The Gaardian Aardwolf Notes Archive

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showing 17 most recent notes by Syndom
Re: For parrying, exclude bow from weaponmaster wish +
Note #38416
posted on Ideas
Saturday, January 6, 2018 @ 22:13
Reply to: Note 38415 posted by Daresia

Whoops! You're right. I misread that file.

For parrying, exclude bow from weaponmaster wish
Note #38414
posted on Ideas
Saturday, January 6, 2018 @ 20:17
For the purposes of parry, exclude bow weapon types from the weaponmaster
wish (ie the same as hammer weapons). These are the relevant lines from
'help weapons':

"Purchasing the Weaponsmaster wish (see 'help wish') provides 100% skill in
all weapon types except hammer, regardless of whether or not you would
normally have the ability to use that weapon.
When using a bow in melee the 'bow' weapon skill is covered by the 
Weaponsmaster wish the same as any other weapon."

Show powerups total in whois for all players
Note #38391
posted on Ideas
Thursday, January 4, 2018 @ 19:08
The powerups total count wasn't relevant to sub-SH players before. But now
with instinct it a relevant stat to have visible in whois, even when not
at SH.
Add starburst to EQ-Illegalspells
Note #38364
posted on Ideas
Tuesday, January 2, 2018 @ 23:25
See 'Help eq-illegalspells' for reference.
I don't expect this idea to be very popular considering the number of players 
who benefit from starburst staves in the game currently. But around this time 
last year I wondered why it wasn't listed. And again when hammerswing was 
The way I see it, brandishing starburst staves has surpassed the usefulness 
of many of the most powerful and specialised subclass skills and spells in 
pupping. I admire the ingenuity of players to find interesting and cunning 
ways to build their characters, but I think it's time to consider whether we 
really want this tactic to stick around for the future. I think there are two 
  a) Add starburst to EQ-illegalspells (ie mothball the staves pupping 
  b) Remove primary-class-only spells from EQ-illegalspells (ie be deliberate 
     about having the staves tactic for spellcasters with their pclass spells 
     such as immolate, desolation, voice of god) 

I'd personally go for option A.
Note: I'm suggesting that this spell be listed on 'help eq-illegalspells', 
not prevented from being cast from objects. This would only prevent clans 
from stocking starburst staves in endless supply.
WTB Winds of Fate cards
Note #48187
posted on Forsale
Saturday, November 25, 2017 @ 23:22
Offering 1tp/5mil per card. Drop me a tell/note.
Re: Buying Donations ++++++
Note #38134
posted on Ideas
Wednesday, November 15, 2017 @ 02:33
Reply to: Note 38132 posted by Negader

Maybe just allow reownable items to be sold on the market and also allow
them to be sold for qps. Seller pays for a 'blank' reown when the item
gets listed, chooses to sell for qps or gold - this idea was already put
up by Nasus I believe.

It's about as transparant as it gets here.
Recite scroll advancing spell %
Note #17584
posted on Bugs
Wednesday, October 11, 2017 @ 03:10
You recite the Great Lord's favor on yourself.
Your curse is lifted.
You have become better at remove curse! (99%)
You have no items that can be uncursed.
You have no items that can be uncursed.
You have no items that can be uncursed.
Seems illogical for remove curse to improve when I haven't cast it and when
any spell cast from a scroll is considered at 100% strength.
Scry suggestions - obfuscate, tracking, duration
Note #37958
posted on Ideas
Saturday, September 23, 2017 @ 21:45
Scry is a great ability for players hunting each other down or for general 
Less great things about it lately though:
- Scry/room-walk scripts
- Scry spam from the target's point of view
I think a few tweaks to scry could remedy this.
Obfuscate scry output based on:
- spell prac %
- whether destination room has been explored by caster 
- target int/wis/luck vs caster
- whether the target has showscry wish (maybe).
However, add the following to scry for the caster:
- An indicator of the player's state at the time (running, fighting, 
sleeping etc)
- A follow-up message when the target has left the room just glimpsed (if 
not running)
And just for Oracle casters:
- Less chance of obfuscation
- The follow-up message indicates the direction the target went (similar 
to hunt output)
- Scry shows player health (similar to study output)
- An additional follow-up message indicates when the player has left the 
Another idea is to make it much more useful but less repeatable by giving 
the caster a short duration within which scry will report on the target's 
movements, followed by a recovery on casting.
Mathematical Mordist in SoH
Note #16253
posted on Typos
Saturday, August 19, 2017 @ 06:07
Mathematical Mordist has the keyword 'evil' but is good aligned - unlike
other imm mobs in the area.
Adventure mode - high difficulty PvE
Note #37539
posted on Ideas
Sunday, June 11, 2017 @ 00:41
For those who don't want to read, here's the quick version:
In HARDCORE mode, you gain rewards until a player kills you.
In ADVENTURE mode, you gain rewards until the environment kills you.
I always thought it a shame that the typical process of gaining power and
knowledge in Aardwolf inevitably leads to some of the more interesting,
intriguing and (dare I say it) immersive aspects of adventuring being 
made to feel redundant. 
These are things that I found most enjoyable in the early game of
playing Aard. For example:
- brewing potions and scribing my own spells into scrolls instead buying
an endless stack from a store
- foraging for food instead of getting all my sustenance from a milk
- skinning corpses, crafting and improving equipment and weapons instead
of buying the best stats/highest damroll from a clan shop
- camping in the wilds instead of sleeping for one tick in a high regen room 
Id like to put forward an idea that would accommodate players who would
be interested in some back to basics adventuring or high difficulty PvE
gameplay, without unbalancing the way Aard functions now. This would be by
allowing players to flag themselves Adventurers  in a similar way to
how Hardcore flags work now.
An adventurer flag would essentially make the game substantially more
challenging for players in this mode, with some additional/modified
rewards to compensate.
The focus of this mode would be on introducing a high degree of difficulty
into current PvE gameplay whilst encouraging the use of more race/class
based skills, spells and items that are crafted, summoned, looted or
purchased from non-clan shops (such as those found along ones travels).
A few aspects of gameplay that could be enhanced/introduced in this mode:
-Adventures have a recovery timer after quaffing clan-hall potions,
scrolls, pills etc
-Speedwalking costs double movement points
-Drowning kills very fast (based on percentage of hp, not number of hit
-Skills can be practised up to 50% (60% with Scholar wish)
-Weather causes adventurers to feel the affects of cold/hot/wet etc,
impacting their skill proficiency
-Adventures can freeze to death in cold climates
-Adventures can die of hunger and thirst (even with nohunger wish)
-Food and beverage items have varied types and quality which affect types
and magnitude of bonuses they grant. Nohunger wish grants a boost to the
quality of all food/drink consumed
-Adventures feel fatigue from lack of sleep, impacting movement,
regeneration and skill proficiency
-Time of day influences tiredness and battle prowess. Some races (vamp,
wolfen) will hunt better at night whereas others (human, elf) are superior
fighters in the daylight.
-Factors such as sustenance, fatigue, temperature, time of day provide
temporary modifications to skills/stats (both increases and decreases)
-The affects of poisons, disease etc would naturally become more severe in
this mode (due to reliance on regen over quaffing)
-Recall, word of recall and use of hand-held portals draws on the power
of an adventurers deity
-Adventurers may sacrifice items and corpses to their deity to increase
this value
-Without a pool of power to draw on, an adventurer will have to journey
Andolor by foot
-Damage to mobs is reduced
-Fighting at low hp affects hit success rate
-Fighting at low movement points affects dodge success rate and flee
-Wounded adventurers bleed for a time after taking heavy damage
-Adventurers are OPK to each other (normal level restrictions apply)
-Adventures cannot be scried by non-adventurers
-Adventures are awarded a score based on the number of Andolorian days
survived in the wild
-Death resets this value
-Sitting in Aylor, a clan hall, manor etc does not count towards this
-Playing at a higher score leads to greater rewards
Increasing in scale/probability at higher adventurer scores:
-Additional QP rewards from quests and campaigns
-Additional EXP for mobs killed
-Additional GOLD for mobs killed
-Crafted items are substantially better, but owned to the player
-Blessed, sharpened, enchanted, tempered (etc) items provide greater
modifications but are owned to the player
-Levels/pups gained grants instinct trains (or a chance of)
Over for discussion/critique.
WTB IF points with donation
Note #47660
posted on Forsale
Monday, June 5, 2017 @ 21:03
Buying IF eq in exchange for donations. Drop me a tell/note if interested.
WTB Mist of Blood
Note #47627
posted on Forsale
Saturday, May 27, 2017 @ 23:54
50m + reown
Drop me a tell/note if interested.

WTB inferno rank1 aura/rank3 light
Note #47605
posted on Forsale
Sunday, May 21, 2017 @ 04:16
Looking for the above items. Drop me a tell if you're selling.

instinct/mastery rebuild as rare daily blessing reward
Note #37083
posted on Ideas
Friday, March 31, 2017 @ 05:50
As above.
WTB Inferno neck/body & IF eq
Note #47368
posted on Forsale
Tuesday, February 21, 2017 @ 06:14
Drop me a note/tell.

Survey as a passive skill
Note #36777
posted on Ideas
Saturday, February 11, 2017 @ 18:50
Make survey a passive skill that allows scan during combat, where skill
proficiency determines the chance of success for in-combat scan only.

FS: Raw 255 raided Imperium legs
Note #47222
posted on Forsale
Tuesday, January 10, 2017 @ 03:19
| Keywords   : 255legdr imperium Legatus Fortitudo                |
| Name       : Legatus Fortitudo                                  |
| Id         : 755993957                                          |
| Type       : Armor                     Level  :   255           |
| Worth      : 80,800                    Weight :     0           |
| Wearable   : legs                                               |
| Score      : 615                                                |
| Material   : aether                                             |
| Flags      : unique, invis, magic, nolocate, V3, lauction       |
| Clan Item  : From Clan Imperium                                 |

Three units forsale on the market. Stats are as follows:

#1 Lbid 74889 - Raidbonus +2DR, +2HR +5 stats
| Stat Mods  : Dexterity    : +21      Hit roll     : +22         |
|              Damage roll  : +30      Hit points   : +125        |
|              Moves        : -250     Intelligence : +1          |
|              Luck         : +1       Wisdom       : +1          |
|              Constitution : +1                                  |

#2 Lbid 74890 - Raidbonus +5 stats
| Stat Mods  : Dexterity    : +23      Hit roll     : +20         |
|              Damage roll  : +28      Hit points   : +125        |
|              Moves        : -250     Constitution : +1          |
|              Wisdom       : +1                                  |

#3 Lbid 74891 - Raidbonus +3DR, +3HR, +5 stats
| Stat Mods  : Dexterity    : +21      Hit roll     : +23         |
|              Damage roll  : +31      Hit points   : +125        |
|              Moves        : -250     Strength     : +2          |
|              Luck         : +1       Intelligence : +1          |

Market auction closes in approx 4.5 days or around 3pm Saturday system time.