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How I Learned To Stop Worrying And Love The Mapper

Sunday, 19 February 2023 by Epsilon

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

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So you want to be an enchanter?

Sunday, 11 December 2022 by Epsilon

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?

Sunday, 04 December 2022 by Epsilon

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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Council of the Wyrm (Primary Goal)

Wednesday, 19 October 2022 by Hellwing

Council of the Wyrm (Primary Goal)

Creators: Hellwing and Sletch

Special Thanks: Fetard, Tiana, Bronnie

Notes:

  1. This area has /a lot/ of hard-hitting aggro. You will also need the Shining Steel Key for easy movement/escape from the lower sections of the area. So, I suggest getting that key first. Most mobs in the area can be blinded, pacified, holy worded, and some disintegrated. Bring several dam type weapons to deal with mob immunities.
  2. You can do this goal very easily with a friend, as many goal turn in items can be reused for tasks update. Also, every mini boss and goal boss can be fought with a friend. No forced solo fights. 🙂

 Getting the Key

  1. From the start, go all the way down. The guardian has a jet-black key for the first locked door down, or there is usually one on the ground. Retreat down past the rest of the mobs – consider blinding them as you go.
  2. At the bottom is the room “The Rift” (28813). enter black / enter rift to reach Center of the Council (28814)
  3. Go 3n2d – Warning: This room is full of Necrosapiens. You can Holy Word the Necro’s.
  4. Kill Mad Priest Derrick for Shining Steel Key
  5. This key unlocks the door below Derrick, as well as the doors up and down from (28814).  The room above (28814) is the only way out of this section. Enter rift to return to (28813)

The Goal

  1. Go to Sagul (28847) in the starting room.
  2. Say I am brave and stupid
  3. Gather the Items –
    1. There are 4 mobs that will have items you need. These 4 items are used to make Abazel vulnerable to being damaged. You cannot damage him unless these four items are in your inventory. These mobs do not move, so are always in the same rooms. Listed directions are all from the center room of the first circle (after you enter black).
    2. Also, if you are farming the items, put any duplicate items in a bag so they are not used when fighting Abazel, otherwise, they ALL will be burned when you go into his room.
    3. Go es and kill Nithian (28820) – Orb of Winds
    4. Go ne and kill Shichi (28818) – Visor of Prophecy (use piercing damage)
    5. Go nw and kill Mordiak (28816) – Ring of Demonslaying – (the ring is a random drop)
    6. Go se and kill Azure (28822) – Orb of Power. You only need to kill her once. The Orb of Power is not used up
  4. Once you have 1 of each item, go back to Sagul (28847)
  5. Go to room Pillar of Unholy Power (28838). Warning: There are a lot of Jackalwares in here. Holy Word / Disintegrate them all until dead.
  6. Kill Sirkaroth for a Silver Key.
  7. Go to room Origin of Evil (28832) and kill Abazel Warning: Both the room before it and the room itself have super annoying Succubae. Best strategy for dealing with them (as they are immune to almost everything), is blinding them all and retreating. After they are all blinded, then you can move on to fight Abazel solo.
    1. You can retreat out and heal if needed, just make sure succubae are blind.
    2. When going into Abazel’s room to blind the succubae, ensure the items of power are in a bag so they are not used until you are ready to fight him. You may have to retreat out and heal until all succubae are blinded.
    3. If Abazel drops the spikes of unknown evil on the first time killing him, do /not/ drop/sacrifice these. They are needed for next goal steps.
  8. Take Book of the Beginnings and give it to Sagul (28847)
  9. You must now go and kill Abazel (28832) again until he drops the Spikes of Unknown Evil
    1. This means you will need to recollect the items from Mordiak (28816), Shichi (28818), and Nithian (28820).
    2. You do not have to get another Orb of Power, as this is not burned when going into the room with Abazel. You will have to farm these 3 items each time you want to fight Abazel. Nithian and Shichi drop theirs reliably. Mordiak’s ring is a random drop. You can farm multiple sets of items, but make sure to keep spares in a bag.
  10. Go to room The Ivory Court (28805) and give the spikes to Phandor. Warning: When you give the spikes, you will immediately be teleported into the fight with Aldanon, so prepare before giving him the spikes.
  11. Give Tears of Blood to Phandor (28805)
  12. Go to Dragontear (28847) and say I will help you
  13. Go to Sir John (28808) and say I want to join the order
  14. Go to Roland (28807) and say I want to join the order
  15. Say Hythe Uni Ikayi Talbi da Hone
  16. Go to Sir Gwydain (28809) and say I want to join the order
  17. Say I’ll find your sister
  18. Go to Lady Tamra (28810) and say I want to join the order
  19. Say Ageiana de naintana me be Rois, het ne ilyin.
  20. Go to Ni-shak (28806) and kill him for Rolands Pendant
  21. Go to Praolis (28811) and kill him for Truth
  22. Go to Tarakis (28812) and kill him for Worn Bracelet
  23. If you do not have a Key of the Naga yet, go to room Center of the Council (28814), then go up. The Behir will attack and should give you the key after a couple rounds of combat. Once it does, either pacify, disint/holy word/banish, or retreat out. Otherwise, it will take the key back when you kill it.
  24. Go to room Foreboding Hallway (28834). (2d2e from the Behir) and open the hidden door down with the Key of the Naga.
  25. Go 2d2nd. Kill the Dark Naga (28853) and loot A Pearl Necklace
  26. Go to Roland (28807) and give pendant roland
  27. Go to Sir John (28808) and give truth john
  28. Go to Sir Gwydain (28809) and give necklace gwydain
  29. Go to Lady Tamra (28810) and give bracelet tamra
  30. Ensure you are VIS for the next part.
  31. With all 4 item rewards received from Roland, John, Gwydain and Tamra in your inventory, return to Dragontear (28847).
  32. You must now go and get another set of spikes from Abazel (28832). Reference the steps above for getting the spikes.
  33. After you have another set of spikes, go to Phandor (28805) and give him the spikes. Warning: When you give the spikes, you will immediately be teleported into the fight with Aldanon, so prepare before giving him the spikes.
  34. Kill Aldanon again. This time he will also drop A memory of a dragon
  35. Go to Dacalok the Dragontear (28847) and give memory dragontear
  36. Go to room Rift of Despair (28827)
  37. Type enter shadow
  38. Kill the guardian for the soul pendant
  39. Go to 28847 and give soul dragontear
  40. Go to room Pillar of Unholy Power (28838). Warning: There are a lot of Jackalwares in here. Holy Word them all until dead but do not kill manifestation of Sirkaroth.
  41. Give soul Sirka. The fight with Sirkaroth will begin immediately. Kill him for a soul chamber
  42. Go to 28847 and give soul dragontear
  43. Go to room Pillar of Unholy Power (28835) Warning: There are a lot of Masters of the Underworld in here. Disintegrate them until dead.
  44. Give soul Xeriou. Again, the fight will begin immediately. Kill Xeriou for a dragon’s secret.
  45. Go to Dragontear (28847) and give secret dragontear
  46. Go to room The Pit of Insanity (28829) and enter mind
  47. This will start the fight with Myrathyl. During the fight, he can summon first circle monsters. You can pacify, kill, word, or disintegrate them at your leisure.
  48. Go to Dragontear (28847) and give him the necklace. Warning: this will start the fight with Dacalok the Damned.
    1. Death Dragon Notes: You can retreat w out of the room to heal and then go back in and continue the fight. He is also susceptible to blind.
    2. He hits hard, so you want to shield up. If you do die, he doesn’t seem to regen so should be able to go back to the starting room and go east to continue the fight.
  49. Go to starting room of area and give book sagul

Ending Notes:

  1. For Wyrm2 steps, see Fetard’s guide. Those are all there and accurate.
  2. The big advantage to completing this goal is on the 1st, 2nd, 3rd and 4th circle areas, you can just type ‘home’ to leave the area (back to Aylor recall).
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Earth Lords Goal – (Updated)

Thursday, 29 September 2022 by Hellwing

Earth Lords Goal

Creators: Hellwing and Sletch

Special Thanks: Nueve – Used his guide for the Good Path instructions

Requirements: Must have completed the Firenation Goal

Guide Legend:

Commands: Blue

Room Numbers: If using Mushclient you can do mapper goto <room number>

Goal Opener:

  1. Go to room Inhospitable Home (42057) and type lift rug. (Mapper cexit this!)
  2. Nod Sha’nel

Choosing Your Path:

Note: You can only choose one of the two paths, not both. Neither path has an alignment requirement, and the rewards are the same no matter which path you choose.

  • Go to ‘A Hidden Chamber’ (42096) and Listen Le’Lani to start the Evil path
  • Go to ‘Church of Gaia’ (42062) and type worship for Good path

Good Path:

  1. Go to room ‘The Stoney Grocer’ (42049). Storekeeper Name: Jacoby
  2. Buy 1 Asparagus and 1 Apple
  3. Go to room ‘Standing Before Earth’s Maw’ (42009) and type jump
  4. Go to room ‘Stone Combat Training’ (42095)
  5. Kill Rock to loot leather tunic and leather pants.
  6. Go to room ‘Standing before the Depths of Mother Earth’ (42010) and type climb
  7. Go to room ‘Linlie’s Home for the Lost’ (42064)
  8. Give Pants boy and Give Apple boy
  9. Give Tunic girl and Give Asparagus girl
  10. Go to room ‘Church of Gaia’ (42062) and type listen priestess
  11. Go to ‘A Hidden Chamber’ (42096) and kill Le’Lani and D’kath
  12. Go to room ‘Church of Gaia’ (42062) and say they are dead
  13. You will need 6 items. They are as follows and how to get them:
    1. Wise Man’s Tears
      1. Go to room ‘Adobe Home’ (42059)
      2. Kill child and mother first
      3. Kill father for tears
    2. Poor Man’s Smile
      1. Go to room ‘The Doctor’s Office’ (42098)
      2. Kill the patient (random drop)
    3. Winters Heart
      1. Go to room ‘The Sun Rise Tavern’ (42061)
      2. Kill Syndny (random drop)
    4. Summer’s Bloom
      1. Go to room ‘Earth Moving Travel, Inc.’ (42052)
      2. Type get rose
      3. The receptionist may stop you, just keep trying until she doesn’t.
    5. String of Earth
      1. Go to room Adobe Home (42059)
      2. Kill wife until she drops key. – This drop can be extremely rare.
      3. Open West
      4. Pick Carrot
      5. If you are Psi/Mage you can just translocate to reach the room. Room Name is ‘A Hidden Garden’.
    6. Ring with Draconic Runes
      1. Go to room ‘Standing Before Earth’s Maw’ (42009) and type jump
      2. Go to room ‘An Iron Training Room’ (42088)
      3. Kill Iron Mike for ring (random drop)
  14. Go to room ‘Church of Gaia’ (42062) and say forge
  15. She will give you an Earth Bloom. Wield it.
  16. Go to room ‘At the Earth’s Core’ (42097) – Jump and go 2d.
  17. Kill any golems in this room FIRST
  18. Then kill Gaia and goal is completed. You can word of recall out at any time during the fight with her to heal, but do not use pots/heal spells while fighting her or bad things happen. So just beat on her some, word of recall out when you need to heal, then run back and beat on her some more. Rinse and repeat until dead. A note for Navigator’s, you can beacon of homecoming in the room above hers for quick return. Not sure about leaving a pet.

Evil Path:

  1. Go to ‘Linlie’s Home for the Lost’ (42064)
  2. Kill the lost boy for his head.
  3. Go to ‘The Stoney Grocer’ (42049)
  4. Drop head and leave the room immediately
  5. Go to ‘Inhospitable Home’ (42057) and type lift rug (rest of guide assumes cexit)
  6. Listen Le’Lani
  7. Go to ‘Standing Before Earth’s Maw’ (42009) and type jump  (cexit this too!)
  8. Head down, then towards the northwest set of rooms. Kill Earth Mages, Mud Warriors, and Earthlords for red dust, common drop. You will need 8 of them total.
  9. Wait until night (8pm or after). Go to the rooms outside of each home and mark door. I did a copy pasta command stack you can use to do this part below.
    • From Le’Lani (42096) run ue;mark door;run 2n;mark door;run 2n;mark door;run 2n;mark door;run 3s3es2en3e3s;mark door;run 2n;mark door;run 2n;mark door;run 2n;mark door
  10. Go to ‘A Hidden Chamber’ (42096) and Listen Le’Lani
  11. Go to room ‘Church of Gaia’ (42062) and kill the priestess for her head.
  12. Place head altar
  13. Go to ‘A Hidden Chamber’ (42096)
  14. Listen Le’Lani
  15. Listen Sha’Nel
  16. Go to ‘An Iron Training Room’ (42088) and kill Iron Mike
  17. Go to ‘Stone Combat Training’ (42090) and kill BamBam
  18. Go to ‘A Sandy Combat Ring’ (42079) and kill Desert Rose
  19. Go to ‘Earthen Combat Training’ (42073) and kill Lodo
    • Note: these mobs may wander a little.
  20. Go to ‘A Hidden Chamber’ (42096) and Listen Sha’nel
  21. You will need 6 items:
    • A God’s Tears
      1. Find the Peddler, a wandering vendor, and buy bowl. You may have to visit him multiple times, as his available items change.
      2. Once you have the ornate porcelain bowl, go to ‘Market Road’ (42048)
      3. Type collect water for clear blue rainwater (Nosave)
    • Unearthly Stone
      1. Go to ‘A Hidden Home’ (42053)
      2. (A father mutters to himself, “I wonder what Ganson did with that strange stone he found.”)
      3. Kill Ganson for a softly glowing stone. (Nosave)
    • Hang Man’s Noose
      1. Go to ‘The Sun Rise Tavern’ (42061)
      2. Kill Syndny (Mob will repop with this item “held”, randomly)
    • Dead Man’s Whisper
      1. Go to ‘The Sun Rise Tavern’ (42061)
      2. Kill Damakul (Random Drop)
    • A God’s Rage
      1. Go to ‘The Doctor’s Office’ (42098)
      2. Insane doctor will aggro- Kill for a scalpel (Random drop)
    • Devil’s Bane
      1. Go to ‘Linlie’s Home for the Lost’ (42064)
      2. Kill Linlie for a Golden Cross (Random drop)
  22. Go to ‘A Hidden Chamber’ (42096). If you have all the items, wait for prog to complete.
  23. Sha’Nel will give you an Earth’s Bane. Wield it.
  24. Go to ‘At the Earth’s Core’ (42097). – Jump and go 2d.
  25. Kill any golems in this room FIRST
  26. Then kill Gaia and goal is completed. You can word of recall out at any time during the fight with her to heal, but do not use pots/heal spells while fighting her or bad things happen. So just beat on her some, word of recall out when you need to heal, then run back and beat on her some more. Rinse and repeat until dead. A note for Navigator’s, you can beacon of homecoming in the room above hers for quick return. Not sure about leaving a pet.

Reward:

+—————————————————————–+

| Keywords   : visions scorched earth                             |

| Name       : Visions of a Scorched Earth                        |

| Id         : 2734168499                                         |

| Type       : Armor                     Level  :   200           |

| Worth      : 2,000                     Weight :    20           |

| Wearable   : eyes                                               |

| Score      : 1120                                               |

| Material   : energy                                             |

| Flags      : unique, invis, magic, held, burn-proof, nolocate,  |

|            : V3                                                 |

| Found at   : The Earth Lords                                    |

+—————————————————————–+

| Stat Mods  : Damage roll  : +24      Hit roll     : +24         |

|              Constitution : +10      Strength     : +6          |

+—————————————————————–+

| Resist Mods: All physical : +11      All magic    : +8          |

|              Earth        : +20      Water        : -10         |

|              Air          : -10                                 |

+—————————————————————–+

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Magical Hodgepodge Guide

Thursday, 29 September 2022 by Hellwing

This guide is posted and credited for both me and Vondo! Great cheers to Vondo. We did this area quest together, using no guide as we thought there wasn’t one (then saw there was). But since we put in the work, I put together an updated guide based on our work. Hope it helps!

—

Area: Magical Hodgepodge – Numbers in () are the mapper room ID’s for those that use them.

NOTE: Do not remove the patched cape you get listed later in this guide until you are done with/working on the goal, or mobprogs will not trigger!

To start the goal, runto Hodgepodge area and find Wilbur (30468)

Type listen Wilbur

Say I will help

Go to Murfee (30470) or ne from Wilbur

Type listen murfee

Type jig murfee

Type Give 500 gold Doxie.

Listen bootlegger

Say the little pig squeals at midnight!

He will give you a cape. Wear the cape. IMPORTANT NOTE: Do /not/ remove the cape until you have completed the goal, otherwise mobprog’s will not trigger.

Run ws back to Wilbur (30468)

Go see Sergeant of the Knights (30517) or n2w2n from entrance.

Say ‘princess’

Run 2s2e2ne4n2wnw from Sergeant of the Knights or (30513)

Open the basket and get all basket. Take the scrap back to the Sergeant (30517) and give it to him.

Mapper goto 30475 or run sws from the Sergeant of the Knights. This will auto trigger a task update (make sure you are visible)

Find the mobs listed below to loot sweet/savory truffles:

30471 – Flying Pink Pig à Savoury Truffle

30473 – Flying Pink Pig à Sweet truffles

After you have the truffles (I would get a couple of each) then go to any of the the rooms listed below.

30479, 30476, 30507 – type Lure pig. à Make sure you have both SWEET and SAVOURY truffles in inventory. You may have to do it more than once, do this until you get a ‘squirming piglet’

Go to grubby servant at (30516) in ‘The Royal Bedchamber’

Type give pig servant

Go back to the sergeant (30517) and type read letter

Go to Elijah the king at ‘The Farmhouse’ (30492) and say You can rely on us

Go and find ‘an egg’ mob, kill it for some egg salad. (30494)

Go to Harold the Hermit and type give egg hermit (30475)

Go to Bernard. He will say your fashion is terrible, update your task and transport you to the area start.

30475 – Go back to this room to get a trigger from Miss Missy Boo

30508 – Go back to Thimble and say ‘missy sent me’

Kill a penguin to get green hula skirt and coconut bra then go to the store (30487) with Elle and buy silken cape.

Return to Thimble (30508) and say ‘I am ready to bake’ and receive ugly jumpsuit

Go to Emma (30513) and it should trigger with her giving you an extremely ugly suit

Wear suit and go to 30501 ‘The Throne Room’

Say yes

Go to (30503) and/or (30505) and type water – Gives your fragrant leaves

Go to (30492) Elijah and say ‘harold needs something’ – He will give you some of his beard

Go to (30476) and get all to pick up the compost

Go back to the Harold and say ‘I have everything’

Give 200 gold hermit and he will give you a scroll

Go to (30478) ‘Down the Well’

Type recite scroll

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Brendinius’ short guide for stuff I wished I had known earlier.

Monday, 12 October 2020 by Brendinius

Don’t be afraid to ask for help.

This is an important thing, we all have been where you were, so if you got a question at least someone in the game will have an answer.

The same thing is to be said about seeking help for a corpse retrieval, don’t be afraid to ask for a CR on a forum.

Stats

Stats can be a bit much sometimes, I’ll try to be pretty concise about this.

The first class you choose to play is your pclass (primary class), help “class” will show you which stats are the most important for you.

A good starting point is to train all your stats until you need 2 trains per stat, then mostly focusing on your class’s important stats is certainly no bad idea.

To see what each stat does “help stats” does the trick perfectly!

editor’s note also check help newbie-stats

Portals

Portals are quite great, they let you travel to a certain area without movement points or your runto time being used, they are especially handy for Global Quests.

Here’s a handy link to where you can find most of the portals:https://aardwolfboot.com/portals-list/

When you get your hands on a portal make sure to use mapper portal enter “name here” to tell the game that you can go to that place with a portal and you don’t have to run there every time, you’ll need to specify the level of the portal too.

Personally I set an alias for my portals that takes them for a container, wears them, enters them, removes them, and puts them back in the container all by tying one word, p.e.x pboot, so setting up mapper portal pboot saves quite some time.

Get the most potential out of your potential.

You may or may not have heard about it (if you don’t help potential should get you all the info you need) but potential lets you raise the max amount of stats you can train, daily blessing sometimes gives you some too.  Try to buy some potential every once in a while because the price increases every time so daily blessing’s potential will be essentially worth more if you get it at a higher (free) cost.

Bags, bags, bags, and even more bags.

This one may seem obvious, you’ll get lot’s of stuff in Aardwolf, and keeping track of it all might be a little bit hard, so take a few bags and try to get some system going.

That way you’ll know where to look when you want to check all your shiny weapons out for example.

Never use your sweet earned quest points on Trivia Points at Questor.

He makes a very bad deal, you could be spending those quest points on cool new gear. Quest points are one of the more important currencies, so try to not spend them on trivia points.

Aliases and triggers, make your life easier and faster.

Aliases are used to set one word as a synonym for others, for example, pboot takes my old duffle bag out of my container, wears it, enters it, removes it, and puts it back in the container. (You can access your aliases by pressing control and 9 at the same time.)

Triggers are used to respond to a certain scenario with a set response, for example when I get the thirsty message I automatically take my canteen and drink from it. (You can access your triggers by pressing control and 8 at the same time.)

Aardbags make life lighter.

If you are struggling with the tremendous weight of all the stuff you are carrying around I recommend buying an aardbag, they level with you until you remort and then they stay at level 201.

The Aardbags are in fact so great that they can have negative weight counts, thé bag for hoarders so to speak.

Try to do a campaign every once in a while.

In the beginning, I was scared off by campaigns, my first one led me through a few mazes and frustrated me quite a bit. Campaigning is something that you’ll get better in as you go, just try your best and ask for help where necessary.

Try to do campaigns around level 0-100.

I tend to cp level using noexp to do a cp per level until I reach level 100, or I am bored, and then I just never put noexp on again while campaigning.

This is different for everyone, some people campaign more, other ones less.

You can choose the ranges yourself, but just know that higher-level campaigns will get harder.

Equipment level ranges.

The best level ranges for equipment are 1, 41, 71, 91, 131, 171, and 200.

It’s handy to have a set of all these levels on you to wear when you’re remorting.

 Cexits, what they are, and how you use them.

You may or may not have heard of these yet but anything that is not your standard n,e,s,w, and still is a command you need to use to get from a specific room to another is called a cexit.

They are mostly shown as other on the exits of the room (picture)

If you type exits you can see what you need to type for this “special exit”

Now if you type, ‘mapper cexit’ and the name of it the mapper will behave like it’s just a normal exit, for example with search and destroy if you run to a mob behind a cexit you will enter the right words to go there automatically, this is a godsend basically. (for more command use double semi-colons)

That’s the end of my guide-like thingy, I hope you’ve liked it and see you around.

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