Combat 101

by Vhaas

Back to Combat Guide.

Vhaas2009-03-17 06:39:54
I've started this thread with the goal of gleaning what in-game (so this excludes systems) supplies and abilities/skills necessary for combat and why.

In Imperian I only ever made an effort to reach the mid-tier of combat. I used simple strategies and actually avoided going out of my way to devise anything clever or case-specific because working out and maintaining a system is has been such a constant struggle for me.

Lusternia appears very different from its three cousins of the IRE franchise. I am told that the combat here is more complex (though not necessarily more difficult) and gives the players more to account for. Putting that aside, I am completely out of my element and turned on my head without the conventional curelist organization, tattoos, etc. Having not been very fruitful with the IG combat scrolls I was hoping that anyone and everyone willing who chanced upon this thread could contribute their knowledge of Lusternian gear and utilities, and the proper preparation and use for PK.


Thank you.
Casilu2009-03-17 06:49:10
There is a thread on this.

Edit: Though, I have no idea where. Badgerman. Dig it up!
Vhaas2009-03-17 06:50:50
QUOTE (casilu @ Mar 17 2009, 06:49 AM) <{POST_SNAPBACK}>
There is a thread on this.

Edit: Though, I have no idea where. Badgerman. Dig it up!

I gave the forums at least a cursory scan, and I couldn't find one. I was also concerned that if there were, it might have been outdated.
Esano2009-03-17 06:58:33
I did one ages back here. It's still mostly accurate, though it only covers skills (and not other stuff like enchantments).
Razenth2009-03-17 07:04:59
Haha, I was reading the thread and noticed Casilu was browsing it too.

EDIT: Esano's.
Vhaas2009-03-17 07:05:10
Gear and such is mostly what I had in mind. The skills I probably have thanks to the guidance of a friend, and studying them I will figure out what is useful. But I don't think my city and guild have compiled anything public as to what supplies you should have, what they do, and where to get them.

Oh, yep. It was Esano's that I followed when I first starting taking my lessons.
Esano2009-03-17 07:07:19
Non-guild-specific:

-- Required defensive enchantments (Waterwalk, Levitation, Cleanse, Waterbreathe, Mercy, Kingdom, Perfection, Beauty). Enchantments for Waterwalk, Levitation, Cleanse, and Waterbreathe are not needed if you have the abilities via Elementalism or Cosmic.
-- Required offensive enchantments (Gust, Icewall, Ignite, Sleep, Fear, Web). Enchantments for Gust, Icewall, Ignite, Sleep, Fear, and Web are not needed if you have the abilities via Elementalism or Cosmic.
-- Protection Scroll
-- Must -always- carry at the least, two monolith sigils, two flame sigils, two palm sigils, for defensive and offensive purposes.

I grabbed that from the Legion scroll for basic (really low) combat requirements.
Furien2009-03-17 07:08:53
Mutter, mutter. It's late.

1. Demesnes. Unlike other IRE combat systems, Lusternia's is very largely group-based. It requires group execution and teamwork to get things done. There is no 'cast aerial and triplecast holocaust 10 for great justice', no actual vibes, no stormhammer. The key to most group combat is demesnes. Whoever is holding the demesne typically has a large advantage over their enemies.

2. Warriors and Monks here operate on the Deepwounds system. They're much more lethal and complex, here. In addition to giving the usual two venoms (not guaranteed, it scales with the wounds of what they're hitting) but they can cause all sorts of effects depending on what part of your body they're hitting. The Combat skillset gives you your means of combating them. Combat is essentially Weaponry from other IRE games.

3. Free systems. We have 3. Palisade for Zmud is unsupported but will still manage you. Catarin's System for Cmud might not be up-to-date anymore, but it's decent. If you want a 100% free deal, for the most part, Treant is what you want. Free system on a free client (MUSH). Downsides: you have to pay for support (assuming you just don't ask someone on the forums or in-game...) and MUSH has a difficult learning curve.

4. Tattoos are Enchantments. They've got charges. Charges can be bought from enchantment cubes.

5. Herbs. They are cheaper. There is no Oakstone. Worship this.

6. Game is not rogue-friendly. All your stuff is tied to power.

That's all I could think about, at the moment.
Esano2009-03-17 07:09:30
You'll also want herbs, elixirs, etc. of course. And greatrobes (50+/50+ minimum, I'd say) or splendours (transcendent Tailoring skill, though). And a decent chain (high speed).

As I think up more stuff I'll post it too.

EDIT: Check your guild scrolls for guild combat path requirements or such.
Xavius2009-03-17 07:09:40
QUOTE (Vhaas @ Mar 17 2009, 02:05 AM) <{POST_SNAPBACK}>
Gear and such is mostly what I had in mind. The skills I probably have thanks to the guidance of a friend, but I don't think my city and guild have compiled anything public as to what supplies you should have, what they do, and where to get them.

Curelist. All of it. No exceptions.

Mercy, perfection, beauty, kingdom, cleanse, ignite.

Proofed greatrobes, proofed cloak, proofed coat, and something to parry with.

Sometimes you need more, but that's guild by guild. That's the basics.
Casilu2009-03-17 07:10:37
Everything from HELP CURELIST. Good robes for you, cloak and coat-proofed (unless you have splendor robes), a higher speed chain would help (About 216 or so), and various poisons.
Zallafar2009-03-17 18:52:49
Sparkleberries and a Scroll of Healing each have their own balances so you can boost health/mana/ego overlapping all other things going on.