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showing 50 most recent notes by Dar
Note #40772
posted on Ideas
Friday, November 2, 2018 @ 03:26
If help lotto points to help lottery, why can't lotto point to lottery as well?
Such as lotto collect, lotto tickets, lotto prizes.

Minor inconvenience I'm sure, but sometimes the small things are just as
nice as the major ones when done.

Note #37140
posted on Ideas
Tuesday, April 11, 2017 @ 01:34
If you can spells  why can't you allspells ?
If you need to enter a guildname as well, that's understandable, but I don't
see why we can't search each guild for types such as area or fire or whatnot.

Note #17273
posted on Bugs
Thursday, February 23, 2017 @ 01:00
In "A Sleeping Dormitory" the locked door outputs a blank line
instead of a message when you try to open the locked door.

Re: rare xp +++
Note #35793
posted on Ideas
Sunday, July 24, 2016 @ 13:29
Reply to: Note 35792 posted by Redryn

I'm not saying a mob that gives 0 xp should give 300 rare xp
I'm saying that If I'm killing a good mob while good, I only get a small
portion of the available xp for that mob due to alignment.  Why should rare
xp, which is a bonus given for the fact that the mob has lived long, also
be hampered?  The alignment of the mob matters nothing to when it was last
killed, so the rare xp shouldn't be capped by alignment (in practice,
if not code).

It shouldn't be difficult to tie rare xp to level just like regular xp is
so farming of weak mobs would still not produce rare xp, but then it would
make it possible to disentangle itself from alignment based issues.
Re: rare xp +
Note #35791
posted on Ideas
Sunday, July 24, 2016 @ 13:27
Reply to: Note 35790 posted by Moofie

in essence they are, if it's limited on the regular xp given, then it forces
it to be alignment based.
rare xp
Note #35789
posted on Ideas
Sunday, July 24, 2016 @ 13:19
I'm just wondering why rare xp is based off of alignment?  I can understand
that regular xp is alignment based, but rare xp is based off the mob
and the last time it was killed.  It shouldn't be limited by alignment

Note #16902
posted on Bugs
Sunday, July 10, 2016 @ 20:04
Lets say I backstab an enemy, then run away.  When I come back, why is it I can
strangle the mob just fine, but yet, in his deep sleep, he's too paranoid
for me to backstab again?  If he's too paranoid for me to backstab, why
did he let me strangle him?  And if he's sleeping, how can he be too paranoid
for me to backstab him?

I think if a mob is too paranoid to backstab, he shouldn't be able to be
strangled, and if a mob is sleeping, it shouldn't matter how paranoid the
mob is, he's sleeping, it's not like he can stop someone from backstabbing him.

I consider this more of an unintended feature (aka bug) than something that
belongs on the idea board.

Backstab and Sleep
Note #16738
posted on Bugs
Friday, March 25, 2016 @ 00:15
I'm not sure if this is a bug, or a "feature" but....
Backstabbed a mob, he made me flee, came back, strangled him,
and yet even while under deep sleep, he's still somehow to paranoid
to sneak up on and backstab.  For some reason I think this was
an oversight, considering he's way to asleep to protest me stabbing
him in the back.

partrox is
Note #16608
posted on Bugs
Tuesday, February 2, 2016 @ 02:17
not 100% this is a bug but....

(Wounded)(G) A Monster Bulette is in a deep sleep.
(G) A Monster Bulette is in a deep sleep.
(G) A Monster Bulette is in a deep sleep.

You are no longer hidden.
You fade into existence.
[1] A Monster Bulette's smash misses you. [0]

If they were all deeply asleep, then they shouldn't be able to initiate
a fight.  Or did I miss something?

sea kings dominion
Note #16589
posted on Bugs
Friday, January 22, 2016 @ 07:08
(I)(H)(G) Three women stand here, scrubbing seal skins.

None of those words are keywords for kadlu

sea king's dominion
Note #16588
posted on Bugs
Friday, January 22, 2016 @ 07:05
(I)(H)(R)(W) A small oriental woman stands here, smiling at you.

small, oriental, woman, stands, here, smiling, at, you......none of those
words are keywords for the mob gwaten

Note #16586
posted on Bugs
Wednesday, January 20, 2016 @ 22:03
| Keywords   : bowl porridge                                      |
| Name       : a bowl of porridge                                 |
| Id         : 1606575197                                         |
| Type       : Food                      Level  :   120           |
| Worth      : 25                        Weight :     3           |
| Score      : 0                                                  |
| Material   : ceramic                                            |
| Flags      : magic, nolocate, V3                                |
| Food       : Will replenish hunger by 0%                        |

If it replenishes hunger by 0%.....then why does it matter how full I am
when I try to eat it?

eat bowl
You are too bloated to eat any more.

Re: thief suggestions ++
Note #34109
posted on Ideas
Friday, December 25, 2015 @ 05:18
Reply to: Note 34097 posted by Hwuaijijal

While being able to set a weapon to poison might be nice, and could be a
solution.  I actually don't mind that fact.  If poison mastery was just made
more effective, and followed a better logic path than it currently does,
not only would it be more effective, and make dps/playability/overall balance
where you want it, but would allow you to (yes I know, everyone I know of
complains about this) split your mastery a bit into poison AND a different
mastery, effectively giving you two damage types on one weapon.

Of course, as I said in my previous note, I'm not 100% sure why mastery
in something doesn't convey some sort of defense boost as well.  Why
can't a person get mastery in holy for the sole purpose of being able
to increase their resist to holy.  It could be something that players would
then be able to do to help offset negative resists from any race, and
make buying only ONE mastery less effective, making the game more even
when comparing older players vs newer ones.  Sometimes I feel a little
dispair that I'll ever be able to have a chance against anyone who has
been here for some time, as they've got 200 mastery in something and I
have something like 30, and by the time I get to 200 mastery, they
will be at 300.  It's a race that most latecomers can't even dream of
closing the gap, let alone becoming equal to.

Re: thief suggestions ++++++
Note #34106
posted on Ideas
Friday, December 25, 2015 @ 04:14
Reply to: Note 34105 posted by Riezo

I've been thinking for quite a long time about venomists specifically.
And more or less poison mastery.

I've always wondered why poison mastery doesn't increase the chance for
successful poison damage hits on envenomed weapons.  Also, why
does using spiral (which is hitting a mob over and over with said
envenomed weapon) also have a chance to add poison damage?

And it's not just spiral, why doesn't it affect EVERY skill that
uses your envenomed weapon in the attack?  Right now poison mastery is
tracker :can now quest
less useful to get then being a thief in the first place.  Don't get me
wrong.  I enjoy being a thief, always have been one, always will.  But
there is no denying that thieves lack extremely much when compared to
any other "physical" class, and don't even get started on the

Since Balor's Spittle is poison based, why doesn't poison mastery increase
the base damage done, or increase the chances of landing the max 25%?
Necrotic Touch.....why not something that reduces an opponent's DR over time?
In theory, necrosis would make their body parts start to decay and lose

As for the other thief skills, poison mastery should increase the chances of
the negative status effects landing and boosting their duration.  There are
so many areas of the game that poison mastery can and should affect that it
doesn't.  Finding a way to put poison mastery on the same level as the
other mastery choices might go a long ways towards raising the power of
thieves.  It probably won't make thieves come close to matching mages or
paladins in speed or damage power, but it would make balancing the thief
class easier.  Instead of a revamp, it would just need tweaking.

This might be a bit off topic, and I'm not sure how the mechanics of mastery
work all that well, but I'd assume that poison mastery should also be effective
not only in offense, but defense.  It should reduce the chances/damage of
poison based attacks from landing their status effects.

Anyways, those were just some of the thoughts I've had on my journey
as a thief.

Note #33334
posted on Ideas
Thursday, September 10, 2015 @ 23:05
Since envenom coats your weapon(s), why doesn't spiral or other
weapon based skills also give a chance for poison damage as well?

Siege Camp
Note #15153
posted on Typos
Sunday, June 14, 2015 @ 15:27
(R) Religious fervor charges up this cursader. Wait, kobold crusader?!

not sure if the first crusader was meant to be a typo or not, just
pointing it out in case it wasn't supposed to be that way.

Re: old screensaver question
Note #6455
posted on Tech
Monday, July 21, 2014 @ 01:29
Reply to: Note 6454 posted by Fiendish

I haven't seen it in ages, and this was on an old win 95 box, but iirc
it was solid screen fractals that changed through different shades of
gt :can now quest
blue/white and orange/red.  I could be wrong though.

Have you tried seeing if you could spot what you were looking for at:

Re: Room in Labyrinth ++
Note #14838
posted on Bugs
Friday, June 20, 2014 @ 23:40
Reply to: Note 14836 posted by Xoxa

That actually happens a lot to me.  When I tried to track it down with
an imm, it was ruled that it was caused by a plugin, S&D to be specific.
I was happy enough with the answer I never really tested my plugins to
see which one it was exactly.

Re: Two Daggers
Note #14777
posted on Bugs
Saturday, June 7, 2014 @ 00:41
Reply to: Note 14776 posted by Feathylynn

did you have one equipped and one in inventory?

Re: Raukora goal Min Level
Note #14372
posted on Typos
Wednesday, June 4, 2014 @ 22:22
Reply to: Note 14371 posted by Alcor

Well it isn't level locked, as I did it while sitting.

Intrigues of times past
Note #14734
posted on Bugs
Sunday, May 25, 2014 @ 00:58
(R) The general of all the king's armies stands here, planning what to do next.

general isn't a keyword, not sure what else in the desc would
be a keyword.

Short name is Sir Gaynor.

Note #14664
posted on Bugs
Sunday, May 4, 2014 @ 23:27
while help dtrack lists the different commands attached to dtrack,
when using something not accepted, it only says:

Syntax:  dtrack          - show stats so far.
         dtrack reset    - reset stats so far.

Nothing is mentioned about dtrack skills or reset skills or dtrack hits.
gt [Repop] imperial @@ 21:29:05

new affects filter
Note #29306
posted on Ideas
Wednesday, April 30, 2014 @ 05:13
I think it would be extremely useful if we could sort affects by time left.
Not sure how easy it would be to code in, but there are plenty of times when
I am trying to figure out how long certain of my spells last, and which will
fall off next (especially in case the bulk of spells that have roughly the
same duration) before I try to take on a room with 10+ mobs in it.

character creation
Note #14654
posted on Bugs
Tuesday, April 29, 2014 @ 03:43
should use trim() (or it's equivalent) to character names, instead of
next() (or it's equivalent).  Since we aren't allowed to create names
with two words anyways, it makes little sense to reject it out of hand when
trimming the entry and spitting the result out and asking for confirmation
would be more practical, as I've noticed a lot of "two word" names already.

Noticed it when accidentally (then purposely) starting the ONE word name
with a space equaled a failed name, instead of it trimming it down.

Re: Delete Old Players
Note #29281
posted on Ideas
Tuesday, April 29, 2014 @ 03:08
Reply to: Note 29239 posted by Lupercus

I've been playing aard since it started, more or less.
There have been many times in the past where I could not log in to aard.
Whether due to no time to mud, or no internet to mud with, for many years
gt :can now quest
I had to restart my character each time I finally could log in.

I can't even remember how many times I had pushed my character past mob-factory
range when I had to stop playing and when I came back, I had to do it all over

I'm used to playing on AberMUDS, where it was clear that logging off =
collecting equipment all over again, but experience and everything else saved.

This mud has pretty much always (implicitly (or explicitly)) been meant to save
everything about a player.

This character was made, I managed about 20 levels solo....with 10k tnl (was
before the last xp/skills/class/race changes, wasn't exactly the easiest to do
low and behold a few years later when I logged in again, I was then level 70+
(from those changes being enacted) and STILL had a character, which was a
wholely new experience for me on this mud.

While I can understand the frustration of a new player (or older player)
trying to pick a new name for a character, I for one am extremely glad that
playerfiles are no longer deleted after being inactive for x amount of time.
I just wish that had been a feature a WHOLE lot sooner than it was.

This kind of issue exists everywhere on the internet.  Have you guys not tried
to create a new email on gmail, or hotmail, or ANY public email?  Everytime I
had to create a new character on here, I was always afraid *MY* name had been
taken by someone else.

I know my situation is probably a minority case, but it IS still possible
to create new characters, without having to resort to just stringing a bunch
of random letters together (in fact I just tested out the new character
creation screen, and came up with 5 unique names that weren't nonsense that
were available).  5 usable names out of 10 attempts.  That's alot easier than
trying to make a new email address!

Even though imagination seems to be failing in a lot of people who wish to
join Aardwolf, there is probably not really a way to contact all the inactive
players, as from what I remember, posting an e-mail addy wasn't always an
option, nor has it ever been a requirement when someone created a character.

Would be hard to e-mail inactive players when most have no e-mail addresses
listed, or when the e-mail addresses listed are no longer accessible to the
player who created the character.

A "simple" fix for the lazy, would to include a random name generator option
to the creation screen that would generate all those random letters (to a
certain string length).  Though the simplest fix would for people to really
take the time to use their imagination (which from my experience is what MUDS
were built and designed around from square (n-1)).  I mean, an MMORPG that
is entirely text based requires an imagination, even if most people prefer
to skip the imagination part and focus on the mechanics.  While I'm glad
that I do NOT need to use a screen-reader to MUD, I envy those that do,
as I am sure their imaginations are a perfect fit for MUDS, listening to
the room descriptions.

Sorry for the long rambling note, but I for one am against the idea of
arbitrarily deleting old characters just because it's likely to be a character
that no one will ever use again.  Imagine how miffed you'd be if the name
you were using for 10+ years (on this mud) was suddenly gone and taken by
someone else, just because you couldn't log in for a few years?

Help classes
Note #14242
posted on Typos
Monday, April 28, 2014 @ 22:12
Not sure if it's a typ, or a feature that never got implemented.
Under thief it says "mastery of darker magics" allspells thief shows very
little spells, and the darkest of them seems to be "web".  So I'm not sure
if it's a typo saying we have mastery in darker magic, or a shortcoming
thieves have in living up to that claim.

Re: Warrior AoE skill
Note #29011
posted on Ideas
Wednesday, April 2, 2014 @ 17:21
Reply to: Note 28986 posted by Flak

Why not revamp the taunt skill and use that as a warrior's AOE.  Instead of
the warrior instigating a fight with all the mobs, doing taunt would taunt
all the mobs in the room, and depending on the mob's stats (int, wis?)
the mob would "aggro" and instigate the fight with the warrior.  This gives
the warriors a (somewhat) AoE skill, while still not guaranteeing that all the
mobs in the room will attack the warrior.  Could even make it so that it's
based off of some formula involving the warrior's wis/int vs the targets
combined wis/int like pacify.  Would make taunt the exact opposite of pacify
but unlike pacify it'll hit any number of mobs from 0 to [total mobs in room]

Taunting a room full of mobs lowers the warrior's defenses (so to speak) so
they are no longer able to start a fight (for a certain amount of lag time)
letting all the successfully taunted mobs a round (or two) before the warrior
has a chance to start engaging them.

Not sure how much sense my rambling note made, but I've never been one to
easily convey my thoughts.

aylorian guards
Note #14088
posted on Typos
Wednesday, March 19, 2014 @ 04:31
(Golden Aura) Two centaurs, armed with bows,
stand in the towers above the city's gate. [QUEST]

Aylorian Centaur Guard smoulders as the lightning destroys him!!

shouldn't the mob name be guards instead of guard, considering there are
two of them?

Ketu uplands
Note #14392
posted on Bugs
Sunday, February 23, 2014 @ 15:27
Seems the goal completion doesn't have an info message on it.  Not sure
it's a bug, oversight, or on purpose.

Note #14006
posted on Typos
Tuesday, February 11, 2014 @ 21:10
when cast in a room where someone else is fighting you see this...
If you're so concerned with other people's battles, join the UN!

I'm pretty sure that should be FUN!

Note #28449
posted on Ideas
Wednesday, February 5, 2014 @ 22:02
It would be nice if we had something like myrank yesterday, which can show us
how we did the day before.  I might not always make it into the top 10 of
any category, but knowing how well I did, and how much I did of something would
still be pretty neat.


Note #13924
posted on Typos
Saturday, January 4, 2014 @ 17:33
Lifereaper cowers away from you rubbing his nipples.

Is he cowering away from me while rubbing his nipples?
Or is he cowering away from me so I don't rub his nipples?

Clan Maze Guards not Engaging Properly ++++
Note #406
posted on Raiding
Saturday, January 4, 2014 @ 16:25
Reply to: Note 404 posted by Stokes

Not arguing theme, so much as realistic gaming.  Raiders are treating two rooms
as one, I don't believe that's realistic at all.  A guard not attacking raiders
when both are in a room at the same time, when that is the whole point of
having guards in the first place, is what seems to be a bug.  My original note
was to point out the unrealistic idea some seemed to have that running through
a room full of guards was a cool feature, and not a bug.

GTELL :can now quest
Antistes fall into the realm of whimsy should be ignored as what it is, a
silly attempt to construe an unarguable point by trying to get others to focus
on irrelevant tangents.  The thread is about clan guards not attacking raiders
when raiders are in the same room as the guards.  I don't see how this is not
a bug.

Clan Maze Guards not Engaging Properly ++++
Note #398
posted on Raiding
Saturday, January 4, 2014 @ 16:16
Reply to: Note 394 posted by Dar

Not sure how that response was on topic, but if you want 100% success rate,
then just raid your own clan.

Clan Maze Guards not Engaging Properly ++++
Note #394
posted on Raiding
Saturday, January 4, 2014 @ 15:50
Reply to: Note 390 posted by Antistes

From what I can think of, the guards sole express purpose in life is to attack
raiders.  I don't see how a group of non-engaged guards, could fail to initiate
an attack when a raider appears in the room.  Now if all the guards were in
combat already, I could possibly see how a non-engaged raider would be able
to slip through into another room.  But not when no one is fighting anyone.

And while this is a game, the basic premise of the game is to have as much as
possible to mimic what could happen in real life.  That's why directions are
still basic compass directions (and yes I said basic) and up and down.
Bypassing a room of non-engaged guards is like saying we can move diagonally
by just stacking 2 room directions together and voila, we moved one room
in theory, but two rooms in actuality.  It just doesn't work that way.

Re: Ahner +
Note #13904
posted on Typos
Friday, December 27, 2013 @ 12:07
Reply to: Note 13903 posted by Guinness

As long as it's normal, wasn't sure so posted a note.  Thanks for clarifying.

Note #13902
posted on Typos
Friday, December 27, 2013 @ 11:44
the "nilbog" mobs are all capitalized on scan and consider, as well as
in their long description, but when you attack them their names are not.

Re: Please let a venomist envenom any level item
Note #28158
posted on Ideas
Monday, December 23, 2013 @ 20:33
Reply to: Note 27897 posted by Kojiro

It's not so much about gold, as it is about effectiveness.  Unless you are
t9, the range of weapons you can envenom are low.  I'm not saying being
able to envenom a t9 weapon at t0 would give it the boost as if a t9 cast it
but I don't see why a t0 couldn't envenom a 291 weapon.  Would they be able
to coat it so well that it gets the max boost? probably not, but I don't see
how the weapons level makes it impossible to put even a little venom on it.

Perhaps for each tier over an venomist's tier, half or quarter the boost
envenom gives.  so a t0 level 201 envenoming a 291 weapon would see quite
a reduction in the benefit of envenom, but a t3 level 201 envenoming a 291
weapon would see a much larger bonus, while still being below the max boost
that envenom would give if an envenomist was envenoming a weapon of his own
level.  No matter what, how can a venomist, that has the special skill and
"training" not be able to envenom any weapon?  It IS what we are here for.
It IS what we specialize not being able to envenom any weapon
GTELL :can now quest
makes our specialty more or less worthless.  Can't blacksmith's boost
any weapons?  Envenom wears off eventually, it's not a permanant boost.

Venomists should be able to envenom any level weapon, I can see how other
classes/sub-classes would have difficulty envenoming a higher level weapon.
But while their boost would/should be less effective than a venomist's, even
those silly classes can dip a weapon in poison.

Note #14185
posted on Bugs
Monday, December 23, 2013 @ 14:01
Help envenom doesn't list any kind of limit to envenom.  I was just wondering
why I can't envenom a weapon of a higher level than I can currently use?

I don't see why I can't coat ANYONE's weapons with poison regardless of level.
I would see how I couldn't envenom it longer or stronger than my current
stats allow, but I should be able to coat the weapon in poison regardless
of its and my own level.

Re: get dreams from 820199988
Note #14175
posted on Bugs
Friday, December 20, 2013 @ 02:17
Reply to: Note 14174 posted by Dar

same thing happened in lowerplanes room 292 on the mungoth layer

get dreams from 820199988
Note #14174
posted on Bugs
Thursday, December 19, 2013 @ 17:37
hold dreams
hold amulet
put dreams 820199988
in the king's bedcave there is a strange line break.

The King's Bedcave
  Empty! Now where can he be.....?
[ Exits: (north
) ]

only happens when the door is closed.

Re: Wooble +
Note #14131
posted on Bugs
Wednesday, December 4, 2013 @ 20:30
Reply to: Note 14130 posted by Mokg

It isn't a matter of him failing to follow me through a door.  The door was
open.  It was a matter of him failing to follow me period.
I did the whole goal vis/unhidden/unsneaking, so it wasn't a matter of him
not seeing me either.

Note #14129
posted on Bugs
Wednesday, December 4, 2013 @ 20:24
Didn't have any issues with any of the other woobles, but Soggy wooble,
when given the bracelet, and said let's go, failed to follow me.  Every
other part of the specials worked, but he failed to follow me when
I gave him the bracelet.  This happened not just once, but twice.  Third
time he followed me in the same part of the special as the other woobles

Re: Aardington Maid Task Glitch.
Note #14126
posted on Bugs
Wednesday, December 4, 2013 @ 19:29
Reply to: Note 14123 posted by PhraeaXes

Didn't know I had all the items for the maid yet, was running to the
GTELL :can now quest
housekeeper for that task, maid took all the items, and of course the task did
not close out....perhaps moving the maid to a room that isn't in a direct path
another mobile might help as well.

*goes back to starting the maid's task again*

Re: Possible bug, maybe? +++
Note #14114
posted on Bugs
Tuesday, December 3, 2013 @ 02:36
Reply to: Note 14110 posted by IvanHoe

I am also a venomist, and I've seen backstab do weird things, dual wielding,
or even just single wield, envenomed weapons or not.

I've seen 5 backstabs go unaffected, then hit once, I've seen 2 unaffected
followed by a hit followed by more unaffected.  I've also seen all backstabs
be unaffected, then normal attacks work perfectly.  Strangest of all is seeing
a backstab hit (even if it's only one or two backstabs) when the mob is immune
to my damage type.  I'm not really sure what causes it to happen that way tbh.
Never really bothered to keep track of all the wonky instances, it just happens
too frequently for me to keep track.

Re: Empyrean - Rebelling Peasants +
Note #13826
posted on Typos
Thursday, November 14, 2013 @ 12:22
Reply to: Note 13823 posted by Etzli

You could perhaps say A mob of peasants storms the castle in rebellion.

Avoid the issue completely that way.

Palace of Song
Note #13812
posted on Typos
Saturday, November 9, 2013 @ 20:58
A royal guard's blast misses you. [0]
That appears to be a color snafu after guard and before 's....should revert
back to this color instead of staying grey.

Re: scary ghoul in aylor
Note #13789
posted on Typos
Monday, October 28, 2013 @ 13:26
Reply to: Note 13780 posted by Kojiro

It could be snuffles, a bloodhound tracking a scent could be said
to "snuffle in"

Thandeld's Conflict
Note #13641
posted on Typos
Saturday, September 14, 2013 @ 20:32
South eastern room of the master suite mapper ID # 27768
it says shudders instead of shutters.

[Emerald Celebration]
Note #7208
posted on Games
Saturday, March 23, 2013 @ 15:15
To celebrate, I will be hosting several wars starting this evening and going
continuing tomorrow.  I will host 6 genocide wars, and 6 clan wars.
The ranges are as follows.

1-20 Genocide
1-60 Genocide
1-100 Genocide
1-140 Genocide
1-180 Genocide
1-210 Genocide

1-50 Clan
1-90 Clan
1-130 Clan
1-150 Clan
1-180 Clan
1-201 Clan

For the 1-50 through 1-180 clan wars, the surviving members of the winning
clan will receive 2 million each.
The member with the winning kill in the 1-201 clan war will receive 3 tps
and all surviving members will receive 2 million in gold.

The 1-210 Genocide, and the 1-201 Clan war will be held on sunday.  The
other wars will be held randomly sometime between now and before the 1-210
genocide and 1-201 clan war starts.

Prizes will only be given for wars started by me.  So be on the lookout!


[Emerald Knight]