ChanceProgression & You
#1
[As of 19/11/2013, a lot of this information is outdated. Instead refer to the Player Guide which consolidates information to one place: https://chronicles-of-eternia.com/lore/i...ayer_Guide ]




In Meranthe, there are a number of avenues to further define your character beyond the public skill trees and stand out among the crowd. This guide aims to provide an overview of different types of progression. Our goal is to make the act of stating your interest for something easy and stress free, so you can focus your creative energy playing the game and enjoying yourself. 

Firstly, abilities that are not gained solely in-game via the public skill trees use the Ability Request form: https://forms.gle/KpGSJNHMi5fUnqnCA

Alternatively you may write an application: https://chronicles-of-eternia.com/forum/forum-11.html

Please note that approved mechanical ability is rare and the standards are set high; it is not a necessity to do so to have an impact and rich narrative, far from it. 

There are times when you may do so. For example, you've poured love into writing your own Faith lore and you wish to play a priest with the class. Or you're a world leader that's a mover and shaker, famous throughout the land and you think you deserve a venerated Signature ability. Maybe you're looking to develop the dark art of Necromancy but you're unable to find an in-game mentor so you're going solo. 
These are just a few examples!

When you submit a request, you're consenting to a full log review conducted by the Staff team. Several times a week the team will cast votes and majority is approval. The process of filling out the form in particular shouldn't really take more than twenty minutes at most, and you will be contacted in-game or via a DM if your request was granted. We also welcome players to reach out first and ask for advice and feedback on their roleplaying and goals: we're here to help guide and advise to make you your best self in this collaborative experience, after all!

Progression Categories

Mastery Magic
These are public abilities you'll find scattered throughout the skill trees, often at least one or several in the different branches of magic. When you attempt to buy one as a new character, you'll see that it has a requirement of a Mastery Point. These mastery points are earned in-game by reaching level and combat milestones.

You gain your first Mastery Point at Level 200, which is considered the 'high end' level. 

You gain your second Mastery Point at Level 210 and a record of 5 or more Dangerous / Deadly encounters. At this point you're a seasoned combatant.

This brings you to two total. So a character that is specialized in Lightning Magic may potentially have Storm Aura and Arc of Devastation, for example.

Signature Abilities
It is possible to obtain a Signature Ability only after Level 210 if you feel as if your character is at their peak and it enhances the narrative freedom of the world. These are the strongest powers in the game that serve to elevate figures beloved for our community with their knack for adding color and surprise to Meranthe. Do not take it harshly if you are not granted a Signature, however, as very few reach that level of IC fame (or infamy).

Mentor
Mentors are whitelisted characters that are experienced teachers. When you attempt to teach something, it'll open a prompt asking you for a summary of your interactions, and your target can approve or deny. They can teach the following if the target meets the requirements:
  • holy / occult
  • medic
  • necromancy (black magic / faith are taught via a class specific action)
  • signature magic
Some abilities have specific requirements, such as a limit to the number that can be taught:

Class
There are optional classes in the game that a character can learn to further define their rule. These are typically support based and help to drive roleplay within the world. There's a wide range of actions that varies from class to class. By using those skills, you'll amass points that are used to progress within the class.

Each class typically costs 5 spell points to enter. Additional combat spells that are unlocked also have a spell point cost, but utility skills do not.

List of Classes:
Quote:FAITH: Pray, heal, bless, and host festivals, such as weddings and sermons to progress. Faith is based around our diverse ideology that has clashing ideologies. See this wiki page(link) for the different options. They are typically benevolent, harnessing the energies of the lifestream and purposing it, but the lines can certainly blur grey. 

NECROMANCY: Necromancers harvest PC corpses to gain points for their skill system. Having strong relationships and connections helps in this sense. When you create an undead, you choose a name for them (sort of like a password lock) and then a player can create into the undead with your consent. This undead can increase your necromantic mana by spreading plague, which you harvest from them directly. Necromancers can enhance their Undead up to three tiers, and as they gain especially experienced, abilities like Skeleton Uprising and 

BLACK MAGIC: Also known as Witchcraft. A Book of Shadows item is maintained by the leader of the Coven. The Coven collect Essence through Black Sabbaths and combat. They can freely share the Essence among one another. By interacting with the Book of Shadows, a Witch or Warlock can unlock new abilities by spending their essence, and even unlock up to four forbidden alchemy potions to further their agenda. 

Holy / Occult Unlock
See the wiki page(link) for the lore of the magic.

Unique Item
While there are tools to create unique items with DM spawned special materials (that artificers can use to enchant custom stats/unique-f the corresponding slot), sometimes a player may have something more specific in mind. If you want to use the item application sub-forum instead you can also do so.

Artificer - Masterpiece
Accomplished artificers that pour love into their weapon design and actively add unique items to the world can request a masterpiece recipe. These are enchantments that grant a slight buff to the target with decades of cooldown, meaning a master artificer will only produce so many in a lifetime. You have to be actively playing the artificer (earned X amount of EXP within the past few weeks) or you won't be able to use the enchantment.

Masterpiece enchantments do not stack (but do upgrade). They also let you change the name, description, and unique tag of the target item.

Quote:Artisan
- weapon: 3 power
- chest: 2 vitality
- 10 year cooldown

Master
- weapon: 5 power
- chest: 3 vitality
- 15 year cooldown

Grandmaster
- weapon: 7 power
- chest: 4 vitality
- 20 year cooldown 
#2
Signatures
Extremely basic / WIP.
You sat least be Level 200+ before making a request for a combat based ability.
Ideally an established member of a faction or guild, or an independent force of nature.

Energy
Energy Cannon - Attack
Super Magi - Aura
Void
The Gaze - Aura
Wildcard - Aura
Cosmic
Galaxy Explosion - Attack
Meteor Shower - Attack
Celestial Ascension - Toggle Buff
Silver Starlight - Aura
Occult
Dark Guardian - Toggle Buff
Devil's Eye - Cast Buff
Soul Drain - Attack
Death Aura - Aura
Ghost Rip - Attack
Holy
Harmonic Atttunement - Aura
Barrier - Attack
Valor's Light - Aura
Titan of Light - Toggle Buff
Lightning
Thunder King - Aura
Helstorm - Aura
Holylightning - Aura
Godspeed - Cast Buff
Fire
Supreme Blazing Wave - Attack
Supreme Magma Wave - Attack
Blast Rush - Attack
Glorious Inferno - Toggle Buff
Holyflame - Aura
Shadowflame - Aura
Water
Tsunami - Attack
Light
Faeroum Arcana - Aura
Lightspeed Rush - Attack
Shadow
Shadow Rush - Attack
Time
Spatial Rush - Attack
Chronos Eyes - Cast Buff
Armed/Unarmed
Mighty Blow - Attack
Muscle Armor - Aura
ULTRASMASH - Attack
Misc
Mana Absorption - Toggle Buff
Nullification - Aura
Pandemonium Drive - Toggle Buff
Spectral Sight - Toggle Buff
Greater Half Shift - Aura
Riftmancy/Wayfinding
Long-ranged Teleport - Utility
Cast Buff
Short-Ranged Attack
Artificing
(Combat experience not necessary)
Golemcraft - Summon
Runecasting - Cast Buff
Artisan
Master
Grandmaster
#3
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Please see the wiki page for an overview of how signature abilities (AKA non-public spells) function. Both the application sub-forum and form can be used to state your interest in something in particular, and you're welcome to invent unique flavour or make unconventional requests.

1. Your request is more likely to be approved if,
a. You follow the basic tenets of good play:

Quote:Engaging, enjoyable writing, involving others

Polite and courteous to others OOCly (this includes out of game communications)

You do not joke post often, use OOC slang ICly, break the fourth wall, etc. Your character immerses others actively and reflects the established lore

Proactive in the pursuit of their goals. Someone that motivates others as an effect of their activity


2. In addition, your character could be described as one of the following,
a. A person with longevity that has had some worldly impact, for example, a long time member of a guild or military

b. An active, established 'antagonist' (term used loosely) that could do with a power boost as they aren't as threating as they could be with assistance narratively 

c. A 'smaller', less known character, with colorful, stand out writing that adds to the overall quality of the cast


3. Your request is less likely to be approved if,
a. You win the vast majority of your combat encounters and are on similar or higher power than your rival(s).

b. You've not been particularly active in the past week or two. This means engaging with others, pursuing your goals, etc. While no one is expected to be guns blazing daily, having an 'active presence' is important.

c. You're not doing anything particularly unique or compelling. Of course, not everything needs to be special, and this is less important than other tips.

d. Your actions lack influence from well defined character traits.
 
e. You've not had much time to establish your character, for example, if they've only been around for a few weeks or are still quite young.
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