Boot Weapon Guide
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
- Published in Public, Public-Guides
Guide to Wishes
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.
- Published in Public, Public-Guides
Clan Exits (& Other Shortcuts)
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
- Realm of the Zodiac
Thanelds Conflict
- Published in Public, Public-Guides
Summary of Goal Rewards
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
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.
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Weapons
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
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:
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:
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
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
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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Setting No-Portal/No-Recall Rooms
While you can flag rooms as no-portal / no-recall in Fiendish’s mapper plugin within Mushclient itself by:
- manually via using the “mapper noportal/norecall <roomid> [true/false]“; or
- attempting to recall / portal in the room,
both of these methods are somewhat cumbersome when you want to flag most or all of the rooms in a given area no-portal/no-recall. Fortunately, as the mapper stores all of its information in an database file, we can do so easily by manually editing this file.
First, we will need to locate the database file, which is “Aardwolf.db”. This should be found in your main Aardwolf Mushclient directory.
In order to view the contents of the database in a readable format, we will need software that can do so. For this guide, I will use DB Browser for SQLite as an example, which can be downloaded for free at https://sqlitebrowser.org/dl/ – if you do not have admin privileges on your PC, you can use the versions marked “zip – no installer”, or “PortableApp”.
Before doing anything, log out from Aardwolf, close Mushclient, and ensure that you make a backup of Aardwolf.db by copy-pasting the file and renaming it. While the mapper plugin itself makes regular backups of its database, it is good to have a copy of it before any changes were made manually, just in case something goes wrong during the editing process.
Once the backup is made, launch DB Browser for SQLite – ensure that Mushclient is not open, as you do not want the client to make changes to the database file while you are working on it.
In the main window, click “Open Database”, and browse to your Aardwolf Mushclient directory, then select “Aardwolf.db”.
The main sub-window should be populated with some information now, which we can ignore. What we want is to go to the “Browse Data” tab. Then, select the “rooms” entry from the “Table” drop down menu. You will now see a table of all the rooms you have mapped, along with whatever information the mapper plugin has stored on these rooms in separate columns.
If we want to flag the rooms in, for example, the Storm Ships of Lem-Dagor, key in “lemdagor” in the cell marked “Filter” under the “area” column. You will of course, have to replace this with the applicable keyword for the area you want to work on. A list of the keywords for each area which the mapper uses can be found in the “areas” entry from the “Table” drop down menu.
It is also much easier to review the room information if you sort the entries in the table by their room IDs, which is achieved by clicking on the “uid” column header.
For each room which you wish to flag no-portal / no-recall, go to the corresponding cell under the “noportal” and/or “norecall” column, and replace the “0” with a “1”. You can also do this in bulk by copying a cell which already has “1” in it, and pasting it in a group of cells which you have highlighted by drag-clicking.
Once you are done editing, click on the “Write Changes” button to save your work and close the database file by clicking on “Close Database”. You can now quit out of DB Browser for SQLite.
The next time you launch Mushclient, the changes should have taken effect, and your mapper should recognise your changes automatically. If you encounter any error messages or any issues with your mapper, simply quit out of Mushclient and restore the backup that you (hopefully) made by renaming your backup file to “Aardwolf.db” after deleting / moving the “Aardwolf.db” file which you edited.
For a more visual guide, I have uploaded some screenshots to an imgur album, which you can access at https://imgur.com/a/622N3MW.
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