How to get 100% Exploration (rank 15)
Here is summary of some difficult areas (rooms) to explore:
- Lasertag
- You need take part in lasertag on both teams.
- Try to move in and out from the first room (both teams).
- Aylor
- Guilds – you need to be each of pclass (psi, cle, war…) to visit each of the guild in Aylor.
- TInker’s Guild
- In ‘Tinkers’ Guild: Second Floor’ say W-79z to get empty test.
- Go Up, say W-79z again, give test to one of the exhibitioning gnomes (usually/always second) along with 10K coins.
- Randomly you will get valid/fake test with answers (read test). Examples “Gnomes are friggin’ WEIRD!” is fake test, while “The answer for question 10 (“Yes.” to a question that takes up one quarter of the page) looks a bit dodgy, but still, this is good work!” is the right one!
- You give W-79z certification test (complete!) (read test) to Chairman Ekima.
Chairman Ekima asks ‘Oh, a W-79z Decapitation Zone Work Safety Exam?’
Chairman Ekima says ‘I suppose I have a moment to grade that for you…’
Chairman Ekima glances over the test…
Chairman Ekima gasps in astonishment.
Chairman Ekima says ‘But this is amazing! I never would’ve expected such’
Chairman Ekima exclaims ‘mastery from a non-gnome!’
Chairman Ekima exclaims ‘I think you’ve more than earned this!’
You receive a W-79z Decapitation Zone Work Safety Certification from Chairman Ekima. - Open door 2 down.
- Kill Snoph for key.
- Open room 3 Up.
- A Bad Trip
- Check map. Maze is tricky.
- The Uncharted Oceans
- Inner See (top right part of the map) can be accessed from inferno (up) or icefall (down).
- Gauntlet
- You need to wear 3 items found in the Gauntlet maze (skeletons): boot of speed, some sword and a gem??? Please someone check it.
- Wear all of them and fight with dragon in the maze, you’ll be transported to last 3 rooms.
- DSR
- Follow guide for DSR found publicly https://www.angelfire.com/ego/xantrix/aard/areaquest2b.html#39
- Zangar
- Kill the gro mobs grot grod grov grof until you have the mumbling and grumbling keys.
- Say ”cvicek” to Garlic Merchant for Garlic Aphrodisiac.
- Go and kill Count Vlastrog von Hammerschlag for treatise on vampires.
- Go to Lady D and give her Aphrodisiac for 666 Borange 999(keyword rhyme).
- Go back to sea and hunt albatross and give treatise to Don Crumble and kill him for Crumble Key.
- Go back to the beginning and go d2s and open east, go east, open down, go down, open down, go down.
- Once at Markle give him Borange(keyword rhyme) to be transported to the next section.
Kill all the ravenous worms in the room and enter skull. - Say ”nothing” to randomly receive none, one, two, or all three possible end items’
- Planes (incl. Nine Hells)
- Nothing really special here, but as a maze you it can be tricky to get full exploration. Try do it when SH with maze_solver.
- FT2
- There are 3 rooms in part with getting magic bean. To get all of them you need ask other players to help you. First room – kill gardener. Second room – player1 kill gardener, repop, kill gardener. Third room – player1 kill gardener, repop, player2 kill gardener, repop, you kill gardener.
- Verdure Estate
- https://aardwolfboot.com/verdure-estates/ should help you get to the rooms.
- Uprising
- Go to gigantic dragon skull in “A Deep Gorge”
- Get a pickaxe from the skull
- Give pickaxe to dwarf miner.
- Give bottle to relaxing dark elf soldier in “A Military Tent”
- Give stew to kobold slave
- Wear dress when female (sex change)
- Enter tent at midnight, give 1k gold to bouncer
- Intrigues of Times Past
- To one room you can only get by using translocate.
- But this won’t mark you as explored – you need to leave the room and come back (use spell nexus).
- Crynn
- Use guide https://aardwolfboot.com/crynn/ to find path in chaotic skies.
- Genie, OC and Winds
- Can be tricky, as you need to explore all rooms in the first part (maze like)
- As area repops are long and you are not afraid of dying you can try ‘wfa’, note room id and exits.
- Go to one exits, mark room id.
- Repeat steps 2-3 when all rooms in the maze were done.
- Inferno
- One room has no visible entrance – it is in part when usually group have a break – in the centre room open up/up.
- Trans
- One extra room can be explored during trans1 run – tell leader you would like to enter forge and you want to know passwords.
- Another room can be accessed when trans1 run is almost done. Instead saying ‘ready’ to Kaislinn, tell Kaislinn I can pursue (which is part of trans2 goal) and move to any room.
- Halls of the lost is a maze and can take long time to find all the rooms.
- Shadow’s End
- Nothing special here – you need to complete Goal as player2/3 in the maze part. https://aardwolfboot.com/shadows-end/
- Terra and Titan
- You need to explore fully Titan L3 (maze’ish).
- Also take part in (many) terra/titan epics to be transferred to bosses areas.
- For both terra/titan there is one boss that has 2 areas: one tank only fight boss, while other group doing something else. You need complete both.
- BCC
- Kind of AQ to get to the last room & kill mob holding a jagged shard (potentially best weapon in the game when nice bloot)
- Find mist in black claw crag
- Enter mist
- Touch crystal (if not responding – maybe someone else doing AQ or just completed – should be ready to use after repop)
- The AQ / game is the following.
- Axaldra (dragon mama) will spawn after few seconds with message where she is (WNES).
- Directions here means 3 rooms, e.g. W are 3 rooms NW, W and NS.
- When Axaldra is in that direction will hit players for 25-50k every 1-2 seconds.
- She moves using clockwise directions: WNES-WNES-WNES…
- Your task is to kill mobs in the ‘centre’ rooms (e.g. for west side W room, not corners NW and NS).
- To do so best practice is to focus on one side: if Axaldra is currently on W side, wait at S, when she moves to N and W side is safe to enter, go there to middle room and damage as much as possible whelp till Axaldra will be south.
- Then escape via north, go east and south side (when safe to enter) and repeat step 6.
- Do this with other whelps.
- Note, that when Axaldra is in a room whelps get their health restored (about 20-30% of their total hp) – this is threshold for your minimum damage to pass. If you barely damage whelpsome (more or less) to 25% and Axaldra heal it by 30%, then you would need 20 “rounds” per whelp to kill it. Times 4 whelp – 80 rounds. Which can be over 1 hr. Best players can do this AQ under 5 minutes, killing whelps in 2 rounds.
- After killing 4 whelps in W, N, E and S you will be transported to last room with mortally wounded warrior. He’s easy pray – kill him to get shard – drop like any normal item in the game. And because it takes some time to complete this AQ don’t expect getting nice shard soon.
- Some consideration: retreat is a must, dampening field is a must, some hp is needed, melee classes are crap here, you need to have good damage.
- Sea King dominion
- Get/buy/”borrow” Portal (reward for FT2 goal)
- say ‘hav’ at King Leodegrace
- say ‘meer’ at King’s Treasurer
- say ‘mer’ at King’s Wizard
- say ‘aibheis’ at King’s Squire
- say ‘mare’ at Sea King
- say ‘mar’ at Nighthorse
- say ‘maris’ at Atanua
- say ‘okeanobrutos’ Iamanja
- say ‘da-hai’ at Ina
- say ‘enkai’ at Gwaten
- say ‘blq’ at Kadlu
- say ‘bahari’ at Vete-Ema
- say ‘lautan’ at Yagis
- say ‘ugh’ at Oceanides
- say ‘samudda’ at Gorgon
- say ‘dari-av’ at Selkie
- say ‘izznarg’ at Naiad
- say ‘glass of water’ at Sea King
- Published in Public, Public-Guides
GQ Minmax Tips
The infamous note:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Myth: Myth did 27 gqs in one day
Forum : General - #29766
To : all
Date : Fri Feb 3 20:30:07 2023
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Hi everyone,
|
| An Imm recently approaced me, and asked that I address
| a few things on a public board. So here it goes:
|
| 1. "how you win so much and how you're not botting them"
|
| The most challenging part of winning many GQs is joining
| many GQs. For the most part it's a combination of basic
| math statistics and an eager to power-level at any
| given time, regardless of double, mood, tiredness,
| or life events. Btw I don't use any complicated math
| stats (I tried in the past, but found that they don't
| bring any meaningful benefit), so now I just look at the
| current gq ranges, and do my best guess. As a matter of
| fact, I see the output of "gq ranges" like this:
|
| All: Left 18: -----=---#|##-----=-@=--=--==---=--==--==--===---= mine: 29-40,37-48,41-52 65-,77-,89-
|
| As for the botting, just ask yourself a simple question:
| What do *YOU* think I am botting *EXACTLY*? And assuming
| I really do, how can EXACTLY that alledged botting
| help me getting the numbers I do actually get?
|
| 2. "everything thinks you know the gq running list"
|
| If I actually knew the gq cycle, I'd be easily
| getting 20+ gqs EVERY single day.
|
| 3. "you do something special that no one has ever thought of"
|
| I sure do. Lots of that, that's my spice. And I won't
| share it here as I still use much of it. To give you a
| taste of what it's about, here's a small quiz for you
| that's not relevant anymore after room VNUMs were made
| public, but I think it's still interesting:
|
| Q: How do you reliably navigate Gauntlet maze all the way
| to the Dragon room, without random wandering, without hunt,
| without checking room VNUMs, and assuming all mobs are dead?
| HINT: you need a pet mob for that.
|
| Cheers,
|
| P.S. I do have a gq alarm and I do currently run it at
| night (I usually silence it between 12:30am and 6:30am)
| since mid-December and till the end of next week.
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Sath: Re: Myth did 27 gqs in one day +
Forum : General - #29768
To : all Myth Wars
Date : Sun Feb 5 18:00:55 2023
+---------------------------------------------------------------------+
~~~~~~~~
| Reply to: Note 29767 posted by Wars
|
| For what it's worth, a lot of people stack commands that resolve
after
| they end up at their destination, which can allow someone like Myth
| to get in the engagement even when arriving later (things like
scanning,
| putting away a portal, map commands from the ascii map pugin, or the
echo
| {end running} command that's built into the mapper). Some of those
may
| even be invisible to you if you're running a plugin and aren't aware
of
| those features. From my perspective as an expert campaigner, having
| beaten Myth in a couple GQs, and as some who adheres very strictly to
| the MUD's botting rules, his level of performance is totally
achievable
| within the confines of the botting rules.
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Alison: Re: Myth did 27 gqs in one day ++
Forum : General - #29769
To : all Myth Wars Sath
Date : Sun Feb 5 18:28:29 2023
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Reply to: Note 29768 posted by Sath
|
| Real GQers have every single one of their 300 different portals
splayed out
| in their inventory instead of packed neatly into a bag. That way they
save
| that crucial 0.3 seconds from putting the portal back in after they
xrt!
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Global Quests, also known as GQ’s, are a great way to earn Quest Points.
There are 3 kinds of GQ’s:
- All Players
- 10 or fewer wins
- 200 or fewer wins
Play styles to consider:
- Do you want to have a mix of leveling, questing, campaigning, and gquesting, and optimize for QPs earned? Good for active players.
- Or do you want to maximize the number of gquests you can participate in, in order to win? Good for casual players.
- Or do you want to try to win 3 GQs per level for each level, with noexp turned on? Good for players who are more busy, but can come to computer when GQ alarm goes off.
Rewards:
- 3 QPs per GQ mob killed. Limit: 100 GQ kills per level. Max possible points from kills per level: 300
- Maximum of 3 GQ wins per level, with rewards ranging from 15-25 QP typically, plus the occasional trains, practices, and trivia point.
- If the GQ does not have the special rewards, consider letting the GQ time out or another player win, or ‘gq quit’ so that you have an opportunity to win 3 GQs per level and roll a GQ with a TP reward.
Go Fast:
- Practice getting fast at GQs by doing a good number of campaigns (CPs), and getting decently good at them (being able to complete them in under 5 minutes). All tips for CP apply to GQ, except you can’t use chaos portals in GQ, but you can in CP.
- If you have lots of chaos portals (which the author does not), consider getting a plugin to disable chaos portals during GQ.
- Keep all portals out (but be careful of rot-death and melt-drop portals). Getting them out of the bag and putting them back causes a delay.
- Run point to point — don’t recall if possible
- “Containers are for losers. All 2000 portals must be top level of inventory. Always go point to point. Never recall. Set alarm for GQs. Be Myth.” – Orphean
Participate more to win more:
- Easiest to win: solo GQ. Check players in range using ‘who’
- Apart from level 1, there are new GQ ranges every 4 levels, with each range spanning 12 levels (or an 11 level difference from the most-powerful player in the range to the least powerful player in the range) for the lower ranges, eventually expanding to 15 levels.
- 4-level range
- 1-4
- 8-level range
- 1-8
- 12-level range (Ideal levels: 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120)
- 1-12
- 5-16
- 9-20
- 13-24
- 17-28
- 21-32
- 25-36
- 29-40
- 33-44
- 37-48
- 41-52
- 45-56
- 49-60
- 53-64
- 57-68
- 61-72
- 65-76
- 69-80
- 73-84
- 77-88
- 81-92
- 85-96
- 89-100
- 93-104
- 97-108
- 101-112
- 105-116
- 109-120
- 13-level range
- 113-125
- 14-level range
- 117-130
- 15-level range (ideal levels: 125, 130, 140, 150, 160, 170, 180)
- 121-135
- 126-140
- 131-145
- 136-150
- 141-155
- 146-160
- 151-165
- 156-170
- 161-175
- 166-180
- 171-185
- 176-190
- 13-level range
- 181-193
- 15-level range
- 186-201
- 9-level range (2x)
- 191-199
- 191-199
- 2-level range (2x)
- 200-201
- 200-201
- 4-level range
To catch the most ranges:
- Levels 1-120 are the easiest to “power-level” to get into range of a GQ — just 4 levels away
- For Levels 121 and beyond, try to stay at the “boundary” levels to quickly level up to, and then stay around:
- 125 (eligible for 113-125, 117-130, 121-135)
- 130 (eligible for 117-130, 121-135, 126-140)
- 140 (eligible for 126-140, 131-145, 136-150)
- 150 (eligible for 136-150, 141-155, 146-160)
- ‘gq range’ commands shows which GQ ranges are still available in this cycle
- Easiest to power level to get into the next GQ range by being a T9 (up to 3k TNL), or a well-equipped, hard-hitting T0-T1 (to be able to kill mobs quickly). Otherwise, T2-T8 seems to be at a strict disadvantage for participating in a lot of GQ’s: see ‘exptable’
- You must be online when the GQ is announced, in order to join. However, you don’t have to be in the range when it is announced in order to join. You just have to be able to get into that level range. From when a GQ is announced, you have 4 ticks (2 minutes). That means, do you want to power-level 4-5 levels in 2 minutes? That’s 30 seconds per level, very doable, but can be fatiguing.
- Trigger phrases for setting “alarms”:
-
Global Quest: Global quest # * has been declared for levels * to *.
-
Global Quest: Global quest # * has been declared for levels * to * - * or fewer wins only.
-
Global Quest: Global quest # * for levels * to * has now started.
-
Global Quest: Global quest # * for levels * to * - * or fewer wins only has now started.
-
Special GQs and How to Maximize QPs Earned
- 10 or fewer wins (light blue). If you stay under 11 wins (10 wins is okay), you will be eligible for all 3 types of GQs! Recommend to stay under 10 if you just want to maximize QPs earned while leveling but not trying to win GQs.
- 200 or fewer wins (purple). Recommend to finish 10 GQ wins so you can feel like a winner, and then stay under 201 (200 wins is okay) until you are ready to face serious players.
- At the ideal level ranges, you are eligible 3 GQ ranges. If you are also eligible for the 10-wins and 200-wins GQs, that means for each ideal sit-level, you are eligible for 9 GQs. Each GQ easily has 10 mobs.
- See ‘help gq range’. And then read it again.
- GQ Ranges cycle about once every 1.5 hours. That means if you are eligible for all 3 GQ types, and you join them all, you could earn up to 100 qps per 1.5 hours from GQ kills alone!
Also Check Out:
- Published in Public, Public-Guides
So you want to be an enchanter?
What are enchants?
Typically, when someone talks about enchanting, they’re talking about the three enchants that require specific flags – resonate, illuminate, and solidify.
Resonate requires the object to NOT have the (Hum) or (H) flag, and maxes out at +3 luck and +2 in a random stat.
Illuminate requires the object to NOT have the (Glow) or (G) flag, and maxes out at +4 wisdom and +4 luck.
Solidify requires the object to HAVE the (Invis) or (I) flag, and maxes out at +6 damage roll OR +6 hit roll – not both.
Note that the other enchantment spells/skills (enchant weapon, enchant armor, sharpen, and reinforce) aren’t really worth it – they cause the object’s level to raise for very little overall benefit, and have a chance of ruining the equipment.
Why would I want to enchant my own gear?
Doing your own enchanting gives you control over the exact stat spread you want. If you want luck and wisdom, make sure all your gear is enchantable with illuminate. If you want damage roll, make sure it’s all able to be solidified. If you want a spread of stats, ensure it’s able to be resonated.
How do I enchant my gear?
Ideally, you want to be, y’know, an enchanter. This means primary class Mage, subclass Enchanter. You want your “enchanter stats” close to being maxed – it’s not 100% required, but you’ll have a bad time if they’re below about 550 with all your spellups active. Realistically, you want them to be as close to 600 as possible with all your spellups.
Your enchanter stats are luck, intelligence, and wisdom. You’ll want them as high as possible for the best chances of a good enchant.
You’ll also want to plan. Make sure you know where the gear is and how you’re going to get it. If it’s something you need to kill a mob for, make sure you get a stash of it to work with – unlike open clan gear, you can’t just sell it and then buy it back to “reset” it. Also make sure you have a sense of what’s “good enough” for enchanting mob gear – you’ll usually have to settle for something not-quite-maxed if you don’t want to have to kill a mob a hundred times for the gear they drop.
You’ll want to make sure you have containers to sort your gear sets into. Personally, I have the following containers:
[Recruit] Leather Backpack (Level 200 gear)
(Seekers) Urn of Awakening (Level 171-181 gear)
/|\Veil of Realms/|\ (Level 131-141 gear)
Malevolent {chaos} Luggage (Level 91-101 gear)
Mab’s Agony Box (Level 61-71 gear)
Guitar Case (Level 41 gear)
Satchel of Sanctity (Level 1 gear)
This just helps to keep things organized when you’re going through your gear sets. It’s certainly not required, but it’s nice to have.
You’ll want a LOT of gold. I spent somewhere around 50 or 75M gold on enchanting my gear, but that’s for 6 sets as per the above – you can get by with only a couple million if you’re doing a level 1 set, for example.
You’ll want to have a sense of just how good you want your gear to be. You can get through enchanting a lot more quickly if you’ll settle for something that’s not maxed out, and you might have to do so for sanity’s sake if your stats aren’t maxed. There’s a couple of options/schools of thought:
- Max all the things! Make sure you get a maximum enchant for both types you can apply to the gear.
- Pros: Highest stat boost from the enchanted gear.
- Cons: oh god i have been enchanting for a week straight please kill me
- One max enchant. Make sure that one of the enchants are maxed out, and then let the other one land where it may.
- Pros: If you start by enchanting each piece with the one you want to max out, you know basically immediately if it’s worth keeping.
- Cons: Lower stats, but still pretty good.
- +x points worth of stats. Enchant, and make sure you’ve got at least a certain number of added stats.
- Pros: Two chances to hit a good enchant, since you’ll need to cast both spells to see what you get.
- Cons: Need to cast both spells before you know if something is worth keeping.
How do I plan my gear?
The easiest way, and the way I’m going for in this guide, is to use eqsearch. Look up each slot, pick something for each level, stick it all in a spreadsheet, and just mark things off the list as you enchant them. Note that you can “eqsearch <slot>” at SH and get a list of everything eqsearchable in that slot.
Here’s an example line from my own spreadsheet:
1 Satchel |
41 Guitar Case |
71 Mab’s Agony Box |
101 Chaos Luggage |
131 Veil of Realms |
171 Urn of Awakening |
|
eyes | Clear Vision 1int |
Amethyst Eye Lens 2dex 2int 4dr |
Disciple’s Watchful Eye 6int 2dr 30hp |
Eyes of Enlightenment 5str 5dex 2dr |
Reporter’s Sharp Eye 13int 6dr 15mana |
Reporter’s Sharp Eye 13int 6dr 15mana |
At level 201, I simply typed “eqsearch eyes” and picked things with the highest score for the level ranges I wanted. Note that the gear you choose is going to largely depend on your primary class – the above is good for a mage, but wouldn’t be so good for a warrior or a thief primary class since the stats tend to be int-heavy.
It’s worth remembering that sometimes, your eqsearch items might not have something better at a higher level – in the example above, the Reporter’s Sharp Eye (from Gaardian) is actually better than anything else that exists at level 171, based on the stats I wanted when I was doing my enchanting.
Note that if you’re focusing on specific enchant types (e.g. trying to go heavy on the damroll,) you’ll have to go scout the equipment wherever it’s sold and find out if it has the appropriate flags – open clan gear will only be enchantable with TWO of the three available enchantments. If you want damroll, you’ll need to make sure that whatever gear you’re going for is invis, for example.
It’s beyond the scope of this guide, but you might also want to check out the “compare set” command – it’ll help you tweak the scores presented to you, and it’ll let you focus on the stat or stats you want.
Alright, I’ve planned – how do I enchant?
Find where whatever you want is sold, buy an item, cast the appropriate enchants on it, identify it to see if it’s what you want, and either put it away or sell it back. Repeat hundreds of times.
Keep the rules under “help enchantbot” in mind – it’s easy to run afoul of them if you’re not careful.
My own enchanting was just using the following command stack (legal, per the first bullet point in “help enchantbot”):
sell <equipment>;buy <equipment>;cast resonate <equipment>;lore <equipment>
This would sell the previous item (assuming I didn’t tuck it in a bag,) re-buy it, cast resonate, and then identify it. At that point, I could make a decision on whether it was worth keeping the item for the second enchant or not (if it was, I’d put it in a bag, and not go through the second enchants until I had 5 or 6 “perfect” first enchants.) I personally went for the “max all the things” option with my enchanting, so your own style/set of commands may differ.
If you have leavings from enchanting, get a container and stick ‘em in the room south of clan recall! Even a “bad” enchant might be really useful for someone just starting out who doesn’t have the stats to do enchanting for themselves!
What is enchanter’s focus? What about three moons? Isn’t disenchantment a thing?
Three moons is a scam.
… okay, fine, it’s not a scam, but as far as I can tell, it’s useless for an actual enchanter. Basically, don’t worry about the moons – you’re going to spend enough time enchanting a full gear set that you’ll never notice any difference in the first place.
Disenchantment to try again!
Someone with an enchanter subclass can “disenchant” a piece of gear for free, once per-enchant-per-item. If you identify an item, you can see if you can do a free disenchant at the bottom where the enchantments are listed:
+—————————————————————–+
| Keywords : ring eternal strength seekers1finger |
| Name : Ring of Eternal Strength |
| Id : 2682022109 |
| Worn : Left finger |
| Type : Treasure Level : 1 |
| Worth : 250 Weight : 1 |
| Wearable : finger |
| Score : 122 |
| Material : gold |
| Flags : unique, glow, hum, magic, held, burn-proof, |
| : nolocate, solidified, resonated, V3 |
| Clan Item : From The Seekers |
+—————————————————————–+
| Stat Mods : Strength : +1 Luck : +3 |
| Wisdom : +2 Damage roll : +6 |
+—————————————————————–+
| Enchants: |
| Solidify : Damage roll +6 (removable with TP only) |
| Resonate : Wisdom +2 (removable by enchanter) |
| : Luck +3 (removable by enchanter) |
+—————————————————————–+
Note the two different values – “removable by enchanter” and “removable with TP only”. “removable by enchanter” means that you can use the disenchant command on it for free. The “removable with TP only” means that when enchanting this, I got a bad roll once, disenchanted it, and tried again – if I got a bad roll again, I’d have had to pay 3TP to disenchant it and try again.
In my opinion, it’s not actually worth using disenchantment on your first attempt even as an enchanter – it’s quicker to just sell the gear back and buy it again. It’s definitely worth using your free disenchant on a bad second attempt, once you’ve got one good-or-perfect enchant on there.
It is NEVER worth spending TP to disenchant open clan gear – just buy it and try again. Even on level 171 stuff, you’re not going to spend 33M (i.e. the rough price of 3TP) trying to get a second good enchant.
Enchanter’s focus?
Enchanter’s focus just gives you a chance to avoid entirely failing an enchant, which adds (or removes) the flag without giving an actual enchantment. This means that you can’t disenchant it – it’s a bad thing. Enchanter’s focus also adds some stats, so it’s good to have it up and running when it’s available anyway. It’s certainly not required though, at least for first enchants – you’re just going to fail more gear and spend a bit more money. You definitely want it up when you’re doing the second enchants though – you don’t want to fail enchanting that nice +4/+4 illuminate you got with the second spell!
- Published in Public, Public-Guides
Instinct Guide – What and Why?
Why would I get instinct?
Instinct gives a bonus on top of your existing percentage for certain skills and spells. This bonus isn’t linear – an extra 100 points may give 20% total bonus, while an extra 200 points may only give a 30% total bonus.
There’s a common set of “instinctable” skills/spells, and then unique ones based on your pclass:
Available to everyone:
- Incomplete healing
- Toxic Cloud
- Restore Life
- Renew
- Fourth Attack
- Heal
- Sanctuary
- Vitality
- Third Attack
- Fast Healing
- Haste
- Dual Wield
- Second Attack
- Protection Good
- Protection Evil
- Meditation
- Enhanced Damage
- Dodge
Class-specific:
Mage:
- Miasma
- Toxic Cloud
- Immolate
- Air Skewer (Elementalist only)
- Earthen Hammer (Elementalist only)
- Ice Daggers (Elementalist only)
- Spear of Odin (Sorceror only)
Ranger:
- Gaia’s Revenge
- Eruption
Psionicist:
- Desolation
- Mindflay (Mentalist only)
- Necrocide (Necromancer only)
Cleric:
- Regeneration
- Voice of God
Warrior:
- Hammering blow
- Ironfist (Barbarian only)
- Precision (Soldier only)
Paladin:
- Heavenly Balance
- Test of Faith
- Apocalypse
- Holy Reprisal (Avenger only)
Thief:
- Knife Fighting
- Spiral
- Scorpion Strike (Ninja/Venomist only)
When should I get instinct?
There’s no hard and fast rule, but in general, “when you can afford it.” Your initial trains will probably be better spent on maxing out your stats first.
What should I get instinct in?
There’s a few choices here. Whether you go for offense or defense first depends on your playstyle. For example, someone heavily into epics may want to focus on defensive abilities first to increase survivability, whereas someone into questing and powerups may wish to focus on offensive abilities to kill targets more quickly.
As a general rule, offense is going to be more effective than defense – this is similar to the argument for using dual wield vs. weapon + shield. More (and/or stronger) attacks means you kill mobs faster, which means you spend less time in combat and take less damage overall. Defensive instinct is typically only going to be useful at SH level.
Initially dropping a single point into multiple useful instincts could also be valuable, because it gives you a chance (however small) to gain a benefit from it, and single points are (relatively) cheap.
As a general rule, 25 points in two similar or related skills/spells will be better than 50 points in a single one due to the diminishing returns on instinct points. Also note that 50 points in a single instinct are more expensive than 25 points in two, due to how instinct costs scale – spreading your instinct around will tend to allow you to get more of it overall. For example, 25 instinct in a single skill/spell is ~11k trains, while 50 instinct in a single skill/spell is ~60k trains. You can get 25 instinct in 4 skills/spells for what you’d spend on a single one at 50.
What instinct is best to get?
First and foremost – the best instinct is one that you’ll actually use. Don’t get instinct for a skill/spell you never actually utilize, or it’s just wasted trains (and money.)
- Sanctuary is roughly equivalent to Dodge, though Dodge is going to tend to be better if you’re fighting mobs with lots of attacks or lots of mobs at once. Sanctuary is a flat percentage damage reduction, whereas Dodge gives an extra chance for 100% damage reduction on each attack. Dodge is going to shine if there’s a lot of attacks incoming, while Sanctuary is going to tend to be overall more reliable (albeit to a lower degree.)
- For melee, Fourth Attack is going to be better than the other attacks, since it’s more rare in the first place – you’re going to tend to get more benefit out of 10% extra in Fourth attack vs. Third or Second.
- Also for melee, dual wield and haste are going to be roughly equivalent – but remember that spreading the points around is going to tend to give a better return than focusing on just one.
- For a spellcaster, your best spell at higher levels is going to tend to be what you use instinct on. It may be worth putting some points into a lower spell that you get faster though, if you do a lot of leveling and less sitting at SH.
- Example: for a mage, putting instinct into Miasma would give you more damage in the long run than putting it into Immolate, since you get the Miasma spell 20 levels earlier.
- On the flip side, putting instinct into Immolate may be better if you don’t get dragged or you do want to sit at SH – the extra damage is more useful at the higher levels.
- Fast healing and meditation are underrated instinctable abilities – fast healing can equal up to 1k hp in a tick simply while standing around, and meditation can massively improve mana regeneration when brewing potions (and you don’t need to spend money on mana pots that way.)
- Enhanced Damage is an overrated instinct – because it doesn’t always trigger, it’s going to tend to give you less overall damage than fourth attack. An extra 10% chance at +100% extra weapon damage (i.e. that fourth attack) is better than three extra 10% chances of +10% damage (i.e. enhanced damage triggering on a strike when it may not have otherwise done so.)
Acknowledgements
Thanks go to Xaeris for providing most of the actual useful content for this guide, and Saraid and Blunt for giving it a sanity check.
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Levelling with Good aligned mobs
Note: These are selected based on the fact that they have many rooms with more than 4 mobs. We are going to level in those rooms so we can take full advantage of aoe attacks. Explore the areas a bit to get a feel of where the rooms are. The indicated level range is not absolute as it changes with your character power so feel free to stay longer/less in an area.
hatch 1-25
grotto 25-50 (Progress roughly in this order: Red lava, Labyrinth, Ravine and Amethyst sea)
oz/hedge 50-70 (You would alternate between the two but always clear oz first (the ants and the clouds) so it can repop while you level in hedge (enter hedge in room 15154 for higher level mobs))
darklight 70-80 (level in the starting area up until the gates; be careful with the some strong mobs mixed among the weak ones avoid them if you can since they can bring down the efficiency)
ft1 80-100 (Kill the dwarves in room 1214 when you are able to since they repop together, same for room 1224; generally stick with bluebirds and robins until you can kill the fishermen. Kill the goose only if you can tank them)
ftii 100-120 (pretty clear progression, many “sections” has a room with 4+ mobs only spend time in these)
nanj/ddoom 120-135 (same logic with oz/hedge: for nanj kill the good mobs in entrance and the hands in room 11251, you might want to push the possessed rock south if you can so it’s easier. In ddoom hunt sunrise to reach the area then same logic with ft1, kill the mobs in room 4216 and the guards that guard the room before it)
arisian 135-145 (pretty self-explanatory once you explore the map, don’t need to go into the maze)
adal 145-160 (same as above)
origin 155-170 (enter cold and voila!)
tol 160-186 (very clear how it goes)
186-200 ask for a drag 🙂
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Kazuls Leveling guide
I would like to preface this guide with a couple of key points.
- I was personally un-clanned for my first tier and a half so many of the zones are non-aggro or areas where it is easier to do your own CR
- ABC (Always Be Campaigning) this is especially important for early tiers as QPs are more valuable then you would expect, I was hesitant to add zones before level 80 to this guide but am going to assume that you have finished your CP and are looking for where to level so you can take your next CP. (also ALWAYS be questing)
- I am often evil for most of the first part of my morts, though some additional zones have been added to make this guide a bit more even however the zones I know work will be listed predominantly.
- Please feel free to add to this and make it a living document.
Levels 1 – 35 (Good aligned)
Jungles of Verume
This area can be accessed through the Crusader clan currently and has a wide range of level mobs that will allow you to speed through the first levels. These are the easiest levels to CP through as well so again, highly recommend doing Campaigns through these levels.
The fish and squid in the early part of this zone should be easy enough and as you progress deeper into the jungle you will start to see harder mobs, make sure you check your Mosquitos as the tiny ones are good xp for lower level however the Very Large ones do pack quite a punch.
Work your way up to the Lizard Men, once you are able to kill them and are not seeing good gains, xrt conflict then run 2se and work on the Tabaxi mobs.
Hint: a needle can be found in Fort Terramire for early level AOE brandishing
—-
35 – 55 (Evil Aligned)
Zangar’s Demonic Grotto
Time to go evil, shouldn’t take long though.
I’m sure there are some better spots available but this is my personal favorite. I should also preface that I am not OPK and there are some flagged rooms in this area so be careful.
Start by killing mobs in the first three rooms The Crack Expands to The Crack Ends. The Moss should be easy enough then work your way to the G’s.
The middle room (The Crack Continues) has a hidden door down which will open up for a lot more mobs to kill. This is a good zone to hunt in as many early CP mobs are in this area but also there are a lot of mobs in general so you don’t have to worry about people farming the zone easily.
Down from The Crack Continues is a PK flagged area so if OPK I’d run through quick ws;open d;d. If not OPK go ahead and kill stuff here, may even get some rare kill xp.
At the fork you may want to be careful as there is a powerful Aggro (A blithersnag) lurking about that might eat you, if he is too much for you, go back and farm the first three rooms a bit more. You should be able to by pass him by going WS to Lair of the Blithersnag.
You might avoid the Dwarf and his puppet for now as they are a bit more high level then the other mobs in this area however continuing south in either direction you can feast on more Grots, Grods, and Grofs, the Sloborg are a bit meaner however.
There are also some aggros in this area that might be tough so watch out for the Zanger vampire and Slithering shadow demon.
Once you’ve had enough from The Puppet and the Dwarf, go swsen;open d;d.
This is another PK zone, if you are OPK run sese;enter barrel. If not, feel free to farm this zone. I should warn that entering barrel may have an aggro in it and you also may want to have water breathing as the zone is all under water.
The scorpions are quite mean in this zone but the clams do give some good xp.
Usually around 40-mid 40’s, once you are able to take on clams without much effort, I would recommend moving to Oz.
—-
45 – 55 (Evil)
The Land of Oz
This zone has some lollipop guild members that will definitely fill the XP cravings, one main problem: a hurricane of aggro to get through.
There are some open clan shops that sell invis potions although who and where changes over time, it is best to do a potsearch invis to find one, highly recommended if you do not have a similar spell available.
The Zone you are looking for is the Odd Garden area starting at room 537
From the entrance of Oz run 4ne2unwu2n2e2u
There are lots of Munchkins in this zone which should feed that XP meter quite well. I would also recommend doing the Goal for this area as you get quick travel options to the Odd Garden as well as the Wizard area.
—-
55 – 80 (Evil)
The Three Pillars of Diatz
Plains of Nulan’Boar
This level zone has a few different areas you an use depending on mob availability.
I will usually go to Pillars as there are technically 4 zones (including the entrance) that you can farm in.
Start with the Townsmen and children in the area then enter one of the pillars (Stone, Glass, Marble) by saying the name of the Pillar to Galvan in the Courtyard Center (1254).
A good rule in the pillars is to work on unnamed mobs (drunkard, nobleman) then work your way up to named mobs (Tass, Quonton).
As an alternative or interchangeably you can visit Plains of Nulan’Boar, this area has tons of mobs depending on any type of player competition you might be faced with.
I personally use Diatz but this is obviously variable based upon mob availability.
—
75 – 95 (Evil)
Wedded Bliss
Bliss is a fun zone with varying levels of mobs and no PK rooms to speak of.
I will often start with the Innocent boy and flower girls however xp gains may depend on the level you got to in the previous zone(s).
Once the boys and girls xp gains start to lessen run n2e from the start of the zone to get to the Noisy Clearing area and work on the winded dancers.
From there run 2w5n2e the Kitchen area will have family cooks and pot scrubbers with lower immunities that should be easy enough to kill at this stage and still provide decent xp gains.
Once the cooks and scrubbers are no longer providing sufficient xp the Noble Lady’s will be the next level of mob to look for, these will be in the Manicured Lawn area and should take you to the next zone of leveling.
—
75 – 90 (Evil)
Aardington Estate
As an alternative, or interchangeably Aardington has a ton of mobs and is a good go to if Bliss is empty or waiting for repop.
I don’t often use this zone for leveling but it is a good zone to run through and attack due to the amount of mobs available for farming.
Tumari’s Diner is also a good spot to level in, I would recommend switching neutral in Diner to ensure you are maximizing your xp gains.
—
95 – 130 (Evil)
Faerie Tales
If you have Block Exit trained, Ft1 is a great spot to go once the Noble ladys are starting to lose sufficient xp gains.
There are quite a few of them but they can get annoying without block exit as they run when low on health.
A word of warning with this area beware going east of the Misty Path as the geese are mean, I will often avoid killing Bluebirds and Robins in A misty Path (1205) as they can often run to the geese zone and I’ll find myself chasing them into certain death.
If you don’t have blockexit, find the chasing of Bluebirds and Robins tedious, or have already killed them all, look for dwarves and princesses in the area.
Some people will go after the fishermen in the south end of the area however they do have some immunities and are not often worth the potion usage versus xp output.
—
110 – 130 (Evil)
Faerie Tales II
Once the birds, princesses and dwarves xp output begins to dwindle you can pop right next door to FT2.
This is my personal favorite area for xp farming due to the amount of mobs in the area.
From the entrance of the zone run e2n and kill mice (they are hidden) then 2n of them are more mice (mouse), 9s of those are flower pots. Usually depending on your tier re-pop will happen by the time you are done and you can easily rinse and repeat.
If not or if the area is being farmed, follow the path east for guards (26705), huntsmen (26759) then wrap around to the north and work on townsmen (26781) pimps (26782) and cows (26795).
Depending on how well you are doing you can simply go through a mob at a time but I often prefer to look for rooms filled with like named mobs, kill off any non like named mob and maybe one or two of the group before trying an Aoe to finish them off.
Rinse and repeat should take you to 130 – 150
There is a nice hidden zone in FT2 but it is underwater so make sure you have water breathing if you decide to go here, there is some good Xp gains to be had.
In On A Sandy Shore (26847) use *fstar to be teleported to the magical world of Under The Sea. I would recommend trying these mobs one at a time Lobsters then crabs then dolphins then whales. Once those are clear work towards the princesses mermaids and kings.
—
125 – 145 (Recommend Evil but Neutral for maximum gains)
Desert Doom
Depending on the gains you are seeing from FT2 or if the area is ‘busy’ DDoom is a good spot to go to for a short stint.
Depending on if you want to hit nanjiki right away or get some sweet Unearthly Bonds Xp determines how you should use this zone for xp.
North of the starting room will bring you to your crossroads, Up for evil mobs down for good mobs.
I will often try to stay neutral throughout this zone to maximize the mobs available for Xp farming. Both areas have priests, guards, and advisors that are good farming but I would recommend working on the guards first until you can easily take on these mobs.
—
145 – 160 (Evil)
Unearthly Bonds
Personally as I often remain evil through the previous levels I prefer Bonds over Nanjiki and return to the upper level mobs in Nanjiki later when the Blind spells are less effective.
Both are fairly good to get you over the mid level hump however.
If you haven’t done the Bonds goal yet you will want to give 1000 gold receptionist to get your pass for some nice mob farming. The goal here allows you to bypass that payment and may be worth it in the long run.
If you happen to have a translocate spell you can also C 409 to get past the receptionist.
Once you have gained entry head west into The Training Field (23425) the mobs to start on will be located in the north, the Beach and Lake Kirnas area.
Kill Pegasus and colts in this area then head to A Long Hallway (23461) and kill all of the students you find. You can try the dragons at this stage but they are a bit feistier then the students and you may wish to gain a few levels before testing their meddle.
You should be able to rinse and repeat as A whinny and a roar fill the air. Once you are able to hit these two zones fairly easily you can head to the west to Entrance to the Crag (23473).
Start with the students here and work your way up to the named mobs, you may even find some Dis knife bonus loots which are decent daggers.
After this sone is cleared there is a somewhat hidden zone to the north east. From The Training Field (23427) head 4nw to A rolling Meadow and open west. Everything in the zone should do well though I start with barflies and courtesans then kill everything else.
—
160 – 170 (Neutral)
Battlefields of Adaldar
This zone is often quite busy and does have a PK flagged room at the entrance. Quickly open w;w upon arrival to get out of that flagged room.
Adaldar reminds me much of a non-aggro Call of Heros with the Good mobs on the west, the Evil mobs on the East and a strip of PK flagged rooms down the middle. If you are not OPK the middle rooms are great as other players will tend to ignore these rooms.
I would highly recommend switching neutral at this stage to ensure maximum xp gains from all mobs in the zone.
—-
170 – 190 (Good)
Avian Kingdom
Nanjiki Ruins
Tanra’vea
You can almost taste the Superhero at this stage.
This zone can often be cleared out however the harpies at the entrance are a great source of xp proteins to get you that bump in XP you may need for the final leg of your journey into Superherodom.
When this has cleared or if you are seeing some competition in the zone and its already been cleared, I often like to pop to Nanjiki at this stage. Your current level should mean much less Blindness from the mobs there.
–
Nanjiki Ruins (Good)
From the entrance of Nanjiki Run sd3s;open d;d.
The Fire Lizards and Magma beasts in this zone are on the higher levels for this area (160) while xp gains may not seem like much you should be able to AOE without much difficulty making the xp over time gains worthwhile.
–
Tanra’vea (Good)
This is a pretty good zone to clear out in-between repops or in the case that the other more popular zones are overrun. i have personally seen some folks Superhero from Tanra mobs but it is a bit of a grind.
–
GOALS
I would also recommend getting the Empyrean, Streets of Downfall goal done as soon as you can, tho a couple of morts under your belt might make this goal a bit easier.
Before attempting that goal I would suggest completing Living Mines of Dak’Tai as there is a pre-requisite caveat.
Empyrean can take you at Neutral from 170 – Superhero easily.
—
175 – 186
The Tree of Life (Neutral/Good for next leg/Evil for maximum xp)
Bit of an overlap here however these higher level areas can get a bit farmed out at times so it is always good to have as many options open as possible.
If you’ve managed to stay neutral from Adal this may be more beneficial as a majority of the mobs here are good.
That being said, I like going good at this level and pick off the evil mobs as I work my way up the branches, the mob level and difficulties increase the higher you go.
::Note::
There are some clans that earn AP for promotions when providing drags, these clans are oven Good align based so staying Good at this range will often net you easier drags.
—
186 – SH
Fens (Good)
Fens was my go-to zone for this level range in my early tier, unfortunately a majority of the other zones I like to visit have a lot of aggro (were wood) or have some difficult spots to get to (black lagoon/ Ocean park).
Recently I have also been visiting Ocean Park, if you start the goal at 186 you will likely SuperHero by the time you’ve finished and there are limited aggro mobs in this zone, OP may be a preferred zone to level in and may also find you someone to Drag if you get lucky.
Andolor’s Ocean Adventure Park (Good or Evil plenty of both)
If you arent up for goals and Fens is a bit crowded or not to your liking, Ocean Park is a great spot to level in. There is some Aggro in this area however it can be mitigated by purchasing a day pass in the Token Ticket booth.
While there are plenty of mobs in this area, the Evil mobs are a bit tricky to get to without having the goal done.
5nd kill the bodyguards to get passed (they are a bit tougher then you might expect, slit or choke might help here)
Once the bodyguards are taken out run 2se to A Compelling Vortex [**> PK <**] and ‘Enter Whirlpool’
Then run esesesesenenenenwnwnwneseses3d; enter vortex.
This zone is quite excellent for getting to SuperHero as well as when getting Powerups at Superhero.
————————-
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The Guide guide
So you want to create a guide for promotion requirements*, but WordPress is a mystery? Look no further!
*This works for AQ/Goal posting as well but that was a less fun title to write. There’s details about how to specify which it is later in the guide.
Make sure you’re logged into the website. You should see a “+ New” option in the top left corner of the website:
Hover over it, and select “Post”:
Now, you need to give your post a name in the “Add title” field, and some content in the body field.
There are a lot of formatting options for the body itself. The default is a rich-text type editor that lets you insert pictures (you need to have them uploaded to an image host first), format text, make lists, change font, and play with colors, and all that fun stuff. There are also a lot of options in the menu just above the body editor. If you’re into digging into code, there is a “Text” tab at the top right of the body editor that lets you edit the HTML, but if you’re into that, you probably didn’t need this guide to begin with *grin*
Now that you’re done with all your writing, you’re almost done with the guide! Almost.
On the far right side of the page is a box labeled “Categories”. Since we’re writing a Guide, check “Member-Guides”. If you’re cheating and using this guide for writing an AQ/Goal instead, check that box 🙂
You’re done! You can hit submit! ALMOST 🙂 If you scroll all the way up, in the top right corner you’ll see another box labeled “Publish”:
Before you click the fancy “Submit for Review” button, I suggest clicking the “Preview” button in the top right. That will open a new window with your page as it currently stands, and you can make sure it looks right. Once you’re happy, close that window, then click “Submit for Review”. It will sit in that queue for review perpetually, so you have one more job: pester a General and let them know you have a guide written and waiting for approval.
P.S.: Looks like WordPress will now take you to ANOTHER screen with ANOTHER “Submit for Review” button in the top right. Click that, too. It doesn’t seem to close the window, so you get to close the window or navigate away, and pray that it actually saved and submitted.
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Guide to Clan Exits
This is a list of all the clan exits by clan to different areas. RT the clan from boot clan recall and then run the directions below
Should just need to do this one time for mapper to remember.
Amazonclan
Sherwood – N2UW
Adaldar – N2US
Wyrm – N2UE
Northstar- N2UN
Bootcamp
Cards – UN
Desolation – US
Sanctity – UW
Kul Tiras – UE
Hatchling Aerie – 2U
Bard
Solan – UN
Coral – UW
Zangar – US
Andarin – UE
Amusement Park – 2U
Crusader
Verume – 3N
Diamond Soul Rev – 2NW
Underdark – 2NE
War of Wizards – 2ND
Storm Mountain – 2NU
Daoine
Rosewood – 2N
Gathering Horde – NE
Stuff of Shadows – NW
Nyne Woods – NU
Onyx Bazaar – ND
DOH
Cataclysm – EN
Dortmund – 2E
New Thalos – ES
Avian – EU
Sanctity – ED
Gaardian
Child’s Play – NDN
Hawklords – NDW
Mount Dunoir – N2D
Salt Flats – NDS
Perdition
Giant Village – S2E2N
Temple of Shouggoth – S2E2W
Stormhaven – S2E2D
Romani
Longnight – 4E
FT2 – 3ES
Deathtrap – 3EU
Dungeon Doom – 3ED
Seekers
Deathtrap – NWDN
Yurgach – NWDE
Scarred – NWDS
Descent to Hell – NWDW
Stormhaven – NW2D
Shadokil – 2EN
Stormhaven – 2E2N
Caldera – 2ENE
Mistridge – 2ENU
Tanelorn
Firebird – EN
FT2 – 2E
Mistridge – ES
Partroxis – EU
Rosewood – ED
Tao
EarthPlane 4 -NUN
Origins – NUE
Brightsea and Glimmerdim – NUS
Cathedral – NUW
Foolish Promises – N2U
Touchstone
Zodiac – DE2UN
Snuckles – DE2UE
Catacylsm – DE2US
Foolish Promises – DE2UW
OZ – DE22U
Vanir
Gathering Horde – SE
Deathtrap – 2S
Seven Wonders – SW
FT1 – SU
Wyrm – SD
Watchmen
Desolation – 2N
Winterlands – NE
FT – NW
Unearthly Bonds – NU
Wobble – ND
Cheers,
Kazm
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Aardwolf Etiquette.
This is to help those cope with or address an issue with etiquette or some standing rules of etiquette.
Although BOOT has etiquette which follows most of the basic guidelines as the mud wide rules. We do have a clan talk that is rated R not all channels are rated that way.
Simply type help policies1 this will help a lot when dealing with the general population on Aardwolf, reason I am posting this is I did have my own encounter and surprised, I wasn’t gagged or coms banned for a bit. If you have an issue or think you have an issue, talk with our staff. They are knowledgeable and guide you as they deem it should. Surprisingly, and without doubt, the staff has your back.
Apologize, even if the person you apologize to doesn’t seem to accept. Be the bigger person, goes along way. This apology is to the channels you was wrong on and to the clan channel. Next off except punishment if it is going to be doled out. But in reality, before it gets this far, log off, go afk do something other then being rude on channel.
Scenario.
Problem: You are in a room and engaged and killing a mob, someone comes into the room, cons room and proceeds to area clear the mob.
Issue: Was this person wrong and rude, just rude or his/her right to do it. Even if this happens multiple times. Let your staff know a name so everyone can watch.
Answer: Although you may think of it as rude, he/she technically can engage mobs you are not fighting. Is it proper etiquette, probably not. But move on.
Do you address this issue you have? If you do, do it in tells, not everyone in public channel(s) wants to hear it, but still use some form of etiquette.
In closing, there is always away to handle things, no matter if heated or not, just cause it is a texted based game, doesn’t mean people don’t have feelings on other side of the keyboard. Words hurt and can hurt even if typed. And if take it to heart, take time to log off or to calm down. Trust me it works. If have more questions or the likes, can contact me Vanhatai or any of the staff. There always willing to help!
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Mapper Fundementals: Practical guide to exploration, note taking and movement
The mapper is a powerful tool to get around the world and take notes about its various areas. In this guide, we’ll be covering basic exploration, note taking and movement with the practical application of mapping out useful items in the various manor zones. Items, especially potions, in these manor shops are not enumerated by commands such as “potsearch” and thus we need to build our own database.
Requirements: Aardwolf MUSHclient with the mapper plugin. Links to downloads, documentation and source repos located here.
Manor Areas:
- Manormount
- Manorwoods
- Manorville
- Manorsea
- Manor1
- Manor3
- Manorisle
Exploration:
- Run to one of the manor areas
- Explore as much of the area as you possibly can.
- Don’t worry about stopping at the shops right now or missing exits here and there, the mapper is keeping track of the rooms and their exits.
- After you feel that you’ve searched as much as you can for the area, type “mapper unmapped here”
- This will show all rooms in the current area that have an unmapped exploration and the direction of the unmapped exits
- The mapper text output is interactive! You may click on a row and this will take you to the room in the record.
- More detail may be found by typing in “mapper help exploring”
Shop enumeration:
- Now that you have a fairly complete map of the area, type “mapper shops here”
- This command will list out every shop in the area. The text output is also interactive!
- Iterate through each shop. When you find something useful or interesting, take a note per the instructions below!
- More detail may be found by typing “mapper help searching”
Note taking:
- When in the shop with an interesting item, type “mapper addnote”.
- A dialogue box will pop up to enter a descriptive note for the room
- More detail may be found by typing in “mapper help searching” and “mapper help utils”
Getting back to a room:
- Now that you have a few shops with notes, you may list them back out using “mapper notes manor”
- When running the “mapper notes <area>” command, the <area> parameter searches all areas containing the expression.
- e.g. “mapper notes manor” will search all areas containing the word manor
- The text is interactive! If you’d like to get back to a room, just click on the record.
- More detail may be found by typing in “manor help searching”
- When running the “mapper notes <area>” command, the <area> parameter searches all areas containing the expression.
This guide should provide a foundation for general exploration and providing additional context around the mapper’s capabilities and other plugins which leverage the mapper, such as Search and Destroy, in order to spark further research of the mapper and its extensive capabilities. With this knowledge, this article intends to expand your ability to explore zones, take notes and build out faster and more accurate pathing for quests, campaigns, and global quests. Happy mudding!
- Published in Public, Public-Guides