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Aardwolf Player FAQ

Sunday, 20 April 2025 by Morienda

Introduction

Welcome to the Aardwolf Player FAQ! This guide has been created primarily by analyzing questions and answers frequently exchanged on Aardwolf’s public Question & Answer (Q&A) channel over several years. Its purpose is to provide a readily accessible resource consolidating solutions and advice for common issues encountered by players.

How to Use This FAQ:

This guide is organized into logical sections, starting with fundamental concepts and progressing towards more advanced topics. Use the section headings to navigate to the topic you’re interested in. Within each section, questions are listed with concise summaries of answers derived from common player knowledge and experience.

Disclaimer:

Aardwolf is a living game, constantly evolving with updates, balance changes, and new content. While this FAQ aims to be comprehensive based on collective player experience, the information reflects the state of the game at the time the underlying information was gathered. Some details, particularly regarding specific item stats, exact costs, optimal strategies, or area mechanics, may become outdated over time.

Always double-check information using the in-game help files, the official Aardwolf Wiki (wiki.aardwolf.com), reputable player resources (like clan guides or map sites), and don’t hesitate to ask questions on the in-game Question channel if you need the most current information.

We hope this guide helps you on your adventures in Andolor!

Getting Started & Basic Concepts

Q: I’m new, where should I start? What are some basic things I should know?
A: Welcome to Aardwolf! A good starting point is the Academy area (go ‘up’ then ‘north’ from the main recall point in Aylor). Read the blackboards there for tutorials. Key concepts to learn early include: basic movement (n, s, e, w, u, d), interaction (look, get, wear, remove, use, give), communication (tell, say, channels like newbie and question), combat (kill, flee, spells, skills), managing your health/mana/moves, and understanding quests/campaigns. Don’t be afraid to ask questions on the ‘newbie’ or ‘question’ channels. Joining the Boot Camp clan is highly recommended for new players (‘help boot-application’).

Q: Where is the healer? How do I cure negative effects like curse or blindness?
A: The main public healer NPC (Mistress Marna) is located 1 room north of the Aylor recall point (‘rt healer’ might work). Use the ‘heal’ command in her room to see services. Common commands are ‘heal curse ‘ or ‘heal uncurse ‘ (for cursed items), ‘heal poison’, ‘heal disease’, and ‘heal blind’. Healing services cost gold. Some clans also have healers in their halls. Note that some effects (like ‘green death’ or ‘raw flesh’) might require specific skills (like Herbal Remedy or Disrupt) or waiting for them to expire, as healers cannot cure everything.

Q: How do I make gold, especially early on?
A: Gold generation is slower at low levels. Key methods include:

  • Completing Campaigns (‘campaign request’): These are a major source of gold, QP, and TP, especially as you level up.
  • Killing mobs: Loot gold and sell unwanted equipment drops to shopkeepers (‘sell all’ or ‘sell all.’). Turn ‘autoloot’ on. Some areas/mobs drop more gold than others.
  • Auctioning valuable items: If you find rare drops (like TP tokens, Aarch items, good Bonus Loot), sell them via ‘auction’ or ‘market’ channels to other players. The Academy fundraising leaflet auctions for a lot.
  • Bandit Subclass: The ‘pilferage’ skill generates extra gold from kills.
  • Don’t focus solely on gold early; QP and TP are often more valuable long-term.

Q: Where should I sell items? Why do shops sometimes run out of gold?
A: You can sell items at any shopkeeper that buys them (‘list’ command). Shops near recall or popular clan halls often have more gold because players buy items (like potions) from them. Player Manor shops (like the one in Manorville, ‘rt manorv; e’) can also be good places to sell. Shops have limited gold that replenishes slowly or on reboot; if one is broke, try another. Sacrificing items (‘sac’) yields very little gold compared to selling.

Q: How do quests work? Where do I get them?
A: Quests are tasks assigned by Questmaster NPCs. Find them 8 rooms south of Aylor recall (‘rt questor’) or 2 rooms east, or in many clan halls. Use ‘quest request’ to get a task (usually killing a mob or finding an item). Use ‘quest info’ to see details (target, location). Use ‘runto [area]’ or maps to navigate. Kill the mob marked ‘[QUEST]’ or retrieve the item. Return to any Questmaster and use ‘quest complete’ for rewards (QP, gold, experience, sometimes items). There is a 30-minute cooldown between quests (‘quest time’). Campaigns (‘campaign request’) are similar but involve multiple mobs and offer better rewards overall.

Q: What is alignment? How do I check or change it? Does it matter?
A: Alignment reflects your character’s leaning towards Good, Neutral, or Evil. Use the ‘align’ command to check your current alignment value. You change alignment primarily by killing mobs of the opposite alignment (e.g., kill evil mobs to become more good). Use ‘mobdeaths  <good/evil>’ to find suitable mobs. Alignment is crucial for Paladins (must be Good for full damage) and can affect certain item usage (items might be anti-good, anti-evil, or anti-neutral). Killing mobs of the opposite alignment gives a small XP bonus. Staying neutral offers flexibility but misses the XP bonus.

Q: What do the basic stats (Strength, Intelligence, etc.) do?
A: Check ‘help stats’ and ‘help [stat name]’ for details. In brief:

  • Strength (STR): Affects melee damage (Hitroll/Damroll), carry weight capacity.
  • Intelligence (INT): Affects practices needed for skills/spells, mana pool for casters, effectiveness of INT-based spells/skills.
  • Wisdom (WIS): Affects practices gained per level, mana regeneration, healing spell effectiveness, effectiveness of WIS-based spells/skills (like Sanctuary).
  • Dexterity (DEX): Affects melee hit chance, number of attacks per round, Armor Class (AC), item carrying capacity (number of items).
  • Constitution (CON): Affects maximum Hit Points (HP), HP gain per level, damage reduction, concentration (resisting spell interrupts).
  • Luck (LCK): Affects critical hit chance/damage, saving throws, chance of bonus QP/trains on level up/quest completion.

Q: How do I manage hunger and thirst? Is it important?
A: Use the ‘score’ or ‘hunger’ command to check status. Hunger/thirst significantly reduce HP/Mana/Move regeneration if low, making gameplay harder. It does not cause death. Manage it by:

  • Using containers (‘help newbie-container’): Get a canteen (from Academy or shops) or other container (clan shops sell good ones).
  • Finding fountains: The fountain WN from Aylor recall provides milk/orange juice (fills both hunger/thirst). Clan halls and the Academy also have fountains. Use ‘fill ‘ then ‘drink ‘, or ‘gulp fountain’ directly.
  • Eating food: Less efficient than drinking multi-purpose liquids.
  • The ‘nohunger’ wish exists but is a low priority early on. Superhero characters don’t get hungry/thirsty.

Q: What happens when I die? How do I get my stuff back?
A: When you die, you lose some experience points and have a small chance of losing a stat point. Your corpse, containing your equipped gear and inventory, appears in the room where you died. Use the ‘owned’ command to find your corpse location. Return to the location and use ‘get all corpse’ to retrieve your items. Note: Some items might be invisible, requiring ‘detect invisibility’ to see and retrieve. Corpses decay after about 3 real-life hours of online time. If you die in a dangerous area, ask for help (Corpse Retrieval/CR) on channels like ‘newbie’ or ‘question’. Joining a clan often provides access to a ‘morgue’ where your corpse is sent automatically upon death, preventing loss in dangerous areas. Some specific rooms/deaths are ‘morgue flagged’, meaning no corpse drops and you keep your gear.

Q: What are some essential starting commands?
A: Key commands include:

  • Movement: n, s, e, w, u, d (north, south, east, west, up, down)
  • Looking: look (or l), look , look in , examine
  • Interacting: get , drop , wear , remove , wield , hold , use , give
  • Information: score, eq (equipment), inv (inventory), affects (or aff), stats, time, where, who
  • Help: help, help , help search
  • Combat: kill  (or k), flee (or f), spells, skills, cast ,
  • Communication: say , tell  , reply , newbie , question , gossip

Q: How do I talk to other players? What are channels?
A: Use ‘say ‘ to talk to players in the same room. Use ‘tell  ‘ for private messages. Use ‘reply ‘ to respond to the last tell received. Channels are public chat rooms for specific topics:

  • newbie: For new player questions (access limited by level/playtime).
  • question: General game questions (also uses ‘answer’ alias).
  • gossip: General off-topic chat.
  • barter: For buying/selling items/services.
  • clan/gclan: For talking to your clan or all clans.
  • Type the channel name to toggle it on/off (e.g., ‘gossip’).
  • Use ‘channels’ to list available channels.
  • Social commands (‘socials’ list, ‘shelp ‘) like ‘smile’ or ‘wave’ can also be used; prepend with ‘‘ to use on channels (e.g., ‘newbie wave’).

Q: What gear should I use starting out?
A: Early gear isn’t critical. Use items dropped by mobs or bought cheaply from vendors near recall (e.g., ‘rt weapon’). Focus on gaining levels and Quest Points (QP). More detailed gear strategies are covered in Section 6: Equipment & Items.

Navigation & Finding Things

Basic Movement

Q: How do I move around in Aardwolf?
A: Movement is primarily accomplished using the standard directional commands: n (north), s (south), e (east), w (west), u (up), and d (down).

Q: What is the ‘recall’ command and where does it take me?
A: The ‘recall’ command instantly transports your character to a designated safe point. If you are not a member of a clan, this location is typically the main recall room in the city of Aylor (The Crossroads, Room 3001). If you are in a clan, ‘recall’ usually takes you to your clan’s designated recall room. Using the ‘recall’ command consumes half of your current movement points (though this cost is capped for Superhero characters) and generally works during combat, unless the room you are in is flagged as ‘norecall’.

Q: What is the ‘home’ command?
A: The ‘home’ command instantly transports your character to your player-owned manor, assuming you own one. Similar to ‘recall’, it cannot be used while in combat and will fail if attempted in a room flagged as ‘norecall’.

Q: How does flying affect movement? How do I start or stop flying?
A: Flying reduces the number of movement points consumed when traveling between rooms. Additionally, certain exits or entire areas may require the character to be flying for access. You can gain the ability to fly through various means: innate racial abilities, casting spells such as Fly or Levitation, or using potions and equipment that grant the flying effect. To cease flying: If you are using a racial ability, use the ‘land’ command. If the effect comes from a spell or item, you must use a counter-spell like ‘disrupt fly’, ‘disrupt levitation’, ‘cancellation’, or remove the item granting the flight capability. The ‘land’ command is ineffective against spell or item-based flight. You can verify your flying status using the ‘aflags’ command or by attempting the ‘land’ or ‘fly’ commands, which will indicate your current state.

Automated Travel

Q: What are the ‘runto’ and ‘speedwalk’ commands used for?
A: ‘runto ‘ (often aliased as ‘rt’) utilizes your MUD client’s stored map data to automatically navigate your character from the Aylor recall point to a predefined destination, such as an area entrance, a specific NPC, or a shop. ‘speedwalk ‘ displays the sequence of movement commands required for a predefined path, typically originating from the Aylor recall point, but does not execute the movements automatically. Both commands depend on having an accurate and complete map path recorded in your client and can fail if interrupted by obstacles like locked doors, unmapped custom exits, or aggressive monsters.

Q: How can I view the step-by-step directions for a ‘runto’ path?
A: Use the ‘speedwalk ‘ command to display the sequence of moves associated with that predefined path.

Q: Can I configure the mapper to navigate without using portals?
A: Yes, use the command mapper walkto <room_number> instead of mapper goto <room_number>. The ‘goto’ command will utilize portals if they offer a shorter path, while ‘walkto’ forces navigation using only standard room exits.

Locating Mobs/Players/Items

Q: How can I find out what monsters or players are nearby?
A: Use the ‘scan’ command to see the names of monsters and players in rooms directly adjacent to your current location. Use ‘scan here’ to view only those in your current room. The ‘who’ command can list players in your current area or across the entire MUD (‘help who’ provides filtering options).

Q: How do I locate a specific monster within the area I am currently in?
A: Use the ‘where ‘ command. This command searches the current area for any monsters whose keywords match the one(s) you provide. Be aware that some monsters possess flags (like ‘nowhere’) that prevent the ‘where’ command from detecting them.

Q: How do I find a specific monster anywhere in the game world?
A: If you have learned the ‘hunt ‘ skill, you can use it to track the nearest instance of a monster matching the keyword within the current area, receiving directional guidance. Note that ‘hunt’ does not function globally or across major boundaries like continents or planes. The ‘scry ‘ spell, if learned, can locate players or specific monsters globally.

Q: How can I assess a monster’s level or difficulty before fighting it?
A: Use the ‘consider ‘ (or ‘con ‘) command. This provides a message describing the monster’s level relative to your own character’s level (e.g., “is about your level,” “looks like easy prey,” “would crush you like a bug!”). Refer to ‘help consider’ for a full list of messages. The ‘interrogate’ skill, exclusive to the Avenger subclass, provides more detailed information, including resistances and vulnerabilities.

Q: How can I find a specific item in the game?
A: If you have the ‘locate object ‘ spell, you can cast it to determine if the item is carried by a nearby monster, player, or is on the ground in the vicinity. The ‘eqsearch’ command helps find equipment sold in shops or carried by some monsters. The ‘potsearch’ command finds potions and scrolls sold in shops. To locate items that you personally own, use the ‘owned’ or ‘ownedwhere’ commands.

Handling Difficult Mobs

Q: What do flags like ‘nowhere’, ‘nohunt’, or ‘noscan’ mean on monsters?
A: These flags impose restrictions on how monsters can be located:

  • ‘nowhere’: The ‘where’ command cannot find this monster, even if it is in the same area.
  • ‘nohunt’: The ‘hunt’ skill cannot be used to track this monster.
  • ‘noscan’: The ‘scan’ command will not display this monster, even if it is in an adjacent room (and sometimes even in the same room).
  • Finding monsters with these flags typically requires manual exploration, referring to maps, knowing their fixed spawn locations, or using the ‘consider all’ command within each room to list present mobs.

Q: How do I find monsters that are invisible or hidden?
A: You must have the appropriate detection effects active: ‘detect invisible’ for invisible monsters and ‘detect hidden’ for hidden or sneaking monsters. These effects can be gained from spells (like True Seeing or Heighten Senses), potions, or certain pieces of equipment (such as an Aard Helm). Once the necessary detection effect is active, standard location commands (‘where’, ‘scan’, ‘consider’) should function normally, unless prevented by other flags like ‘nowhere’.

Q: What is the ‘Hunt Trick’ and how does it work?
A: The ‘Hunt Trick’ is a specific technique used to locate Campaign Point (CP) target monsters, which are intentionally flagged as ‘nohunt’. Since the ‘hunt’ command fails on CP targets but succeeds on other monsters, this difference can be exploited:

  • Procedure: Enter the designated campaign area. Use ‘where ‘ to identify rooms containing potential targets. Go to one of these rooms. Attempt ‘hunt ‘. If directions are given, follow them and repeat the process. If the command fails with a message like “You cannot hunt them!”, the monster in that room is likely your campaign target. If multiple monsters match the keyword, use numerical targeting with the hunt command (‘hunt 2.mob’, ‘hunt 3.mob’, and so forth). The target number that produces the failure message corresponds to the target instance in that room (e.g., if ‘hunt 2.mob’ fails, use ‘kill 2.mob’). Client plugins like Search and Destroy (SnD) often automate this process.

Q: How do I find my campaign or quest target if the task only gives the room name?
A: You can use external websites such as rooms.gaardian.com or campaigns.gaardian.com to search for the room name and determine the area it belongs to. MUSHclient users who have the Search and Destroy (SnD) plugin installed can utilize commands like xma  to search their mapped areas for the room.

Q: My campaign mob kill isn’t registering, or ‘where’ points to the wrong mob. Why?
A: This common issue usually arises because multiple monsters in the game share the same name but have different internal IDs (vnums). Campaigns and quests target a specific instance. Use the ‘hunt trick’ to confirm you are targeting the correct mob. Also, verify you are in the correct area using cp check. Ensure you have necessary detection spells active (detect hidden/invis). If a kill doesn’t register, you definitely killed the wrong instance.

Locating Areas/Rooms

Q: How can I find the name or level range of the area I am currently in?
A: Use the ‘where’ command. It displays information about your current location, including the area name and its recommended level range.

Q: How do I list game areas suitable for my character’s level?
A: Use the ‘areas  ‘ command, specifying the desired level range.

Q: How do I find a specific room if I know its name or VNUM (Virtual Number / room ID)?
A: If you are using a MUD client with a mapper feature (like MUSHclient or Mudlet) and have previously visited the room: Use mapper find “” to search by name or mapper goto  to navigate directly by ID. If you have not visited the room or are not using a mapper: Consult online resources such as rooms.gaardian.com (which allows searching by room name or VNUM) or area maps available on sites like aardwolfboot.com/maps/.

Q: How can I see the VNUM (room ID) of the room I am currently in?
A: There is no standard in-game command that displays the VNUM of your current room. Client mapper programs typically show this information (e.g., in MUSHclient, use the mapper thisroom command, or hover the mouse cursor over the room on the graphical map display).

Maps & Mapping

Q: Are maps available for Aardwolf areas? Where can I find them?
A: Yes, maps are available from several online sources:

  • Aardwolf Wiki: wiki.aardwolf.com (Often links to maps, though quality and completeness can vary).
  • Aardwolf Boot Camp: aardwolfboot.com/maps/ (A comprehensive resource hosting many maps, including mirrors of Gaardian maps, visually impaired accessible maps, and links to client plugins).
  • Gaardian Maps: maps.gaardian.com (Offers searchable text-based maps and VI versions).
  • Specific Clan Sites: Some clans (like Seekers or Emerald Knights) maintain detailed maps for members or the public on their websites.

Q: How do client mapper programs (like in MUSHclient or Mudlet) function?
A: Client mappers work by automatically recording the rooms your character visits and the exits that connect them, building a local database of the explored areas. This database enables features like automated pathfinding (used by commands like ‘runto’ or ‘mapper goto’) and provides a visual representation of the area layout. The accuracy and completeness of the map depend on you having explored the areas first.

Q: How do I check my exploration progress?
A: Use the ‘explored’ command to see the percentage of rooms explored in your current area and overall in the game world.

Q: My mapper shows unexplored exits from rooms I know I have visited. How do I find these missing rooms?
A: In MUSHclient, use the command mapper unmapped here. This will list rooms you have visited that possess known exits leading to rooms currently absent from your local map database. Navigate to these listed rooms to allow the mapper to record the connecting rooms and continue mapping the area.

Exits & Obstacles

Q: How do I see the available exits from my current room?
A: Use the ‘exits’ command. It lists the standard directional exits (North, South, East, West, Up, Down) and often includes special Custom Exits (cexits) along with the specific command required to use them (e.g., ‘pull lever’, ‘enter portal’, ‘climb rope’).

Q: What are Custom Exits (cexits)? How do I use them with the mapper?
A: Custom Exits are non-standard room connections that require specific commands (often verbs like ‘enter’, ‘pull’, ‘say’, ‘climb’, ‘swim’) instead of simple directional movement. The ‘exits’ command usually reveals the necessary command syntax. To integrate these into your client mapper for automatic pathfinding, navigate to the room containing the cexit and use the command mapper cexit  (for example, mapper cexit enter portal). Consult mapper help exits for more details.

Q: How can I find hidden exits?
A: Examine room descriptions meticulously for clues or subtle hints. Attempt standard directions even if they are not explicitly listed in the ‘exits’ output. Try using the ‘open ‘ command, as some doors are hidden until opened. Certain exits might only become available after specific goal progression or performing particular actions within the area. Ensure your detection spells (detect hidden, detect invisible) are active, as some exits might be obscured by invisibility or hiding mechanics.

Q: How do I deal with locked doors?
A: You have several options for opening locked doors:

  • Find the Correct Key: Keys are often dropped by specific monsters, found inside chests, or obtained as rewards through quests or goals. Check area maps or read graffiti for hints regarding key locations.
  • Use Skills: The Thief class skill ‘pick lock’, the Warrior skill ‘bashdoor’, or the Mage/Psionicist spell ‘knock’ can open some doors. Success depends on your skill percentage, relevant stats, and the specific flags set on the door.
  • Use Spells: The ‘pass door’ spell (available to Psionicists/Mages or via potions) allows bypassing many types of locked or magically warded doors.
  • Note: Not all methods work on every door. Doors possess different flags (like ‘nopick’, ‘nopass’) that determine which opening methods are effective.

Q: How do I get past NPC guards or bouncers blocking paths?
A: Bypassing NPC obstacles often requires specific actions tied to the area’s goal or an associated quest. Common solutions include: paying a bribe (gold), giving a specific item, wearing required gear (like a disguise), saying a particular keyword or passphrase, or completing certain tasks to gain the NPC’s favor or permission to pass. Some guards might be circumvented using stealth skills (invisibility, sneak) or specific abilities like ‘mist form’. Check graffiti near the NPC or read task descriptions carefully for clues.

Portals

Q: What different types of portals exist in Aardwolf?
A: Aardwolf features several kinds of portals:

  • Goal/Area Quest Reward Portals: These are often unique items awarded for completing specific goals or area quests, providing convenient shortcuts within an area or direct travel to it (e.g., Academy portal, Prosper portal, Lem-Dagor portal).
  • Trivia Portals (TP Portals): Purchased using Trivia Points (TP), these allow you to choose a specific area entrance as the destination. Sendhia is a frequently recommended destination due to its remote location.
  • Chaos Portals: Also purchased with TP (or obtained from Daily Blessings), these teleport you to a random location within the game world. They can be upgraded or merged. Golden Chaos Portals are a rare variant usable during Global Quests.
  • Amulet of the Planes: A unique item that grants access to the complex Upper and Lower Planes areas.
  • Manor Portals: These are upgrades purchased for player-owned housing (manors) that provide exits leading to specific designated areas.

Q: How do I use a portal item?
A: To activate a portal, you must either hold the item in your hands (hold ) or wear it if it is a wearable portal (such as the Aardwolf Amulet or certain goal rewards, requiring the Portal Wear wish to utilize the dedicated slot). Once holding or wearing the portal, type the command enter (or sometimes enter ).

Q: How can I find out where a specific portal leads?
A: The ‘wayfind’ skill (learned by Rangers) can identify the destination of a portal item. Additionally, the portal item’s description (viewed with ‘look’ or ‘identify’) or associated goal/quest information often provides clues about its destination.

Q: How do I manage portals with my client mapper or plugins?
A: You can add known portal destinations to your client’s mapper database using commands like mapper portal add . Client plugins such as ‘dinv’ offer features to automate portal usage from your inventory (e.g., dinv portal use <#>). Creating client-side aliases that combine the necessary steps (get/hold/enter/remove/put/wear) can also streamline manual portal use.

Mazes

Q: How should I navigate maze areas?
A: Consult the ‘help maze solving’ file for general strategies. Common tips include:

  • Use Maps: Refer to online maps or client-based maps if available for the specific maze.
  • Mark Rooms: Drop distinct items (like numbered potions: ‘drop 1 potion’, ‘drop 2 potion’, etc.) in rooms to track your path and avoid loops.
  • Use Hunt Skill: If applicable, use the ‘hunt’ skill to track specific mobs or a pet left at the maze entrance.
  • Systematic Exploration: For randomizing mazes (like The Gauntlet), explore systematically, often by moving towards rooms containing unscanned mobs (use ‘scan’). Killing mobs can sometimes trigger exit changes in these mazes.
  • Client Plugins: Some MUD clients have plugins designed to assist with maze navigation (be aware that fully automated maze solvers are against game rules).

Q: Are there tips for specific mazes?

  • Gauntlet: Features randomizing exits. The strategy often involves killing mobs and moving towards unscanned rooms indicated by ‘scan’. Using ‘hunt deep’ can accelerate progress but leads to tougher mobs.
  • Nenukon: Contains negative regeneration rooms and random exits. Use ‘hunt exile’ or find the warrior camps to locate exits or recallable rooms. Goal completion helps.
  • Planes (Upper/Lower): Consist of a hub with pools leading to separate maze-like planes. Leave a pet at the pool entrance and use ‘hunt pet’ to find your way back to the exit. Read graffiti near pools for navigation clues.
  • Partroxis: Has complex maze sections. Completing the area goal or using a specific mob interaction (‘hunt mob; buy rock; drop rock’) provides easier exit routes. A solver plugin exists.
  • Vidblain: This area uses a coordinate-based grid system. Use the ‘coord’ command frequently to navigate.

Getting Unstuck

Q: I am stuck in a room with no apparent exits, and ‘recall’ and ‘portal’ commands fail. What should I do?
A: Being truly trapped is rare outside of intended mechanics or bugs. Follow these steps:

  • Verify Flags: Use the ‘recon’ command to confirm the room has ‘norecall’ and ‘noportal’ flags active.
  • Check Exits Thoroughly: Type ‘exits’ again. Scrutinize the room description for any subtle clues about hidden exits (unusual objects, specific wording) or interaction keywords. Attempt standard directions (n, s, e, w, u, d) even if not listed. Look for graffiti (‘read graf’).
  • Try Portal Items: Even if portal spells are blocked, sometimes held portal items (like the Academy portal) can function from specific exit rooms within a restricted area. Try ‘hold ; enter’.
  • Ask for Assistance: Use public channels (Question, Clan, Gossip) or send tells to online friends or helpers. Another player might be able to summon you out using commands like ‘nexus’ or ‘drag’, provide a portal item if needed, or offer area-specific escape advice.
  • Die: As a final option, removing your equipment and allowing yourself to be killed by mobs (if present) or using harmful spells/items on yourself will transport you back to your recall point (or clan morgue). This method incurs an experience point penalty.

Character Development

Stats

Q: How do I train my character’s stats (Strength, Intelligence, Wisdom, Dexterity, Constitution, Luck)?
A: Stats are increased by spending ‘trains’ (training sessions) at a trainer NPC. Trainers are found in the Academy, class-specific guilds (use ‘runto ‘), and most clan halls. Use the ‘train’ command at a trainer to see options and spend points (e.g., ‘train strength 10’).

Q: How much do stats cost to train? Are there limits?
A: The cost in trains per stat point increases as the stat gets higher. Refer to ‘help maxstats’ and ‘help train costs’ for the exact cost progression. There are maximum caps for how high you can train a base stat, which increase with your character level and Tier. Additionally, there’s a cap on the total bonus you can receive from equipment and spells (+200 effective points total across all gear/spells). Use the ‘stats’ command to see your current base stats, bonuses, and the maximum effective value for your level.

Q: What’s the best strategy for allocating stat trains while leveling (1-200)?
A: Prioritize training the primary stats relevant to your chosen class (check ‘help ‘). A common strategy is to raise all stats until they cost 2 trains per point, then focus heavily on your primary stats, potentially raising them until the cost becomes very high (e.g., 4+ trains per point). Keeping secondary stats reasonably high (e.g., trained until cost is 2 or 3) is also beneficial. Ensure your total Wisdom (including gear/spells) reaches at least 100 to maximize practice gains per level. Luck is generally useful for all classes. Constitution helps survivability. Don’t hoard trains; spend them as you level, as trains spent on base stats are refunded when you Superhero.

Q: What’s the best strategy for allocating stat trains at Superhero (Level 201)?
A: At Superhero (SH), prioritize maxing your primary stats first (aim for 395 base trained, as class bonuses often add the final 5 points to reach the 400 base cap). After primary stats are maxed, focus on Strength (STR) and Dexterity (DEX) to maximize carry capacity for future remorts (STR increases weight limit, DEX increases item count limit). Then, allocate remaining trains to other stats like Constitution (for HP), Wisdom (for healing/sanc/mana regen), or Luck (for bonus QP/trains from pups) based on your goals (pupping, epics, PvP). Trains can also be spent directly on increasing HP, Mana, or Moves at SH, or deposited into the Instinct system once stats are sufficiently high.

Q: How do I check my saved Superhero (SH) stats?
A: Use the command ‘stats saved’.

Q: What is the Potential system? Is it worth investing in?
A: Potential is an endgame system allowing you to raise your maximum trainable base stats beyond the normal caps. It costs Quest Points (QP) and gold, with costs increasing significantly per point (‘potential costs’). Each point of Potential also grants +1 bonus starting train upon remorting (up to a maximum of +200 bonus trains at 200 Potential). Getting the first few points is relatively cheap and provides immediate benefit via bonus trains. Heavy investment is usually considered after acquiring essential Aard gear and wishes. Potential points can sometimes be gained from Daily Blessings (up to a cap of 300 free points).

Skills & Spells

Q: How do I learn new skills and spells?
A: You automatically gain access to skills and spells appropriate for your primary class (and any classes you’ve remorted into) as you reach the required character level.

Q: How do I increase the effectiveness (percentage) of my skills and spells?
A: You must spend ‘practices’ at a trainer NPC using the ‘practice <skill/spell name>’ command (e.g., ‘practice fireball’). You can practice a skill up to 85% (or 95% if you have the Scholar wish). To reach 100% effectiveness, you must actively use the skill or spell in gameplay; each use has a chance to increase the percentage.

Q: How do I get more practices? Should I save them?
A: You gain practices automatically each time you level up. The number gained per level is influenced by your Wisdom stat (aim for 100 total WIS for maximum gain). Practices are generally abundant; you will likely gain more than you need. Convert excess practices into trains using ‘train convertall’ (or ‘gain convertall’) at a trainer (10 practices = 1 train). It’s generally not recommended to save large numbers of practices.

Q: What is the Scholar wish? Is it useful?
A: The Scholar wish increases the maximum percentage you can practice a skill/spell to at a trainer from 85% to 95%. It also slightly increases the chance of gaining proficiency through usage and might reduce spell failure chances. It’s considered a valuable wish, especially for casters or those wanting to max skills faster, though its priority relative to other wishes is debated.

Q: How can I find information about specific skills or spells?
A: Use ‘help <skill/spell name>’ for a detailed description. Use ‘showskill ‘ or ‘showspell ‘ (or ‘sh ‘) to see level requirements and class availability. Use ‘allspells  all’ to see all skills/spells for a specific class. Filter lists using commands like ‘spells combat’, ‘spells curative’, ‘spells area’, ‘skills passive’, ‘skills weapon’.

Q: How do I manage my known skills/spells, especially after remorting? Can I forget them?
A: Use the ‘forgetskill <skill/spell name>’ command to remove a specific skill or spell from your active list for the current remort (useful for removing redundant spellups). Use ‘forgetsk’ to list forgotten skills. Remember that skills/spells from your primary class are generally more effective than the same ones gained through remorting.

Leveling

Q: How is experience (XP) calculated? What affects XP gain?
A: Base XP per kill depends on the level difference between you and the mob (max 300 base XP). Factors increasing gain include: killing mobs of the opposite alignment, rare kill bonuses (mobs alive a long time grant bonus XP/gold), the ‘Exprate’ wish (+10%), grouping bonuses, class/race bonuses (e.g., Tigran solo bonus, Priest Humility skill), and temporary double XP events. Use ‘lastkill exp’ to see a breakdown. TNL (To Next Level) requirements increase significantly with levels and tiers (‘exptable’ command).

Q: Where are the best places to level up?
A: Use the ‘mobdeaths   [alignment]’ command to see popular spots where others are killing mobs near your level. Use ‘areas  ‘ to find suitable zones. The best strategy often involves killing mobs 5-20 levels higher than you that you can defeat efficiently (e.g., in 1-3 combat rounds). Find areas with good mob density or consistent rare kill bonuses. Experiment to find spots that suit your class and playstyle. Campaigns also guide you to level-appropriate areas.

Q: What are the different ways to level? Is grinding or questing/campaigning better?
A: Methods include:

  • Grinding Mobs: Killing mobs repeatedly for XP. Can be fast, especially with AoE skills or in high-density/rare bonus areas.
  • Quests (‘quest request’): Provide good XP, gold, and crucial Quest Points (QP). Limited by a 30-minute timer.
  • Campaigns (‘campaign request’): Multi-mob tasks offering excellent XP, gold, QP, and Trivia Points (TP). Limited to one per level (pre-SH) or every 2 hours (SH).
  • Drags: Grouping with a high-level player (level 186+ needed for SH drag) for very fast powerleveling, usually requested on the ‘wangrp’ channel.
  • A mix of methods is common. Campaigns/quests are highly recommended for QP gain. Grinding fills time between quests/campaigns.

Q: What is the ‘noexp’ command used for?
A: ‘noexp’ toggles experience gain off and on. It’s sometimes used by players doing campaigns at every level (“CP leveling”) to prevent leveling up before completing the campaign for that level, maximizing QP gain per level. Some client plugins might toggle this automatically.

Q: How do double XP events work? Do they stack?
A: Double XP events can come from:

  • Global Events: Announced MUD-wide (e.g., Aardwolf Birthday, 1 million mob kill milestone). Duration varies.
  • Superhero Loud: Player-triggered 15-minute global double XP upon superheroing (‘superhero loud’).
  • Daily Blessing: Personal bonus granting double XP for a set number of kills or duration.
  • Stacking: Global double XP events (including SH Loud) do NOT stack with each other; only one can be active. Daily Blessing double XP does stack additively with global double XP (resulting in triple base XP). Use the ‘double’ command to check current global double XP status and timer.

Remorting

Q: What is Remorting? How do I do it?
A: Remorting is the process of resetting your character to level 1 after reaching Superhero (level 201) to choose an additional base class, adding its skills and spells to your character permanently. This allows you to combine abilities from multiple classes.

  • Process: Reach level 200. Type ‘superhero’ (see SH section). Reach level 201. Go to the Remort Chamber (‘runto remort’). Remove all worn equipment. Type ‘remort ‘ (e.g., ‘remort psionicist’).
  • Costs: The first superhero transformation (T0R1) is free. Subsequent superhero transformations (before each remort) cost QP and gold (‘help superhero’). The remort command itself is free.

Q: What are the benefits of remorting?
A: The primary benefit is gaining access to the skills and spells of other classes, making your character more versatile and powerful. This includes spellups (buffs), utility spells (like passdoor, fly, hunt), defensive abilities, and sometimes additional attack options.

Q: Which classes should I choose for remorting? Is there a recommended order?
A: The goal is usually to complement your primary class.

  • Melee Primary (e.g., Warrior, Thief): Often remort spellcasters first for buffs/utility: Psionicist (many useful spellsups/utility), Cleric (heals, buffs), Mage (buffs, invis).
  • Caster Primary (e.g., Mage, Psi, Cleric): Often remort Warrior first for combat passives (extra attacks, enhanced damage), ‘hunt’, ‘blockexit’.
  • Common Path Example (Melee Start): War -> Psi -> Cleric -> Mage -> Paladin -> Ranger -> Thief.
  • Order matters less after the core utility classes (Psi, Cleric, Mage, Warrior) are acquired. Choose based on desired skills (‘allspells  all’).

Q: What persists through remorting? What resets?
A: Persists: Equipped/inventoried items (except temporary/nosave), Gold, Quest Points (QP), Trivia Points (TP), completed Goals, Area Quest progress, Exploration data, saved Superhero stats, Wish purchases, Potential/Mastery/Instinct points.

  • Resets: Character Level (to 1), current stats (to level 1 base for new class combo), practiced skill percentages (relearned at base % as you level), current spell affects, active quests/campaigns, potentially some temporary flags or timers. Practices are lost unless converted to trains before superheroing.

Q: How should I prepare for remorting?
A: Before reaching level 201: Convert practices to trains (‘train convertall’). At level 201: Train STR/DEX to max (395 base) to boost carry capacity for the next life. Ensure you have enough QP for the superhero cost (if not first time). Remove worn equipment before typing ‘remort’. Store excess gear in bags/vault.

Tiering

Q: What is Tiering? How do I tier up?
A: Tiering is advancing to the next major character progression level after completing all 7 remorts within the current tier (T0 to T9). Each tier provides significant bonuses.

  • Process: Reach level 201 on your 7th remort for the current tier (e.g., T0R7 L201). Go to the Chamber of Rebirth (‘runto remort’). Type ‘retier’. This initiates the process, allowing you to choose a new race and primary class/subclass for the next tier, resetting you to Tier X+1, Remort 1, Level 1.
  • Note: T9 can be “redone” multiple times (‘help redo’).

Q: What are the benefits of tiering up?
A: Tiers provide substantial advantages:

  • Higher maximum stat caps (‘help maxstats’).
  • Bonus stat points (‘tierstat’ command) to allocate.
  • Ability to use higher-level equipment earlier (effective level = Level + 10 * Tier).
  • Increased QP rewards from quests (+1 QP per tier level).
  • Access to higher ranks of certain skills or abilities.

Q: What are Tier Stats? How do I allocate them?
A: Tiering grants bonus stat points. Use the ‘tierstat’ command to view and allocate these points. You must assign at least one point to each of the six stats before assigning a second point to any stat (until T6+). Focus points on primary stats for your class.

Q: What are Tier 9 Redos?
A: After completing Tier 9 Remort 7, players can choose to ‘redo’ Tier 9. This resets them to T9R1L1 but with significantly lower XP requirements per level (‘exptable’), faster train gains (bonus instinct trains per level), and potentially different quest/campaign reward scaling (diminishing returns after 30 CPs/day apply). Redoing is an endgame activity for efficient QP/train farming.

Superhero (SH) Mechanics

Q: How do I become a Superhero (SH)? What are the costs?
A: Reach level 200. Have sufficient QP and gold. Go to the remort chamber (‘runto remort’). Type ‘superhero’.

  • Options: ‘superhero confirm’ (Silent SH) or ‘superhero loud confirm’ (Loud SH).
  • Costs: First time SH (T0R1) is free (silent option). Subsequent SH: Silent costs 500 QP + 500k gold. Loud costs 750 QP + 750k gold.
  • Benefits: Loud gives 200 bonus trains and triggers 15 mins global double XP. Silent gives no bonuses but saves QP. Loud cannot be used if double XP is active. Choose based on QP reserves and goals.

Q: How do saved Superhero stats work? What is ‘stats saved’?
A: Each time you become Superhero (level 201), the game saves your trained base stats (STR, INT, WIS, DEX, CON, LUK), your trained HP/Mana/Moves, and any banked Instinct trains. Use the ‘stats saved’ command to view these stored values. These saved stats are automatically restored the next time you reach level 201, providing a persistent power baseline. Your saved SH STR and DEX also influence your item/weight carrying capacity when you are below level 201.

Q: Are trains refunded when I Superhero? What about practices?
A: Yes. When you reach level 201 via the ‘superhero’ command, the game performs an automatic rebuild. This refunds all trains you spent leveling from 1-200 on your base stats (STR, INT, etc.) back into your available train pool. Trains spent on HP/Mana/Moves are not refunded. Practices are not refunded; convert them to trains (‘train convertall’) before reaching level 201.

Q: What is Powering Up (Pupping)? How do I gain trains at SH?
A: At level 201 (Superhero), experience points gained from killing mobs contribute towards ‘powerups’ (‘help powerup’). Each powerup grants 1-7 trains (average ~5, influenced by Luck stat). This is the primary way to gain trains for increasing SH stats, HP/Mana/Moves, and funding Instincts. Killing mobs efficiently in high-level areas is key to fast pupping.

Q: What do players typically do at Superhero level?
A: Main activities include:

  • Powering Up (Pupping): Grinding mobs for XP to gain trains.
  • Epics/Raids: Participating in high-level group content for rewards (gear, QP, gold).
  • Goals/Area Quests: Completing difficult goals made easier by SH power.
  • Campaigns/Quests: Still viable for QP/TP, though timers apply.
  • Player Killing (PK): Engaging in PvP combat.
  • Helping Others: Assisting lower-level players (drags, CRs, spellups).

Classes, Races & Subclasses

Q: What are the base classes and their general focus?
A: There are seven base classes in Aardwolf, each with a different emphasis:
Mage: High-powered spellcasters focusing on offensive spells. Mages possess the strongest magic but are weak in physical combat. They are skilled with magical items. Primary stat: Intelligence (also uses Luck and Wisdom). Starts with dagger skill.
 Warrior: Pure fighters excelling in combat but lacking thief skills or magical talent. They favor a direct approach. Primary stat: Strength (also uses Constitution and Dexterity for effectiveness). Starts with sword skill.
Thief: Masters of stealth, poison, and treachery, capable of covert actions. They have access to darker magics and are better fighters than clerics but have fewer weapon options than warriors. Primary stats: Dexterity (also uses Strength and Luck). Starts with dagger skill.
 Ranger: Protectors of nature, excellent fighters who also draw magic from natural forces. They despise destruction of nature. Primary stat: Constitution (also uses Wisdom). Starts with axe skill.
Psionicist (Psi): Mystical spellcasters drawing power from within, unlike Mages (external energy) or Clerics (deity). Many psionic abilities are personal/self-only. Primary stats: Intelligence, Wisdom, and Luck (INT/WIS most important).
 Paladin: Noble warriors skilled in combat and holy magic, prizing honor, justice, and their alignment (Good or Evil) above all. They are nearly as skilled in combat as warriors but master neither combat nor magic fully. Primary stat: Intelligence (also get Constitution bonus). Must maintain extreme alignment for full effectiveness. Starts with flail skill.
* Cleric: Defensively oriented spellcasters focused on healing and protection, with fair combat skills but weaker offensive spells than mages. They are masters of healing magic. Primary stat: Wisdom (also uses Luck for combat). Starts with mace skill.
You can use ‘help [classname]’ (e.g., ‘help mage’) in-game for more detailed information on each class.

Q: What are the subclasses for each base class?
A: Each base class offers specialized subclasses that further define their abilities:
Mage Subclasses: Elementalist, Enchanter, Sorcerer
 Warrior Subclasses: Barbarian, Soldier, Blacksmith
Thief Subclasses: Bandit, Ninja, Venomist
 Ranger Subclasses: Hunter, Shaman, Crafter
Psionicist Subclasses: Navigator, Necromancer, Mentalist
 Paladin Subclasses: Guardian, Knight, Avenger
* Cleric Subclasses: Priest, Harmer, Oracle

Q: Are there skills or spells exclusive to a primary class?
A: Yes, certain powerful abilities are only available if that class is your character’s primary class for the current tier/remort cycle. These include:
Mage Primary: Immolate, Wraith Form, Acid Blast, Miasma
 Warrior Primary: Shield Block, Fortitude, Fifth Attack, Sixth Attack, Hammering Blow, Death Blow
Thief Primary: Knife Fighting, Kobold Stench, Enhanced Backstab, Spiral (Thieves also get unique critical hit bonuses, especially on backstab)
 Ranger Primary: Gaias Revenge, Wolf Spirits, Call Lightning, Tame, Eruption/Gaia’s Fury (Shaman only), Energy Ball
Psionicist Primary: Combat Mind, Mental Balance, Willpower, Desolation, Pyromania
 Paladin Primary: Test of Faith, Call Upon Faith, Divine Faith, Terminate, Apocalypse, Heavenly Balance
* Cleric Primary: Rally, Pure Faith, Party Sanctuary, Healing Touch, Regeneration, Voice of God

Q: How do I choose a Race/Class/Subclass? Does the choice matter significantly?
A: Yes, your choices significantly impact gameplay, especially during early character progression.
Classes: Determine your core skills, spells, and overall playstyle (Melee Fighter, Spell Caster, Hybrid). Use the ‘help ‘ command and ‘allspells  all’ to explore the abilities of different classes.
 Races: Provide passive bonuses and penalties to stats, experience gain, resistances, regeneration, and sometimes grant unique abilities (like flight or passdoor). Use the ‘raceinfo all’ command in-game to see a comparison, ‘help races’, and ‘help raceperks’. Choose a race that synergizes well with your intended primary class and playstyle. While race choice becomes less critical at very high tiers due to maximized stats, the unique abilities and resistances can remain relevant.
Subclasses: Specialize your primary class, granting powerful, unique skills and spells. Subclasses are chosen during character creation and can be changed once per week for free using the ‘subclass change’ command (‘help subclass’).
 Popularity: While the ‘gamestat 10’ command shows popular class/subclass combinations, the best choice is ultimately the one you find most enjoyable to play.

Q: How can I change my Class, Race, or Subclass after character creation?
A: You have several options for changing your character’s build after initial creation:
Subclass Change Only: Use the subclass change  command. This is free once every 7 days and only changes the subclass specialization within your current primary class (e.g., changing from Warrior/Soldier to Warrior/Blacksmith). It does not reset stats, instincts, or masteries.
 Primary Class Change (includes Subclass/Race/Rebuild): Use the classchange <new_subclass_for_new_pclass> [options] command. This is free once every 7 days (or costs 1000 QP to use before the cooldown expires). This command changes your primary class, requires you to select a subclass for the new primary class, and optionally allows changing your race.
Default Rebuild: By default, using classchange automatically performs a full rebuild: your stats are reset (trains refunded), and your Instinct points and Mastery points are refunded to their respective pools for reallocation.
 Skills: Skills usable by your new class combination retain their practiced percentage. Skills exclusive to your old primary class are lost, and some practice points are refunded.
Options: You can add options like noinstinct, nomastery, or norebuild to the command to prevent specific parts of the automatic rebuild (e.g., classchange elemental elf noinstinct nomastery would change primary class to Mage/Elementalist, keep race as Elf, reset stats, but keep previously allocated Instinct and Mastery points).
 Race Change Only: The preferred method is the racechange  command. This has a 3-day cooldown and costs 2 Trivia Points (TP). It only changes your race. Alternatively, you can use classchange <current_subclass> <new_race> sameclass norebuild noinstinct nomastery to change only race using the classchange command (if racechange is on cooldown), but the dedicated racechange command is simpler.
Instinct/Mastery Rebuild Only: Use classchange <current_subclass> <current_race> sameclass norebuild. Add noinstinct if you only want to rebuild Mastery, or nomastery if you only want to rebuild Instinct. Note: The old separate mastery rebuild and instinct rebuild commands still exist and cost 500 QP each.
 Stat Rebuild Only (includes Race Change option): Use the rebuild command. You get free rebuilds under certain conditions (e.g., starting Tier 1 Remort 1, potentially from Daily Blessings). Paid rebuilds cost QP/gold and incur a train tax. rebuild allows changing race but does not change your primary class or subclass. Use rebuild trains to keep practiced skills, or omit trains to reset skills and get practices refunded. See ‘help rebuild’ and ‘rebuild check’.
* Tiering Up: Advancing to a new Tier (e.g., T0 to T1) after completing Remort 7 allows you to choose a new primary class, subclass, and race for that tier as part of the tiering process.

Q: What are some notable benefits or drawbacks of specific races?
A: Races offer various bonuses and penalties. Some examples mentioned frequently or confirmed by game data include:
Vampire: Offers excellent utility with permanent Detect Invis, Night Vision, Flying, and Intimidate. Features the powerful ‘consume corpse’ ability for HP/Mana regeneration (more effective at night). Inflicts +10% damage at night but -5% during the day. Regenerates faster at night but slower during the day and takes more damage when outside during the day. Has favorable STR/INT training costs but a penalty to WIS/LCK. Has +5% Phys/Magic Resist.
 Wraith (formerly Shadow): Offers innate flight and passdoor abilities, providing excellent utility. Has bonuses to Magic Attack (+10%) and Magic Resist (+20%) but penalties to physical attacks.
Tigran: Provides a significant solo experience bonus (+12%) and bonuses to physical attacks (+5% Wpn Atk) and physical resistance (+10%), making it popular for solo leveling, but has a group XP penalty (-10%).
 Giant: Strong physical bonuses (+10% Wpn/Skill Atk, +15% Phys Resist, +15 HP Bonus) suited for melee classes, but significant penalties to Magic Attack (-20%) and Magic Resist (-15%), plus mana regeneration (-50%).
Troll: Offers balanced attack bonuses (+5% all) and exceptional HP/Mana/Move regeneration (+50% each), but significant penalties (-25%) to healing abilities (self and other).
 Centaur: Balanced bonuses across attacks (+3%) and resists (+3%), plus a solo XP bonus (+5%) and move bonus (+10%).
Dwarf: Strong physical bonuses (+10% Wpn Atk, +10% Phys Resist) but penalties to skill/magic attacks and magic resist, plus a move regeneration penalty (-20%).
 Eldar: Strong magic bonuses (+15% Magic Atk, +10% Magic Resist, +10% Mana Bonus, +25% Mana Regen) suited for casters, but penalties to physical attacks and resists, plus an HP penalty (-10%). Gains group XP bonus (+5%).
Elf: Good magic/skill attack bonuses (+10% each), Magic Resist (+10%), Heal Other (+10%), and Mana Self Heal (+20%), but penalties to physical attacks/resists, HP (-10%), Solo XP (-5%), and Move Regen (-25%). Gains group XP bonus (+8%).
 Halfling: Bonus to Skill Attack (+15%) and Move Regen (+20%), but penalties elsewhere.
Naga: Bonuses to healing self/others (+10%) and Move Regen (+20%), penalty to Magic Resist (-10%).
 Ogre: High physical attack bonuses (+15% Wpn/Skill Atk) and HP/Move bonuses, but significant penalties to resistances (-25% each).
Sprite: Bonuses to Mana/Move (+10% each). Penalty to Magic Resist (-10%). (Note: Also known for Second Attack passive).
 Triton: Bonuses to physical attacks (+7% Wpn/Skill Atk) and HP (+5%). Penalty to Magic Resist (-10%).
Wolfen: Bonuses to Move Regen (+20%) and Move Bonus (+10%). Penalty to Solo XP (-5%). (Note: Also known for Hunt skill).
 Diva: Bonuses to Magic Attack (+10%), Healing Self/Other (+25%/+20%), Mana Bonus (+10%), Mana Regen (+25%). Penalties to physical/skill attacks. Gains group XP bonus (+5%).
Gargoyle: High resistances (+20% Phys, +10% Magic). Penalties to healing (-10%) and regeneration (-10%). Gains group XP bonus (+5%).
 Human: No bonuses or penalties, offering balanced flexibility.

  • Refer to ‘raceinfo all’ and ‘help ‘ in-game for the most current and complete details.

Combat

Combat Basics

Q: How do I start a fight with a monster (mob)?
A: Use the command kill  (or k ). Once combat is initiated, you can use skills and spells without specifying the target name again, as it defaults to your current opponent.

Q: How do I target a specific monster if there are multiple mobs with the same name or keyword in the room?
A: Use numerical targeting: kill 2., cast 3., backstab 4.. You can find keywords by looking at the mob (look ) or using consider all. Client plugins can also assist with targeting specific mobs.

Q: How can I switch targets mid-combat?
A: Use the aim  skill (requires the skill) or initiate an attack on the new target using kill .

Q: Can I use skills or cast spells between my automatic weapon attacks?
A: Yes, the game operates in rounds. You get automatic weapon attacks each round, and you can typically use one active skill or spell per round during the pauses between auto-attacks. Some abilities might allow multiple actions per round.

Q: Can mobs cast spells or use skills?
A: Yes, mobs can have skills and spells assigned to them by the area builders, including buffs, debuffs, attacks, and defensive abilities.

Q: Can mobs teleport players away, even during combat?
A: Yes, some mobs have the ability to teleport players to another location, sometimes even during combat. This can be random or part of a specific mob program (‘mprog’). The ‘noteleport’ wish can prevent standard mob teleports, but some scripted teleports might bypass it.

Q: Can mobs steal gold or items?
A: Some mobs (often thieves or specific goal mobs) can steal gold directly from your character’s pouch. It’s advisable to deposit large amounts of gold in the bank (‘help bank’). Mobs generally do not steal items from your inventory, though some might have scripted interactions involving items.

Q: How do I assess a mob’s difficulty?
A: Use the consider  command. It provides a message indicating the level difference and potential threat level (‘help consider’). The ‘interrogate’ skill (Avenger subclass) provides more detailed information, including resistances.

Damage

Q: What are the different damage types? How do I know what type my weapon/spell uses?
A: Aardwolf uses various damage types. Use help damtype and help damtype2 for complete lists and the keywords used for setting weapon damage types (wset command). Major categories include:
Physical: Bash (keywords: beating, blast, charge, crush, hit, pound, punch, slap, smash, suction, thwack), Pierce (keywords: bite, chomp, peck, pierce, scratch, stab, sting, thrust), Slash (keywords: chop, claw, cleave, grep, slash, slice, whip).
 Elemental/Magical: Acid (keywords: acidic bite, digestion, slime), Air, Cold (keywords: chill, freezing bite), Earth, Electric (keywords: shock, shocking bite), Energy (keywords: friction, wrath), Fire (keywords: flame, flaming bite), Holy (keyword: divine power), Light, Magic, Mental (keywords: mental energy, mind force), Negative (keywords: decaying touch, life drain), Shadow, Sonic (keyword: wail), Water (keyword: water blast).

  • To identify a weapon’s damage type, use the identify  command or visit an identifier NPC (‘rt identify’). For spells, use showspell  or check the spells combat list output.

Q: Does weapon damage type matter?
A: Yes, significantly. Mobs can have resistances or immunities to specific damage types. Using a damage type the mob is vulnerable to increases damage, while using one it resists decreases damage. Using an immune type deals no damage.

Q: How can I deal with mobs resistant or immune to my main damage type?
A: Carry weapons with different damage types (e.g., a slashing sword, a piercing dagger, a bashing mace) and switch between them (‘remove’, ‘wield’). Weapons with the ‘changing’ flag randomly cycle through damage types, which can help find a vulnerability. Learn attack spells/skills dealing different damage types through remorting. Unarmed combat (Hand-to-Hand skill) deals Bash damage. You can also change a weapon’s damage type permanently using Trivia Points (TP) at the apprentice blacksmith (‘runto damage’) via the ‘wset’ command (help wset).

Q: How can I find out a mob’s resistances or vulnerabilities?
A: There is no general command for players. Methods include:

  • Trial and Error: Attack with different damage types and observe the results.
  • Skills: The Paladin/Avenger ‘interrogate’ skill reveals detailed mob stats including resists/vulns. The Cleric/Oracle ‘divination’ spell might show vulnerabilities on ‘look’.
  • Ask: Inquire on the Question channel, providing the mob name and area.
  • External Resources: Check online databases or logs (like Abelinc’s) if available.

Q: What does the asterisk (*) mean in combat damage messages?
A: It indicates a critical hit (‘help crithit’), dealing significantly more damage than a normal hit.

Q: Do weapons or stats affect spell damage?
A: No. Spell damage is primarily determined by your character level, relevant stats (Intelligence for Mages/Psi, Wisdom for Clerics/Paladins), Luck, skill/spell mastery, and potentially moon phases or specific buffs. Weapon stats (HR/DR, average damage) only affect physical attacks.

Q: What is Area of Effect (AoE) damage? Which classes have it?
A: AoE refers to skills or spells that hit multiple targets in the room simultaneously. Several classes gain AoE abilities:

  • Spells: Mage (Ice Cloud, Fire Breath, Toxic Cloud), Psionicist (Ultrablast, Death Field), Cleric (Purge), Paladin (Hand of Justice, Wrath of God), Ranger (Earthquake, Ice Storm, Fire Rain). Use spells area to see your current options.
  • Skills: Blacksmith (Hammerswing), Knight (Charge).
  • Items: Brandishing certain staves (‘brandish ‘) casts their spell in an AoE manner.
  • Target Limits: AoE spells/skills from primary classes often hit all mobs in the room. Those gained through remorting, or used via staves by non-caster primary classes (like Warrior/Thief), might hit a limited number of targets (e.g., 4-6).

Hitroll (HR) and Damroll (DR)

Q: What are Hitroll (HR) and Damroll (DR)? How important are they?
A: Hitroll increases your chance to hit an opponent with physical attacks. Damroll increases the amount of damage dealt by physical attacks. Both are important combat stats, primarily gained from equipment and buffs.

Q: Should I prioritize HR or DR? What is a good ratio?
A: There’s no single perfect ratio; the ideal balance depends on your class, level, gear, and goals (PvE vs. PvP). General guidelines observed:

  • Priority: Maximize your primary stats (STR, DEX, INT, WIS, CON, LUK) first, reaching relevant caps for your level/tier. Focus on HR/DR from gear after your stats are well-developed.
  • PvE Focus: Damroll is often preferred for PvE (killing mobs) as it increases damage output, assuming your Hitroll is already sufficient to reliably hit the mobs you are fighting. Damroll is also often favored for enchantments.
  • PvP Focus: Hitroll becomes more critical in PvP to overcome other players’ avoidance (AC, Dodge, Parry). Specific HR targets might exist for competitive PvP.
  • Balance: While DR is often prioritized, neglecting HR can lead to missing frequently, especially against higher-level or evasive targets. A balance is needed. Ratios like 1:2 or 3:4 (HR:DR) have been mentioned anecdotally, but experimentation is key.

Q: Are there caps or limits on HR and DR? Do they have diminishing returns?
A: There are no known hard caps on HR or DR; increasing them is generally always beneficial. However, like most stats, they are subject to diminishing returns, meaning each additional point provides progressively less benefit than the previous one. For Hitroll, there might be a ‘soft cap’ around 1500 where further increases provide less noticeable benefit, especially for PvE.

Q: Where do HR and DR come from? Should I prioritize them on weapons?
A: HR and DR primarily come from worn equipment (including enchantments like Solidify or TPEnchant) and temporary buffs (like Frenzy or Berserk). Stats like Strength also contribute to both HR and DR. While weapons can have HR/DR, it’s generally recommended to prioritize the weapon’s Average Damage stat, as HR/DR can be more easily obtained from other equipment slots (armor, jewelry, held items).

Defense

Q: How does defense work? What is Armor Class (AC)?
A: Defense involves multiple layers. Your Armor Class (AC), derived from Dexterity and equipment, reduces the chance of being hit by physical attacks. Resistances reduce damage taken from specific damage types (physical or magical). Skills like Dodge, Parry, and Shield Block provide chances to completely avoid attacks.

Q: How do skills like Dodge, Parry, and Shield Block work? Do they stack?
A: These are separate skills providing distinct chances to avoid melee attacks. The game checks each applicable defense you possess. They effectively stack probabilistically (having multiple skills increases your overall chance to avoid being hit). Non-primary class dodges are less effective but still contribute. Warrior primary dodges include Dodge, Parry, and Shield Block.

Q: Does using a shield help defensively?
A: Yes. Wielding any shield provides a passive 15% reduction to incoming physical damage, regardless of your class or skills. Warriors also gain the active ‘Shield Block’ skill for an additional chance to block attacks completely.

Q: What is Sanctuary? How do I get it?
A: Sanctuary is a powerful defensive effect that significantly reduces incoming damage (both physical and magical). It’s often indicated by a ‘(White Aura)’ on players. You can gain Sanctuary from:

  • Spells: Sanctuary (Cleric/Paladin), Biofeedback (Psionicist). These can be dispelled or expire.
  • Items: The Aura of Sanctuary Aardwolf Quest item (worn ‘about body’) provides a permanent, undispellable Sanctuary effect. Highly recommended, especially the level 1 version.
  • Instinct: Investing trains/QP/gold into the Sanctuary instinct enhances the damage reduction provided by any source of the Sanctuary effect.

Q: How do resistances work?
A: Resistances reduce the damage taken from specific damage types (e.g., fire resistance reduces fire damage). They are primarily gained from equipment, racial bonuses, and some spells/skills. Having broad resistances is crucial for survival, especially against high-level mobs or in epic content.

Status Effects

Q: How do I apply negative status effects (debuffs) like Blind, Curse, Poison, Weaken?
A: Use specific skills or spells associated with those effects (e.g., ‘cast curse’, ‘dirt kick’ skill for blind, ‘envenom’ skill for poison, ‘hex of entropy’ spell for weaken). Check your available abilities using ‘spells bad’ or ‘skills bad’.

Q: Are debuffs effective against regular monsters (mobs)?
A: For typical leveling mobs that die quickly (1-3 rounds), spending time casting debuffs is usually less efficient than focusing purely on dealing damage. Debuffs are more useful against tougher boss mobs, in Player vs Player (PK) combat, or for specific utility (e.g., ‘blind’ to stop aggression, ‘web’ to prevent fleeing).

Q: How do I cure negative status effects on myself?
A: Methods vary depending on the effect:

  • Curse (Spell Affect, prevents recall): ‘Remove Curse’ spell/potion/scroll, healer NPC (‘heal curse’).
  • Curse (Item Flag, prevents removal): ‘Remove Curse’ spell/potion/scroll on the item, healer NPC (‘heal uncurse ‘), Uncurse wish.
  • Blindness: ‘Cure Blindness’ spell/potion/scroll, healer NPC (‘heal blind’). Note: Blindness from Dirt Kick or Marbu Stone might require waiting or specific cures. Rainbow requires ‘Disrupt Rainbow’.
  • Poison/Disease: ‘Cure Poison’/’Cure Disease’ spell/potion/scroll, healer NPC (‘heal poison’/’heal disease’), ‘Herbal Remedy’ skill/potion. Green Death requires Herbal Remedy or specific cures.
  • Weaken: ‘Cure Weakness’ spell/potion/scroll, ‘Remedy’ skill.
  • Raw Flesh: ‘Disrupt Raw Flesh’ spell/skill.
  • Soften: ‘Harden Body’ spell/skill or ‘Disrupt Soften’.
  • Web: ‘Dissolve’ spell/potion/scroll.
  • General: ‘Cancellation’ spell or ‘Negation’ skill removes all effects, positive and negative. Visiting a healer (especially clan healers NW of recall) can cure many common afflictions. Check ‘affects bad’ or ‘saffects bad’ to see active negative effects.

Q: A mob cursed me (“Ayla has forsaken you!”). How do I remove it?
A: This is the standard ‘curse’ spell effect. Use ‘remove curse’ (spell/potion/scroll) or visit a healer (‘heal curse’).

Healing

Q: How can I heal myself during or after combat?
A: Methods include:

  • Potions/Pills: Quaffing healing potions (‘potsearch heal’) or eating healing pills is the fastest method. Level 60 ‘quad heal’ potions are cost-effective; manor potions are lighter but costlier. Potency scales with your Wisdom stat.
  • Spells: Classes like Cleric (‘heal’, ‘restore’) and Paladin (‘lay hands’) have healing spells. Psionicists (‘psychic heal’) and Warriors (‘treat wounds’) have weaker options. Spells use mana/moves and are slower than potions.
  • Regeneration: HP regenerates slowly each game tick. Resting (‘rest’) or sleeping (‘sleep’) increases the rate. High-regen rooms (clan halls, Aard Hotel) and items (Ring of Regeneration, Trivia Sleeping Bag) further boost regeneration speed. Troll race has enhanced passive regeneration. Vampire race heals via ‘consume corpse’.
  • Visiting Healer NPCs: Use ‘heal hp’ at a healer (1n of recall) for full restoration (costs gold).

Q: How do healing potions work? Does potion level matter more than Wisdom?
A: Potion level determines the base healing potential. Your Wisdom stat significantly modifies the actual amount healed. High Wisdom makes even lower-level potions (like level 60) very effective. Higher level potions provide marginally more healing but are often less cost-effective.

Player vs Player (PK)

Q: How does Player vs Player (PK) combat work?
A: PK requires players to be flagged appropriately (either both OPK – Optional PK, or members of opposing PK clans in designated PK rooms). PK is generally fast-paced and relies heavily on specific builds, gear, and tactics. Dying in PK usually has minimal penalty (no item loss, potentially small XP loss). Refer to ‘help pk’ and ‘help opk’.

Q: Are there specific PK channels or communities?
A: No dedicated global PK channel exists. PK discussion often happens within specific PK clans (‘gclan’ channel) or private groups.

Q: Can monsters interfere in PK fights?
A: Yes, if the PK fight occurs in a room with aggressive monsters, those monsters can attack either participant.

Q: Is alignment relevant in PK?
A: Alignment itself doesn’t directly affect PK damage, but spells like Protection from Good/Evil work based on the opponent’s alignment.

Pets in Combat

Q: Are pets useful for combat damage?
A: Generally, no. Pets in Aardwolf deal very little damage and are easily killed. Their primary uses are utility: marking locations for ‘hunt’ or ‘doorway’ spells, navigating the Planes, or fulfilling specific goal requirements.

Q: Do pets take a share of experience points?
A: Yes, having a pet active in your group slightly reduces the experience points you gain from kills.

Q: Can pets automatically assist me in combat?
A: Yes, unless ordered otherwise (‘order pet sleep’, ‘order pet sit’). This can be detrimental if the pet gets the killing blow on quest/campaign mobs.

Q: Can I heal or buff my pet?
A: Yes, you can cast beneficial spells (like heal or armor) on your pet. Use ‘order  report’ to check its status.

Equipment & Items

General Gear Information

Q: How do I find equipment suitable for my level and class?
A: Use the ‘eqsearch’ command (e.g., ‘eqsearch weapon’, ‘eqsearch armor’, ‘eqsearch all’). This command searches shops (especially open clan shops) and some mob inventories for gear appropriate for your current level and class, scoring items based on your ‘compare set’ weightings. Check the external website linked at the bottom of ‘help eqsearch’ (often the Aardwolf Wiki Item/Gameplay list) for information on items dropped by monsters. You can also browse player listings using the ‘market list’ and ‘auction list’ (lbid) commands, or visit open clan shops directly (‘runto ‘).

Q: How do I find potions, scrolls, wands, or staves?
A: Use the ‘potsearch ‘ command to find vendors selling specific consumables. Check ‘help potsearch’ for details. Wands and staves might also be found via ‘eqsearch hold’.

Q: How do I identify the stats and properties of an item?
A: Several commands provide item information:

  • ‘id ‘: Shows basic stats, flags, level, weight, and type.
  • ‘identify ‘: Spell/command providing more detailed stats (might require the spell learned or Identify wish).
  • ‘lore ‘: Skill providing additional information, sometimes including origin or hidden flags.
  • ‘object read ‘: Psionicist spell providing detailed information.
  • Appraisal: Use ‘appraise ‘ at a shopkeeper NPC to see stats of items they sell. Visit Hester (‘runto identify’) and use ‘identify ‘ for a full, detailed appraisal (costs gold) showing all hidden stats, resists, and flags.
  • ‘aflags’: Shows affect flags granted by worn equipment (like fly, invis, sanc).

Q: What do different item flags mean (Invis, Hum, Glow, Keep, Owned, NoDrop, NoSell, NoReown, NoSave, Rot-Death, Melt-Drop, Anti-Good/Evil/Neutral, V3)?
A: Item flags modify an item’s properties or behavior:

  • (Invis): Item is invisible; requires ‘detect invisible’ effect to see/use/buy. Often added to allow ‘Solidify’ enchant.
  • (Hum): Item resonates; usable while blind. Often added by ‘Resonate’ enchant.
  • (Glow): Item glows; provides light. Often added by ‘Illuminate’ enchant. Flags like Hum/Glow can prevent standard enchanting unless toggled off using TP.
  • (Keep): Item is flagged by the player (‘keep ‘); prevents accidental dropping, selling, sacrificing. Does not affect persistence through logout/reboot.
  • (OwnedBy): Item is soulbound to a specific player, preventing trade or use by others (except sometimes spouses). Aardwolf gear is automatically owned. Can be transferred via ‘reown’ (costs TP).
  • (NoDrop): Cannot be dropped. Often on cursed items.
  • (NoSell): Cannot be sold to NPC shops or fenced. Can often still be auctioned/marketed.
  • (NoReown): Ownership cannot be transferred via ‘reown’. Common on tokens/rewards.
  • (NoSave): Item disappears upon logging out or reboot/crash, even if kept or in a container. Keys are a common exception (see Keys subsection).
  • (Rot-Death): Item decays and disappears if present on your corpse when you die (unless inside a container).
  • (Melt-Drop): Item is destroyed if dropped on the ground (unless inside a container).
  • Anti-Good/Evil/Neutral: Restricts item usage based on character alignment. Can be toggled off with TP. Note: The basic ‘(Evil)’ or ‘(Good)’ flags are purely cosmetic.
  • (V3): Historical tag indicating the item uses newer Version 3 mechanics (e.g., resists instead of AC), largely irrelevant now.
  • Flags marked with ‘*’ in ‘help object flags’ can often be toggled using TP (‘help setflag’, ‘help toggle’).

Q: How often should I upgrade my equipment while leveling?
A: There’s no strict rule, but upgrading roughly every 20-40 levels is common. Many players aim for specific level breakpoints associated with common enchanted gear sets (e.g., Level 1, 41, 71, 91, 131, 151, 171, 201). Prioritize weapon upgrades, especially after level 80. Use ‘compare’ and ‘eqsearch’ to evaluate potential upgrades, but don’t feel obligated to replace gear for very minor stat increases.

Aardwolf Gear (Quest Point Items)

Q: What is Aardwolf Gear (Aard Gear)? How do I get it?
A: Aardwolf Gear refers to powerful equipment purchased using Quest Points (QP) from Questmaster NPCs (‘runto questor’). Use ‘quest list’ to see available items and ‘quest buy  [level]’ to purchase. Refer to ‘help aarditems’ and ‘help newbie-aard’ for comprehensive guides.

Q: Which Aardwolf items should I buy first? What’s the priority?
A: Priorities vary, but common recommendations are:

  1. Level 1 Aura of Sanctuary: Provides permanent, undispellable Sanctuary (damage reduction). Highly recommended first purchase after your first remort.
  2. Level 1 Breastplate of the Elements: Excellent stats and resistances, usable from level 1.
  3. Aardwolf Bag: Increases carry capacity and reduces weight significantly. Levels with you. Buy anytime QP allows.
  4. Level 1 Helm of True Sight: Provides permanent Detect Invisible/Hidden.
  5. Level 1 Boots of Speed: Provide permanent Haste effect.
  6. Level 1 Ring of Regeneration: Boosts HP/Mana/Move regen.
  7. Aardwolf Weapons: Start buying around level 80+ (damage scales better). Upgrade every 20-40 levels (e.g., 80, 100/120, 140/160, 180/200). Daggers (sharp, lightweight) or Axes (vorpal) are popular.
  8. Level 1 Gloves/Bracers: Provide Dual Wield / NoDisarm flags respectively, plus stats. Lower priority for some.
  9. Amulet of Aardwolf: Provides stats and useful hotel exits, enhanced by Portal wish later. Buy at L1.
  10. Decanter of Endless Water / Ring of Invisibility: Generally considered low priority / poor value compared to alternatives.

Q: When should I buy Aardwolf gear? Does the level matter?
A: Yes, the level matters significantly. Buy non-scaling items (Aura, BP, Helm, Rings, Amulet, Boots, Gloves, Bracers) at LEVEL 1, usually right after your first remort. This locks them at level 1, making them usable immediately after every future remort/tier. Buy weapons and scaling armor pieces at the specific level you intend to use them (e.g., buy a level 80 weapon when you are level 80). Items purchased at Superhero (Level 201) scale based on your tier (e.g., T1 SH buys Level 211 gear). Aard Bags scale automatically.

Q: Can Aardwolf gear be sold back?
A: Yes, but ONLY during the remort auction process (‘help remort auction’). You typically get about half the original QP cost back. Many players keep lower-level Aard sets for reuse.

Q: Can Aardwolf gear be enchanted or improved?
A: Yes. Use the ‘toggle’ command (costs TP) to add flags like Solidifiable, Resonatable, Illuminable. Then, have an Enchanter player cast the corresponding spells (Solidify, Resonate, Illuminate) for stat boosts. You can also use ‘tpenchant’ (costs TP) directly on Aard weapons (adds HR/DR) or the Trivia Aura (adds stats). ‘Objstat’ (costs QP) can add base stats but is expensive.

Bonus Loot (Bloot)

Q: What is Bonus Loot (Bloot)?
A: Bonus Loot refers to items dropped by mobs that randomly receive enhanced stats and a descriptive prefix tag indicating their rarity tier. This happens only on mobs that grant experience.

Q: What are the Bonus Loot rarity tiers/prefixes, in order?
A: The prefixes, ordered from most common (lowest quality) to rarest (highest quality), are:
(Polished), (Enhanced), (Burnished), (Shiny), (Vibrant), (Sparkling), (Gleaming), (Shimmering), (Dazzling), (Brilliant), (Radiant), (Wondrous), (Majestic), (Exalted), (Eternal), (Legendary), (Epic), (Mythical), (Fabled), (Divine), (Godly).
(Note: The exact order, especially within the highest tiers like Mythical/Fabled, can sometimes be debated due to extreme rarity).

Q: How good is Bonus Loot compared to Aardwolf gear?
A: It varies greatly. Lower tiers (Polished, Enhanced) are often minor upgrades or even worse than standard gear. Mid-tiers (Shiny through Brilliant) can be comparable or slightly better than standard gear. Higher tiers (Radiant+) can potentially surpass Aardwolf gear, especially weapons at level 200+ where bloot average damage can exceed the Aard standard. Always compare stats (‘compare’, ‘dinv analyze’).

Q: How do I get Bonus Loot? Can I farm specific items?
A: Bloot drops are random chance (RNG). Kill mobs appropriate for your level that drop equipment you desire. Higher-level mobs might have a slightly better chance of dropping bloot. Mobs wearing more equipment pieces (like in Castle Vlad) offer more chances per kill. You cannot target specific bloot tiers; it’s pure luck. Ensure ‘bonusloot on’ is toggled to automatically loot qualifying items. Halfling race gets a slight bonus (rolls one tier higher, minimum Enhanced).

Q: Can Bonus Loot items be enchanted or modified?
A: Yes, bonus loot items can generally be enchanted (Solidify, Resonate, Illuminate) or modified (TPEnchant, Setweight, Wtype) like standard equipment, provided they don’t have conflicting flags (like Hum/Glow, which can be removed with TP).

Improving Gear

Q: How can I improve my equipment beyond its base stats?
A: Several methods exist:
Enchanting (Spells): Players with high stats (Int/Wis/Luck) and the Enchanter subclass can cast Solidify (+HR/DR), Resonate (+Luck/Stats), and Illuminate (+Wis/Stats) on gear. Requires toggling flags first (‘help toggle’, costs TP). Standard ‘enchant weapon’/’armor’ spells exist but risk item destruction and add levels, generally avoided.
 TPEnchant: Use Trivia Points (‘tpenchant’ command) to add HR/DR to weapons or stats to the Aura of Trivia, up to 10 times. Random results per enchant. Safer than spell enchanting.
Tempering: Blacksmith subclass skill (‘temper’) uses ore to temporarily improve weapon stats. Higher quality ore = better/longer effect. Requires another player if you aren’t a Blacksmith.
 Reforging/Wtype: Blacksmith skill (‘reforge’) or TP command (‘wtype’) changes a weapon’s type (e.g., Sword to Hammer). ‘wset’ (TP command) changes damage type (e.g., Slash to Pierce).
Objstat: Adds base stats (Str, Int, etc.) directly to an item using QP. Very expensive, generally endgame optimization.
 Setflag/Toggle: Add or remove specific item flags using TP (‘help setflag’, ‘help toggle’). Used to prepare items for enchanting or remove restrictions.
* Setweight/Halfweight: Reduce item weight using TP (‘help setweight’) or the Boot clan skill (‘mutare’). Useful for dual wielding or managing carry capacity.

Q: How does player enchanting work? Is it risky? What are max stats?
A: Player enchanting uses spells like Solidify, Resonate, Illuminate. Success requires high caster stats (Int, Wis, Luck, aim for 600+). Enchanter subclass helps significantly (free rerolls via Focus). These spells do NOT destroy items on failure. Maximum typical bonuses: Solidify (+10 HR or +8 DR), Resonate (+3 Luck, +4 Random Stat), Illuminate (+5 Wis, +5 Luck). Getting max rolls requires luck. Find enchanters via ‘who enchanter’ or Barter channel; tips (gold/TP) expected.

Q: Is TPEnchanting worth the cost? When should I do it?
A: TPEnchanting is expensive (1 TP per attempt). It’s generally recommended for:

  • Aura of Trivia (adds good stats to a unique slot item).
  • High-level, permanent weapons (Level 251+ Aard weapons, high-tier bloot, epics).
  • Avoid TPEnchanting mid-level or easily replaceable gear unless very wealthy in TP.

Inventory & Storage

Q: How is carrying capacity determined (item count and weight)?
A:
Item Count Limit: Based primarily on Dexterity, modified by Strength (STR + DEX/2 + 87 base), and increased by the ‘Pockets’ wish (up to 6 tiers). Saved Superhero stats are used if higher than current stats.
 Weight Limit: Based primarily on Strength, modified by level and potentially race. Saved Superhero Strength is used if higher than current stats.

  • Check ‘help capacity’ and ‘help item capacity’. Use the ‘weight’ command to see current load.

Q: How can I carry more items or manage weight effectively?
A:

  • Train STR and DEX (especially at Superhero level before remorting).
  • Buy the ‘Pockets’ wish (increases item count limit).
  • Use Containers: Store items inside bags, backpacks, sacks. This doesn’t increase item count limit but drastically reduces total weight carried, especially with Aard Bags.
  • Aard Bags: Purchased with QP (‘help aarditems’). Offer negative base weight and 80% weight reduction for contents. Highly recommended; many players use multiple.
  • Clan Bags/Other Containers: Offer good capacity and weight reduction (often 50%). Check ‘help newbie-container’ for options.
  • Manage Inventory: Don’t carry unnecessary items. Sell vendor trash, destroy junk (‘destroy’ command), store long-term items in Vault. Use ‘keep’ flag judiciously. Use ‘invsort weight’ to identify heavy items.

Q: What is the Vault? Is it worth using?
A: The Vault provides secure, permanent storage that persists through reboots and crashes (‘help vault’). It costs TP to purchase slots (initial 20 TP for 20 slots). It’s useful for storing irreplaceable items (like unique goal rewards or sentimental gear) or managing extreme inventory clutter if Bags/Pockets aren’t sufficient. However, it’s generally considered a low priority TP purchase compared to Aura, Sleeping Bag, Portals, Manor, or even Aard Bags/Pockets, unless you have specific storage needs (e.g., rot-death items). Accessing items requires being in a BANK-flagged room. Keys decay quickly in vaults.

Q: How should I manage keys?
A: Use the built-in ‘keyring’ (‘help keyring’). Use ‘keyring put all’ to add keys from inventory. Keys on the keyring are used automatically. Keys persist through logout but have decay timers (most last ~1 week). Discard unneeded keys (‘keyring drop ‘). Store very important, non-saving keys in a container dropped in a safe place (manor floor) if needed across reboots (risky).

Specific Items Discussed

Q: Is the Ring of Regeneration worth using? Does it stack?
A: Yes, it’s a good ring, providing stats and HP/Mana/Move regeneration, especially useful while resting/sleeping. The stats stack if you wear two, but the regeneration effect does not stack with a second identical ring. It does stack with Troll racial regeneration and Trivia Sleeping Bag bonus.

Q: How do I get/use the Amulet of the Planes?
A: Drops from the Deep Dragon in The Gauntlet maze, or buy from players/auction. Hold or wear it, then ‘enter amulet’ to access the Planes hub. Needed for some quests/campaigns.

Q: Is the Trivia Sleeping Bag worth buying?
A: Yes, highly recommended by many. It provides excellent regeneration when using the ‘sleep’ command (better than beds/campfires) and uses its own unique equipment slot. Costs TP.

Q: Are Decanters useful?
A: The Aardwolf Decanter (QP item) provides unlimited water (or other liquids if refilled at special fountains) but is generally considered poor value for QP compared to free clan containers or cheap shop ones. Refilling at fountains is easy.

Q: What about specific weapons/portals mentioned frequently?
A: This information is integrated into the relevant Goal/Area sections where applicable. Generally, goal reward portals are highly valuable for navigation. Specific weapons are often discussed in terms of damage type needed for certain mobs or comparisons between Aard gear and Bonus Loot.

Goals, Quests & Campaigns

Quests (Standard Quests from Questmaster)

Q: How do standard quests work? Where do I get them and turn them in?
A: Standard quests are obtained from Questmaster NPCs. The main questors are located 8 rooms south or 3 rooms east of the Aylor recall point (‘runto questor’). Many clan halls also have questors. Use the ‘quest request’ command to receive a task, typically killing a specific monster or retrieving an item. Use ‘quest info’ to see details about your current quest, including the target, location hints (vicinity), and time remaining. Once you have killed the target mob (marked with a [QUEST] tag next to its name) or retrieved the required item, return to any Questmaster and use the ‘quest complete’ command to receive your rewards.

Q: What are the rewards for standard quests?
A: Quests reward Quest Points (QP), gold, and experience points. The base QP reward typically ranges from 8 to 24 QP. This base amount can be significantly increased by bonuses based on your Tier level (+1 QP per tier), Luck stat, using an MCCP-enabled client, having OPK or Hardcore flags enabled, and occasional daily blessing bonuses (Double QP).

Q: Is there a time limit or cooldown for quests?
A: Yes. You typically have a time limit to complete an active quest (shown in ‘quest info’). After completing or failing a quest, there is a 30-minute real-time cooldown (‘quest time’ shows remaining time) before you can request another quest. This timer only counts down while you are logged into the game. Server reboots reset the timer to 1 minute.

Q: How do I find my quest target mob?
A: Use ‘quest info’ for the mob’s name, area, and vicinity clue. Navigate to the area (‘runto ‘). Look for the mob matching the description in the vicinity mentioned. The correct mob will have a red ‘[QUEST]’ tag next to its name when you ‘look’ in the room or use ‘consider’. The ‘where ‘ command can sometimes help locate it within the area.

Q: What if I can’t find or kill my quest mob, or it’s in a locked area?
A: Ensure you are in the correct area and room. Use detection spells (‘detect hidden’, ‘detect invisible’). If the mob is simply difficult, try again with better gear or buffs. If it’s inaccessible (e.g., behind a goal-locked door you haven’t opened), you can go to a Questmaster and use the ‘quest fail’ command to abandon the current quest. There is a 15-minute cooldown after failing before you can request a new quest.

Q: Can I reset the quest timer?
A: Yes, using a Quest Reset Token (‘qreset token’), often obtained from Daily Blessings or player trading (though tokens are often valuable). Using the token resets the 30-minute cooldown instantly. Save these tokens, especially for double QP events.

Campaigns (CPs)

Q: How do Campaigns work? Where do I get them?
A: Campaigns are multi-stage quests involving killing a sequence of mobs (typically 10-18) in various areas across the game world. Request a campaign using ‘campaign request’ (or ‘cp req’) at a Questmaster or the Campaign Commander (‘runto campaign’). Use ‘cp check’ or ‘cp info’ to see your current target mob and location.

Q: How do I find my campaign target mob? It’s often hard to locate.
A: Finding campaign targets is a core part of the challenge. Strategies include:

  • Identify Location: ‘cp check’ provides the mob name and either the area name or the specific room name.
  • Use Maps/Databases: If only the room name is given (common after remorting), use online resources like rooms.gaardian.com or campaigns.gaardian.com to find the area. Use area maps (help maps, aardwolfboot.com/maps/) for navigation.
  • Locate Mob: Once in the correct area, use ‘where ‘.
  • Hunt Trick: Since campaign mobs cannot be targeted by the ‘hunt’ skill, use the ‘hunt trick’ (‘help hunt trick’): attempt hunt , hunt 2., and so on. The number that returns “You cannot seem to hunt them!” corresponds to your target. Use kill ..
  • Plugins: Client plugins like Search & Destroy (SnD) for MUSHclient significantly aid in finding and pathing to campaign targets, often integrating the hunt trick and mapper functions (help snd).
  • Detects: Always ensure ‘detect hidden’ and ‘detect invisible’ are active.
  • Same Name Mobs: Be aware multiple mobs can share names; the hunt trick or checking mob levels (consider) can help differentiate.

Q: What are the rewards for campaigns?
A: Campaigns provide significant rewards: Quest Points (QP), Trivia Points (TP), gold, experience points, and sometimes random item drops upon completion. TP rewards are randomly assigned when the campaign is requested.

Q: Is there a limit or diminishing returns on campaigns?
A: Before Superhero level, you can complete one campaign per character level. At Superhero level, you can request one campaign approximately every 2 hours. For players “redoing” Tier 9, QP rewards diminish significantly after completing around 30 campaigns in a single Aardwolf day (resets at reboot).

Q: What if my campaign target is in a difficult or inaccessible area (maze, goal-locked, high-level mobs)?
A: This is common. Options include:

  • Navigate: Learn the area, use maps, use hunt trick/plugins.
  • Bypass (Navigator): The Navigator subclass skill ‘bypass’ allows skipping tasks in designated annoying areas.
  • Get Help: Ask clanmates or friends for navigation help or assistance clearing tough mobs guarding the target.
  • Goal Completion: Some areas become easier to navigate after completing the area goal (e.g., Kingsholm, Reme).
  • Quit: Use ‘cp quit’ to abandon the campaign and request a new one (no cooldown).

Q: Can I reset the campaign timer or do more than one per level?
A: Yes, using a Campaign Reset Token (‘cpreset token’), obtained from Daily Blessings or player trading. Using the token allows you to take another campaign immediately at your current level.

Q: What’s the best strategy for doing campaigns? Should I do one every level?
A: Doing a campaign at every level (“CP leveling”), especially during early tiers (e.g., levels 1-150), is a highly recommended strategy for maximizing QP gain. QP is crucial for buying Aard gear and wishes. It also helps explore the world and build your mapper database. However, campaigns can become tedious or difficult at higher levels. Find a balance between CP leveling and faster XP grinding that you enjoy. Using ‘noexp’ can prevent out-leveling campaigns but slows overall level progression.

Goals (Area Goals)

Q: What are Area Goals? How do I start them?
A: Area Goals are multi-step objectives tied to specific areas, often involving puzzles, exploration, specific mob interactions, or item collection. They usually offer unique rewards upon completion. To start a goal, explore the relevant area, look for NPCs marked with a green ‘!’ on client maps, use the ‘listen ‘ command, and respond to keywords or prompts. Check ‘help goal solving’ for general tips.

Q: How do I track my progress in a goal?
A: Use the ‘tasks here’ command while inside the goal’s area to see your current objective(s). Use ‘goal ‘ to see the full list of tasks for that goal, marked as complete or incomplete.

Q: What kinds of rewards do goals give? Are they worth doing?
A: Rewards vary greatly. Many goals offer extremely useful rewards like permanent area portals (e.g., Labyrinth, Xyl’s Mosaic, Prosper Island), area navigation shortcuts (e.g., Kingsholm ‘next’ command, Asherodan shortcuts), unique equipment (sometimes useful, often just flavorful), or permanent character perks (like removing aggro from area mobs in Kul Tiras or Reme). Completing goals is often highly worthwhile for the convenience and rewards, especially those aiding navigation. Check clan guides or external resources for lists of recommended goals.

Q: I lost an item needed for a goal. Can I get it back? Can I reset the goal?
A: You cannot manually reset or abandon a goal. If you lose a required item (e.g., dropped, sold, decayed), you can almost always re-obtain it by repeating the specific task step that originally awarded the item (e.g., killing the mob again, talking to the NPC). Use ‘tasks  all’ to review completed steps if needed.

Q: Are goals level-locked? Can I do low-level goals at high levels?
A: Most goals do not have strict maximum level caps, only recommended minimum levels (‘goal ‘ shows this). You can usually complete lower-level goals even as a Superhero, although QP/XP rewards might be negligible. A few specific goals might have hard level caps preventing completion if over-leveled.

Frequently Asked Goal Issues (Selected Examples from Digests)

Q: How do I get the keys/pass the doors in Halls of the Damned?
A: This involves an Area Quest sequence detailed in graffiti near the start. Kill specific mobs (Eight Arms, Wounded Warrior, Exorcist), give items between them, and finally give the cross to Darkon Stills for the key. Consider removing the ‘melt-drop’ flag from the cross using TP if you want to keep it.

Q: How do I kill Sycorax in Prosper’s Island / Storm Ships of Lem-Dagor?
A: You need either the four colored energy balls collected from engineer/prisoner mobs on the ship, or the ‘Sailor’s Knot’ item rewarded for completing the Lem-Dagor/Prosper goals. Wear/hold the knot or possess the balls during the fight to negate her powerful healing. The room is morgue-flagged (no corpse/item loss on death). Use ‘retreat’ skill to escape if needed.

Q: How do I get past the guards/bouncers in Fellchantry?
A: Purchase the ‘petitioner’s application’ and ‘silver palm pin’ from the shop near the area entrance. Completing the area goal bypasses this requirement.

Q: How do I handle the Fetch mob in Eternal Autumn?
A: You must kill Fetch twice. He teleports away after the first ‘kill’. Use ‘where fetch’ to find him again and finish him off to proceed. The area goal provides a portal reward (‘Map of the Woods’) that bypasses this fight.

Q: How do I get into Knossos Castle?
A: Requires a mini-quest each time: get steak, give hobo for pass; get silver, give Sayra for ID; give ID then pass to guards. Use ‘invis’/’hide’. Goal completion doesn’t remove this requirement, but mapper cexits help automate it.

Q: How do I navigate the maze in The Gauntlet?
A: The maze exits randomize on repop. Use ‘scan’ to find rooms with mobs and move towards them. Killing mobs can shift connections. Use ‘hunt deep dragon’ to move towards the end quickly (dangerous). Area is often bypassed using Navigator skills.

Q: How do I navigate Nenukon / exit the maze?
A: Find the ‘Hooded Exile’ mob near the entrance (‘hunt exile’). The exit is west from the room ‘Edge of the Nenukon’. The area has negative regen; bring potions. Goal completion provides shortcuts.

Q: How do I handle the time-dependent mobs in the Graveyard or Nulan’boar?
A: These mobs hide during the day (‘Hiding from the Sun’). Either wait until MUD nighttime (‘time’ command) or complete the respective area goal. The Graveyard goal grants the ‘rip’ command (used inside graves). The Nulan’boar goal allows summoning mobs via the Master Hunter using tokens.

Q: How do I navigate Partroxis / exit the maze?
A: Use the mob interaction: find the portal room (‘enter image’), ‘buy rock’, ‘drop rock’ to exit (via death/teleport). Hunting specific mobs (‘hunt elf’, ‘hunt Grax’) can help navigate to key points. A solver plugin exists.

Area Quests (AQs)

Q: What are Area Quests (AQs)? How are they different from Goals?
A: Area Quests are similar to Goals but typically lack a formal task list (‘tasks here’ doesn’t work). Progress is often tracked internally or through possessing specific items. They usually involve exploration, mob interactions, and solving puzzles within an area.

Q: How do I start or track Area Quests?
A: AQs often start implicitly through interacting with key NPCs or objects, or completing specific actions hinted at in room descriptions or graffiti. Tracking progress requires careful note-taking or using external guides, as there’s no in-game task list.

Q: Are Area Quests repeatable?
A: Many AQs, or at least the steps required to obtain their rewards (like keys or access items), are repeatable, often once per reboot or MUD day. This contrasts with Goals, which are typically completed only once per character.

Game Systems & Currencies

Currencies

Q: What are the main currencies in Aardwolf, and what are they used for?
A: The primary currencies are:
Gold: Obtained from killing mobs, selling items, completing quests/campaigns, player trade, and events. Used for buying basic equipment from NPC shops, potions, healer services, some goal interactions, auction/market bids, and crucially, for upgrading Mastery and Instincts at higher levels.
 Quest Points (QP): Earned primarily from completing standard Quests and Campaigns. Also awarded through Global Quests, some Goals, Daily Blessings, and player donations. QP is arguably the most important currency for character progression, used to purchase powerful Aardwolf equipment (‘help aarditems’), permanent enhancements called Wishes (‘help wishes’), the Potential system (‘help potential’), and the Mastery system (‘help mastery’). QP is also required to advance to Superhero status after the first time.
* Trivia Points (TP): Earned randomly from killing mobs (especially during Campaigns), completing some Goals/Area Quests, Daily Blessings, trivia contests, and player donations. TP is used for various quality-of-life purchases, powerful unique items (Trivia Aura, Trivia Sleeping Bag), player housing (Manors), custom portals, item modification services (restringing, changing flags/weapon types), and endgame enchanting (‘tpenchant’).

Q: How can I earn Gold effectively?
A: Gold income increases significantly at higher levels. Methods include: killing high-level mobs (loot gold and sell gear), completing Campaigns, selling valuable items (TP tokens, Aarch items, good Bonus Loot) to players via Market/Auction/Barter channels, and using the Bandit subclass ‘Pilferage’ skill. Banking excess gold is recommended to prevent loss from theft or accidental large bids.

Q: How can I earn Quest Points (QP) effectively?
A: Focus on completing standard Quests (‘quest request’) whenever the 30-minute timer is up and Campaigns (‘campaign request’) at every level (or as frequently as enjoyable). Participate in Global Quests (GQs). Higher Tiers grant bonus QP per quest. Daily Blessings can offer QP or Double QP bonuses.

Q: How can I earn Trivia Points (TP) effectively?
A: Complete Campaigns regularly, as TP bonuses are often awarded upon completion. Participate in Global Quests and world boss events. Daily Blessings can also award TP or TP tokens. Killing trivia mobs that spawn randomly during campaigns is another source. TP can also be bought from other players using gold, or obtained via real-money donations.

Q: Can currencies be traded between players?
A: Gold can be traded directly (‘give gold’). QP and TP cannot be transferred directly but can be exchanged indirectly:

  • QP Transfer: Primarily done via Remort Auction (‘rauction’) where one player lists a cheap item for a high QP bid, which the other player makes. Also possible via Market board listings accepting QP bids. Player vendors can buy items for QP.
  • TP Transfer: Convert TP into tradable TP Tokens (‘tpspend token’), then trade/sell the tokens. Alternatively, use TP to buy services (like enchanting) or items for another player.

Wishes

Q: What are Wishes? How do I get them?
A: Wishes are permanent character enhancements purchased with Quest Points (QP) from the NPC Vira (‘runto wish’). They offer significant Quality of Life (QoL) improvements or passive bonuses. Use ‘wish list’ to see available wishes and ‘wish buy ‘ to purchase. See ‘help wishes’.

Q: What are the costs for Wishes? What is ‘Adjustment Cost’?
A: Each wish has a base QP cost. Additionally, buying a wish increases your ‘Wish Adjustment Cost’, which makes all subsequent wishes more expensive. Use ‘wish costs’ to see base costs and your current total adjustment. This system encourages prioritizing wishes carefully.

Q: Which wishes should I prioritize getting first?
A: Wish priority is highly debated and depends on playstyle. Common recommendations for early/high-priority wishes include:

  • Exprate: +10% Experience gain. Great long-term leveling benefit.
  • Spellup1: Significantly reduces time spent casting buff spells. Major QoL.
  • Fasthunt: Speeds up the ‘hunt’ command, very useful for quests/campaigns.
  • Portal Wear Location: Adds a dedicated equipment slot for portals, freeing up the ‘hold’ slot, and provides stats.
  • Statcost Reduction: Reduces train cost for one chosen stat per remort. Good long-term investment.
  • Scholar: Increases practice cap to 95%, improves skill gain rate/concentration.
  • Pockets: Increases inventory item limit. Useful QoL, especially pre-SH optimization.
  • Passdoor: Allows movement through locked doors. Very useful early/for campaigns, less critical later if you gain the spell or use potions.
  • Lower Priority/Situational: Duration (longer buffs), Weaponmaster (class flexibility), Novorpal (anti-insta-death), Noteleport (anti-mob teleport), Noweb/Nodirt (annoyance prevention), Uncurse (late-game convenience), Nightvision/Gills (situational/racial redundancy), Auctioneer/Popularity (minimal impact).
  • General Advice: Consider getting essential Aard gear before investing heavily in multiple wishes. Buy wishes that address your biggest current frustrations or offer the most significant efficiency gains. Use ‘gamestat 8’ to see wish popularity (but don’t solely rely on it for priority).

Instincts

Q: What are Instincts? How do they work?
A: Instincts provide small, permanent percentage improvements to specific skills, spells, or character attributes (like Sanctuary, Haste, attack skills, HP/Mana regen). They cost both Trains and Gold to purchase, with costs increasing significantly for each additional point invested in the same instinct (diminishing returns on investment). Use the ‘instinct’ command (‘help instinct’) to view available instincts and costs.

Q: When should I start training Instincts? Which ones are best?
A: Instincts are generally considered an endgame train/gold sink. Prioritize maxing your stats and HP/Mana at Superhero level first.

  • Timing: Start investing only after core stats are high, usually well into Superhero levels or higher tiers. Don’t deposit trains into instinct before SH, as they cannot be used for stats later.
  • Priority: Sanctuary is almost universally recommended as the first instinct for its powerful defensive boost. After that, priorities depend on class/build: Enhanced Damage, Haste, Dodge, Protection Evil/Good, and multi-attack skills (2nd/3rd/4th Attack, Dual Wield) are common choices for melee. Primary spell instincts are good for casters. Spread points initially due to diminishing returns.
  • Usefulness: Even small investments provide benefits. Instincts apply regardless of the source of the effect (spell, item, aura), except for potions/charged items.

Q: How do Instinct points get refunded or reset?
A: Instinct points are refunded (returned to your banked pool) when you tier up or use the ‘classchange’ command (including ‘classchange sameclass’). The ‘instinct rebuild all’ command (costs QP/gold) also refunds points. You can then reallocate the points.

Mastery

Q: What is Mastery? How does it work?
A: Mastery increases the damage dealt by specific damage types (e.g., Fire, Slash, Mental, Magic) or improves the effectiveness of healing/negative effects. It costs both Quest Points (QP) and Gold, with costs increasing per point (‘help mastery’, ‘mastery costs’). You choose damage types relevant to your primary class skills/spells and weapons.

Q: When should I invest in Mastery? Which types?
A: Mastery is a significant QP/gold investment, usually undertaken after acquiring essential Aard gear and wishes.

  • Timing: Start investing gradually once QP/gold income allows. Early points are cheaper.
  • Priority: Focus points on the primary damage type(s) used by your main class and weapons. Getting one type to ~10% bonus (38 points) or ~20% bonus (104 points) is a common goal before heavily investing in secondary types. Check your class help file and skill descriptions for relevant damage types. Poison mastery is generally considered weak.
  • Rebuilding: You get one free mastery rebuild (‘mastery rebuild free’). Further rebuilds cost QP/gold. Mastery points are also refunded upon tiering or classchanging, allowing reallocation.

Potential

Q: What is the Potential system?
A: Potential increases your maximum trainable base stats (allowing you to train stats higher, primarily beneficial at Superhero) and grants bonus starting trains upon remorting. Each point of Potential grants +1 bonus train at level 1 (up to 200 max bonus trains). Potential above 200 primarily increases the SH stat cap (+1 to all max stats per 6 potential). It costs QP and gold (‘help potential’, ‘potential costs’).

Q: Is Potential worth investing in? When?
A: Yes, Potential is a valuable long-term investment.

  • Early Value: Buying cheap early points (up to ~200) provides immediate benefit via bonus starting trains each remort, speeding up early leveling. Daily Blessings can also randomly grant Potential (up to 300 free total).
  • Later Value: Potential beyond 200 is crucial for reaching the absolute maximum stats (400 base / 600 effective) at Superhero level, essential for endgame content and optimization.
  • Priority: Often considered after essential Aard gear and wishes, but getting early cheap points is recommended. Balance investment against Mastery costs.

Alignment

Q: What is Alignment? How do I check/change it?
A: Alignment reflects your character’s Good/Neutral/Evil standing. Use the ‘align’ command to check your numerical value. Ranges are roughly: Good (875 to 2500), Neutral (-874 to 874), Evil (-875 to -2500). Change alignment primarily by killing mobs of the opposite alignment (must grant XP). Specific class spells (Priest/Harmer Pray) or clan skills can rapidly change alignment.

Q: Does Alignment matter?
A: Yes, for several reasons:

  • Paladins: Must maintain extreme Good or Evil alignment for full effectiveness.
  • Item Restrictions: Some gear has ‘anti-good’, ‘anti-evil’, or ‘anti-neutral’ flags preventing use by certain alignments (can be removed with TP).
  • XP Bonus: Killing mobs of the opposite alignment grants bonus XP.
  • Mob Interactions: Some goals or NPC interactions require a specific alignment.
  • Damage vs Protections: Mobs often use Protection from Good/Evil spells. Being Neutral allows bypassing these protections for potentially higher damage, though you lose the XP bonus.

Banking

Q: Why should I deposit gold in the bank?
A: Banking protects your gold from:

  • Mobs that steal gold (rare but exist).
  • Accidental large bids on auction/market.
  • Accidental costly command typos.
  • It’s generally good practice to deposit excess gold (‘deposit all’) and withdraw only what’s needed (‘withdraw ‘). The bank is located south of Aylor recall (‘runto bank’).

Player Housing (Manors)

Q: What are Manors? How do I get one?
A: Manors are player-owned houses providing customizable spaces with various utilities. Purchase requires Trivia Points (TP) – 60 TP base cost, reduced by tier discount (max 50% off at T5+). Use ‘help manor’, ‘help mu-purchase’.

Q: What are the benefits of owning a Manor?
A:

  • Recall Point: Provides a free, instant recall location using the ‘home’ command.
  • Storage: Safe floor storage (persists through logout but NOT reboots/crashes) and upgradable Vaults (secure permanent storage, costs TP).
  • Utilities: Can add rooms with trainers, healers, questors, shops, high-regen furniture, and custom exits linking to other game locations (function like portals).
  • Customization: Decorate rooms, set descriptions.

Q: Are Manors worth the cost?
A: Value is subjective. They offer significant convenience (especially ‘home’ recall and custom exits potentially replacing multiple TP portals). Vaults offer secure storage. However, they are a large TP investment. Many prioritize Aard gear, wishes, and TP aura/bag first. Buying at Tier 5 offers the best TP price.

Time & Events

Q: How does time work in Aardwolf? Day/Night/Seasons?
A: Use the ‘time’ command to see the current in-game date, time, day of the week, month, and season. One game hour is approximately 30 seconds of real time. Day/night cycles affect certain mob spawns (e.g., Graveyard, Nulan’boar). Seasons (‘help season’) might influence certain minor game mechanics or flavor text. The server operates on US Eastern Time (EST/EDT).

Q: What are Reboots (Ice Age)? How often do they happen?
A: Reboots (often called ‘Ice Age’) are server restarts, typically occurring automatically every ~48 hours (‘help reboot’, ‘help ice age’). Planned reboots for updates are announced. Reboots clear items left on the ground, reset mob spawns, and reset timers (like quest timers to 1 minute). Players remain connected through the Ice Age sequence.

Q: What special events happen? (Doubles, Fractals, Holidays)
A:

  • Double XP/QP: Occur during special events (like Aardwolf Birthday in December, Christmas) or triggered randomly by the million-mob-kill milestone or players using ‘superhero loud’. Use ‘double’ command to check status.
  • Fractals of the Weave: Randomly occurring mini-epic event (‘help fractals’). Check timer 3s d from recall (‘touch runes’).
  • Holiday Events: Specific events run around major holidays like Christmas (Santa visits), Halloween, Easter, Aardwolf Birthday. Check Announce board notes for details.

Q: How does the Lottery work?
A: Buy tickets (‘lottery buy’). Drawings Wednesdays/Saturdays. Winnings automatically credited (‘lottery collect’). ‘help lottery’.

Resource Management Strategy

Q: What should I prioritize spending QP, TP, Gold, and Trains on, especially early on?
A: Priorities evolve, but general guidelines based on player advice:
Early Game (T0-T1, Low Remorts):
 QP: Highest priority. Save during first life (SC) for Level 1 Aard gear after first remort. Top priorities: L1 Aura of Sanctuary, L1 Breastplate. Then consider L1 Helm/Boots/Amulet/Ring(s). Start buying Aard Weapons around Level 80. Save enough QP (500+) for Superhero cost each remort. Avoid buying trains/TP with QP.
TP: Lowest priority initially. Sell TP tokens for gold if needed. First purchases: Aura of Trivia, Sleeping Bag. Save towards Manor (best value at T5+). Avoid low-level TP enchanting/item modification.
 Gold: Use for basic needs (potions, vendor gear, healer). Not a major bottleneck early. Save large sums for later.
Trains: Spend as earned. Prioritize primary stats for your class. Train secondaries until cost increases. Convert excess practices to trains before SH.
 Mid-Game (T2-T5, Multiple Remorts):
QP: Continue upgrading Aard gear (weapons every 20-40 levels). Start buying essential Wishes (Exprate, Spellup, Portal, Fasthunt, Statcost, Scholar). Begin investing small amounts in Potential (up to 200 for bonus trains) and primary Mastery type (e.g., to 10%).
 TP: Fully TP-enchant Aura of Trivia. Consider key Trivia Portals (Sendhia, hubs). Save towards Manor. Start considering TP enchanting good Bonus Loot weapons if found.
Gold: Starts becoming more important for Mastery/Instinct costs. Continue funding potions/repairs.
 Trains: Max primary stats for level. Allocate remaining to secondaries or start banking small amounts in key Instincts (like Sanctuary) at SH. Max STR/DEX at SH for carry capacity.
Late Game (T6-T9, SH Gameplay Focus):
 QP: Major sink for Potential (towards 420+) and Mastery (towards 200+). Used for trading high-end Epic gear components/services.
TP: Major sink for TP enchanting endgame weapons (L291 Aard, top-tier Bloot, Epics), Manor upgrades (exits, utilities), Chaos Portal gambling, cosmetic restrings.
 Gold: Major sink for Mastery and Instinct ranks (costs become enormous). Needed for high-stakes gambling, market trades.
Trains: Primarily invested into Instincts after stats/HP/Mana are maxed.
 General Philosophy: Focus QP on permanent power (Aard gear, Wishes, Potential, Mastery). Focus TP on QoL/Convenience (Portals, Bag, Manor) or endgame optimization (TP enchanting). Spend Gold reactively (potions, repairs) until endgame sinks become relevant. Spend Trains efficiently on stats first, then HP/Instincts. Adapt priorities based on your playstyle (leveling vs. campaigning vs. SH focus) and what bottlenecks you encounter.

Client & Technical Help

Client Choice & Setup

Q: Which MUD client is best for Aardwolf? (MUSHclient, Mudlet, Mobile, others?)
A:
MUSHclient: Widely considered the recommended client due to extensive community support and numerous Aardwolf-specific plugins (Mapper, SnD, Dinv, Spellup, and many more) that significantly enhance gameplay. The official Aardwolf MUSHclient package curated by Fiendish (‘finger fiendish’ for links) is highly recommended as it includes many useful pre-configured settings and plugins.
 Mudlet: A popular modern alternative, especially for Linux users. While functional, it generally has fewer readily available Aardwolf-specific plugins compared to MUSHclient, often requiring more manual setup or scripting (Lua) for advanced features. Community packages exist (e.g., from Jieiku, Chantrelle) to improve Aardwolf integration.
Mobile Clients (Android/iOS): Options like Blowtorch (Android, might require sideloading), Mudrammer (iOS, reported issues), or generic telnet apps exist but often lack the advanced features, scripting capabilities, and ease of use of desktop clients, making complex gameplay difficult. Using an external keyboard is highly recommended for mobile play. Some players use remote desktop apps to access MUSHclient/Mudlet running on a PC.
 Other Clients: TinTin++, ZMud, CMud were mentioned as clients used by some players, often requiring significant customization.
* Web Client: Available on the Aardwolf website, functional for basic play but lacks plugin support and customization.

Q: How can I run MUSHclient on macOS or Linux?
A: MUSHclient is Windows-native. To run it on macOS or Linux, use compatibility layers:
macOS: Wine is the underlying technology. Applications like Whisky (‘getwhisky.app’), Crossover, PlayOnMac, or Porting Kit simplify installing and running Wine and MUSHclient. Running MUSHclient inside a Windows Virtual Machine (VMware Fusion, Parallels, VirtualBox) is another option. Use the MUSHclient .exe installer, not the .zip archive.
 Linux: Install Wine (apt-get install wine) and potentially Winetricks. Run the MUSHclient .exe installer via Wine. Mudlet is a native Linux alternative.

Q: How do I install the recommended Aardwolf MUSHclient package?
A: Download the package installer (often linked via ‘finger fiendish’ or Aardwolf community resources). Run the installer, following the prompts. It typically includes MUSHclient itself along with essential Aardwolf plugins and configurations.

Q: How do I back up my MUSHclient settings (maps, aliases, triggers)?
A: The easiest way is to regularly make a backup copy of your entire MUSHclient installation folder, or at least the ‘Worlds’ subfolder (which contains your Aardwolf world file, typically Aardwolf.mcl) and the ‘mapper.db’ file (usually located in Worlds\Aardwolf). MUSHclient’s mapper also has automatic backup features. Using cloud sync services (Dropbox, Google Drive) on the MUSHclient folder provides automatic off-site backup.

Plugins

Q: Where can I find MUSHclient plugins for Aardwolf?
A:
AardCentral: aardcentral.github.io is a major repository linking to many popular plugins.
 Author Fingers: Use the ‘finger ‘ command in-game for known plugin authors (e.g., finger crowley, finger durel, finger hadar, finger bast, finger sath, finger naricain, finger fiendish). Their finger info often contains GitHub links or download instructions.
* Tech Channel/Forums: Ask on the ‘tech’ channel in-game or check Aardwolf community forums/Discord for recommendations and links.

Q: How do I install/load/reload a MUSHclient plugin (.xml file)?
A:
Install: Place the plugin’s .xml file into your MUSHclient\worlds\plugins directory.
 Load/Enable: In MUSHclient, go to File -> Plugins (or press Shift+Ctrl+P). Click ‘Add’, browse to the .xml file, select it, and click Open. Ensure the checkbox next to the plugin name is checked to enable it.
* Reload: To reload an existing plugin (e.g., after updating its file or fixing an issue), either restart MUSHclient entirely, or use the ReloadPlugin script function (find details on gammon.com.au scripting site) via an alias, or potentially use the ‘Reinstall’ button in the Plugins dialog. Some plugins might have their own internal reload commands (e.g., snd reload, hsp reload).

Q: What are some commonly recommended/used plugins?
A: Based on discussions in the digests:
Mapping/Navigation: Default MUSHclient Bigmap mapper, enhanced by Search & Destroy (SnD) by Crowley (for Campaigns/Quests, mob finding, advanced runto/pathing).
 Inventory/Gear Management: Dinv by Durel (essential for managing sets, comparing gear, automating storage).
Spellups/Buffs: Hadar’s SpellupRecast or Bast’s Spellup (auto-casting buffs, managing timers).
 Combat: Consider plugins (like Areia’s Consider or Conw) for easier targeting, DTrack for damage analysis.
* Other: Key managers (Crowley, Sath), Planes navigation (Naricain), Moon trackers (Galaban/Bast update), Note writers (Crowley), Fractal helpers (Alison), Epic timers (Tallimos), potentially others for specific tasks.

Q: My plugin isn’t working correctly (e.g., SnD pathing issues, Dinv errors, Spellup problems). What should I do?
A:
Check Basics: Ensure the plugin is installed correctly, enabled, and up-to-date. Restart MUSHclient.
 Check Data: Plugins like SnD and Dinv rely on databases built over time. Ensure your mapper data is reasonably complete (‘explored’). Use plugin-specific refresh commands (dinv refresh all, snd reload, hsp reload).
Check Conflicts: Disable other plugins temporarily to see if there’s a conflict. Check aliases/triggers for overrides.
 Ask for Help: Post specific error messages or descriptions of the problem on the ‘tech’ channel in-game or the official Aardwolf Discord. Provide details about your client version and the plugin version if possible.
* Check Documentation: Consult the plugin’s help files or online documentation (often on GitHub).

Mapper Configuration

Q: How do I use the MUSHclient mapper for navigation?
A:
Automatic: Use runto  or SnD’s xrt .
 Manual: Use mapper goto  to path to a specific room ID, mapper find “” to locate rooms by name, mapper where  to see the path without moving. Explore areas (walk, standard movement) to fill the map database.
* Visual: Use the graphical map window (often toggled with Alt+M or a toolbar button) to see the layout and click on rooms to pathfind.

Q: How do I teach the mapper Custom Exits (cexits)?
A: Go to the room containing the cexit. Type mapper cexit  (e.g., mapper cexit enter portal, mapper cexit open n;;n, mapper cexit say password). The mapper will then use this command automatically when pathing through that exit. Use wait(#) within the sequence to add delays if needed (e.g., mapper cexit open door;wait(1);n).

Q: How do I add/manage Portals in the mapper?
A: Go to the portal’s destination room. Use mapper portal add . Use mapper portals to list known portals and their index numbers. Use mapper delete portal  to remove one. Configure the mapper to use portals for pathing (help mapper, look for portal settings like mapper portalrecall, bouncerecall). Plugins like Dinv can integrate portal usage (mapper portal dinv portal use %1).

Q: How do I make the mapper avoid certain rooms or exits (e.g., dangerous areas, locked doors)?
A: Use the mapper lockexit command (without arguments) to open a dialog where you can set a minimum character level required to use specific exits from the current room for automatic pathfinding.
* Setting a level (e.g., 50) prevents the mapper from using that exit if your character’s level is below 50.
* Remember to lock exits from both directions if you want to completely prevent the mapper from using that connection between two rooms. Locking exits is generally preferred over deleting map data (mapper purgeroom).

Q: How do I add notes to rooms on the map?
A: While in the room, use mapper addnote . Useful for reminders about keys, mobs, puzzles, or safe spots.

Q: My mapper pathing seems wrong or inefficient. How can I troubleshoot?
A:

  • Use mapper where  to see the calculated path.
  • Use echocommand on to see the exact commands the mapper is sending.
  • Ensure map data is complete (explored, mapper unmapped here).
  • Check for missing cexits or incorrect portal configurations.
  • Check for locked exits (mapper lockexit).
  • Consider resetting problematic rooms (mapper purgeroom) or zones (mapper purgezone, use cautiously).
  • Ask for help on the Tech channel, providing start/end points and the problematic path.

Aliases & Triggers

Q: How do I create aliases (command shortcuts)?
A:
MUD Alias: Use the alias  command in-game. Limited functionality (no parameters). help alias.
 Client Alias (MUSHclient): Use the Alias editor (Ctrl+Alt+A or Game -> Configure -> Aliases). Define a pattern (e.g., k  for kill) and the command to send (e.g., kill %1). Set ‘Send To’ to ‘World’ for simple commands or ‘Execute’ for calling scripts/other aliases. Supports parameters (%1, %).

Q: How do I make an alias run multiple commands?
A:
MUD Alias: Use double semicolons (;;) between commands. Cannot easily use parameters.
 Client Alias (MUSHclient): Use double semicolons (;;) between commands on one line, OR put each command on a separate line in the script box.

Q: How do triggers work? How can I make one (e.g., for low health, specific messages)?
A: Triggers automatically react to text received from the MUD.
MUSHclient: Use the Trigger editor (Ctrl+Alt+T or Game -> Configure -> Triggers). Define a ‘Trigger:’ pattern (text to match, can use wildcards  or regular expressions). Define a ‘Send:’ command or script to execute when the pattern matches. Ensure ‘Enabled’ is checked.
Pattern Matching: Must match the exact text from the MUD, excluding color codes. Use Copy output (Ctrl+D) to get exact text.
 Common Uses: Alerting on low health/mana, specific mob spawns, channel keywords, automating simple responses (use cautiously).
* Troubleshooting: Ensure pattern is exact, trigger is enabled, no conflicting triggers exist. Use echocommand on to see trigger actions. Ask Tech channel for help.

Q: Can aliases call other aliases or use variables?
A: Client-side aliases (MUSHclient) can call other aliases (set Send To: Execute) and use variables (set via SetVariable, accessed via @variablename or script functions). MUD-side aliases cannot.

UI & Display Customization

Q: How do I customize my prompt to show HP/Mana/Moves, timers, or other info?
A: Use the prompt command for your main prompt and bprompt for your combat prompt. Use placeholders like %h (HP), %H (Max HP), %m (Mana), %M (Max Mana), %v (Moves), %V (Max Moves), %X (Double XP timer), %T (Last Teller). Refer to help prompt and help promptflags for a full list of codes. Add color codes (@R, @g, @x123) for visual enhancement.

Q: How do I change text or channel colors?
A: Use the colorset command in-game to change colors for specific channels or message types (help colorset). For overall themes or changing default ANSI colors (like making default text green instead of white), use client settings (MUSHclient: Game -> Configure -> ANSI Colors, or aard theme change for pre-made themes).

Q: How can I reduce message spam (combat, spellups, room descriptions, tags)?
A:
Combat: Use the damage <0-6> command (help damage). Use spamreduce mobstatus, spamreduce groupcombat.
 Spellups: Use spamreduce spells. Client plugins might offer finer control.
Movement/Room Desc: Use brief command toggles (help brief). spamreduce silentrun.
 System Tags: Use the tags command to toggle specific message tags on/off (help tags, e.g., tags roomchars off, tags affon off).
* Client Gags: Use client trigger features to ‘gag’ (suppress) specific unwanted lines entirely.

Q: How do I change the font or window layout?
A:
Font: Client settings (MUSHclient: Game -> Configure -> Output -> Font, or Input -> Font).
 Layout: Manually drag/resize windows. Use aard layout save/load/reset/lock/unlock (AardMUSH package commands) to manage layouts. resetaard might reset UI elements.

Q: How do I turn off the help window popup in MUSHclient?
A: Disable the aardwolf_helpfile_window plugin (File -> Plugins). Use closehelp command if it appears.

Q: How do I turn off the graphical map, item level display, or other UI elements?
A: Toggle the ANSI map with automap. Toggle item level display with noob. Toggle specific tags with the tags command. Check client-specific options for other UI elements.

General Troubleshooting

Q: Why is the MUD lagging or disconnecting?
A: Check if others are lagging (ask on channels). If global, it’s a server/network issue. If local, check your internet connection, router, firewall, or client plugins. Use realtime or uptime to check server status.

Q: Why is my client acting strangely (e.g., commands failing, windows missing, weird text)?
A:
Restart Client: Often resolves temporary glitches.
 Check Aliases/Triggers: Ensure they aren’t conflicting or sending incorrect commands (alias list, Trigger Editor). Use echocommand on.
Check Plugins: Disable recently added/updated plugins. Reload suspect plugins (plugin reload or restart client). Ensure plugins are compatible/up-to-date.
 Check Settings: Verify client configuration (connection, display, input settings). Reset layout (aard layout reset).
Check World File: Ensure world settings were saved (Ctrl+S). File might be corrupted (try loading a backup).
 Ask for Help: Provide specific error messages and context on the Tech channel or Discord.

Q: How do I report a bug?
A: Use the in-game bug  command, or post a detailed report on the Bugs board (board 15). Discussing on Q&A first to confirm it’s not user error is often helpful.

Q: How can I get help with client setup or technical issues?
A: Ask on the in-game ‘tech’ channel or the official Aardwolf Discord server’s tech support channels. Provide details about your client, operating system, and the specific problem.

Player Interaction & Community

Corpse Retrieval (CR)

Q: I died and can’t get my corpse back safely. How do I get help?
A: If you die in a dangerous location and cannot safely retrieve your corpse yourself, you can ask for assistance, known as a Corpse Retrieval (CR).
Asking for Help: Announce your need for a CR on public channels like ‘question’, ‘newbie’, or your clan channel, clearly stating your location (area and room name if possible). You can also use the command who from cr to see players specifically listed as available CR helpers and send them a direct tell.
 Consent: The player helping you will need your permission. Use the command consent [playername] to allow them to retrieve your corpse. Remember to use remove consent [playername] afterward.
Methods: Helpers might clear the dangerous mobs, put them to sleep, use spells like ‘nexus’ to bring you closer, or retrieve the corpse themselves and bring it to a safer location like near the Aylor recall point.
 Alternatives: You have 3 free corpse summons per character lifetime using pray for corpse at a chapel (use these sparingly). You can also spend Trivia Points (TP) at Ravi for retrieval. Joining a clan with a ‘morgue’ room is highly recommended, as your corpse will automatically be sent there upon death in most areas, avoiding the need for CRs.
* Retrieving Items: Once your corpse is safe, use get all corpse to retrieve your items. Ensure you have detect invisible and detect hidden active, as some items might be hidden on the corpse. The corpse disappears once empty.

Q: I died but didn’t leave a corpse. Why?
A: Some specific rooms (often goal-related traps, epic areas, or notoriously dangerous spots like parts of Sanctity or the Wyrm Council entrance) are flagged as ‘morgue’ or ‘nocorpse’. Dying in these rooms means you do not drop a corpse or lose equipment; you respawn safely with all your gear.

Spellups & Buffs

Q: How can I get beneficial spell effects (spellups/buffs) cast on me?
A: You can ask politely on channels like ‘barter’ or ‘question’. Players, especially higher-level ones (Superheroes provide longer-lasting buffs), are often willing to cast spellups for others, typically near the Aylor recall point or in clan halls. Offering payment isn’t usually necessary.

Q: Can I stop other players from casting beneficial spells on me?
A: No, there is currently no way to prevent other players from casting helpful spells on you. Most players do this with good intentions. If you receive unwanted buffs, you can ask someone to cast ‘cancellation’ on you, wait for them to expire, or die (which removes all effects). You can use forgetskill  to prevent your own spellup routines from casting specific buffs you don’t want.

Q: What is a “Superhero Spellup”?
A: This refers to buffs cast by a level 201 (Superhero) character. These spells are cast at their maximum potential level, resulting in longer durations compared to buffs cast by lower-level characters.

Grouping, Drags & Powerleveling

Q: How do I find or form a group?
A: Use the wangrp channel (toggle with wang) to announce you are Looking For Group (LFG) or Looking For More (LFM). See help group for commands.

Q: What is a “drag”? How do I get powerleveled?
A: A “drag” refers to being powerleveled by grouping with a significantly higher-level player. The higher-level player kills mobs quickly, allowing the lower-level player(s) to gain experience rapidly. To receive experience from a Superhero (level 201+), you generally need to be at least level 186 (within 15 levels). Ask politely on the wangrp channel if anyone is offering drags. Often, drags are free, especially if the person being dragged agrees to use superhero loud at level 201 (granting the dragger double XP).

Q: Are there limits on group size or level difference for experience?
A: There is no hard limit on group size. For experience sharing, players generally need to be within 15 levels of each other.

Q: Does my pet take away experience when grouped?
A: Yes, having a pet active in your group slightly reduces the amount of experience you gain from kills.

Trading & Economy

Q: How can I buy or sell items with other players?
A: Several methods exist:
barter channel: For advertising items/services for sale or requesting items to buy (WTB). Arrange trades via tell.
 market command: Lists items for sale for extended periods (default 24 hours). Use market sell to list, market list or lbid to browse, market bid or lbid bid to purchase. Has a listing fee. help market.
auction command: For quick, timed auctions (usually a few minutes). Use auction . help auction.
 rauction command: Special auction system usable only during the remort process, allowing bids in Quest Points (QP) instead of gold. Used for trading Aard gear or transferring QP.

  • Direct give: For direct item transfers between players in the same room.

Q: How are Quest Points (QP) or Trivia Points (TP) traded?
A: They cannot be given directly.

  • QP: Often transferred using rauction or market by having the QP buyer list a cheap item for a very high QP bid/buyout, which the QP seller then fulfills. Player vendors can also buy items for QP.
  • TP: Convert TP into tradable TP Tokens (tpspend token), then trade/sell the tokens via give, barter, market, or auction. Alternatively, use TP to buy services (like enchanting) or specific items for another player in exchange for gold/QP.

Q: Is it okay to bid on auctions if someone else says they have a “deal” arranged?
A: Public auctions (auction, market, rauction) are generally considered open for anyone to bid on. If players have a private arrangement, they should use direct trade or other methods. High QP bids on cheap items via rauction/market are usually understood to be QP transfers and are typically left alone.

Communication

Q: What are the main communication channels and their uses?
A:
newbie: For new player questions (limited access).
 question / answer: For general game questions.
gossip: Off-topic chat.
 barter: Trading items and services.
wangrp: Looking for groups or drags.
 clan: Talk to your clanmates.
gclan: Talk to all clans.
 ftalk: Designated for non-English conversation.
* immtalk: Communication with online Immortals (staff).

  • Type the channel name to toggle it on/off. Use channels to list channels.

Q: How do I send private messages?
A: Use tell . Use reply  to respond to the last tell received.

Q: How do I use Notes (in-game mail)?
A: Use the board command to switch boards (e.g., board personal, board general, board bugs). Use note write <recipient(s)>  to compose, . on a blank line to enter the body, /s to save/send. Use note list to see messages and note read  to read one. note remove  deletes notes you sent. note catchup marks all notes as read. help note. An external web tool (aardwolf.com/note.php) can help format notes.

Q: How do I use Socials (emotes)?
A: Use socials to list available socials, shelp  for syntax. To use on channels, prefix with  (e.g., gossip smile).

Q: How can I see channel history?
A: Use  -h  (e.g., question -h 10).

Q: How do I turn off player titles (pretitle)?
A: Use the nopretitle command.

Ignoring Players

Q: How can I ignore messages from another player?
A: Use the command ignore . This blocks tells, channel messages (if they use standard channels), trades, group invites, and most other interactions from that player. It does not prevent them from attacking you in PK situations. Use who ignored to see your ignore list and ignore remove  to remove someone. Use ignoreauction  to hide their auction messages specifically.

Q: Does ignoring someone persist if they rename their character?
A: It likely does not, as ignore probably targets the character name. Persistent harassment bypassing ignore should be reported to Immortals (note imm).

Helping Other Players

Q: Is it okay to answer questions on the Q&A channel?
A: Yes, helping other players is encouraged.

Q: Can I give detailed goal solutions or hints?
A: Providing direct step-by-step goal solutions publicly is generally discouraged, as goals are meant to be solved. Offering subtle hints privately via tell is common and usually acceptable.

Q: What are good ways to help new players?
A: Answer questions politely on the newbie/question channels, offer spellups, assist with corpse retrievals, provide basic gear or directions, and recommend joining the Boot Camp clan.

Clans

Q: What are clans in Aardwolf? What are the benefits of joining one?
A: Clans (sometimes referred to as guilds) are player-run organizations within the game. Joining a clan offers numerous benefits, including:
Community: A group of players to interact with, ask questions, and potentially group with.
 Help & Resources: Access to experienced players for advice, potential assistance with goals or corpse retrievals, and often clan-specific guides, maps, or resources.
Clan Hall: Access to a dedicated clan area which typically includes features like trainers, healers, high-regeneration resting rooms, shops selling clan-specific or general gear, and potentially custom exits leading to various parts of the game world.
 Morgue: Many clans have a morgue room. If you are a member, dying in most areas of the game will automatically transport your corpse safely to the clan morgue, avoiding the need for corpse retrievals. This is a major benefit, especially for newer players exploring dangerous areas.
* Clan Skills/Spells: Clans often possess unique skills or spells available only to their members, providing various buffs or utilities.

Q: How do I find and join a clan?
A: Use the clist command to see a list of active clans and their member counts. Use claninfo  to view specific details about a clan, including its alignment (PK or NoPK), requirements, and often directions to its hall or contact information. Joining requirements vary widely; some clans are open to new players, while others have level, tier, or playtime requirements. The application process usually involves contacting a clan leader or recruiter (check roster ) via tell or sending a note via the personal board (note write Application). An interview might be required.

Q: Which clan is recommended for new players?
A: The Boot Camp clan is consistently recommended for new players. They have minimal requirements (level 15+), focus on helping newbies learn the game, provide excellent resources (guides, maps, morgue), and have active helpers. Use help boot-application for instructions. Note that Boot Camp generally allows only one character per player to be a member.

Q: What are PK vs NoPK clans?
A: Player Killer (PK) clans are permitted to engage in combat against members of other PK clans in designated PK areas. NoPK clans cannot participate in or be targeted by clan-based PK combat. Use clist to see the PK status of different clans.

Q: What features are typically found in clan halls?
A: Clan halls vary but often include:
Recall Point: A specific room members recall to.
 Shops: Selling general supplies or clan-specific equipment (see Clan Gear below).
Trainers/Healers: NPCs providing standard training and healing services.
 Regen Rooms: Rooms offering maximum HP/Mana/Move regeneration while resting/sleeping.
Morgue: A room where members’ corpses are sent upon death (highly valuable).
 Custom Exits: Shortcuts leading to various areas (reliability can vary if areas change).
* Meeting Rooms/Social Areas.

Q: What is Clan Gear? Is it good?
A: Clan gear is equipment sold in clan shops. There are two main types:
Open Clan Gear: Can be purchased and used by any player, regardless of clan membership. Often found in shops accessible from public areas of the clan hall. eqsearch primarily lists open clan gear. It provides solid options, especially for leveling sets at common breakpoints (e.g., 41, 71, 91, 131, 151, 171, 201).
 Closed Clan Gear: Restricted to members of that specific clan. Often higher level or with better stats/unique effects compared to open gear. Usually sold in members-only sections of the clan hall.
* Quality: Clan gear can be very good, especially enchanted sets provided by clan enchanters. However, high-level Aardwolf gear or good Bonus Loot drops might surpass standard clan gear in some slots. Note that some clan shops might have invisible items requiring detect invis to see/buy.

Q: How do I leave a clan?
A: You cannot leave a clan directly. You must request to be removed by the clan’s leadership. Contact a leader (check roster ) via tell or note and ask to be ‘outcast’. See help outcast.

Q: What commands are used for clan interaction?
A: Key commands include:
clist: Lists active clans.
 claninfo : Shows details about a specific clan.
roster : Shows the clan’s member list and ranks.
 clantalk  (or ct): Sends a message to your clan channel.
gclan : Sends a message to the global inter-clan channel.
 clanmotd: Displays your clan’s Message of the Day.
clandonate : Donates gold to your clan’s treasury.
 clan skills: General help file (does not list specific skills).
* clanallies: Shows clans allied or at war with your clan.

Q: What are clan skills? Are they public?
A: Clans possess unique skills usable only by members (often requiring specific ranks). The exact effects of most clan skills are considered secrets and are not listed publicly in help files or claninfo.

Q: How do clan alliances work?
A: Clans can form alliances or declare war on each other, primarily affecting PK interactions. Use clanallies to see your clan’s current relationships.

Rules & Policies

Q: Is playing multiple characters at the same time allowed?
A: No. Playing more than one character simultaneously is strictly against the rules (‘help multiplaying’). This includes sharing items or resources between your own alternate characters in ways that provide an unfair advantage. If multiple people play from the same location (IP address), ensure you respond promptly to any bot checks.

Q: What are the rules regarding botting or scripting?
A: Unattended scripting (botting) is forbidden (‘help botting’). You must be present and actively playing while using scripts or triggers. While client-side automation for things like navigation (‘runto’, mapper pathing) or simple responses is generally acceptable, automating sequences that involve both movement and actions providing gain (killing mobs for XP/QP/gold) is illegal. Letting a script play the game for you while you are away from the keyboard is not allowed. Report suspected botting via ‘note imm’, do not try to investigate yourself.

Q: Are there rules about stacking multiple commands together?
A: Yes (‘help stacking’). While stacking movement-only commands is usually permitted, stacking movement commands immediately before or after commands that yield gain (like ‘kill’, or potentially quest turn-ins) is against the rules. Combining movement and attack commands in automated sequences (like client aliases or triggers) is generally considered illegal botting.

Q: What is Kill Stealing (KS) and is it against the rules?
A: Kill Stealing refers to attacking a monster that another player is already fighting or has wounded. You cannot attack a mob someone else is actively engaged with unless you are grouped with them. Attacking a wounded mob after the original attacker has died, fled, or recalled is considered kill stealing and is against the rules (‘help sharing’). Using Area of Effect (AoE) attacks that hit wounded mobs engaged by others is also considered KS.

Q: What about harassment or general conduct?
A: Persistent harassment, such as finding ways to bypass the ‘ignore’ command, should be reported to Immortals (‘note imm’). Inappropriate character names or use of socials may also violate conduct policies (‘help policies’).

Q: Is it okay to give out goal solutions?
A: Providing direct, step-by-step solutions to area goals on public channels is strongly discouraged. Goals are intended to be challenging puzzles. Offering subtle hints privately via ‘tell’ is generally considered acceptable.

Q: Are there rules about auctions or the market?
A: Using alternate characters (alts) to bid on items listed by your main character on the Market board is considered multiplay abuse and is against the rules. While “shilling” (having friends artificially inflate bids) on the public Auction channel is frowned upon, players are allowed to bid on their own auctions to set a minimum price.

Q: How do I report rule violations or game bugs?
A: Use the ‘note’ system. For rule violations (multiplaying, botting, harassment), send a note on the personal board addressed To: imm. For game bugs, post a note on the Bugs board (‘board bugs’, ‘note write all ‘). Discussing potential bugs on the Question channel first to verify is also common practice.

Section 13: Appendix

Common Acronyms & Slang

This list includes frequently used abbreviations and terms found in Aardwolf player communication.

  • Gameplay & Mechanics:
    • AoE: Area of Effect (Skills/spells hitting multiple targets)
    • AQ: Area Quest (Multi-step objectives within an area, often without a formal task list)
    • AVT: Andolorian Virtual Time (In-game time)
    • BCC: Black Claw Crag (A specific endgame area/mini-epic)
    • Bloot / Bolo: Bonus Loot (Randomly enhanced gear drops from mobs)
    • Cexit: Custom Exit (Non-standard room exit requiring a specific command)
    • Claneq: Clan Equipment (Gear sold in clan shops)
    • CP: Campaign Points / Campaign (Multi-mob tasks from Questmasters)
    • CPmob: Campaign Mob (Target for campaigns)
    • CR: Corpse Retrieval (Asking another player to retrieve your items after death)
    • DB: Daily Blessing (Daily reward/bonus command)
    • Drags: Powerleveling (Being grouped with a high-level player)
    • EQ: Equipment
    • G: Graffiti (Marker ‘(G)’ indicates player-written text in a room, often hints)
    • GMCP: Generic Mud Communication Protocol (Used by clients for data exchange)
    • GQ: Global Quest (Time-limited, MUD-wide objective)
    • HC: Hardcore (Optional challenging mode with permadeath/penalties)
    • IMM: Immortal (Administrator/Staff member)
    • IMP: Instinct / Mastery / Potential (Endgame character enhancement systems)
    • INV: Inventory
    • KS: Kill Stealing (Attacking a mob another player is already fighting or has wounded)
    • LCK: Luck (Stat abbreviation)
    • Lvl: Level
    • MCCP: Mud Client Compression Protocol (Technical term for connection compression)
    • Mprog: Mob Program (Scripts controlling mob behavior/interactions)
    • NPC: Non-Player Character (Standard MUD term for game-controlled characters/mobs)
    • NoPK: No Player Killing (Clan type)
    • OPK: Optional Player Killer (Flag allowing PK outside clan wars)
    • PClass: Primary Class (The character’s main class for a tier/remort cycle)
    • PK: Player Killer / Player Killing
    • PWar, PThief, PMage, PPal, PRan, PSi, PCle: Primary Warrior, Thief, Mage, Paladin, Ranger, Psionicist, Cleric (Common abbreviations)
    • PUP / Pupping: Powerup / Powerupping (Gaining trains via XP at level 201)
    • QP: Quest Points (Currency earned from Quests/Campaigns, used for Aard gear, Wishes, etc.)
    • Qmob: Quest Mob (Target for standard quests)
    • Raiding: Can refer to PK clan activities or group PvE activities (like Test Maze).
    • Redo: Tier 9 Redoer (Player remorting again after reaching max tier)
    • RNG: Random Number Generator (Used to describe luck/chance elements)
    • SC: Single Class (A character who has not yet remorted)
    • SH: Superhero (Level 201 character status required for remorting)
    • Stats Saved: Saved Superhero stats that persist through remorts.
    • TNL: To Next Level / Trains Needed to Level (Experience required for next level)
    • TP: Trivia Points (Currency earned randomly or from events, used for special items, services, Manors)
    • VI: Visually Impaired (Referring to accessibility features/players)
    • VNUM: Virtual Number (Unique ID for rooms, mobs, objects)
  • Stats & Gear:
    • BP: Breastplate (Common armor piece)
    • CON, INT, WIS, DEX, STR, LUK: Constitution, Intelligence, Wisdom, Dexterity, Strength, Luck.
    • DR: Damroll (Increases physical damage)
    • HR: Hitroll (Increases chance to hit physically)
  • Tiers & Remorts:
    • R0, R1, …, R7: Remort 0 through Remort 7 (Cycles within a Tier)
    • T0, T1, …, T9: Tier 0 through Tier 9 (Major character progression levels)
  • Communication & Social:
    • AFK: Away From Keyboard (Common status term)
    • BRB: Be Right Back
    • Clan/Gclan: Channels for clan communication
    • CT: Clantalk alias
    • Ftalk: Channel for non-English conversation
    • Gossip: General off-topic chat channel
    • LFG / LFM: Looking For Group / Looking For More (Common group-finding terms)
    • Newbie: Channel for new player questions
    • OOC: Out Of Character
    • PST: Please Send Tell (Requesting private message)
    • Question/Answer: Channels for game questions
    • Wang / Wangrp: Group/Drag request channel alias
    • WTB / WTS / WTT: Want to Buy / Want to Sell / Want to Trade
  • Commands (Aliases/Shortcuts):
    • Iden: Identify
    • Prac: Practice
    • RT: Runto
    • Sac: Sacrifice
  • Directions:
    • N, S, E, W, U, D: North, South, East, West, Up, Down
    • NWS, SESU, etc.: Shorthand for sequences of directions (North-West-South, South-East-South-Up).

Useful Links

  • Aardwolf Wiki: wiki.aardwolf.com or aardwolf.com/wiki/ (General game info, help files, area pages, item lists)
    • Item Gameplay List: https://www.aardwolf.com/wiki/index.php/Item/GamePlay
    • Portal List: https://www.aardwolf.com/wiki/index.php/Main/Portals
  • Map Repositories:
    • Aardwolf Boot Camp Maps: aardwolfboot.com/maps/ (Comprehensive collection, recommended)
    • Gaardian Maps (Searchable/VI): maps.gaardian.com
    • Emerald Knights Maps: emeraldknights.net/maps/ (Or specific gif/pdf links)
    • Chaos Maps: chaos.ee/links/maps/ (Specific map example)
  • Room/Mob Databases:
    • Gaardian Roominator: http://rooms.gaardian.com/ (Search rooms by name/VNUM)
    • Campaign Helper: http://campaigns.gaardian.com/ (Helps find campaign targets)
    • L33T Mob Database: https://l33t.xyz/aardwolf/mobs
    • Hadar Ninja Database: hadar.ninja (Status uncertain, may be outdated/down)
  • Tools & Guides:
    • Instinct Builder: instinct-builder.com
    • Winds Card Trading: winds.aarderik.nl
    • Manor Builder Website: Link and login info in help www / help mu-purchase (Shortlink used: bit.ly/aard_manors)
    • Web Note Formatter: aardwolf.com/note.php
    • Item Capacity Calculator: http://itemcalc.gaardian.com/ (May be outdated regarding SH stat impact)
    • Sletch’s Open Clan Gear Sheet: tinyurl.com/aardOpenclangear (Or similar)
    • Abelinc’s Logs/Stats: mikeride.chaosnet.org/abelinc/stats/
  • Client Resources:
    • AardCentral Plugin Repository: aardcentral.github.io
    • Fiendish Aardwolf MUSHclient Package: Links usually in finger fiendish
    • MUSHclient Scripting Documentation (Gammon): gammon.com.au/scripts/…
  • Community:
    • Aardwolf Discord: Link available via help discord command in-game.
  • Blog Posts:
    • Superhero Stats Explanation: aardwolf.com/blog/2018/09/23/superhero-stats/

(Note: Website availability and content may change over time. Always verify links and information.)

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Trivia Portal and Restring Requests

Monday, 10 March 2025 by Madrox

In this guide I will explain how to get trivial portals and how to do restrings. First off a basic explanation of color codes. Aardwolf has standard color codes you can see with help colors. Also there is a 256 color option called xterm which help xterm can help with.

Trivia portals:

When requesting a trivia portal, you will want to write on the upgrades board and address the note to imm. What they will need to know is the following.

Keywords: What keywords you want, can be up to 3.

Shortdesc: This is what the portal will look like in inventory. It can be up to 100 characters including color codes.

Longdesc: This is what it looks like on the floor of a room or when you type look keyword. It can be up to 80 characters including color codes.

A sample note would be…

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Madrox: Triv Portal to Ancient Greece
Forum : Upgrades – #50303
To : imm
Date : Mon Mar 10 14:10:54 2025
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Triv Portal to Ancient Greece

keywords: Greece Greek tragedy

short: (100 on the dot, whew)
@x197A@x203n@x210o@x211t@x218he@x224r @x255G@Wre@x224e@x211k
@x197Tr@x203a@x204g@x210e@x217d@x218y@w

long:
@x197Kings will fall to their knees and end up only knowing one word, esaelp.@w

Cost: 15 TPs

Madrox

Note auto-formatted…use ‘note ran’ to read unformatted.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When you write yours, in order to make it come out with the color strings like above you have to put 2 @ symbols. This is convenient for imms so they can cut and paste.

Keep in mind Imms process upgrades in orders so it might be a couple of days before you get your portal. Keep patient.

Now restrings are very similar, but are done in person with an imm. Restrings cost 2tp per object.

I usually prewrite what I want with color codes and such and then when I find an imm, usually Ocho, via who imm and they come to me(I’m in my manor but can be a clan hall or such) I then give them the item I want them to restring, and then I cut and paste the info like this

say keywords: pointy dagger

say short:
say @@BA Pointy Dagger@@w

say long:
say @@BA pointy dagger lies here.@@w

After immhax they will give you back your new bright blue “A Pointy Dagger”.

Generally If I have a lot of restrings to do I will tell the imm how many I have and always give them the option to do as little of them as they have time for. Sometimes it might take 2-3 sessions to get 10 restrings done. Again be patient and kind.

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Chaos Portals

Monday, 10 March 2025 by Madrox

In this small guide I will write about the basics of chaos portals, their function, how to make them, how to know if one is good and value.

First off Chaos Portal is a spell. You use it to cast on an item and make a random portal to one of many rooms on aardwolf. These rooms need to have the ability to have a portal land in them. Builders can flag rooms to block chaos portals from being able to be made to that room. The room you get is completely random, there is no way to predict what room it will go to unless you have a very special type of blank chaos portal which I will get into now.

There are 4 types of blank chaos portals. There is the normal generic blank chaos portal, a silvery blank chaos portal, a shiny platinum chaos portal, and a diamond chaos portal.

Blank Chaos Portal: These are the basic chaos portal ingredient. You cast chaos portal and it uses up one of these and turns it into a live chaos portal. You can get blank chaos portals from daily blessings, via merge chaos and as well as rewards for some epic activities. The best way to obtain a normal blank is to spend 5 tps at Ravi via tpspend bcp for one as it gives you a tiny chance at getting a special ingredient.

Silver Blank Chaos Portal: Pretty much same as above, except when casted it will ignore all continent rooms. You can get Silver Blanks from daily blessings or Ravi randomly when tpspend bcp. Must be navigator to cast on these.

Platinum Blank Chaos Portal: These are the first level of super awesome blank chaos portals. These will allow you to have a 50/50 chance at landing an unowned chaos portal in the room you are standing in. A navigator must cast, but being its unowned you can get a navigator friend to try for you. You can get these via daily blessing, tpspend bcp at Ravi, or via merge chaos.

Diamond Blank Chaos Portal: These are the cream of the crop, not only is it a 100% chance to land in the room you are in, but its also golden. Because of this, these are one of the most expensive items on Aardwolf based on worth. You can get these via daily blessing, tpspend bcp at Ravi, or via merge chaos.

Note: All blank chaos portals when casted on have a small chance of being golden, the diamond having a 100% chance. A golden chaos portal will allow you to use it during global quests. That makes golden chaos portals very important.

Im going to list worth of chaos portals incase you find yourself with one and want to sell it. Keep in mind these prices are as of March 10th 2025 and always can increase or decrease based on the TP economy.

Normal BCP: 55mil
Silver BCP: 70mil
Platinum BCP: 1-1.2bil
Diamond BCP: 3-3.9bil

Use for Chaos Portals:

Investing in chaos portals for your own use can be rewarding but ultimately probably not the best way to spend your wealth. It should be considered something you either begin early and build through the years or something you do after you are very deep into already having high potential, mastery, and instincts. If you do, there is two ways of going about collecting chaos portals. You can buy left over ones from people who sell, these method is gonna go slow as not a lot of people sell off large lists of chaos portals. Or you can buy them from Ravi yourself or via market or auction. What I like to do is collect like 20+ blanks and wait until right before I redo/remort and switch to Navigator. With the free weekly class change this is the way to go. Being Navigator allows you to not only cast on silver, platinum and diamond blanks but a navigator gets a one time re-roll on any chaos portal that lands in a continent, severely cutting down on “useless” chaos portals. I have personally bought about 1000 blank chaos portals from Ravi, I have gotten about 7 silver, 3 platinum, and 1 diamond. The rest have been normal so it is a real gamble for the special ingredients.

What makes a chaos portal location good:

As far as normal chaos portals, any one you make that saves you movement can be used for faster quests and campaigns. I only keep normal live cps that save me 10 movements. I consider each direction in a speedwalk as well as the use of a portal as 1 move when I tally which are good. I find sometimes in really large areas its worth it to have multiple to different parts of the area as long as they are more than 10 movements apart. Of course having your live be a golden cp makes it even nicer. I would try my best to keep those and not sell them as building a collection of them over the years will help with your GQ speed.

What do I do with “useless” chaos portals?:

Well you can sell ones that just go to places you already have. I like to form a mudbin of a list of areas, which room number it goes to and price I want. I usually try for 7tps as I get back 5tps and spend the extra 2 for the reown fee. You can reown any owned chaos portal for 2tps via the reown command. If you want to get rid of a bunch of useless continent ones, collect them in a pile and when you can find a 201 crafter with max stats. They will usually merge for you, which requires 4 chaos portals. They can then cast and make them into 1 new blank chaos portal. There is a slim chance to get the special ingredients via merge but I’ve never seen it. Crafters usually charge 1mil per merge with a 5mil per special ingredient tax.

What about all the normal chaos portals I set up in mapper, how do I GQ like this?:

This answer comes thanks to Sath. Sath has written a plugin called chaosmap. What it does is it organizes your chaos portals, makes sure they are mapped, and when a gq happens you can use an alias to set all the normal chaos portals to level 300 so it wont try to use them. This is incredibly useful and a must if you are going to venture into collecting chaos portals.

I would just like to specify again that this is all a gamble and it would take years to make back your gold/tps/qps spent on this endeavor. At some point you will also need to have multiple pocket wishes as you will eventually end up with ALOT of live chaos portals. I hope this has been an educational journey for you.

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Keys for questing and leveling

Monday, 10 March 2025 by Taenaran

This guide is designed to help with obtaining keys, which are necessary for faster leveling or questing. It isn’t meant to help with exploration or goal solving, so empty rooms or rooms used only in goals are omitted here.

It’s still WIP, so feel free to comment if you notice any inconsistencies or are willing to fill in any blanks.

The version with color highlighting and filtering is here

Level Area to Room passable/non-passable Key Mob/Chest Whereabouts Notes
1 Art of Melody (1-15) Backstage non-passable a bunch of heavy keys a guitar tabulature Guard room
1 Art of Melody (1-15) Hidden Antique Storeroom non-passable old rusty keys Sophia the old caretaker (somewhere on the second floor)
1 Lowlands Paradise ’96 (1-5) In Between the Tents passable an orange catering band a catering volunteer Snack Stand
1 Lowlands Paradise ’96 (1-5) Alpha Tent – Backstage passable an Orange-Green Backstage Band an enschede ploeg volunteer In Between the Tents
1 Lowlands Paradise ’96 (1-5) Alpha Tent – Dressing Rooms passable a Red Stage Band a Shallow Grave On stage in Echo Tent
1 Tournament Camps (1-10) Tarob’s room passable a small silver key a fortress guard A tiny landing
5 Aardwolf Zoological Park (5-35) Zoo Director’s Office passable a small, brass key Missy Administrative offices
5 Brightsea and Glimmerdim (5-35) Harbor Master’s Private Office non-passable a fishing rod a local fisherman (wanders around)
5 Brightsea and Glimmerdim (5-35) The Amber Mines non-passable a pass to the mines (can be bought) Entrance to the Amber Mines
5 Brightsea and Glimmerdim (5-35) The basement of a dark home non-passable a dark key a thief in training First Ave
5 Brightsea and Glimmerdim (5-35) Captain Morgan’s Home non-passable a skeleton key the Master Thief of Brightsea The basement of a dark home
5 Brightsea and Glimmerdim (5-35) The Ship’s Hold non-passable a skeleton key the Master Thief of Brightsea The basement of a dark home
5 Chaprenula’s Laboratory (5-15) The Aviary passable a gate key Pancjo The Overlook
5 Chaprenula’s Laboratory (5-15) The Paddock passable a gate key Pancjo The Overlook
5 Cloud City of Gnomalin (5-35) The governor’s mansion passable the Cloud Key the Ancient Leader Floating Cloud Sanctuary
5 Dortmund (5-25) A log cabin non-passable a spare key (in the desk) Darkon’s house
5 Dortmund (5-25) Bloke’s room passable a tiny key (in the long bar) The Fish Eye Inn
5 Dortmund (5-25) A jail cell non-passable a jail key a jailor A simple guard room
5 The First Ascent (5-15) Dark and forgotten non-passable a thin dragonscale key (can be bought) A room with a view! (Atop the platform)
5 The Gauntlet (5-30) Main Entrance to the Hidden Temple passable a stone key a disguised guard Stone Room
5 The Gauntlet (5-30) The High Priestess’s Private Chamber (G) passable the talisman of ultimate evil The Elder Orb The Feeding Chamber of the Elder Orb
5 Giant’s Pet Store (5-20) (all locked doors) non-passable an employee’s keyring (say see a manager)
(shakes Bob)
Checkout Counter (G)
Manager’s Office (G)
no need if the goal is complete
5 Jotunheim (1-40) A Mountain Path non-passable a black key a chained dragon The Gates of Ymir
5 Jotunheim (1-40) The Shrine of Ymir passable an ebony key (kill Jarnivor, unlock a large chest) The Forgotten Lair
5 The Land of the Beer Goblins (1-20) The Crystal Stein Meeting Hall passable a Crystal Stein Meeting Hall key (can be bought) The Inn’s Bar
5 The Land of the Beer Goblins (1-20) The Inn Water Closet (G) passable a water closet key (can be bought) The Inn’s Bar
5 The Land of the Beer Goblins (1-20) A Trashed Suite (G) passable a Trashed Suite key (can be bought) The Inn’s Bar
5 The Land of the Beer Goblins (1-20) The Beer Keg Suite passable a Beer Keg Suite key (can be bought) The Inn’s Bar
5 Siren’s Oasis Resort (5-15) A Suite Facing the Beach non-passable a Hotel Suite Key a hotel manager A-Row Seats 21-30
5 Siren’s Oasis Resort (5-15) Secret Storeroom non-passable a secret key a lady in a bikini Golden Sands
5 The Town of Solan (5-35) Town vault passable a depository key the Town treasurer Town treasurer
10 Fort Terramire (10-35) A Civilian Burrow non-passable a shiny key a security guard An Intersection
10 Gallows Hill (1-20) Entering the fog non-passable a gate key William and ? The forest gate and ?
10 Hotel Orlando (1-20) (all locked doors) passable a room key (on the front desk) and Mr. Spade Manager’s Office
10 Keep of the Kobaloi (10-80) Before a Stone Gate passable an entry pass (can be bought) A Cramped Cave no need if the goal is complete
10 Keep of the Kobaloi (10-80) Entrance to the Palace passable a Kobalos Palace pass (can be bought) A Cramped Cave no need if the goal is complete
10 Keep of the Kobaloi (10-80) A Steep Shaft passable a fishing permit (can be bought) Tackle Shop no need if the goal is complete
10 Keep of the Kobaloi (10-80) The Trapped Ponds passable a heavy iron key (can be bought) Tackle Shop no need if the goal is complete
10 New Thalos (10-35) The Grand Entrance passable the palace key of New Thalos a tax collector wandering around The Market Square
10 New Thalos (10-35) Cell (8 rooms) passable the jail key the jailor Jailor’s Room
10 Sho’aram, Castle in the Sand (10-30) A Strange Tunnel non-passable a small, black metal key a ghostly caretaker A Crypt Passageway
10 Storm Mountain (10-35) A Buried Avalanche Shelter non-passable a small silver key a mountain goat Trail Around the Mountain
10 The Temple of Shouggoth (10-50) Room of the High Priest of Yuggoth passable a corroded green key (kill a decaying scribe, open a desk) Dusty Study
10 The Temple of Shouggoth (10-50) Cavern of Summoning passable an ethereal key an ethereal wraith Bottom of the Stairs
15 Aerial City of Cineko (15-30) A jail cell passable the jailhouse key (annoy Rerlduo until the key is dropped) Entering the jailhouse
15 Aerial City of Cineko (15-30) A storage room non-passable a cloudy key Nupkiim A cloudy building
15 Aerial City of Cineko (15-30) The windhouse’s roof non-passable a rusted key Selfsar The windhouse
15 Kerofk (5-100) (Cells) passable an odd scroll (inside a chest) MouseRider’s Temple
15 Kerofk (5-100) The Blue Temple passable an odd scroll (inside a chest) MouseRider’s Temple
15 Kul Tiras (15-30) In a Secret Hallway non-passable a crystal ball Madam Ave Madam Ave’s Tent persistent
15 Necromancers’ Guild (15-30) An old grave non-passable a large shovel a large, fat rat (wanders around)
15 Necromancers’ Guild (15-30) A storage room passable a key to the storage room a teacher of necromantic arts Classroom
15 Necromancers’ Guild (15-30) A cell non-passable a cell key a cell keeper Dungeon entrance
15 The Wood Elves of Nalondir (5-30) A Collapsed Throne Room passable the Crest of Wood the castle guard Path to the Throne persistent
15 The Wood Elves of Nalondir (5-30) Mage School passable a magic staff key an elf mage student (wanders around)
15 The Wood Elves of Nalondir (5-30) The Underground Caverns… non-passable a Wand of Earth Displacement Peryana, the Master Mage Advisors’ Table persistent
20 Atlantis (20-40) Entering The Sunken City passable a small coral key a hidden merfolk The Ocean Floor
20 Atlantis (20-40) The Vault non-passable a small key with a golden emblem Percival, the ancient king The Throne Room
20 Atlantis (20-40) The Cell passable a cell key a prison guard The Prison Hallway
20 The Fractured Lands (20-40) Dungeon Cell non-passable a cell key a Black Knight In the Guild’s Dungeon
20 The Fractured Lands (20-40) King Ahknarr’s Quarters passable the King’s Key King Ahknarr King’s Throne Room
20 The Infestation (5-35) Branches Leading Everywhere… non-passable the Shrew’s key the forest Shrew The Shrew’s Bed
20 Kingdom of Ahner (20-50) Dungeon Cell non-passable a skeleton key the Butcher Walk of Death
20 Realm of the Zodiac (20-30) Taurus the Bull non-passable a large gate key a Fecal custodian End of the Hallway
20 Swordbreaker’s Hoard (5-50) Entryway to the City passable a golden key a dwarven gate guard Before the Massive Gates
20 Swordbreaker’s Hoard (5-50) The Palace Entrance non-passable a shining gold key a dwarven palace guard At a Grand Intersection
20 Swordbreaker’s Hoard (5-50) Inside a Magma Tube non-passable the amulet of flames Tbir the Swordbreaker An Opulent Throne Room persistent
20 Thandeld’s Conflict (20-50) The grand foyer passable a small golden key a guarding vampire Standing before a gigantic mansion
20 Thandeld’s Conflict (20-50) Top of the stairs non-passable the basement key the vampiric head chef A huge kitchen
25 Sheila’s Cat Sanctuary (25-35) Quarantine passable a skeleton key Lady Sheila (wanders around)
25 Sheila’s Cat Sanctuary (25-35) The naughty room non-passable an iron key Lady Sheila (wanders around)
30 The Labyrinth (30-60) – other a large, heavy iron key a giant queen bee Within the Giant Beehive just give it to Queen Jula if you can’t get inside
35 The Blighted Tundra of Andarin (35-60) The upper caverns passable a silver key covered in blood a bloody carcass An ice cold room
35 The Blighted Tundra of Andarin (35-60) A hidden library passable a silver key covered in blood a bloody carcass An ice cold room
35 The Blighted Tundra of Andarin (35-60) A hidden passage passable a small shiny key a huge, black crow A crow’s nest
35 The Blighted Tundra of Andarin (35-60) The hidden corridor non-passable a dragon’s charm (inside a large trunk) An igloo
a trunk is opened with a bone key on a massive white dragon (The ice dragon’s lair)
35 Diamond Soul Revelation (35-85) Inside a dingy cell passable Marie Antoinette’s key the jailor Inside the jail
35 Diamond Soul Revelation (35-85) Inside a dingy cell passable Ellyde’s key the jailor Inside the jail
35 Diamond Soul Revelation (35-85) Inside a dingy cell passable Navin’s key the jailor Inside the jail
35 Diamond Soul Revelation (35-85) Magnificent View non-passable an amethyst key (read the graffiti and follow the instruction) Corrupted Stairway(G)
35 Onyx Bazaar (35-55) Private show non-passable a gambling pass a burly guard Guards
35 Onyx Bazaar (35-55) A Dimly Lit Passageway non-passable the slave quarter pass the Boss Boss’s Personal Chamber
40 The Darkside of the Fractured Lands (40-60) The Castle Doors passable a short iron key a werewolf At the Gates
40 The Darkside of the Fractured Lands (40-60) Inside Castle Liavango passable a short iron key a werewolf At the Gates
40 Hatchling Aerie (5-45) A tunnel to the heart of the mountain passable a key to the gauntlet Ladon the Guardian Before the heart
40 Hatchling Aerie (5-45) Closer to the heart passable a steel key the Wyrm of Thrace Who Makes Things Worse A tunnel to the heart of the mountain
40 Hatchling Aerie (5-45) Approaching the heart of the mountain passable a jewelled key Julunggul, the green dragon mother Closer to the heart
40 Hatchling Aerie (5-45) Almost at the heart passable a ruby key the Midgar Serpent Approaching the heart of the mountain
40 Hatchling Aerie (5-45) At the heart of the mountain passable a heavy key the Enemy of Zeus Almost at the heart
40 Kingsholm (1-50) The General’s Quarters passable a silver key a guard The Military Corridor
40 Kingsholm (1-50) The Dungeon passable a small key a patrolling guard A Quiet Intersection
40 Kingsholm (1-50) The Seal of Ymani non-passable a mystic key the guardian of the seals Entrance to the Seals of Kingsholm no need if the goal is complete
40 Kingsholm (1-50) The Seal of Kanjid non-passable Ymani’s key a golem The Seal of Ymani no need if the goal is complete
40 Kingsholm (1-50) The Seal of Hubris (G) non-passable Kanjid’s key an air elemental The Seal of Kanjid no need if the goal is complete
40 Kingsholm (1-50) The Seal of Plasille non-passable the key of Hubris your mind The Seal of Hubris (G) no need if the goal is complete
40 Kingsholm (1-50) The Seal of Mime non-passable the key of Plasille a time master The Seal of Plasille no need if the goal is complete
40 Kingsholm (1-50) The Seal of Polygaris non-passable Mime’s key an enduring silence The Seal of Mime no need if the goal is complete
40 Kingsholm (1-50) The Seal of Diplotimy non-passable the key of Polygaris an astral guardian The Seal of Polygaris no need if the goal is complete
40 Kingsholm (1-50) The Seal of Altiri non-passable the key of Diplotimy a guardian spirit The Seal of Diplotimy no need if the goal is complete
40 Kingsholm (1-50) The Seal of Trinati non-passable the key of Altiri a glimmering guardian The Seal of Altiri no need if the goal is complete
40 Kingsholm (1-50) The Seal of Hartanin non-passable the key of Trinati a sandman The Seal of Trinati no need if the goal is complete
40 Kingsholm (1-50) The Seal of Loir non-passable the key of Hartanin a shadow The Seal of Hartanin no need if the goal is complete
40 Kingsholm (1-50) The Seal of Lonaria non-passable Loir’s key nothing The Seal of Loir no need if the goal is complete
40 Kingsholm (1-50) The Seal of Nomira non-passable the key of Lonaria a stone golem The Seal of Lonaria no need if the goal is complete
40 Kingsholm (1-50) Jambial’s Seal non-passable the key of Nomira a lightning elemental The Seal of Nomira no need if the goal is complete
40 Kingsholm (1-50) The Seal of Krinl non-passable the key of Jambial an energy spider Jambial’s Seal no need if the goal is complete
40 Kingsholm (1-50) The Seal of Haghrir non-passable Krinl’s key a water dragon The Seal of Krinl no need if the goal is complete
40 Kingsholm (1-50) Nahyl’s Seal non-passable Haghrir’s key a flaming imp The Seal of Haghrir no need if the goal is complete
40 Kingsholm (1-50) Tharean’s Seal non-passable Nahyl’s key a large scorpion Nahyl’s Seal no need if the goal is complete
40 Kingsholm (1-50) The Seal of Plaedalis non-passable Tharean’s key a prismatic being Tharean’s Seal no need if the goal is complete
40 Kingsholm (1-50) The Seal of Raminus non-passable the key of Plaedalis a medusa The Seal of Plaedalis no need if the goal is complete
40 Kingsholm (1-50) Laprian’s Seal non-passable the key of Raminus a ghostly guardian The Seal of Raminus no need if the goal is complete
40 Kingsholm (1-50) The Seal of Polix non-passable Laprian’s key a white dragon Laprian’s Seal no need if the goal is complete
40 Kingsholm (1-50) The Seal of Fydridge non-passable the key of Polix a crocomin The Seal of Polix no need if the goal is complete
40 Kingsholm (1-50) The Seal of Kingsholm non-passable the key of Fydridge a nether fiend The Seal of Fydridge no need if the goal is complete
40 Kingsholm (1-50) Safety non-passable the Kingsholm key the Guardian The Seal of Kingsholm no need if the goal is complete
40 The Silver Volcano (30-100) Forge non-passable the horseshoe the soul of a horse One of the pens
40 The Silver Volcano (30-100) The Entrance to the Silver Volcano non-passable a chunk of silver rock the Balrog’s Adept A turn in the road
40 The Wobbly Woes of Woobleville (40-60) A Storage Room passable Icky Gooey Slime a stinky, slimy sea snake (wanders around)
40 The Wobbly Woes of Woobleville (40-60) A Tiny Space Above the Coral Reef passable a Concealable Key a sneaky sea snake A Hidden Passage
40 The Wobbly Woes of Woobleville (40-60) A Stone Tunnel (11369) passable a Rusty Key a sea snake guard A Stone Tunnel (11367)
40 The Wobbly Woes of Woobleville (40-60) Dungeon Cell passable Ill-gotten Gains on a Ring a sea snake guard In the Great Hall
40 Zangar’s Demonic Grotto (40-60) A Glowing Chamber non-passable a grumbling key a grot with a goatee (wanders around)
40 Zangar’s Demonic Grotto (40-60) A Cozy Chamber non-passable a mumbling key a burrowing grod A Mineral Labyrinth
40 Zangar’s Demonic Grotto (40-60) Markle’s Hideout non-passable a crumbling key (give a treatise on vampires to Don Crumble, then kill it) An Amethyst Sea (6200) fast-decaying
50 Castle Vlad-Shamir (50-80) Inside the Main Courtyard of the Castle passable a misty potion a castle patrol guard Before the Grand Gates of Castle Vlad-Shamir (G) persistent
50 Castle Vlad-Shamir (50-80) Dungeon Cell passable a ring of cell keys a cell keeper A Hallway of Cells (G)
50 Castle Vlad-Shamir (50-80) Hallway of Shimmering Stars and Lights passable a black key Valkur’s lab guard Passing Under Some Iron Gates
50 Castle Vlad-Shamir (50-80) Valkur’s Treasure Room non-passable a dark amulet (on the floor) Inside the Weapons Closet
50 The Flying Citadel (50-70) Under the labyrinth non-passable an Iron Key HUGE hellhound The Labyrinth fast-decaying
50 The Flying Citadel (50-70) The Dark Guardian’s Lair non-passable a large hammer a werewolf A blocked path persistent
50 The Flying Citadel (50-70) The otherside of the doors non-passable a trick a centaur guard The castle gates
50 The Imperial City of Reme (30-100) A Fortress Courtyard non-passable a small bronze key a stocky Reman centurion Inside the Great Gates there’s a way around the door
50 The Imperial City of Reme (30-100) Mine Shaft non-passable a heavy silver key a mortally wounded legionnaire A Road Ending at a Mineshaft
50 Tilule Rehabilitation Clinic (50-80) The janitor’s closet non-passable the janitor’s closet key a clinical janitor A bright hallway
60 Realm of Deneria (60-85) Throne Room passable the throne key Mirlanda In the Gates
60 Rosewood Castle (60-150) A Secret room… non-passable a key a lord inquisitory A plain looking Cell (G)
60 The Ruins of Diamond Reach (60-120) Common Square non-passable a large iron key a cityguard Path to the Mines (and some other rooms)
60 The Ruins of Diamond Reach (60-120) Path to the Mines non-passable a large iron key a cityguard Path to the Mines (and some other rooms)
60 The Ruins of Diamond Reach (60-120) Before the Tower passable a large iron key a cityguard Path to the Mines (and some other rooms)
65 Imperial Nation (65-201) Captain’s office passable a small red key an Imperial soldier Imperial guardroom
65 Imperial Nation (65-201) Entrance to the Mad Scientist’s Lair passable a small leaf an Imperial city guard Finian Lane
65 Imperial Nation (65-201) Castle Holding Cells passable a small blue key Jereck The Antechamber
65 Imperial Nation (65-201) The Prince’s Chambers (G) non-passable a mystical key on the floor The Inner Sanctum
70 Aardington Estate (70-90) Trophy room non-passable a skeleton key inside a large mahogany desk The Earl’s den
70 The Fabled City of Stone (70-130) Stone Avenue non-passable a gatekey a gateguard Stone Archway no need for good-aligned players
70 The Fabled City of Stone (70-130) Dungeon non-passable a stone key Brax Jailor’s room
70 The Fabled City of Stone (70-130) A Very Smelly Chamber non-passable a Jewelled Key wizard’s apprentice The Wizard’s Secret Chamber
70 The Relinquished Tombs (70-100) A dark storage room non-passable a huge iron key (inside a corpse) An abandoned tomb no need if the goal is complete
70 The Relinquished Tombs (70-100) An overstuffed tomb non-passable a huge iron key (inside a corpse) An abandoned tomb no need if the goal is complete
70 The Relinquished Tombs (70-100) Inside the tombs non-passable a wooden key (inside a chest) The preparation room no need if the goal is complete
70 The Relinquished Tombs (70-100) A glowing tomb non-passable a golden key (grab key) Standing before the tombs no need if the goal is complete
70 The Relinquished Tombs (70-100) Floating in the mist non-passable a tiny key an intangible being (wanders around) no need if the goal is complete
70 Wayward Alehouse (70-90) In the stockroom non-passable the stockroom key a waitress
Brandt
(wanders around)
In the Alehouse
fast-decaying
70 Wayward Alehouse (70-90) The Unicorn Stable non-passable the Alehouse keyring Brandt In the Alehouse
70 Wayward Alehouse (70-90) (Guest rooms) passable the Alehouse keyring Brandt In the Alehouse fast-decaying
80 Anthrox (80-110) Underwater prison passable a rusty key Xixaxu Xixaxu’s Home
kill the puking troll (A Troll House), give a bucket to Xixaxu, get key
80 Deathtrap Dungeon (80-130) Chamber of Chaos non-passable a whisper of Chaos (can be bought) Chamber of Darkness
80 Deathtrap Dungeon (80-130) A dungeon cell (6 rooms) non-passable a cell key a Cell Guard A dungeon hallway
80 The Gladiator’s Arena (80-100) Peasants’ Seating – Wooden Benches non-passable a master key a troll guard West Entrance to the Peasants’ Seating keys are identical, you need only one
80 The Gladiator’s Arena (80-100) Nobles’ Seating – Plush Individual Chairs non-passable a master key a troll guard West Entrance to the Nobles’ Seating keys are identical, you need only one
80 Island of Lost Time (80-110) The Prehistoric Jungle passable a crystal figurine Shaman Shaman’s Hut
80 The Keep of the Asherodan (80-90) A Green Obelisk non-passable a brass key *greet statue An Uncommon Sculpture (G) no need if the goal is complete
80 The Keep of the Asherodan (80-90) Cells (12 rooms) non-passable a metallic key an ogre guard (wanders around)
80 Kobold Siege Camp (80-100) A dangling cage passable a rough iron key a kobold detention center guard A rarely used path
80 The Realm of the Hawklords (80-100) The mines non-passable a mine key a mine guard The guard room
80 The Silver Volcano (30-100) Dracos’ Chamber passable a Dragon Head Key a dragon guard The Guard Room
80 Snuckles Village (80-100) Shay’s Atelier non-passable a silver and gold locket (give 10000 gold Dan) Path Into Snuckle Village persistent
80 Storm Ships of Lem-Dagor (50-100) The Room of Conspiracy non-passable a Wave Runner master key a Wave Runner jailor
the Wave Runner Captain
Before Two Locked Doors
The Captain’s Quarters
fast-decaying
80 Storm Ships of Lem-Dagor (50-100) The End of the Ventilation System non-passable a Wave Runner master key a Wave Runner jailor
the Wave Runner Captain
Before Two Locked Doors
The Captain’s Quarters
fast-decaying
80 Storm Ships of Lem-Dagor (50-100) The Bridge of the Wave Runner non-passable a Wave Runner master key a Wave Runner jailor
the Wave Runner Captain
Before Two Locked Doors
The Captain’s Quarters
fast-decaying
80 Wedded Bliss (80-100) The Lord’s Room (G) non-passable a golden key the father of the bride Steps to Comfrey Manor
90 Dark Elf Stronghold (90-125) Prison Cell passable a cell key the cellkeeper Prison Guard Cave
90 The Monastery (90-120) Entrance to Monastery passable a stone key a robed sentry Inside Sentry Reprieve
90 The Monastery (90-120) Entrance to the Foyer non-passable a blue key a martial monk (wanders around)
90 Pompeii (90-110) Armory non-passable a war scroll inside a table House of the Civic Crown
90 Pompeii (90-110) Palaestra Atrium non-passable an invitation Proculus Armory fast-decaying
90 Pompeii (90-110) Chamber of Faun non-passable a small silver key the wife of Faun House of Faun
90 Pompeii (90-110) House of the Wild Boar non-passable >xxxxx(seal of the Wild Boar)xxxxx< a retired gladiator House of the Hunt persistent
90 The Scarred Lands (90-110) A steep path non-passable a powder keg (kill a persistent miner, give a pick a wounded miner) A small camp
90 The Scarred Lands (90-110) A path into the mountains non-passable a powder keg (kill a dragonsnake, give a head Pete) A small camp Pete gives it automatically if the goal is complete
95 Halls of the Damned (95-115) The temple entry non-passable a star key (kill eight-armed skeleton)
(give a belt to a wounded warrior)
(give an eye to an exorcising priest)
(give a cross to Darkon)
A large, lit cavern
A cavern
A rough hewn passageway of stone
Outside a dark cave (G)
95 Halls of the Damned (95-115) Chamber of the cauldron non-passable a secret key Alister Alister’s study
95 Insanitaria (95-115) High-Security Area non-passable a puzzling ring (kill Tnyikmeja, get the key from the desk) The Great Magician’s Study persistent
95 Insanitaria (95-115) Pink Room non-passable a ball of light Cha’tai The Room of Sleep persistent
100 Ascension Bluff Nursing Home (100-120) The Janitor’s Storage Room passable a small key etched with a J Chief Nurse Executive Helene around The Lounge
100 Ascension Bluff Nursing Home (100-120) The Staff Room passable an all-purpose lock pick Winston the Janitor The Janitor’s Storage Room
100 Into the Long Night (100-200) A Candle Lit Room passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) First Baptist Church passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) First Parish Church passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) Convent Entrance passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) Academy Courtyard passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) A Long Narrow Hallway passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) First Floor Hallway passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) Above the Courtyard passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) A Small Wooden Landing passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) A Long Concrete Porch passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) An Entryway passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) Free Baptist passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) Regina’s House passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) The Wilkerson’s passable ? ? ? apparently, there’s no key for this door
100 Into the Long Night (100-200) The Bancourt’s passable ? ? ? apparently, there’s no key for this door
100 Prosper’s Island (100-201) The Brig non-passable the key to the brig Calabus Calabus’ Post
100 Prosper’s Island (100-201) Outside the Sea Witch non-passable – (kill Witch Sycorax) The Chamber of the Witch
100 Prosper’s Island (100-201) In the Grain Silo passable the key of the silo One of Sycorax’s spies A Commonly used Path
100 Prosper’s Island (100-201) A Hotel Room non-passable a Share Ownership of Hotel Royale – – AQ
100 Sanctity of Eternal Damnation (100-201) A Zombie-Infested Cell non-passable a small key a cell keeper A Long, Dusty Hallway fast-decaying
100 Sanctity of Eternal Damnation (100-201) A Caved-in Cell non-passable a small key a cell keeper A Long, Dusty Hallway fast-decaying
100 Sanctity of Eternal Damnation (100-201) A Secret Passageway non-passable an old dragonscale key a runaway kobold A Hidden Passageway (wanders around)
100 Sanctity of Eternal Damnation (100-201) A Damp Cave non-passable a bent key king zombie A Dusty Cave fast-decaying
100 Sanctity of Eternal Damnation (100-201) Entrance to a Grand Courtyard non-passable a large iron key king skeleton A Damp Cave
100 Sanctity of Eternal Damnation (100-201) On the Mansion’s Front Porch non-passable an ornate gate key the nightmare spectre Middle of the Courtyard
100 Sanctity of Eternal Damnation (100-201) Inside a Kitchen non-passable a secret key an evil jacket A Walk-in Closet
100 Tai’rha Laym (70-110) The Necromancers Vault non-passable a Shard of Darkness (kill The Necromancer and Ishta, then get shard) The Dark Altar (G)
100 Xyl’s Mosaic (100-120) A Corridor of Cinnamon and Silver (398) non-passable Devil’s Hand (say handsome devil) Gates to Mosaic persistent
100 Xyl’s Mosaic (100-120) (multiple rooms) non-passable a rock key a rock bandit Rock Garden
100 Xyl’s Mosaic (100-120) (multiple rooms) non-passable a rubber key (kill Gas Rat)
(give a sack Rubber Baron)
Rose Ether
Rubber Garden
100 Xyl’s Mosaic (100-120) (multiple rooms) non-passable a green key (lick Dhrip) Rose Ether
110 Christmas Vacation (110-150) Inside Santa’s Cabin (G) passable a Key to Santa’s Cabin the Snowman The North Pole (G)
110 Christmas Vacation (110-150) Inside the Cell passable a Key to the Prison Cells an Elf guard The Entrance to the Cells
120 The Broken Halls of Horath (120-150) The Second Gate non-passable the demon key Fane Dwarven Mines no need if the goal is complete
120 The Broken Halls of Horath (120-150) The Third Gate non-passable the demon key Umli Umli’s Hidden Chamber no need if the goal is complete
120 The Broken Halls of Horath (120-150) The Fourth Gate non-passable the demon key Wysoda of the Green Caverns Servants’ Quarters no need if the goal is complete
120 The Broken Halls of Horath (120-150) Vast Cavern non-passable the demon key Aiwiss The Mist fast-decaying; no need if the goal is complete
120 The Eighteenth Dynasty (120-140) The Royal Corridor non-passable a tiny copper rose Hapuseneb Hapuseneb’s Private Chambers
120 The Eighteenth Dynasty (120-140) The Tomb of Pharaoh Hatshepsut non-passable a lover’s bracelet Senmut The Pharaonic Chambers persistent
120 Gilda And The Dragon (120-140) Lady Esthar’s Quarters non-passable a pitted and scarred key SubDuran Great Hall
120 Gilda And The Dragon (120-140) Magician’s Quarters non-passable a silver and gold key SubDuran Great Hall
120 Gilda And The Dragon (120-140) Dragon’s Lair non-passable a LARGE lever Chisel Before A Huge Stone
120 The Sanguine Tavern (120-140) Private Room passable Blue Key a suspicious patron Private Room
120 The Sanguine Tavern (120-140) Stairs leading down into the dark non-passable a glowing figurine (give 5000 gold Count von Tokil) A Dark, Secluded Corner of the Tavern
120 The School of Horror (120-175) A Bloody Stairway non-passable a demon school gate key a security guard A Dark Forest Path
120 The Slaughter House (120-145) The Chamber of Titanus passable ? ? ?
120 The Slaughter House (120-145) Sepulchrumalum’s Throne Room non-passable a screw of flesh a zombie sentinel The Root Cellar
120 The Uprising (120-160) A Sleeping Dormitory non-passable (Goal) – – passable after the goal is complete
120 Verdure Estate (120-140) The Storeroom non-passable a golden chain Lord Verdure Verdure Castle persistent
120 Verdure Estate (120-140) An ascending stone passage non-passable a silver bracelet adorned with silvery leaflets (give a necklace to a petite waitress) At the Bar (G) persistent
125 The Blood Opal of Rauko’ra (125-201) Southwestern Corner non-passable a golden key (kill a tower guard for a key, get a golden key from a chest) The Marble Watchtower keys are identical, you need only one
125 The Blood Opal of Rauko’ra (125-201) Southeastern Corner non-passable a golden key (kill a tower guard for a key, get a golden key from a chest) The Silver Watchtower keys are identical, you need only one
125 The Blood Opal of Rauko’ra (125-201) Northwestern Corner non-passable a golden key (kill a tower guard for a key, get a golden key from a chest) The Obsidian Watchtower keys are identical, you need only one
125 The Blood Opal of Rauko’ra (125-201) Northeastern Corner non-passable a golden key (kill a tower guard for a key, get a golden key from a chest) The Granite Watchtower keys are identical, you need only one
125 Tumari’s Diner (125-145) Bar storage room non-passable a silver key a quickly moving bartender Behind the bar fast-decaying
130 The Dark Temple of Zyian (130-150) A Large Library non-passable the Necklace of Dark Fortune – –
130 The Dark Temple of Zyian (130-150) Before the Temple non-passable the Crest of Combat Nyruk, the Black Mage A Smaller Library…
130 The Dark Temple of Zyian (130-150) Before the Temple passable the Crest of Magic the Black Knight A Battle Pit
130 The Drageran Empire (130-150) The Outer Courtyard non-passable a heavy iron sturdy key a gate guard The Gatehouse
130 The Drageran Empire (130-150) A Special Stall non-passable a stall key a hostler Entrance to the Stables
130 The Drageran Empire (130-150) Morrowe’s Laboratory non-passable an ornate silver key Luo the butler The Castle Library
130 The Drageran Empire (130-150) The Chamber of Eternal Torment non-passable A rusted key a tormented spirit The Antechamber
130 The Drageran Empire (130-150) The Chamber of Unlife non-passable Glyph of Passing Shalandra the Younger (open the cage) The Chamber of Eternal Torment
130 The Drageran Empire (130-150) A Dingy Cell non-passable the jailor’s key The Keeper of the Dungeons The Imperial Dungeon
130 The Drageran Empire (130-150) An Audience Chamber non-passable An iron key the Sergeant of the Guard The Palace Gates
130 The Mountains of Desolation (130-175) The Royal Bedroom passable a key of emerald Eldar Krysten The Throne of the Stone Giants
130 The Mountains of Desolation (130-175) A Room of Glittering Gold and Fabulous Treasure non-passable a key of emerald Eldar Krysten The Throne of the Stone Giants
130 The Reman Conspiracy (130-170) A Dungeon Cell non-passable a small black key a drow lieutenant Dungeon Hallway
130 The Reman Conspiracy (130-170) A Small Twisty Tunnel non-passable a small silver key a drow assassin Hallway
130 Tir na nOg (130-150) The Maze of Mirrors non-passable a heavy bronze key Goddess Airemed Dian Cecht’s Apothecary fast-decaying
140 The Cougarian Queendom (140-160) Come and Join the C.A.T.S.! (Cougarian Army: Tactical Squad) non-passable an ivory key a human doctor A Medic Tent (G)
140 The Cougarian Queendom (140-160) Through a Rusty Gate non-passable an ivory key a human doctor A Medic Tent (G)
140 The Cougarian Queendom (140-160) A Hidden Den non-passable a key to the Cougarian Magi guild Jennara’s Bemet familiar An Ancient Den
140 The Cougarian Queendom (140-160) The General’s HQ non-passable a lock of Cougar’s hair Hevine, C.A.T.S. Sergeant Cougarian Defense Line (14357) fast-decaying
140 The Empire of Aiighialla (140-180) Inside the Front Gates non-passable a gate key an Imperial White Guard The Gates of Lochbuie, Holy City of Light
140 The Gathering Horde (140-170) Behind the Gates passable the key to the |Horde| camp a watchtower guard Beneath an Imposing Watchtower
140 Imagi’s Nation (140-160) The administration room non-passable a shiny key Faellsa The reception area
140 Unearthly Bonds (140-170) A Gloomy Cell passable a large iron key Ivrel The Offices of the DIS (G)
150 The Cataclysm (150-201) An Ancient Tomb (20015) non-passable a human bone key Something Deep Inside the Catacombs (20012) fast-decaying
150 The Cataclysm (150-201) An Ancient Tomb (20016) non-passable a silver snake key a gilded mummy An Ancient Tomb (20015) fast-decaying
150 The Cataclysm (150-201) In a Lavishly Decorated Chamber non-passable a crimson silverback key snake a zombified corpse An Ancient Tomb (20016) fast-decaying
150 The Ruins of Stormhaven (150-201) A Dank Cell non-passable a cell key a castle guardian The Dungeon
150 The Ruins of Stormhaven (150-201) A Tight Cell non-passable a cell key a castle guardian The Dungeon
150 The Ruins of Stormhaven (150-201) A Large Cell non-passable a cell key a castle guardian The Dungeon
150 The Ruins of Stormhaven (150-201) A Dark Cell non-passable a cell key a castle guardian The Dungeon
150 The Ruins of Stormhaven (150-201) A Magical Cell non-passable a cell key a castle guardian The Dungeon
160 The Covenant of Mistridge (160-201) The Entrance to the Tower non-passable a large iron key an elven guard The Outer Field no need for good-aligned players
160 The Covenant of Mistridge (160-201) The Cellar non-passable a Small Key Made of Bone Felix Necromius (wanders around)
160 The Covenant of Mistridge (160-201) The Great Hall (4449) other – (kill the magical room or use mist form) The Western Hall (G)
160 Dread Tower (160-180) High Mages Chantry non-passable a permission card give 15000 gold to a lazy guard Grand Entrance Hall (G)
160 Dread Tower (160-180) Underwater Enchanted Herb Garden non-passable key of Trials (say I have to the mage) High Mages Chantry
160 Dread Tower (160-180) Hallway non-passable a Grate key (complete the trial (AQ)) Atlantean Test Ground
160 Helegear Sea (160-180) Yeti Village non-passable a gate key a yeti guard Iceberg of the Yeti
160 Helegear Sea (160-180) Ice Troll Fort non-passable a fort key a troll guard Iceberg of the Ice Troll fast-decaying
160 The Witches of Omen Tor (160-201) A Cell non-passable the housekeeper’s key Hellewis the Housekeeper Elvina’s Chambers
170 Avian Kingdom (170-190) Harpy Holding Cell non-passable Harpy Holding Key Narok of the Rook Order Avian Prison Entrance
170 Avian Kingdom (170-190) Avian Courtyard non-passable Crystal key a stratus guard Before the Avian Kingdom
170 Eternal Autumn (170-201) Before the Great Hall non-passable an iron key an unholy sentinel At the Base of the Stair
175 Black Rose (175-201) The Mayor’s Home non-passable a small gold key a gateguard (drops it) Inside the Northern Gate Goal/AQ
175 Black Rose (175-201) Slave Quarters non-passable key small stone the jailor A Stone Hallway Goal/AQ
175 Black Rose (175-201) A Well Furnished Room non-passable key black rose Revelyin Sleeping Quarters Goal/AQ
175 Intrigues of Times Past (175-201) Tavern of Balmtor (G) non-passable Mr. Key a snail Mad Gerald’s Keep
175 The Keep of Kearvek (175-201) Within the Keep of Kearvek other some mystical gems (can be bought)
(give the gems to Coran)
Nearing the Keep
The Mighty Gates of the Keep
175 The Keep of Kearvek (175-201) Before the Vampiric Tower non-passable a magical key Lunix Shrouded in Darkness (29749)
175 The Keep of Kearvek (175-201) Before the Dungeons non-passable a mysterious key Knizak Top of the Vampiric Tower
175 The Keep of Kearvek (175-201) The Dungeons non-passable a mystical key Rydra Before the Dungeons
175 Mount duNoir (175-201) Resurrection chamber non-passable a heavy wooden key Degiri Banished Meeting Chamber
175 Mount duNoir (175-201) Cell non-passable a blood-splattered key a vicious guard dog Opulence
180 The Astral Travels (180-201) Falling into Darkness non-passable Key to Eternity (get a golden grain of sand)
(give Golden Grain of Sand to an insomniac)
The Room of Spirits
A Black Room
180 The Partroxis (180-201) Outside the Great Tree non-passable Grax’s Trust (kill Hendry the Assassin)
(give accursed dagger to Grax)
A Ledge
The Opus
180 The Partroxis (180-201) The Warloxan Palace non-passable Grax’s Ambition (kill Elf)
(give vision to Grax)
The Viewing Chamber
The Opus
180 The Partroxis (180-201) Streets of Octantis non-passable Grax’s Hope (kill Dwarf)
(give map to Grax)
Streets of Octantis or Before the Palace
The Opus
180 Rebellion of the Nix (150-190) Xavier’s Prison non-passable Nita Privo’s key (say horn at Nita Privo) Before a Great Barrow
180 The Temple of Shal’indrael (180-201) The Point of Balance non-passable a Yin-Yang Chakram – – Goal, persistent
180 The Temple of Shal’indrael (180-201) The Heart of Purity non-passable a ray of light the Being of light The Throne Room of Light fast-decaying
180 The Temple of Shal’indrael (180-201) The Heart of Darkness non-passable a skeleton key Dar’karath The Lair of Dar’karath fast-decaying
180 The Witches of Omen Tor (160-201) Aethelswyth’s Chamber of Stars non-passable a gift of hope (kill Athri Chieftain)
(give Headdess to Cwenhild)
A Misty Bog
Council Chamber
190 The Deadlights (175-201) In the Hold non-passable an iron key of ancient design the spirit retainer The Path of the Dead (16938)
190 The Deadlights (175-201) The Cavern of Shadows non-passable an iron key of ancient design the spirit retainer The Path of the Dead (16938)
190 The Deadlights (175-201) At the Center of it All non-passable a silvery mystical key a greater karmic being The Sea of Eternal Torment (16945)
190 The Deadlights (175-201) Concentrated Shafts of Pure Whiteness non-passable a battered age-ridden seal a large sea turtle The Holding Chamber
190 Imperial Nation (65-201) Inside the Laboratory non-passable a mystical key an Imperial sentry The Dungeon Tower
190 Imperial Nation (65-201) A Bloody Workshop non-passable an Identification card an Imperial sentry The Dungeon Tower
190 The Trouble with Gwillimberry (190-201) The Botanical Gardens non-passable a ticket to the Botanical Gardens (can be bought) The Ballroom persistent
190 Umari’s Castle (190-201) A Castle Cache non-passable a Large Iron Key Hathil the Half-Griffon The Wizard’s Workdesk
190 Umari’s Castle (190-201) Among the Many Pages of the Books non-passable a red key A Red Book The Western Wing of the Castle Library
190 Umari’s Castle (190-201) A Sea of Ink and Floating Paper non-passable a blue key A Blue Book The Western Wing of the Castle Library
190 Yggdrasil: The World Tree (180-201) Den of Iniquity non-passable a skull key a rebel Within the Halls of Judgement
200 The Blood Sanctum (180-201) A Dungeon Cell non-passable Shadowbound Key Shadow Jailor Dungeon Hallway
200 The Blood Sanctum (180-201) A Dungeon Cell non-passable Deathbound Key Lich Jailor Dungeon Hallway
200 The Blood Sanctum (180-201) A Dungeon Cell non-passable Frostbound Key Wraith Jailor Dungeon Hallway
200 The Blood Sanctum (180-201) Half-destroyed Cell non-passable Frostbound Key Wraith Jailor Dungeon Hallway
200 Qong (200-201) Hall of the Rat non-passable a Lobster key an unctuous functionary Hall of the Inoshishi
200 Realm of the Sacred Flame (200-201) A cell non-passable a prison key a prison guard The dungeons
200 Realm of the Sacred Flame (200-201) The hidden cell (G) non-passable a prison key a prison guard The dungeons
200 The Earth Lords (200-201) Entrance to the Earth Village non-passable a stone key a hulking guardsman The Earthen Valley
200 The Earth Lords (200-201) A Hidden Garden non-passable a stone key the wife An Adobe Home random drop
201 Bloodlust Dungeon (201) The Vault Corridor non-passable the vault key kill all the heirs in order from Krahtal the first
to Domanal the seventh
(multiple rooms)
201 The Council of the Wyrm (190-201) The Ivory Court non-passable a jet black key the Guardian At the brink of Darkness
201 The Council of the Wyrm (190-201) Rift of Despair non-passable a shining steel key The Mad Priest Derrick The Pit of Insanity
201 The Council of the Wyrm (190-201) A Foreboding Hallway non-passable a shining steel key The Mad Priest Derrick The Pit of Insanity
201 The Council of the Wyrm (190-201) The door from The Pit of Insanity non-passable a shining steel key The Mad Priest Derrick The Pit of Insanity
201 The Council of the Wyrm (190-201) The Origin of Evil non-passable a bright silver key a manifestation of Sirkaroth Pillar of Unholy Power
201 The Council of the Wyrm (190-201) A Stairway Leading to Nothingness non-passable a ring skull naga key a Behir Rift of Despair
201 Crynn’s Church (195-201) Bloody Masses non-passable a bloody key Angarr, the Fallen Angel The Demon’s Flight
201 Crynn’s Church (195-201) Main Altar non-passable the Crynn’s key say I have the orbs A Strange Cavern Goal/AQ
201 Shadow’s End (200-201) Trench Foot non-passable key ancient design(?) say key at an archivist ?
201 Shadow’s End (200-201) An Isolated Mausoleum non-passable a crooked key (on a deceptive thief, give mullet from purple to zebra(?)) ?
201 Shadow’s End (200-201) The Eastern Mausoleum non-passable a twisted key on a dead fish, give mullet from purple to zebra(?) ?
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Installing MUSHclient on Mac

Tuesday, 18 February 2025 by Tibbers

The following is a quick guide to installing MUSHclient on Mac using Homebrew & Wine. There’s an optional step that will allow you to add MUSHclient to your applications folder and open the game like a native macOS program.

Step 1: Open a Terminal

Click the Launchpad icon in the Dock, type Terminal in the search field, then click Terminal.

*Visit the Apple Terminal Guide for more information about the terminal.

Step 2: Install Homebrew

Copy and paste the following into the terminal and hit enter:

/bin/bash -c “$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)”

For the installation, follow the on-screen instructions. The script will pause to explain what it does and provide prompts.

Once Homebrew has been installed, it’s a good idea to run the following two commands in the terminal:

brew update

brew upgrade

You can use these commands routinely to keep Homebrew & Wine up to date.

*Visit the Homebrew site for more information about this program.

Step 3: Install Wine

In the terminal, copy and paste the following, then hit enter:

brew install –cask –no-quarantine wine@devel

*Visit the WineHQ site for more information about running Windows programs on Mac.

Step 4: Install Aardwolf

First, you will need to download the Aardwolf client. Please leave your download file of choice in the default Downloads folder on Mac.

Copy and paste the following into the terminal and hit enter:

wine install Downloads/Aardwolf_MUSHclient_r2295.exe

NOTE: The MUSHclient version may change after this guide is created.  The pasted information above will need to match the client version.

Once installation begins, you will be prompted to pick an install location for Aardwolf. Rather than allowing the program to install on the desktop, it’s recommended you save it to your documents folder or another location of your choice.

You should now be able to run MUSHclient by navigating to the MUSHclient folder, right or option, clicking on MUSHclient.exe, selecting run with, and then choosing Wine. However, if you’ve made it this far, there is an easier way to launch the program (below).

*The Aardwolf Client Package was created by Fiendish, and full documentation is available on GitHub.

Step 5: Make A Run Script (Optional)

Creating a Run Script allows you to launch MUSHclient like any other application. 

Click the Launchpad icon in the Dock, type Automator in the search field, then click Automator.

On the left-hand side, select the “Applications” folder -> Then click “New Document”

Select Application from the pop-up Menu -> Select “Choose”

In the search bar type ‘shell’ and double click “Run a Shell Script” -> Paste the following into the new window:

cd Documents/MUSHclient/

/opt/homebrew/bin/wine MUSHclient.exe

This assumes that you chose your Documents folder as the save location for MUSHclient.

Hit run (top right) to test the script. Once you’ve confirmed that this opens MUSHclient, hit stop (top right).

Navigate through the menus to “File -> Save -> Input Aardwolf as the program name and ensure that this is being saved as an application -> Click “Save”

There should now be an Automator icon with the name “Aardwolf” in your launchpad that you can click to run MUSHclient and open Aardwolf.

MacMUSHclientWine
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Deathtrap Dungeon Master Alias by Anssett

Tuesday, 10 December 2024 by Madrox

Set an alias and name it

dtmaster *

then set the body to

masterTable = {
[“thief”] = “owl tattoo”,
[“psi”] = “robes mind energy”,
[“mage”] = “journeyman boots well-worn”,
[“warrior”] = “Lieutenants badge”,
[“cleric”] = “white flowing robes exotic”,
[“paladin”] = “coat arms ancient”
}

Execute(“c major ” .. masterTable.%1)

set it to execute and voila. dtmaster thief will create the item you need. Now if you cexit to buy whis;;ent cleric;;op d;;d;;dtmaster class;;give (item) soul for each class with the proper item given to the soul and mapper will take you right to each master. Requires major create skill.

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Some Handy Things to Know by Gretl

Friday, 06 December 2024 by Madrox

Some Handy Things to Know

1. The Chasm and the Catacombs

Can be a bit confusing and frustrating.
To help a bit, here are the mobs that are in the four different
sections from the centre. If you have hunt you can hunt one of those
mobs to get to your target mob. If you do not have hunt, it is helpful
to scan when you are in the room where you have to choose which way to
go. Sometimes there will be 2 or 3 mobs visible from there, and if you
know where they belong you can choose to go that path

The Obsidian Ravine

Sulfur Wraith (note there is also one of these in The Iceborg)
Obsidian Spectre
Green Gas
Dwarven Zombie (also one in Dark Blue/Blue cave)
Purple Bat
Hambone
Green rock

Lair of the Gecko

Porkessa
Asp
Kyoob
Blood Gecko
Gecko Queen

The Iceborg

Sulfur Wraith (note there is also one of these in Obsidian Ravine)
Lemon Zombie
Iceroach
Bone Zombie
Iceborg

Blue Cave/Dark Blue

Razorfog
Snx
Sad Mage
Zog
Dwarven Zombie (also one in Obsidian Ravine)
Arff
Wooden Leg
Siren
Mystic

Abyssal Caverns of Sahuagin

to get to the blind elf, it is always down, east, south,down
then vis, nod elf

There are 16 Garrison Sharks there, 4 per corridor in each part

When you hunt trick them, this is the order in which the sharks are distributed

1 – 4 are in Tumek
5 – 8 are in Kutrok
9 – 12 are in Vekma
13 -16 are in Azhrilur

Kutrok is all about Religion
Mobs there are missionaries and curates

Azhrilur is about Money
Mobs there are cache wardens and accountants

Tumek is about Breeding
Mobs there are Nannies and Hathcling

Vekma is about Punishment
Mobs there are punishers and enforcers
The punishers are also called Vekma`s punishers, so if you need to
kill Vekma or his bodyguards, hunt Enforcer

Flying Citadel

Pairs of Angels are

Saminga and Laurence
Beleth and Blandine
Valefor and Janus
Gabriel and Belial
Baal and Michael

The Keys in Partroxis

1. ent mountain, hunt Hendry, autoloot on
Uncurse the dagger
return to Grax
give dagger grax – receive Grax’s Trust

2. enter tree, open north, all the way north and up
kill Elf for Map
give map Grax
receive Grax’s Hope

3. Enter canyon, find a dwarf, sometimes in the part going north,
sometimes in the prison part, kill for Vision
give Vision Grax
get Grax´s ambition

Be invis when wandering about there, Gyanis do hurt, but do not see invisible

Mobs in Ocean part
Waylor, Olivia, Gegturk, Elijah, Tuttle

Mobs in mountain part
Quickskilver, Coven, Assassin, Alembic, Telesphore, Barett, Iris

Mobs in Canyon
Kendrake Dandria Elijah Johna

Mobs in Tree
Gyanis x 3 rooms full of them
Feris

Crynn
If you get the Black Rose mob, you need to say ‘take me to the masses’
at the western organ and the room the Rose is in is always west,
south, north. Kill Rose. From there 2 east, 2 down to get out again
If you have not done the goal you need to get the key from Angarr,
then go to western organ for this to work

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Lesser Known Mapper Functions by Raavus

Wednesday, 27 November 2024 by Madrox

https://docs.google.com/document/d/1ezrwqTJ-Z3455ey8ymqU5GGuoaduhohi4J2Omz4OPII/edit?tab=t.0#heading=h.klg4o7e4mbwp

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Aardwolf Color Charts

Saturday, 09 March 2024 by Abend

Standard Color Codes

Standard Aardwolf Color Codes

Extended xterm256 Color Codes

To use these codes use @x[0-255]. Like for lime green I would use @x46

Extended Aardwolf xterm256 Color Codes

Here is a list of HTML RGB Color versions of the xterm256 colors for using with Orphean’s Gradients

List of colors #

Please see: https://www.ditig.com/256-colors-cheat-sheet for additional color information.

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Triggers to recast sanctuary while wearing Mist of Blood

Monday, 28 August 2023 by Zensch

Purpose:
Recast Sanctuary before it ends, so it will be continuous despite not having aura of sanctuary/being in fight.
The only dangerous (and very rare) situation is when your sanctuary is dispelled by mobs/players. In this case you’d need to wear item / recasting will be handled by your spell-up plugin.

Requires:

Combat End plugin
https://github.com/udequina/aardwolf-plugins/blob/main/loqui/Nok3_Combat_End.xml

You can modify it to add your end of combat message, e.g. replace “Your_text” with your message when combat ends.
function CombatEnd()
inCombat = false

if (reportCombatEnd) then
Simulate(“Your_text”)
end
end

Access to spells: sanctuary, disruption (practised to 100%)

Triggers 1-3 should be send to script. Make sure options “enabled” and “regular expression” are checked.

1) Trigger 1 – after first/any cast of sanctuary add timer (below 15 mins, modify as required) and variable to do not disrupt sanctuary yet.
Regex: ^You are surrounded by a shimmering white aura of divine protection.$
Body:

require “gmcphelper”
lvl = tonumber(gmcp(“char.base.level”))

SetVariable(“sanctcheck”, “no”)
if lvl == 201 then
DeleteTimer(“sanctuary_check”)
AddTimer(“sanctuary_check”, 0, 15, 0, “c disrupt sanctuary”, timer_flag.Enabled + timer_flag.OneShot, “”)
end

2) Trigger 2 – after combat cast disrupt
Regex: same as you set above replacing “Your text”
Body:
if sanct_status == “yes” then
SendNoEcho(“c disrupt sanctuary”)
end

3) Trigger 3 – During fight add variable that when fight is done disrupt should be cast.
Regex: ^You can’t concentrate enough to cast ‘disrupt’.$
Body: SetVariable(“sanctcheck”, “yes”)

4) Trigger 4 – in case of failed disruption (but not failed casting of disruption). Please note this trigger is send to world.
Regex: ^You need to be more disruptive. The sanctuary is still there!$
Body: c disrupt sanctuary

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