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    FAQ by Ryan_

    Version: 1.56 | Updated: 08/26/12 | Search Guide | Bookmark Guide

                
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    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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