Ancient Anguish – FAQ
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FAQ by Ryan_
Version: 1.56 | Updated: 08/26/12
/|:::::::\ /#|::::::::\ ##|:::::::::\ ##|::::::::::\ ##|:::::::::::\ ##|::::|*\:::::\ ##|::::| *\:::::\ ##|::::|__*\:::::\ ##|:::::::::::::::\ ##|::::::::::::::::\ _______ ##|:::::::::::::::::\ /|:::::::\ ##|::::|******\::::::\ n n ccc iiiii eeeee n n ttttt /#|::::::::\ ##|::::| *\::::::\ nn n c c i e nn n t ##|:::::::::\ ##|::::| *\::::::\ n n n c i eee n n n t ##|::::::::::\ ##|::::| *\::::::\n nn c c i e n nn t ##|:::::::::::\ #######/ *******/n n ccc iiiii eeeee n n t ##|::::|*\:::::\ ##|::::| *\:::::\ ##|::::|__*\:::::\ ##|:::::::::::::::\ ##|::::::::::::::::\ ##|:::::::::::::::::\ ##|::::|******\::::::\ n n gggg u u iiiii ssss h h ##|::::| *\::::::\ nn n g u u i s h h ##|::::| *\::::::\ n n n g gg u u i sss hhhhh ##|::::| *\::::::\n nn g g u u i s h h #######/ *******/n n gggg uuu iiiii ssss h h Serin’s Newbie Guide to Ancient Anguish - Version 1.56 ============================================== This is a comprehensive guide to the text-based LP MUD Ancient Anguish. This is made solely for personal use. If you spot any errors or wish to comment, please feel free to e-mail me at perringldneyes at yahoo DOT com. --------------- Version Updates --------------- Version 1.56 (01-26-12) - New Shapeshifter clan! Also messed with minor things. Version 1.55 (08-09-07) - Added Traits and Snowfolk, made minor changes. Version 1.50 (04-21-07) - Finally added Artificers and new Cleric prayer. Version 1.33 (11-14-04) - Updated Mage, Fighter, Cleric, and Paladin powers. Version 1.23 (10-19-04) - Updated CX to reflect new Nepeth and fixed errors. Version 1.22 (06-04-04) - Added newbie weapon info and fixed a few things. Version 1.12 (09-16-03) - Updated Mage and Ranger info. Version 1.02 (12-02-02) - Reorganized CX list, fixed Shifter info. Version 1.01 (10-15-02) - Fixed several small errors and typos. ================= TABLE OF CONTENTS ================= INTRODUCTION 1. LOGGING ON -Racial Differences 2. NEWBIE GUIDE -List of Common Commands -Introduction to Weapons 3. THE CLASSES -Fighters -Clerics -Mages -Rogues -Rangers -Paladins -Necromancers -Shapeshifters -Artificers 4. GUILDS -The Black Bear -Courts of Chaos -Eldar -Scythe Clan -Monks of Antana -Knights of Drin -Brotherhood of the Raven -Snowfolk 5. WEAPONS/ARMOUR -Uniques 6. MAKING MONEY -CX -Treasure Hunting 7. EARNING EXPERIENCE 8. TRAITS 9. QUESTS 10. HEALS 11. DIRECTIONS ============ INTRODUCTION ============ To my knowledge, this is the only FAQ ever written for a Multiuser Domain, or MUD. This particular MUD, Ancient Anguish, is one of the longest running LP MUDs (opened February 1992), and I have been a part of it since 1999. I decided to pool my knowledge to create an in-depth guide to the world of AA. http://www.anguish.org I hope the following information will be helpful to you! ========== LOGGING ON ========== If you wish to log onto AA: Host: anguish.org Port: 2222 You can use Telnet, but you should probably go with GMUD, ZMUD, or Pueblo as an alternative. “What is your name?” This is the first, and possibly the most important question you will be asked. Don’t give up if the name you want is taken already. “Password?” Try to choose something a little creative. Passwords like “qwerty” or “123456" are guessed fairly easily. “Please enter your e-mail address” This is completely optional and will only be used if you forget your password. “Are you male or female?” There are almost no differences between playing a male or a female character, so choose whichever works best for you! “You may now choose a race for your character” This choice has more bearing on your character than you may think. Different races excel at different occupations. For instance, a Dwarf would make an excellent Fighter, but would never be able to cut it as a Mage. Each race has different maximum stats, showing which would excel in what class: Note: Maximum stats change slightly when you join a particular class, emphasizing the strengths and weaknesses of that class. These are just base stats. Strength Dexterity Intelligence Constitution Wisdom -------- --------- ------------ ------------ ------ Dwarf: 17 14 12 16 15 Elf: 13 17 17 13 14 Half-Elf: 14 15 16 13 16 Human: 16 15 15 15 14 Orc: 16 16 13 16 13 Which race should belong to which class is described in more detail in the “CLASSES” section. ============ NEWBIE GUIDE ============ First of all, I cannot stress enough: READ THE HELP FILES! These will answer 99.9% of all your questions. However, there are some things that cannot be found in the Help files, and that’s why I made up this guide for the new player. -------- Commands -------- As you should already know, to move around and interact within a MUD, you must use simple commands. Here, for your convenience, is a condensed list of all the commands you should know: Note: <> denotes an argument that must be given. For instance, you must kill <monster> to perform the command, <monster> being whatever it is you’re trying to attack. Movement -------- north [n]- directional south [s]- directional east [e]- directional west [w]- directional swim <direction> - Movement through water. wade <direction> - Movement through shallow water. sit - Makes you stationary. You cannot move while sitting. lie - Makes you stationary. You cannot move while lying down. stand - Allows you to move again. follow <person> - Forces you to trail someone. follow - Makes you stop following. stoplead - Makes someone stop following you. set riverblock on - Keeps you from accidentally diving into rivers. Interaction ----------- say - Used before words to indicate speaking. sayto <person> - Speaks directly to another player. tell <person> - Allows you to contact someone from a distance. whisper <person> - Speaks to someone quietly in the same room. shout - Voices a message loud enough for everyone to hear. thistory - Lists the last ten tells you’ve received. Items ----- get <item> - Picks up an item off the ground. drop <item> - Deposits an item on the ground. give <item> to <person> - Transfers an item from your inventory to another’s. toss <item> - If a trash can or fire is present, this destroys an item. sell <item> - Sells an item in a shop. buy <item> - Purchases an item from a shop. wield <weapon> - Attempts to wield a weapon. unwield <weapon> - Ceases wielding a weapon. wear <item> - Attempts to wear a piece of armour, shield, or pack. remove <item> - Removes a worn piece of armour, shield, or pack. powerup - Wears and wields all possible items. Combat ------ score - Shows your health and status. score session - Shows your progress for your current log-in. kill <monster> - Initiates combat with another entity. assist <player> - Joins an attack with another player. rescue <player> - Steps in front of another player, taking the blows. defend <style> - Chooses a defense style (Dodge, Block, Parry, etc.). attack <style>- Chooses your style of attack (Chop, Slash, Pierce, etc.). aim <bodypart> - Concentrates attacks on a specific part of an opponent. wimpy <percentage> - Forces you to flee from battle when hit points fall low. ------- Weapons ------- Just two south from where you log in you’ll find Willim’s smithy. This area was created to give newbies tips and a little free equipment. You may “say eq” up to level 6 to receive a jacket and a weapon. There are several different kinds, and though you’ll receive one tailored to your class (which you should have chosen already), you may have to try a couple times to get the one you want. Which one do you want? Well, allow me to tell you: Thin knife - Rangers, Rogues, and Necromancers. Crooked spear - Rangers. Scarred hand axe - Rangers and Fighters. Short staff - Mages and Necromancers. Rough club - Fighters, Artificers, and Clerics. Makeshift flail - Clerics. Catty - Rangers and Rogues. If you’re a Paladin, none of these weapons will really work for you in the long term. I’d recommend finding a wooden practice sword to play with until you either have enough strength for a dark longsword (good for soloing) or manage to secure a hoe to begin work on your polearm skill (great for bashing). And if you’re a Shapeshifter, of course, you needn’t worry about any of this. =========== THE CLASSES =========== Eventually, every character will join a class. Each class has its own disadvantages and advantages which will be addressed in full. Choose yours wisely, because if you ever decide to leave your class, it will cost you one level of experience. -------- Fighters -------- Ah, Fighters, the true hack and slashers of the game. Fighters are the masters of any and all weapons, not only able to wield them skillfully, but also to evaluate and determine their use and value. A Fighter’s primary stats are strength, dexterity, and constitution. A Dwarf or an Orc would make excellent Fighters, but even an Elf with a high dexterity could do the job. Directions to the Fighter’s guild - 2n, w Evaluate Cost: None [eval <weapon> or eval <weapon> for <player>] - A Fighter is able to see with what proficiency he or another player could wield a weapon. The accuracy of the eval is based on his experience and skill with the weapon. Will Cost: All sps (must have at least half) will - Drawing on his intense powers of concentration and endurance, a Fighter can temporarily ignore all pain and continue to fight. In effect, it saps all of their sps and converts it into hps. The effect will not last forever, and all of the healing will disappear. The time it lasts is based on your intelligence. Disarm Cost: 10 sps disarm <monster> - Using his skill with a weapon, a Fighter can attempt to knock the opponent’s weapon away from him, making an enemy easier to fight. The better the Fighter’s dexterity and skill with the weapon, the better chance that this will work. Outflank Cost: 5 sps outflank <monster> - Using his dexterity and intelligence, a Fighter can attempt to keep an enemy from attacking him while fighting multiple enemies. Sharpen Cost: varies depending on weapon sharpen weapon’s blade/point - With the use of a Ranger-foraged whetstone, a Fighter can make his weapon even more deadly. The effect will not last forever, but for a limited time a sharpened blade will do more damage for slashing attacks, and a sharpened point will do the same for piercing attacks. The amount of time it lasts can be extended by a strop (another Ranger-made item). The sps cost varies based on the length of the weapon. ------- Clerics ------- Clerics are the good Samaritans of Ancient Anguish. They can heal the sick, cure poison, and even regrow lost limbs, all with the help of their deity. A Cleric can pray to the gods for the power to smite his enemies and protect his friends. A Cleric’s most important stat is wisdom, which will allow him access to more prayers. Half-elves will someday learn all the powerful prayers, but Dwarven Clerics are known to make the best leaders of parties. Directions to Cleric’s Common church - 3w, n, e, n, e List of prayers --------------- Light [2 wis] - Causes a Cleric’s holy symbol to glow, lighting a room. Cure [3 wis] - Heals minor wounds. Wound [4 wis] - Lightly injures an enemy. Detect [5 wis] - Checks to see if a piece of armour or weapon is cursed. Purge [5 wis] - Attempts to cleanse a player of magical addiction. Tolerance [5 wis] - Checks the level of magical addiction in a player. State [6 wis] - Gives the Cleric information about an opponent. Transform [6 wis] - Changes water into alcohol. Slow [7 wis] - Slightly heals poison. Uncurse [8 wis] - Removes the curse on an item. Fix [9 wis] - Heals major wounds. Cold [10 wis] - Temporarily increases resistance to cold. Fire [10 wis] - Temporarily increases resistance to fire. Truesight [10 wis] - Makes a Cleric more aware, spotting hidden things. Turn [11 wis] - Attempts to make undead flee. Dispel [12 wis] - Temporarily increases magic resistance. Purify [12 wis] - Similar to purge, but painful. Remake [12 wis] - Changes a stick to a snake to fight for you. Waterwalk [12 wis] - Allows the Cleric to cross lakes and rivers. Hammer [13 wis] - Conjures a hammer to be thrown at an opponent. Curse [14 wis] - Places a curse on an item in your inventory. Wrath [14 wis] - Calls on divine power to strike an opponent. Bless [15 wis] - Makes a piece of armour in your inventory a bit better. Disinfect [15 wis] - Cures an infection in a player, such as the plague. Neutralize [15 wis] - Heals serious types of poison. Destruct [16 wis] - Attempts to destroy undead. Cleanse [17 wis] - Similar to purge, but VERY painful. Heal [19 wis] - Can heal lost or mangled limbs. ----- Mages ----- Mages are the great minds of Ancient Anguish, not relying on weapon skills and brute strength to do the job, but magical spells. Mages depend on intelligence and dexterity to get them through their careers. Elves, by far, make the best Mages, as they have naturally high dexterity and intelligence scores. Directions to Mage Tower - 3w, s, w, up Spells ------ As Mages get experience, they earn spell hours which they use to learn new spells. Upon reaching level 10, they are allowed to study spells from different schools of magic, and even join one. The cost of spells for the school you belong to are halved. If at any time a Mage should leave his current school of magic, he could lose spells that he has learned from that school. Basic Spells ------------ Light - 1 Cantrip - 3 Identify - 5 Mark - 10 Flame Dart - 20 Know Alignment - 35 Blur - 50 Knock - 80 Rope Trick - 100 Charm - 150 Comprehend Languages - 200 Scry - 300 Magic Missile - 400 Locate Object - 500 Protection from Elements - 700 Fear - 750 Ice Flurry - 450 Alteration ---------- Uglify - 1800 StoneSkin - 2200 Burning Hands - 2600 Lock Portal - 3200 Tongues - 3800 Enhance Magic - 4400 Strength - 5000 Dispel Magic - 6000 Power Word: Harm - 7000 DeepPockets - 9000 Teleport - 10000 Haste - 12600 Permanency - 18000 Enhance Skill - 8000 FrostTouch - 3000 Pros: Alteration is the only school to have access to the VERY useful spell, Permanency. It can extend the duration of a spell to a full 25 hour period. On top of that, they can learn several other handy little spells for a low cost. Cons: Alteration lacks a truly good offensive spell, forcing them to use more expensive versions of other schools’ spells. Conjuration ----------- Armour - 1800 Hero's Feast - 2200 Tiny Hut - 3600 Flame Arrow - 4000 Wizard Eye - 4600 Choke - 5600 Secret Chest - 6000 Acid Arrow - 7000 Secure Shelter - 8000 Instant Summons - 10000 Gate - 14000 Find Familiar - 18000 Ice Spear - 4500 Pros: Conjuration Mages can use the spell Acid Arrow for a very cheap cost in sps. Acid Arrow is the strongest instant offensive spell in the game, and gives them quite an advantage over most monsters. Cons: Unfortunately, Conjuration Mages don’t have much else. Granted, Tiny Hut and Hero’s Feast can have their uses, but that’s about the extent of their arsenal. Invocation ---------- Continual Light - 1800 Alarm - 2000 Gust of Wind - 2400 Fireball - 3200 Solid Fog - 4200 Anti-Magic Shield - 5000 Magic Mouth - 5600 Cloudkill - 6000 Globe of Invulnerability - 6600 Power Word: Heal - 7000 Lightning - 8000 Mystic Sword - 14000 Dimension Door - 20000 Iceblast - 3600 Pros: Invocation Mages are well-suited for killing other players, or PK. They make excellent bounty hunters with Lightning and Anti-Magic Shield, and Power Word: Heal can come in handy in a pinch. Cons: Fireball, though, is a poor substitute for Acid Arrow. If you’re not planning on taking the road of the bounty hunter (or joining the Society of Killers) you should probably stick with Conjuration. Drowgar ------- Web Hands - 1500 Poison Shield - 1800 Web Ladder - 2400 Silk Armour - 3000 Silk Pack - 4000 Spider Legs - 5000 Web Wall - 5400 Expose Hidden - 6000 Venom Spit - 7000 Spider Bite - 9000 Web Shield - 10000 Web Defender - 14000 Web Mouth - 18000 Pros: Venom spit is even more powerful than Acid Arrow, giving this school a decided advantage. Spider Bite, Spider Legs, and Web Defender are quite useful for heavy combat, and Web Shield has some very nice applications. Cons: Every single Drowgar spell has a time delay before casting. Forget bounty hunting, the Society of Killers, or hit and running, because you are SLOW. Not to mention most spells are component heavy, so you’ll take a hit to your bank account. ------ Rogues ------ Also known as “the other class” or “the class that does not really exist according to the Ancient Anguish Tourism Council,” Rogues thrive in the deceptive arts. Skilled at underhanded combat and the transfer of wealth, Rogues are ideal for the slightly shadowy player. A Rogue’s primary stats are dexterity and intelligence. An Elf is an obvious choice for a good thieving Rogue, but if you want a Rogue that can lead a party with confidence, you might want to consider an Orc. Directions to Thieves’ Den - 2e, 2s, w Rogues, like Mages, earn training hours as they gain experience. These hours can be used to increase their thieving abilities: Alert combat - Discussed below. Ambushing - While hiding, a Rogue can backstab an unwary opponent. Cityspeak - A secret Rogue language, known only to them. Dispossession - The ability to lift items off of another player or creature. Lock manipulation - Rogues are able to pick locks with this ability. Poisoning - Using a nightshade, a Rogue can poison food or drinks. Seclusion - Rogues thrive in the dark; this ability hides them from sight. Stalking - Rogues can discreetly follow a target with this ability. Stealth - While in hiding, a sneaking Rogue is not seen if they advance this. Alert combat Cost: Gradual sps drain alert <on or off> Alert combat is the crowning glory of the Rogue fighting system. A Rogue’s parrying ability, defense, and secondary offense goes through the roof. The secondary weapon is utilized to block and get in extra attacks, making Rogues excellent leaders for a party. To set a knife or other small weapon as a secondary, type secondary <weapon>. Hiding Command: hide Using their seclusion ability, a Rogue can attempt to disappear in the shadows. Whether or not they are seen is dependant on their seclusion ability and the other person’s intelligence. To return from the shadows, type emerge. Steal Command: steal from <person> Obviously, a Rogue knows how to lift coins and items from an unwary mark. If the Rogue is caught, however, he could be attacked or bountied, so use with caution. With use of the ccard command, he can also leave behind his calling card on the unlucky victim. Conceal Command: conceal <item> To protect his items from other would-be thieves, a Rogue can hide his items on his person until he needs it. He can retrieve the item by using produce <item>. Judge Command: judge <item>, judge mark <person> A Rogue is also able to determine the worth of a particular item or the wealth of a mark. Palm Command: palm <item> In addition to stealing an item from a person, a Rogue may attempt to palm an item off the ground away from prying eyes. If caught, however, there can be serious legal consequences. Plant command plant <item> on <player> Sort of the opposite of stealing, plant attempts to place an item on another player. As usual, there can be legal consequences if caught. Nobody said being a Rogue would be easy. Trip Cost: 25 sps trip <person> - Another useful combat device. A Rogue whose dexterity, strength, and alert combat is high can attempt to knock an opponent (or unlucky civilian) to the ground. Once on the ground, their combat ability is severely impaired, making them easy targets. Tripping a player who is fighting something else is grounds for demotion in serious cases. Vision Command: vision <on or off> If they stand still long enough in a dark room, a Rogue can force his eyes to adjust to the dim lighting. This can come in quite handy if you forgot to bring a torch along. ------- Rangers ------- Rangers are at home in the woods. They live off the land, making their own weapons, armour, and foraging for their own food. They can also tame dogs or wolves to serve as companions. A Ranger’s primary stat is wisdom, which is vital to his woodcraft abilities. Half-elves will someday be able to raise the most powerful of wolves, all the way up to a gigantic trained wolf. Dwarves have also been known to make excellent Rangers. Directions to Ranger Camp: 31n, 9w, 10n, 16e, s, enter camp Rangers have an extensive list of skills, the foremost of them being the ability to tame a wolf or dog. Wolves were once simply tameable until their death, serving as little more than a punching bag to stand in front of you while you fought safely from behind. Thanks to Paldin, wolves are now much more complicated, and I get to update this section. Hurrah. You may now bond a wolf for life, effectively having it survive reboots and logouts. For starters, you must spend about thirty minutes to an hour with your wolf before it bonds, making sure you have tamed a small enough wolf that it will bond. The sylvanthic pups in Lelyia’s area are usually a good bet, as are wandering large wolves around the woods of Tantallon. You will need to keep your wolf well-fed and healthy; just because it survives reboots doesn’t mean it will survive anything. As your wolf grows from a smaller size to a larger one, it will gain abilities and a description, all of which will grow and improve. The description is just for show, of course, and is completely random. It adds quite a lot of flavor to separate wolves. The abilities, on the other hand, are quite handy. Wolves may now carry, guard, and rescue. They gain the carrying ability at “large,” the guarding ability at “very large,” and the rescue ability at “huge.” These abilities may be trained Zhou-style by speaking to Graddam, Norich, and Marika, respectively. In other words, if you “train carry” with Graddam, you will be able to raise it with more ease for a certain amount of time. Carry - point <object>, say <wolfname> carry The carrying ability does just was it says. A wolf can carry a certain amount in its mouth equivalent to its strength. It can only carry one item or a container holding several items. Guard - point <object>, say <wolfname> guard Using this ability, a wolf may prevent people from taking an item or items off the ground. The better a wolf’s ability, the better it will be in protecting. You may “say <wolfname> identify” to see which items your wolf is guarding, and “say <wolfname> ignore” to cease. Rescue - say <wolfname> rescue This is definitely the most helpful new ability, as a Ranger can now get his wolf to tank hostile creatures. You will have to command your wolf to rescue for several rounds, however, while its skill is still low. Also, a wolf may rescue you, his loyal owner, automatically if your hit points fall low enough. On top of these trainable abilities, wolves may now dodge attacks just as if they had the “dodge” defense. They will improve this ability naturally as they grow and fight. And, of course, wolves can still perform all of their old tricks (fetch, roll over, play dead, speak, etc.). And they can even designate a person as a friend or an enemy. Simply point at the person, then “say <wolfname> friend/enemy.” Some of your wolf’s actions towards an enemy are quite entertaining. Lastly, a wolf may also sense a hiding Rogue in the room. Watch for signs that your wolf seems uncomfortable or especially alert. Wisdom for Wolf/Dog List ------------------------ Wis Name Location Size 1 Small puppy Greenhaven small .. dog 2 Dog named Bud Music Cottage small .. dog 2 Royal dogs Andeli small .. dog 2 Wild dog Forest small .. dog 2 Whimpering dog Nepeth small .. dog 3 A dog Balan .. dog 3 Large wolf Forest .. wolf 4 Maned wolf Forest .. wolf 5 Arctic wolf Yeti Cave .. wolf 5 Timber wolf Greenhaven .. wolf 6 Dire wolf Anasazi large .. wolf 6 Diseased wolf Village Dump large .. wolf 6 Grey wolf Forest large .. wolf 7 Camp dog EDF Camp large .. dog 8 Harrke wolf Harrke portal large .. wolf 9 Arctic wolf Northern Tundra very large .. wolf 9 Guard dog Orc Slaver Camp very large .. dog 10 Timber wolf Northern forest very large .. wolf 11 Dire wolf Southern Swamp very large .. wolf 12 Ferryman's dog Following Norich huge .. dog 12 Timber wolf Star Caverns huge .. wolf 13 Shadowy Protector Ilderia huge .. wolf 13 Winter wolf Steading huge .. wolf 14 Huge dog Arcadia huge .. dog 14 Snow wolf Northern Tundra huge .. wolf 14 Winter Wolf Ebon Manor huge .. wolf 14 Zubin Following Marika huge .. wolf 14 White wolf Academy huge .. wolf 14 Sylvanthic wolf(f) Elven Forest huge .. wolf 15 Sylvanthic wolf(m) Elven Forest enormous .. wolf 15 Arctic wolf Star Caverns enormous .. wolf 16 Grey wolf Star Caverns enormous .. wolf 17 Dread wolf Star Caverns enormous .. wolf 17 Red wolf Star Caverns enormous .. wolf Wolves are not listed in order of strength. Spatial abilities ----------------- Memorize Cost: 10 sps memorize <name of area> - A Ranger can mentally fix a point in Ancient Anguish in his memory, and by using bearings, he can find out his general distance from that location. You can only have four places memorized at once. To remove one, type forget <name of area>. Bearings Cost: 3 sps For a minimal cost in sps, a Ranger can determine his approximate distance from a previously memorized location. You can only use this ability while outdoors. Survey Cost: 2 sps This command peers in all directions for you, making a small map. This command is useful when in uncertain or dangerous territory. When visibility is poor, however, it may be useless. Combat ------ Strike Cost: 6 sps (if successful) strike <enemy> - Rangers can use this ability to strike at a weak point on their foes. The success of this extra attack is based on their woodcraft ability and the target’s dexterity and intelligence. If their strike is countered or deflected, the attempt will only cost 1 sps. Observe Cost: 30 sps observe <entity> - This will give you detailed information on a creature’s strengths and weaknesses. The higher your woodcraft ability, the more accurate the information will be. A weaker, and much cheaper, version of observe is glance. Skin, Carve, Gut, Pluck skin corpse, carve corpse, gut corpse, pluck corpse These commands allow you to extract pelts, meat, sinew, and feathers from a corpse, respectively. The pelts and sinew can be used to fashion other items, and the meat can be used to feed your wolf (or yourself, for that matter). Feathers are also a necessary component for some items. Outdoors -------- Forage Cost: 2 sps Using his innate ability to spot useful things in the wilderness, a Ranger can discern what may be gathered or cut to good use. Cut [staff, torch, beam, firewood, shaft, bowstave] Gather [herbs, food, flowers, salt, flint] Whittle Cost: 40 sps for a pipe, 10 sps for a toy, flute, or whistle whittle [toy, flute, whistle, pipe] A pipe can be filled with tobacco or pipeweed and smoked to regain health. A whistle, when blown, summons a Ranger’s wolf or dog from afar. Toys and flutes are just for fun. Build [fire, shelter, snare, tent] Using varying amounts of materials, a Ranger can construct buildings, traps, and a fire. Shelters require twelve wooden beams and three lengths of sinew to tie them together. To build a tent, you’ll need three wooden beams, some pelts, and a length of sinew. After a time, these structures may begin to fall apart. You can renew them with the repair command. Also, to hide your structure from non-Rangers (or city folk, if you prefer) you can conceal <shelter or tent> to do so. To construct a snare, you need only tie a length of sinew to a tree. The trap will capture anything that happens to move across it (including other players!). Fires require a bundle of firewood and a flint to strike a spark. You will need to continually feed wood into the fire to keep it burning. Cook and Distill cook <food> Simplicity itself. Simply forage yourself some food, grab a frying pan, and fry up something delicious. There is a constant fire burning at the Ranger Camp, so you don’t even have to make your own to cook. attach <bottle, jar, flask>, distill <herbs, whiteleaf, fruit, root> (twice for a full bottle), detach <new substance> A little more complicated, but very rewarding, distilling can create a free and effective heal for no cost at all. Simply buy some copper tubing and jars from the tinker you’ll see wandering around. Forage up something to distill. Herbs >>> Medicine Fruit >>> Brandy Roots >>> Root Beer Bananas >>> Daiquiris Whiteleaf >>> Essence Just distill them twice for a full bottle of whatever it is you want, then detach what you’ve created. Sound like fun? It is. Mark Cost: 5 sps mark <direction, name, safety, danger> For a small cost in sps, you can make a trail mark that eventually only other Rangers will be able to spot. You can warn someone of a dangerous area, point them back towards town, or just mark it as a way of saying “I was here.” If you want to get rid of a mark, type obscure <mark>. Braid [rope, belt, stringer, seine, whip] Using lengths of sinew, a Ranger can fashion some helpful items for a quiet day of fishing, a reasonably good weapon, or just an all-purpose rope. The amount of sinew needed is different for each. Make (with pelts) [cap, collar, vest, sleeves, gloves, leggings, boot, cloak, stole, coat, pouch, sack, pack, quiver, shield, sheath] (With other materials) [arrow, arrowhead, bedroll, necklace, fishing pole, wineskin, mending fid] With just a few animal pelts, a Ranger can fashion an extensive list of clothing and armour. Success at making a quality item or possibly failing is based on a Ranger’s woodcraft ability. For the “other” items, different materials are needed. For instance, a bedroll requires both pelts and a large amount of feathers. An arrow requires a flint, shaft, feathers, and a length of sinew. A necklace requires a sinew and a seashell. A fishing pole requires a beam, staff or spear, and a sinew. A wineskin requires pelts and sinew. For a mending fid, you need a piece of firewood and a sinew. -------- Paladins -------- Paladins embody all that which is noble and good in Ancient Anguish. They are skilled warriors who have taken vows to rid the land of evil and impurity. They are much like Fighters in many ways, but are given special powers to combat the dark forces. A Paladin’s most important stats are dexterity and wisdom. Dwarves and Humans make the best Paladins, but Half-Elves have also been known to take on the responsibility of the holy warriors. Paladins must strive to remain nice, good, or saintly at all times. If they fall to neutral or worse, their powers will no longer work. Also, they are strictly forbidden to initiate combat against creatures of nice or better alignment. On top of all of this, they have to do chores for Samantha before they may advance in level. Directions to Paladin Hall: 16n, 2e, enter hall As opposed to Clerics, Paladins do not earn their powers by advancing a particular stat, but by reaching levels of experience. Level: 1 Power: Detect Command: detect Cost: 3 sps Plain and simple, this power detects players and monsters of the evil alignment. You’ll see a visible glow around any that qualify. Level: 2 Power: Turtle Command: turtle (to toggle on or off) Cost: Constant drain on sps In effect, turtle mode increases a Paladin’s blocking ability, making it easier for them to ward off blows. The use of it is draining, however, and will eat away at sps until they are completely gone. Once this happens, the Paladin will return to normal. Level: 5 Power: Call Command: call Cost: All sps (must be at full) Paladins, like Rangers, are allowed to have an animal companion. Paladins may call a warhorse to assist them. They can assist in combat, and carry your equipment in saddlebags (give saddlebags to horse, remove saddlebags to take them off). To ride around on your horse, mount it and move as normal. And, you guessed it, type dismount to get off. Your horse cannot enter buildings or caves, and must wait outside for you. If tragedy strikes and your horse is killed, you will not be able to call another one until the MUD is rebooted (every 25 hours). Level: 8 Power: Cure Command: cure <person> Cost: 30 sps A Paladin is able to heal others using this ability. By that, I mean others and only others. The better his alignment, the more effective the healing will be. Level: 11 Power: Aura Command: aura Cost: 75 sps With this ability, a Paladin can bring into an existence a very useful aura of protection. Not only does it soften the blows of enemies, but it also provides enough light to see by in dark rooms. The strength of your aura, as with all your other powers, is based on alignment. Level: 11 Power: Relax Command: relax aura Cost: none This command will relax the aura that currently surrounds the Paladin. This is useful for switching auras should the need arise. Level: 14 Power: Harm Command: harm <monster> Cost: One fourth of your maximum sps. This attack can only hurt undead. And it does, plain and simple. Level: 17 Power: Smite Command: smite <monster> Cost: One third of your maximum sps. This incredibly powerful attack may only be used on nasty, evil, or demonic creatures. This attack is so powerful, in fact, that some Paladins have been known to bounty hunt players of evil alignment with it. Level: 18 Power: Retribution Command: retribution Cost: Full sps This aura deals damage to unarmed undead when they hit the Paladin. Level: 19 Power: Sense Command: sense Cost: 30 sps Weak for a level 19 power, you can sense evil creatures at a distance. Whee. ------------ Necromancers ------------ Some call them the antithesis of Paladins, others call them evil Clerics, most just call them lords of the undead. Necromancers use wicked rituals to drain the life and soul out of their enemies, usually with the help of undead that have been reanimated to serve them. A Necromancer’s main statistics are wisdom and intelligence, as the higher they are, the more rituals they can utilize. Half-elves and Elves will eventually have access to the most deadly of rituals, but some believe that Dwarves and Humans can make fair Necromancers as well. Directions to Necromancers: 16w, 4n, 3w Necromancers can learn a variety of rituals, all are listed here: Ritual Int+Wis Component Effect ------------ ------- --------- ----------------------- Detect Good 2 - Detects nice or good creatures. Nettle 2 - Afflicts someone with vermin. Skeleton 2 Unholy water Animates a skeletal servant. Will o’Wisp 3 Glowing phial Turns a corpse into light. Summon 4 - Summons one’s undead from afar. Lifedrain 4 Grave dirt Weakens living creatures. Renewal 5 Unholy water Renews an undead creature. Preserve 6 Oily salve Heals one’s undead servant. Zombie 6 Voodoo Doll Creates a zombie servant. Chill Touch 7 Chunk of ice Chills a living creature. Hold Undead 8 - Stop an undead from attacking. Warts 9 - Afflicts someone with warts. Shade 10 Silk square Creates a fetch from a corpse. Feign Death 11 - Creates the illusion of death. Lifesteal 12 Grave dirt Steals health from an opponent. Pox 14 - Causes a harmful disease. Weakness 15 - Reduces strength of the target. Mummy 16 Wrapping Animates a mummy undead servant. Darkness 17 - Makes a room unnaturally dark. Disease 18 - Causes a debilitating disease. Fetch 20 Cloudy mirror Creates a fetch undead servant. Empower 21 - Drains hps to increase sps. Rot 22 Dried worms Causes flesh to rot and decay. Insect Plague 24 Small scarab Calls a swarm of deadly insects. Mindkiller 26 - Creates a deadly illusion. Revenant 28 Runed plate Creates a strong undead servant. Pestilence 30 - Causes a deadly disease. Lich 32 Steel crown Creates a strong undead servant. Doom 32 Yellow sign Calls forth the “Creeping Doom”. Necromancer Commands -------------------- prepare <ritual> - Must be done before any ritual is cast. animate <corpse> - Completes a ritual to create a undead creature. command <command> - Directs an undead. wave wand at <target> - Choose the target for a ritual. ------------- Shapeshifters ------------- Shapeshifters are the newest and most unique of all the classes. Rather than depending on weapons or armour for their hunting, Shapeshifters learn and master the forms of animals. A shapeshifter’s primary statistic is dexterity. All races can exploit a different bonus of the Shapeshifter class, with the possible exception of Half-elves. Directions to Shapeshifter’s Enclave: 12w, 4s, all w, all s, e, s, 12e, 11s, 3e There is also often a Dimensional Door linked to the Enclave at Salty John’s: 2e, n, enter door. Make sure to check there first! To learn new forms, a Shapeshifter must spend time in other forms, gaining experience and learning all there is to know about each. All forms can be advanced to stronger, more durable forms with time. Basic Forms ----------- Opossum This is your first, and possibly cutest form. Your combat abilities will be fairly weak, but you will have a handy pouch on your person that you can store items in (pget <item> to put an item directly into your pouch). There are five levels of opossum. sfeels: ball, curl, wrinkle Frog Frog will probably be next on your list. You will be a little stronger, but not much. The best advantage is that you can cross lakes and streams without having to swim. There are five levels of frog. sfeels: hop, lick, spring, warble, pickup Rock Rock is an interesting form. You move slowly, don’t attack, but your defense goes through the roof. If anything, it’s useful for exploring a new area. Rocks also have the ability to roll long distances via roll <number> <direction>. It’s a much faster way to get around if you know your directions well. There are five levels of rock, and as of 2012, it is the first tier of the earth clan. sfeels: hop, tap, twiddle, wobble Advanced Forms -------------- Feline (cat, panther, Xaerre) This form makes a decent primary clan. Felines tend to have a low defense, but their offense is very advanced. Higher forms of panthers can hit up to three times per round. Xaerres can also wear light armour and wield a weapon. Reptile (chameleon, Nelitos, drakon) This is the “middle” clan, with a well-balanced attack and defense. The drakons are able to wear some types of armour (rings and amulets) and have a very powerful breath weapon. Forest (flower, tree, treant) If you’re looking for an insanely high defense, you’ve found the right clan. Trees and treants have some of the highest armour classes around. Plus the flower form is extremely useful as it heals you while “planted” outside, so to speak. Treants can now fight indoors and trees have the ability to produce helpful berries to aid the player. Earth (rock, fluon, mimeon) Earth is the newest clan, and they are quite complicated but powerful. Rocks can’t fight, so you’ll have to earn exp to advance your form with opossum or something else. Fluons are basically animate piles of earth (sand, mud, crystal, metallic balls, and lava) that can absorb items and corpses to boost their max hp. They can then spend this hp throwing chunks of themselves at enemies for impressive damage and effects. Mimeons can also absorb, but they use their max hp to form armour, weapons, and bags to assist in tanking, bashing, or soloing. Essentially a mimeon is specialized for whatever role you want them to play. ---------- Artificers ---------- The Artificers are an experienced band of Smithcrafters and Spellcrafters, each able to use their innate abilities of creating and altering items to fit whatever need may arise. They’re able to build weapons and armour, brew potions and pen scrolls, and, most importantly, imbue items with intense magical power and craft gigantic constructs to fight for them. An Artificer, with enough practice, is everyone’s best friend. Directions to class hall: n, enter door if it is there. If not, travel to Drakhiya and seek them out. Concentration ------------- This is what an Artificer uses to create items. You can only have so many items created at once until the Concentration of maintaining them all is strained. You can regain Concentration by scrapping items or joining an appropriate specialization. Specializations --------------- A new Artificer is faced with two choices: Smithcraft or Spellcraft. Whichever one you choose will have a profound effect on your ability to use the class. For instance, a Smithcrafter will learn the art of building gigantic constructs much earlier, and it will cost less Concentration to create them. However, a spellcrafter can pen as many scrolls as they want without even needing to spend a point of Concentration. Choose your speciality wisely; you will not be able to change your mind without leaving the class. Formulas and Research -------------------- Before you can make anything, however, you’ll need to find the appropriate formula. When you log on, you’ll be given a few basic ones which you can examine using “recite all.” To get new ones, simply visit libraries (there is one right next to the Artificer class hall) and type “research” to see what’s available. If you find one you want, just “study <formula>.” Assay and Dissect ----------------- You may notice that certain formulas require certain ingredients. The primary way to get these is through assaying and dissecting. To assay, simply walk into a room and type “assay” to see what is available. You can then “collect <item>” depending on what you want. Different parts of the MUD will have different things to collect, so don’t be shy to explore around! As for dissecting, you gain this ability when you learn alchemy (Level 5 for Spellcrafters, level 7 for Smithcrafters). With a knife equipped, simply “dissect corpse” and see what you can pillage from it. Abilities --------- An Artificer depends first and foremost on their abilities. The more they use them, the more experienced they get and the more impressive the result. Craftsman - The first ability gained by any Artificer, this allows you to make basic armour and weapons. This is an excellent way to gain some experience right off the bat, so feel free to go collect some basic metals and smith to your heart’s content. You’ll need a hammer and a fire to smith by, and both of these are found in the class hall. Rune Lore - Learned at level 4. This allows you to inscribe wards and glyphs on the ground, and also to pen scrolls. Some very handy beginning scrolls to watch for are the Scroll of Arrow Summoning and the Scroll of Firebolt. Be on the look out for these formulas! Alchemy - Learned at level 5 for Spellcrafters, 7 for Smithcrafters. This gives you the ability to make basic healing potions, exploding bombs, or even stat enhancements! The more impressive the potion, the tougher the ingredients will be to acquire. Staves and Wands - Learned at level 12 for Spellcrafters, 14 for Smithcrafters. This useful ability lets you create various magical devices, some of which can be very handy. A Wand of Extra Healing will make you everybody’s favorite party member! Spellsmith - Learned at level 12 for Smithcrafters, 14 for Spellcrafters. This allows you to imbue weapons and armour with magical abilities. Who doesn’t love a weapon that increases your skill faster? Artifice - Learned at level 16 for Smithcrafters, 18 for Spellcrafters. This powerful ability gives you the option to create devastating constructs that obey your every command. Build a gigantic metal scorpion (or two!). Then proceed to wreck havoc on the MUD! ====== GUILDS ====== ----------------------- Realm of the Black Bear ----------------------- “The Realm of the Black Bear dominates all the woodland and forest areas on the continent of AA. This is their home and playground, and to desecrate it, is to summon the wrath of the Black Bear. Therefore, the members of the Black Bear must hold a certain spirituality about the land and the wilderness. The amount of spirituality found is up to the member to decide. The member can choose to live with the savage mentality of kill or be killed by dominating the land or learn to coexist peacefully with the wildlife by only taking what is needed to survive.“ The Black Bear happens to be my favorite guild. It’s a very clean, very friendly environment that I’ve grown to love. I’ve tried every guild in AA at least once, but I always come back to the Bears. Personal feelings aside, here’s what you need to know. Only Fighters, Clerics, Mages, Rangers, and Shapeshifters are allowed to join the Bears, but all races are welcome. To join, ask Ewani for a knife to skin a bear, or request that a current member sponsor you. Directions to the Bear Guild: 31n, 9w, 2n, 2w, 2s Powers ------ Guardian Spirit When someone first joins the Black Bear, they must visit the vision cave to find their Guardian Spirit. If they are lucky, they will be visited by an animal or elemental who will become their guardian spirit from then on. Each spirit has different abilities which may be seen by typing bhelp <spirit name>. nirvana - When you offer corpses or feed things to the guild mascot, Growle, you can earn nirvana. Nirvana can be used for a guild title, for your guardian spirit’s powers, or for guild abilities. offer - To dispose of corpses, a member of the Black Bear may “offer” them to his guardian spirit. bmark - Using bmark <message>, a Bear can conjure up a spirit to warn people to stay away from an area they’ve claimed. Once you’re done with it, you may “dismiss spirit” bfeather - You can also conjure up a nifty feather to tickle people with. btrap - Need to leave an item on the ground for a minute? Make yourself a “btrap” and then “arm trap” with the item inside. You can “disarm trap” when you need it back. bgrow - If you’re feeling the need for some facial hair, you can “bgrow” a beard or goatee. To grow a beard, type “bgrow <length> <type> <color>” and for a goatee, simply “bgrow goatee”. Chutes ------ A very important part of the Bear guild is the Chutes, which members can store items for other Bears to use. You may borrow anything you want, provided you bring it back. To see what is in the Chutes, type “list” standing next to Sequin, and he’ll tell you what is currently available. To take an item, type reclaim <item>. To return an item to the Chutes, give <item> to Sequin. Whenever you take things out of the Chutes or put them back in, it effects your encumberance. The higher your encumb, the more likely that you will not be able to withdraw anything from the Chutes. Strive to keep a light encumb by donating things you don’t need any longer. Bear Nobility ------------- If you manage to attain a large amount of spiritual nirvana, you will be granted a title for your efforts. It’s difficult to attain, so it is very prestigious. 5,000 spiritual nirvana earns the rank of "Mugwai" 10,000 spiritual nirvana earns the rank of "Ursine" 25,000 spiritual nirvana earns the rank of "Seer" 50,000 spiritual nirvana earns the rank of "Warchief" 100,000 spiritual nirvana earns the rank of "Elder" 250,000 spiritual nirvana earns the rank of "Pooh-Bah" 500,000 spiritual nirvana earns the rank of "Khan" 1,000,000 spiritual nirvana earns the rank of "Shaman" If you ever manage to earn a high rank, you’ll be granted the use of _all_ the guardian spirits. It’s something to work for, wouldn’t you say? --------------- Courts of Chaos --------------- The infamous Courts of Chaos, site of a twisted, embryonic religion that advocates the return of everything from Order to Chaos. Inside, sacrificial offerings to the gods of Chaos take place every hour. This is not a guild for the faint of heart. Only those who are of the evil persuasion may join (that means nasty or worse). Also, only Mages, Clerics, Necromancers, Shapeshifters, Rangers, and Rogues are allowed to enter the Courts. All races are welcome, though. To join, you must ask a current member to mentor you. Directions to the Courts of Chaos: 16w, 4n, 2w, n Karma: Much like the Bear’s nirvana, a Chaoser’s standing within the guild is measured partly by his Karma. If he wishes to raise his level of Karma, he may donate items to the Vaults of Karma or consecrate corpses. Vaults of Karma --------------- For half the cost of an item in Karma instead of coins, a player may receive <item> from the Vaults of Karma. Similarly, if he wishes to submit an item to raise his Karma level, he can donate <item>. Taking “uniques”, or one-of-a-kind items from the Vaults to sell or auction is considered _highly_ offensive, and invites the forces of evil to punish you. Powers ------ mesmerize - A Chaoser carries with him always the symbol of the Courts of Chaos. If he wishes, he may attempt to mesmerize another player, forcing them to speak what he wills. mesmerize <player> <message> channel - If one has his guildline on, he may attempt to transfer his spell points to another Chaoser in need. Some spell points are always lost in the transfer, but the more evil both of you are, the better it will work. channel <number of sps> to <player> haunt - Summons a spook to temporarily haunt an area, with or without a personalized message, for 15 sps. You may not have more than one spook active at one time, and it will eventually disappear after a short time. haunt <message> award - If you feel another Chaoser is deserving, you may award them Karma as a gift. award <amount> <name> blood - For 666 Karma, you may receive an empty bowl from Maleficio. You may use this to play with blood like the evil Chaoser you are. Chaos Nobility (if such a thing exists) -------------- Unlike Bear titles, when you attain a rank in Chaos, it subtracts it from your total. Therefore, you need 210000 Karma total to reach the rank of Prince. 10000 Karma - Master/Madam Upon attaining the rank of Master, you are allowed to register colours for a badge that other mortals can wear to show you support. In effect, their wearing your badge gives you extra Karma. 50000 Karma - Lord/Lady When you become a Lord, you receive quite a few more abilities. You can crush worthless items to dispose of them, use “ctell <player>” instead of the regular tells, and remotely donate items to the Vaults of Karma. 50000 Karma - Comte/Contessa Once you’ve become a respected Comte, you may “ctell salome list” for a list of the current items in the Vaults. You’ll also be allowed to customize your title a bit. 100000 Karma - Prince/Princess If you manage to earn the highest title in the guild, you will be granted the power to receive items from the Vaults even if Salome is not present. ----- Eldar ----- The Eldar are a nestled in the small community of Duendar southwest of the Lullingstone. They are a group of noble elves, half-elves, and humans dedicated to upholding long-standing principles of cooperation and peace. Obviously, you cannot join this guild if you are a Dwarf or Orc, but all classes are encouraged to join. Directions to the Eldar: 12w, 4s, all w, all s, e, s, sw When you join the Eldar, you will be assigned to one of the five houses: Glendoriel, Turgon, Amros, Sethic, and Midiar. Whenever you kill something, it affects the rank of your particular house. Powers ------ autoget - This nifty little ability, with the cost of 1 sp per use, will automatically get all the equipment from a corpse after you kill it. You can toggle it on or off with autoget <on or off> conjure - Eldar can conjure a few nifty things for kill markers or just for fun. For only 10 sps they can creates leaves, flowers, and pixies. decorpse - This is how the Eldar dispose of corpses. Doing so will effect your house’s standing on the Eldar Cat Board. find - Similar to the Ranger ability “track”, Eldar can find other Eldar, guildless players, and players half their level with the use of the find ability. To find Duendar, find Namril. It costs 2 sps to use. listen - This ability lets you hear all there is to hear in a room for 5 sps. look - For 2 sps, you can examine other objects held by monsters or other players. There are a few limitations, however. rush - If you need to quickly get out of a sticky situation, you can rush <direction 1> <direction 2> to quickly exit the room with the trouble in it. It costs 5 sps to use. shield - For 10 sps you may create a shield around an item that will keep people from taking it. Just shield <item>. To lower the shield, use lower shield <item>. ----------- Scythe Clan ----------- Are you consciously barbaric? Does nothing tickle your fancy so much as squashing puny elves and their half-breed brethren? Then perhaps you’d be best suited to join the Scythe Clan. A warning, though: the Scythe are the least tolerant of new players. “The concept of the Scythe is not complicated at all: The clan is meant for people that are self-confident, who don't feel the need to rely on vast numbers for protection, nor like to waste time on their way to glory. A member of the Scythe has often been through many phases before finding the one truth: A barbaric lifestyle without false pretensions is simply the most fun. You only live once, why waste your time pondering upon such abstract matters as principle and honour? Plenty of time to feel sorry when you've turned your toes up to the daisies!” Not surprisingly, Elves and Half-elves are not allowed to join the Scythe Clan. Neither are Paladins, who would have a little trouble fitting in. Shapeshifters are also banned from entering the clan hut. To join, you must bring the corpse of a monster you defeated. It had better be a good one, or you won’t satisfy Boki. Directions to the Clan Hut: all s, w, s, w, walk Powers ------ sheal - Donates some of your health to another Scyther. sheal <person> <l, m, h> conjure - Scythe are able to conjure up a few items for a little fun, or to show off kills. “conjure button” creates a button that a you can place a message on. To make yourself a kill marker, type “conjure marker”. Need to send someone a message? Conjure yourself a voodoo doll (conjure doll) for a little fun. If you want a trophy belt for your scalps, conjure belt. And last, but not least, brighten up someone’s day with a festive party hat, just conjure hat. eat - You can eat trash to dispose of it. Works with corpses, too! trophy - With trophy <scalp>, you can add a scalp to your belt. xi - Shows all you carry, even in containers. xs - A shortened version of the “score” command. xsell - A handy selling mode that goes through all your items. xwield - Automatically wields the best weapon you have (Fighters only). --------------- Monks of Antana --------------- An established religion, the Monks of Antana worship the goddess Antana. Only those who are pure of heart and mind will be allowed to join. Therefore, no Necromancers of any kind. Neither will they accept Dwarves, Orcs, or Shapeshifters. You also must be nice or better to join. Directions to Monks of Antana: 10n, 3e, 7n, e, 2n, enter waterfall Rules ----- Unlike most guilds, the Monks have their rules spelled out in a simple list for all to read. You must have read the rules before joining. “1. Do not kill/attack other players! Player killing/attacking is a most grievous offense to Antana, and will result in a review for banishment from the order by your guildmasters. a) You may defend yourself if you are attacked. ** This does not mean you can hunt the attacker!! ** This does not mean that if someone approaches you about collecting a bounty that if they attack first, you have not broken the rules. Bounty Hunting is as frowned upon as Player Killing. 2. Stealing from other members of the order is also a serious offense, and and will result in a review for banishment from the order by your guildmasters. 3. You should always be kind and polite to other monks and players, and play the 'role' of a peaceful and calm monk. (Not so much shouting and so on.) 4. Foul language of all types is not appreciated in the order. Please don't use it over the lines. 5. The order of the monks requires loyalty from its members. If you leave the order, Antana may start to lose her faith in you. 6. If problems of theft from the storage room or defacing of the temple occur, please mail the Guildmasters, and file a complaint with Dibbs. 7. Abusing the storeroom (i.e. getting a large negative balance) can result in banishment from the guild. 8. Excessive spamming of the monkline will result in silencing. 9. Guildmasters are always right! 10. If you need to contact the guildmasters, you may mail Monks if they are not on. (Yes, with a capital M) Such is the will of Antana....” Powers ------ Mana rating Like most other guilds, the Monks have a system of guild points. You can earn extra points by carrying a trash bag around and stuffing junk in, burying corpses, donating gold, or cremating corpses and scattering the ashes north of the Monk gardens. mpray - You can pray to Antana for special abilities. One of which is converting sps into hps or vice versa. To do this, use mpray for <number of hps/sps> and it will convert automatically. It costs 2 mana for every point converted in this manner. You can also pray for a kill marker with mpray mark <monster>. Storage ------- The Monk’s storage system is fairly straightforward. You can take items in exchange for mana, low level storage room is open to levels 6 through 13, upper is reserved for 14 through 19. Simplicity itself. --------------- Knights of Drin --------------- The Knights are strict fraternity devoted to preserving the peace and eliminating the Orc threat upon Ancient Anguish. The Knights of Drin follow a strict code of chivalry that guides them throughout their careers. Of course, no foul Orcs are allowed to join the noble Knights of King Drin. Neither may Mages, Necromancers, Shapeshifters, or Rogues enter into their ranks. Directions to the Guild hall: 13n, 6w, 10n Powers ------ trophy - Knights take the ear from their kills as a trophy and deposit it in a special ear bag. when you are done with your adventuring for the day, you can turn them in to Albert to earn guild credits. Orc sense - Knights have the natural ability smell the stench of Orcs in the air. By typing sense orcs, a Knight can detect where the creatures are hiding. As your nobility rises, so does your Orc sense. The Knights have a special shoppe all their own where they can buy excellent packs, armour, and the like. No one else has access to this! Racks ----- Much like the Chutes and the Vaults, the Racks allow items to be shared among guild mates. A member may choose <item> or donate <item> to receive and return, respectively. You can only withdraw so many items during one reboot period before you will be cut off, though. Nobility -------- Baron/Baroness - 20000 credits Count/Countess - 40000 credits Earl/Earless - 90000 credits Marquis/Marquess - 150000 credits Duke/Duchess - 220000 credits Prince/Princess - 300000 credits ------------------------ Brotherhood of the Raven ------------------------ A very secretive society nestled somewhere in the heart of Tantallon, the Brotherhood of the Raven is open only to experienced, proven Rogues. If you seek them, you do so at your own risk. Powers ------ hack - Using a secondary weapon, a Raven may hack a corpse to pieces to dispose of it. scavenge - An alternate way of disposing corpses, this can only be done outside. rsponsor - Allows you to lend support to a fledgling member of the Ravens. rs - An expanded sc command. protection - Most people do not like to be stolen from. If you can find one of these, sell him a contract of protection. First, visit Spiros in the guild and “acquire contract.” Once done, you can give it to the person and ask them to “sign up for <number> days”. You will earn one guild point for every gold coin collected this way. guild points - The other way to earn guild points is by giving stolen items to Spiros and Victor in the guild. Storage ------- In the cellar of the hideout, there is a large stash of items to be had, separated by Ruby into different rooms. Simple walk in, pick up what you need (contributing the proper amount of rpoints automatically) and then be on your way. -------- Snowfolk -------- The Snowfolk are a group of people living in harmony in a giant igloo far to the north. Their powers and skills have been shaped by the proximity to the cold lands, but their hearts are warm. The Snowfolk welcome anyone (other than necromancers and those who enjoy killing others) into their ranks. The precepts of the Snowfolk are as follows: 1) Have fun, but not at the expense of others. 2) Only kill other sentient beings if ABSOLUTELY necessary. 3) Share your knowledge of survival with others, unless they prove unworthy of that knowledge. 4) Survive. Directions: The guild is extremely far to the north. The best way to find it is to buy a map and get to the NW corner of the continent. Then follow these: 10e 6s 6e 2s 4e 3n Powers ------ Snowmen - Snowfolk can build a snowman, which will stay around for a while until it melts away into a pool of water. Carve sculpture -There is a sculpture gallery in the guild hall, where you can carve sculptures and submit them to be viewed and rated by your guildmates. Cold resistance - The higher your level, the higher will be your resistant to the cold. Unfortunately, your weakness to fire will increase as well. fsball - throw a snowball at someone fshatter - can be used to dispose of litter Freezing -------- The 'freeze' command can do three entirely different things. You can 'freeze <food>' to freeze raw meat or a freshly caught fish. This will keep it from spoiling for a while, or as long as you stay in a really cold area, like on top of a glacier. You cannot eat frozen meat, but wolves can. You can cook it. You can 'freeze <object>' to freeze an object you are carrying into a block of ice. If you then drop the block, nobody else will be able to pick up the object. The ice block will melt after 10 minutes, unless you store it in the deep freezer in the guild. You can also 'freeze <number>' to store spell points in your snowflake for later use. Freezing in warmer climates is less efficient. The best place to freeze sp is in the guild freezer, but be careful - if you stay in there too long you can die from hypothermia! Freezing sp nearly doubles your effective sp. Storage ------- There are two current storage systems for Snowfolk. The most informal is a large hide crate in the guild board room. Any guild member can add or remove items from the crate. There is no point system, so there's no need to build up any credit before you can use stuff your guildmates have stashed there for public use. The deep freezer offers personal storage. You can freeze your items and drop the blocks of ice in the deep freezer so they stay frozen. No one else can pick them up, so when you're ready to play again you just thaw them and go. You can also “get small icicle” for a free ice knife and “get large icicle” for the club version. The guild hall also has a bar (in the main hall), an ice cream shop, a library, a game room, and the store which sells warm fur clothing that gives additional cold resistance bonuses. The guild guardian, Frosty, is not killable, so the guild hall is comparatively safe from pillaging. ============== WEAPONS/ARMOUR ============== Obviously, one cannot go traipsing around a world full of monsters, danger, and raging battles without the proper equipment, right? But with so many quality armours and weapons to choose from, which do you pick? And which will be the best deal for your coin? Here, you cannot see what weapons are appropriate for which classes, and what armour you should be sporting. ------- Weapons ------- Weapons are divided into different types. You will master certain weapons at different speeds, depending on your class. Longswords - This is one of the most popular weapon types. They do decent damage and there are lots of unique longswords. Fighters can use longswords with amazing proficiency as can Paladins. Rogues and Rangers can also to a lesser extent. The proper attack method for longsword is Slash. Shortswords - These tend to do less damage than their larger brethren, and are thus ignored by most people. There are a couple unique shortswords, but nothing to write home about. Fighters, Paladins, and Rangers tend to do okay with shortswords. As with longswords, use Slash. Clubs - Hefty, bulky, and severely damaging weapons, Clubs are also extremely popular. There are some impressive unique clubs out there which make this type attractive. Fighters are excellent with a good club, and this is the primary weapon for Shapeshifters, Clerics, and Artificers. You should use Crush when wielding a club. Flails - Flails do impressive damage, and the addition of several new, powerful flails have made them a very attractive weapon skill. Fighters and Clerics learn skills the fastest and should definitely consider trying them out. When using a flail, use Crush. Rapiers - Rapiers don’t do a lot of damage, but their defensive value is priceless. Fighters like them because they’re great for disarm, and Rogues who lead parties couldn’t live without them. Rapiers are best while using Pierce. Staffs - Staffs do decent damage on average. There are a few unique staffs that are effective enough to attract Fighters. Mages should use them exclusively, and Necromancers work well with them too. When wielding a staff, use Crush. Knives - Knives tend to get a bad rap, mostly because they don’t do a heck of a lot of damage. For Rogues and Rangers, though, this skill goes up at an insane rate. Necromancers sometimes use them for a primary weapon, too. Knives, of course, work well with Pierce. Spears - Another unpopular weapon skill, spears are only valuable to Rangers (partly because they can make their own). Spears should be wielded with Pierce. Curved Blade - This weapon tends to do okay damage, but I wouldn’t recommend it to anyone but a Rogue who prefers to follow in a party instead of lead. Slash works best with this type of weapon. Polearms - Not a bad skill at all, but not actively pursued by a lot of classes. Paladins and Fighters can work wonders with a good polearm. Polearms should be used with Slash. Axes - Axes aren’t wonderful for damage, so many people tend not to bother with them. Rangers can use them very well, and even some Fighters use them. Not surprisingly, Chop works for axes. Two Handed Axe - These weapons do an obscene amount of damage. They are very hard to learn, so only Fighters tend to use them, but I encourage Rangers to try as well. These weapons use Chop. Two Handed Sword - Another excellent weapon type, but still very hard to master. Only Fighters should try their hand. Slash is the appropriate attack. Marksmanship - This encompasses thrown weapons and archery. Rangers and Rogues can use this skill with amazing proficiency, although every class can benefit from learning it. Exotic - This is pretty much for weapons that don’t fit into any category. None of them do very much damage, so only learn this if you’re extremely bored. ------ Armour ------ There are many kinds of armour in the game, but here are a few that you should actually consider wearing. When your strength is low, I would suggest wearing Bezainted Armour for your primary. Adding anything else besides a pack for your things would probably weigh you down too much. After you’ve become a little stronger, I _highly_ recommend cuirboilli leather armour, because it defends very well and weighs little. You can also throw in some secondary armour, like the robe of turkey feathers, and perhaps steel-toed boots. Once your strength is high, it’s time to break out the fine platemail. This is all-purpose, excellent armour, but very heavy. If you’re a Fighter, Cleric, or another class that has a high strength, add in as much secondary armour as you can (gloves, robes/cloaks, medallions, etc.). The less damage you take, the better. ------- Uniques ------- Curious about what kind of uniques are out there? Here’s an incomplete list that might interest you! Also, it’s possible to find documents that tell you how to assemble even greater uniques. Be on the lookout for these throughout your adventures. * = semi-unique Armour of Ichor: Allows you to drain corpses for healing. *Black Robe: +20 cold and fire resistance, +35 magic resistance. Blackened Staff: +1 dexterity, -1 constitution. Blade of Sethic: Bonus for Elves depending on runes. Bracers of Skill: Shows when a weapon skill is approaching. Crosier of Pain: +2 wisdom, -1 strength and constitution. Destructor: +1 dexterity to Dwarves. Dragon Platemail: +15 fire and magic resistance. Draqisfang: Transforms into the weapon your skill is highest in. Drute’s Bauble: Allows you to use feelings from a distance. Elvenheart: +4 strength to Elves, +3 to Half-elves. Evil Eye: Works just like the Mage spell scry. Flail of Ancient Demolition: Gigantic flail that topples opponents. Flying Shield: You can ride it, performing the same function as speed-walking. Glimmer: Gives a Mage extra hours when it flashes. *Golden Amulet: Protection during combat. Magic Surcoat: +20 to fire, cold, magic, and poison resistance. Malign Pikestaff: +1 strength to Orcs, -1 wisdom regardless of race. Medallion of Night: +15 cold and fire resistance, +10 magic resistance Morning Star: Bonus vs. humanoids. Nightblue Cloak: +2 intelligence, lowers alignment. Pendragon: Damage bonus for Humans with a positive alignment. Rakar, Mattock of the Giants: Immensely destructive two-handed axe. Rowen Staff: Utilizes a wind attack. Shield of Gralain: +20 blocking for Dwarves, +5 for everyone else. *Shroud of Gustando: A weightless shield. Silver Longbow: +20 to Archery. Spidermedallion: +2 to intelligence. Spiked Shield: Gets in an extra attack. Star Armour: +5 to magic, fire, cold, and poison resistance. Source of light. Starblade: +20 to magic, fire, cold, and poison resistance. Source of light. Strangely-patterned Cloak: Increases seclusion ability. Wigwog Skin: +10 to fire and cold resistance. ============ Making Money ============ Now that you’re aware of the equipment, uniques, and other things you’ll need, you’re probably wondering where you’re going to come up with all the money to buy them. Obviously, the best way to turn a profit is just to make more than you spend, but there are two tried and true methods that I use to make some extra coins. -------------------- Commodities Exchange -------------------- Affectionately known as CX, the Commodities Exchange allows you to deliver packages for a small amount of coins and experience. You can make up to 3,000 coins per reset, and you earn half that much in experience. The following is a list of possible destinations and the directions to reach them: Note: As always, all directions are given from the Crossroads (or Xroads), which are s, and 6e from where you log on. Ancient Bliss Bar: 13n, 6w, 6n, 2w, n, w, n Ancient Inn in northeastern village: 10n, 3e, 5n, e, s Auction Hall: 3s, 4w, s Bank in Hobbitat: 33n, ne, 2n, e, ne, n, 3w Bank in Tantallon: 3w, s, e Barber shop in Hobbitat: 33n, ne, n, e, n, ne, n, 2e Bard in Ancient Bliss Inn: 13n, 6w, 6n, 2w, n, e Brawling arena: n, e, n Butcher shop in Nepeth: 13n, 6w, 3n, 3e, n, e Canticle offices: 8w, enter hut Clan hut entrance in Scythe camp: 11s, w, s, w, walk Clerics’ Common Church: 3w, n, e, n, e Coachline offices: 5w, 2s, w Constabulary in Neville: 10n, 3e, 5n, 2e, s Doctor’s office in Dwarven mines: 16n, 3w, 2n, nw, 2w Eastroad Inn: 10n, e, enter Eastroad Inn reception desk: 10n, e, enter, e Flower shop in Nepeth: 13n, 6w, 6n, 2w, s Fredd’s Equipment Shop: 5w, 4s Goblin Alchemist in Ravel: 12w, n, nw, 4w, 2n, 3w, n, enter Grandfather Goblin in Ravel: 12w, n, nw, 4w, 3n, enter, w Hall of Audience in Nepeth: 13n, 6w, 12n, w Hanza’s Map Shop: 3s, 6w Infirmary in Dwarven mines: 16n, 3w, 2n, nw, w, n Ironman and Willim’s Smithy: 6w, s Knights of Drin guildhall: 13n, 6w, 13n Library in Nepeth: 13n, 6w, 3n, e, n Library in Tantallon: 3w, n, w Magic Shop: 5w, 2s, e Nursery in Dwarven mines: 16n, 3w, 2n, nw, 2n, e Nurse’s station in Dwarven mines: 16n, 3w, 2n, nw, 2n, w Oterim the Sage: 10n, 3e, 5n, 2e, n Paper boy: 3w Pub in Tantallon: 3w, 2n Ranger camp: 31n, 9w, 10n, 16e, s Scythe camp shop: 11s, w, s, w, walk, w, n, w, s Scythe camp tobacco seller: 11s, w, s, w, walk, w, n, 2w, n Sheriff’s office in Nepeth: 13n, 6w, 6n, 4e Shop in Hobbitat: 33n, ne, e Shop in Nepeth: 13n, 6w, 10n, 2w, n Shop in Tantallon: w, n Taverna in Dalair: 16w, 7n Training academy: n, e Tower of the Magi: 3w, s, w, u ---------------- Treasure Hunting ---------------- Probably my favorite activity on Ancient Anguish, treasure hunting is an excellent way to stock your bank account. Before you can set out on your adventure, though, you’re going to need a map. There are two locations to get one: Dalair, the orc city, and Neville, also known as the Northeastern village. You need to visit the pubs in each town, and if the dark stranger is standing around, you can buy a map from him. When you first read the map, the “thunt” is created somewhere on the map of Ancient Anguish. The difficulty and presence of guardian monsters is shaped by your level and alignment. For instance, if you’re an evil, level 8 character, you may be given directions to a hidden shrine with a holy priest inside. The directions will be in increments call ed “stadia”. Moving from one room to the other is a movement of 5 stadia. Remember, moving within a town or quest area does not count as moving around in the whole of the world. Once you’ve found your personal area (you will know when the map says it is found “right around here” or when you can actually see it) simply enter and take a look around. Thunts consist of two rooms, and there may not always be guardians in the first. Note: In tombs or crypts, simply attempting to move to the second room may trigger the guardians, so be careful. Once you’ve defeated the first guardians, or if you were just lucky enough not to fight anyone, head to the second room. In there should be either one or a group of guardians that will present a considerable chall enge. Once you’ve laid waste to everyone, you will need to search something in the room to find the chest or coffer full of goodies. Just picking out a few random nouns in the room description will usually work (e.g. search tapestry, search bones). You had better grab that chest quickly, because right after you find it, the thunt will begin to collapse. Head outside with all your things before it does, because anything left in the pile of rubble will be lost. Now you’ll probably be left with the problem of a locked chest of goodies. You can smash the chest, or attempt to pick the lock with a lockpick. I would recommend that you buy some fine tools from the fence in Neville, because some chests can include a nasty trap for the unwary. After you’ve gathered the equipment from the monsters you’ve defeated and the wonderful things in your chest, it’s time to find a friendly Mage. Items from thunts can be identified by a Mage, showing that they may be much more than they seem. For instance, that rapier the holy priest was wielding could be a vorpal rapier, which would sell for three times as much! Remember, have fun on your thunts! If you can’t seem to defeat the monsters yourself, get a friend or guildmate to help you out and agree to split the treasure. If you’re anything like me, you’ll find it to be an enjoyable part of the game. A warning: The dark stranger will now occasionally sell you “something special.” This is a large treasure map, a thunt that is much larger and filled with more dangerous guardians. Do NOT attempt to do this alone! Find a couple friends and seek out that highly valuable treasure! ================== Earning Experience ================== You’ll probably spend most of your time in the game trying to make yourself stronger. The best way to do this is by seeking out powerful monsters to kill, or finding an area with creatures around your level to take on. Here are a few areas you should be spending time in: Newbie Park: 8w, s, enter park This is the ideal place for someone level 1-5. There are fuzzy animals to fight for the extreme newbie, and some NPCs (Non Player Characters) for the ambitious player. There’s also a quest to be done in this area, so you should be occupied for a while. Haunted Manor: 8n, e, ne Also an extremely good newbie spot, this particular house features a free bedroom for players below level 6 to sleep in. So if you have to take a break from fighting Thing or the butler’s ghost, you can heal at no charge. Free is a good thing. Harlan’s Trap: 17w, 6s, ne In this area, an evil ranger lures paladins to their deaths. He won’t bother you unless you start anything, though, so feel free to use the eagle’s nest to sleep in for free and to kill insect swarms to your heart’s content. Haunted Ship: 29n, all e, enter hole One of my favorite places to level, the Haunted Ship is well-suited to someone level 6-9. There are mid-level creatures everywhere, and there is a room that doubles your healing rate while you are inside. ====== TRAITS ====== One of the newest big projects to hit Ancient Anguish are traits. Basically, you begin with 6 trait points and earn an extra one for each level up to 20, then one more for every additional 200,000 experience. These points can be spent on customizing your character, adding stats, improving abilities, and giving your character unique powers. Some traits can be increased more than one rank for a greater effectiveness at a higher cost. For a complete breakdown, see “thelp.” To read any of the below help files just type “thelp <topic>.” A good place to start would be “thelp introduction.” introduction A brief explanation of what traits are all about. list A list of all traits available and a brief description of what they do. <name of trait> A more detailed description of the specific trait. cost A table of the traits you have, what traits you can gain and how much it all costs. advancement How to gain new traits. topics A list of all the help topics related to traits. current A list of the traits you currently have. commands A reference list of all the commands available from the traits project. bugs A list of known bugs and progress on fixing them. Recommended newbie traits: Common Sense - For only two trait points, this allows you to “analyse” any enemy to determine how difficult they would be for you. Easy Sleeper - For 10 trait points, this trait gives you the ability to “rest” anytime and anywhere. This is handy for any player, even at high levels. Fast Talker - The first rank costs only one trait point and will protect you from small monsters who would attack first and ask questions later. Relaxed Mind - For only three traits points for the first rank, Relaxed Mind increases your sps regeneration. This is handy for any class that relies heavily on special abilities. Sense of Direction - This functions like a built-in compass; you always know your relative distance from Tantallon, helping you find your way back. Skill Focus - For eight trait points, the first rank of this trait will improve the rate that you earn weapon skills with the weapon of your choice. For instance, if you decide to play a mage, Skill Focus (staff) would be a great choice! ====== QUESTS ====== Perhaps hack and slash is not really your thing. Maybe you’re the type who prefers to enter into some of the storyline, and affect the outcome. Scattered throughout the game are “quest areas”, or places where you have to solve a problem through exploration and experimentation. Questing isn’t for everybody, but some enjoy it immensely. If you ever want to advance beyond the realm of the mortals, however, you will have to quest at least a little bit. 1. Help a young lady of Tantallon (15 points, by Piper) “A young lady is greatly troubled by a loss of an object of great value to her. Help her relieve her concerns. Seek her in the town of Tantallon. This quest requires a minimum of fighting, and would be appropriate for low level adventurers.” 2. Explore the Forsaken Lighthouse (25 points, by Sully) “Along the shores of Ancient Anguish is hidden a story of love and betrayal. Northeast of Tantallon lies a Forsaken Lighthouse, which awaits the bold adventurer whose spirit and intelligence lift him or her far above his low-to-mid level. Lift the curse that sits upon it!” 3. Assist the tree sprites of Sydryth (25 points, by Aisha) “The goblins have been working their way south and are terrifying the tree sprites of Sydryth. They have recently stolen the sprites' sacred medallion and Ryltar, the sprite leader, is in need of help. He's calling for all low-level adventurers to assist him in his time of need. Return the Medallion of Sydryth to the tree sprites so they may once again prosper.” 4. Assist Moosah in the Dragon's Playground (25 points, by Malire) “At the northwest corner of the park just south of the western gates, Moosah whittles in the Dragon's Playground. He had crafted a beautiful puppet for Prissy, for whom his unrequited love burns bright. However, the puppet has been torn apart by a jealous bully and is now lost. The search may be difficult, but Moosah needs you to find those two puppet parts so he may rejoin them, and have you return the repaired puppet to Prissy. This quest is designed for all levels, and your curiosity will be rewarded.” 5. Recover the gremlin leader's lost property (30 points, by Redwolf) “In the northern forest lies a small village inhabited by mischievious critters known as gremlins. The leader of the gremlins, Zibzib needs your help. Someone has stolen his favorite toy. He will wage war against the Hobbits if his toy is not recovered. It is up to you to recover Zibzib's toy and prevent a terrible war.” 6. Bring good powers into this world. (35 points, by Gwendolyn) “There are rumours about a convent by a lake where there is a sealed portal keeping good powers out of this world. Help the nuns open the portal. Recommended for players of medium level.” 7. Return the Azhads' prized relic. (35 points, by Larina) “In the Kazari desert, far to the south of Tantallon, the Azhads, a tribe of nomads, have lost a prized relic. A cunning adventurer who could assist these desperate people would win great favour from their chief. All should be warned however, that so great is the Azhads' distrust of outsiders that only those who combine diplomacy with ingenuity are likely to succeed.” 8. Help August find his mother's necklace. (35 points, by Jerusulum & Llandra) “A miner’s son has lost his necklace while playing in the lake, rumoured to be near the site of an underwater village. Daring and intelligent adventures are needed to recover it.” 9. Aid the Alatacirians in their time of crisis! (35 points, by Sylwen) “Travelers from an island off the coast of Anguish have recently arrived in the harbour of Tantallon, in search of aid. A disaster has recently intruded into their peaceful lives and they require outside assistance to deal with it.” 10. Help the monks. (45 points, by Profezzorn) “The monks in the monastery south of the evil temple need your help to perform their sacred duties.” 11. Restore the soul to Listhalia's maiden (50 points, by Deric & Willow) “In the village of Listan a beautiful maiden has been trapped by a demon. Her priestess is powerless to help, and her lover can do nothing to aid them. With the sage's help, one such as yourself might be able to free the maiden. A clever adventurer, no matter how inexperienced, can give aid.” 12. Relieve a poor servant of his problems (50 points, by Florin) “A poor servant has lost an object his master needs. Their small cottage can be found somewhere to the south of the river that flows from Crescent lake to the ocean. This quest involves a minimum of fighting and is suited for anyone with a vivid imagination level 8 and up.” 13. Help Khmoram to walk again (50 points, by Trixx) “‘Khmoram, the lame who walks, doesn’t walk anymore. Find out why he is lame and try to help him.’ This is a quest that requires more brains than muscles, and you should be able to solve it even if you are a low level player. A good start could be to visit Khmoram in his home in the small northeastern village and get some information on how to help him. So GOOD LUCK ALL! And do not forget to remember ALL information you could get and that the most obvious solution COULD be the right one...” 14. Zhamarr (50 points, by Musashi) “In the northwest of the continent there lies Zhamarr, the cruel kingdom in the death-grip of the demonic ruler, Sorcerer King Zarakan. ‘...Zarakan, the king's relative, was once a trusted man. Who would have known that he was the one to slay the firstborn. With foul deeds, with murder and lie, he cleared his way to the throne. And now there's none who can defy the dark powers of that dark souled demon-lord. But maybe no more is needed than a single daring adventurer going alone...’” 15. Assist the King! (50 points, by Amante) “Help King Philip get a good night's sleep. The start of this quest is located just outside the castle in the northeast corner of Burnham Wood.” 16. Assist the princess of Andeli (50 points, by Tigress & Saerdan) “Princess Irene has lost her royal vestments, and is threatened by a band of orcs. Help her find her clothes and remove the threat. You can find Irene in Andeli Castle to the northwest of the main village. Players of medium level are encouraged to attempt this quest.” 17. Investigate the Scythe plot to invade Nepeth (50 points, by Salliver) “On my recent reconnaissance of the evil Scythe Clan's camp, I have uncovered a plot to overthrow Nepeth! Unfortunately I fear my cover has been blown and I dare not make the return journey to Nepeth to inform Drin, but instead must hastily scribble it here before I am found and killed -- so please forgive my haste! On the western side of the Scythe camp I have uncovered a tunn... [hmm, that's it, except for a few splatters of blood] This area ranges from low level right through to mid-high level, but the quest itself can be solved by nearly any thinking player. You should follow your own conscience when solving this puzzle.” 18. Release the Music Man's trapped soul (50 points, by Levi) “He fled his noble life in Andeli to seek a more meaningful existence with his wife near Crystal Lake. Sudden tragedy would leave him unable to find any meaning in life from that point on, however. Only an adventurer with an abundance of imagination and cunning can restore inspiration to the house which once thrived, but is now deadened with silence. Remaining is the solemn memory of the great couple that once filled the dwelling with music and joy. You must free the Music Man's spirit. Good luck.” 19. Thwart the wizard in the Star Caverns (70 points, by Timber & Rebelheart) “Attention all! Belirane, Rebelheart, and I have just gotten back from exploring the new areas of the Star Caverns up in the mountains northwest of Hobbitat. We have found the lair of an elemental wizard who is trying to unravel the mysteries of nature. A strange voice told us to stop him because the power would drive him crazy, and that he would destroy the world! We were exhausted from chasing the packrats who kept stealing our booty and had to return to town for rest, so we must pass on the responsibility to you. Stop the elemental wizard before it is too late. We left some information around the caverns that might help. Good luck. -Timber, of the Wolves -Rebelheart, of the Wolves” 20. Kill the warlock and restore the balance. (75 points, by Asyvan & Ged) “Kill the evil warlock in the mountains north of Nepeth and restore the balance of the world.” 21. Brave adventurers, I call you one and all! (75 points, by Greyson) “Nights ago, I was testing a newly-acquired scrying orb, sending my ethereal form over the southern parts of the lands. From my rather unique vantage point, I thought I spied something off of the edge of the southeastern peninsula, shrouded in the eternal mists that lay there. I sent my form closer, and used my magical arts to dissipate some of the mists. However, upon approaching what had become clear to me as a structure of some sort, I felt a presence there, pulling at my ethereal form. It did not seem malicious or malevolent, but there was such a great want within it, I feared my spirit would be sucked into that place and never released! My ethereal form is highly susceptible to outside influences, and I cannot risk approaching that area again. My physical form is much too weak to survive a journey to that area. Therefore, I call upon you to seek out this presence and all eviate the great pain and want that exists within it... - Alizarkanon” 22. Unravel the legend of the Whisper Geyser. (75 points, by Taver) “Dwell in the footsteps of an age long forgotten and unravel the legend behind the Whisper Geyser from village folklore. The small village of Greenhaven can be found in the northern region. Recommended for exploration by all levels, but only the highest level champions will be able to complete this quest.” 23. Solve the mystery of Cyrano's Lament (75 points, by Elad) “Cyrano the fisherman lives along the shore northeast of Tantallon. He awaits a brave adventurer who is willing to help he and his wife Eleonora find their missing children. You will find this old man of the sea eager to share his sad tale of the recent hardships he has endured. The sea holds her secrets well and those brave enough to explore her depths may come to meet their own fateful tragedy if not careful. This quest was made for all levels of players and for the enjoyment of those whose hearts are warmed by the mysteries of the sea. ‘Before one can discover new lands, he must first consent to lose sight of the shore.’ Elad The Dreamer...@>-`--,---“ To become a Wizard, you must earn 752 Quest points. ===== Heals ===== Well, you know what weapons to get, what armour you should be wearing, and you know where to kill things. But what do you do when you get hurt, lie there and wait for it to go away? Unless you’re extremely patient, this probably isn’t going to suit you at all. You need heals, and you need a lot. The following information is invaluable to the hopeful adventurer. But be cautioned, never spend more on heals than you think you can make back. Tobacco: Smoking is good for you. Really, it is. One of the most effective ways to regain sps and hps is to grab a pipe and some quality pipeweed. You can purchase both from Kzoaki in the Scythe Camp or Puffy in Neville. Kzoaki - 11s, w, s, w, walk, w, n, 2w, n Puffy - 10n, 3e, 5n, w Medicinals: Fredd provides a wonderful little item call ed medicinals. You can purchase some for 250 gold coins, or “bribe fredd” if she cuts you off and you’re willing to pay extra. Fredd - 5w, 4s Potions: Shanni jealously guards the secrets to her potent potions that she sells to the public at an inflated price. These potions work wonders for the health and well-being of your character, but they are quite expensive. Shanni - She can be found wandering around Nepeth. Edibles: There are many places where you can buy food or drinks to carry around with you. The most popular of which is the Knights of Drin serving hall, tended by Misha. Misha - 13n, 6w, 8n, 2e, 2n Medicine: This ranger-made heal is _extremely_ useful, and you should take any opportunity to buy it. You can either drink the whole bottle, or “apply” to rub it on your wounds. Bedrolls: A very cheap heal that can be used over and over again are bedrolls. These handy little things are also made by Rangers. Just drop them on the ground, unroll them, and curl up for a snooze. You have to wait a little bit between each nap session. Also, make sure to only buy soft bedrolls, as they heal you the most. ========== DIRECTIONS ========== To help you find your way around the world of Ancient Anguish, I’ve made a list of directions to various points of interest. As always, I advise caution when exploring any new area. Recklessness can make yours a short career. Alton’s Caves : 9w, 2s, 11w, 7n Amazon’s Castle : 2e, d, enter atlantis (if it’s there), leave ship, 2e, 4s Asyvan’s Temple : 11s, w, s, d Andeli Castle : 31n, all w, 3u Balan : 12w, 3n, 2w Blor’s Hideout : 20n, all w, s, w, s, 2w, n, 4w, all n Chaos Tower : 12w, 7n, 5w, d Convent : 10w, 4s, all w, all s, e, s, 4e, 2n Drakhiya : To Shifter Camp, 2w, 5s, 4w, all s, w, s, w, s, w, s, w Drute’s Tomb : 31n, 9w, 13n, 6e, 3n, w, n, 3w, n, e, 2nw, climb cliff, 2e Drow Caverns : 10w, 4s, all w, all s, e, s, 8e, 2s, enter cave Dwarven Mines : 16n, 3w, all n Ebon Manor : 31n, 9w, 10n, 16e, s, 3w, 4s, enter Elven Camp : 10w, 4s, all w, all s, e, s, e, 4s, w, nw, n Faerie Ring : 15n, w, all n, enter ring Flame Pit : 24n, all w, all n, e Fort Vaughn : 20n, all w, s, w, s, w, climb rope, climb vine Fub’s Fortress : 7n, e Gnoll Temple : 31n, 9w, 10n, 6e, ne Gralain’s Tomb : 21n, 3w, n, all w, sw, w Gremlin Village : 31n, 9w, 10n, 17e, 2n, 2e Haunted Manor : 8n, e, ne Haunted Ship : 29n, all e, enter hole Ilderia : 10w, 4s, all w, all s, e, s, sw, se, s, w, 7s, e Lighthouse : 11n, 6e, enter Listhalia : 10w, 4s, all w, all s, e, s, sw, se, s, w, 4s, 4e, sw Lizard Village : 10w, 4s, all w, all s, e, s, 12e, 11s, e, 4s, 2w, 6s, se Merrick’s Castle : all s, w, s, w, all s, swim s, s, e, s, swim e Monastery : 10w, 4s, all w, all s, e, s, all e, enter monastery Mount Kresh : 20n, all w, s, w, s, 2w, n, 4w, all n Mountain Orcs : 17w, n, w, all n Music Man Manor : 31n, 9w, 7n, e Newbie Park : 8w, s, enter park Orc Fortress : 14w, n, enter waterfall Orphanage : 13n, 4w, n, e Paladin Estates : 16w, 9s, nw Puffin Beach : 31n, 9w, 10n, 21e, 5n, 2e Shifter Camp : 12w, 4s, all w, all s, e, s, 12e, 11s, 3e Star Caverns : 31n, 9w, 6n, 4w Thranarack : 31n, 9w, 2n, 4w, 3n Windmill : 11w, 4n, enter mill Zhamarr : 31n, w, 2n, all w, sw ======================================================================== I sincerely hope that, with this knowledge, you can become as familiar with the game as I am. I also wish you hours and hours of engaging gameplay. Happy adventuring! Special Thanks to... Methos, for his Ranger wolf list. (http://users.mikrotec.com/~speters/) Ionstar, for his page refreshing my memory on locations. The Ancient Anguish help files, of which I have seen _all_ now. Dr. Wilcox, for letting this double as a research paper. Erithywen, Mog, and anyone else who e-mailed me. Mike for the nifty ASCII art. All of the helpful comments and advice from friends. ========================================================================
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