Unknown2006-06-06 01:51:43
Greetings, I stumbled across the lusertania website, i used to play on igormud but was looking for something a bit more serious.
I was instantly taken by the quality and depth of the main site.
I allways like to research my characters before i even start (background, stats and future plpans.)
I was taken by the idea of trills, they seem to be a good mix of brain and brawn, but mainly i'd love to rp one. there are a few things i could not assertain from the main site tho.. and that is:
What is the benifit of flight? do you just hover in the room, or can you go to a room above? can you shoot arrows and the like from on high?
1:can you only take skills from one area?
2:i would love to have telepathy, be an artisan AND be ok with a sword, is that at all possible? i understand i would not be AS good in each of them from diversification, but is it possible?
There are many other things i would like to take into consideration, like where to live.. i read the entire post on Magnagora (quite a task), and have formed the opinion that magnagora is very harsh on a newbie... but that celeste is very rigid and athoritarian. niether of wich seem too appealing.
Can trills even live in magnagora? are there any restrictions?
This is obviously a huge rant, and i apoligise, but given i am going telnetting through a highly protected firewall, my lag is too bad to really chat in game :/
If you have any suggestions on how to properly RP trills, i would be most gratefull
thankyou in advance !!
I was instantly taken by the quality and depth of the main site.
I allways like to research my characters before i even start (background, stats and future plpans.)
I was taken by the idea of trills, they seem to be a good mix of brain and brawn, but mainly i'd love to rp one. there are a few things i could not assertain from the main site tho.. and that is:
What is the benifit of flight? do you just hover in the room, or can you go to a room above? can you shoot arrows and the like from on high?
1:can you only take skills from one area?
2:i would love to have telepathy, be an artisan AND be ok with a sword, is that at all possible? i understand i would not be AS good in each of them from diversification, but is it possible?
There are many other things i would like to take into consideration, like where to live.. i read the entire post on Magnagora (quite a task), and have formed the opinion that magnagora is very harsh on a newbie... but that celeste is very rigid and athoritarian. niether of wich seem too appealing.
Can trills even live in magnagora? are there any restrictions?
This is obviously a huge rant, and i apoligise, but given i am going telnetting through a highly protected firewall, my lag is too bad to really chat in game :/
If you have any suggestions on how to properly RP trills, i would be most gratefull
thankyou in advance !!
Unknown2006-06-06 01:57:30
1. When flying you can pass over guards, water, and players without being seen. It's like being in an entirely seperate room for most purposes.
2. Only mages can learn telepathy, so you'll have to pick between that and being a swordsman.
3. Trill are not restricted in Magnagora, and Magnagora is excellent towards its novices. Though we have a tendency to be very harsh against obviously stupid novices, if you capitalize your I's and don't act too silly and cuddly you'll fit in perfectly.
2. Only mages can learn telepathy, so you'll have to pick between that and being a swordsman.
3. Trill are not restricted in Magnagora, and Magnagora is excellent towards its novices. Though we have a tendency to be very harsh against obviously stupid novices, if you capitalize your I's and don't act too silly and cuddly you'll fit in perfectly.
Verithrax2006-06-06 01:58:29
Flight isn't really a major advantage, except that you can escape most attacks and fly over most dangers.
You can't be good with a sword and a psionicist - You pick a guild, and with the guild an archetype, and with the archetype the set of skills that you can take. Mages can be psionicists, while warriors can use swords; you can't be both. Artisan is a trade skill, so you can take it as any archetype.
Yes, Trills can live in Magnagora; the only race restrictions imposed by the playerbase are Merian and Elfen in Magnagora and Viscanti anywhere but Magnagora, which are not allowed.
Oh, and don't worry too much - It's better, with Lusternia, to just jump into the game. You're given plenty of opportunity to switch race and class early on.
You can't be good with a sword and a psionicist - You pick a guild, and with the guild an archetype, and with the archetype the set of skills that you can take. Mages can be psionicists, while warriors can use swords; you can't be both. Artisan is a trade skill, so you can take it as any archetype.
Yes, Trills can live in Magnagora; the only race restrictions imposed by the playerbase are Merian and Elfen in Magnagora and Viscanti anywhere but Magnagora, which are not allowed.
Oh, and don't worry too much - It's better, with Lusternia, to just jump into the game. You're given plenty of opportunity to switch race and class early on.
Unknown2006-06-06 02:11:58
Capitalising my I's?!?!? i am screwed!!
well thats cool, thanks
"Flight isn't really a major advantage, except that you can escape most attacks and fly over most dangers."
for a newbie.. that seems like a really major advantage..
and for a mage...
hmmm.. not to keen on this one or the other business...
I can drive my car AND smoke.. whats to stop me casting shield and then chopping someone??
oh well, i guess i'll get used to it..
thank you
well thats cool, thanks
"Flight isn't really a major advantage, except that you can escape most attacks and fly over most dangers."
for a newbie.. that seems like a really major advantage..
and for a mage...
hmmm.. not to keen on this one or the other business...
I can drive my car AND smoke.. whats to stop me casting shield and then chopping someone??
oh well, i guess i'll get used to it..
thank you
Unknown2006-06-06 02:21:44
As for that mage and sword thing, it's a bit different than pure black and white: you *can* wield a sword and be a mage, but you won't be good at it. Everyone, regardless of archetype, can use weapons and shields, and can parry and block with them (if you put lessons into the basic Combat skill available for everyone, that is). What makes warriors different from other archetypes is that they can do things with the weapons besides pure damage, such as cutting off limbs or puncturing lungs or beheading. You'll find many mages and druids who carry shields around, simply because they can use them to block attacks; you won't find many mages and druids with swords, though, because can attack better with their skills than with swords.
Unknown2006-06-06 02:35:40
Yes, a sword can be useful for utilizing the weaponparry skill, though once you're skilled enough to summon an elemental staff you'll want to use that to parry because it also has a powerful attack.
Unknown2006-06-06 03:29:38
Well, even the warrior archetypes can use some spells...
Consider the Ur'Guard - think a death knight type character. You have a host of Ritual Spells, such as turning yourself into a lich or ghost, or raising the dead (it sucks, unfortunately), along with being a blade master or an axelord.
Or consider the Telekenetic mage, who sends flying daggers at his enemies (different than wielding a sword, yes, but still cool).
For ease, I would say just stick to developing a complex RP, and keep your combat options simple for the moment. Worste case, your character can change guilds or something. Try it out, and see how you like whatever you choose.
Consider the Ur'Guard - think a death knight type character. You have a host of Ritual Spells, such as turning yourself into a lich or ghost, or raising the dead (it sucks, unfortunately), along with being a blade master or an axelord.
Or consider the Telekenetic mage, who sends flying daggers at his enemies (different than wielding a sword, yes, but still cool).
For ease, I would say just stick to developing a complex RP, and keep your combat options simple for the moment. Worste case, your character can change guilds or something. Try it out, and see how you like whatever you choose.
Unknown2006-06-06 04:17:23
Another good thing about flying for Trills is that we get health and mana regen x2 (not sure on the x2) while flying. Which is pretty sweet if you're hurt and don't have a mana/health potion or anything to heal with besides sleep/meditation.
Trills aren't restricted to any commune/city as you've been told.
I think Mag would be a good choice for newbies, if you're wanting to get the Militaristic sort of path/crazy pyschotic "I WILL EAT YOU!" path. Celest isn't too bad, but I really don't enjoy being in Celest because there are quite a few people who..just turn me off.
I hope you have fun playing Lusternia.
Oh! And you can always make alts to see which commune/city and guild you like the most.
Trills aren't restricted to any commune/city as you've been told.
I think Mag would be a good choice for newbies, if you're wanting to get the Militaristic sort of path/crazy pyschotic "I WILL EAT YOU!" path. Celest isn't too bad, but I really don't enjoy being in Celest because there are quite a few people who..just turn me off.
I hope you have fun playing Lusternia.
Oh! And you can always make alts to see which commune/city and guild you like the most.
Unknown2006-06-06 11:01:47
QUOTE(Azael @ Jun 6 2006, 03:29 AM) 294846
Well, even the warrior archetypes can use some spells...
Consider the Ur'Guard - think a death knight type character. You have a host of Ritual Spells, such as turning yourself into a lich or ghost, or raising the dead (it sucks, unfortunately), along with being a blade master or an axelord.
Or consider the Telekenetic mage, who sends flying daggers at his enemies (different than wielding a sword, yes, but still cool).
For ease, I would say just stick to developing a complex RP, and keep your combat options simple for the moment. Worste case, your character can change guilds or something. Try it out, and see how you like whatever you choose.
Ur'Guard have some very wicked spells indeed. I always found it easy to take in the thing that most caught your eye, learn it well and then flesh out your character to rp around what it is. A knight with undeath abilities certainly wouldn't act cuddly and be ignorant and inappropriate, Guido's point.
Lots of possibilities, up to you to make something fantastic.
Unknown2006-06-11 08:00:32
One thing to note before picking a guild:
Warriors. Fight with weapons. End
Mages: While they can cast spells and the like, their primary skillset mainly focuses around holding a Demesne, which is like an enchanted area that is in their power.
Guardians: Are essentially priests, and can do prayers and rituals, but their big thing is summoning angels or demons from the plane they are linked to.
Druids: Basically like Mages, but with forests instead of land and sea.
Wiccans: Similar to Guardians, except they have many little spirits following them, each one having a special ability.
Warriors. Fight with weapons. End
Mages: While they can cast spells and the like, their primary skillset mainly focuses around holding a Demesne, which is like an enchanted area that is in their power.
Guardians: Are essentially priests, and can do prayers and rituals, but their big thing is summoning angels or demons from the plane they are linked to.
Druids: Basically like Mages, but with forests instead of land and sea.
Wiccans: Similar to Guardians, except they have many little spirits following them, each one having a special ability.
Ekard2006-07-17 07:49:13
QUOTE(Ytraelux @ Jun 11 2006, 10:00 AM) 296724
One thing to note before picking a guild:
Warriors. Fight with weapons. End
Mages: While they can cast spells and the like, their primary skillset mainly focuses around holding a Demesne, which is like an enchanted area that is in their power.
Guardians: Are essentially priests, and can do prayers and rituals, but their big thing is summoning angels or demons from the plane they are linked to.
Druids: Basically like Mages, but with forests instead of land and sea.
Wiccans: Similar to Guardians, except they have many little spirits following them, each one having a special ability.
I like this description. Someone should pinned it.
And flying is great, you can run or move really unnoticed in most cases. But remeber that you cant fly indoors or underground.
Trill woulnt be bad in any guild but wont be best option also.
Narses2006-07-17 11:15:59
Also take into account that flying can be granted if you plan on gettinf on of the following skills. Celestialism/Nihilism, there's also Crow. Blacktalon Druidry and Wicca can also provide a mount of sorts you can you to fly.
Hope this helps
Hope this helps