ChanceFAQ + Any Questions?
#1
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.
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#2
Are there any changes to crafting?
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#3
(10-31-2019, 09:15 PM)Matthew Wrote: Are there any changes to crafting?

Crafting has not really been enhanced in a significant way, mostly due to there being so much to do in other areas. 

Food grants a temporary vitality bonus that scales to the person's cooking skill. There's a small chance to gain a seed of the crop you've pulled if you have a high harvesting level.

Blacksmithing's weapons have been centralized, rather than a ton of sub-types. There are physical and mage-oriented weapons for each tier, but rather than dagger/axe/etc, just 'bladed', with much more cosmetic options available for the recipes. You can also only resprite a weapon that's marked as 'unique' to make weapons that went through the application process more iconic. 

That's about it!
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#4
So seeing as Holy and Occult have to be learned through training/Mentorship with their respective practitioners do you essentially have to mini-app for these magics in the beginning or will people be selected to pass on these magics?
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#5
Do we have a list of ic factions, such as the name of the military force/other lore tidbits, and where is Daemon taming going?
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#6
(10-31-2019, 09:29 PM)KaneRage Wrote: So seeing as Holy and Occult have to be learned through training/Mentorship with their respective practitioners do you essentially have to mini-app for these magics in the beginning or will people be selected to pass on these magics?

Yes. Occultism in particular probably isn't going to be an easy pass, but there will be mentors for both Holy & Occult out there.
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#7
(10-31-2019, 09:32 PM)Method T Wrote: Do we have a list of ic factions, such as the name of the military force/other lore tidbits, and where is Daemon taming going?
https://chronicles-of-esshar.com/lore/index.php/Esshar#Factions

Factions are:
Order of The First Light & The Faith - Military and the church
Remnants of Rhoynur - Terrorist group funded by the last of the rebels in Rhyonur, a country conquered by Esshar

Other than that, you have your guilds and any criminal gangs that are PC run. When roles begin to be selected (roughly a week or so before going live) we'll hash out the lore more with the designated 'leaders'.


Daemon Taming as it is will not feature. The plan is to use the mechanics when we introduce the summoning tree, but mostly the spells and combat stuff rather than the levelling and capturing.
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#8
Have leaders and such been picked or are they still up in the air?

Also since beastkin and drakanites are playing a bigger role it seems in the beginning is there gonna be more of a focus on their religions and possible hiddens and such? Example Ookami wolf transformation? Nine tail kitsune? Something unique with the drakanites since people are saying purebloods can't be a thing.
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#9
Can you describe the country and people of Rhoynur?
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#10
(10-31-2019, 09:55 PM)HansRichtofen Wrote: Have leaders and such been picked or are they still up in the air?

Also since beastkin and drakanites are playing a bigger role it seems in the beginning is there gonna be more of a focus on their religions and possible hiddens and such? Example Ookami wolf transformation? Nine tail kitsune? Something unique with the drakanites since people are saying purebloods can't be a thing.

Roles will be selected roughly a week or so before we go live, when we're adding finishing touches rather than still working on the intended content.

We have a universal religion for beastkin, that still needs to be fleshed out, but it's along the lines of druidry. Drakanites in Esshar do not follow a particular faith or religion unique to their kind, as much like dragons themselves, they tend to be less communal and more independent - the opposite of beastkin in a sense.
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