List of Areas by Longest SW for Trivia Portal Buying.
The number on the left is how many movements to get to the area, the portal counting as one, it also lists what gameload portal can be used to shorten these already. I didn’t list any areas under 7 movements as thats a lil over kill. 7 probably is as well, can easily be fine buying everything 10 movements or above. Anyhow this is the list for those who might want to start buying Trivia Portals.
27 infamy [a two-way mirror];run 6e2s3edw3n3e4s3w
26 uprising run 2ndndu4e5n4w4n2ed
23 logging [Glad Arena];run sd6s13e;enter fog
22 necro run 4swnd2es2e5se4s
21 annwn [the Amulet of Aardwolf];run 3s16eu
20 hodgepodge [starburst];run ds8es2w6n
19 jenny [a wooden yoke];run w2n4e5n4wnu
17 jotun run 13s2wsd
16 elemental [A Small Crystal Tree];run d13ne
16 fireswamp [starburst];run d3n3w3n3e2n
16 gallows [black volcanic glass];run sw12ne
16 helegear [a mirror showing Deneria’s past];run s13es
16 paradise [a Cracked Wooble-nut];run se12ne
15 ascent [Honeycomb];run n4e4n4w;climb the chain
15 fantasy [an apple press];run sw4n3en3e;sleep
15 monastery [Honeycomb];run n4enunuw2ene
15 newthalos [Sir Lauren’s Despair];run 12s2e
15 quarry [Sir Lauren’s Despair];run s6w7s
15 skeletal [x|| A MAGIC SCHOOL BUS ||x];run u2s6w4su
14 conflict [Cowlina’s Trust];run se3nd3nu3n
14 imagi run wuwus5w4s
14 radiance [Time Capsule];run 9s3e;explore woods
14 rebellion [a Chip of Willow Bark];run 5s5enws
14 remcon [a two-way mirror];run 6e2s3edw
14 sahuagin run 2ndnunese2s3e
14 vale [Sir Lauren’s Despair];run 8s5e
13 dhalgora [the Amulet of Aardwolf];run s10en
13 dungeon [Queen Melosa’s Mirror];run w2s9e
13 fractured [a wooden yoke];run 6w6s
13 gnomalin [Enchanted Spellbook];run s5w6s
13 nursing [the Amulet of Aardwolf];run e4ws4wsu
13 peninsula run ndwusd2esdnds
13 vlad [Queen Melosa’s Mirror];run w5n6e
13 wildwood [a Cracked Wooble-nut];run s2w9n
13 yarr [Hot Wok of Qong];run d6w5n
12 atlantis [the Amulet of Aardwolf];run s6n3es
12 cineko [Sir Lauren’s Despair];run s7w3s
12 diatz [a Passage to Gwillimberry];run d9wu
12 dortmund [Honeycomb];run n4enunuwe
12 lidnesh [a wooden yoke];run 9w2s
12 sendhian [Aethelswyth’s Visions];run s6w3n;moonrift
11 astral [Time Capsule];run s4w4su
11 beer [Broken Curse];run en8w
11 cathedral [Honeycomb];run n4enunuw
11 damned [x|| A MAGIC SCHOOL BUS ||x];run un3w4se
11 dundoom [Queen Melosa’s Mirror];run w8nd
11 earthplane [Honeycomb];run n4enunun
11 fortune [x|| A MAGIC SCHOOL BUS ||x];run uew6se
11 ftii run 8s3e
11 glimmerdim [a Chip of Willow Bark];run 5s5e
11 infest [an apple press];run sw6nen
11 oceanpark [Wizard’s Prism];run us3w4su
11 origins [Honeycomb];run n4enunue
11 raga [Bell Tent];run sw3swn3w
11 scarred [Backstage Pass];run 2sen3w3n
11 slaughter [a demon school handbook];run 4s3w3s
11 songpalace [Enchanted Spellbook];run s3w5sd
11 thieves run sw2nwus4e
11 times [a Passage to Gwillimberry];run d3w6n
10 aardington run 2nwdeususe
10 alehouse [x|| A MAGIC SCHOOL BUS ||x];run u6s2e
10 asherodan [Aethelswyth’s Visions];run sw6su
10 canyon [the Amulet of Aardwolf];run n4s4e
10 caravan [Enchanted Spellbook];run s6wsw
10 cats [an apple press];run sw5n2e
10 chantry [Broken Curse];run en5ws;cross the kettermoor
10 diner [x|| A MAGIC SCHOOL BUS ||x];run 2us4wsw
10 firenation [Compendium of Fal’Shara];run 3s6e
10 maelstrom [a demon school handbook];run 4se2n2e
10 minos [a two-way mirror];run w8s
10 mudwog [Enchanted Spellbook];run s2w6n
10 spyreknow [a wooden yoke];run 8wn
10 stone [Wizard’s Prism];run u2ne3ned
10 tombs [x|| A MAGIC SCHOOL BUS ||x];run u2s3w2s;jump shaft
10 woodelves [a two-way mirror];run w4s4w
10 xmas [the Amulet of Aardwolf];run n8e
9 avian [Goblin Warplans];run u6su
9 blackrose [a demon school handbook];run 6seu
9 camps [Sir Lauren’s Despair];run sen5e
9 chessboard run 2s5es;watch game
9 crynn [Hot Wok of Qong];run ds3w3s
9 fury [the orb of the stars];run us3w2s;join the crew
9 kerofk [a wooden yoke];run w2n4en
9 kingsholm [a wooden yoke];run w5n2e
9 longnight [Compendium of Fal’Shara];run s6wd
9 melody run 2s5ws;dance
9 winter run 6sune
8 arboretum [a mirror showing Deneria’s past];run s6w
8 carnivale [Honeycomb];run nes4e
8 childsplay run 4swndn
8 earthlords [Compendium of Fal’Shara];run s6e
8 farm [an apple press];run sw2n2en
8 graveyard run 4swnde
8 hawklord run 4swndw
8 hoard [x|| A MAGIC SCHOOL BUS ||x];run uwusw2s
8 horizon [the Tiger of Kai];run 6su
8 lab [a Cedria];run 6ws
8 manor [Sir Lauren’s Despair];run s5ws
8 northstar [the Gate Rune];run w2n3eu
8 nulan [the badge of the Draconic Intelligence Service];run 2e2n3e
8 orlando [Broken Curse];run e3n2en
8 salt run 4swnds
8 sandcastle [x|| A MAGIC SCHOOL BUS ||x];run 2u4se
8 siege [x|| A MAGIC SCHOOL BUS ||x];run uwuw3n
8 tanra [Enchanted Spellbook];run sen4e
8 tilule [Permanent Peace];run ds2w3s
7 afterglow [a Majestic Orb];run ndus2e
7 bliss [Sir Lauren’s Despair];run sw4s
7 cove [A Black Pendant];run s3w2n
7 dunes [the Amulet of Aardwolf];run e2w2su
7 empyrean [the Amulet of Aardwolf];run e5w
7 hedge run 2nwdeus
7 kobaloi run wusu2es
7 landofoz run 2nwde2u
7 laym [the Amulet of Aardwolf];run w3s2e
7 nenukon [the Amulet of Aardwolf];run ew3se
7 promises run 2nwdeuw
7 shadowsend [the Amulet of Aardwolf];run e3w2n
7 shouggoth [the Amulet of Aardwolf];run es4e
7 volcano [x|| A MAGIC SCHOOL BUS ||x];run u2s3e
7 weather run 2nwdeue
7 werewood [Queen Melosa’s Mirror];run w4se
7 zodiac [Compendium of Fal’Shara];run s4ws
- Published in Public, Public-Guides
Global Quest Guide for Absolute Beginners
AKA, “I wish I knew this before I bashed my head into my desk”. Also, like 90% of this applies to campaigns as well, so think of this as a supplemental to the Campaign Guide.
Intro
So, imagine this. You’re brand new to the world of Aardwolf and, with a twinkle-sparkle in your eye, you keep seeing these messages roll past your chat window:
Global Quest: Global Quest # 1234 has been won by Player1 - 999th win.
And you, in your naivete think to yourself, “Oh maaan, global quests?” Those must be sooo coool!” And then, the moment happens:
Global Quest: Global quest # 1235 has been declared for levels 10 to 30 - less than 25 wins only.
The quest will start in 4 ticks and will last for xx ticks.
“Oh boy! I’m between levels 10 and 30! And I don’t have any wins! A global quest made just for me? This must be my lucky day!”
So you, again in your naivete, type gq join 1235 and sit patiently waiting for the starting gun. Now little padawan, let me tell you what’s about to happen.
“Hrm, let’s see… The first one is in Nalondir. Well, I’ve never been there before, but let’s go check it out! Okay, I need to kill… a sewer rat. Hrm, I don’t know where that is but let’s runto nalondir and just have a look around… Well, I found some sewers… Ahah! Sewer rat is dead! Awesome! Next is… The Fire Swamp. Cool, I’ll just runto fire, and look for An osprey… Found it! Next is…”
Global Quest: Global quest #1235 canceled due to inactivity.
“What. What? NANI~!? But I was…!!!”
This was the point in my Aard career where I proceeded to write a 30 page manifesto about how Global Quests were absolute BS, not newbie friendly, bad UX, and so on. But what really happened was that you were too slow, too inexperienced, and not equipped with the proper tools. Allow me to show you the way.
Before you start
Before you even start thinking about taking your first, precious little baby steps into the world of Global Questing, please, please, heed these tips:
- Don’t. If you are very new to your Aard adventure, just… Don’t. Seriously, the amount of time allotted to low-level GQuests is tiny, and you will fail. Your time will be much better spent:
- Explore. You want to see as much of the world as possible. Doing regular quests, and especially doing campaigns, will more or less force you to explore the world and the areas within it. Seriously, you want to get your
explorecount as high as you can. - Use the official Aard/MUSH client. I know, I know, you really really like using
telnetinside of yourtty. And, if you don’t know what either of those words mean, you should DEFINITELY be using the official client. It runs perfectly under WINE, so “Waaa, I use a Mac” isn’t a valid reason not to. “I am blind and play with text to speech,” IS a valid reason and… I… I don’t know how to help you. Sorry. - Have this site open in a browser window. We’ll get to that later.
Mapper is your friend—AKA, the Aard Konami code
If you are using the official client, then it not only includes mapper functionality, but it is preconfigured to mostly work out-of-the-box. What it does is, every time you enter a room for the first time, mapper is recording the room name, connections to other rooms, and building a run path to that room.
Now, that run path may or may not be the most optimal path, but it will try to get you there. Also, mapper doesn’t really take into account closed doors, locked doors, portals, that one weird room where you have to do the chicken dance to get ported… But it will still get you most of the way there.
And even then, it is possible to manually configure mapper to handle some of those edge cases but, that’s a topic for a different day.
Actually doing Global Quests
If you tl;dr-ed from the start, welcome.
If you are using the Aard/MUSH client, and have been exploring like you should have been, then, when you take on a GQuest (or a campaign—like I said, most of this applies to both), then when you bring up gq check, you might see something like:
You still have to kill * a dwarven officer (A Dwarven Garrison)
Now, if you have 30,000 hours logged into the game—why are you reading this?—you probably know exactly where that is and are speedwalking there already. For the rest of us going “where the hell is that?”, allow me to introduce, mapper find.
> mapper find garrison
Found 2 targets matching '%garrison%'.
+------------------------------ START OF SEARCH -------------------------------+
[1] Remains of a ruined garrison (The Shadows of Minos) (20474)
[2] A Dwarven Garrison (Swordbreaker's Hoard) (1697)
+-------------------------------- END OF SEARCH -------------------------------+
If, in your earlier exploration, you happened upon a room called A Dwarven Garrison, then that is the result that you would see from running the command mapper find garrison. Since we were specifically told it was A Dwarven Garrison, we want the second one. So, you will follow that with:
> mapper goto 1697
Going to: A Dwarven Garrison
run 6sununw11s13wen2eu2wueunds2ednwn
And you’re there! Just type mapper find xxxx, where ‘xxxx’ is whatever number shows up to the right of the room name in search. Note that, your number will almost certainly NOT be 1697, so be sure to use whatever mapper find tells you. Here’s some more tips about using mapper:
- Manually typing
mapper gotoisn’t strictly required. With Aard/MUSH client, you can actually click on the room name in the search results, and mapper will start speedwalking for you. - If you know for a fact that you’re already in the right area, for example:
Swordbreaker's Hoard, then you can usemapper areato just search your current area. mapper gotodoesn’t require you to start from recall. It will attempt to route you to your destination from wherever you currently are. Maybe that’s bad if you’re on a different continent, but it’s great if:mapperwill get interrupted if you get into combat, encounter a closed or locked door, need to enter a portal or use a pass phrase, etc. In these cases you can manually deal with whatever the interruption is, usemapper goto xxxxagain, and it will start continue routing you from wherever you are.
Having the passdoor effect active negates a lot of issues with doors and mapper goto. Thieves get it at 48, Psionicists get it at 50, and the Seekers clan sells a passdoor potion at 48 as well.
Found 0 targets – AKA, I’ve been slacking on my homework
If however, the mob is in an area that you have NEVER been to before (or just never found that room), then mapper find will probably turn up 0 results. In this case, it’s time for your backup weapon. Remember that link I told you to have open?
On that page, you can enter the name of the mob you’re looking for. Using the previous example, a dwarven officer:
This tells you that the mob you’re looking for is located in the zone, Swordbreaker's Hoard. With this you can, at the very least, runto hoard, and start looking for the room you need with Gaardian map. Since we already know the room name A Dwarven Garrison, and the Gaardian maps are text searchable, you can use CTRL+F and get something like this:

As a side bonus, you might look at that map and recognize some room that you have been to before like, “Oh yeah, I remember Nanna from that one absolutely horrible, vile, disgusting area goal…” So…
> mapper find nanna
Found 1 target matching '%nanna%'.
+------------------------------ START OF SEARCH -------------------------------+
[1] The Home of Nanna Dwarf (Swordbreaker's Hoard) (1710)
+-------------------------------- END OF SEARCH -------------------------------+
> mapper goto 1710
Going to: The Home of Nanna Dwarf
run en2eu2wueunds2edne
And that’s all I can teach you about questing. Beyond that, you’ll need to ask Mr. Owl.
- Published in Public, Public-Guides
Before your first Remort
Congrats on making it to 200 for the first time. There’s a whole lot of mechanics you’re about to be interacting with for the first time and I’d like to walk you through them a little. There’s a lot to learn, but I’m going to focus on the stuff I think you need to know now (at your first SH / remort) and gloss over the rest.
TLDR: Regardless of your primary class, you will want to put everything you got into STR with a little in DEX if thats cheap. Read on to find out why.
Super Hero
Once you hit 200 you’re at the end of leveling. Super hero is the process of switching from leveling mode into late game mode. Don’t get too comfortable, you won’t be here long.
For your first time at SH, your current character will become a SH, keeping all of the stats. You just pick up a few extra spells and skills. The one exception is that your unused practices are lost (more on this at the end).
There are some activities at SH like epics but as a baby SH with low stats you’ll likely not be invited unless it’s a speical event. Most people will dive back into leveling via remorting.
Loud vs Quiet
Normally when you SH you can either do so quietly for 500qps or loudly for 750qps. Loud has some benefits including giving everyone a double exp for a bit and then everyone loves you more than ever.
However for your very first SH you get another option, SH free. For your very first SH use the command “superhero” with nothing extra for zero qps.
Regardless of if you plan on being frugal or fame seeking in the future, for this first time save the QPs and spend them at level 1 on quest items.
Remort
Remorting is the process of resetting your character to level 1 and doing the whole thing over again. When you do, your SH character is put “on hold” and all your stats are set to level 1.
When you remort you get to “add” a class. But you will mainly remain whatever class you were before. Your first class is called your primary class and it will always be your strongest (by a long shot). So for example if you were a mage before, and then remort to warrior, you’re now a spell caster who can also kinda hit things. Your pclass skills / spells are stronger than all of your others, so if you are a pwarrior, and picked up mage, don’t waste trains on int.
If you want to change your primary class, thats a different mechanic that can be done at any time “help classchange”.
As you level, you will auto re-learn your primary classes spells/skills as you hit the appropriate level. In addition you will have the chance to practice the skills/spells for the new class.
As you level you will train and practice with what you earn during the leveling process, just like the first time around.
Super Hero Redux
When you’re ready to SH for the second time the game has a problem, which stats to use, the ones from the first or second mort? The answer is (metaphorically) your leveling character is melted down into trains and practices, then your converted back into your SH char and given all those trains/pracs. There’s details to the this process that I’m glossing over, but the gist is there.
Also it doesn’t matter if you used a train or saved it, so spend your trains as you’re leveling in whatever fashion makes leveling easier.
Item / Weight
While leveling, nothing about your SH stats matter, that character is on hold, with one major exception.
Characters were struggling to carry all of the stuff they had amassed during 200 levels with the stats of a level 1 char. So item capacity and weight limit are calculated based on your current STR/DEX or SH STR/DEX whichever is better. This is the only part of your SH char that will make your leveling life easier. Weight and item limits can really make leveling a pain.
Item / weight is determined primarily by STR. Even if you are a primary mage and have been pumping INT so far, put everything you’ve got into STR.
The formula for carry capacity (number of items you can carry) is “str + (dex / 2)”. So spend on STR, but if strength costs more than twice dex, spend on dex instead.
At 201, if you remove all your gear and all your spellups, you will see what your new item/weight limit will be when you remort. Here you can see if you are going to be over after remort. An aard-bag is a solid purchase if you’re struggling with weight, but your qps may be better spent elsewhere.
Rebuild
Now that you know that STR and DEX are what matter at SH you may be frustrated because your class has pushed you to spend all of your trains elsewhere. Firstly don’t worry about it too much, as you progress this hiccup will seem small. Secondly consider doing a rebuild. If you haven’t changed class in 7 calendar days then you can use “classchange” to reset all of your trains and reallocate them. If you’ve used classchange recently then you can consider rebuilding which will burn 5% of your trains, but may be a decent choice regardless.
Again, don’t worry too much. The amount of trains you’re dealing with now will feel comicaly small later in the game. There’s really no way to “mess up”, you always progress and can rebuild things often.
Low level campaigns
Campaigns that you get below level 50 are very easy in comparison to later in the levels. So much easier that it’s often worth using the noexp to prevent leveling to ensure you can use your 1cp per level before leveling again.
Level 1 Quest items
You will be back here at level 1 many many more times. As such many people recommend buying several aard items at level 1 so they are available right after remort. Ask on clanchat for a raging debate over what to buy, but my personal suggestion (since I got you here anyway) is Helm of true sight.
Counter point from Epsilon:
buy aura -> breastplate -> helm. Aura’s going to give you the most protection for your QP, breastplate’s a fairly solid incremental increase, helm is great for detects but there’s some pclasses where it’s not nearly as useful as the others. The helm is a massive quality of life increase. I’m not going to deny that. But it doesn’t make your character able to kill things better or make them less likely to die.
First SH / Remort Checklist
Putting it all together, here’s my list of what to do when you hit 200 for the first time:
- Celebrate
- Convert spare pracs into trains: “train convertall” at a trainer
- SH via the command “superhero” (without loud or quiet)
- Optionally: classchange or rebuild to reset your trains.
- Train STR and DEX as much as you can, heavy on the STR.
- Remort – the remort chamber walks you through this pretty well
- use the “noexp” command to ensure you hang out at level 1 until you’re ready
- Buy whatever level 1 items you were hoping for.
- Start campaigning
- Published in Public, Public-Guides
Navigating Aardwolf as a New Player
Hello fellow Booties! My name is Wryn. I have only been playing Aardwolf for a couple months and I have encountered just about every struggle a new player could encounter, so that’s why I want to share this little guide about what I have discovered on my short adventure. Hopefully, some of the information will help you have an easier time!!
Firstly, you have clearly completed the Academy, so where do we go from here? Well, some might want to jump right into getting levels and making progress toward remort, however, I advise against this. It is in your best interest to take this first couple of remorts slower, so you can build a foundation for success in the game. Let’s start by making sure you are using the appropriate client to help you adventure in Aardwolf in the most efficient way. So, navigate over to: https://www.aardwolf.com/resclient.html and download Mushclient. This client is made for Aardwolf and has a feature called “mapper” that allows you to essentially map out the entire MUD and remember every room you have entered. This will save you a lot of time with navigating your campaigns, global quests, and regular quests. There are lots of other plugins that will help you and make quality of life improvements that you can explore, but for now, let’s keep it simple.
So, now that you have the right client, and you are ready to work on building the foundation to an easier time later – let’s jump in and figure out how to do that. You have Quests, which you may take every 30 minutes and require you to go find one NPC and kill them then return for a reward. You have Campaigns, which you may take 1 every level and require you to navigate to several areas and kill an assortment of NPCS. Then you have Global Quests, which trigger randomly and are available to players within a certain level range. These work just like Campaigns and you may win 3 per level. You will be utilizing all 3 of these as you make your way through your first remort.
I HIGHLY recommend that you toggle the “noexp” function and you try to do one campaign per level starting out. This will familiarize you with the MUD more, let you start working on acquiring keys for your keyring, learning how to use the external resources like maps and campaign manager. The links to those are here: https://aardwolfboot.com/maps/ and https://campaigns.gaardian.com/. This will also build your mapper. You will notice on your visual map that some rooms on the mapper are depicted with dark red squares, these are unexplored rooms which you have not previously mapped. You should spend a few quick minutes to grab as many of these as possible while in an area. Then you can navigate to them much easier in the future. Your mapper will require you to manually map out custom exits in the game. Custom exits are any exit requiring more than just N,S,E,W. In order to program these, you will type “mapper cexit enter crack” or “mapper cexit open west;;west”. Make sure you double up on the “;” in the syntax so that it registers appropriately. The neat trick here is if a door is locked and requires a key, as long as you possess that key all you have to do is open the door and you unlock it as a part of that command. There is something I recommend here, and that’s to play as the Wraith race until you buy the permanent Pass Door wish. The Wraith race will save you a bit of time and allow you to pass door most normal doors, so you will not need to regiser as many custom exits into your mapper. You will still have to register the locked doors, but not the unlocked ones. Please, take your time here and understand that building this mapper is one of the most essential keys for success within Aardwolf.
As you begin to level, sometimes the game will tell you that there is better equipment available and to use the “eqsearch” function. Make sure you do that. Clan equipment is very good and easily obtainable. All you need to do is “runto seekers” or whatever clan has the equipment from recall and purchase it from the vendor there. As long as you are doing campaigns, global quests, and quests, you will have the gold to buy whatever you want. Just keep your equipment updated so you can survive. There is a masterlist located here for the available clangear: https://tinyurl.com/aardOpenclangear. Now that you have the equipment, where should you best level? Well, the best way to find that out yourself is to use the “mobdeaths” command in game. Try for a little above your level, for instance if you are level 90 then try “mobdeaths 95 105”, and this will give you a list of the mobs most frequently killed between those two levels and the areas they are located in. Make sure you never waste double experience time.
Now, you might be getting close to Hero/Superhero range and worried that you aren’t understanding how this works. Hero is level 200 and everything works exactly the same as it has up until now, but now you have the ability to automatically go to level 201. For your first Superhero, it is free and costs 0 QPs but after that it will cost you. There is a guide located here in the forums to break down exactly what the differences are, but let me cover what is important to you as a fresh remort. When you remort for the first time, you will start back at level 1, however, one thing you do get to inherit from your Superhero stats is your carrying weight/carrying capacity. Strength and Dexterity contribute to this, so you should train your Strength and Dexterity as much as possible when you Superhero so that you will start fresh with a higher carrying weight and capacity for potions and other items.
Time to use those QPs you saved up from your first playthrough. Once you remort and are level 1 again, this is the time you will purchase Quest Equipment. My recommendation is that you buy the Aardwolf Breastplate and the Aardwolf Aura of Sanctuary. These will give you the two best defensive bonuses for surviving as a low remort character. You absolutely may purchase other pieces depending on how many QPs you grinded your first playthrough, but don’t feel pressured past these two items. The Helm of True Sight is also very helpful, just keep in mind that it does not give you night vision. As for trivia points, I recommend purchasing the Aura of Trivia first for the stats it will give you and using your trivia points to tpenchant it fully. The total expenditure for this will be 16 trivia points. If you took campaigns, quests, and global quests slow – you will find your mapper to be mostly filled out now and you can zoom through them, but keep doing the same thing, keep building on that foundation you put together at remort 0.
All in all, each person should play the game in whatever way they enjoy the most. I have made many mistakes in my early game, and I wish I had all of the knowledge I do now all at once. You can change your race/class every 7 days, so if you need to make sure you focus that during your early remorts on convenience and not end game strength. My suggestion would to be start playing as a Wrath Psi with Navigator as your specialized class. This gives you access to some interesting spells and skills to make the entire process easier. If you find an area you absolutely hate, because it takes too long, or because it’s a maze, then Navigator is able to use the bypass skill to try and make sure you never get those two areas for your campaigns and quests. You can also cast the beacon of light spell at the beginning of a maze and always find your way back to it with the navigate skill. Then, beacon of homecoming, which will let you place a beacon anywhere and go to it just like recalling. I use this when I need to go buy potions. I drop it, recall to buy, then teleport back to my beacon.
- Published in Public, Public-Guides
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
Helpful spreadsheet with multiple tabs of information
The link below is a spreadsheet with bits of information I’ve collected and put together. Copy it and modify it as you
see fit.
- Published in Public, Public-Guides
Goal Rewards (2025)
Summary of Aardwolf Goal Rewards
📜 Summary
Goals in Aardwolf offer far more than just lore — they unlock real, tangible advantages for players. Whether you’re hunting for powerful gear, unlocking portals, or bypassing frustrating mobprogs, completing goals can significantly improve your gameplay experience.
This guide breaks down each goal’s potential rewards and highlights the most impactful ones with a star-based rating:
- ★★★ Must-Do Goals — Major enhancements like shortcuts, bypasses, or unique unlocks that drastically improve the area.
- ★★ Quality of Life — Smaller benefits that make exploration or farming smoother.
- ★ Equipment Goals — Goals that reward decent EQ (note: goal EQ may have randomized stats).
From early areas like Academy to endgame zones like Ocean Park and Empyrean, this list helps you plan which goals are worth your time and why.
🗺️ Sample of Goal Rewards
(Note: This is a small preview. The full list continues below.)
| Goal Name | Level | Rating | Reward Summary |
|---|---|---|---|
| Academy | 1 | ★★★ | Portal, boots requirement bypass |
| Petstore | 15 | ★★★ | Auto-given display keys; Portal |
| Kobaloi | 25 | ★★★ | Bypass pass purchase (palace/fishing); 10 QP |
| Empyrean | 199 | ★★★ | Bypass all outfit/mobprog requirements; direct city access |
| Ocean Park | 201 | ★★★ | 20 QP, L201 neck EQ, shortcut bypasses |
🎁 Possible Goal Rewards
Completing Goals can grant one or more of the following rewards:
💰 Currency & Progression
- Gold — Often ranges from a few thousand to over 100k.
- Trains / Practices — Permanent stat progression boosts.
- Quest Points (QPs) — Useful for purchasing quest armor & weapons, wishes, mastery, potential, or super-hero’ing. (See HELP QP, WISH, POTENTIAL, QUEST EQUIPMENT, MASTERY)
🌀 Portals
- Area Entrances — Most portals land at the beginning of the area.
- Special Locations — Some portals offer strategic landing spots (e.g., inside boss rooms or beyond aggro sections).
🛡️ Equipment (EQ)
- Level-appropriate gear — May include weapons, armor, or hold items.
- Randomized stats — Goal EQ often varies per run; ensure
autolootis enabled to collect rewards.
✨ Special Area Benefits
- Non-aggro status — Aggressive mobs ignore you after completing the goal.
- Mobprog skips — Bypass item checks or triggered interactions.
- Timegate removal — Access mobs or rooms that are normally time-locked.
- Shortcuts / Warps — Skip mazes or tedious travel paths.
- Free access — Waives entry fees or item requirements.
- Unlock sub-areas — Gain access to hidden zones or encounters.
Aardwolf Goals
Goal Name |
Level |
Rating |
Reward Summary |
|---|---|---|---|
| Academy | 1 | *** | Portal, Boot requirement |
| Believer | 1 | 5 QP, 3 trains; L1 Wrist Eq | |
| Farm | 1 | * | 10 QP, L1 Torso Eq |
| Lidnesh2 | 1 | 15 QP | |
| Amusement | 5 | *** | Special (access all ride rooms for free, just “say ride”) |
| Legend | 5 | Portal | |
| Melody | 5 | * | L1 Float Eq |
| Sennarre2 | 5 | 3 Trains, 5k gold, L1 ear eq, extra statless eq | |
| Vale | 5 | No visible reward other than the info message upon completion. | |
| Wtc | 10 | ** | Non-aggro guards, 10 QP, 2 trains |
| Wildwood | 10 | 5 QP, 5k gold | |
| Solan | 10 | 8 QP | |
| Orlando | 10 | 2k gold, 3 trains, l5 eye eq | |
| Carnivale | 10 | 8 QP | |
| Graveyard | 10 | *** | Special (access mobs during day by “rip” in graves) |
| Chaprenula | 10 | 20 QP | |
| Camps | 10 | 5-10 trains; 5-19 QP | |
| Lidnesh | 10 | [Not sure difference between 1 & 2] | |
| Nalondir | 15 | 10 QP | |
| Sennarre | 15 | [Not sure difference between 1 & 2] | |
| Petstore | 15 | *** | Special (given keys to display upon entering area); Portal |
| Hoard | 15 | 10 QP; bag | |
| Sirens | 15 | 10 QP; L1 waist eq | |
| Childsplay | 15 | 12 QP, l15 shield | |
| Callhero | 15 | Portal; 15 QP | |
| Ascent | 15 | l6 wrist eq | |
| Fireswamp | 15 | 3 trains; 5k gold; misc item | |
| Beer | 18 | 12 QP | |
| Cineko | 20 | 10 QP | |
| Gnomalin | 20 | l35 eye eq | |
| Hodgepodge | 20 | l30 leg eq | |
| Sandcastle | 20 | 15QP; 4 trains | |
| Thieves | 20 | Crystalised Lotus Blosum; unlocks Killing Fields goal | |
| Zodiac | 20 | l30 leg eq | |
| Zoo | 20 | 1 train; gold | |
| Weather | 25 | 15 QP; 5 trains | |
| Terramire | 25 | ** | Special (access exp zone) L30 weapon for AQ |
| Kobaloi | 25 | *** | Bypass (Nolonger need to buy passes [palace or fishing] to access area); 10 QP |
| Infest | 25 | 5 QP | |
| Cats | 25 | 10 QP; 2 train; l28 finger eq | |
| Glimmerdim | 25 | l26 wrist eq | |
| Spyreknow | 29 | l30 weapon (based on pclass) | |
| Canyon | 30 | 5 trains | |
| Fayke | 30 | 12 QP; 2 train; 5 prac; 10k gold | |
| Gallows | 30 | * | 10 QP; L21 leg eq |
| Hatchling | 30 | 2 QP; misc item | |
| Minos | 30 | ** | Shortcut (enter tunnel at entrance takes you to treasure room) |
| Necro | 30 | *** | Bypass (say crypt at elder to move straight there, skipping zombie mobprog) |
| Verume | 30 | l41 wrist eq | |
| Jotun | 35 | 3 trains | |
| Dhalgora | 35 | 8 QP | |
| DSR | 35 | *** | Shortcuts (to Cathedral, castle & mine [mine mobprog???]) |
| Mudwog | 35 | 5 QP | |
| Atlantis | 36 | L20 shield | |
| Andarin | 40 | 5 QP | |
| Conflict | 40 | l41 neck eq | |
| Labyrinth | 40 | 15 QP; eq from list (random load) | |
| Raganatittu | 40 | 15 QP; 2 trains; non-agro from Nag (can’t say I’ve noticed this agro to start with) | |
| Shouggoth | 40 | l41 wrist eq | |
| Ahner | 45 | l41 eye eq | |
| Bazaar | 45 | *** | non-agro upon entrance to bazar; 12 QP |
| Coral | 45 | 10 QP | |
| Cradlebrook | 45 | l41 dagger (see comments in guide for detour req’d; l41 boots | |
| Salt | 45 | 15 QP | |
| Reme | 50 | ** | non-agro at intersection; l51 body eq |
| Landofoz | 50 | ** | Bypass (Skip the no recall tornado rooms to either munchkins or wizard) |
| Maelstrom | 50 | *** | Special (stops random directions for the 4 exits at bottom of Maelstrom); l41 neck eq (also gives underwater breaking) |
| Greece | 50 | l51 head eq | |
| Fractured | 55 | l55 waist eq | |
| Kingsholm | 55 | *** | Special (say next in each seal to progress, no need to loot keys, although some mobs are agro still); shortcuts from area entrance; 15 QP |
| Wooble | 55 | Portal; l60 leg eq; l58 body eq | |
| Fields | 60 | l101 hold item; unlock Nyne goal. [Note, area has multiple AQs for Portal & Eq] Goldrush 60: 1 gold ore (for tempering/sell) | |
| Nulan | 60 | *** | Special (Give master hunter items looted from mobs to pull them from hiding waiting to the plains outside their timezone); 15 QP |
| Cathedral | 65 | 3 trains, L51 leg eq | |
| Citadel | 70 | *** | Bypass (Gargoyles nolonger block you) Portal Bypass (lands at gargoyles, skipping good/evil sections & mobprogs) |
| Fortress | 70 | ???. (Multiple poAQs/Rare drops for portal/eq) | |
| Hedge | 70 | * | 2x l71 finger eq, l71 wrist eq |
| Tilule | 75 | 25 QP; l75 neck eq | |
| Songpalace | 75 | ** | shortcuts (Dressing room, royal box or queen’s room); 20 QP; l75 light eq; l80 neck eq |
| Knossos | 80 | Portal; l80 head eq | |
| Diatz | 80 | 15 QP; l80 leg eq; l80 waist eq | |
| Deneria | 80 | Portal; l80 light eq | |
| Bliss | 85 | * | l91 eyes |
| Lemdagor | 85 | *** | 10 QPS; l101 wrist eq (can buy additional after goal); pre-requisit for benefit of Prosper 1 goal (kill Sycorax without balls) |
| Ruins | 85 | 5 QP | |
| Volcano | 85 | 17 QPs; 1k exp; 5 true silver ore | |
| Aardington | 90 | 18 QP; 28k gold; 10 trains | |
| Alehouse | 90 | 20 QP | |
| Hawklord | 90 | *** | Special (can loot keys from mine guards without the uniform mobptogs); Special (can fly back from mines to floating temple); l91 ear eq |
| Illoria | 90 | Portal | |
| Losttime | 90 | Portal; 10k gold | |
| Ruins3 | 90 | ** | Portal; chance to enter future town directly |
| Jenny | 91 | 20 QP | |
| Snuckles | 95 | Portal; l95 light eq | |
| Arena | 95 | ** | Byass (Guard no longer charges admission, moves you straight in); No-Save Portal (can be made perm through further aq) |
| Ruins2 | 95 | 100k gold plus X * 10k gold | |
| Firebird | 100 | ** | In-area shortcuts (to each Tzar/king) |
| Monastery | 100 | 8 trains or 101 leg eq | |
| Nenukon | 100 | *** | In-area bypass (chance to skip direct from Exile to Camps) |
| Northstar2 | 100 | ** | Special (Access extra area with lots of evil mobs) |
| Pompeii | 100 | * | Portal & Gloves |
| Siege1 / Siege2 | 100 | ** | Shortcuts; level 101 body eq (can be upgraded); Special (clues to open safe) for upgrading eq |
| Tombs | 100 | *** | In-area shortcuts (from front room); In-area Bypass (return direct to front room from anywhere (Including the maze) |
| Yurgach | 100 | 25 QP; chance of portal | |
| Scarred | 110 | *** | In-area Bypass (Pete gives key without having to loot corpses first) |
| Stone | 110 | *** | Non-Aggros; l131 eyes eq |
| Prosper2 | 110 | *** | Special Portal (Lands direct on island, Skipping Witch section) |
| Prosper | 110 | *** | In-area Bypass (Removes requirements to gather all 4 orbs to kill Witch [must have completed Lem-Dagor for benefit]); Equipment |
| Nursing | 110 | 20 QP; l101 head eq | |
| FT1 | 110 | l129 neck eq (options for l120 ear & back too) | |
| Elemental | 110 | * | Back Eq; Special (direct access back from inside to valley) |
| Duskvalley | 110 | multiple eq | |
| Arboretum | 115 | *** | In-Area Bypass (skip direct to each section without gathering mobprog reqs) |
| Damned | 115 | 5k gold: l91 waist eq | |
| Insanitaria | 115 | Portal | |
| Xylmos | 120 | *** | Special Portal (Bypasses rock/ether/rubber); l101 eye eq |
| Wonders | 120 | 15 QP | |
| Tairayden | 120 | 10 QP | |
| Stuff | 120 | ** | Special (free entry to area); l131 hold rq; Special (can captute shadows with just the hold eq); optional 131 float eq; optional 131 feet/arms/waist eq (all rotdeath, can be toggled for 2tp) |
| Deathtrap | 120 | *** | l121 back eq; non-agro (when wearing cloak) |
| Darklight | 120 | *** | Portal (skips vidblain) l122 waist eq |
| Cards | 120 | l151 hold eq (4 different versions available) | |
| Masq | 120 | *** | Special (Can go direct to Mansion or ball at anytime & without mask/invite); Portal; l230 eyes eq |
| Livingmine | 120 | *** | choice of l131 finger/wrist eq (can farm additional pieces; prerequisit for Empyrean goal |
| Agroth | 125 | Portal | |
| Quarry | 125 | ** | 8 QP; Special (Access to caves for chance to loot fossil ore) |
| Stronghold | 125 | Portal; l101 eyes eq; l101 waist eq | |
| Gilda | 130 | Portal | |
| Northstar | 130 | ** | Special (Access special area with lots of good mobs) |
| Talsa | 130 | *** | Special (skip eq loot requirements to pass Sarah/Lenna/Commander/bishop/bodyguard, pay gold instead); further AQs for Portal to area & portal to Ruins sub-section |
| Yarr | 135 | * | l130 feet eq; l131 finger eq) |
| Diner | 135 | *** | Special (No longer need uniform/toy to access kiddie play); 2x QReset tokens |
| Sanguine | 140 | *** | Special (Larry no longer blocks access); 10 QP; l141 neck eq |
| Desertdoom | 140 | Portal; l141 eyes eq | |
| FT2 | 140 | Portal (to Sea King Dominion, not to ft2); chance at multiple eqs | |
| Slaughter | 145 | l141 waist eq | |
| Horath | 150 | *** | 15 QP; 150 eyes eq; Special (When wearing the cloak, can bypass the set of locked doors, direct to the dragon) |
| Imagi | 150 | * | l151 finger eq (decent stats) |
| Rosewood | 150 | 40k gold; 40 QP | |
| Village | 150 | 10 QP; L140 eye eq | |
| Winter | 150 | * | l161 wrist eq |
| Xmas | 150 | *** | special (snowman no longer agro at entrance); 5 trains |
| Drageran | 155 | l151 back eq | |
| Uprising | 160 | 25 QP; optional extra step for 130 light eq | |
| Nanjiki | 160 | * | Portal (need to turn portal in to complete goal, but can rerun); l161 back eq; special (shortcut from start of area and end of each zone to start of each zone) |
| Sahuagin | 160 | * | special (travel directly from elf at start to prison and back to start); random eq from long list |
| Arisian | 160 | Portal; 10k gold | |
| Cougarian | 160 | ** | Special (don’t need dictionary to pass doctor; Portal; l161 back eq; 2* l161 ear eq |
| Bonds | 161 | Portal; special (acts as key at reception area) | |
| Annwn | 170 | *** | Special (say docks to access them, skip mask mobprog) |
| Gathering | 170 | * | Special (can farm blueprints from mobs in factory and turn then in for l171 wrist or ear EQ. Stat allocated is random reach time, but can repeatedly farm to get stat of choice) |
| Raukora | 170 | Portal; l150 dagger | |
| Sagewood | 170 | 10 trains, 10k gold, l161 finger eq | |
| Desolation | 175 | * | l171 arms; l178 light; Shortcuts (type secret tunnels at start of area to access room with exits throughout area) |
| Origins | 175 | 10 QP; l171 body eq | |
| Adaldar | 180 | *** | Special Portal (lands in room with exits to all 4 areas without any mobprog reqs) |
| Empire | 180 | Portal; l181 body | |
| Helegear | 180 | *** | Special (get transported directly to either iceberg from eternal); Portal (limited number of uses, farmed from Gvord); additional aq for l181 finger, ear & wrist eq |
| Autumn | 185 | *** | choice: Special Portal (lands in second half of area, past fitch) or l200 body |
| Desert | 185 | ** | Special (ay prison 2e of entrance to access prison without buying tickets) |
| Nottingham | 190 | *** | Special (say camp at shakey to skip maze/John) |
| Rebellion | 190 | *** | Special (Quick access to both battlefield and eq that allows you to damage mobs there); l181 ear eq |
| Kearvek | 190 | Portal | |
| Astral | 190 | l200 waist eq | |
| Caldera | 190 | 10 QP | |
| Avian | 195 | ** | Shortcut (From start of area to shrine, bypass aggro section) |
| Cataclysm | 195 | Portal | |
| Glamdursil | 195 | Portal | |
| Lagoon | 195 | Portal | |
| Omentor | 195 | *** | Shortcuts (from near start to various locations, skip agro’s); Portal; l201 head eq; l200 finger eq |
| Times | 195 | l199 ear eq | |
| Empyrean | 199 | *** | Special (Direct access to city without waggoner mobprog/clothes); Special (access to all areas without for change mobprogs); 5 QP |
| Werewood | 200 | *** | Special (no longer get/auto wear cursed lycanthropic aura) |
| Testmaze10 | 200 | ??? | |
| Tanra | 200 | 20 QP; l200 float eq | |
| Stormhaven | 200 | ** | Special (Non aggros); Shortcuts |
| Sanctum2 | 200 | l200 wrist eq | |
| Radiance | 200 | Special (shortcut between specific spots) | |
| Qong | 200 | Portal; l201 light eq; l201 eyes eq | |
| Sanctum | 200 | l200 hold eq | |
| Mayhem | 200 | Portal; l200 finger | |
| Ketu | 200 | l200 back ea | |
| Earthlords | 200 | L200 eye armor | |
| Dundoom | 200 | *** | Special (mobs in area no-longer agro) |
| Cove | 200 | l200 light eq | |
| Oldvanir | 200 | ??? | |
| Nyne | 201 | l230 feet eq; Special (access to extra sub-area) | |
| Oceanpark | 201 | *** | 20 QP; L201 neck eq; special (shortcuts from top of area, bypassing bouncers) |
| Ookushka | 201 | * | ? QP; l201 waist eq |
| Oradrin | 201 | Portal; tier eq | |
| Partroxis | 201 | Portal | |
| Shadowsend | 201 | L201 ring & wrist | |
| Terra | 201 | tier eq | |
| Temple | 201 | Portal; l196 finger eq | |
| Titan | 201 | tier eq | |
| Umari | 201 | Special (entering castle with invitation in Inc transports to study); random item from eq list | |
| Winds | 201 | tier eq | |
| Mistridge | 201 | ** | Special (non agro in forest); Special (item to make fighting owls easier) |
| Wyrm | 201 | *** | Special (type home to leave council) |
| Takeda | 201 | l195 back eq | |
| Inferno | 201 | tier eq | |
| Wyrm2 | 201 | ** | Special (access extra section for exp) |
| Imperial | 201 | ** | Special (Access pupping area) |
| Icefall | 201 | Tier eq | |
| Horizon | 201 | l200 body eq | |
| Hades | 201 | *** | Portal; l210 light eq; Special (Access to underworld) |
| Gwillim | 201 | Portal | |
| Geniewish | 201 | Tier eq | |
| Fortune | 201 | l200 hold eq | |
| Firenation | 201 | l200 arm eq; l200 ear eq (optional extra step); l210 neck eq (optional extra step) | |
| Fens | 201 | Portal; potential tier eq | |
| Dunoir | 201 | *** | 20 QP; Special (non agro near entrance, only need half goal for this) |
| Caravan | 201 | ** | Special (access area with aggro, evil mobs, with high gold drops) |
| Amazon | 201 | Portal; 15 QP; l200 float eq | |
| Afterglow | 201 | L201 neck, ear, weapon | |
| Infamy | 201 | ** | Special (beseech sisters for help, not sure what this meant???) |
| Ygg | 201 | Portal; l220 finger eq | |
| Blackrose | 201 | 10 Quest Points. No longer aggroed. Good for GQers. |
- Published in Public, Public-Guides
Keep Your Head On: Vorpal Safety 101
This guide was created to help players—especially newer ones—understand which mobs in Aardwolf are armed with vorpal weapons and how the mechanic works. Vorpal weapons have a small chance to instantly decapitate a target, killing them outright regardless of health, level, or defensive power. Because of this, encountering one of these mobs without proper preparation can lead to sudden and unavoidable deaths.
The goal of this guide is to help players identify dangerous zones and specific mobs so they can avoid them until they acquire the Novorpal Wish, which provides immunity to the instant-death effect.
Vorpal Mechanics and Player Impact
How Vorpal Works
-
Instant Kill Effect: A weapon with the vorpal flag has a small random chance to instantly decapitate its opponent, resulting in an immediate kill.
-
No Level Protection: The vorpal effect ignores level differences. Even a weak mob can instantly kill a high-level player if the effect triggers.
-
Respects Immunities: If the weapon’s damage type is one the mob is immune to, the vorpal strike cannot occur.
-
Chance: The trigger rate is unknown but extremely rare.
Defense
-
Novorpal Wish: Grants complete immunity to decapitation. The weapon still deals normal damage, but it cannot instantly kill.
-
Practical Advice: This wish is considered important for high-level players or anyone spending time in zones with known vorpal mobs.
Mobs Wielding Vorpal Weapons
| Zone | Mob | Item | Item Level |
|---|---|---|---|
| Lidnesh | a brown bear cub | bear claw | 9 |
| Gnomalin | a janitor | a heavy pushbroom | 14 |
| Gnomalin | a gnome streetsweeper | a heavy pushbroom | 14 |
| Chasm | a psychedelic sentinel | a silver spear | 15 |
| Beer | Tyshina Hulerian | Impaler | 16 |
| Cats | Sheila’s cheeky son Dave | a meat cleaver | 26 |
| Hell | a skeletal warrior | a vorpal blade | 27 |
| Canyon | a lost visitor | A Visitor Pass | 30 |
| Dhalgora | a group of northmen | Monstrous Claymore of Death | 47 |
| Citadel | a centaur guard | a lochaber axe | 52 |
| Cradle | the Bandit-King | the Sword of the Bandit-King | 53 |
| Fields | the doppelganger | Axe of Deathwolf | 60 |
| Zangar | a blithersnag | a kobold sticker | 60 |
| Diatz | Crag | a length of choking wire | 67 |
| Diatz | Solva | a rock chisel | 73 |
| Nulan | a rampaging orc | a gleaming war axe | 77 |
| Deathtrap Dungeon | a wounded warrior | a broadsword | 80 |
| Deathtrap Dungeon | Sergeant Miryma | a broadsword | 80 |
| Deneria | Mirlanda | Deadly Blade | 80 |
| Uplanes | a planetar aasimon | a vorpal two-handed sword | 85 |
| Volcano | the Balrog | the Whip of the Balrog | 100 |
| Nenukon | Fox Master of Battle | Fox War Mace | 103 |
| Wonders | Hephaestus | The Royal Sceptre | 110 |
| Xylmos | Dhogma | a Gas Whip oooo | 111 |
| Xylmos | a gas demon | a Gas Whip oooo | 111 |
| Talsa | Sarah Narsus | Staff of the Magi | 113 |
| Talsa | Humphry Ashrum | Caldar, The Holy Mace | 120 |
| Sanctity | a king zombie | a menacing axe | 117 |
| Sanctity | a huge rottweiler | a set of deadly claws | 151 |
| Sanctity | an elven warrior | Blade of Defiance | 134 |
| Rosewood | Lord Jaques de Courcey | a well-used longsword | 118 |
| Zyian | an indescribably cute kitten | Kitty’s Sharp Claws | 118 |
| Ruins | the Black Knight | Sword of Darkness | 124 |
| Tir Na nOg | the god Lugh | Silver Spear of Lugh | 127 |
| Tir Na nOg | the god Nuada Argetlamh | Nuada’s Silver Sword | 141 |
| Masquerade | an angry drunk | a broken table leg | 129 |
| Yarr | First Mate | the First Mate’s pistol | 135 |
| Temple of Light | Krellick | Chakram of Light | 161 |
| Gathering | a hellhound | Fangs | 165 |
| Gathering | an Outland tarantula | Tarantula Bite | 172 |
| Hades | the soul of Geras | a Withered Cane | 190 |
| Stormhaven | zombie overlord | the Spear of Corruption | 159 |
| Stormhaven | Krichel, the white necromancer | scepter of chaos | 190 |
| Autumn | the solemn knight | a rusty sword | 195 |
| Omentor | Kinsey Sous-Fled | a sharp knife | 195 |
| Omentor | Colbourne Fryth | a sharp knife | 195 |
| Terra | a troll | a large club | 198 |
| Terra | a kobold | a sharp knife | 197 |
| Terra | a minotaur | a large club | 198 |
| Terra | a corrupted satyr | a Rusty Axe | 198 |
| Terra | a twisted dwarf | a Rusty Axe | 198 |
| Terra | an aggressive giant | a giant club | 201 |
| Dungeon | a minotaur defender | a silver battle axe | 201 |
| Dungeon | a minotaur warrior | a silver battle axe | 201 |
| Dungeon | a Hur’oN cutthroat | an obsidian stiletto | 201 |
| Dungeon | a Hur’oN warlord | an obsidian stiletto | 201 |
| Earthlords | Lodo, the earthen master | Heuru Egesa | 200 |
| Earthlords | an insane doctor | a hacksaw | 200 |
| Empyrean | a Fell Rider of Discord | a claymore of Discord | 201 |
| Sohtwo | Good Terrill | Terrill’s Silver Hammer | 200 |
| Sohtwo | Evil Ikyu | Ikyu’s sword named ‘Mortal Vorpal’ | 200 |
| Sohtwo | Evil Lasher | Lasher’s Blade | 200 |
| Sohtwo | Unhelpful Claire | Lasher’s Blade | 200 |
| Sohtwo | (Helper) Fenix | Avenger | 200 |
| Yggdrasil | Odin, the Allfather | Gungnir, Spear of the Allfather | 200 |
| Wyrm | the Guardian | the Flaming Sword of the Last Guardian | 200 |
| Wyrm | an Ophidian | Hammer of Kharas | 201 |
| Wyrm | a Formorian | Hammer of Kharas | 201 |
| Umari | a Half-Griffon Guard | a Sapphire Sword | 205 |
Summary
-
Vorpal mobs are found across many zones, from early areas like Gnomalin to endgame regions such as Terra, Dungeon, and Wyrm.
-
High-level zones contain the majority of mobs with vorpal weapons, making them especially dangerous for players without the Novorpal Wish.
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Even low-level mobs can cause unexpected instant deaths if the vorpal effect triggers.
This list was generated using data pulled from the ADB plugin during regular play. It is not a complete record of all vorpal-armed mobs, but it should cover the majority of known encounters for lower level zones. The guide will be updated over time as new data becomes available or verified.
- Published in Public, Public-Guides
Fractal Guide
Fractals is considered an mud wide event that happens a little more than every 3 days. It was designed to scale to the player as far as damage done and received. The mobs themselves do not hit very hard at all, it’s the mprog damage that has to be considered to be the real threat. Because of this scaling and low damage everyone can take part in Fractals. Level 1-201, Tier 0 or Tier 9.
Fractal will usually be announced on epic channel, or if you are in Boot and Madrox is online, he has a colorful alias that says Fractal is up. What this means is that 3s from global recall a mob named Fractal Wanderer will be there. It also does not hit hard and must be killed by everyone in order to begin the actual Fractal. Once it dies, you enter portal and the real fun begins. The basic thing everyone will tell you is to have the yell channel on as someone is usually running a plugin that will give you general directions on what to do during the games. Also if you die at anytime during Fractal you can heal up and come right back and keep playing. Just be careful on re-entry. At every 10% the Fractal Anomaly will attempt to play a game. I say attempt because if you can push his percentage passed the 10% you can do what we all call a skip. So he will attempt to play these games at 90, 80, 70, 60, 50, 40, 30, 20 and 10%. 10% being the last game possible. If you skip one of these via high damage and/or stunning you will not get a game until the next %. So if the room pushes the Fractal from 91% to 89% next game will be at 80%. Once all games are exhausted and he is below 10% you just kill the Fractal.
********************************************
*** The weave is calm again. ***
*** The anomaly reconstructs itself ***
*** into a being of light ***
********************************************
Once you do, you will NOD;UNKEEP FRAC;GIVE FRAC FRAC to get your reward. You can choose to just nod and keep your fractal weave and turn in at level 201 for a chance at a good bit of more trains. Some people prefer to do that. You can turn in multiple weaves if you are handy at turning in one and running back 3s entering portal and turning in a second one as you have 3 minutes to get rewards. Once you do get your reward you will be transported to a set of shops selling really expensive items. These items are tokens to allow players to pop a punching bag mob that when killed everyone can nod at and get a random reward. These are usually purchased by players to have clan sponsored events and not recommended for newer players to waste gold on.
Games:
Now here is where we will discuss all the games that are possible during a Fractal. I will list them and a general idea of how to avoid death.
Pylons:
^^/ ODD, MALIGNANT STALAGMITES COME INTO BEING \^^
This is a game where a pylon will load in all 4 corners. Anyone who stays in the middle with the Anomaly will begin receiving damage, so it is best to go assist killing pylons. Once all 4 are dead, you return to the middle and continue on.
Fake Anomaly:
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
~~~~ THE FRACTAL ANOMALY STEPS BACK ~~~~
~~~~ SPLITTING INTO FOUR ILLUSORY ~~~~
~~~~ PHANTASMS ~~~~
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
This is a game where 4 fake Anomalies will spawn in the far nooks all e w n and s from middle. Only one of them is “real” the rest are fake. Players will go to these mobs and look at them and the one with the phrase “Despite being somewhat unique” in the description is the one everyone has to kill. It will usually be yelled which is correct. Once it is dead, back to middle.
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
~~~~ A PHANTASM SHATTERS INTO ~~~~
~~~~ HUNDREDS OF GLASS-LIKE ~~~~
~~~~ BUTTERFLIES ~~~~
~~~~ THEY RETURN TO COALESCE ~~~~
~~~~ INTO THE FRACTAL ANOMALY ~~~~
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
Tidalwave:
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!! A TIDALWAVE OF FLAME RUSHES IN !!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This game is a game where a wall of fire will spawn. You will have to flee from the middle and depending on which map you use you will literally see a wall of symbols and be able to know to go in the opposite direction. If not, someone will yell which direction and you will go into one of the nooks far e w s or n from middle.
!!! THE FLAMES DIE OUT. THE AIR SIMMERS STILL !!!
Once the message echoes that it is safe, you return to the middle.
Fire Blossoms:
!!!!——>> A SHRILL WHINE PIERCES THE AIR <<——!!!! This game is announced via a message about a whine piercing. This will make it so only 2 of the 4 corners are safe. You can tell which based on the map if you use that version and someone will usually yell which ones are safe. Get to one and wait for the message for it to be safe and return to middle. !!!!——>> THE INFERNAL PETALS FALL AND THE AIR COOLS DOWN <<——!!!! Clock: ——> A VAGUE, INCORPOREAL CIRCLE OF SMOKE BEGINS TO CIRCLE THE BATTLE <—— This game is very simple, you will see a message about a clock appearing. ——> A LARGE, ETHEREAL CLOCK APPEARS BENEATH THE BATTLE <——
You want to flee out of the middle and stay out of the middle until it is safe. Once it is safe, return to middle.
<——————————————>
< THE CLOCK EXPLODES WITH A >
< MASSIVE FORCE! >
< THE ANOMALY SHIFTS BACK >
< IN TIME! >
<——————————————>
Lamp:
*****************************************
** ONE BY ONE THE COMBATANTS **
** ARE SUCKED AWAY **
** INTO A LAMP OF STONE **
** TOWARDS A PLACE **
** THEY MUST NOW CALL HOME **
*****************************************
During this game, half the players will be transported into a section filled with fog and one lamp core. The goal is to kill the lamp core before the other players kill the lamp which will be randomly somewhere around the fractal.
*** THE LAMP CORE BLAZES BRIGHTLY, THEN FIZZLES OUT ***
If the lamp dies before the core, everyone inside dies. It is also good strategy if 201 to strangle the fog inside the lamp as they do mprog damage.
*****************************************
*** THE LAMP BURSTS OPEN ***
*** EXPELLING ITS BURDEN ***
*** AND SPARING YOU ANY ***
*** MORE BAD POETRY ***
*****************************************
Fae:
~~ THE ANOMALY CASTS YOU TO THE UNSEELIE COURT ~~
This game is dedicated to the former clan of Daoine, it involved having to kill Archfey Xaludar who is always at room 35501 so if you have it mapped you can xrt 35501 repeatedly to get to him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ THE FAE CHITTER, EXCITED, ~~
~~ AS THEY BEGIN TO JOIN THE ~~
~~ FRAY, POURING FROM THEIR ~~
~~ DENS ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mprogs will block some of your movements and eventually fae will spawn casting petrify farther making navigation more difficult. If you keep spamming xrt 35501 you will eventually get back to Xal’s room and you can help kill him where once you all do you will be returned to the middle and restored full hp and mana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ WITH THE ARCHFEY FELLED ~~
~~ THE COMBATANTS ARE ~~
~~ DEPOSITED BACK ONTO ~~
~~ THE BATTLEFIELD ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Raiders:
~~~ You find yourself escorting a caravan of travelers. ~~~
This game is dedicated to the former clan of Romani. It involves killing raiders and riders before they get to the middle and kill all the citizens. Once the players kill all of them eventually Medusas show up and also have to be killed. All the mobs do decent mprog damage and flee a lot and require webbing. Once everything is dead and not the citizens you will be returned to the middle at full hp and mana. Failing this game will send you back to the middle and no restore with needing to do 10% more damage to Fractal.
!!!~~~ THE CARAVAN HAS BEEN SAVED! YOU ARE RETURNED TO THE FRAY! ~~~!!!
Vorel:
/\/ THE ANOMALY CASTS YOU INTO BATTLE AGAINST VOREL /\/
This game is dedicated to the former clan of Dragon. It involves killing Vorel. This might be the most intense of all of the games and the one where most people die.
/|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|/|/
/\/ VOREL INHALES AND BREATHES A CONE OF WHITE FLAME /\/
/|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|/|/
Vorel will breath fire out over the playing field and some rooms will now have white flames and such that deal mprog damage. Your goal is to find a room that has nothing in it but players. Keep an eye out because the mprog damaging items can enter your room at anytime.
/\/ VOREL FINISHES EXHALING THE WHITE FLAME /\/
Once Vorel stops breathing, everyone will return to the middle to keep damaging Vorel.
^’.’^ VOREL’S WYVERNGUARD FLIES IN, BREATHING FIRE INTO THE BATTLE ^’.’^
Eventually Vorel will spawn 4 wyvernguards in the corners. Everyone will go and kill each of these wyvernguards until they are all dead. Then it is back to killing Vorel when he is not exhaling. Once he dies, players will be sent back to the Fractal Anomaly with full hp and mana.
/\/ VOREL FALLS FROM THE SKY AND THE STORM SUBSIDES /\/
- Published in Public, Public-Guides
Navigators and Bypass
Bypass is a skill that gives a chance to skip a specific area for either quests or campaigns. It can save some frustration from endless searching of no scan mobs in the gauntlet or help prevent you have some to wait for a specific time in masquerade. Bypass will lead to much faster campaign times and a result will fill our pockets with qps.
Navigators can bypass 2 areas as soon as the skill is obtained and once total int + wis is 400 or higher another area can be added to the list. There is also newer wishes which can add 2 more areas for bypass for navigators or a total of 2 areas for non-navigators. Navigators also have the ability to buy bypass instinct. Bypass instinct works unique from other instinct by having a max of 100 and 1-100 acts as what percentage that bypass slot operates at. 17 bypass instinct means you will have 17% chance at bypassing that area. Getting it to 100 instinct would make that bypass slot act the same as the bypass wish at 100.
There are a few plugins that help manage bypass by auto setting areas as you level, I stumbled on to Nohh’s which can be found at Nohh’s Github. I did have to modify the script slightly to account for new areas added since the script was written. It’s pretty easy to do: Open the script in any text editor and find line 46 or just use the find function search for “area_keyword” to find the variable that needs to update. You should see a bunch of areas names set to = 1. Just follow the pattern that already exists in the variable. You’ll know you need to do this when trying to add an area to the list and get an error that it can’t be found.
Below are some suggested bypass areas and the levels to have them at. It is by no means a complete list and there are some overlaps that prevent all from being set. Keep in mind that some goals make areas much easier to navigate, pun intended, and may not be a good area to pick.
| Start Of Range | End Of Range | Area |
| 1 | 10 | Jotun |
| 1 | 10 | Sirens |
| 10 | 15 | Chasm |
| 10 | 30 | Gauntlet |
| 15 | 25 | Kultiras |
| 25 | 35 | Maelstrom |
| 30 | 35 | Minos |
| 35 | 55 | Andarin |
| 35 | 60 | Zangar |
| 40 | 60 | Citadel |
| 60 | 70 | Nulan |
| 60 | 90 | Ruins |
| 70 | 100 | Nenukon |
| 90 | 115 | Damnation |
| 90 | 110 | Xyls |
| 115 | 135 | Masquerade |
| 115 | 135 | Stuff |
| 140 | 170 | Sahuagin |
| 160 | 180 | Helegear |
| 160 | 190 | Nix |
| 175 | 201 | Deadlights |
| 180 | 201 | Partroxis |
| 195 | 201 | Crynn |
- Published in Public, Public-Guides
