Plugins
Here is a list of some of the useful plugins out there. All credit goes to their original authors. These plugins are intended for MUSHclient. Use at your own risk. We are not responsible for these plugins. Some may be outdated.
Pwar’s Plugin Manager v1.33 (Allows for installation and updating of Pwar’s plugins: Showmap, mudbin, WinkleGold S&D, Soundpack, etc)
*** Note: This requires at least version r1955+ of Fiendish’ Aardwolf MUSHclient package. You can type checkversion to make sure you are up to date.
Install instructions: unzip the file directly into your root mushclient folder (the one where mushclient.exe exists). Then in MUSHclient, press Ctrl+Shift+P and click Add, browse to your mushclient/worlds/plugins folder and load Pwars_Plugin_Manager.xml. Now simply type ppm and choose to install which plugins you like.
Updated Showmap Plugins Updated version of pwar’s showmap plugin above with with an up-to-date map list.
- Published in Public, Public-Guides
Must Do Goals
Goal Name | Description (*Go to actual Goal Guides section for correct links) | Level | Rating |
Amusement Park | Have a Rip-Roaring Day at the Amusement Park! | 3 | 1 |
REWARD You’ve had a Rip-Roaring fun adventure day at the Amusement Park and earned yourself a life-time pass to the rides here! All you’ve got to do is go to the rude operators and say “ride” to be let on, front of the line and no waiting! | |||
Graveyard | You, too, may become a funeral director. | 10 | 1 |
REWARD You are now an official graveyard funeral director. Type RIP during the day to summon creatures to their graves who usually only come out at night. Henry will tell you more details when you listen to him. | |||
Petstore | Quell the pet rebellion at the Pet Store. | 15 | 1 |
REWARD You get the area portal and the keys to the locked rooms even if you cant carry anything else. | |||
Kobaloi | Become a Keeper of the Kobaloi | 25 | 2 |
REWARD As a Kobalos, you will not need a passport or permit to wander freely about the Keep. | |||
Terramire | Enlist and save Fort Terramire from attack! | ||
REWARD Lieutenant Rainbow said, “Your tour of duty is over for now. You are grantedan extended furlough but when you return, please come to see me. I may have another job for you.” You get to go to another exp zone and do 100% explored | |||
Minos | Aid the mappers and rescue their lost member. | 30 | 2 |
REWARD The young dwarf has gifted you with a partial map of the lands surrounding Melchos, but though they lack a certain completion, they clearly show a secret tunnel leading right to Asterion’s treasure room. HINT: Use the command ‘enter tunnel’ at the entrance to the area. | |||
Necro | Purge the evil in the Necromancers’ Guild. | 30 | 2 |
REWARD The village elder is willing to transport you to the crypt if you simply say crypt. | |||
Maelstrom | Destroy the Maelstrom and free the seas! | 40 | 1 |
REWARD Upon freeing the seas, the maelstrom will be weakened against you,and you will be able to escape its clutches with ease. | |||
Bazaar | Nora’s quest. | 45 | 1 |
REWARD As an honorary trader, you will no longer be attacked upon entering the bazaar! | |||
Landofoz | Help Dorothy find her way home. | 50 | 2 |
REWARD Thank you for all your hard work. At the entrance, type Oz to go to Munchkin Land or Wizard to go to Emerald City. | |||
Reme | Something Fishy in the City of Reme | 50 | 3 |
REWARD You can now run past the legionnaire without being aggroed. | |||
Kingsholm | Save Kingsholm from the coming armies. | 55 | 2 |
REWARD:As a champion of Kingsholm, you are to be escorted around the city by the gate guard. Just tell him where you want to go within the city. | |||
Songpalace | The Defiant Soprano | 75 | 1 |
REWARD Ability to transport to key rooms from the first room using keywords | |||
Hawklord | Rescue the Hawklord. | 90 | 2 |
REWARD Kilhil says, “Also as a sign of my thanks, I’ll tell you this secret.” Kilhil whispers to you, “If you fly at a slight angle, you can fly right up into the temple. The winds won’t beat you down if you do that.” *you get the mine key from killing mine guards with no mobprog shenanigans | |||
Nulan | Become a Nulan’Boar Hunter. | 60 | 1 |
REWARD The Master Hunter will gladly help you hunt your prey. You need only provide him with a specimen from the animal you seek and he will use his expertise in locating it for you. **** When they are hiding specimens: *an eagle feather *fur of a prairie dog *Wolf tooth *a songbird feather *a feather of a grouse *a white owl feather *badger fur *tail of a deer mouse.***** | |||
Ruins Ruins2 Ruins3 |
Save Diamond Reach and be rewarded! Bring back diamonds to the banker for gold! Help Mallic Create an Enhanced Portal |
85 95 90 |
2 1 2 |
REWARD Due to your victory over the curse its hold on you has weakened.As a result, while holding a neutralizer shard, you can now sometimes pierce the curse and visit the prospering town of the future.Stand before the ruins with your shard in hand and attempt to walknorth. If at least 15 million gold has been collected for Mallic’s research the shard will be successful! Those who hold an enhanced shard (whenever Mallic is willing to offer the service) will be able to pierce the curse at will.REWARD Mallic’s Tweaking service can only be done on saveable Crystal Shard portals. If you pay his fee, Mallic will adjust the shard’s landing destination. The results are often random but as Mallic’s knowledge grows he may be able to land the portal in a desirable place more reliably. | |||
Arena | Become champion of the Gauntlet. | 95 | 3 |
REWARD you get the portal no more paying | |||
Nenukon | Gain acceptance into a tribe of the Far Country | 100 | 3 |
REWARD Say your tribe name to the Hooded Exile, and he might transport you to your camp. But there’s also a chance he’ll send you directly into the Nenukon! | |||
Northstar Northstar2 |
Help the Terrorists Help the Queen |
100 130 |
1 2 |
REWARD If you ever want to train with the Guard, let Devlin know. (Good mobs) If you want to train with the Blood Ring, just let Aden know. (Evil moobs) | |||
Elemental | Create the perfect element. | 110 | 2 |
REWARD Finally! Someone who has made the perfect element and understands the importance of balance. If you haven’t figured it out yet, the Dra’ork have a secret passageway at Yver’s room. Just ‘pull book’ to access it and return back to the valley. The Loud’ra have a painting of Loud’ra himself right before Lord Zhein. Just ‘move painting’ and you will access another secret passageway that leads back into the valley. Now that you have mastered the elements, see what you can create with them! | |||
Masq | Help Nassah find the culprit(s) behind the loot | 120 | 3 |
REWARD You can say mansion or ball at the guard no more waiting!!! | |||
Stuff | The Stuff of Shadows | 120 | 3 |
REWARD You succeeded in collecting shadows and obtaining the orbs for the Umbrambulers. Now, with expertise acquired, and the best shadow collecting tool in the universe (the Shad-O-Matic), you can collect shadows more efficiently than even the most adept of the Umbracaptara. You dont need to pay to get inside the zone anymore | |||
Deathtrap | Destroy the Overlord | 120 | 2 |
REWARD If you are wearing the cloak of anonymity, there is a good chance that the people in the deathtrap dungeon won’t recognize you, or your class. | |||
Talsa | Become Admiral of the Polaris Star Airlines. | 130 | 3 |
REWARD An Admiral has diplomatic bypass at inspection points, for a price in gold. | |||
Horath | The Order of the K’estest needs your help! | 150 | 2 |
REWARD Wearing the Cloak of Illusion, you may fool Horath’s minions into transporting you immediately to Horath’s antechamber. Just say the dragon’s name. If you lose the cloak, you can bribe Swoworund for a new one, at a cost of 10K gold! | |||
Xmas | Save Christmas! | 150 | 1 |
REWARD The snowman will let you pass | |||
Cougarian | Help Queen Cowlina understand the value of Magi | 160 | 3 |
REWARD:In addition to the rewards granted upon goal completion, you will no longer be required to carry your Cougarian dictionary in order to move out of the medical tent. You are surely well-known enough around the area to be trusted.**Also gets you a couple of 161 earrings that are better than closed clan gear. | |||
Nanjiki | Uncover the ruin’s secrets | 160 | 2 |
REWARD After all that running around on a monkey’s errand, you’ve become quite familiar with these ruins! You now know the shortest path to get to the fire, water, air, or grave parts of the ruin from any statue landmark. | |||
Sahuagin | Free the elvish king from the Sahuagin. | 160 | 2 |
REWARD You can say either yes or prison to the elf and get transfer to both places. | |||
Adaldar | Restore peace between Mannyn’s sons. | 180 | 2 |
REWARD You can say either yes or prison to the elf and get transfer to both places. | |||
Helegear | Uncover the mysteries of Helegear Sea. | 180 | 2 |
REWARD You get portal zone and acces to a new room and you can choose wich part you want to go. | |||
Desert | Become the superintendent of Desert Prison. | 185 | 2 |
REWARD You can say prison to the camel man and you get inside no more passes | |||
Nottingham | Become one of Robin’s Merry Band of Outlaws. | 190 | 2 |
REWARD As a member of Robins Merry Band, Shakey will magically transport you to the outlaw camp. Just say “camp” when you are in the room with Shakey. | |||
Rebellion | Quell the rebellion of the Nix. | 190 | 2 |
REWARD:Upon completion, you will be able to reach the Nixie King by saying his name, Nechtan, within the Chequered Owl. Once there, in his presence, you may ask for his blessing. | |||
Omentor | Spy for Aethelswyth in Omen Tor, ftw! | 195 | 2 |
REWARD Seek out the Great Mother, and speak to her of Gyth, Fled, Fryth and Swyth. With those words, she will transport you to your desired destination. | |||
Empyrean | Only the best warmongers boast the ware civil. | 199 | 3 |
You get teleported to zone and get accest to all the zone to exp!!! Great exp from 160 to drag | |||
Dundoom | The Challenge of the Seasoned Adventurer | 200 | 1 |
REWARD In the course of destroying all the creatures down here, many of them now shy away from you and will not attack for fear of destruction. | |||
Dunoir | Battle the evil caged in the bowels of duNoir. | 201 | |
REWARD You will find the anthbeasts are quite friendly now! | |||
Mistridge | Become a Friend of the Elves in Mistridge. | 201 | 3 |
REWARD A Friend of the Elves will not be attacked in the forest. A nod to Vulcris will give an owl lure handy for when fighting owls. | |||
Hades | Save the lady Gwen from Hades. | 201 | 3 |
REWARD:The lady Gwen has spoken to Cerberus and convinced him to take you to the Underworld at your request. | |||
Wyrm | Defeat the Death Dragon. | 201 | 4 |
REWARD: Simply type “home” to leave the Council of Wyrm. | |||
Wyrm2 | Help Azure return her magic to the world. | 201 | 3 |
REWARD: You get access to another part to exp. | |||
Crynn | Question the faith of Crynn. | 200 | 2 |
REWARD:A massive organ says, “My melodies can shatter even the toughest of barriers. If you wish to proceed to the masses, no key is required. Just say ‘take me to the masses’ and it will be done.” |
- Published in Public, Public-Guides
Why do we have a Clan Tax/Bank Account?
A common question for people new to Aardwolf/Clans is regarding the use of the clan bank account.
Clan money is used to provide a number of things for the clan. Examples include the following:
- Purchasing items to distribute for mud-wide events
- Upgrading the Clan Hall
- Every room costs money
- Every NPC costs money (Healer, Questor, Shopkeeper, Trainer, etc.)
- Changes to the clan
- Changing leaders costs 15M
- Changing the clan help file
- Changing the clan rank names
- Changing the clan skills
- Removing Graffiti from clan hall rooms
- Published in Public, Public-Guides
Mapper and S&D Foolproof Guide
Aardwolf is cool, questing is cool, campaigns are cool too (yeah, they are!), but sometimes they just feel like a chore. “Why can’t I just go to the mob’s room, kill it and come back?”; “Why do I have search the whole area for one particular room again?”; “Why the hunt skill doesn’t work sometimes?”; “How the hell did he complete the global quest so fast?” – Everyone asked these questions. However, there was once a wise man, an inventor. He wrote a full-fledged client for our mud, which looks nice by default, but also – it has whole set of not-that-obvious functions and commands. And they are useful. Let’s see:
Facts:
- In the Aardwolf client there’s a MAPPER This is our savior. By default, there are 2 maps on the screen – the old-school ASCII map and the textured one, which interests us.
- There’s another plugin, Search & Destroy, that will make our life much easier. Go get it here (you want the triple pack, not standalone!), install it, and wait for further instructions.
- Every room in Aardwolf has an ID and a name. The name is for us, the ID is for the program. There are many “In the forest”s, but there’s only one 28004.
- Every quest has a set mob, which sometimes wanders, but we know its location (more or less) because we know the name of the room.
When you accept a quest, S&D plugin will search for the room given in your database of explored rooms (based off mapper). If it’s there, you can just type go – *puff*, you’re on the spot. Easy? Easy. It’s not always that easy though.
First of all, you need to make sure you’ve explored every room you can reach. Unexplored exits are marked on the map with a dashed square, if you go that way – it’ll get a solid outline and (probably) new exits will appear. All of the explored rooms are considered in S&D database, so you better start exploring now! S&D will tell you if it can’t find a particular room, just so you know.
Second, you may be stopped by an aggressive mob on the way. You know what to do. Just type go after the fight, and you’re up and running.
Third, you may land in a room with the given name, but your mob is not here. There are two options. Either your mob wandered somewhere else, which can’t be far, so just check out all the adjacent rooms, or there are more rooms in this area with the same name. This is where room ID saves us. Since every room has a different ID and S&D considers it, when you accept the quest it spits out a list of rooms with the same name in this particular area. If there are more than one and your mob is not in the first, type nx (stands for next) and you will move to the second one. Rinse and repeat.
Fourth, there’s a possibility mapper won’t find a way to the target room. Three options here. We have mazes, portals and cexits (as in custom exits).
Mazes:
Nothing you can do about it. Mapper doesn’t work with mazes, you need to navigate manually.
Custom exits:
There are other exits than “north”, “east”, “down” and the usual stuff. When you move into a room, you can see its name, summary of items/mobs/portals/people in there and a list of exits. If there’s “other” written in there, type exits. You should get a more detailed version of it, which includes destinations. For example, in gnomalin, if you want to get to the main part of the area, you need run sw and type ‘board airship’. Instead of this, try typing mapper cexit board airship. Your S&D will now use this exit just as if it was “north”, even though it isn’t. Nice, isn’t it? Works for room-based portals as well, in Dortmund run 2w2ne, type mapper cexit enter latrine, and you’re set.
Portals:
There are some rooms accessible only by handheld portals (you may use this feature just for the sake of speed, though). I’ll use a honeycomb as an example (it’s a portal to war of wizards), but this applies to all of them. You also need a bag. Obviously, the best bag is the quest bag. Then, you need to define the portals and their destinations for the mapper. The command I use is this beautiful thing:
mapper portal get honeycomb portalbag;; hold honeycomb;; enter;; hold yyy;; put honeycomb portalbag
What happened here? ‘mapper portal’ is the command for defining a new portal, so that’s a must. ‘get honeycomb portalbag’ – replace honeycomb with whatever portal you’re defining, this is the usual command you’d type to get a portal from a bag. Portalbag is a name of your bag. Use their keywords (identify it, there’s a list) so it won’t get messed up with anything else. This is important, especially if you have a lot of similar items, so check the list under mapper portals every time you define something new. Yes, I’ve actually spent a TP to add ‘portalbag’ to my bag.
This is followed by a DOUBLE SEMICOLON! Mapper uses double semicolons to separate commands. That’s it, nothing exciting. Hold the portal, enter the portal, usual stuff. However, when you land in the destination, you may want to equip whatever you were holding in your second hand. That’s yyy. I’m using “hold” not “dual” because it works with the portal wish (additional equipment slot). The end is obvious. After defining, a window should appear, in which you need to input minimum level for use of this portal. That’s 15 for a honeycomb, but sometimes you may want to use a little bit higher number due to aggressive mobs (ring of pale mushrooms – Tir na nOg portal comes to mind).
That’s about it for defining, now to the fun.
If you have some portals, defined some cexits and explored the areas in your level range, you can probably do most of your quests with a simple go command. However, you may want to move around not only for quests. By default, if you wanted to go to a particular area, you used “rt area” or “runto area”. Now try xrt area. Mapper optimizes your path, considering everything you’ve fed it. If you know the ID of your room of choice, use mapper goto roomid. To get room’s ID use mapper thisroom, or if you want a different one – hover it with your mouse (on the map).
One last thing, campaigns. There are two kinds of campaigns. When you accept one, you get a list of mobs and a list of areas or rooms. Not both of them. So you actually have to do something. The list appears in S&D window, and the fun begins. If you type xcp 4 S&D will set the fourth mob in there as a target, run to its area, and begin searching for it. First off, it will perform a hunt trick – hunt a mob with this name, if there’s one and you can hunt it – that’s not your target, if there’s one and you can’t hunt it – that’s the one. S&D will cycle through the mobs with a given name until it finds a proper one or runs out of them, so make sure you can see hidden/invis etc. Fasthunt wish is extremely convenient here. When it finds a proper mob – it’s just like a quest. Type go, kill it, and continue your campaign. Does it work every time? No. Sometimes the names are messed up or too long, so you may have to perform the hunt trick by yourself, sometimes the mobs are no-hunt or no-where. So what? It’s a great help anyway. The other kind of campaigns will guide you to the exact room so that’s even easier. You can use “campaign check” (shortened to “cp c”) to update the mobs’ rooms.
Let’s sum it up:
- Go get your S&D plugin here. Triple pack, not standalone.
- Explore as much as you can
- Set up custom exits with mapper cexit [command]
- Collect portals, define using them with mapper portal
- To run to a quest mob just type go after accepting the quest
- To move to another room with the same name use nx
- To find a campaign target use xcp [nr]
- Running to a particular area – xrt [area name]
- Getting room ID – mapper thisroom
- Running to an ID – mapper goto [roomID]
- List of portals under mapper portals, list of cexits under mapper cexits
- Obviously, omit the brackets
- Behave yourself
- If you have any questions, post me a note, hopefully I can answer them.
- Published in Public, Public-Guides
Instinct
–Imported from Old Website–
Instinct, what exactly is it?
it gives you SMALL bonus at each % put in
for now i suggest not doing anything with it, but this is for people who
want to
there is alot of instincts to chose from, this list is the most “helpful”:
enhanced damage
second attack
third attack
(fourth attack this one is to be last after the others are 10)
sanctuary
those are the best all around mainly because of extra damage
and sanc because its damage reduction
a general rule of thumb is to start, put at least 1 in them
and then work them up to 10 each and thats a good starting point
with instinct each point has a deminishing return
so you get the biggest increases at lower points
max is 200 points which costs:
537,500 train and 2,390,000,000 gold
all this info is in help instinct, i just broke it down
for when people want to do it, so they dont “mess up”
i hope this helps you
i will try to get a stat guide for you guys
if you want to know more about anything pleaase ask
- Published in Public, Public-Guides
Campaign Guide
–Imported from Old Site–
Campaigns: strategy and tips
Campaigns, thats the way to do it…
Once every level you have the privilege to go on campaign. To do that you have to go to Commander Barcett’s Planning (or clan recall, the questor will also do campaigns)
Room in Aylor: run d2s4e2nu from our recall
There you will find: (G)(W) A large minotaur in an old war uniform stares intently at maps on the table. You can request a campaign with him (type cp request). You will get a list of mobs you have to kill within a certain amount of time. The amount of mobs vary between 10 and 15, the amount of time to kill them is about 6 days. Once you have killed them all, then you get a reward (qp, coins and if you are lucky trains/trivia or practice-points).
Basically there are two sorts of campaigns, one with roomnames and one with area-names (just like globals). Big difference between globals and campaigns is the fact that the mobs usually are equal or higher level as you are (globalmobs usually are like 10/15 levels lower than you).
In essense the same tips apply to campaigns as we have formulated for globals. But because of the fact that you get much more time to finish the campaign in, there will be less stress and pressure.
Benefits of campaigns:
– extra questpoints
– expansion on your areaknowledge (this will help you also when you want to do globals)
– indication for levelmobs
– gain bout 1k/2k xp per campaign
– it quite challanging to try to do them.
Drawbacks:
– it reduces levelspeed
– it takes time
– it takes you to potential nasty places
Tips:
1. Apparently you dont get cp-mobs that you cannot see, so its a good tip to make sure you don
- Published in Public, Public-Guides
Hadar’s Quest Item Guide
–Imported from old Site–
Hadars Quest Buying Guide:
This list is in the order i would buy the items
Level 1:
2500qp …….. Aardwolf Aura of Sanctuary
2000qp …….. Aardwolf Breastplate of Magic Resistance
1750qp …….. Aardwolf Bracers of Iron Grip
2250qp …….. Aardwolf Gloves of Dexterity
1300qp …….. Aardwolf Boots of Speed
1100qp …….. Aardwolf Helm of True Sight
1000qp …….. Aardwolf Ring of Regeneration
1000qp …….. Aardwolf Ring of Regeneration
800qp …….. Wings of Aardwolf
500qp …….. Aardwolf Ring of Invisibility
750qp …….. Amulet of Aardwolf
Total 14950Qp
Ok i puy 2 rings of regeneration on because it has some GREAT hr/dr
and invis is ok but i dont really use it and all the other items are self explanitory
Level 50:
2500qp …….. Aardwolf Aura of Sanctuary
2000qp …….. Aardwolf Breastplate of Magic Resistance
1750qp …….. Aardwolf Bracers of Iron Grip
2250qp …….. Aardwolf Gloves of Dexterity
total 8500
Level 100:
2500qp …….. Aardwolf Aura of Sanctuary
2000qp …….. Aardwolf Breastplate of Magic Resistance
1750qp …….. Aardwolf Bracers of Iron Grip
2250qp …….. Aardwolf Gloves of Dexterity
total 8500
Level 150:
2500qp …….. Aardwolf Aura of Sanctuary
2000qp …….. Aardwolf Breastplate of Magic Resistance
1750qp …….. Aardwolf Bracers of Iron Grip
2250qp …….. Aardwolf Gloves of Dexterity
total 8500
Level 200:
2500qp …….. Aardwolf Aura of Sanctuary
2000qp …….. Aardwolf Breastplate of Magic Resistance
1750qp …….. Aardwolf Bracers of Iron Grip
2250qp …….. Aardwolf Gloves of Dexterity
total 8500
If you have any questions please feel free to send me a note/tell
- Published in Public, Public-Guides
Raiding 101
–Imported from Old Website–
The past few raids I’ve been on have been a mix of fairly new
people and old timers. I figured I’d write this refresher to kind
of bring everyone onto the same page. Please note that this is /not/
aimed at anyone in particular.
Sujested at least 30k in hps and max stats before asking to join a raid
*** EVEN IF YOU’VE BEEN ON A MILLION RAIDS IN THE PAST,
PLEASE FOLLOW THESE GUIDELINES UNLESS TOLD OTHERWISE ***
Be Active!
If you are in the clan maze, you should be at the keyboard, ready to enter a
command with a split second of notice. Yes, raiding is frequently very slow
or boring, but it requires your complete attention all of the time.
If you have to AFK, make sure you say that you are leaving before
you do so. Never AFK for more than 30-60 seconds if you are in the maze.
If going AFK becomes a habit, you will be banned from future raids.
If you are waiting outside the maze, be ready to
rejoin the other raiders inside the maze, unless you are told you
are unable to do so. If there is no path open, the raid leader will
let you know. When outside the maze, feel free to AFK (after saying so!)
for longer periods of time, but always let the raid leader know when you
are leaving and when you expect to be back.
Player Settings:
When you start a raid, you should have the following things set:
autoloot ON
autosac OFF
autoassist OFF
wimpy 0
Also, make sure you are neutral before the raid starts.
To check when you are able to re-enter the maze, type ‘raid’
to see your timeout.
Triggers:
You should have complete control over your character, so disable any
unnecessary triggers. This includes any triggers that report
grouptalk.
Testing Specifics:
When testing a portal or direction, wear your shield. Also, stack
commands. This means if you are told to “go up, enter 3.cp”, you
should first shield, then type “up;enter 3.cp”. Once you’re there, report
information as quickly as possible. If you suddenly drop into a 7 guard
room, yell 7 guards on group channel, then get the rest of the information to
report. The time it takes for information to get to the raid leader can easily
make or break a raid. The raid leader may ask for you to pay attention to
something specifically; in that case, get that information first and report it
right away. Finally, you should almost always use scan/survey after testing –
report who you see and what direction(s) they are when you can.
Things to report:
GUARDS (with #)
EXITS (#, if not 6, directions)
DOORS (directions – use the open command in all directions to look
for hidden doors)
PORTALS (with #)
WHO you see on scan/survey (and the directions!)
A HUNT direction, if you were told to hunt
DOORS THAT OPEN, If you were given keys: try to open all doors
and say immediately if a door unlocked and opened
Typically, if nothing opens, you should say “lack”
If something opened, just say “opened”
Fighting Guards:
When fighting guards, you should be phealing almost constantly, even
if there are no defenders. Only when everyone is stable at max health can you
add an attack skill/spell into your pheal rotation. The raid leader may
tell you to blast at some point, but until told, your main activity will be
to pheal. Even if you think you can attack, do not, unless you are told to.
If defenders show up, there are three things you should be doing:
1) pheal
2) rescue
3) aim
If you’re a paladin, you can terminate. Thats about it, unless told you
can do otherwise.
Rescuing Guards:
Do not tank more than one guard, unless there are circumstances that demand it.
If there are 7 or more people in the room and none of them are close to death,
everyone should be tanking one guard. You are wasting time if you
attempt to tank more. Yes, that includes you, Mr. max hp with a
billion sanctuary instinct.
Don’t Waste Your Attention:
Humans have a limited amount of bandwidth. We can only pay attention to so
many things at once and can only respond so quickly. You waste your
attention by talking to your friends, talking to defenders in the maze
room, yelling to others in the hall, checking your email, watching pr0n.
You need to be completely focused and aware when you are in the maze.
Please make sure that you are.
Don’t wait in the buffer:
Unless told to do so, stay in your manor/clanhall. Only enter/prepare to
enter the maze when told.
Giving Keys/Item Space/Mana:
The raid leader should only have to say once who the keys go to for
a guard room. As soon as your guard dies, you should give the key to
that person. This is so simple, so there should be no problems.
Make sure you have enough item/weight space to be able to carry keys
when they drop. If the raid party loses a key because you weren’t
able to loot it, there is a big problem.
Also, -mana degeneration rates are huge right now (up to around -1800
mana per tick). Make sure you bring plenty (hundreds) of mana
potions each time you go into the maze – but also make sure you have
room to loot the keys!
Dying:
If your HP is dropping and there are people in the room who barely have
a scratch, make sure you tell them that you are low far before you are
truly in danger.
Skipping rooms:
When skipping a room, one person will tank the guards in a room.
Everyone else will NOT rescue or attack the guards.
All they should do is cast incomplete healing on the tank and
wait for further instructions.
Do not spam:
Never spam any command. Ever. You always need to be able to react to
something (a defender, a sudden move, etc.) and spamming prohibits
you from doing this.
Slowish/fastkill:
Slowkill – do not kill the guard you are fighting under slowkill
conditions. Remove your weapons, wear weapons that do no damage,
and either pheal or heal your guard if it is under 20% HP.
Fastkill – blast your guard as fast as you can without spamming
and without getting to a dangerous HP level.
- Published in Public, Public-Guides
Koopa’s Leveling Guide
*Notes
- This seems to be for tiered players. As a T3 second class, it was doable but still difficult at the suggested levels. So the guide will still help anybody, just take into account the level difference… lower tiers will be able to follow the guide but at later levels.
- This is for good aligned leveling.
- Thank Koopa for taking the time to write this guide.
MMMkay…
This is my leveling progression. I am mostly posting this here so I can have it for myself.
1-30 Verume
40-50 Wooble
50-60 Killing Fields
60-80 Illoria
80-90 Elemental
90-100 Kobold Siege Camp
100-120 Stuff of Shadows
115-130 Mountains of Desolation
130-150 Nanjiki
150-170 Adaldar
170-180 Avian
180- Tree of Life (once you get to the second tier, go back to the starting room, and type “roots”)
- Published in Public, Public-Guides