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Latest revision as of 23:06, 31 July 2026



ESPER COMPANIONS
Form a class-bound spiritual bond, raise a persistent companion through battle and care, and build a separate history for every path your character follows.



A Companion Bound to Your Class

An Esper is a persistent spiritual companion connected to one of your character's classes.

Every class can form its own Esper bond. That Esper develops a saved name, appearance, gender aspect, personality, experience total, level, bond, abilities, Rage progression, care history, and combat record.

Changing classes does not erase an Esper. Instead, the companion belonging to the previous class returns to the spirit veil while its complete record remains saved. Returning to that class restores access to the same Esper and everything it previously earned.

Each class develops a different Esper.

Your Knight Esper and Mage Esper do not share levels, abilities, bond, appearance, or history. Every class maintains its own independent companion record.



A DIFFERENT KIND OF COMPANION
Espers exist alongside the shard's other pet and companion systems.
Class Bound
An Esper belongs to a specific class record. Changing classes changes which Esper can be summoned.
No Control Slots
Espers use no follower control slots and do not reduce the number of ordinary pets or summons your character can normally control.
Does Not Replace Your Toon Partner
An Esper and a Toon Partner are separate companions. The Esper does not replace or consume the Toon Partner provided by the Class Companion Orb.



THE CLASS COMPANION ORB
The orb provides a single hub for both class companion systems.

Characters are provided with a blessed Class Companion Orb.

The orb:

• must be inside your backpack to function
• cannot normally be dropped or traded
• opens the Class Companion Hub when double-clicked
• can summon or dismiss your Toon Partner
• can set up, summon, dismiss, or inspect your current class Esper

The orb is intended to remain with your character. If the system detects that the orb is missing, another can be placed into your backpack automatically.



OPENING THE ESPER WINDOW
The Esper window can be opened without using the physical orb.
[Esper
Opens the Esper setup or status window for your currently active class.
[EsperStatus
Opens the same Esper status and management interface.
[EsperHelp
Opens the in-game Esper help topic.

You may also double-click your active Esper to open its complete status window.



FORMING A FIRST ESPER BOND
The first Esper created for each class begins with its own saved identity.
1
Choose or activate a class.
2
Open the Class Companion Orb or use [Esper.
3
Choose the Esper's visual spirit form.
4
The class record is permanently created.
5
The Esper steps out of the spirit veil beside you.

A new Esper begins with:

• Level 1
• 0 experience
• Bond Rank 0
• a class-based default name and personality
• a randomly selected male or female gender aspect
• no learned abilities
• Rage locked until later progression



ONE ESPER RECORD FOR EVERY CLASS
Following another class begins another companion story without ending the first.

When you change classes:

• the Esper belonging to the previous class returns to the spirit veil
• its experience, level, bond, abilities, appearance, history, and cooldowns remain saved
• the Esper record belonging to the new class becomes active
• a first-time class can form a new Esper bond
• returning to an older class restores its original Esper record

Only the Esper belonging to your current class can remain active. You cannot have several class Espers summoned at the same time.



CUSTOMIZING YOUR ESPER
Identity is saved separately for every class companion.
Name
Choose a permanent custom name between 2 and 24 characters. The active body and all later summons use that name.
Gender Aspect
Choose a male or female spiritual aspect. Gender affects speech and personality text but does not change combat strength.
Personality
The Esper receives a personality associated with its class, such as Watchful, Fierce, Wary, or Loyal.
Spirit Form
Choose from a large collection of creature appearances. The form is visual and does not determine Esper strength.

Available visual forms include examples from several broad families:

• air, earth, fire, water, lightning, poison, snow, magma, crystal, and other elementals
• wooden, bone, flesh, runic, and mechanical constructs
• gargoyles, daemons, shadow creatures, hell hounds, and nightmares
• dragons, drakes, wyrms, sea dragons, and wyverns
• cyclopes, ettins, titans, and minotaurs
• liches, skeletons, undead creatures, and reapers
• serpents, spiders, scorpions, birds, bears, wolves, cats, and other beasts

Each appearance also has a defined Rage form. Some transform into a different creature body during Rage, while others retain their body and change hue.



SUMMONING AND DISMISSING
The visible creature is temporary. Its class profile is permanent.
Summon Esper
The current class Esper appears near your character, fully restored and rebuilt from its saved profile.
Dismiss Esper
The active body is removed and the companion returns safely to the spirit veil. Its saved profile remains unchanged.
Rebuilt on Return
The next summoned body receives the name, appearance, level scaling, skills, resistances, abilities, and other values stored in the class record.

Logging out or disconnecting automatically sends your active Esper back to the spirit veil.

Its saved progression is not lost.



HOW AN ESPER FIGHTS
Espers are designed to remain close, guard their owner, and respond to nearby threats.

An Esper normally:

• begins in Guard mode
• remains at maximum loyalty
• automatically assists when its owner or the Esper is attacked
• can be ordered to attack a valid target
• stays close to its owner during normal movement
• returns to the owner if separated by distance or map changes
• stops fighting when ordered to Stay or Stop
• cannot be released, transferred, friended, or traded like an ordinary pet

When not ordered to Stay or Stop, an Esper that moves more than eight tiles from its owner is brought back nearby.



EARNING ESPER EXPERIENCE
An Esper develops by remaining active in combat and by living alongside its owner.
Combat Participation
While the Esper has an active combat target, it periodically gains experience and bond. Higher Bond Ranks increase the experience received from these combat checks.
Taking Damage
An Esper earns approximately one experience for every five points of damage it receives, with a minimum gain of one.
Care and Training
Feeding, grooming, training, meditating with, encouraging, and calming the Esper provide additional experience.

Esper combat growth is based on active participation rather than killing blows.

The supplied system does not award a separate burst of Esper experience directly from damage dealt. It awards progress periodically while the Esper remains engaged, when the Esper takes damage, and through care activities.



ESPER LEVELS
Levels strengthen the companion, improve Rage, increase the owner aura, and award permanent ability points.
Maximum Level
An Esper can reach a maximum of Level 200.
Ability Points
Every level gained awards one permanent Esper Ability Point.
Body Growth
Levels increase the Esper's statistics, health, stamina, mana, damage, resistances, and core combat skills.
Rage Growth
Every ten levels improve Rage reliability, duration, and its temporary stat and skill bonus.
Esper Level Total Experience Required
Level 1 0
Level 10 40,500
Level 20 180,500
Level 50 1,200,500
Level 100 4,900,500
Level 200 19,800,500



CLASS SYNERGY
An Esper reflects both its own experience and the training associated with the class that called it.

Every class Esper record stores a small Class Synergy value derived from the important skills associated with that class.

Class Synergy contributes to the Esper's:

• Strength
• Dexterity
• Intelligence
• Wrestling
• Tactics
• Magic Resistance
• other level-built combat skills

The current Class Synergy value can be viewed on the Esper's Stats page.



ESPER OWNER AURA
The bond strengthens the owner while the Esper remains active.

An active Esper provides a percentage bonus to the owner's raw:

• Strength
• Dexterity
• Intelligence

The aura begins at 5% and increases by another 5% every seven Esper levels.

The aura disappears when the Esper is dismissed, dies, returns to the spirit veil, or belongs to a class that is no longer active.

Esper Level Owner Stat Aura
Levels 1–6 5%
Levels 7–13 10%
Levels 14–20 15%
Levels 21–27 20%
Level 35 30%
Level 70 55%
Level 100 75%
Level 200 145%

The Mind Link ability improves the aura calculation by treating the Esper as three levels higher. This is most noticeable when those additional levels cross the next seven-level aura milestone.



ESPER BOND
Bond measures the history of combat and care shared between an Esper and its owner.

Bond Experience is earned when:

• the Esper participates in combat
• the Esper receives damage
• the owner performs care actions
• the Esper is defeated and begins reforming

The maximum Bond Rank is 10. Each rank requires another 100 total Bond Experience.

Bond Rank Total Bond Experience Periodic Combat Experience
Rank 0 0–99 1
Rank 2 200 2
Rank 4 400 3
Rank 6 600 4
Rank 8 800 5
Rank 10 1,000 6

At Bond Rank 5, the Esper's normal death cooldown is reduced from two minutes to one minute.



CARING FOR YOUR ESPER
Care provides progression outside of combat and helps shape the companion's current mood.
Care Action Experience Bond Mood Cooldown
Feed Esper 15 3 Content 15 minutes
Groom Esper 10 4 Calm 20 minutes
Train Esper 60 2 Fierce 1 hour
Meditate 25 3 Calm 30 minutes
Encourage 20 2 Eager 10 minutes
Calm 10 3 Calm 10 minutes

Every care action also:

• records the time it was performed
• increases its permanent care counter
• updates the Esper's mood
• places a saved care-status label on the profile for 20 minutes
• survives normal server saves and restarts

The current live benefits of care are experience, bond, mood, history, and the saved care status. The supplied scripts do not assign a separate direct combat-stat bonus to the 20-minute care-status label.



ESPER MOOD
Mood reflects recent events and changes how the companion expresses itself.

An Esper may be:

• Calm
• Content
• Eager
• Fierce
• Restless

Summoning, care, Rage, and death can change the current mood.

Mood primarily changes the Esper's speech and personality presentation. The supplied system does not assign a separate general damage or defense modifier to each mood.



SPEAKING WITH YOUR ESPER
An Esper remembers its identity and responds to its owner.

While standing within eight tiles, include the word Esper in your speech.

Useful phrases include:

• Esper status — opens the Esper status window
• Esper report — opens the Esper status window
• Esper calm — performs the Calm care action when available
• Esper help — opens the Esper help topic

Other speech containing the word Esper may cause the companion to respond with personality dialogue based upon its name, gender aspect, mood, level, and bond.



ESPER ABILITIES
Every level gained provides another point toward permanent companion powers.

Purchased abilities are permanent for that class Esper.

The player interface does not provide an ability refund or reset option. Review the costs and current benefits before purchasing.

Ability Cost Current Live Benefit
Spirit Hide 1 Gives the Esper a Hiding skill equal to its main level-built combat skill.
Sharper Claws 1 Adds direct base damage. The bonus begins at 3 and gains another point every 20 Esper levels.
Resolute Shell 2 Adds 5 points to Physical, Fire, Cold, Poison, and Energy resistance.
Mind Link 2 Gives the Esper Evaluating Intelligence and improves the owner's stat aura calculation by three Esper levels.
Rage Spark 2 Unlocks Esper Rage before the normal Level 20 unlock.
Guardian Pulse 3 Listed as a defensive-support path. The supplied scripts do not currently attach a separate live combat effect.
Swift Veil 3 Listed as a movement and combat-rhythm path. The supplied scripts do not currently attach a separate live effect.
Perfect Bond 3 Reduces the Esper's death cooldown to one minute. No additional direct Bond Experience multiplier is currently attached.



ESPER RAGE
A developed Esper can temporarily reveal a stronger spiritual form during battle.

Rage unlocks automatically when the Esper reaches Level 20.

It may also be unlocked earlier by purchasing Rage Spark.

Once unlocked, the system repeatedly checks for Rage while the Esper has an active combat target. When it activates:

• the Esper changes to its Rage body and hue
• its mood becomes Fierce
• its Strength, Dexterity, Intelligence, and combat skills increase
• the transformation remains active for its level-based duration
• the activation is added to the Esper's permanent history

When Rage ends, the normal body, hue, statistics, and skills are restored.

Esper Level Displayed Trigger Rating Duration Stat and Skill Bonus
Level 1 5% 2 minutes 2%
Level 10 10% 4 minutes 4%
Level 20 15% 6 minutes 6%
Level 50 30% 12 minutes 12%
Level 90 50% 20 minutes 20%
Level 200 50% maximum 42 minutes 42%

The displayed trigger value is a Rage rating checked repeatedly while the Esper is fighting. It should not be read as a guaranteed chance on every individual attack.



DEATH AND REFORMATION
An Esper can be defeated, but its spirit and history remain intact.

When an Esper dies:

• it dissolves into spirit-light
• no normal corpse remains
• its current Rage ends
• its mood becomes Restless
• it gains one Bond Experience
• the death is added to its history
• the owner's Esper aura is removed
• the companion enters a reform cooldown

Condition Reform Time
Normal Esper 2 minutes
Bond Rank 5 or higher 1 minute
Perfect Bond learned 1 minute

Death does not remove:

• experience
• levels
• ability points
• learned abilities
• bond
• name or appearance
• care history
• Rage progression
• other saved class-record information



A SAVED COMPANION HISTORY
The Esper profile remembers more than combat statistics.

The class Esper record tracks:

• total feedings
• total groomings
• total training sessions
• total meditation sessions
• total encouragements
• total calming interactions
• combat-participation activity
• total Esper deaths
• total Rage activations
• the time of important care interactions
• the most recent summon and death times

The Profile page labels its combat-participation counter as Battles. Because the counter can increase repeatedly during a single extended fight, it represents recorded combat activity rather than an exact count of separate encounters.

A Boss Kills field is visible in the Esper profile. The supplied scripts do not currently include a live hook that increases this counter, so it should be considered reserved for future expansion.



THE ESPER STATUS WINDOW
Eight pages provide access to every part of the current companion record.
Status
View class, active status, level, experience, mood, bond, Rage, ability points, owner aura, and death cooldown.
Stats
View saved stat, skill, resistance, damage, defense, and Class Synergy bonuses alongside current live values.
Skills
Inspect the active Esper's Wrestling, Tactics, Magic Resistance, Detect Hidden, Hiding, and Evaluating Intelligence.
Resists
Inspect current Physical, Fire, Cold, Poison, and Energy resistance values.
Rage
View unlock status, trigger rating, duration, stat and skill bonus, forms, and total activations.
Care
Perform care actions and review cooldowns, active care status, and interaction totals.
Abilities
Review available Ability Points and purchase permanent Esper powers.
Profile
Review identity and history, rename the Esper, change its gender aspect, or select another visual body.



SAVES AND PERSISTENCE
The creature body can disappear. The Esper profile remains with the character.

The following information is saved separately for every class:

• name
• gender aspect
• personality
• normal and Rage appearance
• experience and level
• available and spent Ability Points
• learned abilities
• stat, skill, resistance, damage, and defense progression
• Bond Rank and Bond Experience
• mood
• Rage progression and history
• death cooldown
• care cooldowns and interaction history
• combat and death counters

These records survive logout, disconnection, server saves, restarts, class changes, dismissal, and Esper death.



IMPORTANT PLAYER NOTES

• Every class has its own separate Esper record.
• Switching classes returns the previous class Esper to the spirit veil.
• Returning to a class restores that class's original Esper progression.
• Only the Esper belonging to the current class can remain active.
• Espers do not use control slots.
• Espers do not replace Toon Partners.
• The Class Companion Orb must remain in your backpack to be used.
• The orb is blessed and cannot normally be traded or dropped.
• Esper visual form does not determine combat power.
• Names, gender aspects, forms, personalities, levels, and histories are saved.
• Espers gain experience through combat participation, taking damage, and care.
• The maximum Esper Level is 200.
• Every level gained awards one Ability Point.
• Purchased abilities cannot be refunded through the player interface.
• Bond reaches a maximum of Rank 10.
• Bond Rank 5 reduces the death cooldown to one minute.
• Rage unlocks automatically at Level 20 or earlier through Rage Spark.
• Rage improves every ten Esper levels.
• An active Esper grants Strength, Dexterity, and Intelligence to its owner.
• The owner aura begins at 5% and increases by 5% every seven Esper levels.
• Care improves experience, bond, mood, and history.
• Mood primarily changes Esper speech and presentation.
• Espers remain at maximum loyalty and automatically assist their owner.
• Espers can take damage and die.
• Esper death does not erase progression.
• Logging out or disconnecting returns the Esper safely to the spirit veil.
• The Profile's Battles value represents combat activity and may increase several times during one fight.
• Guardian Pulse and Swift Veil are present as progression choices but do not currently have separate live hooks.
• The visible Boss Kills counter is currently reserved for future expansion.



A class determines the path. An Esper remembers the journey.
Fight together, care for the bond, choose permanent abilities, and allow every class companion to develop its own identity and history.
The form may fade into the spirit veil, but the companion that returns is never truly starting over.