Rybosh' Lusty Noob Questions

by Rybosh

Back to Survival Guide.

Rybosh2007-04-03 02:15:02
Hi all,

First time Lusternia player here. The game is so different to the other IRE games, and in the learning process there is a lot I can't find answers to via the help. To get my answers, I've made this thread to help myself and other new players who stumble over it to get answers to their questions.

I plan to edit this post FAQ style based on the answers so its a quick reference, so if it changes unexpectedly don't be alarmed!

Without further ado:

General questions:
Q: Do stat mods not stack here? I'm an Aslaran with 12 base strength, and with flex(+3), geburah(+1), and the stat mod from a feast(+?) I only had 15.
A: See HELP BUFFS.

Q: What are enchantments? What ones are recommended for lowbies, and those interested in hunting?
A: These are things mages and guardians who learn enchantment can put onto jewellery. I would classify them into two types: regeneration and utility. Regeneration would include things like mercy (health) and beauty (ego). Utility are things like waterwalking and gust. For lowbies who are interested in hunting, I would suggest mercy (health regen), kingdom (clotting) and either beauty (ego) or perfection (mana) based on the class they use.

Q: Are there any essential enchantments?
A: Minimum enchantments are mercy (health regen), kingdom (clotting), and perfection (mana regen). Add beauty (ego regen) if influencing and waterwalking, waterbreathing, levitation, gust, ignite, and web if interested in pvp. Not always included in this category are scrolls. Get a scroll of healing, period, along with sparkleberries - the separate healing balances are a huge factor. Get a scroll of protection if interested in pvp.

Q: Are enchantments roughly or analogous to tattoos, or am I plane crazy?(pun!)
A: Loosely analogous to tattoos. Your shield and hammer are low in your low/high magic skillset, for instance. They are either one charge/one use (web, gust, icewall, ignite, etc.) or once on/on till death (mercy, beauty, perfection, waterwalking, etc.). Make sure to recharge them before they run out - and any scrolls you are using.

Q: Whats the deal with figurines? Are they just a fun toy/minigame, or do they give other bonuses?
A: They're just a fun little mini-game, essentially. Check them out if you're interested.

Q: Where can I find seals for the use of karma?(HELP KARMA)
A: Seals are found on Avechna's Peak, in various caves.

Forging questions:
Q: How many non artifact runes can I put on a weapon before its quality degrades? Do these stack with the artie runes?
A: Coal runes are temporary, and stack with artie runes without any penalty.

Q: According to HELP ARTIFACTS OFFENSIVE, no artie rune will attach to a 2her that has (dam/2 + precision/2.2 + speed) over 463. On my sword with coal runes this equation comes out to 482. So I couldn't make it an artie, or any other weapon that good? suspicious.gif
A: Don't count the coal runes in the stats, they are only temporary. If it was too high, it could be tempered down using AB FORGING TEMPERING.

Q: Do all forging plans have the same potential? I.e. is a klangaxe that needs 25 iron 25 steel 5 leather have the same chance to get good stats as one that needs 110 steel 50 gold 20 diamond?
A: There are two types of weapons, normal and masterworks. All normal weapon designs have the same chance of getting the certain set of stats, and all masterworks will have the same chance of getting a certain set of stats.

Hunting questions:
Q: For someone who wants to reach 90+, is influence worth learning? I did some minor influencing in Newton Caverns but haven't since.
A: Depends on your charisma. General consensus is not really.

Q: Where should I hunt?
A: Refer to this link.

Healing questions:

Q: What cures sliced biceps? Healing didn't want to work, and I can't find it in HELP HEALINGLIST
A: Sliced biceps are an example of torn/sliced muscles, use marjoram.

PvP questions:

Q: Are the other planes open PvP? As in, no restrictions on killing other players.
A: Other planes are Free PVP. Really, Prime is too... but Avechna watches Prime.

Q: Is ego/charisma just for influence in PvE? Or does it factor into PvP in some way too?
A: Ego is used in debating, a type of ego battle but against players. Also there is an affliction called egovice, which cuts health whenever ego is drained or used up. Bards also rely on their ego to do their skills (from music skillset anyway). A few more things that ego will affect in player combat (telepathy being one, I think)

Healers rely on ego to do their healing (Healers absorb damage as ego when healing others, use mana for healing themselves), psionicists rely on it for their psionics instead of mana. Notably, telepaths have ego-draining attacks and have an instakill if the target is below half ego. Telekinetics get forcefield, which essentially lets them use their ego as extra health.

Q: Is the trans poisons skill, Immunity, as awesome as it looks?
A: It's nice, but it's not godly to the extent that shrugging is in other IRE games because poisons aren't as large a part of combat here. Warrior classes kill primarily with deep wound afflictions here, not poisons.

Q: What are raids all about? What is the purpose behind them?

A: Raids have MANY purposes. First off, they can be used to economically damage your opponent-- kill a few villagers to harm their power and commodity production, for example. Second, you can raid to kill important denizens, for RP reasons. Third, you can raid because you just like killing people, and know that defenders often are less skilled than you so you can just "go to town" with little-to-no loss. Fourth, you can raid as a distraction, to try to pull defenders from another area for some reason or another.

Q: Do any classes have illusion type skills here to beat triggersets?
A: Mages get the Illusions skillset, and Bards have the option of taking it as well. However, neither class has very much that they can DO with illusions as far as messing people up because neither of them are really affliction classes.


Upcoming updates:
Changing format to record kudos for who gave me the answer.

New/Unanswered questions:
Scrying pool says I can cure disloyalty by smiling. Can anyone do this or is it a skill thing?
Unknown2007-04-03 02:20:30
Can't answer perfectly, but heres the idea of some of the answers:

1) Stat mods don't affect your stats - they "Weigh" on your stats. So if you hav +5 mod, its really +5 weight. +1 wight = +1 stat, +2 or +3 weight = +2 stat, +4 or +5 weight = +3 stat... I hope that made sense.

2) no idea.

3) I believe so. You can temper it down, and then attach runes (to make it as good again, I think...)

4) I'm sure there is. Catacombs? Spectres may be easy but its wonderful cash, IMHO.
5) I'm not sure, but I don't think so.
Xenthos2007-04-03 02:24:48
QUOTE(Rybosh @ Apr 2 2007, 10:15 PM) 395072
Hi all,

First time Lusternia player here. The game is so different to the other IRE games, and in the learning process there is a lot I can't find answers to via the help. To get my answers, I've made this thread to help myself and other new players who stumble over it to get answers to their questions.

I plan to edit this post FAQ style based on the answers so its a quick reference, so if it changes unexpectedly don't be alarmed!

Without further ado:

General questions:
1. Do stat mods not stack here? I'm an Aslaran with 12 base strength, and with flex(+3), geburah(+1), and the stat mod from a feast(+?) I only had 15.

Forging questions:
2. How many non artifact runes can I put on a weapon before its quality degrades? Do these stack with the artie runes?

3. I made this katana just now:
It is a two-handed weapon.
Damage: 128 Precision: 335 Speed: 266
It has the following dwarven runes etched upon it in coal:
A dwarven rune shaped like a wolf has been etched in coal.
A dwarven rune shaped like an axe has been etched in coal.
A dwarven rune shaped like a boar has been etched in coal.

According to HELP ARTIFACTS OFFENSIVE, no artie rune will attach to a 2her that has (dam/2 + precision/2.2 + speed) over 463. On that sword this equation comes out to 482. So I couldn't make it an artie, or any other weapon that good? suspicious.gif

Hunting questions:
4. Anywhere good for a level 50 to hunt I haven't found? Spectres and grubs are getting a bit easy?
5. For someone who wants to reach 90+, is influence worth learning? I did some minor influencing in Newton Caverns but haven't since.

1. HELP BUFFS. Stat buffs are weighted, so +7 strength (weighted) gives you +4 actual strength.
2. You can put the forging runes on a weapon. They do not degrade the quality. You can have one of each forging rune. And yes, they stack with artifact runes, but they do not affect decay time.
3. That's 482 with the forging runes. Base, it's 108/315/256 I think? So that'd be 453.
4. You could try orcs in Shallach's Ruins as well, though they will be somewhat easy also.
5. Influencing is good for quick experience in places like Tosha, but it dries out somewhat past 80 (though does not become completely useless).
Vaerhon2007-04-03 02:24:49
QUOTE(Rybosh @ Apr 3 2007, 02:15 AM) 395072
General questions:
1. Do stat mods not stack here? I'm an Aslaran with 12 base strength, and with flex(+3), geburah(+1), and the stat mod from a feast(+?) I only had 15.

They stack, but with decreasing efficacy. Help buff for the details.

QUOTE(Rybosh @ Apr 3 2007, 02:15 AM) 395072
Forging questions:
2. How many non artifact runes can I put on a weapon before its quality degrades? Do these stack with the artie runes?

Non-artifact runes wear off after about a day, do not harm a weapon, and do stack with artifact runes as well as drawdown or similar.

QUOTE(Rybosh @ Apr 3 2007, 02:15 AM) 395072
3. I made this katana just now:
It is a two-handed weapon.
Damage: 128 Precision: 335 Speed: 266
It has the following dwarven runes etched upon it in coal:
A dwarven rune shaped like a wolf has been etched in coal.
A dwarven rune shaped like an axe has been etched in coal.
A dwarven rune shaped like a boar has been etched in coal.

According to HELP ARTIFACTS OFFENSIVE, no artie rune will attach to a 2her that has (dam/2 + precision/2.2 + speed) over 463. On that sword this equation comes out to 482. So I couldn't make it an artie, or any other weapon that good? suspicious.gif

Ab forging tempering is your friend here. More precisely, let the forging runes wear off and you should be able to add great runes to that blade. Though you would probably do better to forge a better one.


QUOTE(Rybosh @ Apr 3 2007, 02:15 AM) 395072
Hunting questions:
4. Anywhere good for a level 50 to hunt I haven't found? Spectres and grubs are getting a bit easy?
5. For someone who wants to reach 90+, is influence worth learning? I did some minor influencing in Newton Caverns but haven't since.

Aethership hunting is still pretty good up through the sixties, I believe. Versavir and Snow Valleys are ok. Generally, there is a whole guide to the matter on the forums, conveniently broken down by level here.

Influencing... that really depends on your race and skills. As a Tae'dae or Faeling, why not? As an Orclach... no. Basically, charisma determines influencing balance, ego, and influence attack strength. If you have good charisma, influence away. If not, hunt.
Rybosh2007-04-03 03:23:30
Thanks for the help, all.

A couple of new questions up!
Vaerhon2007-04-03 03:31:11
Other planes are Free PVP. Really, Prime is too... but Avechna watches Prime.

Sliced biceps are an example of torn/sliced muscles, use marjoram.

For hunting, do try the link in my earlier. But, from that thread...

51-60
Merians in the Arysian Isles.
Everything in the seas.
Everything in Skarch.
Gorgogs, with care, in the Arysian Isles.
Aslaran and Krokani in the Grey Moors.
Verasavir valley.
Snow valley. - With care.

Rybosh2007-04-03 04:08:32
Thanks again. smile.gif

More questions now too. ^^
Rika2007-04-03 04:54:15
QUOTE(Rybosh @ Apr 3 2007, 02:15 PM) 395072
New/Unanswered questions:
Is ego/charisma just for influence in PvE? Or does it factor into PvP in some way too?
What are enchantments? What ones are recommended for lowbies, and those interested in hunting?
Are there any essential enchantments?
Are enchantments roughly or analogous to tattoos, or am I plane crazy?(pun!)
Is the trans poisons skill, Immunity, as awesome as it looks?
Do all forging plans have the same potential? I.e. is a klangaxe that needs 25 iron 25 steel 5 leather have the same chance to get good stats as one that needs 110 steel 50 gold 20 diamond?
Do any classes have illusion type skills here to beat triggersets?


1. Ego is used in debating, a type of ego battle but against players. Also there is an affliction called egovice, which cuts health whenever ego is drained or used up. Bards also rely on their ego to do their skills (from music skillset anyway). A few more things that ego will affect in player combat (telepathy being one, I think)

2. These are things mages and guardians who learn enchantment can put onto jewellery. I would classify them into two types: regeneration and utility. Regeneration would include things like mercy (health) and beauty (ego). Utility are
things like waterwalking and gust. For lowbies who are interested in hunting, I would suggest mercy (health regen), kingdom (clotting) and either beauty (ego) or perfection (mana) based on the class they use.

3. Essential enchantments- I would guess that you mean for combat. I would suggest all the regeneration enchantments, including kingdom. I would suggest all utility enchantments, though some more important than others (waterwalking is more important than dig, for example)

4. I know in Achaea, regeneration tattoos had a small chance of fading every time it regenerated, while other tattoos had a set number of uses. Here, all enchantments have a set number of uses, or charges (which can be seen when probing the jewellery). They can be recharged using energy cubes.

5. Can't answer.

6. There are two types of weapons, normal and masterworks. All normal weapon designs have the same chance of getting the certain set of stats, and all masterworks will have the same chance of getting a certain set of stats.

7. Can't answer, but I would think the illusions skillset would.
Vaerhon2007-04-03 06:00:04
Supplementing Rika's sound reply:

1. Healers rely on ego to do their healing (Healers absorb damage as ego when healing others, use mana for healing themselves), psionicists rely on it for their psionics instead of mana. Notably, telepaths have ego-draining attacks and have an instakill if the target is below half ego. Telekinetics get forcefield, which essentially lets them use their ego as extra health.

2. Minimum enchantments are mercy (health regen), kingdom (clotting), and perfection (mana regen). Add beauty (ego regen) if influencing and waterwalking, waterbreathing, levitation, gust, ignite, and web if interested in pvp. Not always included in this category are scrolls. Get a scroll of healing, period, along with sparkleberries - the separate healing balances are a huge factor. Get a scroll of protection if interested in pvp.

3. See 2.

4. Loosely analogous to tattoos. Your shield and hammer are low in your low/high magic skillset, for instance. They are either one charge/one use (web, gust, icewall, ignite, etc.) or once on/on till death (mercy, beauty, perfection, waterwalking, etc.). Make sure to recharge them before they run out - and any scrolls you are using.

5. It's not terrible. Remember, you only get to pick one poison, and with trans resilience you shrug off 1/3 of all poison attempts. Not every foe uses poison, also.

6. Masterweapons take more comms than normal weapons. They both have the same range of potential stats, but masterweapons are tremendously likely to be far, far, better than normal weapons. The one, critical, difference between different designs is that smelting recovers all metal used in making a weapon - and nothing else. All-metal designs are the only way to achieve multiple reforgings without paying far too much.

7. The illusions skillset does permit... illusions. I have not seen many take it into combat, as other skillsets are so well regarded by comparison.
Rybosh2007-04-03 06:58:15
What are scrolls? How do they differ from other enchant items?
Rika2007-04-03 07:36:09
Magical scrolls are made by bookbinders and then charged up by an enchanter or energy cube. There are four types, healing, protection, distruption and curses. Scroll balance is seperate from other healing balances, so while hunting, you can read a scroll of healing while drinking health, eating sparkleberries etc.
Vaerhon2007-04-03 08:12:53
Scroll balance is just healing scroll balance, really. The other three take equilibrium, I believe. Protection shields you from demesnes... but a mage or druid can take that defense down very easily. Disruption unlocks a psionicist's channel, at random, I believe. Curses is a random masked affliction.
Anarias2007-04-03 08:13:40
Influencing to level 90 is not as difficult or slow as most people think. There isn't anywhere that you can influence that compares to how bashing is like on Astral obviously but influencing is extremely valuable if you can find the right things to influence. The added bonus of influencing is that it generates esteem that can be sold for good money.

Edit - Also, I always thought influencing in Tosha was a waste of time.
Shamarah2007-04-03 10:20:54
Just answering the ones that other people didn't...

QUOTE(Rybosh @ Apr 2 2007, 10:15 PM) 395072
Is the trans poisons skill, Immunity, as awesome as it looks?


It's nice, but it's not godly to the extent that shrugging is in other IRE games because poisons aren't as large a part of combat here. Warrior classes kill primarily with deep wound afflictions here, not poisons.

QUOTE(Rybosh @ Apr 2 2007, 10:15 PM) 395072
Do any classes have illusion type skills here to beat triggersets?


Mages get the Illusions skillset, and Bards have the option of taking it as well. However, neither class has very much that they can DO with illusions as far as messing people up because neither of them are really affliction classes.
Unknown2007-04-03 12:21:17
QUOTE(Anarias @ Apr 3 2007, 10:13 AM) 395132
Edit - Also, I always thought influencing in Tosha was a waste of time.


As Seren yeah. We have the best influence place(s) currently *hums*.
Rybosh2007-04-04 03:25:31
Thanks all! The first post is now updated.
Diamondais2007-04-04 03:30:07
Raids are an attack on a player organization, generally with the intent to harm the organization by slaying important denizens but can be extended to causing trouble (tainting/flooding/wyrding/forest, stealing power, chopping trees, etc.) and killing org members.
Vaerhon2007-04-04 03:50:51
QUOTE(Rybosh @ Apr 3 2007, 02:15 AM) 395072
New/Unanswered questions:
What are raids all about? What is the purpose behind them?
Is there a sweet spot between precision and speed for a wounding weapon for a warrior, or is max precision best?


QUOTE(diamondais @ Apr 4 2007, 03:30 AM) 395342
Raids are an attack on a player organization, generally with the intent to harm the organization by slaying important denizens but can be extended to causing trouble (tainting/flooding/wyrding/forest, stealing power, chopping trees, etc.) and killing org members.

Add in wrecking constructs as a particularly large and important part of stealing power. Oppositional quests aren't raids, but are related in theory and can quickly become raids.

A warrior wants at least three sets of weapons, maybe four. For individual combat, you'll probably want a precision/speed set. For group combat, a damage/speed set. For dealing with hinderers, a damage/precision set. For hunting, a speed/damage set.

You can get by with two, I expect.

Otherwise, in a weapon you usually want at least enough damage to force a sip, at least enough precision to hit whatever basic wound you want to be inflicting every hit while you build up to better ones, and that depends on your specialization. After that, it's up to your style in significant part.

Poisons don't afflict with every strike until you build up some wounds, and then they do, and for them speed is the only stat that matters. Otherwise, you're often better off with max damage or max precision, or near them, because there are sharp discontinuities in effectiveness. The most obvious is the difference between your target having 0 health and 1 health after an attack, but the difference between light wounds at a hit and medium at a hit is another such. Similarly, being able to get heavy wounds on a single assault/pulp/whatever opens up options.

This isn't gospel - there are plenty of warriors who do well with a balanced approach that forces the foe to choose between healing and applying, but I believe that specialized weapons will serve you better than all but the very finest generalist weapons.
Rybosh2007-04-04 07:18:34
QUOTE(Vaerhon @ Apr 4 2007, 01:50 PM) 395345
Add in wrecking constructs as a particularly large and important part of stealing power. Oppositional quests aren't raids, but are related in theory and can quickly become raids.

A warrior wants at least three sets of weapons, maybe four. For individual combat, you'll probably want a precision/speed set. For group combat, a damage/speed set. For dealing with hinderers, a damage/precision set. For hunting, a speed/damage set.

You can get by with two, I expect.

Otherwise, in a weapon you usually want at least enough damage to force a sip, at least enough precision to hit whatever basic wound you want to be inflicting every hit while you build up to better ones, and that depends on your specialization. After that, it's up to your style in significant part.

Poisons don't afflict with every strike until you build up some wounds, and then they do, and for them speed is the only stat that matters. Otherwise, you're often better off with max damage or max precision, or near them, because there are sharp discontinuities in effectiveness. The most obvious is the difference between your target having 0 health and 1 health after an attack, but the difference between light wounds at a hit and medium at a hit is another such. Similarly, being able to get heavy wounds on a single assault/pulp/whatever opens up options.

This isn't gospel - there are plenty of warriors who do well with a balanced approach that forces the foe to choose between healing and applying, but I believe that specialized weapons will serve you better than all but the very finest generalist weapons.


Hmm, I think I understand.

Can you suggest a good target for a greatsword? I've been aiming to make any greatsword with 480+ precision, but that is taking a while.
Rybosh2007-04-04 07:20:26
Damn doubleposts.