Ringwraith Rune Lore

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=Runes= =Runes=
-There are a myriad of [[Ringwielder Rune Summary|runes]] available to ringwielders, and perhaps just as many different playstyles, so it may seem overwhelming which runes to select.+There are a myriad of [[Ringwielder Rune Summary|runes]] available to ringwielders and perhaps just as many different playstyles, so it may seem overwhelming which runes to select.
 + 
 +No two ringwielders will have the exact same runes (or at least, I should ''hope'' not), but this guide may provide advice to get you started and help your decision-making.
==Initial Runes== ==Initial Runes==
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* Most ringwielders would agree the must-have rune for all wraiths is [[memtholin]] (spiritual energy), which greatly buffs one's [[centering]] and [[channeling]]. * Most ringwielders would agree the must-have rune for all wraiths is [[memtholin]] (spiritual energy), which greatly buffs one's [[centering]] and [[channeling]].
-* Depending on your playstyle, nearly must-have may include [[klizmaphex]] (recuperation) and [[uvmodath]] (access/enhance strength skills, particularly [[armour adaptation]].)+* Depending on your playstyle, other must-have may include [[klizmaphex]] (recuperation) and [[uvmodath]] (access/enhance strength skills, particularly [[armour adaptation]].)
 + 
 +* Most ringwielders select [[irimdes]] (quickness) and/or [[hae-kadzi]], which are boons in both combat and travel.
 + 
 +==Combat Runes==
 + 
 +Where you start running into debate is when deciding which combat runes to select ([[Ringwielder attack runes|attack runes]] and [[Ringwielder active defense runes|active]]/[[Ringwielder passive defense runes|defense]] runes). There aren't any "best" runes, but there are rules-of-thumb you can consider:
-* Likely all ringwielders include [[irimdes]] (quickness), which is benefit in both combat and movement.+* If you don't have many spec points (i.e. low level), you probably want to focus on one line or another; e.g. choose the aeromancy runes.
-==Attack Runes==+===Attack Runes===
-==Defense Runes==+===Defense Runes===
==Miscellaneous Runes== ==Miscellaneous Runes==

Revision as of 13:53, 28 January 2010

Contents

Introduction

This is my Ringerwielder's guide to domination and servitude, updating the advice found in the Newbie's Guide to a Ring of Power. I began serving our lord Ahrikol as Sinister Stairs, then Ixithoth, and my current general is Corvynna Kinslayer the betrayer.


Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.



Joining

I don't know the precise requirements, as I've been denied for both insufficient rune lore (with few quest points) and lack of deeds (with little-to-no rune lore). I think quest points weigh more than rune lore.

Easy quests you can do with no fighting include At'lordrith's Riddle, Death's Gate, the Devonshire Murder, the Inner Sanctum, the Lost Kentaur and the Source of the Slime.

The assassination quest has minimal-to-no fighting required. Gwalin's Quandary, Hardin's Gauntlet and the Dunwich Mystery require fighting, but they are routinely completed (incidentally), so the quest items may already be readily available for you.

There are other easy quests as well, such as the trivia quest, but these are the ones that can be completed the quickest, IMO.


Petitioning

`Help runes' describes how your "runespace" is determined (i.e. how many runes you may have), but I wanted to add my observations:

To quote that help file: "[Ahrikol] holds in high regard those with a strong innate sense of ethical integrity, he also recognizes that the world requires difficult moral choices of one and appreciates those willing to make hard decisions."

It is my belief that that knowledge refers to a Diabolic Ordered alignment. On several occasions I've been refused runes while Saintly Ordered, but then granted those same runes after correcting my alignment to D/O (with no other significant changes in stats/skills).

I have not tried petitioning while Chaotic Diabolic, but I have it on good word that as of this writing (2010/01/26), Ahrikhol himself is now C/D; perhaps C/D would allow even more runespace.


Runes

There are a myriad of runes available to ringwielders and perhaps just as many different playstyles, so it may seem overwhelming which runes to select.

No two ringwielders will have the exact same runes (or at least, I should hope not), but this guide may provide advice to get you started and help your decision-making.

Initial Runes

Newly appointed soldiers invariably ask, "So what runes should I take? How many runes can I start with?" I can't precisely answer the second question, other than to say I've never had a ringwielder who couldn't take the runes I suggest for the first question:

The stat enhancement runes are a good (and cheap) foundation, no matter what your playstyle is.

  • Most ringwielders would agree the must-have rune for all wraiths is memtholin (spiritual energy), which greatly buffs one's centering and channeling.
  • Most ringwielders select irimdes (quickness) and/or hae-kadzi, which are boons in both combat and travel.

Combat Runes

Where you start running into debate is when deciding which combat runes to select (attack runes and active/defense runes). There aren't any "best" runes, but there are rules-of-thumb you can consider:

  • If you don't have many spec points (i.e. low level), you probably want to focus on one line or another; e.g. choose the aeromancy runes.

Attack Runes

Defense Runes

Miscellaneous Runes

End of spoiler information.
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