Global Quest Guide for Absolute Beginners
AKA, “I wish I knew this before I bashed my head into my desk”. Also, like 90% of this applies to campaigns as well, so think of this as a supplemental to the Campaign Guide.
Intro
So, imagine this. You’re brand new to the world of Aardwolf and, with a twinkle-sparkle in your eye, you keep seeing these messages roll past your chat window:
Global Quest: Global Quest # 1234 has been won by Player1 - 999th win.
And you, in your naivete think to yourself, “Oh maaan, global quests?” Those must be sooo coool!” And then, the moment happens:
Global Quest: Global quest # 1235 has been declared for levels 10 to 30 - less than 25 wins only.
The quest will start in 4 ticks and will last for xx ticks.
“Oh boy! I’m between levels 10 and 30! And I don’t have any wins! A global quest made just for me? This must be my lucky day!”
So you, again in your naivete, type gq join 1235 and sit patiently waiting for the starting gun. Now little padawan, let me tell you what’s about to happen.
“Hrm, let’s see… The first one is in Nalondir. Well, I’ve never been there before, but let’s go check it out! Okay, I need to kill… a sewer rat. Hrm, I don’t know where that is but let’s runto nalondir and just have a look around… Well, I found some sewers… Ahah! Sewer rat is dead! Awesome! Next is… The Fire Swamp. Cool, I’ll just runto fire, and look for An osprey… Found it! Next is…”
Global Quest: Global quest #1235 canceled due to inactivity.
“What. What? NANI~!? But I was…!!!”
This was the point in my Aard career where I proceeded to write a 30 page manifesto about how Global Quests were absolute BS, not newbie friendly, bad UX, and so on. But what really happened was that you were too slow, too inexperienced, and not equipped with the proper tools. Allow me to show you the way.
Before you start
Before you even start thinking about taking your first, precious little baby steps into the world of Global Questing, please, please, heed these tips:
- Don’t. If you are very new to your Aard adventure, just… Don’t. Seriously, the amount of time allotted to low-level GQuests is tiny, and you will fail. Your time will be much better spent:
- Explore. You want to see as much of the world as possible. Doing regular quests, and especially doing campaigns, will more or less force you to explore the world and the areas within it. Seriously, you want to get your
explorecount as high as you can. - Use the official Aard/MUSH client. I know, I know, you really really like using
telnetinside of yourtty. And, if you don’t know what either of those words mean, you should DEFINITELY be using the official client. It runs perfectly under WINE, so “Waaa, I use a Mac” isn’t a valid reason not to. “I am blind and play with text to speech,” IS a valid reason and… I… I don’t know how to help you. Sorry. - Have this site open in a browser window. We’ll get to that later.
Mapper is your friend—AKA, the Aard Konami code
If you are using the official client, then it not only includes mapper functionality, but it is preconfigured to mostly work out-of-the-box. What it does is, every time you enter a room for the first time, mapper is recording the room name, connections to other rooms, and building a run path to that room.
Now, that run path may or may not be the most optimal path, but it will try to get you there. Also, mapper doesn’t really take into account closed doors, locked doors, portals, that one weird room where you have to do the chicken dance to get ported… But it will still get you most of the way there.
And even then, it is possible to manually configure mapper to handle some of those edge cases but, that’s a topic for a different day.
Actually doing Global Quests
If you tl;dr-ed from the start, welcome.
If you are using the Aard/MUSH client, and have been exploring like you should have been, then, when you take on a GQuest (or a campaign—like I said, most of this applies to both), then when you bring up gq check, you might see something like:
You still have to kill * a dwarven officer (A Dwarven Garrison)
Now, if you have 30,000 hours logged into the game—why are you reading this?—you probably know exactly where that is and are speedwalking there already. For the rest of us going “where the hell is that?”, allow me to introduce, mapper find.
> mapper find garrison
Found 2 targets matching '%garrison%'.
+------------------------------ START OF SEARCH -------------------------------+
[1] Remains of a ruined garrison (The Shadows of Minos) (20474)
[2] A Dwarven Garrison (Swordbreaker's Hoard) (1697)
+-------------------------------- END OF SEARCH -------------------------------+
If, in your earlier exploration, you happened upon a room called A Dwarven Garrison, then that is the result that you would see from running the command mapper find garrison. Since we were specifically told it was A Dwarven Garrison, we want the second one. So, you will follow that with:
> mapper goto 1697
Going to: A Dwarven Garrison
run 6sununw11s13wen2eu2wueunds2ednwn
And you’re there! Just type mapper find xxxx, where ‘xxxx’ is whatever number shows up to the right of the room name in search. Note that, your number will almost certainly NOT be 1697, so be sure to use whatever mapper find tells you. Here’s some more tips about using mapper:
- Manually typing
mapper gotoisn’t strictly required. With Aard/MUSH client, you can actually click on the room name in the search results, and mapper will start speedwalking for you. - If you know for a fact that you’re already in the right area, for example:
Swordbreaker's Hoard, then you can usemapper areato just search your current area. mapper gotodoesn’t require you to start from recall. It will attempt to route you to your destination from wherever you currently are. Maybe that’s bad if you’re on a different continent, but it’s great if:mapperwill get interrupted if you get into combat, encounter a closed or locked door, need to enter a portal or use a pass phrase, etc. In these cases you can manually deal with whatever the interruption is, usemapper goto xxxxagain, and it will start continue routing you from wherever you are.
Having the passdoor effect active negates a lot of issues with doors and mapper goto. Thieves get it at 48, Psionicists get it at 50, and the Seekers clan sells a passdoor potion at 48 as well.
Found 0 targets – AKA, I’ve been slacking on my homework
If however, the mob is in an area that you have NEVER been to before (or just never found that room), then mapper find will probably turn up 0 results. In this case, it’s time for your backup weapon. Remember that link I told you to have open?
On that page, you can enter the name of the mob you’re looking for. Using the previous example, a dwarven officer:
This tells you that the mob you’re looking for is located in the zone, Swordbreaker's Hoard. With this you can, at the very least, runto hoard, and start looking for the room you need with Gaardian map. Since we already know the room name A Dwarven Garrison, and the Gaardian maps are text searchable, you can use CTRL+F and get something like this:

As a side bonus, you might look at that map and recognize some room that you have been to before like, “Oh yeah, I remember Nanna from that one absolutely horrible, vile, disgusting area goal…” So…
> mapper find nanna
Found 1 target matching '%nanna%'.
+------------------------------ START OF SEARCH -------------------------------+
[1] The Home of Nanna Dwarf (Swordbreaker's Hoard) (1710)
+-------------------------------- END OF SEARCH -------------------------------+
> mapper goto 1710
Going to: The Home of Nanna Dwarf
run en2eu2wueunds2edne
And that’s all I can teach you about questing. Beyond that, you’ll need to ask Mr. Owl.
- Published in Public, Public-Guides
Before your first Remort
Congrats on making it to 200 for the first time. There’s a whole lot of mechanics you’re about to be interacting with for the first time and I’d like to walk you through them a little. There’s a lot to learn, but I’m going to focus on the stuff I think you need to know now (at your first SH / remort) and gloss over the rest.
TLDR: Regardless of your primary class, you will want to put everything you got into STR with a little in DEX if thats cheap. Read on to find out why.
Super Hero
Once you hit 200 you’re at the end of leveling. Super hero is the process of switching from leveling mode into late game mode. Don’t get too comfortable, you won’t be here long.
For your first time at SH, your current character will become a SH, keeping all of the stats. You just pick up a few extra spells and skills. The one exception is that your unused practices are lost (more on this at the end).
There are some activities at SH like epics but as a baby SH with low stats you’ll likely not be invited unless it’s a speical event. Most people will dive back into leveling via remorting.
Loud vs Quiet
Normally when you SH you can either do so quietly for 500qps or loudly for 750qps. Loud has some benefits including giving everyone a double exp for a bit and then everyone loves you more than ever.
However for your very first SH you get another option, SH free. For your very first SH use the command “superhero” with nothing extra for zero qps.
Regardless of if you plan on being frugal or fame seeking in the future, for this first time save the QPs and spend them at level 1 on quest items.
Remort
Remorting is the process of resetting your character to level 1 and doing the whole thing over again. When you do, your SH character is put “on hold” and all your stats are set to level 1.
When you remort you get to “add” a class. But you will mainly remain whatever class you were before. Your first class is called your primary class and it will always be your strongest (by a long shot). So for example if you were a mage before, and then remort to warrior, you’re now a spell caster who can also kinda hit things. Your pclass skills / spells are stronger than all of your others, so if you are a pwarrior, and picked up mage, don’t waste trains on int.
If you want to change your primary class, thats a different mechanic that can be done at any time “help classchange”.
As you level, you will auto re-learn your primary classes spells/skills as you hit the appropriate level. In addition you will have the chance to practice the skills/spells for the new class.
As you level you will train and practice with what you earn during the leveling process, just like the first time around.
Super Hero Redux
When you’re ready to SH for the second time the game has a problem, which stats to use, the ones from the first or second mort? The answer is (metaphorically) your leveling character is melted down into trains and practices, then your converted back into your SH char and given all those trains/pracs. There’s details to the this process that I’m glossing over, but the gist is there.
Also it doesn’t matter if you used a train or saved it, so spend your trains as you’re leveling in whatever fashion makes leveling easier.
Item / Weight
While leveling, nothing about your SH stats matter, that character is on hold, with one major exception.
Characters were struggling to carry all of the stuff they had amassed during 200 levels with the stats of a level 1 char. So item capacity and weight limit are calculated based on your current STR/DEX or SH STR/DEX whichever is better. This is the only part of your SH char that will make your leveling life easier. Weight and item limits can really make leveling a pain.
Item / weight is determined primarily by STR. Even if you are a primary mage and have been pumping INT so far, put everything you’ve got into STR.
The formula for carry capacity (number of items you can carry) is “str + (dex / 2)”. So spend on STR, but if strength costs more than twice dex, spend on dex instead.
At 201, if you remove all your gear and all your spellups, you will see what your new item/weight limit will be when you remort. Here you can see if you are going to be over after remort. An aard-bag is a solid purchase if you’re struggling with weight, but your qps may be better spent elsewhere.
Rebuild
Now that you know that STR and DEX are what matter at SH you may be frustrated because your class has pushed you to spend all of your trains elsewhere. Firstly don’t worry about it too much, as you progress this hiccup will seem small. Secondly consider doing a rebuild. If you haven’t changed class in 7 calendar days then you can use “classchange” to reset all of your trains and reallocate them. If you’ve used classchange recently then you can consider rebuilding which will burn 5% of your trains, but may be a decent choice regardless.
Again, don’t worry too much. The amount of trains you’re dealing with now will feel comicaly small later in the game. There’s really no way to “mess up”, you always progress and can rebuild things often.
Low level campaigns
Campaigns that you get below level 50 are very easy in comparison to later in the levels. So much easier that it’s often worth using the noexp to prevent leveling to ensure you can use your 1cp per level before leveling again.
Level 1 Quest items
You will be back here at level 1 many many more times. As such many people recommend buying several aard items at level 1 so they are available right after remort. Ask on clanchat for a raging debate over what to buy, but my personal suggestion (since I got you here anyway) is Helm of true sight.
Counter point from Epsilon:
buy aura -> breastplate -> helm. Aura’s going to give you the most protection for your QP, breastplate’s a fairly solid incremental increase, helm is great for detects but there’s some pclasses where it’s not nearly as useful as the others. The helm is a massive quality of life increase. I’m not going to deny that. But it doesn’t make your character able to kill things better or make them less likely to die.
First SH / Remort Checklist
Putting it all together, here’s my list of what to do when you hit 200 for the first time:
- Celebrate
- Convert spare pracs into trains: “train convertall” at a trainer
- SH via the command “superhero” (without loud or quiet)
- Optionally: classchange or rebuild to reset your trains.
- Train STR and DEX as much as you can, heavy on the STR.
- Remort – the remort chamber walks you through this pretty well
- use the “noexp” command to ensure you hang out at level 1 until you’re ready
- Buy whatever level 1 items you were hoping for.
- Start campaigning
- Published in Public, Public-Guides
Navigating Aardwolf as a New Player
Hello fellow Booties! My name is Wryn. I have only been playing Aardwolf for a couple months and I have encountered just about every struggle a new player could encounter, so that’s why I want to share this little guide about what I have discovered on my short adventure. Hopefully, some of the information will help you have an easier time!!
Firstly, you have clearly completed the Academy, so where do we go from here? Well, some might want to jump right into getting levels and making progress toward remort, however, I advise against this. It is in your best interest to take this first couple of remorts slower, so you can build a foundation for success in the game. Let’s start by making sure you are using the appropriate client to help you adventure in Aardwolf in the most efficient way. So, navigate over to: https://www.aardwolf.com/resclient.html and download Mushclient. This client is made for Aardwolf and has a feature called “mapper” that allows you to essentially map out the entire MUD and remember every room you have entered. This will save you a lot of time with navigating your campaigns, global quests, and regular quests. There are lots of other plugins that will help you and make quality of life improvements that you can explore, but for now, let’s keep it simple.
So, now that you have the right client, and you are ready to work on building the foundation to an easier time later – let’s jump in and figure out how to do that. You have Quests, which you may take every 30 minutes and require you to go find one NPC and kill them then return for a reward. You have Campaigns, which you may take 1 every level and require you to navigate to several areas and kill an assortment of NPCS. Then you have Global Quests, which trigger randomly and are available to players within a certain level range. These work just like Campaigns and you may win 3 per level. You will be utilizing all 3 of these as you make your way through your first remort.
I HIGHLY recommend that you toggle the “noexp” function and you try to do one campaign per level starting out. This will familiarize you with the MUD more, let you start working on acquiring keys for your keyring, learning how to use the external resources like maps and campaign manager. The links to those are here: https://aardwolfboot.com/maps/ and https://campaigns.gaardian.com/. This will also build your mapper. You will notice on your visual map that some rooms on the mapper are depicted with dark red squares, these are unexplored rooms which you have not previously mapped. You should spend a few quick minutes to grab as many of these as possible while in an area. Then you can navigate to them much easier in the future. Your mapper will require you to manually map out custom exits in the game. Custom exits are any exit requiring more than just N,S,E,W. In order to program these, you will type “mapper cexit enter crack” or “mapper cexit open west;;west”. Make sure you double up on the “;” in the syntax so that it registers appropriately. The neat trick here is if a door is locked and requires a key, as long as you possess that key all you have to do is open the door and you unlock it as a part of that command. There is something I recommend here, and that’s to play as the Wraith race until you buy the permanent Pass Door wish. The Wraith race will save you a bit of time and allow you to pass door most normal doors, so you will not need to regiser as many custom exits into your mapper. You will still have to register the locked doors, but not the unlocked ones. Please, take your time here and understand that building this mapper is one of the most essential keys for success within Aardwolf.
As you begin to level, sometimes the game will tell you that there is better equipment available and to use the “eqsearch” function. Make sure you do that. Clan equipment is very good and easily obtainable. All you need to do is “runto seekers” or whatever clan has the equipment from recall and purchase it from the vendor there. As long as you are doing campaigns, global quests, and quests, you will have the gold to buy whatever you want. Just keep your equipment updated so you can survive. There is a masterlist located here for the available clangear: https://tinyurl.com/aardOpenclangear. Now that you have the equipment, where should you best level? Well, the best way to find that out yourself is to use the “mobdeaths” command in game. Try for a little above your level, for instance if you are level 90 then try “mobdeaths 95 105”, and this will give you a list of the mobs most frequently killed between those two levels and the areas they are located in. Make sure you never waste double experience time.
Now, you might be getting close to Hero/Superhero range and worried that you aren’t understanding how this works. Hero is level 200 and everything works exactly the same as it has up until now, but now you have the ability to automatically go to level 201. For your first Superhero, it is free and costs 0 QPs but after that it will cost you. There is a guide located here in the forums to break down exactly what the differences are, but let me cover what is important to you as a fresh remort. When you remort for the first time, you will start back at level 1, however, one thing you do get to inherit from your Superhero stats is your carrying weight/carrying capacity. Strength and Dexterity contribute to this, so you should train your Strength and Dexterity as much as possible when you Superhero so that you will start fresh with a higher carrying weight and capacity for potions and other items.
Time to use those QPs you saved up from your first playthrough. Once you remort and are level 1 again, this is the time you will purchase Quest Equipment. My recommendation is that you buy the Aardwolf Breastplate and the Aardwolf Aura of Sanctuary. These will give you the two best defensive bonuses for surviving as a low remort character. You absolutely may purchase other pieces depending on how many QPs you grinded your first playthrough, but don’t feel pressured past these two items. The Helm of True Sight is also very helpful, just keep in mind that it does not give you night vision. As for trivia points, I recommend purchasing the Aura of Trivia first for the stats it will give you and using your trivia points to tpenchant it fully. The total expenditure for this will be 16 trivia points. If you took campaigns, quests, and global quests slow – you will find your mapper to be mostly filled out now and you can zoom through them, but keep doing the same thing, keep building on that foundation you put together at remort 0.
All in all, each person should play the game in whatever way they enjoy the most. I have made many mistakes in my early game, and I wish I had all of the knowledge I do now all at once. You can change your race/class every 7 days, so if you need to make sure you focus that during your early remorts on convenience and not end game strength. My suggestion would to be start playing as a Wrath Psi with Navigator as your specialized class. This gives you access to some interesting spells and skills to make the entire process easier. If you find an area you absolutely hate, because it takes too long, or because it’s a maze, then Navigator is able to use the bypass skill to try and make sure you never get those two areas for your campaigns and quests. You can also cast the beacon of light spell at the beginning of a maze and always find your way back to it with the navigate skill. Then, beacon of homecoming, which will let you place a beacon anywhere and go to it just like recalling. I use this when I need to go buy potions. I drop it, recall to buy, then teleport back to my beacon.
- Published in Public, Public-Guides
Clan Guide 2026
Summary
A good overall guideline for joining any clan is to get to know people. Get a drag from them, join a powerup group at superhero, chat on gclan or other channels (probably preferably other channels, heh,) do some epics with folks, etc. Note that this has been a common thread from discussing this directly with clan leaders. They want you to talk to them. Also note that a lot of clan leaders (and members, of course) were in Boot themselves – they know how it is.
How you apply to a clan varies – if there’s no information in the helpfile or on the website (or no website – not all clans have them,) you should be able to talk to pretty much any member of the clan and get a pointer on how to do it – whether it’s talking to a leader or if they have specific instructions for you.
Getting into a clan isn’t likely to be a simple task. You’ll need to do some research on the clan, check their website if they have one, and often you’ll be expected to reach out to clan members yourself for interviews (similar to how you were expected to get an interview for Boot.) The clan helpfiles (e.g. “help boot”) often point to further resources (in the case of Boot, it was “help boot-application” for example) – this should actually be your first step in finding out how to apply to a clan.
Other commands to use are “clist” (which gives an overview of all clans) and “claninfo” (which gives information on a specific clan.) This can help you, for example,
Note that some clans have minimum requirements. These will be mentioned either in their helpfiles or on their website as well. Additionally, the majority of clans will allow you to apply while still in Boot, even if their information says you must be unclanned – that’s actually a common thread, and part of Boot’s mission as a “feeder” clan so to speak.
I’ve asked for some basics from various clans, and summarized things below. Any clan with no apparent comment probably didn’t reply, or didn’t reply before I published this at least. This is a work in progress, so don’t read into anyone not replying.
Twinlobe
They take people based on getting to know them, interviews, and general MUD knowledge. Talk to someone from the clan if you’re interested in joining – they don’t have a website.
Watchmen
“We’re just a small homely clan” – no specific requirements, just get to know folks in the clan.
Seekers
If you can’t Seek further information on this clan, you may not be a good fit.
Note: As of March 2026, Seekers has paused applications.
Emerald
Built on friendship, helpfulness, and community. Not required to participate in PK.
Light
Like many other clans, Light encourages you to get to know their members. Send tells, group up, get on a friend list, etc. Of note is that they do NOT require you to participate in PK.
Ba’al
Applicants to Ba’al should already be proficient in Aard, or at least getting close. You’ll want a minimum of 1500 campaigns to apply. They’re willing to teach advanced concepts, but you should have mastered the basics.
Hook
Hook is basically a bunch of individualists that identify as a weird family. When asked for further comment, Hook replied with a crude drawing of a dick and threatened to stick me in the barrel. This is in line with what you can expect from joining their clan.
Bard
Bard currently has no active leaders at the time of this writing, and only a single active player. Maybe try to catch the one player, or get a group together and revive the clan!
Crusader
Chill and quiet, not a lot of clan chat. Great for folks who want to be in a clan and just go do their own thing.
Xunti
—
Imperium
—
Crimson
PK-oriented, though they welcome explorers, killers, achievers, and social sorts. Members are free to develop their characters as they desire.
Retribution
PK-focused clan – looking for folks who want to grow their skills and support them and their allied clans.
Druid
—
Amazon
—
Pyre
—
Masaki
Laid-back and close-knit, but also very “choose your own path.” PK clan, but no expectation to PK. Just don’t get mad if you get PKed.
Rhabdo
Do your research on this clan, and understand why you’re applying.
Perdition
Not strict about how you develop your character. Close-knit group that’s willing to welcome you and help you progress though.
Loqui
A close-knit clan, a high priority for membership is getting along with the other members. Bonus points from being good at coding, PK, or holding a high rank/metarank in the game though.
Gaardian
—
Tao
Pretty much “do whatever you want, we help each other if needed” No PK/rank/social/etc. requirements, just enjoy yourself.
Touchstone
“A relaxed clan of friends enjoying the game.” No specific gameplay requirements, freely share knowledge, don’t be a jerk.
Twinlobe
Our Fellowship has been brought together by a common desire for greater
knowledge, artistry, and the passion to surpass our current limitations.
We strive to improve ourselves as a Fellowship, as well as individuals,
and to offer the wealth of our experiences to those of similar interests
and leanings.
From our introduction as the first clan on Aardwolf, we have sought to
remain innovative, responsive, and a positive presence. We acknowledge
that both good and evil must exist for balance in our world, and concern
ourselves more with honorable practices rather than with exploitation. As
scholars and artists by nature, our focus is to contribute to our
community, rather than manipulate it for own personal gain.
To learn more about us, including our current application requirements,
please check out our website (found at the bottom of ‘claninfo twinlobe’).
Though we expect you to do your own research, we are always open to any
questions you may have; please feel free to contact us via Personal board
note or tells to active players at any time.
Watchmen
Centuries have passed.
Rumors of Stendarr’s imprisonment abound.
The Watchmen have nearly died out.
Chaos sweeps across the lands of Aardwolf leaving devastation in its wake.
It is time once again for the Watchmen to take up arms and recruit an army.
Perilous journies await the dauntless Watchmen and malevolent forces work to
thwart these guardians and turn them from righteousness! Against even these
terrible odds, Stendarr’s children MUST prevail and break His bonds!
Stendarr’s army invites those whose hearts are pure to lead Aardwolf into a
new era!
Clan Watchmen has no alignment requirements, nor does Stendarr demand
regular tributes of gold or quest points. A statutory clan tax based upon
auction earnings, sale proceeds, and mob spoils funds the holy war. Clan
members are not required to join committees, wars, raids, or PK activities.
We take pride in supporting every clan member in the pursuit of their
personal goals within the guidelines of our clan theme.
Do you wish to herald Stendarr’s restoration and serve as guardian and
protector of our realm?
Do you want Stendarr’s children to stand with you as you achieve victory and
gather round you if you suffer defeat?
Adventurer, you seek Clan |Watchmen|.
Clan |Watchmen| awaits you.
More information can be found on our website, see ‘claninfo watchmen’.
Seekers
Since the very beginning of civilization, life in all its forms has been
marked with a constant desire for betterment and a continual yearning for
knowledge and power.
Throughout history, many races of the world have sought, in various ways,
to achieve true power through the use of knowledge. By poking and digging
into dark and mysterious corners of the globe, by exploring new and
dangerous lands, or by the tame act of simply reading a book.
A few of these select knowledge seekers have come together to form a
studious group of scholars known to the outside world only as “The
Seekers.”
Additionally, the Seekers will gladly share their knowledge of the world
and its places. If any person has a question about an area, where to find
this object, or how to defeat that dragon, the Seekers will give the
answer or work to find it.
For information on joining see help seekers-joining
For information on promotion/demotion and OC see help seekers-promotion
For information on the Seekers Code of Conduct see help seekers-conduct
Emerald
Long ago, the world was filled with chaos and anarchy. With war raging and
refuge scarce, a small group of knights abandoned their lands and banded
together to build a large emerald fortress. Upon completion, the gates to
the new castle were sealed and the knights remained, content and secure,
for centuries.
As the dusts of war settled and ages passed, the keep began to grow
restless. Bards sang of the days of old, recounting the adventures and
heroics of the founding Knights of Emerald. A council was held and, all at
once, a new age dawned. Determined to reclaim what they had lost, the
drawbridge was lowered and the Emerald Knights rode forth into the realm
once more.
The Emerald Knights are a clan dedicated to helping its own before all
else. We believe in protecting each other at all costs. There are no race,
class, or alignment restrictions, but applicants must be willing to help
others on the MUD, especially fellow clan members. New members are
required to have earned at least 1,000 total levels and 20,000 quest
points prior to joining.
If you meet these requirements and would like to apply, post a note to
Emerald on the personal board introducing yourself. Please explain why
you’d like to join and how you can benefit the clan. Bear in mind that
this note will be the first impression you’ll be making on many members of
the clan. A thoughtful and well-formatted note will go a long way towards
a favorable outcome during the interview and voting stages of your
application.
Once your request has been submitted, an acceptance reply will be sent to
you outlining the interview process. At this point, interviews will be
conducted and shared to all Knights. Voting will be open for 10 days and
you’ll be notified of the result.
For more information, visit our website:
Prior to completing the application process, recruits will be asked to
recite the Emerald Knights’ Honor Code:
*********** Honor Code ***********
* I will be kind to the weak.
* I will be brave against the strong.
* I will fight those who do wrong.
* I will fight for those who cannot fight.
* I will help those who call on me for help.
* I will help my fellow Knights.
* I will be true and honest.
* I will be faithful to my clan and its members.
After this is recited to a leader and an assembly of Knights in a
ceremony, that person shall be admitted. Further information about the
Emerald Knights clan and members can be found on our website:
http://EmeraldKnights.net
Light
The Order of Light is a gathering of great adventurers who strives to
be the follower of the five virtues: Courtesy, Integrity, Perseverance,
Self-Control and Indomitable Spirit. As a member of this clan, you
are expected to actively fight evil and defend all that is good as a
way of life. If you are a character who struggles to bring peace,
prosperity and justice to the lands, then your clan search could end
here. Good luck on your choices, and may the Lady Radience shine her
magnificent light upon you.
The Order of Light accepts all classes (fighters/spellcasters) and
members may choose to join one of the three houses Heavenly Chaos,
Holy Eagle, or House Pendragon. Please visit our webpage for more
information. Our webpage is listed under “claninfo light”.
Ba’al
When the Bore was drilled into a place outside the Pattern, a dark
presence used the opening to touch the world. This presence, which named
itself Shai’tan, had been imprisoned outside of time and creation by the
Creator of the universe. Although the dark presence is something beyond
the mortal realm and outside our complete understanding, one mortal word
seems to embody Shai’tan — “evil.” Since his first touch, he has been
known by many names, though most commonly as the Dark One. He is known as
the Great Lord of the Dark by those who follow him truly.
Ishamael, also known as Baalzamon, was the Great Lord’s top
Captain-General. When the Great Lord and his High Council were trapped
within the resealed Bore, only Baalzamon was left free. Baalzamon executed
the Great Lord’s will by influencing his most loyal followers. He forced
them to combine into a clan. This clan is a task force whose job is to
bring about the Great Lord’s return. Its members are known as the Children
of Baalzamon.
The Children of Baalzamon seek to bring about the return of the Great Lord
by any means necessary. If this means waging war upon the entire world,
then so be it. If it means ending world hunger to gain status and
influence, then so be it. Beyond all, the clan will never become stagnant.
It will continue to gain influence, power, or whatever is necessary to
bring about the one dream, the one nightmare, the return of the Great
Lord.
The clan has three factions: Ebony Dagger, Black Ajah, and Darkfriends.
Ebony Dagger includes the warriors and thieves whose dark whispers keep
kingdoms awake at night. Black Ajah gathers mages, clerics, and
psionicists who experiment and practice with the Dark Powers given to them
by their Master. Darkfriends are those who most desire status, influence,
and power.
Hook
Avast, ye hearties!
Long ago, in a time when the seas were lawless and wild, there was a band
of outcasts who became the legendary Pirates of HooK. A group of
misfits, each with their own troubled past, found solace and camaraderie
aboard their ship, the S.S. Hook. Among them was the charismatic rogue,
Captain Morgan, known for his cunning wit and a taste for fine rum. With
his unruly beard and a glint of mischief in his eyes, Captain Morgan
quickly became the leader of this motley crew.
Behold the majestic S.S. Hook, a fearsome fiend of the frothy seas! With
its billowing black sails, it slices through the surging swells, like a
shadowy specter seeking spoils. The ship’s sturdy structure, reinforced
with riveted iron, braves the brutal brine with brazen resolve. With the
HooKers gathered aboard, tales of adventure and riches filled the air.
They dreamed of a life beyond the monotony of everyday existence. They
yearned to sail the vast oceans, claiming treasures and freedom for
themselves.
One fateful night, as the moon shone bright over the horizon, Captain
Morgan stood on a creaking wooden table, his voice booming with a mix of
passion and wild abandon. He proclaimed that they were no longer bound by
the chains of society, but destined to be free souls, masters of their own
destinies.
With a raised tankard, Captain Morgan proposed a toast, declaring their
allegiance to the pirate’s code: to drink rum, plunder booty, and
occasionally carry out acts of clandestine justice. The HooKers erupted in
cheers, sealing their pact as the Pirates of the S.S. HooK.
But it wasn’t all rum and revelry for the Pirates of the S.S Hook. In
their pursuit of riches, they occasionally encountered ruthless tyrants
who oppressed the innocent. Moved by a sense of justice, they became
enigmatic assassins, striking down those who abused their power.
Their assassinations were precise and targeted, always aiming for those
who had earned their wrath. o-}HooK{-o became a symbol of hope for
the oppressed, a whisper of justice in the chaotic world of Aardwolf.
Yet, amidst their daring exploits, they never forgot their origins. They
reveled in their stolen riches, the taste of freedom, and the bond forged
through shared adventures. Their loyalty to each other was unbreakable,
and they became a family of pirates who dared to live life on their own
terms.
And so, the legend of o-}HooK{-o grew, carried on the salty breezes and
whispered in taverns far and wide. Tales of their audacity, their love of
rum and goats, their plundered booty, and their occasional acts of
assassination spread, inspiring both fear and admiration among all who
sailed the seas.
Do you dare to join them?
Bard
The Order of the Bard is an ancient guild of minstrels and
artisans best known for their poetry and song. Whether
entertaining a crowd or a small gathering at the hearth,
a Bard always has a ready story to share. Our keen ears
and eyes are quick to spot the slightest inspiration and
translate it into verse. But as chroniclers of history
and happenings, a Bard is often more of an observer than
a participant. Though we may present a neutral face as
events unfold, a Bard may often allow their opinions or
udgement to be heard later in song or verse. Minstrel,
chronicler, historian and performance artist, a Bard is
always willing to share their creativity.
Anyone is welcome to apply to the Order of the Bards,
providing they have reached at least the current minimum
level of experience (see claninfo bard) and are creative
in some manner. Applicants are required to showcase
their creative skills. If these are deemed acceptable
an applicant should seek interviews from current clan
members. For more details see the clan web pages listed in
claninfo bard. Prospective applicants are encouraged to read
the clan information and charter on the website before
they apply to ensure they understand the clan theme.
As a neutral clan, the Order of the Bard does not actively
participate in interclan rivalries. Bards may find it
necessary to participate in PK if their conscience
dictates this is imperative to maintain their
integrity and spur their creativity.
For more detailed information, please see our web pages,
particularly the charter. Should this help file conflict
with information on the Bard web pages, the web pages
should be considered the authority.
Crusaders
The Crusaders are the descendants of a group of goodly knights who
roamed the land, combating evil wherever they encountered it. The
ancestors of the Crusaders, though noble and good, strayed from the
path of righteousness and set about to atone by constructing a
magnificent temple to heal the sick and injured throughout the realm.
All but wiped out in a hostile attack on the temple, they were for
many years only a distant memory, a legend. Eventually, the survivors
of the elder generation emerged from exile and set about the reconstruction
of the great temple. Now that this work is completed, the clan hall is
open and welcomes all visitors.
For those wishing to become a Crusader, please see Help Crusader-joining
or visit the clan website at https://crusadersofaardwolf.wixsite.com/home
Xunti
In ancient times, during the early evolution of the great clans,
there were some that refused to renounce the old gods and their
ways. These few were considered outcasts by the clans, and
persecuted for their beliefs. Greatly outnumbered, and with no
stronghold of their own, they were quickly captured and set
adrift, to die, on The Great Dragon Sea. Ehecatl, the god of the wind
saw their plight and recognized them as Xunti, (children of the
old gods). He brought them to an island sanctuary, that had been
prepared for them since the beginning of time. Here they were
taught the old ways and embued with the power of the gods.
Little else is known of Xunti and they remain shrouded in secrecy
to this very day. Though never documented by eyewitnesses,
the charred, mutilated remains of their human sacrifices, tell
of a religion steeped in violence and cruelty.
Xunti is a cult, extremely secretive, a brotherhood of religious
fanatics, where the concern, desire, or enemy of one is shared
by all. Their leaders are oracles, communing always with the gods
for guidance and direction. Ancient prophecy speaks of Xunti
as a small, close-knit band of believers, never more than 30
strong. It was decreed to them by Xiuhtecutli to aid those
who can not or will not tolerate the faithless ways of the clans.
Therefore, to those known as outcasts, Xunti shows favor by
donating gold for the removal of these so-called flags of shame.
Only the most devout need apply for admittance into the ranks
of Xunti. Every applicant must first have experienced the
meaningless existance offered by the clans of the infidels.
A petition for audience must then be written to Xunti. Each applicant
will then be brought before the Great Prophets to be tried as
though by fire. If one is then deemed worthy to proceed, the
Oracles will commune with the gods (through rituals of prayer,
human sacrifice, and bloodletting) until the decision of the
almighty Xiuhtecutli is revealed. Entrance into Xunti will always
be accompanied by a human sacrifice.
Be forewarned!
Some, in seeking Xunti, have never been heard from again.
Imperium
Imperium is a military themed clan composed of several families. each
family is ruled by a family head as well as the patron leader. These
families are united under the clan’s common vision of HONOR, VALOR
and TRUTH. The leaders of Imperium are entrusted with the task of
guiding the clan to glory. They may direct the clan and individual
families in the effort to strengthen the clan. Each family has a set
theme and goal within the clan. The Families of Imperium:
Dro’Bher- The Dro’Bher handle all matters pertaining to the
preservation of honor in the clan. They are the ones who not only
seek out and slay the enemies of imperium, but also avenge their
fellow members who have fallen in battle.
Zxanguard- Dedicated to preserving the sanctity of the Imperial halls.
These members are specially trained to defend the halls of imperium
during raids. One seeking to join the ranks of Zxanguard must be
willing to learn how to actively defend as well as be prepared to sit
for long periods of time.
SweetSong- The comedians and historians of Imperium, they strive to
keep the troops in good spirits, keeping moral high is their primary
objective. They also pay tribute to the great deeds performed in
service to Paladine.
Myrlind- Family dedicated to those who wish to join, and those new
to the clan. They recruit new members, interview applicants, and
assist those new to the clan in learning their way around the
Imperial Halls. Their focus is teaching initiates in the ways of
Imperium.
Requirements for joining Imperium:
-Level 200 Single Class (or any level remort character)
-10,000 Quest Points Earned -Good general mud knowledge
-At this time, ALL families are open to new applicants.
Crimson
The Crimson Horde is the fear that you will not awaken every
time you fall asleep. The Crimson Horde is the reason you do
not feel at ease hidden within your maze.
The Crimson Horde is a marauding band of blood thirsty savage
Norse folk dedicated to the ideals that power equals
law and those with the power rule. Our strength lies within
the foundation of our solidarity. Every Horde member would
gladly and willingly sacrifice their own life to further
our glory in the name of Thor. We gladly lay down our lives
for our clan members and leaders. The Horde is governed by
committees lead by our clan leaders. Each committee is a
integral part of the whole. Our warfare committee is our
strength, our improvments committee is our brain, and our
social committee is our conscience. All three committees form
the reality that is the Crimson Horde.
To gain entrance into the mighty Horde, you must first prove
yourself worthy. To apply for entrance into our folds, we ask
that you browse our website, read our petition, read our oath,
and to think before you apply. To apply just leave us a note on
the personal board with the information we asked for on our
homepage. We have warfare, quest, and level requirments to gain
entrance to the clan. These requirments may be waived at the
discretion of our leaders. It is a wise applicant who has already
looked at each clan that Aardwolf has to offer before applying to
any clan.
Crimson Hordes’s homepage
Please check clan Crimson.
Retribution
A voice from past, a mouthful of unforgiving secrets. The lone traveler
stops mid-step and sighs, resigned to their fate. A blade is unsheathed, a
crossbow is cocked, and the next instant the traveler lies dead upon the
ground. Their vengeance is complete, and Retribution returns to their
derelict halls.
Little is known about Retribution, but a few grizzled drunks are heard to
tell a tale about a fearsome collection of outcasts who dispense their own
brand of justice across the lands of Andolor.
Druid
Members of the Great Circle of Druids are teachers, priests, and judges who
command magic bestowed upon them by the gods. The Druids are ritualistic
and centered around the influence of nature on all things.
The Great Circle of Druids provides these services to the people of Aardwolf:
1. Serve an intermediator between the common people and the gods.
2. Conduct rituals and host festivals marking the change of seasons.
3. Perform druidic wedding ceremonies. If the wedding takes place at a
druidic festival or if one of the marriage partners is a Druid, the Great
Circle will not charge for their service AND will pay the gold portion of
the marriage tax.
4. Teach people how to survive in the lands. (Note: Druids are NOT at beck
and call for spell ups and corpse recoveries. We want people to learn to
survive themselves without help.)
5. Function as judges in disputes.
6. Provide a balancing force between the excesses of Good and Evil.
For more information on our philosophy or membership guidelines,
see our Web Pages. The webpage address can be found at the
claninfo Druid screen.
Applicants please write a note on personal board to Druid.
(Please note, that ‘Druids’ will not work and instead send your note
into nexus 🙂 )
Amazon
The Amazon Jungle is one of the world’s most famous ecosystems, it yields
rich resources to those who treat it with respect. A small section of the
world that-to this day-remains relatively uncorrupted. For thousands of
years our people have prospered throughout the region and will continue to
do so for thousands more to come.
Our Tribes’ habitation spans from the lowest river valleys to the highest
mountain peaks; deep within the heart of the jungle, cut off entirely from
“civilized” societies. We have learned to make use of the surrounding
terrain, flora and fauna in order to thrive within our natural environment.
Though there are a great many tribes, the largest among them are the
Yanomami, the enlightened tribe who value equality above all else.
The Kayapos, forest traders who collect and share goods with all of the
other tribes. The Caboclos, savages of the jungle who serve only
themselves, known for their unpredictability. The Witotos, a powerful tribe
of formidable warriors, always on the front lines of battle.
Those of us within the commune of the Amazon Clan have gained a level of
comprehension for the natural world that most cannot attain. We have
accepted the realization that all living things are connected, that the
jungle’s resources are infinite and should be shared. Our members work
together with their fellow cohabitants in order to develop each others’
skills and gather resources for mutual benefit. Allow us to enlighten you.
To become one with the forest and it’s peoples, post a note on the personal
board addressed to ‘amazon’ or contact a clan leader. More information
about the amazon clan can be found on our website.
Pyre
In contempt, we turned from the sunworshipping fools, blind in their
ignorance and unable to see past their own beloved light.
Bitter and disillusioned we mocked their false gods.
In disgust we strode to the secluded mountains, far from those
deluded sheep bleating pleadingly into the empty heavens.
Accused of blasphemy and sacrilege, we dark brethren of
the night built our presence in the desolate caves, filling
the cold halls with devices and potions created by old lore
and knowledge begotton of long forgot tomes. The races of
the light, unable to see past their self-proclaimed radiance,
stood yet high and proud. Aware of us, but not afraid, they
ignored the following we obtained. And thus we wait.
Is your heart blacker than Valkur’s soul? If so, then come, be
at home, and don your grey robe. We have much to do…
Let the dead winter reign, and the moonfall glow upon the pyre.
Masaki
Long ago when the lands were untamed and new, when there
were less people in the world, a great, noble samurai of a
mighty clan was ambushed and nearly killed. As he lay
dying, a vagabond ninja girl stumbled upon him. Having a
pure and generous heart, she nursed him back to health.
While recovering, they fell in love and had a son. When the
samurai brought his love and son to his clan, he was
commanded by the clan elders to kill her since she was
merely a vagabond ninja girl. He refused and was thus
outcasted.
The samurai had always been taught to obey his elders
without question. He could not do this in regards to
love. After much soul searching, he soon realized that
there is no one “true view” to life and he vowed that
his son would be taught to think for himself. The son
was also taught in all the arts of warfare…and he
excelled as he matured. His education did not stop there
however; he mastered philosophy, morals and ethics, herbal
lore, magic, and religion. In doing so, the young man
learned what his parents hoped he would. First, how to
learn and think for himself. Second, there is no one
“TRUE” path…that one’s path must be found on an individual
basis.
One day, the young man’s parents disappeared mysteriously.
They left him with a final message: …seek for your own path,
my son. Be true to what we have taught you. The young man
put his home to the torch and set out to find his destiny…
His hope is to find individuals like himself to bring about
an alternative path for lost adventurers.
Rhabdo
In another dimension, the battle for the world was not won by the forces
of good and the demon spawn ravaged the world for centuries until every
source of life was extinguished. As the demons fed upon each other, one of
them rose to the top, Zhamet, deemed himself Lord of the globe, and turned
it into an Inferno as he waged war upon those who could challenge him. But
soon Zhamet ruled upon a shell of a planet, a black lifeless husk where the
only forms of life were his legions of the Damned. He needed a new toy.
Reaching across the infinite choices of time, the Demon King found
Aardwolf and stretched forth a claw to touch the planet.
The followers of Zhamet were spreading like plague on Aardwolf, bringing
his name and bloodshed along. They fought insanely, they slaughtered their
enemies without mercy, they died quickly too. Over the years it was all
the same. Some of the templar began to feel uneasy about that and among
them Cho-Manno. He spent years in the temple library looking for a way to
stop this madness. And he found it. Long time ago, during the war of
demons, Zhamet defeated an opposing spirit called Ramos, who was fighting
for the good and banished him to a dimension he could not leave. Secretly
Cho-Manno gathered templars with similar opinion on Zhamet’s acting and
they performed a ritual to summon Ramos and succeeded. Zhamet was so
focused on conquering more and more for his own that he haven’t noticed the
threat rising in his ranks. Ramos taught his followers skills that would
help them against the dark minions and finally they launched a massive
attack on Zhamet’s fortress amidst the planes. Zhamet called his minions
and soon the dark templar emerged from the warp gates and a large battle
began. The rebels were heavily outnumbered, so they summoned Ramos himself
to fight Zhamet and bring victory to their side. And so Ramos attacked
Zhamet himself. After a long fight Zhamet managed to hit Ramos with a
deadly blow and all seemed lost for the rebel Templar. But Ramos channeled
all his remaining powers through his body and threw them at Zhamet. The
godly essences fought in Zhamet’s body, melted together killing both Zhamet
and Ramos, and formed a new god, Dak’kon.
When their gods disappeared the templar stopped without breath. But soon
the fight started again. Seeing this Dak’kon unleashed his unspeakable
powers and all warriors froze at once. And he spoke to them with a voice of
authority. He showed them that both holy fury and evil power lead only to
death. He showed them that he is BOTH Zhamet and Ramos and that their kind
will only survive if they fight together. He told them that it is only
their faith that can keep him alive and their kind strong. He told them
that he’ll bring a new blood, heroes and villains, those that will help
them restore their order. And so they started a new life. Shadow Wardens,
Lightbringers and the Keepers of balance existed together, growing strong
in faith to Dak’kon, performing rituals to his name and fighting those who
dared to oppose them. And they grew more strong than ever before.
Dak’kon’s Web Temple contains more info about the templars and their ways
(url in ‘claninfo rhabdo’).
Perdition
Originally known as the Knights Templar, the Order served faithfully the
Church of England during the Holy Crusades before being forced to retreat
at the end of the decades long campaign. Upon returning to Europe, the
Knights discovered that their chivalry and valiance in battle had grown
nearly to the point of legend, and their influence and wealth soon
followed.
There were those within the Church and Noble circles alike however, who
knew nothing of honor, dedication or loyalty. Their jealousy and fear of
the Knights grew, until finally the Order was unjustly accused of heresy
and stripped of all that it had fought for. Once proud Knights were
tortured in order to extract confessions before finally being sentenced
to death.
With the help of a loyal squire, a handful of Knights were able to escape
on the eve of the execution and flee into the countryside. There, they
renounced their loyalties to the Church and accepted their new lives as
Knights of Perdition, swearing loyalty to the fallen angel Apollyon in
defiance of the Hippocratic Church that had betrayed them. On that night
the Order began a new crusade, to rebuild themselves to their former
glory and enlighten the ignorant masses of the realm to the betrayal and
corrupted truths of the world – either through the teachings of Apollyon,
or through the cold truth of steel.
Loqui
:::The Revolution::: began during the darkest days of the
Great Cleansing, during which time there was great malice
and prejudice against the lower castes.
The movement started as several small, clandestine groups
of aggrieved commoners began plotting against the greed and
selfishness that was threatening to destroy their hopes
for an improved way of life. Inevitably, word of these
meetings reached the ears of the King and his closest
advisors.
Soon thereafter, as the gatherings continued to grow in
both size and reputation, they were infiltrated and members
began disappearing at an alarming rate. In short order, a
Royal Decree was passed ordering the eradication of
all rebels.
Great screams of torment were heard throughout the land as
both revolutionaries and innocents alike were mercilessly
tortured and slaughtered for their beliefs in equality.
As the ocean of dead began to rise, the revolt surged in
numbers, recruiting advocates and finding allies from all
walks of life. As darkness mingled with light, education
with experience, this faction moved underground and developed
into a seriously vexing problem for the Kingdom.
Rumors are that this tenacious organization continues to this
very day, and that their quantity and clout continue to grow.
The upper castes have yet to understand the true motives
behind what they have appropriately labeled as
:::LoquI:::, the Outspoken.
Gaardian
Fancy a career in journalism?
Famous for its tireless investigation of the truth in the
international newspaper ‘The MidGaardian’, The Gaardian Publishing
group is looking for talented writers, reporters, and investigators
to work in its new office headquarters in downtown Aylor. Get the
chance to visit exotic locations*, meet new and interesting people, and
then return to tell the world about it. Or, if you have an ear for
current events, join our editorial team and keep the populace up to
date on what’s happening closer to home.
If you feel you have what it takes, are at least level 100, and have
a good grasp of written english, visit our website listed in Claninfo
Gaardian today, to see what vacancies are available!
*Travel expenses will not be paid by the company. Company travel
insurance does not cover thefts, fires, accidental or deliberate death or
dismemberment, or the consumption of your soul by the dark and chaotic
forces that lurk on the borders of what we laughingly call ‘reality’.
Tao
Even without a physical presence here in Aardwolf, Tao has still existed,
having a few devoted followers. They have roamed the lands of Aardwolf,
practicing Tao, cloaking their presence from the world. But with so few
followers, the once strong Tao is slowly becoming weak again. It is time to
induct followers, to spread the word of Tao. The remaining followers set
out searching the Aardwolf population for those that have already heard the
call and are willing to help make Tao strong again.
Now is the time for Tao to have a physical presence on the lands of
Aardwolf. Close to Aylor, The Creation has started with the few current
followers of Tao pulling their resources together to start the growth of
Tao. Devoted to relaxation and individuality, all are welcomed to come gaze
upon Tao. Maybe a few will decide to follow.
All are free to achieve their own individual goals. All are required to
relax. As Tao’s followers grow stronger, so shall Tao be empowered.
The call of Tao is strong on Aardwolf now, those wanting to hear it can
follow it’s sound from anywhere. Only one question now remains. Are you
strong enough to follow Tao?
If you would like to find out more about The Creation of Tao please feel
free to contact one of the leaders, or browse the website.
Touchstone
The ancient philosophy of TouchStone is based on four stones where each
stone has a unique meaning and purpose. With the help of the four stones
people of Aardwolf can pursue balance and harmony. The green stone stands
for friendship. Green is a constant reminder that one must be free of all
that is selfish and to give freely of oneself. The blue stone represents
healing, for blue is the color of nature and nature is responsible for all
our being. The red stone stands for wisdom because red is the color of
fire which burns inside each of us with a desire to learn and grow. The
philosophy of Touchstone also teaches us that experience is the key to
intellectual growth so the last is the black stone, for black is the
symbol of darkness and through our past adversity we have gained knowledge
and experience which we will share with others.
Those who find themselves adrift and without purpose are encouraged to
read our philosophies and apply to our ranks. The Touchstone philosophy
will help to harness your energy and attain your full potential. For
more information please see ‘claninfo touchstone’.
TouchStone does not show favoritism to any class/race/sex or alignment. We
believe all members of our society have the potential to become members.
We believe that our world shifts and changes with time and that the clan
must adapt and change with it. Though four stones dictate our philosophy
we understand that few things are set in stone.
Touchstone is a non-pk clan and by charter must remain this way. We do
allow members to be OPK or join wars, contests, and duels as they desire,
provided the mud structure allows for it.
To join Touchstone we recommend that you have remorted at least once and
earned at least 2000 qp total. The final descision on clan membership is
made after the interview process. Please send your application to
Touchstone on the personal board.
- Published in Public, Public-Guides
Helpful spreadsheet with multiple tabs of information
The link below is a spreadsheet with bits of information I’ve collected and put together. Copy it and modify it as you
see fit.
- Published in Public, Public-Guides
Goal Rewards (2025)
Summary of Aardwolf Goal Rewards
📜 Summary
Goals in Aardwolf offer far more than just lore — they unlock real, tangible advantages for players. Whether you’re hunting for powerful gear, unlocking portals, or bypassing frustrating mobprogs, completing goals can significantly improve your gameplay experience.
This guide breaks down each goal’s potential rewards and highlights the most impactful ones with a star-based rating:
- ★★★ Must-Do Goals — Major enhancements like shortcuts, bypasses, or unique unlocks that drastically improve the area.
- ★★ Quality of Life — Smaller benefits that make exploration or farming smoother.
- ★ Equipment Goals — Goals that reward decent EQ (note: goal EQ may have randomized stats).
From early areas like Academy to endgame zones like Ocean Park and Empyrean, this list helps you plan which goals are worth your time and why.
🗺️ Sample of Goal Rewards
(Note: This is a small preview. The full list continues below.)
| Goal Name | Level | Rating | Reward Summary |
|---|---|---|---|
| Academy | 1 | ★★★ | Portal, boots requirement bypass |
| Petstore | 15 | ★★★ | Auto-given display keys; Portal |
| Kobaloi | 25 | ★★★ | Bypass pass purchase (palace/fishing); 10 QP |
| Empyrean | 199 | ★★★ | Bypass all outfit/mobprog requirements; direct city access |
| Ocean Park | 201 | ★★★ | 20 QP, L201 neck EQ, shortcut bypasses |
🎁 Possible Goal Rewards
Completing Goals can grant one or more of the following rewards:
💰 Currency & Progression
- Gold — Often ranges from a few thousand to over 100k.
- Trains / Practices — Permanent stat progression boosts.
- Quest Points (QPs) — Useful for purchasing quest armor & weapons, wishes, mastery, potential, or super-hero’ing. (See HELP QP, WISH, POTENTIAL, QUEST EQUIPMENT, MASTERY)
🌀 Portals
- Area Entrances — Most portals land at the beginning of the area.
- Special Locations — Some portals offer strategic landing spots (e.g., inside boss rooms or beyond aggro sections).
🛡️ Equipment (EQ)
- Level-appropriate gear — May include weapons, armor, or hold items.
- Randomized stats — Goal EQ often varies per run; ensure
autolootis enabled to collect rewards.
✨ Special Area Benefits
- Non-aggro status — Aggressive mobs ignore you after completing the goal.
- Mobprog skips — Bypass item checks or triggered interactions.
- Timegate removal — Access mobs or rooms that are normally time-locked.
- Shortcuts / Warps — Skip mazes or tedious travel paths.
- Free access — Waives entry fees or item requirements.
- Unlock sub-areas — Gain access to hidden zones or encounters.
Aardwolf Goals
Goal Name |
Level |
Rating |
Reward Summary |
|---|---|---|---|
| Academy | 1 | *** | Portal, Boot requirement |
| Believer | 1 | 5 QP, 3 trains; L1 Wrist Eq | |
| Farm | 1 | * | 10 QP, L1 Torso Eq |
| Lidnesh2 | 1 | 15 QP | |
| Amusement | 5 | *** | Special (access all ride rooms for free, just “say ride”) |
| Legend | 5 | Portal | |
| Melody | 5 | * | L1 Float Eq |
| Sennarre2 | 5 | 3 Trains, 5k gold, L1 ear eq, extra statless eq | |
| Vale | 5 | No visible reward other than the info message upon completion. | |
| Wtc | 10 | ** | Non-aggro guards, 10 QP, 2 trains |
| Wildwood | 10 | 5 QP, 5k gold | |
| Solan | 10 | 8 QP | |
| Orlando | 10 | 2k gold, 3 trains, l5 eye eq | |
| Carnivale | 10 | 8 QP | |
| Graveyard | 10 | *** | Special (access mobs during day by “rip” in graves) |
| Chaprenula | 10 | 20 QP | |
| Camps | 10 | 5-10 trains; 5-19 QP | |
| Lidnesh | 10 | [Not sure difference between 1 & 2] | |
| Nalondir | 15 | 10 QP | |
| Sennarre | 15 | [Not sure difference between 1 & 2] | |
| Petstore | 15 | *** | Special (given keys to display upon entering area); Portal |
| Hoard | 15 | 10 QP; bag | |
| Sirens | 15 | 10 QP; L1 waist eq | |
| Childsplay | 15 | 12 QP, l15 shield | |
| Callhero | 15 | Portal; 15 QP | |
| Ascent | 15 | l6 wrist eq | |
| Fireswamp | 15 | 3 trains; 5k gold; misc item | |
| Beer | 18 | 12 QP | |
| Cineko | 20 | 10 QP | |
| Gnomalin | 20 | l35 eye eq | |
| Hodgepodge | 20 | l30 leg eq | |
| Sandcastle | 20 | 15QP; 4 trains | |
| Thieves | 20 | Crystalised Lotus Blosum; unlocks Killing Fields goal | |
| Zodiac | 20 | l30 leg eq | |
| Zoo | 20 | 1 train; gold | |
| Weather | 25 | 15 QP; 5 trains | |
| Terramire | 25 | ** | Special (access exp zone) L30 weapon for AQ |
| Kobaloi | 25 | *** | Bypass (Nolonger need to buy passes [palace or fishing] to access area); 10 QP |
| Infest | 25 | 5 QP | |
| Cats | 25 | 10 QP; 2 train; l28 finger eq | |
| Glimmerdim | 25 | l26 wrist eq | |
| Spyreknow | 29 | l30 weapon (based on pclass) | |
| Canyon | 30 | 5 trains | |
| Fayke | 30 | 12 QP; 2 train; 5 prac; 10k gold | |
| Gallows | 30 | * | 10 QP; L21 leg eq |
| Hatchling | 30 | 2 QP; misc item | |
| Minos | 30 | ** | Shortcut (enter tunnel at entrance takes you to treasure room) |
| Necro | 30 | *** | Bypass (say crypt at elder to move straight there, skipping zombie mobprog) |
| Verume | 30 | l41 wrist eq | |
| Jotun | 35 | 3 trains | |
| Dhalgora | 35 | 8 QP | |
| DSR | 35 | *** | Shortcuts (to Cathedral, castle & mine [mine mobprog???]) |
| Mudwog | 35 | 5 QP | |
| Atlantis | 36 | L20 shield | |
| Andarin | 40 | 5 QP | |
| Conflict | 40 | l41 neck eq | |
| Labyrinth | 40 | 15 QP; eq from list (random load) | |
| Raganatittu | 40 | 15 QP; 2 trains; non-agro from Nag (can’t say I’ve noticed this agro to start with) | |
| Shouggoth | 40 | l41 wrist eq | |
| Ahner | 45 | l41 eye eq | |
| Bazaar | 45 | *** | non-agro upon entrance to bazar; 12 QP |
| Coral | 45 | 10 QP | |
| Cradlebrook | 45 | l41 dagger (see comments in guide for detour req’d; l41 boots | |
| Salt | 45 | 15 QP | |
| Reme | 50 | ** | non-agro at intersection; l51 body eq |
| Landofoz | 50 | ** | Bypass (Skip the no recall tornado rooms to either munchkins or wizard) |
| Maelstrom | 50 | *** | Special (stops random directions for the 4 exits at bottom of Maelstrom); l41 neck eq (also gives underwater breaking) |
| Greece | 50 | l51 head eq | |
| Fractured | 55 | l55 waist eq | |
| Kingsholm | 55 | *** | Special (say next in each seal to progress, no need to loot keys, although some mobs are agro still); shortcuts from area entrance; 15 QP |
| Wooble | 55 | Portal; l60 leg eq; l58 body eq | |
| Fields | 60 | l101 hold item; unlock Nyne goal. [Note, area has multiple AQs for Portal & Eq] Goldrush 60: 1 gold ore (for tempering/sell) | |
| Nulan | 60 | *** | Special (Give master hunter items looted from mobs to pull them from hiding waiting to the plains outside their timezone); 15 QP |
| Cathedral | 65 | 3 trains, L51 leg eq | |
| Citadel | 70 | *** | Bypass (Gargoyles nolonger block you) Portal Bypass (lands at gargoyles, skipping good/evil sections & mobprogs) |
| Fortress | 70 | ???. (Multiple poAQs/Rare drops for portal/eq) | |
| Hedge | 70 | * | 2x l71 finger eq, l71 wrist eq |
| Tilule | 75 | 25 QP; l75 neck eq | |
| Songpalace | 75 | ** | shortcuts (Dressing room, royal box or queen’s room); 20 QP; l75 light eq; l80 neck eq |
| Knossos | 80 | Portal; l80 head eq | |
| Diatz | 80 | 15 QP; l80 leg eq; l80 waist eq | |
| Deneria | 80 | Portal; l80 light eq | |
| Bliss | 85 | * | l91 eyes |
| Lemdagor | 85 | *** | 10 QPS; l101 wrist eq (can buy additional after goal); pre-requisit for benefit of Prosper 1 goal (kill Sycorax without balls) |
| Ruins | 85 | 5 QP | |
| Volcano | 85 | 17 QPs; 1k exp; 5 true silver ore | |
| Aardington | 90 | 18 QP; 28k gold; 10 trains | |
| Alehouse | 90 | 20 QP | |
| Hawklord | 90 | *** | Special (can loot keys from mine guards without the uniform mobptogs); Special (can fly back from mines to floating temple); l91 ear eq |
| Illoria | 90 | Portal | |
| Losttime | 90 | Portal; 10k gold | |
| Ruins3 | 90 | ** | Portal; chance to enter future town directly |
| Jenny | 91 | 20 QP | |
| Snuckles | 95 | Portal; l95 light eq | |
| Arena | 95 | ** | Byass (Guard no longer charges admission, moves you straight in); No-Save Portal (can be made perm through further aq) |
| Ruins2 | 95 | 100k gold plus X * 10k gold | |
| Firebird | 100 | ** | In-area shortcuts (to each Tzar/king) |
| Monastery | 100 | 8 trains or 101 leg eq | |
| Nenukon | 100 | *** | In-area bypass (chance to skip direct from Exile to Camps) |
| Northstar2 | 100 | ** | Special (Access extra area with lots of evil mobs) |
| Pompeii | 100 | * | Portal & Gloves |
| Siege1 / Siege2 | 100 | ** | Shortcuts; level 101 body eq (can be upgraded); Special (clues to open safe) for upgrading eq |
| Tombs | 100 | *** | In-area shortcuts (from front room); In-area Bypass (return direct to front room from anywhere (Including the maze) |
| Yurgach | 100 | 25 QP; chance of portal | |
| Scarred | 110 | *** | In-area Bypass (Pete gives key without having to loot corpses first) |
| Stone | 110 | *** | Non-Aggros; l131 eyes eq |
| Prosper2 | 110 | *** | Special Portal (Lands direct on island, Skipping Witch section) |
| Prosper | 110 | *** | In-area Bypass (Removes requirements to gather all 4 orbs to kill Witch [must have completed Lem-Dagor for benefit]); Equipment |
| Nursing | 110 | 20 QP; l101 head eq | |
| FT1 | 110 | l129 neck eq (options for l120 ear & back too) | |
| Elemental | 110 | * | Back Eq; Special (direct access back from inside to valley) |
| Duskvalley | 110 | multiple eq | |
| Arboretum | 115 | *** | In-Area Bypass (skip direct to each section without gathering mobprog reqs) |
| Damned | 115 | 5k gold: l91 waist eq | |
| Insanitaria | 115 | Portal | |
| Xylmos | 120 | *** | Special Portal (Bypasses rock/ether/rubber); l101 eye eq |
| Wonders | 120 | 15 QP | |
| Tairayden | 120 | 10 QP | |
| Stuff | 120 | ** | Special (free entry to area); l131 hold rq; Special (can captute shadows with just the hold eq); optional 131 float eq; optional 131 feet/arms/waist eq (all rotdeath, can be toggled for 2tp) |
| Deathtrap | 120 | *** | l121 back eq; non-agro (when wearing cloak) |
| Darklight | 120 | *** | Portal (skips vidblain) l122 waist eq |
| Cards | 120 | l151 hold eq (4 different versions available) | |
| Masq | 120 | *** | Special (Can go direct to Mansion or ball at anytime & without mask/invite); Portal; l230 eyes eq |
| Livingmine | 120 | *** | choice of l131 finger/wrist eq (can farm additional pieces; prerequisit for Empyrean goal |
| Agroth | 125 | Portal | |
| Quarry | 125 | ** | 8 QP; Special (Access to caves for chance to loot fossil ore) |
| Stronghold | 125 | Portal; l101 eyes eq; l101 waist eq | |
| Gilda | 130 | Portal | |
| Northstar | 130 | ** | Special (Access special area with lots of good mobs) |
| Talsa | 130 | *** | Special (skip eq loot requirements to pass Sarah/Lenna/Commander/bishop/bodyguard, pay gold instead); further AQs for Portal to area & portal to Ruins sub-section |
| Yarr | 135 | * | l130 feet eq; l131 finger eq) |
| Diner | 135 | *** | Special (No longer need uniform/toy to access kiddie play); 2x QReset tokens |
| Sanguine | 140 | *** | Special (Larry no longer blocks access); 10 QP; l141 neck eq |
| Desertdoom | 140 | Portal; l141 eyes eq | |
| FT2 | 140 | Portal (to Sea King Dominion, not to ft2); chance at multiple eqs | |
| Slaughter | 145 | l141 waist eq | |
| Horath | 150 | *** | 15 QP; 150 eyes eq; Special (When wearing the cloak, can bypass the set of locked doors, direct to the dragon) |
| Imagi | 150 | * | l151 finger eq (decent stats) |
| Rosewood | 150 | 40k gold; 40 QP | |
| Village | 150 | 10 QP; L140 eye eq | |
| Winter | 150 | * | l161 wrist eq |
| Xmas | 150 | *** | special (snowman no longer agro at entrance); 5 trains |
| Drageran | 155 | l151 back eq | |
| Uprising | 160 | 25 QP; optional extra step for 130 light eq | |
| Nanjiki | 160 | * | Portal (need to turn portal in to complete goal, but can rerun); l161 back eq; special (shortcut from start of area and end of each zone to start of each zone) |
| Sahuagin | 160 | * | special (travel directly from elf at start to prison and back to start); random eq from long list |
| Arisian | 160 | Portal; 10k gold | |
| Cougarian | 160 | ** | Special (don’t need dictionary to pass doctor; Portal; l161 back eq; 2* l161 ear eq |
| Bonds | 161 | Portal; special (acts as key at reception area) | |
| Annwn | 170 | *** | Special (say docks to access them, skip mask mobprog) |
| Gathering | 170 | * | Special (can farm blueprints from mobs in factory and turn then in for l171 wrist or ear EQ. Stat allocated is random reach time, but can repeatedly farm to get stat of choice) |
| Raukora | 170 | Portal; l150 dagger | |
| Sagewood | 170 | 10 trains, 10k gold, l161 finger eq | |
| Desolation | 175 | * | l171 arms; l178 light; Shortcuts (type secret tunnels at start of area to access room with exits throughout area) |
| Origins | 175 | 10 QP; l171 body eq | |
| Adaldar | 180 | *** | Special Portal (lands in room with exits to all 4 areas without any mobprog reqs) |
| Empire | 180 | Portal; l181 body | |
| Helegear | 180 | *** | Special (get transported directly to either iceberg from eternal); Portal (limited number of uses, farmed from Gvord); additional aq for l181 finger, ear & wrist eq |
| Autumn | 185 | *** | choice: Special Portal (lands in second half of area, past fitch) or l200 body |
| Desert | 185 | ** | Special (ay prison 2e of entrance to access prison without buying tickets) |
| Nottingham | 190 | *** | Special (say camp at shakey to skip maze/John) |
| Rebellion | 190 | *** | Special (Quick access to both battlefield and eq that allows you to damage mobs there); l181 ear eq |
| Kearvek | 190 | Portal | |
| Astral | 190 | l200 waist eq | |
| Caldera | 190 | 10 QP | |
| Avian | 195 | ** | Shortcut (From start of area to shrine, bypass aggro section) |
| Cataclysm | 195 | Portal | |
| Glamdursil | 195 | Portal | |
| Lagoon | 195 | Portal | |
| Omentor | 195 | *** | Shortcuts (from near start to various locations, skip agro’s); Portal; l201 head eq; l200 finger eq |
| Times | 195 | l199 ear eq | |
| Empyrean | 199 | *** | Special (Direct access to city without waggoner mobprog/clothes); Special (access to all areas without for change mobprogs); 5 QP |
| Werewood | 200 | *** | Special (no longer get/auto wear cursed lycanthropic aura) |
| Testmaze10 | 200 | ??? | |
| Tanra | 200 | 20 QP; l200 float eq | |
| Stormhaven | 200 | ** | Special (Non aggros); Shortcuts |
| Sanctum2 | 200 | l200 wrist eq | |
| Radiance | 200 | Special (shortcut between specific spots) | |
| Qong | 200 | Portal; l201 light eq; l201 eyes eq | |
| Sanctum | 200 | l200 hold eq | |
| Mayhem | 200 | Portal; l200 finger | |
| Ketu | 200 | l200 back ea | |
| Earthlords | 200 | L200 eye armor | |
| Dundoom | 200 | *** | Special (mobs in area no-longer agro) |
| Cove | 200 | l200 light eq | |
| Oldvanir | 200 | ??? | |
| Nyne | 201 | l230 feet eq; Special (access to extra sub-area) | |
| Oceanpark | 201 | *** | 20 QP; L201 neck eq; special (shortcuts from top of area, bypassing bouncers) |
| Ookushka | 201 | * | ? QP; l201 waist eq |
| Oradrin | 201 | Portal; tier eq | |
| Partroxis | 201 | Portal | |
| Shadowsend | 201 | L201 ring & wrist | |
| Terra | 201 | tier eq | |
| Temple | 201 | Portal; l196 finger eq | |
| Titan | 201 | tier eq | |
| Umari | 201 | Special (entering castle with invitation in Inc transports to study); random item from eq list | |
| Winds | 201 | tier eq | |
| Mistridge | 201 | ** | Special (non agro in forest); Special (item to make fighting owls easier) |
| Wyrm | 201 | *** | Special (type home to leave council) |
| Takeda | 201 | l195 back eq | |
| Inferno | 201 | tier eq | |
| Wyrm2 | 201 | ** | Special (access extra section for exp) |
| Imperial | 201 | ** | Special (Access pupping area) |
| Icefall | 201 | Tier eq | |
| Horizon | 201 | l200 body eq | |
| Hades | 201 | *** | Portal; l210 light eq; Special (Access to underworld) |
| Gwillim | 201 | Portal | |
| Geniewish | 201 | Tier eq | |
| Fortune | 201 | l200 hold eq | |
| Firenation | 201 | l200 arm eq; l200 ear eq (optional extra step); l210 neck eq (optional extra step) | |
| Fens | 201 | Portal; potential tier eq | |
| Dunoir | 201 | *** | 20 QP; Special (non agro near entrance, only need half goal for this) |
| Caravan | 201 | ** | Special (access area with aggro, evil mobs, with high gold drops) |
| Amazon | 201 | Portal; 15 QP; l200 float eq | |
| Afterglow | 201 | L201 neck, ear, weapon | |
| Infamy | 201 | ** | Special (beseech sisters for help, not sure what this meant???) |
| Ygg | 201 | Portal; l220 finger eq | |
| Blackrose | 201 | 10 Quest Points. No longer aggroed. Good for GQers. |
- Published in Public, Public-Guides
Keep Your Head On: Vorpal Safety 101
This guide was created to help players—especially newer ones—understand which mobs in Aardwolf are armed with vorpal weapons and how the mechanic works. Vorpal weapons have a small chance to instantly decapitate a target, killing them outright regardless of health, level, or defensive power. Because of this, encountering one of these mobs without proper preparation can lead to sudden and unavoidable deaths.
The goal of this guide is to help players identify dangerous zones and specific mobs so they can avoid them until they acquire the Novorpal Wish, which provides immunity to the instant-death effect.
Vorpal Mechanics and Player Impact
How Vorpal Works
-
Instant Kill Effect: A weapon with the vorpal flag has a small random chance to instantly decapitate its opponent, resulting in an immediate kill.
-
No Level Protection: The vorpal effect ignores level differences. Even a weak mob can instantly kill a high-level player if the effect triggers.
-
Respects Immunities: If the weapon’s damage type is one the mob is immune to, the vorpal strike cannot occur.
-
Chance: The trigger rate is unknown but extremely rare.
Defense
-
Novorpal Wish: Grants complete immunity to decapitation. The weapon still deals normal damage, but it cannot instantly kill.
-
Practical Advice: This wish is considered important for high-level players or anyone spending time in zones with known vorpal mobs.
Mobs Wielding Vorpal Weapons
| Zone | Mob | Item | Item Level |
|---|---|---|---|
| Lidnesh | a brown bear cub | bear claw | 9 |
| Gnomalin | a janitor | a heavy pushbroom | 14 |
| Gnomalin | a gnome streetsweeper | a heavy pushbroom | 14 |
| Chasm | a psychedelic sentinel | a silver spear | 15 |
| Beer | Tyshina Hulerian | Impaler | 16 |
| Cats | Sheila’s cheeky son Dave | a meat cleaver | 26 |
| Hell | a skeletal warrior | a vorpal blade | 27 |
| Canyon | a lost visitor | A Visitor Pass | 30 |
| Dhalgora | a group of northmen | Monstrous Claymore of Death | 47 |
| Citadel | a centaur guard | a lochaber axe | 52 |
| Cradle | the Bandit-King | the Sword of the Bandit-King | 53 |
| Fields | the doppelganger | Axe of Deathwolf | 60 |
| Zangar | a blithersnag | a kobold sticker | 60 |
| Diatz | Crag | a length of choking wire | 67 |
| Diatz | Solva | a rock chisel | 73 |
| Nulan | a rampaging orc | a gleaming war axe | 77 |
| Deathtrap Dungeon | a wounded warrior | a broadsword | 80 |
| Deathtrap Dungeon | Sergeant Miryma | a broadsword | 80 |
| Deneria | Mirlanda | Deadly Blade | 80 |
| Uplanes | a planetar aasimon | a vorpal two-handed sword | 85 |
| Volcano | the Balrog | the Whip of the Balrog | 100 |
| Nenukon | Fox Master of Battle | Fox War Mace | 103 |
| Wonders | Hephaestus | The Royal Sceptre | 110 |
| Xylmos | Dhogma | a Gas Whip oooo | 111 |
| Xylmos | a gas demon | a Gas Whip oooo | 111 |
| Talsa | Sarah Narsus | Staff of the Magi | 113 |
| Talsa | Humphry Ashrum | Caldar, The Holy Mace | 120 |
| Sanctity | a king zombie | a menacing axe | 117 |
| Sanctity | a huge rottweiler | a set of deadly claws | 151 |
| Sanctity | an elven warrior | Blade of Defiance | 134 |
| Rosewood | Lord Jaques de Courcey | a well-used longsword | 118 |
| Zyian | an indescribably cute kitten | Kitty’s Sharp Claws | 118 |
| Ruins | the Black Knight | Sword of Darkness | 124 |
| Tir Na nOg | the god Lugh | Silver Spear of Lugh | 127 |
| Tir Na nOg | the god Nuada Argetlamh | Nuada’s Silver Sword | 141 |
| Masquerade | an angry drunk | a broken table leg | 129 |
| Yarr | First Mate | the First Mate’s pistol | 135 |
| Temple of Light | Krellick | Chakram of Light | 161 |
| Gathering | a hellhound | Fangs | 165 |
| Gathering | an Outland tarantula | Tarantula Bite | 172 |
| Hades | the soul of Geras | a Withered Cane | 190 |
| Stormhaven | zombie overlord | the Spear of Corruption | 159 |
| Stormhaven | Krichel, the white necromancer | scepter of chaos | 190 |
| Autumn | the solemn knight | a rusty sword | 195 |
| Omentor | Kinsey Sous-Fled | a sharp knife | 195 |
| Omentor | Colbourne Fryth | a sharp knife | 195 |
| Terra | a troll | a large club | 198 |
| Terra | a kobold | a sharp knife | 197 |
| Terra | a minotaur | a large club | 198 |
| Terra | a corrupted satyr | a Rusty Axe | 198 |
| Terra | a twisted dwarf | a Rusty Axe | 198 |
| Terra | an aggressive giant | a giant club | 201 |
| Dungeon | a minotaur defender | a silver battle axe | 201 |
| Dungeon | a minotaur warrior | a silver battle axe | 201 |
| Dungeon | a Hur’oN cutthroat | an obsidian stiletto | 201 |
| Dungeon | a Hur’oN warlord | an obsidian stiletto | 201 |
| Earthlords | Lodo, the earthen master | Heuru Egesa | 200 |
| Earthlords | an insane doctor | a hacksaw | 200 |
| Empyrean | a Fell Rider of Discord | a claymore of Discord | 201 |
| Sohtwo | Good Terrill | Terrill’s Silver Hammer | 200 |
| Sohtwo | Evil Ikyu | Ikyu’s sword named ‘Mortal Vorpal’ | 200 |
| Sohtwo | Evil Lasher | Lasher’s Blade | 200 |
| Sohtwo | Unhelpful Claire | Lasher’s Blade | 200 |
| Sohtwo | (Helper) Fenix | Avenger | 200 |
| Yggdrasil | Odin, the Allfather | Gungnir, Spear of the Allfather | 200 |
| Wyrm | the Guardian | the Flaming Sword of the Last Guardian | 200 |
| Wyrm | an Ophidian | Hammer of Kharas | 201 |
| Wyrm | a Formorian | Hammer of Kharas | 201 |
| Umari | a Half-Griffon Guard | a Sapphire Sword | 205 |
Summary
-
Vorpal mobs are found across many zones, from early areas like Gnomalin to endgame regions such as Terra, Dungeon, and Wyrm.
-
High-level zones contain the majority of mobs with vorpal weapons, making them especially dangerous for players without the Novorpal Wish.
-
Even low-level mobs can cause unexpected instant deaths if the vorpal effect triggers.
This list was generated using data pulled from the ADB plugin during regular play. It is not a complete record of all vorpal-armed mobs, but it should cover the majority of known encounters for lower level zones. The guide will be updated over time as new data becomes available or verified.
- Published in Public, Public-Guides
Fractal Guide
Fractals is considered an mud wide event that happens a little more than every 3 days. It was designed to scale to the player as far as damage done and received. The mobs themselves do not hit very hard at all, it’s the mprog damage that has to be considered to be the real threat. Because of this scaling and low damage everyone can take part in Fractals. Level 1-201, Tier 0 or Tier 9.
Fractal will usually be announced on epic channel, or if you are in Boot and Madrox is online, he has a colorful alias that says Fractal is up. What this means is that 3s from global recall a mob named Fractal Wanderer will be there. It also does not hit hard and must be killed by everyone in order to begin the actual Fractal. Once it dies, you enter portal and the real fun begins. The basic thing everyone will tell you is to have the yell channel on as someone is usually running a plugin that will give you general directions on what to do during the games. Also if you die at anytime during Fractal you can heal up and come right back and keep playing. Just be careful on re-entry. At every 10% the Fractal Anomaly will attempt to play a game. I say attempt because if you can push his percentage passed the 10% you can do what we all call a skip. So he will attempt to play these games at 90, 80, 70, 60, 50, 40, 30, 20 and 10%. 10% being the last game possible. If you skip one of these via high damage and/or stunning you will not get a game until the next %. So if the room pushes the Fractal from 91% to 89% next game will be at 80%. Once all games are exhausted and he is below 10% you just kill the Fractal.
********************************************
*** The weave is calm again. ***
*** The anomaly reconstructs itself ***
*** into a being of light ***
********************************************
Once you do, you will NOD;UNKEEP FRAC;GIVE FRAC FRAC to get your reward. You can choose to just nod and keep your fractal weave and turn in at level 201 for a chance at a good bit of more trains. Some people prefer to do that. You can turn in multiple weaves if you are handy at turning in one and running back 3s entering portal and turning in a second one as you have 3 minutes to get rewards. Once you do get your reward you will be transported to a set of shops selling really expensive items. These items are tokens to allow players to pop a punching bag mob that when killed everyone can nod at and get a random reward. These are usually purchased by players to have clan sponsored events and not recommended for newer players to waste gold on.
Games:
Now here is where we will discuss all the games that are possible during a Fractal. I will list them and a general idea of how to avoid death.
Pylons:
^^/ ODD, MALIGNANT STALAGMITES COME INTO BEING \^^
This is a game where a pylon will load in all 4 corners. Anyone who stays in the middle with the Anomaly will begin receiving damage, so it is best to go assist killing pylons. Once all 4 are dead, you return to the middle and continue on.
Fake Anomaly:
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
~~~~ THE FRACTAL ANOMALY STEPS BACK ~~~~
~~~~ SPLITTING INTO FOUR ILLUSORY ~~~~
~~~~ PHANTASMS ~~~~
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
This is a game where 4 fake Anomalies will spawn in the far nooks all e w n and s from middle. Only one of them is “real” the rest are fake. Players will go to these mobs and look at them and the one with the phrase “Despite being somewhat unique” in the description is the one everyone has to kill. It will usually be yelled which is correct. Once it is dead, back to middle.
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
~~~~ A PHANTASM SHATTERS INTO ~~~~
~~~~ HUNDREDS OF GLASS-LIKE ~~~~
~~~~ BUTTERFLIES ~~~~
~~~~ THEY RETURN TO COALESCE ~~~~
~~~~ INTO THE FRACTAL ANOMALY ~~~~
~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
Tidalwave:
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!! A TIDALWAVE OF FLAME RUSHES IN !!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This game is a game where a wall of fire will spawn. You will have to flee from the middle and depending on which map you use you will literally see a wall of symbols and be able to know to go in the opposite direction. If not, someone will yell which direction and you will go into one of the nooks far e w s or n from middle.
!!! THE FLAMES DIE OUT. THE AIR SIMMERS STILL !!!
Once the message echoes that it is safe, you return to the middle.
Fire Blossoms:
!!!!——>> A SHRILL WHINE PIERCES THE AIR <<——!!!! This game is announced via a message about a whine piercing. This will make it so only 2 of the 4 corners are safe. You can tell which based on the map if you use that version and someone will usually yell which ones are safe. Get to one and wait for the message for it to be safe and return to middle. !!!!——>> THE INFERNAL PETALS FALL AND THE AIR COOLS DOWN <<——!!!! Clock: ——> A VAGUE, INCORPOREAL CIRCLE OF SMOKE BEGINS TO CIRCLE THE BATTLE <—— This game is very simple, you will see a message about a clock appearing. ——> A LARGE, ETHEREAL CLOCK APPEARS BENEATH THE BATTLE <——
You want to flee out of the middle and stay out of the middle until it is safe. Once it is safe, return to middle.
<——————————————>
< THE CLOCK EXPLODES WITH A >
< MASSIVE FORCE! >
< THE ANOMALY SHIFTS BACK >
< IN TIME! >
<——————————————>
Lamp:
*****************************************
** ONE BY ONE THE COMBATANTS **
** ARE SUCKED AWAY **
** INTO A LAMP OF STONE **
** TOWARDS A PLACE **
** THEY MUST NOW CALL HOME **
*****************************************
During this game, half the players will be transported into a section filled with fog and one lamp core. The goal is to kill the lamp core before the other players kill the lamp which will be randomly somewhere around the fractal.
*** THE LAMP CORE BLAZES BRIGHTLY, THEN FIZZLES OUT ***
If the lamp dies before the core, everyone inside dies. It is also good strategy if 201 to strangle the fog inside the lamp as they do mprog damage.
*****************************************
*** THE LAMP BURSTS OPEN ***
*** EXPELLING ITS BURDEN ***
*** AND SPARING YOU ANY ***
*** MORE BAD POETRY ***
*****************************************
Fae:
~~ THE ANOMALY CASTS YOU TO THE UNSEELIE COURT ~~
This game is dedicated to the former clan of Daoine, it involved having to kill Archfey Xaludar who is always at room 35501 so if you have it mapped you can xrt 35501 repeatedly to get to him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ THE FAE CHITTER, EXCITED, ~~
~~ AS THEY BEGIN TO JOIN THE ~~
~~ FRAY, POURING FROM THEIR ~~
~~ DENS ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mprogs will block some of your movements and eventually fae will spawn casting petrify farther making navigation more difficult. If you keep spamming xrt 35501 you will eventually get back to Xal’s room and you can help kill him where once you all do you will be returned to the middle and restored full hp and mana.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ WITH THE ARCHFEY FELLED ~~
~~ THE COMBATANTS ARE ~~
~~ DEPOSITED BACK ONTO ~~
~~ THE BATTLEFIELD ~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Raiders:
~~~ You find yourself escorting a caravan of travelers. ~~~
This game is dedicated to the former clan of Romani. It involves killing raiders and riders before they get to the middle and kill all the citizens. Once the players kill all of them eventually Medusas show up and also have to be killed. All the mobs do decent mprog damage and flee a lot and require webbing. Once everything is dead and not the citizens you will be returned to the middle at full hp and mana. Failing this game will send you back to the middle and no restore with needing to do 10% more damage to Fractal.
!!!~~~ THE CARAVAN HAS BEEN SAVED! YOU ARE RETURNED TO THE FRAY! ~~~!!!
Vorel:
/\/ THE ANOMALY CASTS YOU INTO BATTLE AGAINST VOREL /\/
This game is dedicated to the former clan of Dragon. It involves killing Vorel. This might be the most intense of all of the games and the one where most people die.
/|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|/|/
/\/ VOREL INHALES AND BREATHES A CONE OF WHITE FLAME /\/
/|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|//|/|/
Vorel will breath fire out over the playing field and some rooms will now have white flames and such that deal mprog damage. Your goal is to find a room that has nothing in it but players. Keep an eye out because the mprog damaging items can enter your room at anytime.
/\/ VOREL FINISHES EXHALING THE WHITE FLAME /\/
Once Vorel stops breathing, everyone will return to the middle to keep damaging Vorel.
^’.’^ VOREL’S WYVERNGUARD FLIES IN, BREATHING FIRE INTO THE BATTLE ^’.’^
Eventually Vorel will spawn 4 wyvernguards in the corners. Everyone will go and kill each of these wyvernguards until they are all dead. Then it is back to killing Vorel when he is not exhaling. Once he dies, players will be sent back to the Fractal Anomaly with full hp and mana.
/\/ VOREL FALLS FROM THE SKY AND THE STORM SUBSIDES /\/
- Published in Public, Public-Guides
Navigators and Bypass
Bypass is a skill that gives a chance to skip a specific area for either quests or campaigns. It can save some frustration from endless searching of no scan mobs in the gauntlet or help prevent you have some to wait for a specific time in masquerade. Bypass will lead to much faster campaign times and a result will fill our pockets with qps.
Navigators can bypass 2 areas as soon as the skill is obtained and once total int + wis is 400 or higher another area can be added to the list. There is also newer wishes which can add 2 more areas for bypass for navigators or a total of 2 areas for non-navigators. Navigators also have the ability to buy bypass instinct. Bypass instinct works unique from other instinct by having a max of 100 and 1-100 acts as what percentage that bypass slot operates at. 17 bypass instinct means you will have 17% chance at bypassing that area. Getting it to 100 instinct would make that bypass slot act the same as the bypass wish at 100.
There are a few plugins that help manage bypass by auto setting areas as you level, I stumbled on to Nohh’s which can be found at Nohh’s Github. I did have to modify the script slightly to account for new areas added since the script was written. It’s pretty easy to do: Open the script in any text editor and find line 46 or just use the find function search for “area_keyword” to find the variable that needs to update. You should see a bunch of areas names set to = 1. Just follow the pattern that already exists in the variable. You’ll know you need to do this when trying to add an area to the list and get an error that it can’t be found.
Below are some suggested bypass areas and the levels to have them at. It is by no means a complete list and there are some overlaps that prevent all from being set. Keep in mind that some goals make areas much easier to navigate, pun intended, and may not be a good area to pick.
| Start Of Range | End Of Range | Area |
| 1 | 10 | Jotun |
| 1 | 10 | Sirens |
| 10 | 15 | Chasm |
| 10 | 30 | Gauntlet |
| 15 | 25 | Kultiras |
| 25 | 35 | Maelstrom |
| 30 | 35 | Minos |
| 35 | 55 | Andarin |
| 35 | 60 | Zangar |
| 40 | 60 | Citadel |
| 60 | 70 | Nulan |
| 60 | 90 | Ruins |
| 70 | 100 | Nenukon |
| 90 | 115 | Damnation |
| 90 | 110 | Xyls |
| 115 | 135 | Masquerade |
| 115 | 135 | Stuff |
| 140 | 170 | Sahuagin |
| 160 | 180 | Helegear |
| 160 | 190 | Nix |
| 175 | 201 | Deadlights |
| 180 | 201 | Partroxis |
| 195 | 201 | Crynn |
- Published in Public, Public-Guides
Aardwolf Player FAQ
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:
- Level 1 Aura of Sanctuary: Provides permanent, undispellable Sanctuary (damage reduction). Highly recommended first purchase after your first remort.
- Level 1 Breastplate of the Elements: Excellent stats and resistances, usable from level 1.
- Aardwolf Bag: Increases carry capacity and reduces weight significantly. Levels with you. Buy anytime QP allows.
- Level 1 Helm of True Sight: Provides permanent Detect Invisible/Hidden.
- Level 1 Boots of Speed: Provide permanent Haste effect.
- Level 1 Ring of Regeneration: Boosts HP/Mana/Move regen.
- 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.
- Level 1 Gloves/Bracers: Provide Dual Wield / NoDisarm flags respectively, plus stats. Lower priority for some.
- Amulet of Aardwolf: Provides stats and useful hotel exits, enhanced by Portal wish later. Buy at L1.
- 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.)
- Published in Public, Public-Guides
