Difference between revisions of "Equipment"

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(Shortening links. Corrected that food is now needed after 80. Fixing format. Added info on weapons)
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==Useful Equipment Listing==
Below you will find a large number of items. Every item in Lusternia serves a purpose to different people, but all are useful in some manner.
Below you will find a large number of items. Every item in Lusternia serves a purpose to different people, but all are useful in some manner.


===General===
==General==
* <b>Armour</b>.
===Armour===
**[[Bard|Bards]], [[Mage|Mages]], [[Druid|Druids]], [[Wiccan|Wiccans]] and [[Guardian|Guardians]] will generally wear enchanted robes.
*[[Bard]]s, [[Mage]]s, [[Druid]]s, [[Wiccan]]s and [[Guardian]]s will generally wear enchanted robes.
**[[Monk|Monks]] will wear enchanted robes as well, except those who take the trade skill of [[tattoos]], in which the transcendent skill works in place of armor.
*[[Monk]]s will wear enchanted robes as well, except those who take the trade skill of [[tattoos]], in which the transcendent skill works in place of armor.
**[[Warrior|Warriors]] will start off generally with leather armours, then work their way up to plates. <br/>
*[[Warrior]]s will start off generally with leather armours, then work their way up to plates.
* <b>Food</b>.
===Food===
It's always a good idea to have some on hand, constitution platters and dexterity kabobs especially. Until you reach Level 80, food is a necessity, or you will pass out from hunger as well as be injured by your need for food! <br/>
It's always a good idea to have some on hand, constitution platters and dexterity kabobs especially. Food is a necessity, or you will pass out from hunger as well as be injured by your need for food!
* <b>Origami</b>
===Origami===
**[[Bookbinding|Bookbinders]] are able to make various types of Origami. Each piece of Origami is categorized by it's type, and each serves a different purpose.
*[[Bookbinding|Bookbinders]] are able to make various types of Origami. Each piece of Origami is categorized by it's type, and each serves a different purpose.
***Action Origami will function like a letter, scribed with magic ink and able to be mailed at a Post Office.
**Action Origami will function like a letter, scribed with magic ink and able to be mailed at a Post Office.
***Modular Origami are able to hold up to 25 items, and able to be mailed at a Post Office.
**Modular Origami are able to hold up to 25 items, and able to be mailed at a Post Office.
***Wetfold Origami will make you more charming while influencing, increase the [[esteem]] you earn from your ego battles, and refresh your health, mana, and ego when its [[time|day]]-long blessing ends.
**Wetfold Origami will make you more charming while influencing, increase the [[esteem]] you earn from your ego battles, and refresh your health, mana, and ego when its [[time|day]]-long blessing ends.
***Kirigami will make you a little more resistant to physical damage, increase your chance of critical hits when attacking, and will also refresh your health, mana, and ego when its [[time|day]]-long blessing ends.
**Kirigami will make you a little more resistant to physical damage, increase your chance of critical hits when attacking, and will also refresh your health, mana, and ego when its [[time|day]]-long blessing ends.
*<b>Useful [[Enchantment|Enchantments]]</b>
===Useful [[Enchantment]]s===
** Waterwalk (Allows you to walk on water)
* Waterwalk (Allows you to walk on water)
** Waterbreathe (Allows you to go underwater and not drown)
* Waterbreathe (Allows you to go underwater and not drown)
** Web (Used to cast an entangling web at an enemy)
* Web (Used to cast an entangling web at an enemy)
** Cleanse (Used to clean a number of afflictions off of you)
* Cleanse (Used to clean a number of afflictions off of you)
** Mercy (Health regeneration)
*Mercy (Health regeneration)
** Perfection (Mana Regeneration)
*Perfection (Mana Regeneration)
** Beauty (Ego Regeneration)
*Beauty (Ego Regeneration)
** Kingdom (Clotting assistance)
*Kingdom (Clotting assistance)
** Ignite (Set someone else, or in some cases yourself, on fire)
*Ignite (Set someone else, or in some cases yourself, on fire)
** Geyser (Knock an enemy out of the sky)
*Geyser (Knock an enemy out of the sky)
*<b>Useful Sigils</b>
===Useful Sigils===
** Monolith (When dropped, people cannot Teleport to you)
*Monolith (When dropped, people cannot Teleport to you)
** Eye (Stops Dreamweavers and Ghosts from entering the room)
*Eye (Stops Dreamweavers and Ghosts from entering the room)
** Flame (Prevents an item from being picked up)
*Flame (Prevents an item from being picked up)
** Fist (Prevents forcible unwielding of a weapon)
*Fist (Prevents forcible unwielding of a weapon)
** Teardrop (When attached to a vial, it links it directly to your [[Planar|Liquid Rift]], automatically filling your vials until it empties)
*Teardrop (When attached to a vial, it links it directly to your [[Planar|Liquid Rift]], automatically filling your vials until it empties)


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===Combat===
===Combat===
*Weapons. This entirely depends on what archetype, and sometimes what specialization. <br/>
*Weapons. This entirely depends on what archetype, and sometimes what specialization.
*Three pipes. One should be for coltsfoot, one for faeleaf, and one myrtle. Be sure you have a tinderbox as well, if the pipes aren't runed. <br/>
**Mages, druids, wiccans and guardians will typically function without a weapon until their primary skill let's them generate one.
*All cures. See HELP CURELIST for the details. <br/>
***Those who practice [[telekinesis]] may use a dagger
*Protection, Healing and Disruption scrolls.<br/>
**Bards will require an instrument which are made by artisans.
*An energy cube for recharging enchantments.<br/>
**Warriors and monks will need a weapon appropriate to their specialization forged by a smith.
*A shield, if you're not a warrior or monk.<br/>
*Three pipes. One should be for coltsfoot, one for faeleaf, and one myrtle. Be sure you have a tinderbox as well, if the pipes aren't runed.
*All cures. See HELP CURELIST for the details.
*Protection, Healing and Disruption scrolls.
*An energy cube for recharging enchantments.
*A shield, if you're not a warrior or monk.


===Influencing===
===Influencing===
- Beauty enchantment.
- Beauty enchantment.
- Oils.  
- Oils.  
Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Secuction.<br/>
Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Secuction.

Revision as of 04:38, 14 December 2021

Below you will find a large number of items. Every item in Lusternia serves a purpose to different people, but all are useful in some manner.

General

Armour

  • Bards, Mages, Druids, Wiccans and Guardians will generally wear enchanted robes.
  • Monks will wear enchanted robes as well, except those who take the trade skill of tattoos, in which the transcendent skill works in place of armor.
  • Warriors will start off generally with leather armours, then work their way up to plates.

Food

It's always a good idea to have some on hand, constitution platters and dexterity kabobs especially. Food is a necessity, or you will pass out from hunger as well as be injured by your need for food!

Origami

  • Bookbinders are able to make various types of Origami. Each piece of Origami is categorized by it's type, and each serves a different purpose.
    • Action Origami will function like a letter, scribed with magic ink and able to be mailed at a Post Office.
    • Modular Origami are able to hold up to 25 items, and able to be mailed at a Post Office.
    • Wetfold Origami will make you more charming while influencing, increase the esteem you earn from your ego battles, and refresh your health, mana, and ego when its day-long blessing ends.
    • Kirigami will make you a little more resistant to physical damage, increase your chance of critical hits when attacking, and will also refresh your health, mana, and ego when its day-long blessing ends.

Useful Enchantments

  • Waterwalk (Allows you to walk on water)
  • Waterbreathe (Allows you to go underwater and not drown)
  • Web (Used to cast an entangling web at an enemy)
  • Cleanse (Used to clean a number of afflictions off of you)
  • Mercy (Health regeneration)
  • Perfection (Mana Regeneration)
  • Beauty (Ego Regeneration)
  • Kingdom (Clotting assistance)
  • Ignite (Set someone else, or in some cases yourself, on fire)
  • Geyser (Knock an enemy out of the sky)

Useful Sigils

  • Monolith (When dropped, people cannot Teleport to you)
  • Eye (Stops Dreamweavers and Ghosts from entering the room)
  • Flame (Prevents an item from being picked up)
  • Fist (Prevents forcible unwielding of a weapon)
  • Teardrop (When attached to a vial, it links it directly to your Liquid Rift, automatically filling your vials until it empties)


Combat

  • Weapons. This entirely depends on what archetype, and sometimes what specialization.
    • Mages, druids, wiccans and guardians will typically function without a weapon until their primary skill let's them generate one.
    • Bards will require an instrument which are made by artisans.
    • Warriors and monks will need a weapon appropriate to their specialization forged by a smith.
  • Three pipes. One should be for coltsfoot, one for faeleaf, and one myrtle. Be sure you have a tinderbox as well, if the pipes aren't runed.
  • All cures. See HELP CURELIST for the details.
  • Protection, Healing and Disruption scrolls.
  • An energy cube for recharging enchantments.
  • A shield, if you're not a warrior or monk.

Influencing

- Beauty enchantment. - Oils. Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Secuction.