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Tracking Levels and Wish Protections in MUSHClient

Tuesday, 07 July 2020 by Saraid

In this article, we walk through creating some aliases and triggers that will allow you to track any wish protections (such as from web, marbu, dirt kick, etc.).

Tracking wish protection

If you’d like to see the payoff for your well-spent quest points, you can add the following alias to print your protection stats.

Copy the following XML, and then hit Ctrl-Shift-9 in MUSHClient to open the Aliases page.  Click the Paste button and your new alias will be created:

<aliases>
<alias
match=”protectionstats”
enabled=”y”
send_to=”12″
sequence=”100″
>
<send>Note(GetVariable(‘n_levels’) .. ” levels recorded so far.”)
Note(GetVariable(‘n_dirt’) .. ” dirt attacks prevented.”)
Note(GetVariable(‘n_web’) .. ” web attacks prevented.”)
Note(GetVariable(‘n_marbu’) .. ” marbu attacks prevented.”)
Note(GetVariable(‘n_teleport’) .. ” teleports prevented.”)
Note(GetVariable(‘n_vorpal’) .. ” vorpals prevented.”)</send>
</alias>
</aliases>

Note: if you don’t have any of the above wishes, this would be a good opportunity to track the attacks that DO affect you!  Then just remove the “prevented” word in the above alias, and your report will make sense.

Next, we’ll start filling in those variables.

Creating a level up trigger

Copy the following XML, and then hit Ctrl-Shift-8 in MUSHClient to open the Triggers page.  Click Paste and your new trigger will be created:

<triggers>
<trigger
clipboard_arg=”1″
enabled=”y”
expand_variables=”y”
match=”You raise a level! You are now level *.”
send_to=”12″
sequence=”100″
>
<send>– Search for equipment
SetVariable(‘level’, %1)
SetVariable(‘tierlevel’, GetVariable(‘level’) + 10)
Execute(‘dinv search level ‘ .. GetVariable(‘tierlevel’))
Note(‘New level: ‘ .. GetVariable(‘level’) .. ‘. Searched for gear at level ‘ .. GetVariable(‘tierlevel’))

— Set n_levels
if GetVariable(‘n_levels’) == nil then
SetVariable(‘n_levels’, 0)
end

SetVariable(‘n_levels’, tonumber(GetVariable(‘n_levels’)) + 1)</send>
</trigger>
</triggers>

Now, I threw in a bonus here, which will search for any equipment at your new level, each time you level up.  To ensure it works, create a variable called ‘tierlevel’ with your tier (0, 1, etc.).  If you don’t have dinv installed, or don’t want to use this portion, simply remove the top section of the <send> block, and only keep the part below “Set n_levels”.

This trigger will start tracking the number of levels you have risen from the time you created the trigger.

Creating the protection triggers

Now you can create the following triggers (using the same Paste method above):

Dirt Kick

<triggers>
<trigger
custom_colour=”11″
enabled=”y”
group=”detections”
make_underline=”y”
match=”Unseen * dirt*”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_dirt’) == nil then
SetVariable(‘n_dirt’, 0)
end

SetVariable(‘n_dirt’, tonumber(GetVariable(‘n_dirt’)) + 1)
Note(GetVariable(‘n_dirt’) .. ” dirt attacks avoided in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

I no longer know the text that would appear if you actually got dirt kicked in your eyes, but I’m hoping someone will provide an example in case you don’t have the wish and want to track how many times you’ve had your eyes dirt-kicked.

Vorpal

If you don’t have the novorpal wish, you can track it here:

<triggers>
<trigger
custom_colour=”1″
enabled=”y”
group=”detections”
make_underline=”y”
match=”* DECAPITATES you!*”
regexp=”n”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_vorpal’) == nil then
SetVariable(‘n_vorpal’, 0)
end

SetVariable(‘n_vorpal’, tonumber(GetVariable(‘n_vorpal’)) + 1)
Note(GetVariable(‘n_vorpal’) .. ” vorpal attacks in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

If you do have the novorpal wish, track protections with this:

<triggers>
<trigger
custom_colour=”1″
enabled=”y”
group=”detections”
make_underline=”y”
match=”^Unseen (.*?) (head|decapitat)(.*?)$”
regexp=”y”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_vorpal’) == nil then
SetVariable(‘n_vorpal’, 0)
end

SetVariable(‘n_vorpal’, tonumber(GetVariable(‘n_vorpal’)) + 1)
Note(GetVariable(‘n_vorpal’) .. ” vorpal attacks avoided in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

Web

<triggers>
<trigger
custom_colour=”1″
enabled=”y”
group=”detections”
make_underline=”y”
match=”Unseen * web*”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_web’) == nil then
SetVariable(‘n_web’, 0)
end

SetVariable(‘n_web’, tonumber(GetVariable(‘n_web’)) + 1)
Note(GetVariable(‘n_web’) .. ” web attacks in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

Marbu

If you don’t have the nomarbu wish, you can track it here:

<triggers>
<trigger
custom_colour=”7″
enabled=”y”
group=”detections”
make_underline=”y”
match=”* poison * your eyes stream in agony*”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_marbu’) == nil then
SetVariable(‘n_marbu’, 0)
end

SetVariable(‘n_marbu’, tonumber(GetVariable(‘n_marbu’)) + 1)
Note(GetVariable(‘n_marbu’) .. ” marbu attacks in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

If you do have the nomarbu wish, track it this way:

<triggers>
<trigger
custom_colour=”7″
enabled=”y”
group=”detections”
make_underline=”y”
match=”Unseen* poison *”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_marbu’) == nil then
SetVariable(‘n_marbu’, 0)
end

SetVariable(‘n_marbu’, tonumber(GetVariable(‘n_marbu’)) + 1)
Note(GetVariable(‘n_marbu’) .. ” marbu attacks in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

Teleport

I’ve never encountered this one, but so far this is my guess for preventing a teleport:

<triggers>
<trigger
custom_colour=”1″
enabled=”y”
group=”detections”
make_underline=”y”
match=”Unseen * teleport*”
send_to=”12″
sequence=”100″
>
<send>if GetVariable(‘n_teleport’) == nil then
SetVariable(‘n_teleport’, 0)
end

SetVariable(‘n_teleport’, tonumber(GetVariable(‘n_teleport’)) + 1)
Note(GetVariable(‘n_teleport’) .. ” teleport attacks in ” .. GetVariable(‘n_levels’) .. ” levels!”)</send>
</trigger>
</triggers>

Summing up

Once you’ve created either the positive or negative detection triggers, you can run your “protectionstats” alias to see how many things have been either done to you or stopped from being done to you, compared with the number of levels.  An example of my output is:

154 levels recorded so far.
130 dirt attacks prevented.
78 web attacks prevented.
44 marbu attacks.
0 teleports prevented.
0 vorpals prevented.

Due to this, I suspect my teleport and vorpal prevention triggers may be off, but I’ll correct it as necessary.

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Boot Weapon Guide

Monday, 11 May 2020 by watlok

The following is a database of Gameload (from mobs) weapons.

I will update this database as I get more information. Your contributions are welcome. Please send them by personal note to “Boot Watlok”.

-Watlok


Quality Explanation
Awesome the best for their level
Great not the best, but worthwhile
Good an acceptable substitute
Okay only really viable with a high bonus tag
Bad avoid
Legend
Term Description Term Description
Name Name Wflag Weapon flag
Quality How good is it? Dam Average Damage
Lvl Level Wt. Weight
Range Level range possible Area Area where it is found
√ Is the level range verified? Mob Mob it is found on
Type Weapon type A Does it have any anti flags?
Dtype Damage type M Is it metal? (For tempering)

Name Quality Lvl Range √ Type Dtype Wflag Dam Wt. Area Mob A M
a hand scythe Bad 3 3 N dagger slice – 6 2 Kimr’s Farm ?? N Y
a rabbit’s bite Bad 3 3 N spear pierce – 4 2 Kimr’s Farm ?? N N
bear claw Great 5 6 N mace claw – 9 1 WTC ?? N N
a drumstick Good 10 7-10 N sword beating – 10 3 Art of Melody a black key N N
a WTC arming sword Good 10 10-12 N sword cleave – 10 1 WTC ?? N Y
a WTC bagh nakh Good 10 7-13 Y exotic slice – 10 1 WTC ?? N Y
a WTC guisarm Good 10 7-11 N polearm thrust – 10 1 WTC ?? N Y
a WTC knout Good 10 7-13 Y whip sting – 10 1 WTC ?? N N
a WTC ono Good 10 7-10 N axe chop – 10 1 WTC ?? N Y
a WTC roundel dagger Good 10 9-12 N dagger pierce – 10 1 WTC ?? N Y
a WTC spiked mace Good 10 7-13 Y mace smash – 10 1 WTC ?? N Y
a WTC student motivator Awesome 15 16 N exotic shock – 22 1 WTC ?? N Y
a riding crop Awesome 21 19-22 N whip whip – 50 0 Terramire Captain Appaloosa N N
a mighty axe Awesome 30 27-32 N axe wrath – 69 10 Terramire a rabbit guard N Y
a Set of Shrew Claws Awesome 30 29-32 N exotic claw – 69 10 Infestation the forest shrew N N
a crystal shard Okay 33 42 N exotic slice poisoned 47 7 ?? ?? N N
a bone dagger Okay 41 39-42 N dagger pierce – 58 3 Andarin a plainsman N N
a crude bronze sword Bad 42 42-45 N sword slash – 58 5 Cradlebrook a bandit N Y
a guard’s short sword Bad 45 47 N sword slice shocking 60 5 Earth Plane 4 guard? N Y
a Scout’s Blade Okay 45 42-45 N sword slash – 64 7 Cradlebrook a Cradlebrook scout N Y
a short stabbing sword Bad 45 45 N sword stab – 62 5 Cradlebrook a swordsman N Y
a stout spear Bad 45 43 N spear pierce – 62 7 Cradlebrook a spearman N Y
a wooden flute Bad 45 44 N mace pound – 62 3 Cradlebrook a musician N N
a Blade of Light Good 50 51-53 N sword divine power – 75 14 Yurgach Domain champion?? Y N
a lochaber axe Good 50 52 N polearm cleave vorpal 78 17 Flying Citadel centaur guard? N Y
a steel hand Good 50 53 N axe slice – 75 6 Onyx Bazaar timepiece N Y
a thorn whip Okay 50 50-53 N whip whip sharp 73 5 Cradlebrook Hrothgar N N
a twisted bronze dagger Bad 50 47-49 N dagger pierce – 67 1 Cradlebrook an assassin N Y
Bynnl’s Claw Good 50 48-53 N dagger pierce – 75 9 Sho’aram Bynnl the Ancient N N
the Sword of the Bandit-King Okay 50 47-52 N sword decaying touch vorpal 73 4 Cradlebrook the Bandit-King N Y
The Barber’s Razor Good 51 51-53 N dagger slice sharp 78 5 Gold Rush the barber N Y
a Large Curved Pike Okay 55 54-58 N polearm slash – 81 15 Woobleville a Sea Snake Guard N Y
a Massive Axe Hewn of Stone Okay 55 52-58 Y axe beating – 81 18 Woobleville a Sea Snake Warrior N N
a shard of glass Bad 55 55 N dagger  slice – 76 5 Paradise Lost a wandering Damned N N
a troll’s club Bad 55 54 N exotic pound – 68 5 Earth Plane 4 troll? N N
a vampire dagger Bad 55 54-56 N dagger pierce vampiric 75 2 Fractured Lands A Liavango vampire N Y
a Wickedly Sharp Stiletto Okay 55 55-56 N dagger stab sharp 81 15 Woobleville a Sea Snake Assassin N Y
a nice steel broadsword Good 58 55-58 N sword slash – 88 6 Fractured Lands Hilau Liavango N Y
a Blade of Pure Light Great 60 62 N sword divine power – 98 16 Yurgach Domain gatekeeper?? Y N
a branding iron Great 60 58-61 N exotic thwack – 96 8 Paradise Lost Jayivard Y Y
a heavy mace Good 60 58-63 N mace crush – 94 6 Paradise Lost a soldier of Nephelus N Y
a short, sharp Reman sword Bad 60 60-63 N sword chop – 79 8 Reme a mortally wounded legionnaire N Y
a Templar Longsword Great 60 57-63 Y sword divine power – 96 6 Paradise Lost a Templar N Y
kobold sticker Good 60 59 N exotic pierce vorpal 93 8 Zangar ?? N Y
Longsword of the Baron Great 60 60-62 N sword slash vampiric 96 20 Fractured Lands Baron Liavango N Y
sword?? Okay 60 58-59 N sword slash – 90 15 Diamond Reach an orc? N Y
a dagger with a rosewood cross hilt Good 65 62-68  Y dagger stab – 101 2 Rosewood a Templar guard N Y
a flaming bronze dagger (1) Bad 65 63-65 N dagger pierce flaming 93 15 Paradise Lost Baronette Obedience N Y
a flaming bronze dagger (2) Bad 65 62-67 N dagger pierce flaming 93 6 Paradise Lost Baronette Obedience N Y
a huge war mace Okay 65 62-68 Y mace blast – 96 15 Rosewood a Templar Patrol N Y
a longsword with a rosewood cross hilt Okay 65 62-68  Y sword slash – 94 10 Rosewood a Templar guard N Y
a whirlwind Great 65 62-68 Y exotic air – 104 7 Flying Citadel ?? N N
an ebon-runed longsword Bad 65 62-68 Y sword slash – 88 10 Paradise Lost Lieutenant Lirat N Y
an incredibly long pike Good 65 62-68 Y polearm thrust – 99 10 Rosewood ?? N N
Laurence’s sword Great 65 65-67 N sword divine power – 104 15 Flying Citadel Laurence? Y Y
Michael’s Battle-Axe Great 65 62-65 N axe cleave flaming 104 22 Flying Citadel Michael? Y Y
>-Poisoned Darts-> Bad 70 67-71 N dagger pierce poisoned 96 10 Earth Plane 4 Sateon Y N
a blunt club Great 70 69-72 N mace smash – 112 11 Diatz A saboteur N N
a crystalline whip Good 70 69-72 N whip sting – 111 8 Paradise Lost Princess Lilith N N
a homemade dagger Good 70 67 N dagger stab sharp 108 3 Diatz Tilmer N Y
a metal club Great 70 70 N mace pound – 113 25 Vlad-Shamir DDC? N Y
a pitchfork Good 70 68 N polearm pierce – 108 10 Rosewood a stablehand N Y
a practice sword Great 70 70-73 N sword pound – 115 15 Rosewood a practicing Templar (6936) N N
a Rusty Sword Awesome 70 70-72 N sword slash – 120 50 Nenukon Skeletal Warrior N Y
a Sharp Elven Dagger Great 70 70 N dagger pierce – 114 2 Killing Fields a wicked elf N Y
a silvery flail Bad 70 70 N flail mental energy – 88 7 Paradise Lost Prince Belial N Y
a Skeletal Bow Good 70 67-70 N bow bite vorpal 111 40 Nenukon Skeletal Archer N N
a small troll mace Good 70 70 N mace smash – 108 30 Anthrox the troll guard N Y
an old and worn broom Awesome 70 67-73 Y polearm thwack – 122 5 Rosewood a tired looking mother N N
Goblin Scimitar Okay 70 69-70 N dagger slash flaming 101 3 Nenukon Goblin N Y
Naga Claws Okay 70 71 N exotic claw – 101 3 Nenukon Naga Paladin N Y
Small Demon Claws Okay 70 68 N exotic sting – 101 2 Nenukon Lesser Demon N N
the Lifecleaver Great 70 68-70 N axe slash vampiric 115 40 Paradise Lost Prince Beelzebub N Y
the Spear of Destiny Good 70 67-73 Y spear friction – 110 30 Paradise Lost Prince Moloch N Y
Warrior Sword of the Far Country Bad 70 67-73 Y sword slash – 93 5 Nenukon Paladin of the Lynx Tribe N Y
a maul Great 75 72-78 N mace crush – 124 50 Plane1 a titan N Y
A Blacksmith’s Hammer Great 76 74-78 N exotic pound – 126 10 Diatz Bortan Y Y
a bloody looking longsword Good 80 77-83 Y sword slice sharp 128 20 Rosewood an insane Templar N Y
a huge side of beef Awesome 80 77-83 Y exotic beating – 135 15 Rosewood A kitchen cook N N
a tarnished silver Pilum spear Okay 80 83 N spear pierce – 116 20 Reme a stocky Reman centurian N Y
|[jewelled longsword]| Bad 90 91-92 N sword slice vampiric 165 4 Aardington A watchful guard N Y
a Dragon’s Longsword Bad 90 92 N sword slash sharp 169 2 Silver Volcano a dragon guard N Y
a nasty-looking torture device Bad 90 88 N exotic stab vampiric 153 5 Rosewood a torturing Inquisitory N Y
a Wave runner’s whip Bad 90 90 N whip whip – 160 10 ? Captain of the Wave Runner? N N
Ancient Spear of the Naga Bad 90 89 N spear pierce – 87 30 Nenukon ?? N Y
Invisible Claws Bad 90 92 N exotic air – 110 5 Nenukon Air Demon N N
a foil Bad 94 91-97 Y dagger pierce – 168 5 Plane1 a thief einheriar N Y
Holy Avenger “Faith Restorer” Bad 94 91-97 Y sword slash – 168 25 Plane1 a paladin einheriar N Y
the Staff of the Magus Bad 94 92-97 N spear pound – 169 15 Plane1 a mage einheriar N No
a large dagger Bad 95 95 N dagger pierce – 173 10 Pompeii ?? N Y
a red hot poker Bad 95 95 N polearm stab flaming 175 10 Rosewood a torturing Inquisitory N Y
a long bow Okay 96 93-97 N bow blast – 190 15 Plane1 a ranger einheriar N N
a mighty steel voulge Okay 96 93-98 N spear bite – 189 35 Plane1 a warrior einheriar N Y
an anointed flail Okay 96 93-99 Y flail beating – 189 20 Plane1 a cleric einheriar N Y
a sharp steel axe Bad 98 95-101 Y axe cleave sharp 185 40 Reme guard commander N Y
a Flaming Spear Bad 100 100-102 N spear flaming bite flaming 190 10 Diamond Reach ? N Y
a Lightning Blade Bad 100 98-102 N sword shocking bite shocking 192 15 Diamond Reach a watchful cityguard?? N Y
a weeping blade Good 100 99-101 N dagger decaying touch sharp 207 5 Rosewood the Pope’s agent N Y
a wooden staff Okay 100 101 N spear thwack – 200 5 Insanitaria ? N N
an illusionary shortsword Good 100 97-102 N sword mental energy flaming 215 10 Reme a stout dwarven palace guard N Y
Ancestral Sword of the Bear Tribe Bad 100 100 N sword slash – 140 25 Nenukon Bear Master of Battle N Y
Ancestral Sword of the Fox Tribe Bad 100 100 N sword slash – 178 50 Nenukon Fox Demon N Y
Fox War Mace Bad 100 97 N flail crush vorpal 112 5 Nenukon Fox Master of Battle N Y
Hude Demon Claws Bad 100 103 N exotic wrath – 104 60 Nenukon Greater Demon N N
The Blade of Light Good 100 101 N dagger light sharp 215 2 Yurgach Domain an Order of the Light soldier N N
The White Magic Bad 100 100 N exotic magic – 174 30 Nenukon Bastion N N
a gladius Good 103 103 N sword thrust – 218 15 Pompeii ?? N Y
a gold-hilted rapier Great 103 100-106 Y sword magic – 223 35 Reme Emperor Octavian Y Y
blackberry thorn Great 110 110 N dagger pierce – 240 2 Arboretum ?? N N
jehanine’s silver dagger Good 110 107-113 Y dagger acidic bite sharp 237 5 Reme Empress Jenanine N Y
The Wrath of Monuhi Bad 110 108-109 N exotic wrath – 196 1 Nenukon Monuhi N N
FlAmInG Sword =>> Great 115 115 N sword flaming bite flaming 253 20 Dak’Tai ?? N Y
a bolt and crossbow Great 120 117-121 N exotic flaming bite poisoned 270 5 Uprising a dark elf archer N N
a dark iron scimitar Great 120 120 N sword slash sharp 270 2 Uprising a dark elf infantry N Y
a longsword with a golden sunburst Great 120 117-123 Y sword slash – 264 15 Rosewood a Templar guard N Y
a silver mace Good 120 118 N mace wail – 250 35 Dusy Valley ? N Y
a well-used longsword Great 120 117-123 Y sword slash vorpal 268 20 Rosewood Lord Jaques de Courcey N Y
Elven Wood Axe Great 120 117-120 N axe slash ? 268 20 Agroth? ? ? ?
Sword of Darkness Okay 120 122 N sword decaying touch vorpal 240 25 Diamond Reach black knight? Y Y
a shining rapier Great 123 123-124 N exotic slice – 276 3 Uprising a dark elf blademaster N Y
The Morphing Old Broom Okay 125 125 N polearm changing changing 253 20 Diamond Reach Tuxedo Dioguy?? N N
a cowhide snakewhip Great 127 124-129 N exotic acidic bite shocking 287 2 Uprising a dark elf matron N Y
a curved sword Okay 140 140-143 N sword slice sharp 283 20 Aiighialla dallaway warrior? N Y
the bloody, hacked leg a horse Bad 150 149 N exotic grep – 268 30 Bonds ? N N
a short sword named “Talon” Good 153 151-156 N sword shocking bite shocking 347 15 MOD Alaric N Y
a finely ground granite axe Great 157 156-160 N axe slice – 367 30 MOD A Stone giant guard N N
a hefty hammer Great 157 154-160 Y hammer changing changing 363 3 Uprising a dark elf blacksmith N Y
a military pick Good 157 155-159 N exotic stab poisoned 355 25 MOD a Stone giant berserker N N
an elegant longbow Great 157 154-159 N bow thwack frost 360 3 Uprising a dark elf archer N N
Mistridge Halbred Okay 159 156-162 Y polearm chop – 344 23 Mistridge Gaston N Y
a fine-bladed Dwarven mithril axe Good 160 160-162 N axe decaying touch – 358 20 MOD Guy near Mendan? N Y
Long Thin Blade Okay 160 162-163 N dagger stab – 342 9 Mistridge elven citizen? N Y
Rapier Okay 160 158-163 N sword stab sharp 341 7 Mistridge Courtnay d’Assini N Y
a diamond tipped longsword Great 167 165-170 N sword friction vorpal 389 22 MOD an elite Stone giant guard N N
a silvery white dragonspear Good 167 167 N spear charge – 379 25 MOD an elite Stone giant guard Y Y
a mithril greatsword named “Ice” Okay 170 170 N sword slice sharp 352 20 Winterlands? Sir Laurence? N Y
a quill pen Bad 170 170 N dagger slice – 343 1 Witches Elfrida, the governess N Y
Mistridge Dagger Great 170 167-173 Y dagger thrust sharp 392 10 Mistridge Lydie N Y
Wind Elf Quarterstaff Okay 170 168 N polearm earth – 357 12 Mistridge elven citizen? N N
a make-shift club Great 171 168-173 N hammer crush – 397 2 Tribal Origins a buried-alive explorer N N
_- BOW OF CHAOS -_ Great 175 175 N bow changing changing 406 20 Mistridge elven citizen? N N
Leechblade Great 177 175-177 N exotic suction vampiric 414 10 Mistridge deathbringer? N N
Flare Good 178 178 N axe slice flaming 396 50 MOD Eldar Krysten N N
*Fire Gem Sword* Great 180 179-183 N exotic flame flaming 420 5 Dread Tower alert guard? N Y
a heavy hammer Great 180 177-180 N mace smash – 417 35 Mistridge Gregory N Y
Ancient Battle Axe Great 180 179-182 N axe cleave – 425 25 Eternal Autumn ? N Y
Bow of Fletcher Bad 180 178 N bow pound – 369 3 Avian Kingdom Fletcher elf person on walls? N N
Devilment Great 180 177-180 N mace changing changing 426 5 Nix Nixie Devilment? N N
Dwarven War Hammer Great 180 177-179 N mace smash – 417 12 Avian Kingdom Dwarf Guy? N Y
Mistridge Spear Great 180 177-183 Y polarm stab – 420 33 Mistridge Torlen N Y
Ash Great 182 180 N sword life dragin vampiric 420 22 MOD King Mendan N N
Yoshiroji Bad 184 184 N dagger charge – 373 20 Glamdursil Ikoku? Y Y
a Dwarven Axe Great 189 186-192 Y axe cleave – 443 22 Eternal Autumn a dwarven guard N Y
-‘-,{@ Great 190 187-190 N dagger changing changing 443 4 Eternal Autumn a beautiful faerie N N
a whipper-snapper clubbing cane Great 190 187-193 Y mace beating – 445 5 Eternal Autumn a curmudgeonly gnome N N
a wooden training dagger Great 190 187-192 N dagger stab – 445 10 Kiksaadi A young boy N N
Judgement Great 190 191 N hammer smash – 445 20 Stormhaven the white guard commander N Y
Sword of Purity Great 190 190 N sword slice sharp 445 8 Avian Kingdom Furai N Y
<<<aset of sharp eagle talons>>> Great 195 195 N dagger pierce vorpal 459 5 Kiksaadi eagle?? N Y
a rusty sword Great 195 193-197 N sword slash vorpal 455 12 Eternal Autumn the solemn knight N Y
the breath of an ancient wyrm Great 195 193-197 N exotic flaming vite – 455 1 Eternal Autumn the skeletal wyrm N N
A Ruler Great 196 194-196 N polearm thwack shocking 464 20 School of Horror Teacher? N N
A Bloody Blacksmith’s Hammer Great 199 199 N mace pound vampiric 463 20 Kiksaadi K….? N Y
a Nyne Shortsword Great 200 200 N sword slash – 470 20 Nyne ?? N Y
Divine Sword Good 200 196-200 N sword divine power – 453 50 Mistridge Lohr N Y
Dull Stiletto Great 200 200 N dagger peck poisoned 470 2 ?? ?? N Y
Felix’s Dagger of Death Good 200 196 N dagger decaying touch vampiric 455 7 Mistridge Felix Necromius N N
Thandcrist Great 200 200 N axe crush vampiric 475 20 Titans’ Keep ?? N N
the statue’s sword Great 200 200 N sword slash – 470 20 Eternal Autumn the statue of Callus N N
a hero’s sword Great 201 201 N sword slice vorpal 475 21 Crossroads ?? N Y
a Nyne Scimitar Great 201 201 N polearm stab – 475 25 Nyne ?? N Y
a standard issue sword Great 201 201 N sword slice vorpal 475 21 Crossroads ?? N Y
Gullinbladnir Great 201 201 N dagger divine power vorpal 475 15 Yggdrasil Freyr, God of Light N Y
Titanic Blare Great 201 201 N exotic wail vorpal 475 33 Titans’ Keep ?? N N
Titanic Blessing Great 201 201 N axe divine power vorpal 475 33 Titans’ Keep ?? N N
Titanic Breeze Great 201 201 N flail air vorpal 475 33 Titans’ Keep ?? N N
Titanic Corroder Great 201 201 N whip slime vorpal 475 33 Titans’ Keep ?? N N
Titanic Desolation Great 201 201 N axe freezing bite vorpal 475 33 Titans’ Keep ?? N N
Titanic Despair Great 201 201 N axe decaying touch vorpal 475 33 Titans’ Keep ?? N N
Titanic Drill Great 201 201 N dagger pierce vorpal 475 33 Titans’ Keep ?? N N
Titanic Dynamo Great 201 201 N exotic shock vorpal 475 33 Titans’ Keep ?? N N
Titanic Flash Great 201 201 N mace light vorpal 475 33 Titans’ Keep ?? N N
Titanic Gloom Great 201 201 N polearm shadow vorpal 475 33 Titans’ Keep ?? N N
Titanic Ground Great 201 201 N polearm earth vorpal 475 33 Titans’ Keep ?? N N
Titanic Hyetal Great 201 201 N axe water blast vorpal 475 33 Titans’ Keep ?? N N
Titanic Metastasis Great 201 201 N exotic changing changing 475 33 Titans’ Keep ?? N N
Titanic Rage Great 201 201 N dagger flaming bite vorpal 475 33 Titans’ Keep ?? N N
Titanic Render Great 201 201 N sword slash vorpal 475 33 Titans’ Keep ?? N N
Titanic Smash Great 201 201 N mace smash vorpal 475 33 Titans’ Keep ?? N N
Titanic Taboo Great 201 201 N axe magic vorpal 475 33 Titans’ Keep ?? N N
Titanic Thoughts Great 201 201 N flail mental energy vorpal 475 33 Titans’ Keep ?? N N
Tome of the <>Relyks<> Great 201 201 N exotic mental energy – 475 4 ?? ?? N N

Tentative Average Damage Formula For weapons Level 45 to level 80

Average damage maximum = (Weapon level – 45) * 2.1 + 62

Tentative Average Damage Formula For weapons Level 100 to Level 200

Average damage maximum = (Weapon Level – 100) * 2.6 + 215

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Guide to Wishes

Saturday, 11 April 2020 by Furen

Wishes, what are they and how do they work?

We won’t be going over every wish available, but hopefully this will give you a good introduction to wishes. As always, check out the appropriate help file – help wishes – for more information.

So, if you have looked at the help file you will see all sorts of wishes that are available and if you looked at wish costs, you will see that there are three columns related to cost. You have Base Cost, Adjustment, and Your Costs. That is because most wishes will add an adjustment after you purchase a wish.

For example, if for our first wish we were to buy Novorpal (which is number 3 on the list) the cost would be 5,000 quest points. However, we would now add 300 quest points to the cost of all the other wishes (except for No Hunger, Rebuild and Auctioneer).

So, we have our first wish and now we want to spend more QP’s and buy another wish. This time we purchase the Pockets wish.  That would be a base cost of 3500 QP’s plus the 300 QP’s for our first wish, giving us a grand total of 3800 QP’s for our Pockets wish, and so on and so forth.  You can always check what you would pay for your wishes by using the wish costs command.

If you haven’t already, take some time and look at help wish and read through all the available wishes and what they do.

So, which wish should you buy? It is your choice; they are wishes after all. However, should you find yourself with extra QP’s here are the ones that I currently have and have found useful for me.

Pockets1 – Allows you to carry +100 items

Scholar – Lets you practice to 95% rather than 85%

Exprate – Gives you 10% more exp on kills

Spellup1 – Gives you a very fast spell-up time

Be sure you are earning those QP’s by questing and doing campaigns and if you find yourself with extra to spend, take a look at some wishes.

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Clan Exits (& Other Shortcuts)

Sunday, 02 February 2020 by Grilraald

Watchmen (32349) 6sun
Mountains of desolation
Winterlands
FT1
Unearthly Bonds
Woobleville

Baal?
Hook?

Bard (30524) wu
Solan
Blighted Tundra of Andarin
Zangar
Coral kingdom
Amusement Park

Crusaders (31138) sw2n
Jungles of Verume
DSR
Underdark
War of the Wizards
Storm Mountain

Xunti ?
Retribution ?
Rhabdo ?

Perdition (19970) 6sds2en
Peaceful Giants Village
Temple of Shouggoth
Ruins of Stormhaven

Guardian (45194)  4swnd
Child’s play
Graveyard
Great Salt Flats
Hawklords
DuNoir

Tao (29215) 2s8eswnunu
EarthPlane4
FT2
Brightsea & Glimmerdim
Old Cathedral
Foolish Promises

Touchstone (28357) 2nw2de2
Foolish Promises
Snuckles village
Land of Oz
Cataclysm
Realm of the Zodiac

Vanir (854)  nes

Gathering Hoard

Seven Wonders

Deathtrap

FT1

Council of the Wyrm

Boot (47220) from crec:u
House of Cards
Kul Tiras
Mountains of Desolation
Sanctity of Eternal Damnation
Hatchling Aerie

Astral Planes (29346) through amulet of the planes

Swordbreakers Hoard

  1. Realm of the Zodiac

Thanelds Conflict

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Summary of Goal Rewards

Tuesday, 21 January 2020 by Grilraald

Goal rewards can include gold, trains, QPs, Portals (mostly to begining of area, but can occasionally have special landing locations), Eq (can range from absolute trash to some pretty cool gear; often requires autoloot to be on to get this) or Special in-area benefits.

In area benefits can include agro mobs leaving you alone, removal of irritating mobprog requirements, access mobs/areas outside of usual time restrictions, shortcuts (sometimes bypassing agro mobs or mazes), removal of cost for areas, or access to extra bonus sub-areas.

Below is a nearly complete lost of the Goals of Aardwolf summarising the rewards of each.

I’ve tried to add a star rating to these to draw attention to particular goals

*** Goal has significant impact on the area (pretty much aligned to the “must do goals” guide

** Goal has more minor QOL benefits

* Goal has decent eq (there are likely to be other decent equipments, but these are the ones I’ve noticed). Note: goal eq often has random stats, so equipment awarded may not match the guide.

Hopefully this will help you identify goals you fancy trying…

Goal Name Lvl Rating Reward(s)
~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~~~ ~~~~~~

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: ?
Camps 10: 5-10 trains; 5-19 QP
Carnivale 10: 8 QP
Chaprenula 10: 20 QP
Graveyard 10 ***: Special (access mobs during day by “rip” in graves)
Lidnesh 10: [Not sure difference between 1 & 2]

Orlando 10: 2k gold, 3 trains, l5 eye eq
Solan 10: 8 QP
Wildwood 10: 5 QP, 5k gold
Wtc 10 **: Non-aggro guards, 10 QP, 2 trains
Ascent 15: l6 wrist eq
Callhero 15: Portal; 15 QP
Childsplay 15: 12 QP, l15 shield
Fireswamp 15: 3 trains; 5k gold; misc item
Hoard 15: 10 QP; bag
Nalondir 15: 10 QP
Petstore 15 ***: Special (given keys to display upon entering area); Portal
Sennarre 15: [Not sure difference between 1 & 2]

Sirens 15: 10 QP; L1 waist eq
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
Cats 25: 10 QP; 2 train; l28 finger eq
Glimmerdim 25: l26 wrist eq
Infest 25: 5 QP
Kobaloi 25 ***: Bypass (Nolonger need to buy passes [palace or fishing] to access area); 10 QP
Terramire 25 **: Special (access exp zone) L30 weapon for AQ
Weather 25: 15 QP; 5 trains
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
Dhalgora 35: 8 QP
DSR 35 ***: Shortcuts (to Cathedral, castle & mine [mine mobprog???])
Jotun 35: 3 trains
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)
Maelstrom 50 ***: Special (stops random directions for the 4 exits at bottom of Maelstrom); l41 neck eq (also gives underwater breaking)
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
Greece 50: l51 head eq
Landofoz 50 **: Bypass (Skip the no recall tornado rooms to either munchkins or wizard)
Reme 50 **: non-agro at intersection; l51 body 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
Songpalace 75 **: shortcuts (Dressing room, royal box or queen’s room); 20 QP; l75 light eq; l80 neck eq
Tilule 75: 25 QP; l75 neck eq
Deneria 80: Portal; l80 light eq
Diatz 80: 15 QP; l80 leg eq; l80 waist eq
Knossos 80: Portal; l80 head 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
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
Snuckles 95: Portal; l95 light eq
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
Duskvalley 110: multiple eq
Elemental 110 *: Back Eq; Special (direct access back from inside to valley)
FT1 110: l129 neck eq (options for l120 ear & back too)
Nursing 110: 20 QP; l101 head eq
Prosper 110 ***: In-area Bypass (Removes requirements to gather all 4 orbs to kill Witch [must have completed Lem-Dagor for benefit]); Equipment
Prosper2 110 ***: Special Portal (Lands direct on island, Skipping Witch section)
Scarred 110 ***: In-area Bypass (Pete gives key without having to loot corpses first)
Stone 110 ***: Non-Aggros; l131 eyes 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
Cards 120: l151 hold eq (4 different versions available)
Darklight 120 ***: Portal (skips vidblain) l122 waist eq
Deathtrap 120 ***: l121 back eq; non-agro (when wearing cloak)
Masq 120 ***: Special (Can go direct to Mansion or ball at anytime & without mask/invite); Portal; l230 eyes eq
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)
Tairayden 120: 10 QP
Wonders 120: 15 QP
Xylmos 120 ***: Special Portal (Bypasses rock/ether/rubber); l101 eye eq
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
Diner 135 ***: Special (No longer need uniform/toy to access kiddie play); 2x QReset tokens
Yarr 135 *: l130 feet eq; l131 finger eq)
Desertdoom 140: Portal; l141 eyes eq
FT2 140: Portal (to Sea King Dominion, not to ft2); chance at multiple eqs
Livingmine 120 ***: choice of l131 finger/wrist eq (can farm additional pieces; prerequisit for Empyrean goal
Sanguine 140 ***: Special (Larry no longer blocks access); 10 QP; l141 neck eq
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
Arisian 160: portal; 10k gold
Bonds 161: portal; special (acts as key at reception area)
Cougarian 160 **: Special (don’t need dictionary to pass doctor; Portal; l161 back eq; 2* l161 ear 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
Uprising 160: 25 QP; optional extra step for 130 light eq
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)
Astral 190: l200 waist eq
Caldera 190: 10 QP
Kearvek 190: Portal
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
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
Blackrose 300 ***: Special (non aggro); 10 QP
Cove 200: l200 light eq
Crynn 200 **”: Special (no key required to access bloody masses); l200 eye eq
Dundoom 200 ***:  Special (mobs in area no-longer agro)
Earthlords 200: ???
Ketu 200: l200 back ea
Mayhem 200: Portal; l200 finger
Oldvanir 200: ???
Qong 200: Portal; l201 light eq; l201 eyes eq
Radiance 200: Special (shortcut between specific spots)
Sanctum 200: l200 hold eq
Sanctum2 200: l200 wrist eq
Stormhaven 200 **: Special (Non aggros); Shortcuts
Tanra 200: 20 QP; l200 float eq
Testmaze10 200: ???
Werewood 200 ***: Special (no longer get/auto wear cursed lycanthropic aura)
Afterglow 201: ???
Amazon 201: Portal; 15 QP; l200 float eq
Caravan 201 **: Special (access area with aggro, evil mobs, with high gold drops)
Dunoir 201 ***: 20 QP; Special (non agro near entrance, only need half goal for this)
Fens 201: Portal; potential tier eq
Firenation 201: l200 arm eq; l200 ear eq (optional extra step); l210 neck eq (optional extra step)
Fortune 201: l200 hold eq
Geniewish 201: tier eq
Gwillim 201: Portal
Hades 201 ***: Portal; l210 light eq; Special (Access to underworld)
Horizon 201: l200 body eq
Icefall 201: tier eq
Imperial 201 **: Special (Access pupping area)
Infamy 201 **: Special (beseech sisters for help, not sure what this meant???)
Inferno 201: tier eq
Mistridge 201 **: Special (non agro in forest); Special (item to make fighting owls easier)
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: ???
Takeda 201: l195 back eq
Temple 201: Portal;  l196 finger eq
Terra 201: tier 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
Wyrm 201 ***: Special (type home to leave council)
Wyrm2 201 **: Special (access extra section for exp)
Ygg 201: Portal; l220 finger eq

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MUSHClient alias for training stats

Monday, 09 December 2019 by Zafrusteria

Training your stats can be a pain using the standard mud commands. I found the following MUCHClient alias will not only speed up the process but also helped me do it without as many mistakes. This is how it works. The train command gets a new way for you to say what you want trained and how many times. I’ll will use examples to explain. Okay you have just leveled and received 3 trains for the level. You want to train int, wis and luck. Using MUD commands you would use:

train int
train wis
train luck

Using this alias you just use the initial letter of each stat to train it. i=int, w=wis, l=luck. You get the idea. To train all three you can use.

train iwl

They will also be trained up in the order you place them from left to right.
Next time you level you get lucky and get 8 trains. Now you want to bring up all your stats and then Luck, Int and Dex again if you have enough trains. So without doing any maths 🙂

train ilwsdc 3

So you get the idea of how it works just list the first letter for each stat you want to be trained one or more times. IOf you then want to so that multiple time add a number on the end.

The part you really want, the alias.Open the Alias editing GUI. Press Alt+enter. The in the left hand side list  about 1/3 of the way back up from the bottom click on Alias. Then click on the Add button to get the Alias editing GUI. Add the text as shown below.

Alias: train\s+([siwdcl]+)(?:\s+(\d*))?$

Send:
local stats = string.lower("%1")
local len = string.len(stats)
local total = 1
local lookup = {['s'] = 'str', ['i'] = 'int', ['w'] = 'wis',
                ['d'] = 'dex', ['c'] = 'con', ['l'] = 'luck'}

if "%2" ~= "" then
    total = tonumber("%2")
end

for i = 1, len, 1 do
    local st = string.sub(stats, i, i)
    if lookup[st] ~= nil then
        Send("train "..total.." "..lookup[st])
    end
end

Send("train")

In the Send to drop down select Script.

Make sure that the following boxes are ticked on the right hand side. Enabled, Ignore case and regular expression.

A screen shot of what it should look like.

screen shot for the MUSHClient training Alias

mushclient alias
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Weapons

Sunday, 13 October 2019 by ilbrost

I’ve read a couple quest eq guides that suggested an Aard weapon is a typical first quest eq purchase. I think that’s a bad idea and those quest points would be better spent elsewhere (lots of guides on spending QP). You’ve probably noticed all of these special items around with extra flags like (Shiny), (Enhanced), etc. These are bonusloot or gameload items. There’s a small chance every time you loot an object that it will get these enhancements. These items have better stats and average damage in the case of weapons. Some of which are close to or better than their Aard weapon equivalent. See help gameload for details as well.

To gauge a weapons quality (ave dam) take its level and multiply it by 2.5 for those under lvl80 or by 3 for those at or above lvl80. You want the damage to be as close to or better than this level multiplier. As you level you should be saving your weapons because you’re likely going to remort and level all over again.

The easiest way to find bonusloot weapons is on Auction, Market or in open clan shops. A lot of people just sell their loot and it’s there for us to sift through and buy. Some of my best weapons have come from shops and were bought for 20-40k gold. Way better than spending 1k qps for only a slight bump in damage. If you’re really dedicated or determined, you can “farm” bonusloot by killing the same mob(s) over and over until you get some good bonusloot. There’s strategy about which items are best to farm but that’s a guide for someone else, I’m no expert farmer.

The final consideration is weapon type.  So you see this awesome weapon that would be great, except its a polearm. If it’s that great and you’ll use it in your weapon rotation, I’d suggest spending 1 TP and remodel it into a dagger, bow, axe, whatever you want. “rt forge” from Aylor recall takes you to the Aylor Forge, north is Ivar’s Forge, “l sign” for info. TPs typically sell for around 5m gold, so hopefully you’ve got some from daily blessings. I don’t recommend spending 5m to buy a token for this unless its a great weapon, in which case 5m is easier than 1k qp for an Aard weapon.

If you’re looking for a tier level weapon, buy an Aard weapon, otherwise, I’d put off Aard weapons until you’ve got a lvl1 Aard set, some lvl200 Aard gear, a couple wishes, and even then I would pause and make sure I really “needed” it. The selection of bonusloot SH weapons is good enough that a 630-ish ave weapon isn’t uncommon and your first tier weapon should be a 231. Opinions will vary but this is working well for me. Keep an eye on clan shop inventory, auction and market for goodies. A lot of people in the clan do this and will hold onto items. If you’re looking for a specific level / weapon type, just ask on clan channel and maybe someone will have something for you.

In full disclosure, I now have a rotation of Aard weapons and I only kept my bonusloot’s that were better than Aard. Starting out, quest points are scarce and bonusloot is the way to go. Even once you have more QPs, these Aard weapons don’t give stats or resists like bonusloot so there remains an argument for bonusloot over Aard weapons. Tpenchanting Aard weapons can add massive hr/dr with a chance for stats but that’s very cost prohibitive and really meant as an end game strategy.

Go for the bonusloot, save your weapons and constantly look for upgrades. They don’t all have to be Aard quality to start, just better than open clan shop equivalents.

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Armor

Sunday, 13 October 2019 by ilbrost

Armor, Gear, Equipment, whatever you want to call, it’s very important in Aard. It’s your main source for stats, resists and the right stuff can make leveling/remorting a lot easier.

 

EQSEARCH & Open Clan Shops

The eqsearch command is probably how we all started looking for equipment (help eqsearch if you aren’t familiar). This is great for your first mort or 2 but beyond that you should start to broaden your search. Most of the eqsearch gear is from open clan shops and all of this can be enchanted in some fashion. Depending on your primary class you may want to source your open clan equipment from different vendors. Some give strong INT for spellcasters, others might be STR/DEX for fighters, what you choose depends on your primary class and what type of kit you are looking for. There are many sites that list clan EQ, I like Gaardian’s:

http://eq.gaardian.com/outfitter.py

 

Enchanting

Enchanting adds WIS, LUCK, HR/DR, and sometimes other stats of you get a lucky resonate. The Aardwolf WIKI has a great write-up for more details:

http://www.aardwolf.com/wiki/index.php/Main/Enchanting

 

Kits/Sets

Common levels for sets are 1, 41, 91, 131, 171, 201. There are others in between but the increase in stats isn’t much. Eventually you will want all enchanted sets. Typically they start at 1TP for the level 1 and end up around 4TP for the 171. Ask for these on clan talk or barter. The 201 or SH kits are different because there a lot of alternatives to open clan eq. You’ll need less and less open clan SH gear as you acquire goal, bonusloot and Aard eq.

 

Goal EQ

Some goals will give EQ as a reward and it can be some great stuff. Don’t ignore the portal rewards either, but that’s for another guide. Some of the goal eq I use is:
Lemdagor (lvl101 wrists)
DarkLight (lvl121 waist)
Masq (lvl131 eyes)
Imagi (lvl151 ring)
The Winterlands (lvl161 wrist)
Cougarian (lvl161 neck)
Ooku (lvl201 waist)
Hades2 (lvl201 light)
Kiksaadi (lvl201 light)
Crynn (lvl201 eyes)
Umari (various, I got lvl201 legs)
… OK you get the point, some great goal eq, there’s even more besides this, check out the goals section and look for reward listings at the end of each guide.

 

Bonusloot EQ

This is similar to weapons but much more variable. You can’t rely on the quality of the bonusloot alone (for example, Gleaming vs. Burnished) since the enhancements are wildly variable. The (Gleaming) version could have rolled all the bonuses into HP/Mana/Moves, while the (Burnished) version might have rolled high hr/dr or extra stats. You are looking for extra stats primarily, high hr/dr is good too.

 

Aard EQ

Aard equipment is typically the best in slot for every level, depending on the rest of your kit of course. The level 1 set should be the first thing you spend QP on and you can wear most of it through level 200. As a T3R7 I only have a level 1 set and a level 200 set. I haven’t seen a need to fill in with other level stuff. Keep looking for bonusloot or goal equipment and spend those QPs on a few wishes.

 

How to manage it all?

There is at least one plugin, DINV, that will help you select equipment based on stat priorities and primary class. I relate this to eqsearch in that its OK for the first couple morts but I would really encourage folks to stop at every kit and look at their stats. As a pwar you may have a lot of great str/dex eq, but if your str/dex is maxed, then that extra is wasted. The easiest way to check this is by using the ‘stats’ command and look at the Totals to see what your overage is. Once you’re more than +10 overmax, it’s time to start shifting eq. By using an open clan eq website, you can quickly see what bonuses other items give and whether or not they’re enchantable. Once you’re happy with a kit and you’re not super overmax in any one stat, I like to use DINV for it’s SNAPSHOT feature. This allows you to take a snapshot of what you’re wearing and name it (for example, ranger41, ranger91, etc). Once you have snapshots you simply tell it to wear the next snapshot and it shifts everything for you. This gives me peace of mind that it’s the right equipment and it’s been optimized how I want it. Here’s where to get DINV:

https://github.com/Aardurel/aard-plugins

Finally, ask for help if you need it. Clan talk is a great resource and most of us know a little something about EQ. Specific questions that include level, slot, primary class and desired stat(s) will get you the best answers.

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Open and Closed Clan Eq Stats

Wednesday, 18 September 2019 by contigo

This guide is meant to explain a few things and direct the reader to more resources and helpfiles on Open and Closed Clan Eq. It should also give indirect clues for the advanced player on how to calculate the theoretical maximum possible stats for their equipment, after enchantments. It will also help the player with a way to calculate the total points of bonusloot Eq, and benchmark against the maximum limits of Open/Closed Clan Eq.

Open Clan Eq

A new player should get familiar with the eqsearch all command early on in their Aardwolf experience. This will help the player get better items for their level. Very often, eqsearch all will direct the player to Open Clan Eq. This is clan equipment found in the clan’s public shop(s) that any player can buy. Our own Boot clan has many of these in the shopkeepers to the right of recall.

A mostly-updated list of Open Clan Eq is found here: http://www.frostblade.net/aardwolf/claneq/display.php?sort=level. You should recognise many of the items from the eqsearch all command.

So the reason why eqsearch all recommends Open Clan Eq is because they usually have the best total number of points for that specific level. And there is a certain algorithm to calculate the maximum allowed number of points that each eq gets per level (which is why we don’t see level 1 Eq with +100 int, for example). Before we get to that, the definition of 1 point is:

  • +1 str/wis/dex/con/int/luck, OR
  • +2 HR or DR, OR
  • +1 Hr and DR, OR
  • +10 hp, mana, or moves, OR
  • +4 resists in a single specific damtype.

Since most (all?) Open Clan Eq are at the max points for that level, it’s up to the clan to decide how they want to allocate those points. For example, this is why the level 41 waist items from Seekers and Touchstone have 6 points total, but have different stat allocations:

41 waist a Gold Pleated Schenti +4 str, +4 dr glow, invis Seekers
41 waist (>Belt of Balance<) +4 int, +4 dr hum, invis Touchstone

So 6 points is the max number for lvl 41. But what is the algorithm to calculate the max points for every level? Look no further than the following in-game helpfiles for the full list of max points and attributes at every level:

help eq-single for armor that you wear one of (e.g. back, torso, head, etc.)

help eq-dual for armor that you wear two of (e.g. finger, wrist, etc.)

Lots of numbers to digest, I know. Note that this does NOT include the stats added from enchantments (e.g. illuminate solidify resonate). As an additional note, there are also maximum limits on the attributes themselves. For example, while 6 is the max points for lvl 41, 4 is max number of stats. Meaning you’ll never see a lvl 41 eq with +6 str.

Closed Clan Eq

If you’re still with me, this brings me to Closed Clan Eq. As the name suggests, Closed Clan Eq are not sold in any public clan shops. They are a privilege that PK clans are afforded, and you can only obtain them through joining that clan, through raids, or buying them off another player in possession of them (e.g. through auction). Boot is unfortunately a no-PK clan, so we do not have our own Closed Clan Eq. But if you’re reaching the point of graduation from Boot and are looking at joining a PK clan, this is something you can look forward to.

So what’s so special about Closed Clan Eq? The answer is that they get a bonus point over that maximum we were talking about earlier. For more information, see help eq-extrastat.

Closing Remarks

For more information on all this, see the helpfile help eq-index. It contains a list of the helpfiles mentioned in this guide, as well as other information regarding the more advanced details of eq-stats (eg. affects, negative stats, etc.).

Remember that this points algorithm does not apply to bonusloot Eq stats, nor does it include enchantment stats. BUT, by using the same points calculation method, you can calculate the total points a bonusloot Eq has, and benchmark it against the Open/Closed Clan Eq for that level. This should give you an idea on just how good that $30million bonusloot item on the market is, or if the buyer is being ripped off 🙂

If you see any errors, feel free to drop Contigo a note on Personal board, or leave a comment below to correct any errors 🙂

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Pupping at T0

Saturday, 10 August 2019 by reaven

A Simple Guide to Pupping (power up-ing) for lower tiers

First a few basics – pupping is best done at R7 when you have maximum dodge skills but is still viable at any mort along the way and I personal advise pupping your 15 minute double when and if you Superhero Loud remort after your own loud end.

Maximizing luck is desirable but at T0 or T1 it’s not easy to hit that magic 600 max geared/spelled if you aim for 350 natural luck for these early tiers you can maximize your trains per pup earned.
Also pertaining to stats luck can bring you an extra lucky stat point in any stat up to 200 natural (certain exceptions do apply refer to HELP FORGET for these exceptions) so early pupping can be used to bring your HP and MN if magic user or Moves if blacksmith up to a more survivable and usable number I would advise 15k hp be an early goal after bringing your luck up to get those lucky stats and trains (and qp bonus potentially at quest turn in up to 6 bonus for 600 luck 5 for 500 and so forth)

Onward to the Zones and achievable goals for lower tiers

*denotes good gold

WEREWOOD THIS IS A SUPER EASY GOAL WITH GOOD BENEFITS
the whole zone is aggro take potions it’s nearly all evil and they will infect you with lycanthropy a cursed float item the goal will prevent this in the future

Hades and Hade2 goals connected at the end light/mild aggro mixed align

Dundoom the dragons can be a pain with their mobprog healing of themselves but this goal is doable at r7 mostly evil but mixed 65/35 ish align

Ketu this goal is easy mixed align

Empyrean goal is doable at r7 (can be worked as you keep remorting too) mixed align

Tanra is easyish mostly evil the crater portion is neutrals mostly goal

*Gypsy goal is doable but goal boss is supertough neutral mobs (evil mobs in post goal area)

*Oceanpark goal is doable anytime good mobs in the park proper and trench       merdevils are evil

Amazon nation goal is doable    good mobs

*Afterglow unsure about the goal yet    good mobs

Fens goal is NOT DOABLE at low tier (DO NOT GO into the room at the end of the western path it will be instant death before t5)
the mobs are evil light aggro (excepting the room i warned about)

Ookushka goal is a long killing spree take your time if you want/need 80/20 evil/neutral the hounds/dogs will assist so watch that and light aggro

Firenation goal is not doable light to high aggro 80/20 evil/good (the good are in the cave portion)

*Fortune goal is a long one not completable at low tier (maybe with lots of death or a friend helping near the end) but can be started early please refer to the forums for a guide for this goal and contribute to the ongoing compilation as this goal has randomly assigned tasks good mobs until near the end of the goal line when the evil super high aggro area is unlocked for you

Sanctum goals are maybe doable at low tier mixed align the evil mobs being mostly aggro mild aggro overall

Gwillim goal should be doable this area is split into multiple parts with both good and evil mobs in various parts of it (the faeries in the gardens are all sanctuary mobs so harmers can have fun here tho the faeries are evil)

*Nyne goal is not doable for low tier mixed aligns mild to high aggro through the otherexits(cexits like the museum room) in zone so tread those carefully

Umari goal is doable nearly all good mobs here aggro in 2 rooms only

Horizons goal is not doable without alot of HP mixed align

*Qong goal is doable good align

Radiance goal may be doable mixed aligns including neutrals 50/40/10 evil/neutral/good

Cove goal is doable light aggro good mobs

Earthlords goal is not completable at low tier all good mild aggro

EPIC ZONES
there are several epic pupping zones that a t0 can get to and pup in
I would advise 20k+ HPs and a shield for these zones

Icefall entry the mobs here will backlash at death and do damage when they die sometimes large damage but no aggro no assisting all evil mobs

Terra all evil past each door mob all aggro norecall/noportal
first floor simple circle T0 may be able here
second floor looped circle (same as first) harder mobs T2
dont go down further just yet figure t4/5 for third

Titan entry all good all aggro norecall/noportal do not take the up past the aggro that’s the epic run entrance and you will be slain

this is not a complete list nor is it meant to be

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