Black Claw Crag Solo EPIC
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Black Claw Crag
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This is info for how to complete and fully explore this solo epic within a continent. First and foremost, this is not something that is going to come easy. It will require almost full dex and retreat at max. Now the goal is to attack and kill a black dragon whelp until Axaldra comes and rescue her child. You have to do this four times. That’s where things get complicated.
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Step 1
Finding The Mist
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In order to even get a chance at the whelps you have to find the mist portal. The mist moves around like the spout in uncharted oceans. It can only appear on rooms named Black Claw Crag. I use my mapper find function and go to one of these rooms and move around them until you see, ‘A thick layer of mist is obscuring your vision.’ Now enter mist.
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Step 2
Fighting
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Soon as you are ready, ‘touch crystal’. Only one person at a time can do this, so if someone else is in, you have to wait. It they die you can touch crystal right away. If they win, you have to wait for a repop. Either way when you get inside you will find yourself in the middle north room of a 9 room cube. The middle room you cannot enter is where Axaldra is. Now you will see eggs all around you if you move. I would suggest waiting for Axaldra to move which will look like:
Axaldra, the Eternal One lifts off from her perch and flies north.
When this happens, within a couple seconds she will hatch the eggs and set the whole north part on fire. That means all northern rooms. Not just the middle. What you will employ is the clock method. Depending on which direction she goes first you will set up in the side before her. I chose to kill the 4 whelps in the middle north, middle east, middle south, and middle west rooms. So if she flies north you will set up in middle west room. If she flies west, you set up in middle south room. Now from here you will be following a pattern that if you keep to it and don’t risk things can be completed. First off lets assume she flew north first and you circled around clockwise to the middle west room. You will wait here until she flies east. You will count 3 seconds and go north and retreat east. Here you will dispel/damp the first whelp. You will see her go south, you will count the 3 seconds and ret e and ret s. Here you might be able to dispel/damp another whelp.
You will do the same when she moves the next direction. Once you have one full cycle of her movements you can line up to kill the first hopefully dispelled whelp. You have to concentrate on one at a time or she will just heal them to 100% each fly over. Damage done here is very important so no need to shield up. Basically do as much damage as you can to the whelp you begin with untill you notice her fly one direction away from you. You have like 2-3 rounds before she flies in your direction. During those round retreat east(assuming you began with north) then retreat south. Keep going around until you are in the middle room behind the section she is in, if you began north, that would be middle west. When you see her go east, count to 3 and retreat n and retreat e and begin to hack at that whelp again. Once the whelp is at 10% Axaldra will rescue it and leave the room blank. Now you will pick another middle room whelp and continue this process until 4 are dead. Do not risk anything. Better to have to do a whole circle again than to force an extra round and get caught in her flames which do 50k damage to you.
Also be mindful of not counting to 3 before entering her last direction as flames linger in the room and do 25k damage. If you manage to retreat around the circle and kill four whelps you will be transported to a room with a mortally wounded adventurer. Kill him to be transported to Aylor.
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Step 3
Rewards?
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Well you will end up with 100% explore. Great right? Well…
There is something, once you kill the adventurer you will loot a jagged shard of obsidian. This is a 291 weapon that is kinda meh before you realize that this can get bonus loot bonuses. So yeah, a bunch of people like to run this over and over in hopes of Blooting a better than 291aard weapon Jagged Shard. So the real reward in all of this is you could get lucky and make the ultimate weapon or lose your mind trying to achieve greatness. Enjoy whichever path you fall on.
- Published in Area Quests/Goals
Good Aard Hunting (and Hunt Trick): a Primer
The Hunt Skill
( ingame review: help hunt )
As the help file in game says:
“Using a combination of tracking, intuition, acute hearing, and reading the signs of nature, a skilled character can hunt a target within an area. This skill will tell the direction the target has gone, as well as general certainty of the results.”
The hunt skill is an incredibly useful tool for finding mobs, players, or pet/summon which in the same in-game area you are in but, for whatever reason, their location is unknown to you. Even if your character does not have the hunt skill, its existence enables the “hunt trick” which is available to all characters at all levels and will be covered below after the skill review.
For instance:
hunt raccoon
You are certain that a raccoon is east from here.
Would indicate that I need to move east from my current location to approach (and possibly reach) a mob named “raccoon”.
In an area with multiple mobs of the same exact name, you can use an increment prior to the name (e.g hunt 2.raccoon, hunt 3.raccoon, etc) to target each other mob of the same name (just like accessing multiple items of the same name would be done) like:
hunt 2.raccoon
You are certain that a raccoon is south from here.
Class access
Every class has access to the hunt skill at some point, although four of the seven primary classes will have to tier up quite a bit to have access to it earlier in the game.
Levels for Hunt (Sn: 301) —————————————————-
Mage Level : 201
Cleric Level : 201
Thief Level : 42
Warrior Level : 68
Ranger Level : 20
Paladin Level : 201
Psionicist Level : 201
Racial access
All Wolfen characters have access to the hunt skill at lvl1 as well, regardless of class.
Subclass Perk
The Navigator subclass of the Psionicist pclass have the ability to use the hunt skill (once acquired through class/racial means) to hunt through portals.
Campaign Mob Immunity
All campaign mobs are immune to the hunt skill revealing their direction, resulting in an “unable to hunt that target” message as shown below:
hunt pixie
You seem unable to hunt that target for some reason.
Nohunt Flag
Also, you should know that some mobs in game have a “nohunt” flag, meaning they are invisible to the hunt skill resulting in this message when hunted:
As an example of a nohunt mob:
look at cleric
This evil-looking cleric scouts around for all types of things. You can see on his waist a belt with ingredients for a spell that looks extremely deadly. The dark elf cleric is in perfect health.
However, when hunted:
hunt cleric
No one in this area by the name ‘cleric’.
This message indicates that the mob (which you can interact with normally via it’s name) has a nohunt flag set.
Hunting speed and the Fasthunt wish
By default, the hunt skill has a recovery lag after each attempt using the skill which can introduce a significant delay in gameplay while hunting many mobs in an area. There is an available wish, called “fasthunt” which reduces this lag.
“Fasthunt: When you are hunting victims out in the wild, you will take less time to recover before being able to hunt again.”
Cost for the fast hunt wish is (see ingame: “help wish” for more information about wishes): 5000 quest points + adjustment based on previously purchased wishes
This concludes the review of the basic function and use of the hunt skill, but where the skill really shines in Aardwolf is the in game feature called the “hunt trick”.
The Hunt Trick (a trick for all classes and ages)
( ingame review : help hunt trick )
Regardless of race, class, level and/or tier every character can attempt to use the hunt skill, even though the results are very unreliable. This particular oddity, coupled with cp mob hunt immunity, is what allows all classes of any level to leverage the “feature” called “hunt trick”.
From the hunt trick help file:
“During campaigns you will get a specific message when you try to hunt your target, preventing you from doing so. Other targets with the same or similar names may still be hunted, however. This is very useful when, for example, your target is ‘a guard’ in an area with 30 different guards and only one will give credit.”
So in an area with multiple mobs of the same name as your sought after cp mob, often only one of those mobs will give credit for your current campaign. The hunt trick will often allow you to locate your particular cp mob’s exact location (using the where command):
For instance looking for a cp mob names “troll warrior” but I see many troll warriors in my current area, it would take me a very long time to kill them all to find my partiuclar cp mob. Using the hunt trick I am able to:
hunt troll warrior
You are certain that a troll warrior is south from here.
hunt 2.troll warrior
You are certain that a troll warrior is south from here.
hunt 3.troll warrior
You seem unable to hunt that target for some reason.
Ah ha! The cp mob is “3.troll warrior” and the where command reports that particular mob is:
where 3.troll warrior
a troll warrior South-East corner of the battlefield
So my cp mob is located in the room: “South-East corner of the battlefield”
And all I need to do is navigate to that room (manually move, mapper find+goto, or use a plugin like SnD which will leverage your mapper data) and kill the mob. If more than one of that name mob “troll warrior” happens to be in that same room, you still might have to kill all of them there to get your cp mob, but this is vastly better than having to kill all of them in the zone (there can be 20+ of some mobs in the same zone).
The more you use the hunt trick, the more easily grasped this concept is and the more quickly you will be able to complete those precious campaigns for sweet, sweet quest point rewards!
Commonly hunted mobs
Now that you are familiar with the hunt skill and the hunt trick, here are some commonly hunted mobs, listed by area with a brief description of why they are commonly hunted.
Area | Mob | Common Hunt Reason |
Gauntlet | Deep Dragon, Lightning Golem, Death Tyrant | hunting these mobs will help you locate the Battle Room through the maze |
Verume | lizardman citizen / lizardman priest / lizardman warrior | hunt trick useful to narrow down cp mob from many similar mobs |
Lower/Upper Planes | pet/summon | to locate entrance (which is also the exit) room after moving from it (remember to order pet/summon to sleep in entrance room, then hunt it to return) |
Citadel | Blandine/Beleth Valefor/Janus Gabriel/Belial Michael/Baal Jean/Vapula Lauence/Saminga |
hunting one of each of these pairs will lead you to the other; useful for hunting cp mob e.g. if your mob is “Michael” then you would hunt “Baal” |
Maelstrom | overgrown oyster / coral / seagrass | hunt trick useful to narrow cp mob down from many similar mobs |
Fairy Tale 1 | youngest prince second prince third prince fourth prince fifth prince sixth prince eldest prince |
after killing one of these in the Great Palace you can hunt the one of the others (might have to increment the #.<mob>) to find the exit |
Firebird | Princess Elena | a “nowhere” mob |
Prosper | nymph | to find exit to the imaginarium (type exits in room with nymph) |
Nenukon | exile eagle champ/paladin of the lynx tribe ice demon/yota timo fox master/lynx master mounted |
hunt exile for “entering Nenukon” hunt eagle champion/paladin of the lynx for “Pit of Monhui” hunt ice demon/yoto timo for “Small Cave/Yota Timo’s Lair” hunt fox master/lynx master for “Far Side / Great Wall” hunt #.skele (increasing) for “Yota Timo’s Army” |
Promises | zombie / 6.Captain | hunted to navigate to “On the Flying Dutchman” across the “On the Ocean” maze |
Scarred | pete | to exit the winding tunnels into main area |
Xylmos | rubber | to exit the Rose Ether to rubber room |
Horath | spider/queen minion/Aiwiss dragon/horde |
spider/queen to lead through mines maze and to find the other in pair minion/Aiwiss to lead into mist maze and to find other in pair dragon/horde to find gates on other side of mist maze and to find other in pair |
Sahuagin | Azhirlur/accountant/treasure room Kutrok/unholy missionary Tumek/nanny/near-blind hatchling Vekma/punisher/enforcer |
hunt these names to find their respective rooms through the maze; if you have a cp mob of one of the Prince names, you can increment the mob count (2.<mob>, 3.<mob>, etc) until you are able to hunt it to lead you to the room in question |
Lagoon | gatekeeper | to find cexit “enter crack” |
Cougarian | field guard | to locate the entrance to main Cougar area (then “roar) |
Helegar Sea | eternal cold | hunted to find the iceberg for cexit “climb iceberg” which leads to yeti area; the iceberg will be within 1 move (N,E,S,W) from eternal cold |
Good luck and have fun!
-Flynnt
- Published in Public, Public-Guides
Fellchantry Goal
1. At Magister Liam ‘say yes’ to start the goal.
** Goal Added : Fellchantry: Fantasy Noir
Type ‘goals chantry’ for full details on this goal.
** Task Added : Speak to the detective about Juilus Sannar’s passing.
2. At Detective Bane Jones ‘say juilus sannar’s passing’ to get notes
and update tasks.
You receive a [ Sheaf of Notes ] from Detective Bane Jones.
** Task Added : Discover all there is to Juilus Sannar’s death.
** Task Done : Speak to the detective about Juilus Sannar’s passing.
3. At Mister Goodwin ‘buy 3’ and ‘buy 4’ these will let you get by
the mprogs.
4. At Mister Goodwin ‘say juilus sannar’s passing’ to update notes.
5. At Marci ‘say jeweled egg’ to update notes.
6. At Tien dul Vitorri ‘say jeweled egg’ to update notes.
7. At Toram ‘say jeweled egg’ to update notes.
8. At A castle sentinel ‘say jonah nessim’ to get to Baron Kormack.
9. At Baron Kormack ‘say jonah nessim’ to update notes.
10. At Detective Bane Jones ‘listen detective’ then ‘give notes detective’
to update tasks.
** Task Added : Attend Jonah Nessim’s trial.
** Task Done : Discover all there is to Juilus Sannar’s death.
11. At Detective Bane Jones ‘say ready’ now don’t move until end of trial.
** Task Added : Hunt down Juilus’ killer.
** Task Done : Attend Jonah Nessim’s trial.
12. Find a cloaked man, he seems to move around or does so if you hunt.
13. Kill a cloaked man to finish the goal.
** Task Done : Hunt down Juilus’ killer.
** Goal Completed: Fellchantry: Fantasy Noir
INFO: Murder most foul; a corpse has been discovered in the Fellchantry
alleyways, and Madrox is the prime suspect.
REWARDS:
Alas, it would so appear that the stranger had little to naught of value upon
his person. Not all is lost, however! Your name is now known among the
alleyways of Fellchantry’s most lucrative markets, and the Guild has ensured
that a person with your particular… Set of skills receive free passthrough
on reputation alone.
I guess you no longer need to buy the items to pass by the mprogs.
- Published in Area Quests/Goals
How I Learned To Stop Worrying And Love The Mapper
The MUSHClient mapper can be daunting for a new player, but it’s fairly simple in concept. It keeps track of every room you’ve ever visited, and stores that information in a database. With the information it gathers, it’s able to navigate you back to any room you’ve walked to.
The operative term here is “walked” – by default, mapper can’t deal with custom exits, teleports, or anything else that’s not movement. The purpose of this guide is to point out some of the major features of mapper.
The mapper is useful for campaigns, quests, and global quests. Ever wonder how someone can finish an entire GQ in three minutes while you’re trying to find your first mob? The answer is mapper.
Note that this is NOT intended to replace the “mapper help” command – only to point out some of the more basic tasks that aren’t explained well. With that said, this also isn’t an advanced guide – I won’t be diving too deeply into most of the commands. If something isn’t explained here, the clan or tech channels are your best resources.
mapper resume
After issuing a mapper goto command, you end up getting caught by an aggro or running right into a door. Gotta type the vnum again, right? Nope. Just use mapper resume and it’ll reissue the last mapper goto command you used.
mapper next #
When you do a mapper find or a mapper area search, you’ll sometimes get a list of rooms. You can do mapper next and just step through the rooms one-by-one, but you can also do mapper next 4 (for example) to go to the fourth room in the list.
mapper cexit
A lot of people are confused by cexits. They’re fairly simple in concept – the cexit is just the commands you’d execute to get to your next room. It’s interesting to note that mapper cexits work for anything – custom exits, static portals (i.e. something loaded into a room,) and even opening doors and going through them.
To create a cexit, use a command like the following:
mapper cexit open e;;e
mapper cexit say ready
mapper cexit enter jet
mapper cexit n;;wait(10)
Note that the semicolon is doubled – this “escapes” MUSHClient’s built-in stack character so only a single semicolon makes it into the command that mapper stores. Note that you’ll have to use whatever your stack character is set to and double that – this doesn’t apply to most people, though.
Note the last example with the wait command – this tells the mapper that you need to wait for some reason between commands. This shouldn’t need to be used too often, but it can be useful in limited cases.
mapper cexit_wait
This is a command you issue before you set up a cexit. It just tells the mapper to wait for the specified number of seconds before resolving the cexit. This is useful for certain areas such as Sho’aram or Kobaloi, where there’s a scripted delay before you get transferred to the next room.
mapper lockexit
Ganked by angry drunks with vorpal table legs? Stand outside and issue the mapper lockexit command, and it’ll keep you from pathing through that room. It’s a simple dialog box – it’ll ask you to specify a level where you’ll finally be able to path through the room again.
mapper portal
The mapper portal has a similar syntax to the mapper cexit command, but it’s worth noting that it’s used differently.
When issuing any of these commands, make sure you’ve already worn and entered your portal – the command will set whatever room you’re in as the portal destination.
Your basic portal command will be something to the effect of:
mapper portal wear portal;;enter
Most people have their portals in a bag though, so they’ll want to get it from the dedicated bag, use it, and then remove it and put it back into the bag:
mapper portal get portal bag;;wear portal;;enter;;remove portal;;put portal bag
Still others have the portal slot wish, and are always holding some kind of portal in their hand. You might have something like this if you’ve got an Amulet of Aardwolf you always wear:
mapper portal get portal bag;;wear portal;;enter;;wear amulet;;put portal bag
And yet others have good stat portals (e.g. Tiger of Kai) that they’ll wear at the appropriate level. In that case, you make a MUD-side alias (something like “alias wearportal wear tiger”) that you can change up as you level:
mapper portal get portal bag;;wear portal;;enter;;wearportal;;put portal bag
Even if you don’t have the dedicated portal slot, you might have dual wield and want to re-wear your weapon automatically:
alias weardual second weaponname
mapper portal get portal bag;;wear portal;;enter;;weardual;;put portal bag
mapper addnote
Mapper notes are valuable for remembering stuff. When you add a note to a room, it will show up every time you enter that room, and you can also issue the “mapper notes” command to see all of your notes. These notes could be anything: locations for heal potions in the manor area, directions to find a key for a particular room, or even just an amusing comment on a room’s description.
mapper addnote okay done with the guide i’m out hope it was useful
- Published in Public, Public-Guides
GQ Minmax Tips
The infamous note:
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From : Myth: Myth did 27 gqs in one day
Forum : General - #29766
To : all
Date : Fri Feb 3 20:30:07 2023
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| Hi everyone,
|
| An Imm recently approaced me, and asked that I address
| a few things on a public board. So here it goes:
|
| 1. "how you win so much and how you're not botting them"
|
| The most challenging part of winning many GQs is joining
| many GQs. For the most part it's a combination of basic
| math statistics and an eager to power-level at any
| given time, regardless of double, mood, tiredness,
| or life events. Btw I don't use any complicated math
| stats (I tried in the past, but found that they don't
| bring any meaningful benefit), so now I just look at the
| current gq ranges, and do my best guess. As a matter of
| fact, I see the output of "gq ranges" like this:
|
| All: Left 18: -----=---#|##-----=-@=--=--==---=--==--==--===---= mine: 29-40,37-48,41-52 65-,77-,89-
|
| As for the botting, just ask yourself a simple question:
| What do *YOU* think I am botting *EXACTLY*? And assuming
| I really do, how can EXACTLY that alledged botting
| help me getting the numbers I do actually get?
|
| 2. "everything thinks you know the gq running list"
|
| If I actually knew the gq cycle, I'd be easily
| getting 20+ gqs EVERY single day.
|
| 3. "you do something special that no one has ever thought of"
|
| I sure do. Lots of that, that's my spice. And I won't
| share it here as I still use much of it. To give you a
| taste of what it's about, here's a small quiz for you
| that's not relevant anymore after room VNUMs were made
| public, but I think it's still interesting:
|
| Q: How do you reliably navigate Gauntlet maze all the way
| to the Dragon room, without random wandering, without hunt,
| without checking room VNUMs, and assuming all mobs are dead?
| HINT: you need a pet mob for that.
|
| Cheers,
|
| P.S. I do have a gq alarm and I do currently run it at
| night (I usually silence it between 12:30am and 6:30am)
| since mid-December and till the end of next week.
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Sath: Re: Myth did 27 gqs in one day +
Forum : General - #29768
To : all Myth Wars
Date : Sun Feb 5 18:00:55 2023
+---------------------------------------------------------------------+
~~~~~~~~
| Reply to: Note 29767 posted by Wars
|
| For what it's worth, a lot of people stack commands that resolve
after
| they end up at their destination, which can allow someone like Myth
| to get in the engagement even when arriving later (things like
scanning,
| putting away a portal, map commands from the ascii map pugin, or the
echo
| {end running} command that's built into the mapper). Some of those
may
| even be invisible to you if you're running a plugin and aren't aware
of
| those features. From my perspective as an expert campaigner, having
| beaten Myth in a couple GQs, and as some who adheres very strictly to
| the MUD's botting rules, his level of performance is totally
achievable
| within the confines of the botting rules.
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From : Alison: Re: Myth did 27 gqs in one day ++
Forum : General - #29769
To : all Myth Wars Sath
Date : Sun Feb 5 18:28:29 2023
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Reply to: Note 29768 posted by Sath
|
| Real GQers have every single one of their 300 different portals
splayed out
| in their inventory instead of packed neatly into a bag. That way they
save
| that crucial 0.3 seconds from putting the portal back in after they
xrt!
|
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Global Quests, also known as GQ’s, are a great way to earn Quest Points.
There are 3 kinds of GQ’s:
- All Players
- 10 or fewer wins
- 200 or fewer wins
Play styles to consider:
- Do you want to have a mix of leveling, questing, campaigning, and gquesting, and optimize for QPs earned? Good for active players.
- Or do you want to maximize the number of gquests you can participate in, in order to win? Good for casual players.
- Or do you want to try to win 3 GQs per level for each level, with noexp turned on? Good for players who are more busy, but can come to computer when GQ alarm goes off.
Rewards:
- 3 QPs per GQ mob killed. Limit: 100 GQ kills per level. Max possible points from kills per level: 300
- Maximum of 3 GQ wins per level, with rewards ranging from 15-25 QP typically, plus the occasional trains, practices, and trivia point.
- If the GQ does not have the special rewards, consider letting the GQ time out or another player win, or ‘gq quit’ so that you have an opportunity to win 3 GQs per level and roll a GQ with a TP reward.
Go Fast:
- Practice getting fast at GQs by doing a good number of campaigns (CPs), and getting decently good at them (being able to complete them in under 5 minutes). All tips for CP apply to GQ, except you can’t use chaos portals in GQ, but you can in CP.
- If you have lots of chaos portals (which the author does not), consider getting a plugin to disable chaos portals during GQ.
- Keep all portals out (but be careful of rot-death and melt-drop portals). Getting them out of the bag and putting them back causes a delay.
- Run point to point — don’t recall if possible
- “Containers are for losers. All 2000 portals must be top level of inventory. Always go point to point. Never recall. Set alarm for GQs. Be Myth.” – Orphean
Participate more to win more:
- Easiest to win: solo GQ. Check players in range using ‘who’
- Apart from level 1, there are new GQ ranges every 4 levels, with each range spanning 12 levels (or an 11 level difference from the most-powerful player in the range to the least powerful player in the range) for the lower ranges, eventually expanding to 15 levels.
- 4-level range
- 1-4
- 8-level range
- 1-8
- 12-level range (Ideal levels: 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120)
- 1-12
- 5-16
- 9-20
- 13-24
- 17-28
- 21-32
- 25-36
- 29-40
- 33-44
- 37-48
- 41-52
- 45-56
- 49-60
- 53-64
- 57-68
- 61-72
- 65-76
- 69-80
- 73-84
- 77-88
- 81-92
- 85-96
- 89-100
- 93-104
- 97-108
- 101-112
- 105-116
- 109-120
- 13-level range
- 113-125
- 14-level range
- 117-130
- 15-level range (ideal levels: 125, 130, 140, 150, 160, 170, 180)
- 121-135
- 126-140
- 131-145
- 136-150
- 141-155
- 146-160
- 151-165
- 156-170
- 161-175
- 166-180
- 171-185
- 176-190
- 13-level range
- 181-193
- 15-level range
- 186-201
- 9-level range (2x)
- 191-199
- 191-199
- 2-level range (2x)
- 200-201
- 200-201
- 4-level range
To catch the most ranges:
- Levels 1-120 are the easiest to “power-level” to get into range of a GQ — just 4 levels away
- For Levels 121 and beyond, try to stay at the “boundary” levels to quickly level up to, and then stay around:
- 125 (eligible for 113-125, 117-130, 121-135)
- 130 (eligible for 117-130, 121-135, 126-140)
- 140 (eligible for 126-140, 131-145, 136-150)
- 150 (eligible for 136-150, 141-155, 146-160)
- ‘gq range’ commands shows which GQ ranges are still available in this cycle
- Easiest to power level to get into the next GQ range by being a T9 (up to 3k TNL), or a well-equipped, hard-hitting T0-T1 (to be able to kill mobs quickly). Otherwise, T2-T8 seems to be at a strict disadvantage for participating in a lot of GQ’s: see ‘exptable’
- You must be online when the GQ is announced, in order to join. However, you don’t have to be in the range when it is announced in order to join. You just have to be able to get into that level range. From when a GQ is announced, you have 4 ticks (2 minutes). That means, do you want to power-level 4-5 levels in 2 minutes? That’s 30 seconds per level, very doable, but can be fatiguing.
- Trigger phrases for setting “alarms”:
-
Global Quest: Global quest # * has been declared for levels * to *.
-
Global Quest: Global quest # * has been declared for levels * to * - * or fewer wins only.
-
Global Quest: Global quest # * for levels * to * has now started.
-
Global Quest: Global quest # * for levels * to * - * or fewer wins only has now started.
-
Special GQs and How to Maximize QPs Earned
- 10 or fewer wins (light blue). If you stay under 11 wins (10 wins is okay), you will be eligible for all 3 types of GQs! Recommend to stay under 10 if you just want to maximize QPs earned while leveling but not trying to win GQs.
- 200 or fewer wins (purple). Recommend to finish 10 GQ wins so you can feel like a winner, and then stay under 201 (200 wins is okay) until you are ready to face serious players.
- At the ideal level ranges, you are eligible 3 GQ ranges. If you are also eligible for the 10-wins and 200-wins GQs, that means for each ideal sit-level, you are eligible for 9 GQs. Each GQ easily has 10 mobs.
- See ‘help gq range’. And then read it again.
- GQ Ranges cycle about once every 1.5 hours. That means if you are eligible for all 3 GQ types, and you join them all, you could earn up to 100 qps per 1.5 hours from GQ kills alone!
Also Check Out:
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So you want to be an enchanter?
What are enchants?
Typically, when someone talks about enchanting, they’re talking about the three enchants that require specific flags – resonate, illuminate, and solidify.
Resonate requires the object to NOT have the (Hum) or (H) flag, and maxes out at +3 luck and +2 in a random stat.
Illuminate requires the object to NOT have the (Glow) or (G) flag, and maxes out at +4 wisdom and +4 luck.
Solidify requires the object to HAVE the (Invis) or (I) flag, and maxes out at +6 damage roll OR +6 hit roll – not both.
Note that the other enchantment spells/skills (enchant weapon, enchant armor, sharpen, and reinforce) aren’t really worth it – they cause the object’s level to raise for very little overall benefit, and have a chance of ruining the equipment.
Why would I want to enchant my own gear?
Doing your own enchanting gives you control over the exact stat spread you want. If you want luck and wisdom, make sure all your gear is enchantable with illuminate. If you want damage roll, make sure it’s all able to be solidified. If you want a spread of stats, ensure it’s able to be resonated.
How do I enchant my gear?
Ideally, you want to be, y’know, an enchanter. This means primary class Mage, subclass Enchanter. You want your “enchanter stats” close to being maxed – it’s not 100% required, but you’ll have a bad time if they’re below about 550 with all your spellups active. Realistically, you want them to be as close to 600 as possible with all your spellups.
Your enchanter stats are luck, intelligence, and wisdom. You’ll want them as high as possible for the best chances of a good enchant.
You’ll also want to plan. Make sure you know where the gear is and how you’re going to get it. If it’s something you need to kill a mob for, make sure you get a stash of it to work with – unlike open clan gear, you can’t just sell it and then buy it back to “reset” it. Also make sure you have a sense of what’s “good enough” for enchanting mob gear – you’ll usually have to settle for something not-quite-maxed if you don’t want to have to kill a mob a hundred times for the gear they drop.
You’ll want to make sure you have containers to sort your gear sets into. Personally, I have the following containers:
[Recruit] Leather Backpack (Level 200 gear)
(Seekers) Urn of Awakening (Level 171-181 gear)
/|\Veil of Realms/|\ (Level 131-141 gear)
Malevolent {chaos} Luggage (Level 91-101 gear)
Mab’s Agony Box (Level 61-71 gear)
Guitar Case (Level 41 gear)
Satchel of Sanctity (Level 1 gear)
This just helps to keep things organized when you’re going through your gear sets. It’s certainly not required, but it’s nice to have.
You’ll want a LOT of gold. I spent somewhere around 50 or 75M gold on enchanting my gear, but that’s for 6 sets as per the above – you can get by with only a couple million if you’re doing a level 1 set, for example.
You’ll want to have a sense of just how good you want your gear to be. You can get through enchanting a lot more quickly if you’ll settle for something that’s not maxed out, and you might have to do so for sanity’s sake if your stats aren’t maxed. There’s a couple of options/schools of thought:
- Max all the things! Make sure you get a maximum enchant for both types you can apply to the gear.
- Pros: Highest stat boost from the enchanted gear.
- Cons: oh god i have been enchanting for a week straight please kill me
- One max enchant. Make sure that one of the enchants are maxed out, and then let the other one land where it may.
- Pros: If you start by enchanting each piece with the one you want to max out, you know basically immediately if it’s worth keeping.
- Cons: Lower stats, but still pretty good.
- +x points worth of stats. Enchant, and make sure you’ve got at least a certain number of added stats.
- Pros: Two chances to hit a good enchant, since you’ll need to cast both spells to see what you get.
- Cons: Need to cast both spells before you know if something is worth keeping.
How do I plan my gear?
The easiest way, and the way I’m going for in this guide, is to use eqsearch. Look up each slot, pick something for each level, stick it all in a spreadsheet, and just mark things off the list as you enchant them. Note that you can “eqsearch <slot>” at SH and get a list of everything eqsearchable in that slot.
Here’s an example line from my own spreadsheet:
1 Satchel |
41 Guitar Case |
71 Mab’s Agony Box |
101 Chaos Luggage |
131 Veil of Realms |
171 Urn of Awakening |
|
eyes | Clear Vision 1int |
Amethyst Eye Lens 2dex 2int 4dr |
Disciple’s Watchful Eye 6int 2dr 30hp |
Eyes of Enlightenment 5str 5dex 2dr |
Reporter’s Sharp Eye 13int 6dr 15mana |
Reporter’s Sharp Eye 13int 6dr 15mana |
At level 201, I simply typed “eqsearch eyes” and picked things with the highest score for the level ranges I wanted. Note that the gear you choose is going to largely depend on your primary class – the above is good for a mage, but wouldn’t be so good for a warrior or a thief primary class since the stats tend to be int-heavy.
It’s worth remembering that sometimes, your eqsearch items might not have something better at a higher level – in the example above, the Reporter’s Sharp Eye (from Gaardian) is actually better than anything else that exists at level 171, based on the stats I wanted when I was doing my enchanting.
Note that if you’re focusing on specific enchant types (e.g. trying to go heavy on the damroll,) you’ll have to go scout the equipment wherever it’s sold and find out if it has the appropriate flags – open clan gear will only be enchantable with TWO of the three available enchantments. If you want damroll, you’ll need to make sure that whatever gear you’re going for is invis, for example.
It’s beyond the scope of this guide, but you might also want to check out the “compare set” command – it’ll help you tweak the scores presented to you, and it’ll let you focus on the stat or stats you want.
Alright, I’ve planned – how do I enchant?
Find where whatever you want is sold, buy an item, cast the appropriate enchants on it, identify it to see if it’s what you want, and either put it away or sell it back. Repeat hundreds of times.
Keep the rules under “help enchantbot” in mind – it’s easy to run afoul of them if you’re not careful.
My own enchanting was just using the following command stack (legal, per the first bullet point in “help enchantbot”):
sell <equipment>;buy <equipment>;cast resonate <equipment>;lore <equipment>
This would sell the previous item (assuming I didn’t tuck it in a bag,) re-buy it, cast resonate, and then identify it. At that point, I could make a decision on whether it was worth keeping the item for the second enchant or not (if it was, I’d put it in a bag, and not go through the second enchants until I had 5 or 6 “perfect” first enchants.) I personally went for the “max all the things” option with my enchanting, so your own style/set of commands may differ.
If you have leavings from enchanting, get a container and stick ‘em in the room south of clan recall! Even a “bad” enchant might be really useful for someone just starting out who doesn’t have the stats to do enchanting for themselves!
What is enchanter’s focus? What about three moons? Isn’t disenchantment a thing?
Three moons is a scam.
… okay, fine, it’s not a scam, but as far as I can tell, it’s useless for an actual enchanter. Basically, don’t worry about the moons – you’re going to spend enough time enchanting a full gear set that you’ll never notice any difference in the first place.
Disenchantment to try again!
Someone with an enchanter subclass can “disenchant” a piece of gear for free, once per-enchant-per-item. If you identify an item, you can see if you can do a free disenchant at the bottom where the enchantments are listed:
+—————————————————————–+
| Keywords : ring eternal strength seekers1finger |
| Name : Ring of Eternal Strength |
| Id : 2682022109 |
| Worn : Left finger |
| Type : Treasure Level : 1 |
| Worth : 250 Weight : 1 |
| Wearable : finger |
| Score : 122 |
| Material : gold |
| Flags : unique, glow, hum, magic, held, burn-proof, |
| : nolocate, solidified, resonated, V3 |
| Clan Item : From The Seekers |
+—————————————————————–+
| Stat Mods : Strength : +1 Luck : +3 |
| Wisdom : +2 Damage roll : +6 |
+—————————————————————–+
| Enchants: |
| Solidify : Damage roll +6 (removable with TP only) |
| Resonate : Wisdom +2 (removable by enchanter) |
| : Luck +3 (removable by enchanter) |
+—————————————————————–+
Note the two different values – “removable by enchanter” and “removable with TP only”. “removable by enchanter” means that you can use the disenchant command on it for free. The “removable with TP only” means that when enchanting this, I got a bad roll once, disenchanted it, and tried again – if I got a bad roll again, I’d have had to pay 3TP to disenchant it and try again.
In my opinion, it’s not actually worth using disenchantment on your first attempt even as an enchanter – it’s quicker to just sell the gear back and buy it again. It’s definitely worth using your free disenchant on a bad second attempt, once you’ve got one good-or-perfect enchant on there.
It is NEVER worth spending TP to disenchant open clan gear – just buy it and try again. Even on level 171 stuff, you’re not going to spend 33M (i.e. the rough price of 3TP) trying to get a second good enchant.
Enchanter’s focus?
Enchanter’s focus just gives you a chance to avoid entirely failing an enchant, which adds (or removes) the flag without giving an actual enchantment. This means that you can’t disenchant it – it’s a bad thing. Enchanter’s focus also adds some stats, so it’s good to have it up and running when it’s available anyway. It’s certainly not required though, at least for first enchants – you’re just going to fail more gear and spend a bit more money. You definitely want it up when you’re doing the second enchants though – you don’t want to fail enchanting that nice +4/+4 illuminate you got with the second spell!
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Instinct Guide – What and Why?
Why would I get instinct?
Instinct gives a bonus on top of your existing percentage for certain skills and spells. This bonus isn’t linear – an extra 100 points may give 20% total bonus, while an extra 200 points may only give a 30% total bonus.
There’s a common set of “instinctable” skills/spells, and then unique ones based on your pclass:
Available to everyone:
- Incomplete healing
- Toxic Cloud
- Restore Life
- Renew
- Fourth Attack
- Heal
- Sanctuary
- Vitality
- Third Attack
- Fast Healing
- Haste
- Dual Wield
- Second Attack
- Protection Good
- Protection Evil
- Meditation
- Enhanced Damage
- Dodge
Class-specific:
Mage:
- Miasma
- Toxic Cloud
- Immolate
- Air Skewer (Elementalist only)
- Earthen Hammer (Elementalist only)
- Ice Daggers (Elementalist only)
- Spear of Odin (Sorceror only)
Ranger:
- Gaia’s Revenge
- Eruption
Psionicist:
- Desolation
- Mindflay (Mentalist only)
- Necrocide (Necromancer only)
Cleric:
- Regeneration
- Voice of God
Warrior:
- Hammering blow
- Ironfist (Barbarian only)
- Precision (Soldier only)
Paladin:
- Heavenly Balance
- Test of Faith
- Apocalypse
- Holy Reprisal (Avenger only)
Thief:
- Knife Fighting
- Spiral
- Scorpion Strike (Ninja/Venomist only)
When should I get instinct?
There’s no hard and fast rule, but in general, “when you can afford it.” Your initial trains will probably be better spent on maxing out your stats first.
What should I get instinct in?
There’s a few choices here. Whether you go for offense or defense first depends on your playstyle. For example, someone heavily into epics may want to focus on defensive abilities first to increase survivability, whereas someone into questing and powerups may wish to focus on offensive abilities to kill targets more quickly.
As a general rule, offense is going to be more effective than defense – this is similar to the argument for using dual wield vs. weapon + shield. More (and/or stronger) attacks means you kill mobs faster, which means you spend less time in combat and take less damage overall. Defensive instinct is typically only going to be useful at SH level.
Initially dropping a single point into multiple useful instincts could also be valuable, because it gives you a chance (however small) to gain a benefit from it, and single points are (relatively) cheap.
As a general rule, 25 points in two similar or related skills/spells will be better than 50 points in a single one due to the diminishing returns on instinct points. Also note that 50 points in a single instinct are more expensive than 25 points in two, due to how instinct costs scale – spreading your instinct around will tend to allow you to get more of it overall. For example, 25 instinct in a single skill/spell is ~11k trains, while 50 instinct in a single skill/spell is ~60k trains. You can get 25 instinct in 4 skills/spells for what you’d spend on a single one at 50.
What instinct is best to get?
First and foremost – the best instinct is one that you’ll actually use. Don’t get instinct for a skill/spell you never actually utilize, or it’s just wasted trains (and money.)
- Sanctuary is roughly equivalent to Dodge, though Dodge is going to tend to be better if you’re fighting mobs with lots of attacks or lots of mobs at once. Sanctuary is a flat percentage damage reduction, whereas Dodge gives an extra chance for 100% damage reduction on each attack. Dodge is going to shine if there’s a lot of attacks incoming, while Sanctuary is going to tend to be overall more reliable (albeit to a lower degree.)
- For melee, Fourth Attack is going to be better than the other attacks, since it’s more rare in the first place – you’re going to tend to get more benefit out of 10% extra in Fourth attack vs. Third or Second.
- Also for melee, dual wield and haste are going to be roughly equivalent – but remember that spreading the points around is going to tend to give a better return than focusing on just one.
- For a spellcaster, your best spell at higher levels is going to tend to be what you use instinct on. It may be worth putting some points into a lower spell that you get faster though, if you do a lot of leveling and less sitting at SH.
- Example: for a mage, putting instinct into Miasma would give you more damage in the long run than putting it into Immolate, since you get the Miasma spell 20 levels earlier.
- On the flip side, putting instinct into Immolate may be better if you don’t get dragged or you do want to sit at SH – the extra damage is more useful at the higher levels.
- Fast healing and meditation are underrated instinctable abilities – fast healing can equal up to 1k hp in a tick simply while standing around, and meditation can massively improve mana regeneration when brewing potions (and you don’t need to spend money on mana pots that way.)
- Enhanced Damage is an overrated instinct – because it doesn’t always trigger, it’s going to tend to give you less overall damage than fourth attack. An extra 10% chance at +100% extra weapon damage (i.e. that fourth attack) is better than three extra 10% chances of +10% damage (i.e. enhanced damage triggering on a strike when it may not have otherwise done so.)
Acknowledgements
Thanks go to Xaeris for providing most of the actual useful content for this guide, and Saraid and Blunt for giving it a sanity check.
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Guide to Clan Exits
This is a list of all the clan exits by clan to different areas. RT the clan from boot clan recall and then run the directions below
Should just need to do this one time for mapper to remember.
Amazonclan
Sherwood – N2UW
Adaldar – N2US
Wyrm – N2UE
Northstar- N2UN
Bootcamp
Cards – UN
Desolation – US
Sanctity – UW
Kul Tiras – UE
Hatchling Aerie – 2U
Bard
Solan – UN
Coral – UW
Zangar – US
Andarin – UE
Amusement Park – 2U
Crusader
Verume – 3N
Diamond Soul Rev – 2NW
Underdark – 2NE
War of Wizards – 2ND
Storm Mountain – 2NU
Daoine
Rosewood – 2N
Gathering Horde – NE
Stuff of Shadows – NW
Nyne Woods – NU
Onyx Bazaar – ND
DOH
Cataclysm – EN
Dortmund – 2E
New Thalos – ES
Avian – EU
Sanctity – ED
Gaardian
Child’s Play – NDN
Hawklords – NDW
Mount Dunoir – N2D
Salt Flats – NDS
Perdition
Giant Village – S2E2N
Temple of Shouggoth – S2E2W
Stormhaven – S2E2D
Romani
Longnight – 4E
FT2 – 3ES
Deathtrap – 3EU
Dungeon Doom – 3ED
Seekers
Deathtrap – NWDN
Yurgach – NWDE
Scarred – NWDS
Descent to Hell – NWDW
Stormhaven – NW2D
Shadokil – 2EN
Stormhaven – 2E2N
Caldera – 2ENE
Mistridge – 2ENU
Tanelorn
Firebird – EN
FT2 – 2E
Mistridge – ES
Partroxis – EU
Rosewood – ED
Tao
EarthPlane 4 -NUN
Origins – NUE
Brightsea and Glimmerdim – NUS
Cathedral – NUW
Foolish Promises – N2U
Touchstone
Zodiac – DE2UN
Snuckles – DE2UE
Catacylsm – DE2US
Foolish Promises – DE2UW
OZ – DE22U
Vanir
Gathering Horde – SE
Deathtrap – 2S
Seven Wonders – SW
FT1 – SU
Wyrm – SD
Watchmen
Desolation – 2N
Winterlands – NE
FT – NW
Unearthly Bonds – NU
Wobble – ND
Cheers,
Kazm
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