07-09-2022, 12:11 AM
[As of 19/11/2013, a lot of this information is outdated.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!
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:
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:
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.
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
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