As the Wheel Weaves: Starter Guide

A practical first journey through AWW, from character creation to quests, travel, and your first rebirth.

Start here: Connect with a MUD client to aww-mud.org on port 6500. Once inside, type help startup and follow the prompts. The game is text based: enter a command, read the response, and explore one room at a time.

Your first 10 minutes

  1. Connect to aww-mud.org:6500 and follow the character-creation tour.
  2. Use look, score, inventory, and equipment; equip your starting gear with wear all.
  3. Learn dodge and a skill for your weapon, then practice them at the school trainer.
  4. Use consider before fighting one school enemy; flee and rest if needed.
  5. Use question <message> when stuck, and save and quit when finished.

1. Make your character

The opening tour explains each choice. Use continue when it asks you to move on; use show ... and select ... when it asks you to choose.

  1. Choose a race and background. The tour suggests Andor for a first character. Use show races, then select andor, or choose the race you want to roleplay. Backgrounds alter starting characteristics: use show backgrounds and select <background>.
  2. Choose whether to channel. In the tour, touch sphere chooses a channeler and touch sword chooses a non-channeler. Channeling adds another system to learn; a weapon fighter is a simple first path. The tour says this choice can be changed later, but do not assume every change is immediate or free.
  3. Review your stats. The tour offers several rolls with select stats. Strength, constitution, dexterity, reflex, instinct, wisdom, intelligence, and charisma each affect different parts of play. Choose a decent all-around start over chasing a perfect roll.
  4. Train for survival. The tour specifically points to train hp and train stamina. Intelligence, wisdom, and instinct help with skill learning. The training guidance recommends considering charisma as well. At a trainer, type train to see the live prices before spending heavily.
  5. Finish the tour. Read each room. It teaches equipment, hidden exits, considering an enemy, fighting, fleeing, and resting. New characters cannot use recall until they are cleared to leave the school.

Try these in the tour: look, look in cabinet, get all cabinet, wear all, equipment, inventory, score, help <topic>. In the other item room, try get sack and get all sack. A hidden exit may require go out after reading the room description.

In-game references: help startup, help stats, help train, help practice.

Sharan: a thread from the veiled east

Begin as a Sharan from the cities and riverlands of Shara, beyond the Aiel Waste. Your journey starts in Veilgate, AWW's Sharan starting city: a sheltered crossroads of silk markets, garden courts, schools, and caravan inns.

A choice for life. Sharan and Seanchan are life races, like Aiel. Choose them when creating a new character. Your nationality stays with you through rebirth: you cannot rebirth into either race or switch away from it.

At the race-selection stage of the tour, enter select sharan. Read the life-race warning, then enter select sharan again to confirm. Complete the tour and use finish to arrive in Veilgate. For a Seanchan character, choose select seanchan and confirm the same way.

Your starting city

RaceStarting city and recallFirst hunting grounds
SharanVeilgate's protected welcome courtVoluntary gate-school practice, then the farmlands and irrigation canals
SeanchanSeandar's Imperial Newcomers DistrictsVoluntary recruit practice, then the outlying villages and farmlands

Both cities have mentors for train and practice, stocked provision shops, healers, and protected inns. Buy food and water, learn your weapon skill, and use consider before choosing an opponent. Your racial recall returns you to your starting city when recall is allowed.

From Veilgate to the northern Blight

Begin with practice courts and farm hunts, then follow the silk roads toward the river market and Heartland Roads. Protected highway junctions connect the highlands, western valleys, hidden temple, eastern riverlands, and northern mountain passes. The northern route continues through the Sharan Blight Borderlands and Northern Reaches into the main Blight.

Shara and Seanchan each offer hunting routes from level 1 to level 1000. Stronger opponents occupy deeper districts; the older Sharan areas remain available along the new road network. At level 250, review help rebirth before deciding whether to rebirth or continue. Level 1000 is the maximum mortal player level.

In-game guides: help sharan, help sharaleveling, help seanchanleveling, and help seandarstart. Explore the interactive world map for zone names, levels, and destinations.

2. Learn the everyday commands

What you want Command Tip
See the room or a person look, look <target> Read room descriptions; exits and clues can be in the prose.
Move n, e, s, w, u, d Full words work too. Diagonal jog letters are explained later.
Check yourself score, worth, practice practice without a name shows known skills and weaves.
Inspect your gear inventory, equipment, appraise <item> equipment confirms that a weapon is actually worn.
Buy and equip list, buy <item>, wear <item> These work at the appropriate shop.
Talk say <message>, tell <name> <message> osay is out of character.
Find help help, help <topic>, commands, question <message> who shows players; where shows visible nearby players.
Configure conveniences toggle Review options before turning them on or off.

For a new fighter, check toggle autofight, toggle autoloot, toggle autogold, toggle autosac, and toggle autoexit. The tutorial may already enable some options. Be careful with autosac if you want to inspect a corpse or collect quest-related items. toggle automap requires the scan skill; the map is limited in dark and some special rooms.

In-game references: help startup, help toggle, help equipment, help automap, help q/a.

3. Get equipped and learn your first skills

At Caemlyn's Oval Plaza, the white directions banner gives local routes. The school is up from the Plaza. From Caemlyn recall, the banner lists the stat trainer as u, n, w and the skill trainer as u, n, e. Follow room descriptions if a door or entrance has changed.

At the skill trainer:

gain list
gain dodge
practice dodge
practice

gain list shows what is available, its training cost, and prerequisites. gain <skill> spends trains to learn a skill; practice <skill> spends practices to improve it. Put a multiword skill in quotes if the trainer has trouble understanding it, for example gain 'second attack'. gain convert trades ten practices for one train; gain exchange trades one train for ten practices. Check the live list before exchanging resources.

A sensible first-skill order:

  1. Dodge and a weapon proficiency matching what you actually wield. The tutorial explicitly recommends dodge and a weapon skill; sword is its general suggestion, spear or dagger for Aiel, staff for Ogier.
  2. Parry once offered, then second attack. Surviving and landing reliable ordinary hits matter more than buying every flashy active skill.
  3. Enhanced damage and dual weaponry when your list and prerequisites allow them. Both require second attack. Dual weaponry is relevant only when you intend to fight with two weapons.
  4. Scan if you want automap, fast healing for recovery, and rescue if you intend to protect group members. Buy according to your role and available trains.
  5. Consider specialized skills later. Backstab depends on sneak, ambush on backstab, and many more advanced skills have their own prerequisite chains. gain list is the authority for your character.

Skills improve through use after practice. Practice at a teacher, then use your skills regularly to develop them further. Save trains for HP, stamina, and the skills you rely on.

In-game references: help gain, help practice, help train, help skills, help automap; the skill trainer's engraving in Caemlyn Training School.

4. Fight your first enemies safely

Stay in the first floor of the Academy while learning. The white banner routes levels 1–10 from Caemlyn recall as u, 3n. Do not attack the practice dummies; they are for skill training. Move to the school's second floor as fights become comfortable rather than relying on a precise level cutoff.

Before every unfamiliar fight:

look <enemy>
consider <enemy>
equipment
kill <enemy>

consider is only an estimate. It does not account fully for the enemy's weapons, weaves, or special abilities. Start with one ordinary school opponent. If your health falls too fast, flee, leave the room, and rest somewhere safe. Set wimpy or wimpy <number> to try an automatic flee below a health threshold; it cannot trigger while you are stuck in some combat delays. Use score and prompt to see your health and stamina clearly.

The tutorial's first Trolloc encounter specifically allows you to retreat, rest, and return. Its school students carry basic gear. outfit can provide basic starting items, and shops around the Oval Plaza offer upgrades. Use appraise and compare, but remember compare does not fully account for special weapon flags or effects.

In-game references: help consider, help fight, help kill, help flee, help wimpy, help prompt, help death, help equipment.

5. Move through the early levels

These are starting suggestions, not safe-zone guarantees. Area ranges describe mobs found in the area, not the level of every room or a minimum entry level. Read areas, inspect each target, and move on when experience slows or fights become risky.

Approximate level Where to try What to watch
1–10 First floor of Caemlyn Training School Learn equipment, dodge, a weapon, and fleeing.
10–20 Second floor of the Academy The school banner gives a route; avoid wandering into an open PK arena.
20–40 Aringill and the soldier camp east of it; Caemlyn Road or Four Kings The school's banner provides an Aringill jog. Consider individuals before attacking.
40–100 Safer parts of Four Kings, Southern Kandori Forest, Haddon Mirk, Baerlon Cities can contain much stronger guards or residents.
100–250 Canluum, Almoth Plains, Jarra, then Garen's Wall or Sienda Move by mob strength and your gear, not a rigid schedule.
250: rebirth checkpoint For most players, stop leveling and consider rebirth Read the rebirth section below and check score and help rebirth in game.
250–400, if continuing Tremonsien, Fal Moran, selected Shadar Logoth encounters Shadar Logoth and Fal Moran have stronger outliers.
400–600 Drowned Lands, Malden, and the deeper Mountains of Mist Malden has level 400–600 enemies; deeper Mountains of Mist encounters reach 475–550. Watch for groups of enemies.
600–1000 Eye of the World, Shara, and then the higher Blight regions These are dangerous progression areas, not newbie travel destinations.

Most players should pause at level 250. Rebirth is the normal next step for long-term character growth. The higher-level areas remain in this guide for players who choose to continue leveling or who are further along in their rebirth journey.

For routes from Caemlyn recall, open the Interactive World Map, choose a destination, and copy its jog command. Read the destination’s area details before setting out.

In-game references: areas, help consider, help jogs, and the school’s white directions banner. Explore destinations and available routes on the Interactive World Map.

6. Take your first quest at level 20

Normal quests become available at level 20. From the Caemlyn Oval Plaza, go east, then go bank to find the bank and questmaster listed by the school's directions banner. Stand with the questmaster and enter:

quest request
quest request 1
quest info

quest request displays the choices: 1 recover a treasure, 2 kill a villain, 3 a harder challenge, 4 a surprise choice among the first three. Start with treasure recovery or a villain quest while learning. You have 10–30 minutes to finish a normal quest. A kill target may be marked [TARGET]. For an item quest, carry the requested item back.

Return to the same questmaster and type quest complete. Use quest info to see your target, time remaining, cooldown, and quest points. quest quit abandons a quest you cannot finish and starts a cooldown. The cooldown is five minutes after completion or three minutes after quitting. Use quest info to check how much time remains.

At the questmaster, quest list shows rewards and quest buy <item> buys one. Save quest points until you know which rewards suit your character.

Advanced: quest skills, tokens, and skill increases

quest skill lists purchasable quest skills and their costs: focus, anticipate, farsight, precision, efficient, gifted, windfall, angrealstudy, bribery, and engraving. Choose skills that support your build.

quest convert exchanges carried quest tokens for points. At a questmaster, quest increase <skill> improves a known skill by 1% for 50 quest points, up to 85%. It cannot raise a skill already at 85% or above.

In-game references: help quest, quest (command list), quest request, quest info, quest list, and quest skill.

7. Travel without getting stranded

recall or / returns you to your racial hometown; it is not guaranteed to put every race directly in Caemlyn. crecall goes to a clan recall if your clan has one. Current help says recall costs no movement or experience and can end a fight, but it is blocked in no-recall rooms, while cursed, and in certain events. New characters cannot recall until cleared from school. A school banner explains how various races reach Caemlyn recall.

jog follows a string of directions. Type jog help in game for the parser's current key. The common letters are n/e/s/w, u/d, plus j northeast, h northwest, l southeast, and k southwest. Prefix a number to repeat the next direction: jog 3e moves three rooms east. The parser also supports door actions such as o open and C close. Put a long route on one uninterrupted line; if it stops at a locked or changed exit, read the room before continuing.

Use remember and jog to <slot> for memorized rooms. A memorized destination still needs a reachable route.

Plan your journey: the Interactive World Map provides destination details and a Copy button for available jog routes from Caemlyn recall. Destinations without a listed route need another means of travel.

Type maplink in game and open your private link to track your character and current group. Enable the speaker and choose Follow my character for optional zone ambience while you play.

In-game references: help jogs, jog help, help recall, and the white directions banner in Caemlyn Training School.

8. If you chose channeling

Begin with help weaving, help op, weaves, and score. Use grasp to hold the One Power before weaving. The tutorial's beginner example is weave 1 'burn' <target>. The general form is weave <strength> '<weave name>' <target>; quotes help for names with spaces. Start at a safe strength shown by your One Power information rather than pushing above it. Overpowering can risk burnout; the help also describes risk for men who overchannel.

Weaves are learned from another channeler or from scrolls and tomes using the appropriate study skill. gain buys ordinary skills, not weaves. A channeler still benefits from basic survival and weapon training. Ask a mentor about your first safe damage, defense, and healing weaves and check the live help for requirements.

In-game references: help weaving, help op, help channeling, weaves, help practice.

9. Recover from death and protect your progress

The game's death help says your corpse appears with you at a cemetery, normally near Caemlyn recall or at a guild cemetery. Recover your items promptly with get all from corpse, then wear all and check equipment. Death removes active weave effects and can cost experience. Ask other players for help if you are unsure where you arrived.

Use save before leaving and quit when finished. Keep valuable items marked with keep <item> before using bulk sell or pawn commands. worth shows money; the bank is east of Caemlyn recall and entered with go bank. At a bank, check balance, deposit, withdraw, and exchange with help bank before moving large amounts.

In-game references: help death, help equipment, help bank, help save, help quit.

10. Play with others and plan your long game

Type who to find players, question <message> for the help channel, and tell <name> <message> for a private question. follow <name> and group are the starting points for grouping; verify that you actually joined the group before relying on shared experience. If you cannot join, read the command’s response and ask the group leader for help. gtell talks to your group. Guilds add roleplay and class fantasy; ask members about joining requirements.

Rebirth at level 250

For most players, level 250 is the time to stop and rebirth. You can level beyond 250 before rebirthing, but the normal milestone is 250. Rebirth lets you run through the levels again while building lasting strength; pushing straight toward level 1000 can delay that long-term progression.

Each rebirth improves your future stat and One Power potential and your chance to gain talents. The system has 25 tiers with ten rebirths per tier. Higher tiers can unlock races, skills, weaves, and stronger versions of some sword forms and weaves. These benefits build over repeated rebirths.

What carries forward: the current help rebirth entry says you keep carried and equipped items, quest points, money, and skills or weaves above 100%. Rebirth also removes burnout and taint effects. Do not assume everything else remains the same; check the live help and your character before committing.

  1. Level toward 250 using the earlier areas and improve the skills you rely on.
  2. At 250, read help rebirth and help talents; use score to review your progress.
  3. Choose whether to rebirth now or deliberately continue leveling. If you are unsure about eligibility or the command, ask staff or an experienced player before triggering it.
  4. After rebirth, work back through areas you can handle and repeat the cycle as you advance through tiers.

Save your character before logging off. Crafting, Blademaster forms, advanced quest skills, and rare vendors are best explored after you have the basic combat and travel loop under control.

In-game references: help follow, help group, help guild, help rebirth, help talents, help craft, help blademasters, help traveling peddler.

Your first-session checklist

  1. Connect, finish the character tour, and read help startup.
  2. score, inventory, equipment, outfit if needed, and wear all.
  3. At a trainer, train, gain list, gain dodge, and practice dodge plus your chosen weapon.
  4. Fight one school enemy at a time using consider, kill, flee, and rest.
  5. Learn the route to Caemlyn Oval Plaza and read the school's white directions banner.
  6. At level 20, try quest request 1 at the questmaster east of the Plaza.
  7. Ask a question when stuck. AWW is a multiplayer world, and other players can teach skills, weaves, routes, and local knowledge.

Quick help index

Topic Type in game
First commands and settings help startup, help commands, help toggle
Stats, training, skills help stats, help train, help gain, help practice, help skills
Combat and safety help consider, help fight, help flee, help wimpy, help death
Travel and destinations areas, help jogs, jog help, help recall, maplink
Quests and money help quest, quest, help bank, help equipment
Channeling and long-term play help weaving, help op, help rebirth, help talents

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