Energy Exchange
Changing Their Form
Over time an esk may experience shifts in their spirit that can spark a change in their form. An esk may go through a life-changing journey, realize something from their past, have an encounter with an unusual being, or simply have a change of heart that calls for something new in their manifestation. In order to change their form they must use some of their accumulated energy.
The Energy Exchange acts as a marketplace where you can trade in your esk's GP for modifications to their design and abilities.
Different traits and modifications are unlocked at different player levels!
Make sure you have enough AP before placing your request. Staff may review your AP log to confirm.
Note for all Abnormals
Any modifications, including nature features and familiars, purchased from the EE still need to follow the Abnormal's current Biome, even if it was changed during their Transformation
Ready? Head over to the journal to make your comment!
Over time an esk may experience shifts in their spirit that can spark a change in their form. An esk may go through a life-changing journey, realize something from their past, have an encounter with an unusual being, or simply have a change of heart that calls for something new in their manifestation. In order to change their form they must use some of their accumulated energy.
The Energy Exchange acts as a marketplace where you can trade in your esk's GP for modifications to their design and abilities.
- Esk can only spend their GP to buy traits and modifications for themselves. You cannot use one esk to buy things for a different esk. Growth Points represent an esk's personal growth as they go on their own journey.
- Please include descriptions and/or images with your request, it is very helpful for the review process.
- You cannot change an esk's morph in the EE, but you can make certain purchases to appear similar to morphs (such as buying sleek and manx to closely resemble a fungi morph), but you will not be able to obtain a morph's unique traits (for fungi: absence of toes) unless you do a morph shift during a special event.
- You can only do exchanges for one esk per comment, but you can request as many EE trades for that esk as you want.
- Your esk will only gain modifications that are approved.
- If you would like to make edits to the approved modifications, reply to the approval comment so we can confirm the changes. (This is only possible if the edited modification has not yet been used in artwork, literature, and/or updated through the Spirit Renewal)
- If you have used the edited modification in artwork, literature, and/or updated through the Spirit Renewal before getting the edit approved, you will have to purchase a modify option in the Energy Exchange.
Different traits and modifications are unlocked at different player levels!
Make sure you have enough AP before placing your request. Staff may review your AP log to confirm.
Note for all Abnormals
Any modifications, including nature features and familiars, purchased from the EE still need to follow the Abnormal's current Biome, even if it was changed during their Transformation
Ready? Head over to the journal to make your comment!
Sprout Level (300AP)
Modify Existing Trait
10 GP
|
Dismiss
10 GP
Common Markings
10 GP
|
Small Alterations
15 GP
|
Patterning
25 GP
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Special Changes
30 GP
|
Uncommon Anatomy
45 GP
|
See the details for uncommon traits here!
- Uncommon markings, including stripes/spots, get charged once per purchase for covering less than 50% of the body (even if spread out).
- Uncommon markings, including stripes/spots, that cover more than 50% of the body require the purchase of a rare trait. This is determined by body span or coverage, not by size of the markings. For example: tiny spots across the entire body count as a rare trait even though the spots themselves are tiny.
- Bright markings stacks once onto purchase if under 50% of the body is affected, even if the affected areas are spread out around the body.
- Bright coloration (rare) stacks once onto purchase if more than 50% of the body is affected.
- Unique markings (symbols, decorative, etc) should be purchased per individual marking/cluster of markings and stack until it reaches more than 50% coverage, then is purchased as unusual coverage (rare).
- Bold markings are somewhat subjective and will be evaluated based on overall contrast/starkness of the coloring and the use of hard edges in the markings.
Sapling Level (500AP)
Remove Existing Nature Feature
10 GP
|
Small Nature Feature
25 GP
Large Nature Feature
50 GP
|
Bud Level (800AP)
Small Accessory
30 GP
Modify Accessory
20 GP
|
Large Accessory
60 GP
|
- "Small" and "large" here is used to describe the size in relation to the esk, not their actual size.
- Accessories should not overly anthropomorphize the esk or look too much like "dress-up".
- "Sets" can be purchased as one accessory (i.e. a pair of earrings or bracelets). These count only once for bonuses.
Blossom Level (1200AP)
Small Familiar
30 GP
|
Small Swarm
45 GP
|
Large Familiar
60 GP
|
Large Swarm
75 GP
|
Community Familiar
120 GP
120 GP
- a single familiar comprised of many different kinds of animal spirits (any sizes). A minimum of three animal spirits should be illustrated
- can be any collection of species that are suitable for the esk's biome
- the community familiar is named after the area the ecosystem inhabits, for example 'urban wildlife community', 'meadow birds community', or 'beach creatures community'
Downgrade Community Familiar
20 GP
|
Modify Familiar
20 GP
|
Upgrade Familiar
GP Varies
|
Note: esk familiars are allowed to have one nature feature or transformation reward. See here for more information.
Shrub Level (1700AP)
|
|
Small Alteration
20 GP
|
Medium Alteration
50 GP
|
Large Alteration
100 GP
|
Enchantment
100 GP
|
Modify Enchantment
50 GP
|
Alter Enchantment
10 GP
|
Tree Level (2500AP)
Elemental
200 GP
|
Dismiss Elemental
10+ GP
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Modify Elemental
10-100 GP
|
Swap Elemental
150 GP
|
Mutation
150 GP
|
Remove Mutation
10+ GP
|
Modify Existing Mutation
10 - 75 GP
|
Swap Mutation
100 GP
|
Modify Original Form Fragment
10-75 GP
10-75 GP
- modify an original form fragment on an Abnormal esk
- change the fragment's position or design (such as changing the design on a hilt's sword), but must match the recorded original form in the ID
- removing/adding fragments requires approval on a case-by-case basis. Removal is done sparingly, as Abnormal esk should keep some visual tie to their original form. While some 'additions' to the fragment can be classified under this option, other times it is better to purchase an accessory
- 75GP is the base price, but very minor changes can be 10GP minimum
- if the fragment manifests as a nature feature or mutation, use the options designated for those instead