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)
(Fixing headings. Rearranged the order of some things. Added new info. Rewrote armour. Thinking of reorganizing the whole thing.)
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==General==
==General==
===Armour===
===Armour===
*[[Bard]]s, [[Mage]]s, [[Druid]]s, [[Wiccan]]s and [[Guardian]]s will generally wear enchanted robes.
*[[Warrior]]s typically wear plate.
*[[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.
*Everyone who does not use [[Acrobatics]] is able to wear any non-plate armour. This typically comes down to two choices: robes or chainmail
*[[Warrior]]s will start off generally with leather armours, then work their way up to plates.
**Robes can be enhanced twice with knots
===Food===  
**Chainmail has a higher armor value but can only be enhanced with knots once.
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!
*Tattoos can also provide protection but require wearing no other armor.
 
===Food===
*Food is a necessity. You can pass out from hunger as well as take damage from your need for food! It's always a good idea to have some on hand, constitution platters and dexterity kabobs especially.
===Origami===
===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 its 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.
===Useful [[Enchantment]]s===
 
* Waterwalk (Allows you to walk on water)
===[[Enchantment]]s===
* Waterbreathe (Allows you to go underwater and not drown)
====Vital Enchantments to always have with you====
* 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)
*Waterwalk (Allows you to walk on water)
*Waterbreathe (Allows you to go underwater and not drown)
====Situationally Useful Enchantments====
*Web (Used to cast an entangling web at an enemy)
*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)
===Useful Sigils===
===Sigils===
*Monolith (When dropped, people cannot Teleport to you)
====Vital Sigils====
*Eye (Stops Dreamweavers and Ghosts from entering the room)
*Fist (attached to a wieldable item, a fist sigil prevents unwielding the item when that arm is damaged)
*Flame (Prevents an item from being picked up)
**If you have Gripping from [[Knighthood]] or [[Kata]], then you do not need this.
*Fist (Prevents forcible unwielding of a weapon)
*Teardrop (When attached to a vial, it links it directly to your [[Planar#LiquidRift|Liquid Rift]], allowing you to use doses directly from your rift)
*Teardrop (When attached to a vial, it links it directly to your [[Planar|Liquid Rift]], automatically filling your vials until it empties)
====Situationally Useful Sigils====
*Monolith (When dropped, people cannot [[Planar#Teleport|Teleport]] to you)
*Flame (attached to an item, it prevents the item from being picked up)
**Often attached to Monolith sigils to prevent others from deactivating the teleportation block.
*Eye (Stops [[Dreamweaving|Dreamweavers]] and Ghosts from entering the room)


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===Combat===
==Combat==
*Weapons. This entirely depends on what archetype, and sometimes what specialization.
*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.
**Mages, druids, wiccans and guardians will typically function without a weapon until their primary skill lets them generate one.
***Those who practice [[telekinesis]] may use a dagger
***Those who practice [[telekinesis]] may want a dagger.
**Bards will require an instrument which are made by artisans.
**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.
**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.
*Poisons
*Teas
*Three pipes. One should be for coltsfoot, one for faeleaf, and one myrtle.  
**Be sure to have a way to light the pipes, such as a tinderbox, if the pipes are not runed.
*All cures. See HELP CURELIST for the details.
*All cures. See HELP CURELIST for the details.
*Protection, Healing and Disruption scrolls.
*Protection, Healing and Disruption scrolls.
*An energy cube for recharging enchantments.
*An energy cube for recharging enchantments.
*A shield, if you're not a warrior or monk.
**These are made with [[Jewelry#EnergyCubes|Jewelry]] but charged by [[Tinkering#Cubes|Tinkerers]] and [[Spellcraft#Cubes|Spellcrafters]].
*A shield, if you're not a monk.


===Influencing===
==Influencing==
- Beauty enchantment.
*Ikons
- Oils.
**[[Dramatics]] teaches how to combine these to form gestalts which function kind of like influence armour.
Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Secuction.
**You typically get these from quests.
*Prestigeous clothing and jewelry
**Except for charity, all influence attacks are stronger if your appearance is more prestigeous.
*Tawdry clothing
**Lower prestige strengthens charity influence attacks.
*Oils
**Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Seduction.
*Wetfold Origami
*Focus Enchantment
**Used in debating.

Revision as of 06:08, 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

  • Warriors typically wear plate.
  • Everyone who does not use Acrobatics is able to wear any non-plate armour. This typically comes down to two choices: robes or chainmail
    • Robes can be enhanced twice with knots
    • Chainmail has a higher armor value but can only be enhanced with knots once.
  • Tattoos can also provide protection but require wearing no other armor.

Food

  • Food is a necessity. You can pass out from hunger as well as take damage from your need for food! It's always a good idea to have some on hand, constitution platters and dexterity kabobs especially.

Origami

  • Bookbinders are able to make various types of Origami. Each piece of Origami is categorized by its 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.

Enchantments

Vital Enchantments to always have with you

  • Cleanse (Used to clean a number of afflictions off of you)
  • Mercy (Health regeneration)
  • Perfection (Mana Regeneration)
  • Beauty (Ego Regeneration)
  • Kingdom (Clotting assistance)
  • Waterwalk (Allows you to walk on water)
  • Waterbreathe (Allows you to go underwater and not drown)

Situationally Useful Enchantments

  • Web (Used to cast an entangling web at an enemy)
  • Ignite (Set someone else, or in some cases yourself, on fire)
  • Geyser (Knock an enemy out of the sky)

Sigils

Vital Sigils

  • Fist (attached to a wieldable item, a fist sigil prevents unwielding the item when that arm is damaged)
    • If you have Gripping from Knighthood or Kata, then you do not need this.
  • Teardrop (When attached to a vial, it links it directly to your Liquid Rift, allowing you to use doses directly from your rift)

Situationally Useful Sigils

  • Monolith (When dropped, people cannot Teleport to you)
  • Flame (attached to an item, it prevents the item from being picked up)
    • Often attached to Monolith sigils to prevent others from deactivating the teleportation block.
  • Eye (Stops Dreamweavers and Ghosts from entering the room)


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 lets 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.
  • Poisons
  • Teas
  • Three pipes. One should be for coltsfoot, one for faeleaf, and one myrtle.
    • Be sure to have a way to light the pipes, such as a tinderbox, if the pipes are not 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 monk.

Influencing

  • Ikons
    • Dramatics teaches how to combine these to form gestalts which function kind of like influence armour.
    • You typically get these from quests.
  • Prestigeous clothing and jewelry
    • Except for charity, all influence attacks are stronger if your appearance is more prestigeous.
  • Tawdry clothing
    • Lower prestige strengthens charity influence attacks.
  • Oils
    • Use Vanilla for Weakening, Jasmine for Paranoia, Sandalwood for Charity, Dragonsblood for Empowering, and Musk for Seduction.
  • Wetfold Origami
  • Focus Enchantment
    • Used in debating.