There are no combination elements (fire + water = steam, f.ex). Instead, characters attune with a primal element and then gain access to its abilities as well as any specializations. So to go Ice Magic you would attune with Water (20RPP, the opener), which is a passive that grants bonus stats, then you can invest directly into Ice Magic. You don't even need any water magic; you just need to pay the investment costs of Water Attunement and Ice Magic's opener ability.
Costs are a bit higher across the board, but much more freeform in a way since things have been centralized and made more approachable.
What new magic is available?
Sand, Explosion, Metal, Bone, Shadow, Light, and Unarmed.
Sand, Metal, and Bone are Earth specializations.
Explosion is a Fire specialization.
Shadow's base tree is Illusion or Occult (you only need one).
Light's base tree is Cosmic or Holy (you only need one).
Unarmed is a standalone, weaponless tree.
How does damage scaling work now?
All abilities scale off of the 'Power'. Some items might give advantages to Physical abilities though, such as a craftable longsword that has +10 Physical and +20 Power.
What about all the Holy/Occult combinations?
They are gone. Some of the techniques might be re-purposed (Explosion uses two of Shadowflame's spells, recolored).
Do subscriptions transfer over?
Yes. All subscription / patron support will transfer over. Everything is mostly the same aside from non-subs and subs getting an extra row of inventory slots. The 'race' patreon perk will naturally no longer be a thing given our new setup.