Interview Guide
Interview Process
All interviews should be conducted in person, in the room south of clan recall.
If you’re going to be doing interviews, please grab and install the boottrack plugin:
https://aardwolfboot.com/wp-content/uploads/asgarosforum/1935/BootTrackv1.57.zip
“boottrack help” will show the commands. The big thing is that you can tell anyone else with the plugin “boottrack update” and it’ll sync your list with theirs.
Long ago, Wars posted a solid guide for interviews, and this is adapted from that. Note that you can word things how you want, these are just major points that should be hit in every interview:
Always be friendly and assure them their are no wrong answers.
If they do fine on the interview make sure you let them know you are giving them the thumbs up and to contact a leader or that a leader will contact them when possible.
- Why are you interested in Boot?
- Have you completed the academy?
- Verify by looking at them and ensuring they’re wearing their Academy Graduation Medal. If it’s missing, determine why. It’s fairly common for folks to think they’ve completed the academy, but they forgot to report back for the final task.
- Do you have any alts in other clans? (or alts in general)
- If they have alts in other clans, they shouldn’t be in Boot in the first place.
- Exception to the above – if they’ve been gone for a LONG time, refer them to a leader. In general, as long as folks are willing to outcast their alts, we’ll let them in for re-learning how to play.
- If they have unclanned alts, explain to them the importance of focusing play on a single character. The usual answer is that someone made an alt long ago and forgot the password. If they actively play their alts, tell them to pick one.
- If they have alts in other clans, they shouldn’t be in Boot in the first place.
- Have you read the mud rules and do you have any problem following them?
- This is a good opportunity for conversation, if you’ve got a good grasp of the rules and how they’d be applied.
- Once inducted you will be representing Boot as well as yourself. Will you have any problems doing so in a respectful manner?
- I usually call this the “Wheaton’s Law” question. Basically, “don’t be a dick.”
- Clantalk can be R rated or worse at times. Is that a problem for you?
- If you’re interviewing, you should have been exposed to this already. It’s not usually too raunchy or anything, but sometimes people DO have choice words about goals or certain areas like Shadow’s End.
- Do you have any questions for me?
- Another chance for conversation. Get to know the applicant.
Once you’ve completed the interview, post a note to clan titled “<playername> Interview” or something to that effect so it’s easily found.
- Published in Rank 3+
Clan Guide 2026
Summary
A good overall guideline for joining any clan is to get to know people. Get a drag from them, join a powerup group at superhero, chat on gclan or other channels (probably preferably other channels, heh,) do some epics with folks, etc. Note that this has been a common thread from discussing this directly with clan leaders. They want you to talk to them. Also note that a lot of clan leaders (and members, of course) were in Boot themselves – they know how it is.
How you apply to a clan varies – if there’s no information in the helpfile or on the website (or no website – not all clans have them,) you should be able to talk to pretty much any member of the clan and get a pointer on how to do it – whether it’s talking to a leader or if they have specific instructions for you.
Getting into a clan isn’t likely to be a simple task. You’ll need to do some research on the clan, check their website if they have one, and often you’ll be expected to reach out to clan members yourself for interviews (similar to how you were expected to get an interview for Boot.) The clan helpfiles (e.g. “help boot”) often point to further resources (in the case of Boot, it was “help boot-application” for example) – this should actually be your first step in finding out how to apply to a clan.
Other commands to use are “clist” (which gives an overview of all clans) and “claninfo” (which gives information on a specific clan.) This can help you, for example,
Note that some clans have minimum requirements. These will be mentioned either in their helpfiles or on their website as well. Additionally, the majority of clans will allow you to apply while still in Boot, even if their information says you must be unclanned – that’s actually a common thread, and part of Boot’s mission as a “feeder” clan so to speak.
I’ve asked for some basics from various clans, and summarized things below. Any clan with no apparent comment probably didn’t reply, or didn’t reply before I published this at least. This is a work in progress, so don’t read into anyone not replying.
Twinlobe
They take people based on getting to know them, interviews, and general MUD knowledge. Talk to someone from the clan if you’re interested in joining – they don’t have a website.
Watchmen
“We’re just a small homely clan” – no specific requirements, just get to know folks in the clan.
Seekers
If you can’t Seek further information on this clan, you may not be a good fit.
Note: As of March 2026, Seekers has paused applications.
Emerald
Built on friendship, helpfulness, and community. Not required to participate in PK.
Light
Like many other clans, Light encourages you to get to know their members. Send tells, group up, get on a friend list, etc. Of note is that they do NOT require you to participate in PK.
Ba’al
Applicants to Ba’al should already be proficient in Aard, or at least getting close. You’ll want a minimum of 1500 campaigns to apply. They’re willing to teach advanced concepts, but you should have mastered the basics.
Hook
Hook is basically a bunch of individualists that identify as a weird family. When asked for further comment, Hook replied with a crude drawing of a dick and threatened to stick me in the barrel. This is in line with what you can expect from joining their clan.
Bard
Bard currently has no active leaders at the time of this writing, and only a single active player. Maybe try to catch the one player, or get a group together and revive the clan!
Crusader
Chill and quiet, not a lot of clan chat. Great for folks who want to be in a clan and just go do their own thing.
Xunti
—
Imperium
—
Crimson
PK-oriented, though they welcome explorers, killers, achievers, and social sorts. Members are free to develop their characters as they desire.
Retribution
PK-focused clan – looking for folks who want to grow their skills and support them and their allied clans.
Druid
—
Amazon
—
Pyre
—
Masaki
Laid-back and close-knit, but also very “choose your own path.” PK clan, but no expectation to PK. Just don’t get mad if you get PKed.
Rhabdo
Do your research on this clan, and understand why you’re applying.
Perdition
Not strict about how you develop your character. Close-knit group that’s willing to welcome you and help you progress though.
Loqui
A close-knit clan, a high priority for membership is getting along with the other members. Bonus points from being good at coding, PK, or holding a high rank/metarank in the game though.
Gaardian
—
Tao
Pretty much “do whatever you want, we help each other if needed” No PK/rank/social/etc. requirements, just enjoy yourself.
Touchstone
“A relaxed clan of friends enjoying the game.” No specific gameplay requirements, freely share knowledge, don’t be a jerk.
Twinlobe
Our Fellowship has been brought together by a common desire for greater
knowledge, artistry, and the passion to surpass our current limitations.
We strive to improve ourselves as a Fellowship, as well as individuals,
and to offer the wealth of our experiences to those of similar interests
and leanings.
From our introduction as the first clan on Aardwolf, we have sought to
remain innovative, responsive, and a positive presence. We acknowledge
that both good and evil must exist for balance in our world, and concern
ourselves more with honorable practices rather than with exploitation. As
scholars and artists by nature, our focus is to contribute to our
community, rather than manipulate it for own personal gain.
To learn more about us, including our current application requirements,
please check out our website (found at the bottom of ‘claninfo twinlobe’).
Though we expect you to do your own research, we are always open to any
questions you may have; please feel free to contact us via Personal board
note or tells to active players at any time.
Watchmen
Centuries have passed.
Rumors of Stendarr’s imprisonment abound.
The Watchmen have nearly died out.
Chaos sweeps across the lands of Aardwolf leaving devastation in its wake.
It is time once again for the Watchmen to take up arms and recruit an army.
Perilous journies await the dauntless Watchmen and malevolent forces work to
thwart these guardians and turn them from righteousness! Against even these
terrible odds, Stendarr’s children MUST prevail and break His bonds!
Stendarr’s army invites those whose hearts are pure to lead Aardwolf into a
new era!
Clan Watchmen has no alignment requirements, nor does Stendarr demand
regular tributes of gold or quest points. A statutory clan tax based upon
auction earnings, sale proceeds, and mob spoils funds the holy war. Clan
members are not required to join committees, wars, raids, or PK activities.
We take pride in supporting every clan member in the pursuit of their
personal goals within the guidelines of our clan theme.
Do you wish to herald Stendarr’s restoration and serve as guardian and
protector of our realm?
Do you want Stendarr’s children to stand with you as you achieve victory and
gather round you if you suffer defeat?
Adventurer, you seek Clan |Watchmen|.
Clan |Watchmen| awaits you.
More information can be found on our website, see ‘claninfo watchmen’.
Seekers
Since the very beginning of civilization, life in all its forms has been
marked with a constant desire for betterment and a continual yearning for
knowledge and power.
Throughout history, many races of the world have sought, in various ways,
to achieve true power through the use of knowledge. By poking and digging
into dark and mysterious corners of the globe, by exploring new and
dangerous lands, or by the tame act of simply reading a book.
A few of these select knowledge seekers have come together to form a
studious group of scholars known to the outside world only as “The
Seekers.”
Additionally, the Seekers will gladly share their knowledge of the world
and its places. If any person has a question about an area, where to find
this object, or how to defeat that dragon, the Seekers will give the
answer or work to find it.
For information on joining see help seekers-joining
For information on promotion/demotion and OC see help seekers-promotion
For information on the Seekers Code of Conduct see help seekers-conduct
Emerald
Long ago, the world was filled with chaos and anarchy. With war raging and
refuge scarce, a small group of knights abandoned their lands and banded
together to build a large emerald fortress. Upon completion, the gates to
the new castle were sealed and the knights remained, content and secure,
for centuries.
As the dusts of war settled and ages passed, the keep began to grow
restless. Bards sang of the days of old, recounting the adventures and
heroics of the founding Knights of Emerald. A council was held and, all at
once, a new age dawned. Determined to reclaim what they had lost, the
drawbridge was lowered and the Emerald Knights rode forth into the realm
once more.
The Emerald Knights are a clan dedicated to helping its own before all
else. We believe in protecting each other at all costs. There are no race,
class, or alignment restrictions, but applicants must be willing to help
others on the MUD, especially fellow clan members. New members are
required to have earned at least 1,000 total levels and 20,000 quest
points prior to joining.
If you meet these requirements and would like to apply, post a note to
Emerald on the personal board introducing yourself. Please explain why
you’d like to join and how you can benefit the clan. Bear in mind that
this note will be the first impression you’ll be making on many members of
the clan. A thoughtful and well-formatted note will go a long way towards
a favorable outcome during the interview and voting stages of your
application.
Once your request has been submitted, an acceptance reply will be sent to
you outlining the interview process. At this point, interviews will be
conducted and shared to all Knights. Voting will be open for 10 days and
you’ll be notified of the result.
For more information, visit our website:
Prior to completing the application process, recruits will be asked to
recite the Emerald Knights’ Honor Code:
*********** Honor Code ***********
* I will be kind to the weak.
* I will be brave against the strong.
* I will fight those who do wrong.
* I will fight for those who cannot fight.
* I will help those who call on me for help.
* I will help my fellow Knights.
* I will be true and honest.
* I will be faithful to my clan and its members.
After this is recited to a leader and an assembly of Knights in a
ceremony, that person shall be admitted. Further information about the
Emerald Knights clan and members can be found on our website:
http://EmeraldKnights.net
Light
The Order of Light is a gathering of great adventurers who strives to
be the follower of the five virtues: Courtesy, Integrity, Perseverance,
Self-Control and Indomitable Spirit. As a member of this clan, you
are expected to actively fight evil and defend all that is good as a
way of life. If you are a character who struggles to bring peace,
prosperity and justice to the lands, then your clan search could end
here. Good luck on your choices, and may the Lady Radience shine her
magnificent light upon you.
The Order of Light accepts all classes (fighters/spellcasters) and
members may choose to join one of the three houses Heavenly Chaos,
Holy Eagle, or House Pendragon. Please visit our webpage for more
information. Our webpage is listed under “claninfo light”.
Ba’al
When the Bore was drilled into a place outside the Pattern, a dark
presence used the opening to touch the world. This presence, which named
itself Shai’tan, had been imprisoned outside of time and creation by the
Creator of the universe. Although the dark presence is something beyond
the mortal realm and outside our complete understanding, one mortal word
seems to embody Shai’tan — “evil.” Since his first touch, he has been
known by many names, though most commonly as the Dark One. He is known as
the Great Lord of the Dark by those who follow him truly.
Ishamael, also known as Baalzamon, was the Great Lord’s top
Captain-General. When the Great Lord and his High Council were trapped
within the resealed Bore, only Baalzamon was left free. Baalzamon executed
the Great Lord’s will by influencing his most loyal followers. He forced
them to combine into a clan. This clan is a task force whose job is to
bring about the Great Lord’s return. Its members are known as the Children
of Baalzamon.
The Children of Baalzamon seek to bring about the return of the Great Lord
by any means necessary. If this means waging war upon the entire world,
then so be it. If it means ending world hunger to gain status and
influence, then so be it. Beyond all, the clan will never become stagnant.
It will continue to gain influence, power, or whatever is necessary to
bring about the one dream, the one nightmare, the return of the Great
Lord.
The clan has three factions: Ebony Dagger, Black Ajah, and Darkfriends.
Ebony Dagger includes the warriors and thieves whose dark whispers keep
kingdoms awake at night. Black Ajah gathers mages, clerics, and
psionicists who experiment and practice with the Dark Powers given to them
by their Master. Darkfriends are those who most desire status, influence,
and power.
Hook
Avast, ye hearties!
Long ago, in a time when the seas were lawless and wild, there was a band
of outcasts who became the legendary Pirates of HooK. A group of
misfits, each with their own troubled past, found solace and camaraderie
aboard their ship, the S.S. Hook. Among them was the charismatic rogue,
Captain Morgan, known for his cunning wit and a taste for fine rum. With
his unruly beard and a glint of mischief in his eyes, Captain Morgan
quickly became the leader of this motley crew.
Behold the majestic S.S. Hook, a fearsome fiend of the frothy seas! With
its billowing black sails, it slices through the surging swells, like a
shadowy specter seeking spoils. The ship’s sturdy structure, reinforced
with riveted iron, braves the brutal brine with brazen resolve. With the
HooKers gathered aboard, tales of adventure and riches filled the air.
They dreamed of a life beyond the monotony of everyday existence. They
yearned to sail the vast oceans, claiming treasures and freedom for
themselves.
One fateful night, as the moon shone bright over the horizon, Captain
Morgan stood on a creaking wooden table, his voice booming with a mix of
passion and wild abandon. He proclaimed that they were no longer bound by
the chains of society, but destined to be free souls, masters of their own
destinies.
With a raised tankard, Captain Morgan proposed a toast, declaring their
allegiance to the pirate’s code: to drink rum, plunder booty, and
occasionally carry out acts of clandestine justice. The HooKers erupted in
cheers, sealing their pact as the Pirates of the S.S. HooK.
But it wasn’t all rum and revelry for the Pirates of the S.S Hook. In
their pursuit of riches, they occasionally encountered ruthless tyrants
who oppressed the innocent. Moved by a sense of justice, they became
enigmatic assassins, striking down those who abused their power.
Their assassinations were precise and targeted, always aiming for those
who had earned their wrath. o-}HooK{-o became a symbol of hope for
the oppressed, a whisper of justice in the chaotic world of Aardwolf.
Yet, amidst their daring exploits, they never forgot their origins. They
reveled in their stolen riches, the taste of freedom, and the bond forged
through shared adventures. Their loyalty to each other was unbreakable,
and they became a family of pirates who dared to live life on their own
terms.
And so, the legend of o-}HooK{-o grew, carried on the salty breezes and
whispered in taverns far and wide. Tales of their audacity, their love of
rum and goats, their plundered booty, and their occasional acts of
assassination spread, inspiring both fear and admiration among all who
sailed the seas.
Do you dare to join them?
Bard
The Order of the Bard is an ancient guild of minstrels and
artisans best known for their poetry and song. Whether
entertaining a crowd or a small gathering at the hearth,
a Bard always has a ready story to share. Our keen ears
and eyes are quick to spot the slightest inspiration and
translate it into verse. But as chroniclers of history
and happenings, a Bard is often more of an observer than
a participant. Though we may present a neutral face as
events unfold, a Bard may often allow their opinions or
udgement to be heard later in song or verse. Minstrel,
chronicler, historian and performance artist, a Bard is
always willing to share their creativity.
Anyone is welcome to apply to the Order of the Bards,
providing they have reached at least the current minimum
level of experience (see claninfo bard) and are creative
in some manner. Applicants are required to showcase
their creative skills. If these are deemed acceptable
an applicant should seek interviews from current clan
members. For more details see the clan web pages listed in
claninfo bard. Prospective applicants are encouraged to read
the clan information and charter on the website before
they apply to ensure they understand the clan theme.
As a neutral clan, the Order of the Bard does not actively
participate in interclan rivalries. Bards may find it
necessary to participate in PK if their conscience
dictates this is imperative to maintain their
integrity and spur their creativity.
For more detailed information, please see our web pages,
particularly the charter. Should this help file conflict
with information on the Bard web pages, the web pages
should be considered the authority.
Crusaders
The Crusaders are the descendants of a group of goodly knights who
roamed the land, combating evil wherever they encountered it. The
ancestors of the Crusaders, though noble and good, strayed from the
path of righteousness and set about to atone by constructing a
magnificent temple to heal the sick and injured throughout the realm.
All but wiped out in a hostile attack on the temple, they were for
many years only a distant memory, a legend. Eventually, the survivors
of the elder generation emerged from exile and set about the reconstruction
of the great temple. Now that this work is completed, the clan hall is
open and welcomes all visitors.
For those wishing to become a Crusader, please see Help Crusader-joining
or visit the clan website at https://crusadersofaardwolf.wixsite.com/home
Xunti
In ancient times, during the early evolution of the great clans,
there were some that refused to renounce the old gods and their
ways. These few were considered outcasts by the clans, and
persecuted for their beliefs. Greatly outnumbered, and with no
stronghold of their own, they were quickly captured and set
adrift, to die, on The Great Dragon Sea. Ehecatl, the god of the wind
saw their plight and recognized them as Xunti, (children of the
old gods). He brought them to an island sanctuary, that had been
prepared for them since the beginning of time. Here they were
taught the old ways and embued with the power of the gods.
Little else is known of Xunti and they remain shrouded in secrecy
to this very day. Though never documented by eyewitnesses,
the charred, mutilated remains of their human sacrifices, tell
of a religion steeped in violence and cruelty.
Xunti is a cult, extremely secretive, a brotherhood of religious
fanatics, where the concern, desire, or enemy of one is shared
by all. Their leaders are oracles, communing always with the gods
for guidance and direction. Ancient prophecy speaks of Xunti
as a small, close-knit band of believers, never more than 30
strong. It was decreed to them by Xiuhtecutli to aid those
who can not or will not tolerate the faithless ways of the clans.
Therefore, to those known as outcasts, Xunti shows favor by
donating gold for the removal of these so-called flags of shame.
Only the most devout need apply for admittance into the ranks
of Xunti. Every applicant must first have experienced the
meaningless existance offered by the clans of the infidels.
A petition for audience must then be written to Xunti. Each applicant
will then be brought before the Great Prophets to be tried as
though by fire. If one is then deemed worthy to proceed, the
Oracles will commune with the gods (through rituals of prayer,
human sacrifice, and bloodletting) until the decision of the
almighty Xiuhtecutli is revealed. Entrance into Xunti will always
be accompanied by a human sacrifice.
Be forewarned!
Some, in seeking Xunti, have never been heard from again.
Imperium
Imperium is a military themed clan composed of several families. each
family is ruled by a family head as well as the patron leader. These
families are united under the clan’s common vision of HONOR, VALOR
and TRUTH. The leaders of Imperium are entrusted with the task of
guiding the clan to glory. They may direct the clan and individual
families in the effort to strengthen the clan. Each family has a set
theme and goal within the clan. The Families of Imperium:
Dro’Bher- The Dro’Bher handle all matters pertaining to the
preservation of honor in the clan. They are the ones who not only
seek out and slay the enemies of imperium, but also avenge their
fellow members who have fallen in battle.
Zxanguard- Dedicated to preserving the sanctity of the Imperial halls.
These members are specially trained to defend the halls of imperium
during raids. One seeking to join the ranks of Zxanguard must be
willing to learn how to actively defend as well as be prepared to sit
for long periods of time.
SweetSong- The comedians and historians of Imperium, they strive to
keep the troops in good spirits, keeping moral high is their primary
objective. They also pay tribute to the great deeds performed in
service to Paladine.
Myrlind- Family dedicated to those who wish to join, and those new
to the clan. They recruit new members, interview applicants, and
assist those new to the clan in learning their way around the
Imperial Halls. Their focus is teaching initiates in the ways of
Imperium.
Requirements for joining Imperium:
-Level 200 Single Class (or any level remort character)
-10,000 Quest Points Earned -Good general mud knowledge
-At this time, ALL families are open to new applicants.
Crimson
The Crimson Horde is the fear that you will not awaken every
time you fall asleep. The Crimson Horde is the reason you do
not feel at ease hidden within your maze.
The Crimson Horde is a marauding band of blood thirsty savage
Norse folk dedicated to the ideals that power equals
law and those with the power rule. Our strength lies within
the foundation of our solidarity. Every Horde member would
gladly and willingly sacrifice their own life to further
our glory in the name of Thor. We gladly lay down our lives
for our clan members and leaders. The Horde is governed by
committees lead by our clan leaders. Each committee is a
integral part of the whole. Our warfare committee is our
strength, our improvments committee is our brain, and our
social committee is our conscience. All three committees form
the reality that is the Crimson Horde.
To gain entrance into the mighty Horde, you must first prove
yourself worthy. To apply for entrance into our folds, we ask
that you browse our website, read our petition, read our oath,
and to think before you apply. To apply just leave us a note on
the personal board with the information we asked for on our
homepage. We have warfare, quest, and level requirments to gain
entrance to the clan. These requirments may be waived at the
discretion of our leaders. It is a wise applicant who has already
looked at each clan that Aardwolf has to offer before applying to
any clan.
Crimson Hordes’s homepage
Please check clan Crimson.
Retribution
A voice from past, a mouthful of unforgiving secrets. The lone traveler
stops mid-step and sighs, resigned to their fate. A blade is unsheathed, a
crossbow is cocked, and the next instant the traveler lies dead upon the
ground. Their vengeance is complete, and Retribution returns to their
derelict halls.
Little is known about Retribution, but a few grizzled drunks are heard to
tell a tale about a fearsome collection of outcasts who dispense their own
brand of justice across the lands of Andolor.
Druid
Members of the Great Circle of Druids are teachers, priests, and judges who
command magic bestowed upon them by the gods. The Druids are ritualistic
and centered around the influence of nature on all things.
The Great Circle of Druids provides these services to the people of Aardwolf:
1. Serve an intermediator between the common people and the gods.
2. Conduct rituals and host festivals marking the change of seasons.
3. Perform druidic wedding ceremonies. If the wedding takes place at a
druidic festival or if one of the marriage partners is a Druid, the Great
Circle will not charge for their service AND will pay the gold portion of
the marriage tax.
4. Teach people how to survive in the lands. (Note: Druids are NOT at beck
and call for spell ups and corpse recoveries. We want people to learn to
survive themselves without help.)
5. Function as judges in disputes.
6. Provide a balancing force between the excesses of Good and Evil.
For more information on our philosophy or membership guidelines,
see our Web Pages. The webpage address can be found at the
claninfo Druid screen.
Applicants please write a note on personal board to Druid.
(Please note, that ‘Druids’ will not work and instead send your note
into nexus 🙂 )
Amazon
The Amazon Jungle is one of the world’s most famous ecosystems, it yields
rich resources to those who treat it with respect. A small section of the
world that-to this day-remains relatively uncorrupted. For thousands of
years our people have prospered throughout the region and will continue to
do so for thousands more to come.
Our Tribes’ habitation spans from the lowest river valleys to the highest
mountain peaks; deep within the heart of the jungle, cut off entirely from
“civilized” societies. We have learned to make use of the surrounding
terrain, flora and fauna in order to thrive within our natural environment.
Though there are a great many tribes, the largest among them are the
Yanomami, the enlightened tribe who value equality above all else.
The Kayapos, forest traders who collect and share goods with all of the
other tribes. The Caboclos, savages of the jungle who serve only
themselves, known for their unpredictability. The Witotos, a powerful tribe
of formidable warriors, always on the front lines of battle.
Those of us within the commune of the Amazon Clan have gained a level of
comprehension for the natural world that most cannot attain. We have
accepted the realization that all living things are connected, that the
jungle’s resources are infinite and should be shared. Our members work
together with their fellow cohabitants in order to develop each others’
skills and gather resources for mutual benefit. Allow us to enlighten you.
To become one with the forest and it’s peoples, post a note on the personal
board addressed to ‘amazon’ or contact a clan leader. More information
about the amazon clan can be found on our website.
Pyre
In contempt, we turned from the sunworshipping fools, blind in their
ignorance and unable to see past their own beloved light.
Bitter and disillusioned we mocked their false gods.
In disgust we strode to the secluded mountains, far from those
deluded sheep bleating pleadingly into the empty heavens.
Accused of blasphemy and sacrilege, we dark brethren of
the night built our presence in the desolate caves, filling
the cold halls with devices and potions created by old lore
and knowledge begotton of long forgot tomes. The races of
the light, unable to see past their self-proclaimed radiance,
stood yet high and proud. Aware of us, but not afraid, they
ignored the following we obtained. And thus we wait.
Is your heart blacker than Valkur’s soul? If so, then come, be
at home, and don your grey robe. We have much to do…
Let the dead winter reign, and the moonfall glow upon the pyre.
Masaki
Long ago when the lands were untamed and new, when there
were less people in the world, a great, noble samurai of a
mighty clan was ambushed and nearly killed. As he lay
dying, a vagabond ninja girl stumbled upon him. Having a
pure and generous heart, she nursed him back to health.
While recovering, they fell in love and had a son. When the
samurai brought his love and son to his clan, he was
commanded by the clan elders to kill her since she was
merely a vagabond ninja girl. He refused and was thus
outcasted.
The samurai had always been taught to obey his elders
without question. He could not do this in regards to
love. After much soul searching, he soon realized that
there is no one “true view” to life and he vowed that
his son would be taught to think for himself. The son
was also taught in all the arts of warfare…and he
excelled as he matured. His education did not stop there
however; he mastered philosophy, morals and ethics, herbal
lore, magic, and religion. In doing so, the young man
learned what his parents hoped he would. First, how to
learn and think for himself. Second, there is no one
“TRUE” path…that one’s path must be found on an individual
basis.
One day, the young man’s parents disappeared mysteriously.
They left him with a final message: …seek for your own path,
my son. Be true to what we have taught you. The young man
put his home to the torch and set out to find his destiny…
His hope is to find individuals like himself to bring about
an alternative path for lost adventurers.
Rhabdo
In another dimension, the battle for the world was not won by the forces
of good and the demon spawn ravaged the world for centuries until every
source of life was extinguished. As the demons fed upon each other, one of
them rose to the top, Zhamet, deemed himself Lord of the globe, and turned
it into an Inferno as he waged war upon those who could challenge him. But
soon Zhamet ruled upon a shell of a planet, a black lifeless husk where the
only forms of life were his legions of the Damned. He needed a new toy.
Reaching across the infinite choices of time, the Demon King found
Aardwolf and stretched forth a claw to touch the planet.
The followers of Zhamet were spreading like plague on Aardwolf, bringing
his name and bloodshed along. They fought insanely, they slaughtered their
enemies without mercy, they died quickly too. Over the years it was all
the same. Some of the templar began to feel uneasy about that and among
them Cho-Manno. He spent years in the temple library looking for a way to
stop this madness. And he found it. Long time ago, during the war of
demons, Zhamet defeated an opposing spirit called Ramos, who was fighting
for the good and banished him to a dimension he could not leave. Secretly
Cho-Manno gathered templars with similar opinion on Zhamet’s acting and
they performed a ritual to summon Ramos and succeeded. Zhamet was so
focused on conquering more and more for his own that he haven’t noticed the
threat rising in his ranks. Ramos taught his followers skills that would
help them against the dark minions and finally they launched a massive
attack on Zhamet’s fortress amidst the planes. Zhamet called his minions
and soon the dark templar emerged from the warp gates and a large battle
began. The rebels were heavily outnumbered, so they summoned Ramos himself
to fight Zhamet and bring victory to their side. And so Ramos attacked
Zhamet himself. After a long fight Zhamet managed to hit Ramos with a
deadly blow and all seemed lost for the rebel Templar. But Ramos channeled
all his remaining powers through his body and threw them at Zhamet. The
godly essences fought in Zhamet’s body, melted together killing both Zhamet
and Ramos, and formed a new god, Dak’kon.
When their gods disappeared the templar stopped without breath. But soon
the fight started again. Seeing this Dak’kon unleashed his unspeakable
powers and all warriors froze at once. And he spoke to them with a voice of
authority. He showed them that both holy fury and evil power lead only to
death. He showed them that he is BOTH Zhamet and Ramos and that their kind
will only survive if they fight together. He told them that it is only
their faith that can keep him alive and their kind strong. He told them
that he’ll bring a new blood, heroes and villains, those that will help
them restore their order. And so they started a new life. Shadow Wardens,
Lightbringers and the Keepers of balance existed together, growing strong
in faith to Dak’kon, performing rituals to his name and fighting those who
dared to oppose them. And they grew more strong than ever before.
Dak’kon’s Web Temple contains more info about the templars and their ways
(url in ‘claninfo rhabdo’).
Perdition
Originally known as the Knights Templar, the Order served faithfully the
Church of England during the Holy Crusades before being forced to retreat
at the end of the decades long campaign. Upon returning to Europe, the
Knights discovered that their chivalry and valiance in battle had grown
nearly to the point of legend, and their influence and wealth soon
followed.
There were those within the Church and Noble circles alike however, who
knew nothing of honor, dedication or loyalty. Their jealousy and fear of
the Knights grew, until finally the Order was unjustly accused of heresy
and stripped of all that it had fought for. Once proud Knights were
tortured in order to extract confessions before finally being sentenced
to death.
With the help of a loyal squire, a handful of Knights were able to escape
on the eve of the execution and flee into the countryside. There, they
renounced their loyalties to the Church and accepted their new lives as
Knights of Perdition, swearing loyalty to the fallen angel Apollyon in
defiance of the Hippocratic Church that had betrayed them. On that night
the Order began a new crusade, to rebuild themselves to their former
glory and enlighten the ignorant masses of the realm to the betrayal and
corrupted truths of the world – either through the teachings of Apollyon,
or through the cold truth of steel.
Loqui
:::The Revolution::: began during the darkest days of the
Great Cleansing, during which time there was great malice
and prejudice against the lower castes.
The movement started as several small, clandestine groups
of aggrieved commoners began plotting against the greed and
selfishness that was threatening to destroy their hopes
for an improved way of life. Inevitably, word of these
meetings reached the ears of the King and his closest
advisors.
Soon thereafter, as the gatherings continued to grow in
both size and reputation, they were infiltrated and members
began disappearing at an alarming rate. In short order, a
Royal Decree was passed ordering the eradication of
all rebels.
Great screams of torment were heard throughout the land as
both revolutionaries and innocents alike were mercilessly
tortured and slaughtered for their beliefs in equality.
As the ocean of dead began to rise, the revolt surged in
numbers, recruiting advocates and finding allies from all
walks of life. As darkness mingled with light, education
with experience, this faction moved underground and developed
into a seriously vexing problem for the Kingdom.
Rumors are that this tenacious organization continues to this
very day, and that their quantity and clout continue to grow.
The upper castes have yet to understand the true motives
behind what they have appropriately labeled as
:::LoquI:::, the Outspoken.
Gaardian
Fancy a career in journalism?
Famous for its tireless investigation of the truth in the
international newspaper ‘The MidGaardian’, The Gaardian Publishing
group is looking for talented writers, reporters, and investigators
to work in its new office headquarters in downtown Aylor. Get the
chance to visit exotic locations*, meet new and interesting people, and
then return to tell the world about it. Or, if you have an ear for
current events, join our editorial team and keep the populace up to
date on what’s happening closer to home.
If you feel you have what it takes, are at least level 100, and have
a good grasp of written english, visit our website listed in Claninfo
Gaardian today, to see what vacancies are available!
*Travel expenses will not be paid by the company. Company travel
insurance does not cover thefts, fires, accidental or deliberate death or
dismemberment, or the consumption of your soul by the dark and chaotic
forces that lurk on the borders of what we laughingly call ‘reality’.
Tao
Even without a physical presence here in Aardwolf, Tao has still existed,
having a few devoted followers. They have roamed the lands of Aardwolf,
practicing Tao, cloaking their presence from the world. But with so few
followers, the once strong Tao is slowly becoming weak again. It is time to
induct followers, to spread the word of Tao. The remaining followers set
out searching the Aardwolf population for those that have already heard the
call and are willing to help make Tao strong again.
Now is the time for Tao to have a physical presence on the lands of
Aardwolf. Close to Aylor, The Creation has started with the few current
followers of Tao pulling their resources together to start the growth of
Tao. Devoted to relaxation and individuality, all are welcomed to come gaze
upon Tao. Maybe a few will decide to follow.
All are free to achieve their own individual goals. All are required to
relax. As Tao’s followers grow stronger, so shall Tao be empowered.
The call of Tao is strong on Aardwolf now, those wanting to hear it can
follow it’s sound from anywhere. Only one question now remains. Are you
strong enough to follow Tao?
If you would like to find out more about The Creation of Tao please feel
free to contact one of the leaders, or browse the website.
Touchstone
The ancient philosophy of TouchStone is based on four stones where each
stone has a unique meaning and purpose. With the help of the four stones
people of Aardwolf can pursue balance and harmony. The green stone stands
for friendship. Green is a constant reminder that one must be free of all
that is selfish and to give freely of oneself. The blue stone represents
healing, for blue is the color of nature and nature is responsible for all
our being. The red stone stands for wisdom because red is the color of
fire which burns inside each of us with a desire to learn and grow. The
philosophy of Touchstone also teaches us that experience is the key to
intellectual growth so the last is the black stone, for black is the
symbol of darkness and through our past adversity we have gained knowledge
and experience which we will share with others.
Those who find themselves adrift and without purpose are encouraged to
read our philosophies and apply to our ranks. The Touchstone philosophy
will help to harness your energy and attain your full potential. For
more information please see ‘claninfo touchstone’.
TouchStone does not show favoritism to any class/race/sex or alignment. We
believe all members of our society have the potential to become members.
We believe that our world shifts and changes with time and that the clan
must adapt and change with it. Though four stones dictate our philosophy
we understand that few things are set in stone.
Touchstone is a non-pk clan and by charter must remain this way. We do
allow members to be OPK or join wars, contests, and duels as they desire,
provided the mud structure allows for it.
To join Touchstone we recommend that you have remorted at least once and
earned at least 2000 qp total. The final descision on clan membership is
made after the interview process. Please send your application to
Touchstone on the personal board.
- Published in Public, Public-Guides
How I Learned To Stop Worrying And Love The Mapper
The MUSHClient mapper can be daunting for a new player, but it’s fairly simple in concept. It keeps track of every room you’ve ever visited, and stores that information in a database. With the information it gathers, it’s able to navigate you back to any room you’ve walked to.
The operative term here is “walked” – by default, mapper can’t deal with custom exits, teleports, or anything else that’s not movement. The purpose of this guide is to point out some of the major features of mapper.
The mapper is useful for campaigns, quests, and global quests. Ever wonder how someone can finish an entire GQ in three minutes while you’re trying to find your first mob? The answer is mapper.
Note that this is NOT intended to replace the “mapper help” command – only to point out some of the more basic tasks that aren’t explained well. With that said, this also isn’t an advanced guide – I won’t be diving too deeply into most of the commands. If something isn’t explained here, the clan or tech channels are your best resources.
mapper resume
After issuing a mapper goto command, you end up getting caught by an aggro or running right into a door. Gotta type the vnum again, right? Nope. Just use mapper resume and it’ll reissue the last mapper goto command you used.
mapper next #
When you do a mapper find or a mapper area search, you’ll sometimes get a list of rooms. You can do mapper next and just step through the rooms one-by-one, but you can also do mapper next 4 (for example) to go to the fourth room in the list.
mapper cexit
A lot of people are confused by cexits. They’re fairly simple in concept – the cexit is just the commands you’d execute to get to your next room. It’s interesting to note that mapper cexits work for anything – custom exits, static portals (i.e. something loaded into a room,) and even opening doors and going through them.
To create a cexit, use a command like the following:
mapper cexit open e;;e
mapper cexit say ready
mapper cexit enter jet
mapper cexit n;;wait(10)
Note that the semicolon is doubled – this “escapes” MUSHClient’s built-in stack character so only a single semicolon makes it into the command that mapper stores. Note that you’ll have to use whatever your stack character is set to and double that – this doesn’t apply to most people, though.
Note the last example with the wait command – this tells the mapper that you need to wait for some reason between commands. This shouldn’t need to be used too often, but it can be useful in limited cases.
mapper cexit_wait
This is a command you issue before you set up a cexit. It just tells the mapper to wait for the specified number of seconds before resolving the cexit. This is useful for certain areas such as Sho’aram or Kobaloi, where there’s a scripted delay before you get transferred to the next room.
mapper lockexit
Ganked by angry drunks with vorpal table legs? Stand outside and issue the mapper lockexit command, and it’ll keep you from pathing through that room. It’s a simple dialog box – it’ll ask you to specify a level where you’ll finally be able to path through the room again.
mapper portal
The mapper portal has a similar syntax to the mapper cexit command, but it’s worth noting that it’s used differently.
When issuing any of these commands, make sure you’ve already worn and entered your portal – the command will set whatever room you’re in as the portal destination.
Your basic portal command will be something to the effect of:
mapper portal wear portal;;enter
Most people have their portals in a bag though, so they’ll want to get it from the dedicated bag, use it, and then remove it and put it back into the bag:
mapper portal get portal bag;;wear portal;;enter;;remove portal;;put portal bag
Still others have the portal slot wish, and are always holding some kind of portal in their hand. You might have something like this if you’ve got an Amulet of Aardwolf you always wear:
mapper portal get portal bag;;wear portal;;enter;;wear amulet;;put portal bag
And yet others have good stat portals (e.g. Tiger of Kai) that they’ll wear at the appropriate level. In that case, you make a MUD-side alias (something like “alias wearportal wear tiger”) that you can change up as you level:
mapper portal get portal bag;;wear portal;;enter;;wearportal;;put portal bag
Even if you don’t have the dedicated portal slot, you might have dual wield and want to re-wear your weapon automatically:
alias weardual second weaponname
mapper portal get portal bag;;wear portal;;enter;;weardual;;put portal bag
mapper addnote
Mapper notes are valuable for remembering stuff. When you add a note to a room, it will show up every time you enter that room, and you can also issue the “mapper notes” command to see all of your notes. These notes could be anything: locations for heal potions in the manor area, directions to find a key for a particular room, or even just an amusing comment on a room’s description.
mapper addnote okay done with the guide i’m out hope it was useful
- Published in Public, Public-Guides
So you want to be an enchanter?
What are enchants?
Typically, when someone talks about enchanting, they’re talking about the three enchants that require specific flags – resonate, illuminate, and solidify.
Resonate requires the object to NOT have the (Hum) or (H) flag, and maxes out at +3 luck and +2 in a random stat.
Illuminate requires the object to NOT have the (Glow) or (G) flag, and maxes out at +4 wisdom and +4 luck.
Solidify requires the object to HAVE the (Invis) or (I) flag, and maxes out at +6 damage roll OR +6 hit roll – not both.
Note that the other enchantment spells/skills (enchant weapon, enchant armor, sharpen, and reinforce) aren’t really worth it – they cause the object’s level to raise for very little overall benefit, and have a chance of ruining the equipment.
Why would I want to enchant my own gear?
Doing your own enchanting gives you control over the exact stat spread you want. If you want luck and wisdom, make sure all your gear is enchantable with illuminate. If you want damage roll, make sure it’s all able to be solidified. If you want a spread of stats, ensure it’s able to be resonated.
How do I enchant my gear?
Ideally, you want to be, y’know, an enchanter. This means primary class Mage, subclass Enchanter. You want your “enchanter stats” close to being maxed – it’s not 100% required, but you’ll have a bad time if they’re below about 550 with all your spellups active. Realistically, you want them to be as close to 600 as possible with all your spellups.
Your enchanter stats are luck, intelligence, and wisdom. You’ll want them as high as possible for the best chances of a good enchant.
You’ll also want to plan. Make sure you know where the gear is and how you’re going to get it. If it’s something you need to kill a mob for, make sure you get a stash of it to work with – unlike open clan gear, you can’t just sell it and then buy it back to “reset” it. Also make sure you have a sense of what’s “good enough” for enchanting mob gear – you’ll usually have to settle for something not-quite-maxed if you don’t want to have to kill a mob a hundred times for the gear they drop.
You’ll want to make sure you have containers to sort your gear sets into. Personally, I have the following containers:
[Recruit] Leather Backpack (Level 200 gear)(Seekers) Urn of Awakening (Level 171-181 gear)
/|\Veil of Realms/|\ (Level 131-141 gear)
Malevolent {chaos} Luggage (Level 91-101 gear)
Mab’s Agony Box (Level 61-71 gear)
Guitar Case (Level 41 gear)
Satchel of Sanctity (Level 1 gear)
This just helps to keep things organized when you’re going through your gear sets. It’s certainly not required, but it’s nice to have.
You’ll want a LOT of gold. I spent somewhere around 50 or 75M gold on enchanting my gear, but that’s for 6 sets as per the above – you can get by with only a couple million if you’re doing a level 1 set, for example.
You’ll want to have a sense of just how good you want your gear to be. You can get through enchanting a lot more quickly if you’ll settle for something that’s not maxed out, and you might have to do so for sanity’s sake if your stats aren’t maxed. There’s a couple of options/schools of thought:
- Max all the things! Make sure you get a maximum enchant for both types you can apply to the gear.
- Pros: Highest stat boost from the enchanted gear.
- Cons: oh god i have been enchanting for a week straight please kill me
- One max enchant. Make sure that one of the enchants are maxed out, and then let the other one land where it may.
- Pros: If you start by enchanting each piece with the one you want to max out, you know basically immediately if it’s worth keeping.
- Cons: Lower stats, but still pretty good.
- +x points worth of stats. Enchant, and make sure you’ve got at least a certain number of added stats.
- Pros: Two chances to hit a good enchant, since you’ll need to cast both spells to see what you get.
- Cons: Need to cast both spells before you know if something is worth keeping.
How do I plan my gear?
The easiest way, and the way I’m going for in this guide, is to use eqsearch. Look up each slot, pick something for each level, stick it all in a spreadsheet, and just mark things off the list as you enchant them. Note that you can “eqsearch <slot>” at SH and get a list of everything eqsearchable in that slot.
Here’s an example line from my own spreadsheet:
| 1 Satchel |
41 Guitar Case |
71 Mab’s Agony Box |
101 Chaos Luggage |
131 Veil of Realms |
171 Urn of Awakening |
|
| eyes | Clear Vision 1int |
Amethyst Eye Lens 2dex 2int 4dr |
Disciple’s Watchful Eye 6int 2dr 30hp |
Eyes of Enlightenment 5str 5dex 2dr |
Reporter’s Sharp Eye 13int 6dr 15mana |
Reporter’s Sharp Eye 13int 6dr 15mana |
At level 201, I simply typed “eqsearch eyes” and picked things with the highest score for the level ranges I wanted. Note that the gear you choose is going to largely depend on your primary class – the above is good for a mage, but wouldn’t be so good for a warrior or a thief primary class since the stats tend to be int-heavy.
It’s worth remembering that sometimes, your eqsearch items might not have something better at a higher level – in the example above, the Reporter’s Sharp Eye (from Gaardian) is actually better than anything else that exists at level 171, based on the stats I wanted when I was doing my enchanting.
Note that if you’re focusing on specific enchant types (e.g. trying to go heavy on the damroll,) you’ll have to go scout the equipment wherever it’s sold and find out if it has the appropriate flags – open clan gear will only be enchantable with TWO of the three available enchantments. If you want damroll, you’ll need to make sure that whatever gear you’re going for is invis, for example.
It’s beyond the scope of this guide, but you might also want to check out the “compare set” command – it’ll help you tweak the scores presented to you, and it’ll let you focus on the stat or stats you want.
Alright, I’ve planned – how do I enchant?
Find where whatever you want is sold, buy an item, cast the appropriate enchants on it, identify it to see if it’s what you want, and either put it away or sell it back. Repeat hundreds of times.
Keep the rules under “help enchantbot” in mind – it’s easy to run afoul of them if you’re not careful.
My own enchanting was just using the following command stack (legal, per the first bullet point in “help enchantbot”):
sell <equipment>;buy <equipment>;cast resonate <equipment>;lore <equipment>
This would sell the previous item (assuming I didn’t tuck it in a bag,) re-buy it, cast resonate, and then identify it. At that point, I could make a decision on whether it was worth keeping the item for the second enchant or not (if it was, I’d put it in a bag, and not go through the second enchants until I had 5 or 6 “perfect” first enchants.) I personally went for the “max all the things” option with my enchanting, so your own style/set of commands may differ.
If you have leavings from enchanting, get a container and stick ‘em in the room south of clan recall! Even a “bad” enchant might be really useful for someone just starting out who doesn’t have the stats to do enchanting for themselves!
What is enchanter’s focus? What about three moons? Isn’t disenchantment a thing?
Three moons is a scam.
… okay, fine, it’s not a scam, but as far as I can tell, it’s useless for an actual enchanter. Basically, don’t worry about the moons – you’re going to spend enough time enchanting a full gear set that you’ll never notice any difference in the first place.
Disenchantment to try again!
Someone with an enchanter subclass can “disenchant” a piece of gear for free, once per-enchant-per-item. If you identify an item, you can see if you can do a free disenchant at the bottom where the enchantments are listed:
+—————————————————————–+
| Keywords : ring eternal strength seekers1finger |
| Name : Ring of Eternal Strength |
| Id : 2682022109 |
| Worn : Left finger |
| Type : Treasure Level : 1 |
| Worth : 250 Weight : 1 |
| Wearable : finger |
| Score : 122 |
| Material : gold |
| Flags : unique, glow, hum, magic, held, burn-proof, |
| : nolocate, solidified, resonated, V3 |
| Clan Item : From The Seekers |
+—————————————————————–+
| Stat Mods : Strength : +1 Luck : +3 |
| Wisdom : +2 Damage roll : +6 |
+—————————————————————–+
| Enchants: |
| Solidify : Damage roll +6 (removable with TP only) |
| Resonate : Wisdom +2 (removable by enchanter) |
| : Luck +3 (removable by enchanter) |
+—————————————————————–+
Note the two different values – “removable by enchanter” and “removable with TP only”. “removable by enchanter” means that you can use the disenchant command on it for free. The “removable with TP only” means that when enchanting this, I got a bad roll once, disenchanted it, and tried again – if I got a bad roll again, I’d have had to pay 3TP to disenchant it and try again.
In my opinion, it’s not actually worth using disenchantment on your first attempt even as an enchanter – it’s quicker to just sell the gear back and buy it again. It’s definitely worth using your free disenchant on a bad second attempt, once you’ve got one good-or-perfect enchant on there.
It is NEVER worth spending TP to disenchant open clan gear – just buy it and try again. Even on level 171 stuff, you’re not going to spend 33M (i.e. the rough price of 3TP) trying to get a second good enchant.
Enchanter’s focus?
Enchanter’s focus just gives you a chance to avoid entirely failing an enchant, which adds (or removes) the flag without giving an actual enchantment. This means that you can’t disenchant it – it’s a bad thing. Enchanter’s focus also adds some stats, so it’s good to have it up and running when it’s available anyway. It’s certainly not required though, at least for first enchants – you’re just going to fail more gear and spend a bit more money. You definitely want it up when you’re doing the second enchants though – you don’t want to fail enchanting that nice +4/+4 illuminate you got with the second spell!
- Published in Public, Public-Guides
Instinct Guide – What and Why?
Why would I get instinct?
Instinct gives a bonus on top of your existing percentage for certain skills and spells. This bonus isn’t linear – an extra 100 points may give 20% total bonus, while an extra 200 points may only give a 30% total bonus.
There’s a common set of “instinctable” skills/spells, and then unique ones based on your pclass:
Available to everyone:
- Incomplete healing
- Toxic Cloud
- Restore Life
- Renew
- Fourth Attack
- Heal
- Sanctuary
- Vitality
- Third Attack
- Fast Healing
- Haste
- Dual Wield
- Second Attack
- Protection Good
- Protection Evil
- Meditation
- Enhanced Damage
- Dodge
Class-specific:
Mage:
- Miasma
- Toxic Cloud
- Immolate
- Air Skewer (Elementalist only)
- Earthen Hammer (Elementalist only)
- Ice Daggers (Elementalist only)
- Spear of Odin (Sorceror only)
Ranger:
- Gaia’s Revenge
- Eruption
Psionicist:
- Desolation
- Mindflay (Mentalist only)
- Necrocide (Necromancer only)
Cleric:
- Regeneration
- Voice of God
Warrior:
- Hammering blow
- Ironfist (Barbarian only)
- Precision (Soldier only)
Paladin:
- Heavenly Balance
- Test of Faith
- Apocalypse
- Holy Reprisal (Avenger only)
Thief:
- Knife Fighting
- Spiral
- Scorpion Strike (Ninja/Venomist only)
When should I get instinct?
There’s no hard and fast rule, but in general, “when you can afford it.” Your initial trains will probably be better spent on maxing out your stats first.
What should I get instinct in?
There’s a few choices here. Whether you go for offense or defense first depends on your playstyle. For example, someone heavily into epics may want to focus on defensive abilities first to increase survivability, whereas someone into questing and powerups may wish to focus on offensive abilities to kill targets more quickly.
As a general rule, offense is going to be more effective than defense – this is similar to the argument for using dual wield vs. weapon + shield. More (and/or stronger) attacks means you kill mobs faster, which means you spend less time in combat and take less damage overall. Defensive instinct is typically only going to be useful at SH level.
Initially dropping a single point into multiple useful instincts could also be valuable, because it gives you a chance (however small) to gain a benefit from it, and single points are (relatively) cheap.
As a general rule, 25 points in two similar or related skills/spells will be better than 50 points in a single one due to the diminishing returns on instinct points. Also note that 50 points in a single instinct are more expensive than 25 points in two, due to how instinct costs scale – spreading your instinct around will tend to allow you to get more of it overall. For example, 25 instinct in a single skill/spell is ~11k trains, while 50 instinct in a single skill/spell is ~60k trains. You can get 25 instinct in 4 skills/spells for what you’d spend on a single one at 50.
What instinct is best to get?
First and foremost – the best instinct is one that you’ll actually use. Don’t get instinct for a skill/spell you never actually utilize, or it’s just wasted trains (and money.)
- Sanctuary is roughly equivalent to Dodge, though Dodge is going to tend to be better if you’re fighting mobs with lots of attacks or lots of mobs at once. Sanctuary is a flat percentage damage reduction, whereas Dodge gives an extra chance for 100% damage reduction on each attack. Dodge is going to shine if there’s a lot of attacks incoming, while Sanctuary is going to tend to be overall more reliable (albeit to a lower degree.)
- For melee, Fourth Attack is going to be better than the other attacks, since it’s more rare in the first place – you’re going to tend to get more benefit out of 10% extra in Fourth attack vs. Third or Second.
- Also for melee, dual wield and haste are going to be roughly equivalent – but remember that spreading the points around is going to tend to give a better return than focusing on just one.
- For a spellcaster, your best spell at higher levels is going to tend to be what you use instinct on. It may be worth putting some points into a lower spell that you get faster though, if you do a lot of leveling and less sitting at SH.
- Example: for a mage, putting instinct into Miasma would give you more damage in the long run than putting it into Immolate, since you get the Miasma spell 20 levels earlier.
- On the flip side, putting instinct into Immolate may be better if you don’t get dragged or you do want to sit at SH – the extra damage is more useful at the higher levels.
- Fast healing and meditation are underrated instinctable abilities – fast healing can equal up to 1k hp in a tick simply while standing around, and meditation can massively improve mana regeneration when brewing potions (and you don’t need to spend money on mana pots that way.)
- Enhanced Damage is an overrated instinct – because it doesn’t always trigger, it’s going to tend to give you less overall damage than fourth attack. An extra 10% chance at +100% extra weapon damage (i.e. that fourth attack) is better than three extra 10% chances of +10% damage (i.e. enhanced damage triggering on a strike when it may not have otherwise done so.)
Acknowledgements
Thanks go to Xaeris for providing most of the actual useful content for this guide, and Saraid and Blunt for giving it a sanity check.
- Published in Public, Public-Guides
