Equipment

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Revision as of 06:08, 14 December 2021 by Hinic (talk | contribs) (Fixing headings. Rearranged the order of some things. Added new info. Rewrote armour. Thinking of reorganizing the whole thing.)
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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

  • 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.