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The lessons from the Little one's Market - YOUR CREATIONS & GUIDES - Ryzom Community ForumHomeGuest



#1 Multilingual 

Multilingual | Français | [English]
During the last Littel's ones' market, we had the opportunity to have a speaker briefly introduce you to a particular piece of equipment, sold at the market, but above all that you will use throughout your journey.

I would publish here the transcripts of these presentations, which are the work of our dear guests.

#2 Multilingual 

Multilingual | Français | [English]
transcript from Scooby's course on 24th august 2019

How to choose a good magic amplifier?

A simple tutorial for low level homins.

You will tell me, a magic amplifier must be supreme! No, not necessarily.....…

First of all, you must know the maximum quality of the amps you can wear: Intelligence + 10. You will find your level of intelligence in Identity (key P).

The quality number of the amp you want to buy is displayed in the lower right corner of the amplifier icon.

Quality of the magic amplifiers: Intelligence + 10 (Intel max = highest magic level + 25)

Note: An amp can only amplify spells whose level is less than or equal to the quality of the amp, hence the interest of getting amps of a level greater than or equal to the highest spell you can cast.

A right click on your amps, info and you will have... the informations on your amps.

  • The icon of the object (weapon, armor, loot...) has a different background depending on the origin: Tryker (blue), Fyros (orange yellow), Matis (green), Zorai (violet)
  • Hit points: when your amp reaches 1 hit point, you no longer have an amp.
  • Sap Charge: this is the maximum charge your amp can have in sap crystals to enchant spells. We will see about that later.
  • Skill, damage, hits per minutes...... up to magic bonuses, these features have no interest on amps.

We will focus on the important things:

That's when things get interesting. We must look at themagic bonus and therefore, thepercentages of speed and power of the spell. The higher the power, the more the spell is amplified, and the higher the percentage of speed, the faster your spell will start.

For low levels, an ampli is considered as good when it has minimum 83 % - 84 % in seep and power on the branch you want to train (Elemental, Offensive affliction, Heal, Defensive affliction).
It is obvious, it is better that your amps increase your spells by 100%, rather than 50% (for information, the 83% zone corresponds to an amp made with mostly excellent materials, the amps with mostly supreme materials will be around 97%)

The higher the percentages, the better your amps will be!

At the beginning, only elemental and heal are important, you will raise the offensive and defensive affliction much later: they do not inflict any damage (except in the case of madness), so they are not very worthwhile initially.

It is possible to have either percentages for a specific magic branch, or for absolutely all branches (very convenient).

And if you know the crafter and you smile at him, he can sign a beautiful message for you, in the crafter's message.…

As with all weapons, you can enchant your amplifiers:
  • right click on a spell, Life Gift for example
  • crystallize
  • take your crystallised spell
  • in your inventory, find the spell you just crystallized and do a "enchant right hand". Obviously, you have to wear your amp to enchant the right hand of your amp (you will see a number in the top left corner on the icon of your amp, which corresponds to the sap load).
  • recharge your amps with sap crystals or sap charges (which you can buy with faction points from the federal merchant in Fairhaven for example)
  • to use the spell, use the stanza (or brick) "Use Item Enchantment".

Enchantments are very useful to quickly heal a team member for example. You can alternate with a classic life spell, which will help you to bring up your teammate's life very quickly. Be careful, remember to recharge your amps everytime with sap crystals.

On your amp info, you can see what spell you have enchanted:

Thanks to Scooby for her work

Edited 3 times | Last edited by Ashgan (5 months ago)

#3 Multilingual 

il est super ton post !!! merci Ashgan !!

#4 [fr] 


En complément :


Last edited by Craftjenn (6 months ago)


#5 [en] 

Very nice, can the wiki adopt it?

#6 [en] 

Very nice, can the wiki adopt it?

that was made for being shared, so it's a yes for me.
(please credit Scooby for the work and Kyriann for the trad)

Last edited by Ashgan (6 months ago)

#7 Multilingual 

Multilingual | Français | [English]

Armor, how does it work?

We could discuss indefinitely the cut, the color, the style...
But, if you look closer, Atysian outfits fall into 3 categories:
  • Light armor
  • Medium armor
  • Heavy armor

Armor for what?

Which armor to choose and how to distinguish them?

The easiest way is to select a part from your inventory or equipment tab and click on "info" in the pop-up menu that appears.

Here are the important features to consider:

Absorption of physical damage

Armor is primarily used to protect you.
It protects you from physical attacks from an enemy, but not magical attacks!

This protection is defined by the characteristic "Protection factor" in percentage.
An armor with a protection factor of 30% can therefore, in theory, reduce the physical damage of an enemy by 30%.

It is therefore necessary, a priori, to favour armour with a high percentage of protection.

In addition, physical attacks can be of three types:
  • Sharp (ex PVE: clopper / ex. PVP: sword)
  • Perforating (e. g. PVE: kirosta / e. g. PVP: spade)
  • Blunt (e. g. PVE : bodoc / e. g. PVP : mass)

On your armor piece you will find 3 values of maximum damage absorption, one for each type of damage.
It is necessary to combine both protection factor (in %) and absorption (in point), taking the lower of the two results.

A bodoc (blunt damage) hits me with a blow in the chest that makes 607 points of damage.

the maximum blunt damage absorption rate is 446 on my armor: I can reduce the attack by 446 points maximum.

But the protection factor of my armor is 53.4%, or 324 points: so I reduce the attack by 324 points.
I therefore collect 283 damage points.

These three absorption rates are related to the quality of my armor.
The higher the quality of the armor, the higher the numbers.

It is necessary to privilege an armor with the highest quality.

The percentage of protection (excluding boost) changes according to the type of armor:
  • 45% ~ 55% for heavy armors
  • 30% ~ 45% for medium armor
  • 10% ~ 25% for light armors

Action malus

From this perspective, you might think the best armor is heavy armor.
That's forgetting the action penalty.

This malus increases for each action the consumption of life, sap, stamina and focus.
For a mage, it also reduces the range of a spell.
  • Light armor: no malus.
  • Medium armor: 5% malus per piece: total 25% for a complete armor set.
  • Heavy armor: 20% malus per piece: total 120% malus for a complete armor set.

Armor that minimizes the malus of action should be preferred.

The malus of action is in opposition to the protection factor.
The choice of armor will depend on how you fight.
  • Heavy armor that favors the protection factor for close combat, e. g. tank.
  • Light armor that reduces the malus of action for a mage who attacks from a distance and never goes close (e. g. group with tank)
  • Medium armor can be a good compromise depending on the circumstances: second tank, shooting weapon, hand to hand mage....

A harvester will prefer light armor to minimize his consumption in focus.

The choice between light, medium or heavy armor depends on what you want to promote:
minimize the "malus of action" or maximize the "protection factor".

Life Bonus and Generic Bonus

Armor parts add a life bonus depending on their type:
  • light armor: 0
  • medium armor: quality/2
  • heavy armor: quality

In addition to this automatic life bonus, the craftsman can when making an armor element add a generic life, focus, stamina or sap bonus of a maximum value of "quality/2".

In general, the generic "life" bonus is a good choice. Otherwise:
  • harvesters will prefer a focus bonus.
  • the mages will prefer a sap bonus.
  • melee fighters will prefer an endurance bonus.

You can also mix these bonuses generally with a life part.

[h2Defense Mode[/h2]

There are 2 modes of defence: parry or dodge.

You can select the mode from your options bar.

You will find your dodge or parry values in the identity screen, press P.
Your personal parry or dodge value changes according to your level:
Dodge = your maximum level in magic or melee, or your maximum level/2 in drilling or crafts.
Parry = your maximum level in melee with the equipped weapon.
We are always looking to maximize this value.

The choice of a defense mode, parry or dodge, therefore depends on your level and the weapon and armor you're wearing.

It should be noted that each piece of armor brings a parry or dodge bonus as follows:
  • Light Armor - Dodge: 1 to 2 / Parry: 0 to 1
  • Medium armor - Dodge: -1 to 1 / Parry: 0 to 2
  • Heavy armor - Dodge: -3 to 0 / Parry: 0 to 3

We try to maximize one of the two bonuses, and most often we will talk:
  • full dodge light armor: 2 x 5 pieces = +10 dodge in addition to your basic dodge
  • full parade heavy armor: 3 x 6 pieces = +18 parry in addition to your basic parry

Max quality I can wear

Finally, how do I know if I can wear an armor piece?

If the armor is grayed out in the inventory or a purchase or exchange interface, you do not have the required characteristics, namely:
  • Light armor: maximum level + 25.
  • Medium armor: constitution x 1.5.
  • Heavy armor: constitution + 10.

Thanks to Anthikal for his work

Edited 2 times | Last edited by Ashgan (4 months ago)

#8 [en] 

Very helpful info here.

#9 [fr] 

Very nice, can the wiki adopt it?

that was made for being shared, so it's a yes for me.
(please credit Scooby for the work and Kyriann for the trad)
oui mais c'est toi, Ashgan, qui sait où sont les images en anglais....ai trouvé la page que tu as faite sur le wiki fr (on a jouté les catégorie pour que ces 2 pages sopient trouvables sur le wiki)coté wiki anglais, j'ai juste ajouté un lien vers le forum (je viens de découvrir où c'était sur le forum)


#10 [fr] 

oui mais c'est toi, Ashgan, qui sait où sont les images en anglais....ai trouvé la page que tu as faite sur le wiki fr (on a jouté les catégorie pour que ces 2 pages sopient trouvables sur le wiki)coté wiki anglais, j'ai juste ajouté un lien vers le forum (je viens de découvrir où c'était sur le forum)
done: https://en.wiki.ryzom.com/wiki/Market/MiniLesson

Last edited by Ashgan (3 months ago)

#11 Multilingual 

Multilingual | Français | [English]

Melee Weapons. How to chose yours?

Transcript of the tutorial given by Naveruss on Dua, Frutor 20, 3rd AC 2606 (January 4, 2020).

oren pyr! I’ll talk about weapon and explain how it works.


Ideally, the weapon should be of the highest possible level in relation to what you can carry.

Note: The maximum level you can carry is equal to your strength+10. Similarly, your maximum strength can reach your highest level in fighting+15.

However, a poorly made weapon can be less effective than a lower level weapon that is properly made.
The same is true for quality, a supreme weapon may be less effective than a choice weapon.
Below are the characteristics of two two-handed swords of the same level, one supreme but poorly made and one of choice but properly made.

Characteristics to be checked

Now we'll look at the most important features of the weapon.

First of all, you should know that a weapon can be used to hit both mobs (PvE) and homins (PvP), but for the moment we're only interested in mobs.

Against animals, the most important thing will be to do as much damage as possible, taking into account the damage per hit and the number of hits per minute.
It is important to know that the damage varies from one weapon to another, maces and axes being the most violent, then come swords and spears.
Then, the bonuses of parry and dodge improve your defense, they are moderately important, especially if you are in team with a healer.
Likewise, the opposing parry and dodge modifiers are of less importance against beasts, as they usually combine with a weak parry or dodge.
However, against homins, these latter characteristics gain in importance, but I won't elaborate on this.

To sum up, you need to favour your weapon's damage per minute first, then all the dodge and parry modifiers after that.

One- or two-handed weapons?

Now we're going to talk about the differences between one-handed and two-handed weapons.

Two-handed weapons do more damage per minute and offer better parry bonuses for you and against your opponent.
It can be interesting, when starting out, to start by practicing using a good big two-handed weapon, such as an axe or mace.

A one-handed weapon will be less offensive but will allow you to use a shield or a buckler to improve your defense (or possibly a dagger in the case of the sword).
One-handed weapons also offer better dodge modifiers.

In summary, if you have a choice, then use two-handed weapons against parrying mobs, and one-handed weapons against dodging mobs.

What kind of damage?

Slashing weapons can cause hemorrhaging, and thus damage bonuses, and most animals are vulnerable to slash.

Blunt weapons are used to slow down opponents' attacks, and thus limit the damage received. However, fewer animals are susceptible to them.

Piercing weapons can override your opponent's protection. Therefore, despite their lower damage, they are formidable against heavily protected enemies.

Note: Pikes and spears are primarily used for PvP or against certain resistant mobs such as vorax or kipucka. So it's not a priority to master them at the beginning.

What in the left hand?

One last point that we are going to address, when you have a weapon in one hand, what should you choose between a shield, a buckler or a dagger for the left hand?

If you want to maximise your parry, take a shield.

Conversely, if you want to maximize your dodge, take a rondache, or a dagger if you already have a sword or dagger in the other hand.

What to look for in the system information?

Either you are told that you have not hit your target, in which case you do not do any damage, or you hit, in which case, the net damage inflicted is indicated, and in brackets, the raw damage before subtracting the reduction to damage due to the enemy's resistance.
You will also find your opponent's parry or dodge information allowing you to adapt your weapon for one- or two-handed weapons.

Edited 2 times | Last edited by Kyriann (1 month ago)


Kyriann Ba'Zephy Rie
Cheffe de la guilde Bai Nhori Drakani
Mère de famille

#12 Multilingual 

Multilingual | [English] | Français

All lessons are now on the wiki too at https://en.wiki.ryzom.com/wiki/Fairhaven_Little_Ones_Market


Last edited by Craftjenn (3 weeks ago)

Last visit Wed Apr 1 13:42:32 2020 UTC

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