So, I'm a longtime IRE gamer, and I tried out Lusternia a loooong time ago for a brief period.
The different plane system threw me and I either couldn't/didn't want to wrap my head around it as it's so different to the other games. I remember tinkering around with some Knight equivalent and enjoyed Smithing before switching to some kind of Mage class. That's all I remember.
In any event, after things fell through for me on something else, I find myself looking for something to dedicate some time to and I'm wondering if taking a second look at Lusternia is a good idea.
What're things like lately in terms of activity?
How stagnant is the player base?
How does combat vary between those two games and here?
To become an active PK combatant, what sort of minimum investment am I looking at compared to other IRE games like Aetolia/Imperian?
Since some classes require less investment than others and some strategies (at least in other games) require none, minimal, some, or buttloads of artifacts to pull off, I'll go ahead and list stuff I'm immediately interested in as far as combat goes.
I like damage.
I like timebomb classes. (Do this. Do that. Do this other thing. Person dies.)
I don't mind whatever archtype it is, so magick/physical/affliction are all okay, though I tend to shy away from heavy Affliction classes mostly. Having said that, I'm not opposed to them if they were put forward as one of the easiest classes to get involved with.
Those are just off the top of my head - I'll probably have more after I see some replies from you fine folk.
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I've played for the last three years, and the playerbase (from my perspective) hasn't changed all that much. We've lost a few people, they've been replaced by other new people over time.
I believe you'll find Lusternia is much more complicated than other IRE games. At least, this has been the feedback from other people who have come from other MUDs -- I've not played them.
Those who PK to win will need to invest a lot of time, for a start. We have 28 guilds, more than 70 different skillsets, a million afflictions... there's a lot to learn.
Lusternia is very group-combat centric. If you're looking for 1vs1 action, you won't likely find it often. Our skills, lore and mentality makes us mob together and try to out play one another. This means that in a lot of cases... you won't be using a vast array of your skills, no matter what archtype you choose.
PK in Lusternia compared to other IRE games is rather different. The underlying mechanics and system is the same (bal/eq, large number of afflictions etc) but Lusternia has a few unique points that are not shared by the other IRE games. For one, what skills are general and what skills are guild specific are different (tarot, for example, is accessible by 2 different archetypes) so the basic minimum that you assume everyone has access to is different. Secondly, certain niche combat abilities are different, there is no tree tattoo or necklace of purity here like there is in the other three IRE games, but there is something we call "green/gedulah" which the other IRE games do not have, etc. Thirdly, some concepts which you're used to in other IRE games' combat scene is revised and changed here. Limb damage, for example, do not automatically mangle at certain levels, and they're called wounds. Venomlocks are also slightly different. And lastly, there's the power system, which is a sort of soft limit on how much burst you can put out at once, most powerful abilities use this resource.
I find it fun, mostly, you just need to get used to the differences. Minimum investment for PK depends on where in PK you want to take part in. If you're interested in arena duels, you'll want certain minimum skills, like the green/gedulah I mentioned, focus mind (yes, similar to the other IRE's) and a couple others. If you're just interested in group combat and playing a role with your city/commune mates in large scale fights, then you can drop some of those and concentrate on tri-trans, since group combat usually goes by damage, and those won't help against damage much. Generally speaking, getting all decked out to start is a little more expensive in Lusternia. The "affliction class" style of combat that you understand from other IRE games belongs to the physical classes more than the magical ones here. Warriors and monks are generally speaking the only classes that try to achieve the Lusternian lock. At the same time, warrior damage is not particularly high. Unfortunately, these two aren't exactly the easiest to get into, as Svorai mentioned, warriors have a high cost in terms of artifacts if you want to get them. Going without artifacts is possible, but your choices become decidedly more limited. Monks on the other hand, have a fairly extensive system called "forms", where you plan out and create different combinations of afflictions/attacks before you fight. Not just before, but as actual preparation (like stocking up on cures). The downside is that the system can be fairly confusing to new players. You should give it a try and see how you like it, at least.
Magical classes are generally speaking the damage or timebomb classes, and most have one form or another of passives, that makes them sometimes supportive classes. Bards have a "song", which is a set of passive effects that follows them around, but only affects non deaf people. It provides benefits to allies who can hear, and afflictions to enemies who can hear. Their active abilities revolve around damage, with certain afflictions that are definitive of their style that causes health damage when the target uses another resource (mana, ego or power). Mages/Druids have mostly offensive passive effects that hit everyone in the room, but only a single mage can have these effects in a room - to determine who can put up their effects requires the mage to set up the room as their territory, and the mage that manages to do this while the fight is going on gives his team a big advantage. Their active abilities are aimed at doing this "territory grab" thing, or are otherwise supportive like Svorai described. Guardians/Wiccans are similar to entourage-based passive classes like the noctu/indorani, their passive effects only affect a single target they specify, and they differ somewhat between guilds on what their core strategy is.
Most archetypes (including warriors) have access to one or two instakills that are pre-requisite based, and some warriors have access to time-based instas. Monks all have different instas. Hope this helps.
Etheral
@Llandros: Wiccans don't. They only have toad.
@Titus: I like damage.
"I like timebomb classes. (Do this. Do that. Do this other thing. Person dies.)
I don't mind whatever archtype it is, so magick/physical/affliction are all okay, though I tend to shy away from heavy Affliction classes mostly. Having said that, I'm not opposed to them if they were put forward as one of the easiest classes to get involved with."
Monks. Specifically tahtetso or shofangi. Minimal thought due to copy and paste generic kata forms so you don't even have to come up with your own strategy, momentum is essentially a time bomb that is virtually unpreventable and escalates to devastating effect, kill methods inherently involve hindering to a degree that your target can't really fight back or stop you, high damage potential especially in groups, with the proper scripting you only need a few macros, can be top tier without a single artie. Not coincidentally, those two are about as easy as PK gets. You just hammer a couple of buttons until they run away or die. Nekotai, glom's monks, are more affliction heavy which requires more thought and planning, and ninjakari are a middle ground between faceroll monk and affliction monk.
There's a long history of mediocre combatants soaring to high priority targets and spamming deathsight just by going shofangi/tahtetso. They're also horribly broken, but they still fit your criteria.
"The multiverse has layers, donkey! Like an onion!"
"Well, cakes have layers..."
But yes, same concept applies.
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
In other words, what I wanted to say was... don't expect to get into Lusternia combat and be just a one-trick pony. That will never ever work. You might kill someone here and there, but it won't work with everyone the way you expect it to. Combat is not... "Do this, do that, target dies." There will be people you will fight who will focus on defending themselves if they're about to be overwhelmed. There will be people who will run when they feel they're not winning, and there will be people who you won't be able to kill on your own, and sometimes there will be people that will use what you do to try and defeat them against you. It's just the way it is, and I doubt anyone can claim that they can defeat absolutely every opponent in single combat.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Realize the planes are massive, way more than they appear now. Originally the various sections of the Supernals were their own continents, previously, but were reduced to one area for defensive purposes. Raziela's gardens are probably hundreds or thousands of miles from Japhiel's mountain enclave, for example, versus Methrenton's citadel which is somewhere far away from that.
One could form an argument that planes are the same size as Lusternia itself - compared to bubbles, that are very small pockets of existence in the aether between planes. I always considered the onion metaphor to represent the escalating nature of the planar waves, not that the existence of the planes is that they're literally above. One must think beyond the literal - the most dense part of the onion, its centre, is the Prime Material, and as you pull away the lower waves you come to higher planes before coming upon nothing (ie the skin is like Astral). It's a poor analogy in that it implies a geometric shape, but there isn't one, I don't think. It's further encouraged by the nature of the astral plane (constellations) but they aren't actually constellations as Lusternians would know them.
I've always considered the universal construction of Lusternia's extraterestrial bodies to be similar to our own (see: Astrology).
First off, Lusternia is -amazing- at the amount of things it gives out from time to time. Every month there's a new promotion or giveaway. It's not hard to get where you need or want to be with just a modicum of investment, and if you join Celest and gain some rank, they even have a program where you pay a minimum of gold, and they buy you a system from the aforementioned Vadi.
As for a pk guild with a minimum investment, I'll have to agree with a lot of these guys. Monk guilds at trans spec are your best bet, though katas aren't exactly easy to competently string together.
If you want to check out our skills and other stuff in the game to see what sort of things we've added since you were last with us, feel free to browse this site:
Edit: Also, if you're Titus ingame, your current guild (geomancers) is likely to gain some new skills in the next few weeks, so don't be afraid to stop back in and check us out.
It was an interesting way of thinking about it at least. It's definitely less of a physical displacement (because the general notion of Planes is that they overlay one another).
Celina definitely got my attention with her praise of the Tahtetso and Shofangi monks and the mention of Ninjakari also cought my eye. My understanding of Lusternian monks are that they're weapon wielding fonts of badassery who function very differently from the monks in the other games. Since they've been presented as classes that are able to get involved and perform well with in combat with minimal investment, I feel that may be the way to go. So:
Can they bash well?
What are the instakills available to these three classes and what do they require?
Aside from those Instakills, what other kill methods are available to them - I'm guessing damage?
Another class that was also mentioned was Bard.
The only experience with anything music related I have is Bards on Imperian, which I'm certain are quite different. Could someone throw out some info on what these guys do?
It sounds like there are varying types of them, the same way there are monks. What are the differences?
Finally, I definitely prefer 1v1 combat as opposed to group. While I can accept that 1v1 is becoming more scarce across the entirety of IRE (except maybe Midkemia Online) which class out of the three mentioned monks and however many Bard types there are would you suggest with that in mind?
EDIT: Haha @Shaddus , this website is fantastic. It's even colored just like the game. Thank you!
EDIT 2: What avenues would be open to me to make money? There's always bashing for gold, which will be a staple, but I was wondering if there are any tradeskills that are guaranteed to return a profit if I work diligently at it.
EDIT 3 (Many edits!): Lesson pools are weird.
Monks are probably one of... if not the best bashers out there. It all depends on what you bash as critters with resistance to your attacks will obviously be harder to kill. On the off-side, monks do get a lot more critical strikes than other classes, so it can possibly even out a bit.
Way I understand it, I'm not that good of a monk conoisseur myself (so if anyone with better monk knowledge would like to step in and correct errors I make in the process, feel free), shofangi do have something similar to back-breaker throw... it's called crunch. You'd need to grapple an opponent's head before executing crunch and the more wounded that particular bodypart is, the better chance to kill your opponent. Essentially, the same way a warrior might swing a weapon at the head to execute a behead or crushed skull depending on their specialization. I'm unfamiliar with how hard or easy that is to execute.
Tahtetso need their opponent to be prone, i.e. sprawled on the floor, then they need to execute an ability that causes a specific affliction, one that only works for the instakill and nothing else and is cured by regeneration, then follow up with another attack that will destroy the opponent's heart, killing them instantly.
Nekotai's insta is called finalsting, essentially an accelerated version of crotamine that kills at a much faster rate than the regular poison itself, plus it has the ability to bypass poison resistances and immunities. Of course, you'd probably need your target blacked out or locked for this move to go through even with the faster poison tick.
Both Tahtetso and Shofangi are Harmony monks. As such, they have access to another instakill, called deathtouch, although the way I understand it, it is close to impossible to pull off. In essence, if your target is under 2/3 of their max health, mana and ego, you can kill them instantly.
All guilds obviously have the ability to damage kill, although don't expect it to happen in one:one combat much except against opponents that are lower in the levels.
As far as bards go, they are more of a support class. I haven't seen what they are like on Imperian, but overall they tend to shine more in group combat than in solo here. They have songs that afflict with various afflictions based on their class and also buff allies and their abilities, again based on class. There is a limitation to how many effects one can imbue in a bard song, specifically, the maximum effects you can have on it are nine... and, of course, they only work on targets that are not deaf. Bards do have the ability to break deafness for a bit, but most people will bring it back up as soon as they are able to do so. They also have the ability to prevent curing of certain afflictions at their location, essentially afflictions that help them work toward their kill. Powerspike, manabarbs, egovice, achromatic aura, all four of which work together with an ability that is specific to each bard guild to induce stun and deal damage, stun and damage going higher depending on how many of the four exist on the target, essentially allowing a bard to damage-kill an opponent.
Bards also have the option of picking tarot as a tertiary skill, which includes the soulless tarot you might be familiar with from other IREs that is a timed insta-kill, and each and every bard guild has another timed insta-kill from their songs that requires your enemy to be able to hear. Still, in single combat, it is not highly likely that you will be able to pull those off against experienced opponents.
Differences between the bard guilds are really in the way they afflict their opponents. For instance, a Magnagora bard has the ability to drain sustenance from their enemy, causing them to start going unconscious due to hunger, while a Gaudiguch bard has the ability to make their opponents more and more inebriated. Essentially, I'd say go to the XielTalnara site and look over the sub-specs of music to figure out what they do. Might be easier to do that than have someone try and explain it all.
In mind with solo combat, I'd probably recommend Tahtetso at present, possibly Shofangi... and maybe Minstrels for bards.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
So, generally monks will be spamming hindering abilities and quick attacks to raise their momentum, and then unleashing some 5 momentum powerful moves (Which often will drop their momentum a few, down to 3 or so), and then repeating until the opponent is dead. Some of the monk guilds will use curing locks to get there, others will just generally keep you down until they can build enough wounds to hammer you. The monk tert choices make it really hard (impossible for some classes) to hinder a monk or stop them from building up momentum, and once a monk has momentum, you generally need to just run away until their momentum winds down.
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