Newbie's Guide to a Ring of Power

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{{spoilers}} {{spoilers}}
-==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. 
-==Races==+==Character Creation==
-I like Drow. The only major detriment to running a drow that I have noticed the the fact that experience gain is a tad slow. There is a minor detriment of being dazzled in bright light, but this can be overcome with a lantern of darkfire, or a few runes that will be detailed later on in this guide. Access to both Magick Resistance and Entropic Affinity is a bonus.+Ringwielder skills all rely on [[power direction]] ([[perception]]), [[power focusing]] ([[willpower]]), [[power generation]] ([[ego]]), and [[power tuning]] ([[intellect]]). 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, Pixies, Phaethon, Dana, Nylocs, and Slaan have all been mentioned as decent starting choices.
-I've tried human, but I found it difficult. The lack of stats meant a lack of spec points, which meant lower skills, which meant harder to play, as a newbie. I'm sure that by the sufficiently experienced this can be overcome.+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.
-I'm considering a faerie in the future, for both giggles and the fact that it really does look like a decent match for the guild, in an odd way.+Characters of any alignment can join the Ringwielders, however one must note that incarnoi with goodly alignment will be attacked on sight by the guards unless they are a Ringwielder themselves. Thus, it's advised to be of evil alignment before treading on Yevath ground.
-==Becoming a Ringwraith err wielder==+==Becoming a Ringwraith==
-You need to gain 30 quest points, in whatever way you can. Then go to Yevath, located at 14, 40, and say in Ahrikol's presence, "I seek a Ring of Power". Being an evil alignment is recommended, so the guards permit you to pass the gates, although having Saintly/Ordered ethics while being of an evil alignment can, according to rumor, increase your available runespace. I would spec 3 dodge and 3 in your preferred weapon type before attempting the quests, and go ahead and train these skills as mentioned in Newbie Ramblings. The easiest quests to get the required 30 qps, in my not so informed opinion, are Hardin's Gauntlet (asking for help), Assassination Quest, Remedios's Tree, the Holy Dagger Quest, the Inner Sanctum Quest, At'lordrith's Riddle and maybe, if you're decent with logic puzzles, Solve the Catelius Major.+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]], though with some luck it is possible to run into Professor [[Armitage]] in a library. The [[Beorn]] culture also gives starting access to Rune Lore. Attaining 30 quest points is another matter - easy quests for new players would include the Lost Kentaur, Aid Phyrra, Assassination Quest, Remedios's Tree, the Inner Sanctum Quest, At'lordrith's Riddle, The Source of the Slime, Visit Lakan's Edifice '''''(ONLY IF DEAD)''''', and Ashe's Missing Clipboard, which if all completed should give 42 quest points. The Catelius Minor is an easy quest in Losthaven 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, +80 skill (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 entered the zone, go to to the bottom (3 rooms from the entrance) and say 'I seek a Ring of Power'. If you have fulfilled the entry requirements, you will join the guild.
 + 
 +In case you are good and yet you meet the requirements, you can ask someone to get you and carry (hide) you in their inventory to Ahrikol. The carrier must have enough STR and SIZ for being able.
 +In case you are carried, you won't get updates when moving; you will have to look manually. You will also need to be dropped so Ahrikol hears you.
==Benefits== ==Benefits==
-The obvious benefit is a Ring of Power. This is what being a Ringwraith, I mean wielder, is all about. You can aquire runes upon your Ring from Ahrikol. He will grant you runes when you "petition Ahrikol for <runename>" in his presence, assuming that you have runespace available. Runes will grant you spec access to the control skills each rune uses. Control skills control the effectiveness of a particular rune. Another benefit is immateriality. This happens over time, but eventually permits you to pass through some obstacles with ease. Eventually you stop requiring food and drink, even after a resurrection.+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. Some benefits include lack of breathing, blood flow, no need for sustenance, as well as the ability to pass through solid barriers.
==Detriments== ==Detriments==
-Undeath for starters. While a benefit, it is also detrimental. Certain spells and powers are designed specifically to work upon the undead, and eventually you will qualify. Another detriment is the lack of eating and drinking. 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 is a rune that will let you get around this, but it does consume sps while active. You can no longer get drunk, either. This includes spell type effects which would otherwise cause drunkenness, such as the ELF invocation. Your blood does not flow, which denies some blood magick. Once again this can be overcome with a rune.+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.
 + 
 +Additionally, with greater immateriality, sunlight will come to burn Ringwielders. In time, it is advised to acquire either an ioun of twilight, a lantern of darkfire, the rune [[Laelinak]], or a combination of the three in order to provide darkness.
 + 
 +Eventually, the ability to treat one's own wounds ceases. In this case, the rune [[Nimisae]] will come in handy for recovering from injuries, though the use of NPC healers may be required in some circumstances. Note that, to gain regrowth as a race that does not possess it naturally, one must gain the [[Nverik-xar]] rune or seek the aid of an appropriate healer.
==Runespace== ==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. I've been told that quest points also play a role in this, so I would recommend completing quests are you are able to. As mentioned earlier, I've heard a rumor that saintly/ordered ethics with an evil alignment merits an increase in runespace, but I have no way to confirm this, not having those ethics myself. 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." I'm not entirely sure what that statement signifies precisely, high regard vs appreciates, but I think that refers to this rumor.+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. Exploration points also play a minor roll in runespace.
 + 
 +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== ==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]].+The help file for [[Ringwielder runes]] is available via the wiki, as is a [[Rune Summary|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 Gal Lyrl|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. +'''Carefully consider what runes to choose - it is difficult to change runes at a later date!'''
-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.+Commonly recommended initial runes include [[Zadash]], [[Ciiv]], and [[N'rax]]. These provide resistance to slashing, piercing and crushing damage, which is a solid foundation upon which to build. It is also recommended that players acquire runes granting resistances to any vulnerabilities their characters/races may have (light for Nyloc, cold for Phaethon, etc). '''All resistance runes were removed except the heat/cold tolerance ones.'''
-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.+[[Tzakhos]] will allow you to teleport to another Ringwielder, including the trainers [[Ven Gal Lyrl|Ven]] and [[Merethus]]. It also allows for exiting from Yevath for characters who become stuck inside. It does not however allow for teleportation to Ahrikol, for which [[Ispiri]] must be used.
-More coming, and reworking this....just getting thoughts down now.+The necromantic attack [[Festiglis]], the acid rune [[Hlithmar]] (which is useful later, when working on the [[Power Potion Quest]]), and the fire rune [[Evrak]] are all good choices for an offensive rune.
 + 
 +The attribute-granting runes are generally advisable to have as well: [[Krah-li]] for willpower, [[Thabtka]] for intellect, [[Omavistis]] for vitality, [[Vanar]] for agility, [[Ekaschos]] for ego, and [[Qiange]] for perception. Note that you will not receive the bonuses associated with the runes until you have the prerequiste skill levels, after which point further increasing the relevant skills will increase the attribute boosts granted by the runes.
 + 
 +[[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. This mount, as well as the fell steed Ringwielders are capable of summoning, do not respond to commands.
 + 
 +[[Xiriaq]] allows Ringwielders to identify objects, animate and inanimate.
 + 
 +[[Nysevrak]] summons a fiery blade. This comes in handy in a number of circumstances. [[Fyl'thyrzha]] is another option, summoning a wind whip instead of a blade, if you'd prefer. Note that Nysevrak does not always summon a sword - it is confirmed to, for some characters, summon a dagger instead.
==Tactics and Areas== ==Tactics and Areas==
-==Compatable Associations==+==Important Quests==
 +* It is important for Ringwielders to eventually do [[The Destruction of the Three]], which upon completion grants extra rune space, a great deal of immateriality, as well as a heavy shift towards evil alignment. It also grants 15 quest points.
 +* An important rune, [[Memtholin]], which provides vastly improved spiritual energy reserves, requires completing the [[Power Potion Quest]] to use.
 + 
 +==Compatible Associations==
 +This list is not comprehensive.
 + 
 +*Stalker of the Gate
 +*Chosen of Vashanka
 +*Explorers
 +*Wandslingers
 +*Weapons of Vengeance
 +*Legion of Dynamic Discord
 +*Wardens
 +*Questors of Axa
 +*Soulburners
 +*Fianna
 +*The Gatherers
 +*Doppel
 +*Kazarzeth
 +*Nine-Spoked Wheel
 +*Attuned (at least if you're in attuned before RW)
==Randomness== ==Randomness==

Current revision

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 (ego), and power tuning (intellect). 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, Pixies, 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.

Characters of any alignment can join the Ringwielders, however one must note that incarnoi with goodly alignment will be attacked on sight by the guards unless they are a Ringwielder themselves. Thus, it's advised to be of evil alignment before treading on Yevath ground.

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, though with some luck it is possible to run into Professor Armitage in a library. The Beorn culture also gives starting access to Rune Lore. Attaining 30 quest points is another matter - easy quests for new players would include the Lost Kentaur, Aid Phyrra, Assassination Quest, Remedios's Tree, the Inner Sanctum Quest, At'lordrith's Riddle, The Source of the Slime, Visit Lakan's Edifice (ONLY IF DEAD), and Ashe's Missing Clipboard, which if all completed should give 42 quest points. The Catelius Minor is an easy quest in Losthaven 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, +80 skill (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 entered the zone, go to to the bottom (3 rooms from the entrance) and say 'I seek a Ring of Power'. If you have fulfilled the entry requirements, you will join the guild.

In case you are good and yet you meet the requirements, you can ask someone to get you and carry (hide) you in their inventory to Ahrikol. The carrier must have enough STR and SIZ for being able. In case you are carried, you won't get updates when moving; you will have to look manually. You will also need to be dropped so Ahrikol hears you.

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. Some benefits include lack of breathing, blood flow, no need for sustenance, as well as the ability to pass through solid barriers.

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.

Additionally, with greater immateriality, sunlight will come to burn Ringwielders. In time, it is advised to acquire either an ioun of twilight, a lantern of darkfire, the rune Laelinak, or a combination of the three in order to provide darkness.

Eventually, the ability to treat one's own wounds ceases. In this case, the rune Nimisae will come in handy for recovering from injuries, though the use of NPC healers may be required in some circumstances. Note that, to gain regrowth as a race that does not possess it naturally, one must gain the Nverik-xar rune or seek the aid of an appropriate healer.

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. Exploration points also play a minor roll in runespace.

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

The help file for Ringwielder runes is available via the wiki, as is a Ringwielder Rune Summary.

Carefully consider what runes to choose - it is difficult to change runes at a later date!

Commonly recommended initial runes include Zadash, Ciiv, and N'rax. These provide resistance to slashing, piercing and crushing damage, which is a solid foundation upon which to build. It is also recommended that players acquire runes granting resistances to any vulnerabilities their characters/races may have (light for Nyloc, cold for Phaethon, etc). All resistance runes were removed except the heat/cold tolerance ones.

Tzakhos will allow you to teleport to another Ringwielder, including the trainers Ven and Merethus. It also allows for exiting from Yevath for characters who become stuck inside. It does not however allow for teleportation to Ahrikol, for which Ispiri must be used.

The necromantic attack Festiglis, the acid rune Hlithmar (which is useful later, when working on the Power Potion Quest), and the fire rune Evrak are all good choices for an offensive rune.

The attribute-granting runes are generally advisable to have as well: Krah-li for willpower, Thabtka for intellect, Omavistis for vitality, Vanar for agility, Ekaschos for ego, and Qiange for perception. Note that you will not receive the bonuses associated with the runes until you have the prerequiste skill levels, after which point further increasing the relevant skills will increase the attribute boosts granted by the runes.

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. This mount, as well as the fell steed Ringwielders are capable of summoning, do not respond to commands.

Xiriaq allows Ringwielders to identify objects, animate and inanimate.

Nysevrak summons a fiery blade. This comes in handy in a number of circumstances. Fyl'thyrzha is another option, summoning a wind whip instead of a blade, if you'd prefer. Note that Nysevrak does not always summon a sword - it is confirmed to, for some characters, summon a dagger instead.

Tactics and Areas

Important Quests

  • It is important for Ringwielders to eventually do The Destruction of the Three, which upon completion grants extra rune space, a great deal of immateriality, as well as a heavy shift towards evil alignment. It also grants 15 quest points.
  • An important rune, Memtholin, which provides vastly improved spiritual energy reserves, requires completing the Power Potion Quest to use.

Compatible Associations

This list is not comprehensive.

  • Stalker of the Gate
  • Chosen of Vashanka
  • Explorers
  • Wandslingers
  • Weapons of Vengeance
  • Legion of Dynamic Discord
  • Wardens
  • Questors of Axa
  • Soulburners
  • Fianna
  • The Gatherers
  • Doppel
  • Kazarzeth
  • Nine-Spoked Wheel
  • Attuned (at least if you're in attuned before RW)

Randomness

End of spoiler information.
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