Equipment
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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.
- Those who practice telekinesis may use 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 let's them generate one.
- 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.