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=== | ||
*[[ | *[[Warrior]]s 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 | ||
===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. | *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 | *[[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. | ||
=== | |||
===[[Enchantment]]s=== | |||
====Vital Enchantments to always have with you==== | |||
*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==== | ||
*Fist (attached to a wieldable item, a fist sigil prevents unwielding the item when that arm is damaged) | |||
*Flame ( | **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 [[Planar#LiquidRift|Liquid Rift]], allowing you to use doses directly from your rift) | ||
* | ====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) | |||
<!-- Note: Below section will be finished by Aiyana shortly. She is tired, and she is going to bed for the night. --> | <!-- Note: Below section will be finished by Aiyana shortly. She is tired, and she is going to bed for the night. --> | ||
==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 | **Mages, druids, wiccans and guardians will typically function without a weapon until their primary skill lets them generate one. | ||
***Those who practice [[telekinesis]] may | ***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 | *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 | **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== | |||
*Ikons | |||
**[[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 | **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.
- Those who practice telekinesis may want a dagger.
- 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.
- Mages, druids, wiccans and guardians will typically function without a weapon until their primary skill lets them generate one.
- 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.
- These are made with Jewelry but charged by Tinkerers and Spellcrafters.
- 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.