Newbie's Guide to a Ring of Power

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{{spoilers}} {{spoilers}}
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-==Introduction== 
-This is currently a work in progress. Here I will detail my experience as a Ringwielder. It's not a promise of the best advice, or even good advice. It's merely what I learn as I go. 
==Character Creation== ==Character Creation==

Revision as of 11:26, 29 April 2014

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


Contents

Character Creation

Ringwielder skills all rely on power direction (perception), power focusing (willpower), power generation (charisma), and power tuning (intelligence). Choosing races which have high starting attributes/maximums in these statistics is advisable. There seem to be few immediately identifiable benefits to choosing high-strength races for Ringwielders. Drow, Faeries, Phaethon, Dana, Nylocs, and Slaan have all been mentioned as decent starting choices.

A high orienteering (~40) will be beneficial for determining one's location in the wilderness/without a compass. Some literacy and points in Anglic if not taken initially are suggested as well.

It is important to note that joining the guild is restricted to characters with an ordered alignment/ethos, and changes logged by the developers have effectively suggested that diabolical/ordered is the ideal, though no one really knows for sure.

Becoming a Ringwraith

Joining the guild requires an apparent minimum of 30 quest points, as well as some skill in rune lore. Rune lore may be learned perhaps easiest from a trainer in Shatterspire. Attaining 30 quest points is another matter - easy quests for new players would include the Lost Kentaur, Assassination Quest, Remedios's Tree, the Inner Sanctum Quest, At'lordrith's Riddle, The Source of the Slime, which if all completed should give 33 quest points. The Catelius Minor is an easy quest in Lost Haven which could also be included, and is the only quest in this list that requires combat, though some races may find difficulty with the Inner Sanctum Quest due to drows being aggressive to some races.

Once you have 30+ quest points, some decent skill (~80+?) in rune lore, and the ability to fly (or get transported by someone), you must go to Yevath, which is located at (22, 5, 3) in Skarlan (Global (508, 86, 3)). New players will likely have to stop and rest a few times along the way. Once you have arrived, you must find a way in to the zone - at present the zone, gates, and guards are broken, and new players are unable to enter. Ask in OOC for someone to help break you in to the zone, or you can camp out nearby (south and up of the gates, in the air) and wait for a marauding band of monsters to come clear the gate guards. Once you have access to the zone, go to to the bottom (3 rooms from the entrance) and type 'info Ahrikol' for the current join syntax. If you have fulfilled the entry requirements, you will join the guild.

Note that you are now stuck inside. New players should consider either getting the ispiri (recall to Ahrikol)/Tzakhos (teleport to Ringwielder) runes in order to enter/leave the zone. Alternatively, consider joining the Shadow Stalkers and linking a portal at Ahrikol. Tzakhos may be used to teleport to the Ringwielder trainers (Merethus is a safe target, as he is usually alive wandering around Jhan, a generally safezone).

Benefits

Now that you have joined the Ringwielders, you have access to 'help runes' and 'help guild' which will explain the majority of benefits to you. Obvious are the benefits that the ring and its runes provide. Ringwielders, through continued use of the ring and its powers, become insubstantial over time ('help immateriality') and also gain benefits passively through this route.

Detriments

Undeath is the primary detriment, though also in many cases a benefit. Certain spells and powers are designed specifically to work upon the undead, and eventually you will qualify. Another detriment is the eventual cessation of metabolic functions (eating and drinking, breathing). While beneficial in some ways, as mentioned above, it does mean that no longer can you drink a potion, which might cause some annoyance. There are runes which will temporarily allow circumvention of these restrictions, but they do consume spirit power while active. Your blood will eventually cease to flow as well, which denies some blood magick. Once again this can be overcome with a rune.

Runespace

Runespace is the amount of space you have available for runes. This is based on willpower, your leadership and subordination skills, and how immaterial you are. Quest points appear to play a role in the calculation as well.

It is rumored that saintly/ordered ethics with an evil alignment merits an increase in runespace, but few have the ability to actually test this theory. The 'help runes' helpfile says: "It is also said that, while he 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 not readily apparent what that statement signifies precisely, high regard vs appreciates, however it may refer to this rumor.

Runes

First, you can see the help file for 'help runes' here: Ringwielder runes. A very nice summary page can be seen here: Ringwielder Rune Summary.

I think the first three runes that should be gotten are Zadash, Ciiv, and N'rax. These provide resistance to slashing, piercing and crushing damage, which is a solid foundation upon which to build. Next I like to get some attack runes. I'm a fan of the necromatic line of attacks, so I went with Festiglis. As a secondary attack, I picked up the acid rune Hlithmar. This rune will also be useful later, when you work on the Power Potion Quest. Evrak, the fire attack, is another good rune. Now some teleportation. Tzakhos will allow you to teleport to another Ringwielder. This is handy for a number of reasons. First, you can teleport to Ven and Merethus to pickup some training. Next, there are a number of players who are Ringwielders, and we generally don't mind other wielders teleporting to us for whatever reason. It can permit you to pass some obstacles which otherwise might be a bit too much for you to handle currently. Ispiri brings you back to Yevath, which I personally consider a must. It lets you get away from a situation that's out of hand, such as combat gone wrong and permits you to escape from say, the Nexus if you're stuck.

Now I would recommend one of a few ways. The first option to to pickup the stat gain runes: Krah-li for willpower, Thabtka for intelligence, Omavistis for constitution, Vanar for dexterity, Ekaschos for charisma, and Qiange for perception. Next is to pickup from the following: Onichald summons a Rhug Shi, a fell beast, to ride. Not only does it fly, but it assists you in combat quite a bit as a new wielder. Also, there is a significant bonus associated with being mounted when in combat. Xiriaq lets you identify things. You don't actually need this, but it can save some frustration involved in camping Luc for lenses of insight. Finally, Nysevrak summons a fiery blade. This comes in handy in a number of circumstances. Personally I use it when I need an alternative damage type or when I've died and need a weapon in a pinch. I've been told that eventually with enough skill the damage type will change to plasma, and that it's quite useful to use on a regular basis. The fact that it drains 5sp every 30 seconds or so is a bit much for a newbie, so I wouldn't recommend that you use it on a regular basis to start, but it's worth getting. Fyl'thyrzha is another option, summoning a wind whip instead of a blade, if you'd prefer.

Personally, I went with a mix of the above. I picked up stat runes for willpower and constitution, and picked up the other utility type runes listed above. There are a large number of options on how to go, the world is your mollusk at this point, as far as runes are concerned.

More coming, and reworking this....just getting thoughts down now.

Tactics and Areas

Compatable Associations

This list is not comprehensive.

Stalker of the Gate Chosen of Vashanka Explorers Garbage Thrond Wandslingers Weapons of Vengeance Discordian Legeionnaires Fallen Blood of Chaos Wardens Questors of Tyr

Randomness

End of spoiler information.
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