Snowfolk
From Ancient Anguish Mud Wiki - AAwiki
Contents
What's the deal with Snowfolk?
Since there isn't info about the guild available on the Ancient Anguish website yet, I'm posting it here.
A brief history of the Snowfolk
After gold was discovered in the northern rivers, many set forth in hopes of making a fortune. One particularly adventurous group ventured far beyond the rest, and enamoured by the small fortune they collected during the mild northern summer, did not turn back in time to escape the brutal winter storms. They fought bravely to survive, but some were lost in the icy waters. At last they could prevail no more against the bitter winds and vicious snow wolves, and Death reached out his icy hand to them...
And then out of nowhere, three strangers came walking across the glacier. They didn't seem bothered at all by the weather. They constructed a magical igloo for the survivors, which would protect them year-round and grant them a special resistance against the cold... and then the strangers continued on their way.
The survivors moved into the igloo and made it their home. Others began to join, and they started calling their group the "Snowfolk."
How can I join?
The guild does exclude necromancers and members of the Society of Killers.
Everyone else is welcome to join at the Snowfolk igloo, located far to the north on a cold ice cap next to the Tuhara river.
Directions from the crossroads in Tantallon: 31n 9w 10n 8w 25n 11e 4s 5e 4s 4e 3n enter igloo
From the northwest corner of the world: 10e 6s 6e 2s 4e 3n enter igloo
Because the igloo is so far away, sometimes local mages agree to set up a shortcut in Tantallon. If you are interested in joining and need help finding the igloo, simply ask any Snowfolk member!
What are Snowfolk like?
Snowfolk are a friendly bunch who enjoy exploration, helping others, and sharing their growing knowledge of the world. They are curious by nature and often are the first to venture into new realms and try new things. They enjoy great camaraderie, but don't let their lighthearted nature fool you! These are rugged survivalists of the finest kind, whose long time spent in the harsh arctic has given them some interesting and useful powers.
And here's info I helped prepare for Serin's FAQ, which goes into a little more detai.
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
Snowman - 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
fcorpse - destroys corpse in your inventory or the room
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.
SP Freezing
Freezing efficiency info from Naight
The percentage of spells we successfully save in our snowflakes depends on the clime we are in at the time. I hadn't paid much attention and assumed there was just a natural inefficiency built in, similar to Chaos channelling. Upon further experimentation I have determined some percentages:
55% saved in Drakh desert 65% in Ficer hall 75% for Tantallon and SE Isle, oddly 85% in the igloo 95% in the tundra 95% in the deep freezer in guild
There is also some modification due to weather, but in general it's always best to freeze in arctic/freezer.
Max sp stored in flake per player level, info from Freezie level max can store 1 61 2 63 3 65 3 67 4 69 5 77 6 80 7 83 8 86 10 89 11 103 12 107 13 111 14 115 15 119 16 139
then add 5 per level past there (verified up to level 32)
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, and rogues cannot sneak past him, so the guild hall is comparatively safe from pillaging.
Cold and Fire Resistance
Collecting data on how the resistance bonus/penalty changes per player level.
The formula was changed in June 2014 to be less painful. Prior to this change it was +1/-1 per player level, with no cap, so this was a very welcome improvement.
Player Level | Cold | Fire |
---|---|---|
5 | +5 | -5 |
7 | +7 | -7 |
15 | +12 | -12 |
16 | +13 | -13 |
18 | +14 | -14 |
20 | +15 | -15 |
22 | +15 | -15 |
27 | +16 | -16 |
Ftitles
"fhelp ftitle" will show a list of additional prefix titles you can use on the Frosty Line. E.g.: "*Frosty* Impressive Someguy enters the game."
Ftitle | How to get it |
---|---|
Adventurous | Adventurer class |
Available | Not currently mud married |
Eager | First snowfolk logged on that reboot |
Impressive | Level 20 or higher |
Pitiful | You died this reboot |
Taken | Currently married |
Unique | Everyone has this available at first, until someone takes it as an ftitle. Then that person is the only one who can use it until they change it |