Newbie Quickstart Guide

Welcome to Lusternia: Age of Ascension, where you create your own destiny.

The Lusternia Quick Start Guide aims to help you out by giving you beginner-level advice, explanations, commands, and everything the intrepid adventurer needs to face destiny head on!

In Lusternia, you're part of a vibrant, living world of high fantasy where you can create the future by your accomplishments in politics or public performance, in crafting or combat, in subterfuge or swordplay. The sky, and your dreams, are the limit.

It’s time to get started! There’s a huge living, growing world out there to explore, and to tame and embellish with your heroic deeds and might adventures!

  1. Getting Connected to Lusternia
  2. Intro: The Portal of Fate
  3. The Concept: What is Lusternia?
  4. Commands
    1. Moving Around
    2. Looking Around
    3. Communicating
    4. Info About Yourself
    5. Fighting
    6. Healing and Recovery
  5. Early Choices: Race, City, House
  6. Places to Go
  7. Guilds and Skills
  8. Experience, Levels, and Power
  9. Gold, Credits, and Artefacts
  10. Containers and the Rift
  11. Quests and Combat
  12. Healing and Afflictions
  13. Death
  14. Getting Help
  15. Going Ahead From Here

1. Getting Connected to Lusternia

To play Lusternia, you need pick a client to use. The easiest choice is our official client, called Nexus, which will work in any modern browser except Internet Explorer on Windows, Mac, Linux, or tablets. Or, just click on 'Play Now' at the top of this page. Nexus is the easiest ways to play, but not the only ways. Look here for alternatives.

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2. Intro: The Portal of Fate

Every newcomer to Lusternia experiences The Portal of Fate, a quick interactive introduction to Lusternia that can take as few as ten minutes, or as long as a few hours, depending entirely on you. Twenty minutes or half an hour is a fairly common time for those completely new to Lusternia.

In the Trial, you'll gain a few useful things for your life in Lusternia (clothing, healing potions, a backpack, and a sword), an introduction to commands, and a few levels of experience to get you started.

After the intro, you will then choose a race and guild.

Trial Commands :

HINT   to be reminded of what you should be doing.
HELP TRIAL   Lists trial commands and other helpful info.
HINTSON (or HINTSOFF)   to start or stop hints.
NEWBIEON   to turn on the newbie channel to ask for help.
NEWBIE <text>   to ask for help on the newbie channel.

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3. The Concept: What Is Lusternia?

You, and Your Adventurer

In Lusternia, you take on the role of a single living, mortal being which we call an adventurer. This is your playing piece in the game of Lusternia. Through living the life of your adventurer, you play the game called Lusternia.

Your adventure is further identified by choices such as gender, race, and class. However, the organisations that it joins impact the life of your character greatly! It may join a City, a House, or a Divine Order, for those that wish to enter the service of a specific Divine.

To act in Lusternia, simply manipulate your adventurer - walking, fighting, exploring, examining things, and acting as a living being would.


In Lusternia, you are playing the role of your character, not yourself. Your character is of the realm of Lusternia and knows nothing about concepts like computers, the internet, the Boston Red Sox, or anything that does not exist in the world of Lusternia. You must remain "in-character" (IC) just about everywhere. There are a few exceptions, such as in private conversation with someone else who does not mind if you go "out-of-character" (OOC). There can be administrative consequences for going OOC publicly, so be careful! If another adventurer warns you that you are exhibiting "insanity" or acting "insane", be aware that the word "insanity" in Lusternia usually refers to OOC behaviour. For more information, you can read HELP ROLEPLAYING.

The World of Lusternia: Rooms, Directions, Denizens, Items, Inventory

Rooms: The world of Lusternia is divided into discrete locations, also called rooms. A room might be a section of seashore, a portion of a woodland path, or an open field. It might even be a room in a house or building.

Rooms are generally connected to each other more or less like you'd expect them to be - a field might have more field to the east, a river to the north, and a hill sloping upwards to the west, but be impassable to the south because of a cliff.

Directions: To move around from one room or location to another, you'd simply use the direction which connects them - in or out, up or down, east, west, etc. Sometimes doors or gates or portals or other things might be in the way, in which case you may have to figure out how to get around those obstacles (also discussed below).

Denizens: Denizens are the inhabitants of Lusternia that aren't players like you. They are also called many things, such as NPCs (non-player-characters), mobs or mobiles (because they move around), CCCs (for computer controlled characters), or monsters. Denizens may have things to say, or sell. Many quests involve helping or harming one or more denizens of Lusternia, so it's important to pay careful attention to these fellow residents of Lusternia.

Items and Inventory: Other things in Lusternia, the things that don't move around so much like Denizens do, are books, herbs, weapons, armour, candles, tinderboxes, clothing, packs, and even the the mighty artefacts of Lusternia. Wear, wield, eat, or drink them. Drop them (which puts them on the ground). Take (or get) them off of the ground, or from a container like a pouch or a pack. Items may give you benefits, or may just look pretty. Either way, you'll be seeing a lot of them in Lusternia.

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4. Commands

Commands are the way you get things done in Lusternia. These are a few of the most important that you should learn right away:

Moving around is a simple matter of entering a direction, like this:

UP (or U)   DOWN (or D)

These commands will move you a single room or location in the given direction, if it is possible to move that way. Warning! Some clients may interpret NE as "Move north, then move east."

Things that might interfere: Doors or Water.

If there's a door in the way, you may need to open it (e.g. OPEN DOOR IN) before going through, and if you are in or near water (like a stream or river or lake) you may need to use something like SWIM NORTH. Careful! Train a bit in Survival first or you may choke or even drown while swimming.

Special Movement:

Two other special forms of movement can also help:

PORTALS To go to a safe place that can only be reached by Lusternians of the lowest levels of experience.
WALK TO <landmark> When you can no longer reach the portals, or you're trying to learn your way around Lusternia, this is a great help. Type LANDMARKS in-game to see a list of landmarks.

While you are still a newbie (which lasts through the 20th level of experience, and ends when you become level 21) you may use a special command called PORTALS. This command will whisk you away to a special area called, surprisingly enough, the Portals area. Portals is an area which can only be reached with this command and is only accessible to newbies. The PORTALS command is unlimited for you from levels 1 through 10. From levels 11 through 20 you are allowed a total of 20 more uses of PORTALS. Once you run out, or reach level 21, then you may no longer use them.

Adventurers of any age or experience may use landmarks with WALK TO <landmark>. Each use of the command will take you one step closer to your destination, and should be quite helpful to you in learning the realms better. The landmark you're trying to reach cannot be too far away or WALK TO won't work.

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Looking Around


Shows you the location you are in, including things on the ground and other adventurers or denizens.
GL <direction>
Direction is something like E, N, WEST, etc. It will show you what's in that direction, if anything.
Shows you what you are carrying around in your inventory, or wearing.
Same as I or INV, except it shows more detail, to cover cases where you may need to distinguish between, say, two different packs or other items in your possession.
Similar to II or INFO INV, except it shows detail about things in your current location. Exceedingly useful when you wish to attack, say, one particular rat in a room full of rats!

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You can communicate in many different ways in Lusternia, both to individuals and groups. It includes speaking, telepathic channels, and more.

SAY <text> To speak to others nearby you.
TELL <who> <text> To contact someone telepathically and privately.
NEWBIE <text> To use telepathic communications to contact other newbies and Guides who may be able to help you. NEWBIE is not a chat channel, but it is great for asking questions and getting answers about how to get along in Lusternia in the beginning. Use NEWBIEON or NEWBIEOFF to start or stop listening on that channel.
CT <text>
HNT <text>
CLASS <text>
Other telepathic communications channels - to your city, your house, or your class. These only operate for those who have joined a city, house, or class! Like with NEWBIE, you can start listening with CTON, HNTON,, and stop with CTOFF, HNTOFF. All of these would be places to seek out experienced adventurers and get advice.

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Info About Yourself

SHOW Almost everything you will ever want to know about yourself can be found here. With SHOW you can check your health, skills, age, level of experience, alignment, allies, enemies, what organisations you are member of, and more.
SCORE This shows your name, race, health, mana, endurance, willpower, strength, dexterity, constitution, intelligence, age, certain memberships, and how much gold you are carrying (but not in packs or other containers).
STAT This shows how hungry and tired you are, how warmly dressed you are, and a few other bits of important info.

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Until you have joined a class, any of these is fairly effective, though in slightly different ways. Try them and see! You should focus on fighting denizens, not other adventurers, at least at first. Playerkilling, also called PvP or PK, is restricted. Wait a while to enter it - until you are solidly grounded in Lusternia's ways.

Even after you have chosen a class, weapons may still not be important to you, so don't just run out looking for a weapon! Ask others in your class if a weapon would be helpful.

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Healing and Recovery

When you're hurt, tired, hungry, or afflicted in some way, here are a few things you can do.


When you sleep, your health slowly rises to normal levels, as does your endurance. You also get more rested. If you get tired enough, you may simply fall asleep whether you want to or not! Sleeping does not help you recover mana or willpower. For that, you must MEDITATE (or just MED).
Meditation helps you recover mana and willpower. When you meditate, you must remain in a perfectly calm and inactive state. Almost anything will disturb your meditation. Meditation will not help you recover health or endurance. For that, you must SLEEP.
Herbs and Potions Potions and herbs offer a variety of ways to heal your afflictions. See HELP HEALING in-game.

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5. Early Choices: Race, City, House

You have so many choices to make right away: your race, your city (if any), and your House, if any:

Choosing a Race

Lusternia has about twenty races from which to choose. There is no single best race, nor even a single best race for a given class. 

Speak with experienced adventurers in your chosen class. They often have good suggestions about what specialisation is important for you. You can reincarnate once for free, which allows you to change your race, and after that, by buying and using an artefact called the Dagger of Reincarnation.

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Choosing a Guild

Guilds are an important part of Lusternia life and politics. This is where you also receive specialized skills.

In a guild, you'll gain allies, political influence, and a group of people you can call on for help. You'll also gain a set of expectations about how you act, and a group of people who will call on you for help.

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Choosing A City/Commune

Lusternia has six organizations among which to choose. Cities are urban organizations and communes are forest organizations. Here are a few things to consider when choosing a city or commune:

      • Each city and commune has their own selection of guilds. You will find it nigh impossible to be a member of a guild in a different city or commune, so check carefully.
      • The ideals of the city or commune. This can be found in HELP <city> for example, HELP CELEST.

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6. Places to Go

The most important places you'll need to know right away are Portals, Newton and Collegiums.

There are numerous quests for newbies.

Portals - this is a completely safe location that can only be reached by those level 20 or under using the PORTALS. The three portals rooms are magical locations that open gateways to places that are scattered throughout the realms - some at a very great distance indeed - for the convenience of newcomers to Lusternia. Just READ SIGN in each portals room to see where all of those nifty portals lead.

Newton - Newton Caverns is located on Avechna's Peak and has complex honour quests suited to newbies.

Collegiums - Each city and commune has their own collegium which offers a series of quests to help the adventurer learn about the organization as well as basic commands.


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7. Guilds and Skills

Guild and Guild Rank

Each guild is one of six archetypes (warrior, guardian, mage, druid, wiccan, monk). Each guild has three skillsets in a combination unique to that guild, and each skill is made up of dozens of abilities. When you become a member of a guild, you start at the lowest rank with access to the three guild skills.

Skills, Learning, and Lessons

The most important skills - your class skills - are not the only options. Just use the SKILLS command to see which skills you have access to, and may train in. These other skills, such as Combat, Discernment and others, are not generally as important as your class skills, yet they can make quite a difference.

Increasing your level of skill is straightforward: find another adventurer/player (or a denizen tutor) to be your teacher, and (for example) LEARN 15 WICCA FROM MIAKODA. This will spend 15 of your lessons on improving your level of skill in Wicca, assuming that Miakoda knows more Wicca than you do!

You gain lessons each time you gain a level of experience. Check how many lessons you have available with SHOW LESSONS.

You can also get more lessons by converting credits to lessons, using CREDITS CONVERT howmany TO LESSONS. Each credit converts into 6 lessons.

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8. Experience, Levels, and Power

In Lusternia we have over 100 mortal levels of experience. Once you have finished the Portal of Fate, you will be level 5. As you rise in level of experience, you gain expanded access to Lusternia in a variety of ways, and your maximum health, mana, endurance, and willpower will increase. You also gain lessons and credits! Eventually, you will transcend the need for food or sleep, and finally, you may reach level 99, at which point you may become a Demigod!

To increase in level, you must gain experience, which you can do by:

  • Completing Quests that you discover throughout Lusternia, or

    • PK - player killing - with other adventurers like yourself, or
    • NPCs/Mobs/Denizens - with the monsters and creatures you encounter across Lusternia.

It's not all a bed of roses though: it's possible to lose experience as well, both during combat and after, if you lose and die. And if you lose experience, your level may decrease.

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9. Gold, Credits, and Artefacts

Gold, also called gold sovereigns, is the primary form of money in Lusternia. You can gain gold in quests, in killing denizens, and through theft. It's probably safest to keep your gold in a container - like your backpack - or in banks. Theft is a common thing in Lusternia.

Of the many ways to earn gold which you will discover in your journeys, several are accessible even to those of very low levels of experience:

  • Completing quests (which often give experience also),
  • Vermin - working for some cities to help keep their vermin infestations down or communes to keep the weevil population in check.

Credits are a sort of currency too. You can gain credits in a variety of ways:

  • Free credits given at certain levels, or
  • purchasing on the credit market for gold (More info on the credit market), or
  • to winning them as prizes in our bardic/artistic competitions, or
  • acquiring them from the Lusternia web site (Buying Credits).

Artefacts are not money, but they are very valuable items that can give great power to the bearer. Some may be gained, for a time at least, through completing quests. Otherwise, purchase artefacts for credits at the various shops for that purpose in Delos.

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10. Containers and the Rift

It's likely that you'll accumulate a lot of stuff as you wander Lusternia. This brings a new challenge: where can you put it all? Depending on exactly what stuff we're talking about, you'll want to use containers or the rift.

Containers: The pack you got during the Trial of Rebirth is one of many possible containers you may find. Some can be closed and opened again, such as boxes. All hold a limited number of items, and all are useful for keeping track of your growing mountain of possessions!

The Rift is a special storage place primarily for herbs and commodities. If something can go in the rift, it really should go in the rift, otherwise it will fall to the ground each time your adventurer leaves Lusternia.

Another type of Rift is for liquids to stock up on your potions.

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11. Quests and Combat

Quests can be exceedingly beneficial, providing you with experience, gold, special items, or all of the above. Simply GREET the denizens you meet and see what they have to say. Some may drop clues about how you can help them. If so, you may try to draw them out farther by speaking to them on topics that seem important.

Combat, whether against other players/adventurers or against denizens of the realms can also be very rewarding, though it has its risks as well. Lusternia has a complex combat system with numerous styles of combat that are as different as they are unique.

All guilds have at least one ability that may be used against denizens of Lusternia. This is a necessary simplification of the full range of abilities available to each class in PK, or adventurer vs. adventurer combat.

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12. Healing and Afflictions

A lot of things can go wrong - paralysis, broken limbs, blindness, being caught in webbing, being frozen, running around in a panic. These are just a few of the many afflictions you may experience.

Most Guilds provide useful advice about what you should have on hand for the various afflictions you may encounter. Ask there. If you've not got a House and have chosen to go it alone, then at least find some bloodroot and a caloric salve. It wouldn't hurt to get to know some priests for their healing abilities. And learn what heals what as your highest priority! 

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13. Death

What happens when you die, and what can you do to come back to life?

You will lose some experience at the moment of death. It's not usually enough to cost you a level of experience, but it may. If you remain dead very long, you will continue to lose experience. And when you choose a way to return to life, be it PRAY FOR SALVATION, or Immolation, or Resurrection, there may be further loss of experience. 

One more note on death: if you die at the hands of another adventurer/player, then that person will gain some of the experience you lose in the process.

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14. Getting Help

There are so many great and easy ways to get help in Lusternia when you need it! One of the best ways is to try asking Spindle or Skein or Bobbins - our three official Newbie Guides. One is almost always available, and may be reached privately via tells (for example, TELL SPINDLE Pardon me, could you help me find my way to Newton Caverns?) or on the NEWBIE channel.

Other ways to get help include various telepathic channels at your disposal, and the HELP system.

  • If it's a newbie question, then ask on the NEWBIE channel. (Note: NEWBIE is not for chatting - it is for newbie questions only.)
  • If you're unsure, or it's not one of those, then ask your House (HNT) or City (CT), or even...
  • HELP <somethingyouwanttoknowabout> - this works for ALMOST EVERYTHING (literally: try it)

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15. Going Ahead from Here

There's so much more to Lusternia! Here's some ideas on the point of Lusternia, possible goals, and some of the more effective ways to reach them. In short, what is Success in Lusternia, and what are some of the best ways to pursue it?

Other People: Lusternia is full of other player/adventurers - thousands of them - and most of them are far more powerful than you, and not all of them are particularly nice. Some are downright evil!

Combat: There is simply no substitute for Player vs. Player combat experience. Lusternia has one of the most complex combat systems anywhere, and experience and practice can pay off big time.

Get into combat situations, including ARENA events and challenges (sometimes called duels). There's just no substitute for practical experience in combat, as you'll find the first time you fight a new class and have NO idea at all how to counter all those strange-looking attacks!

Excellence in Combat - worthy among goals! Long are the days of toil required to compete with the many mighty combatants of Lusternia, to learn their ways and the manner of responding to the hundreds of different approaches that you may experience in the ultimately complex forms of combat in Lusternia! Great is the satisfaction of those who have proven themselves worthy in direct combat against other Lusternian adventurers! It is no small thing to have a recognised warrior say, simply, "You can fight!" It reflects the true respect only you can earn for yourself through trial of arms.

Demigod - Your aspirations may lead you towards the highest levels of experience - a lofty, but difficult goal attained by long, hard hours of hunting and questing, and rewarded with the most powerful mortal race in Lusternia - Demigod!

Political Power - Perhaps your goal is to lead a Guild, Commune or City, winning elections, gaining allies and defeating enemies, and reaping the benefits of control over the most powerful organisations in Lusternia. With this control come many benefits in personal power and wealth as well!

Recognition as an Artist or Bard - regular competitions are held (Art and Bard Competitions) in which Bards and Artists strut their stuff and potentially win both vast credit prizes and the recognition and respect of their peers and Lusternians generally.

The Official Lusternian Forums have tons of information.