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
- Connect to
aww-mud.org:6500and follow the character-creation tour. - Use
look,score,inventory, andequipment; equip your starting gear withwear all. - Learn dodge and a skill for your weapon, then practice them at the school trainer.
- Use
considerbefore fighting one school enemy;fleeandrestif needed. - Use
question <message>when stuck, andsaveandquitwhen 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.
- Choose a race and background. The tour suggests Andor for a first character. Use
show races, thenselect andor, or choose the race you want to roleplay. Backgrounds alter starting characteristics: useshow backgroundsandselect <background>. - Choose whether to channel. In the tour,
touch spherechooses a channeler andtouch swordchooses 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. - 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. - Train for survival. The tour specifically points to
train hpandtrain stamina. Intelligence, wisdom, and instinct help with skill learning. The training guidance recommends considering charisma as well. At a trainer, typetrainto see the live prices before spending heavily. - 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.
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:
- 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.
- Parry once offered, then second attack. Surviving and landing reliable ordinary hits matter more than buying every flashy active skill.
- 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.
- 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.
- Consider specialized skills later. Backstab depends on sneak, ambush on backstab, and many more advanced skills have their own prerequisite chains.
gain listis 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.
- Level toward 250 using the earlier areas and improve the skills you rely on.
- At 250, read
help rebirthandhelp talents; usescoreto review your progress. - 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.
- 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
- Connect, finish the character tour, and read
help startup. score,inventory,equipment,outfitif needed, andwear all.- At a trainer,
train,gain list,gain dodge, and practice dodge plus your chosen weapon. - Fight one school enemy at a time using
consider,kill,flee, andrest. - Learn the route to Caemlyn Oval Plaza and read the school's white directions banner.
- At level 20, try
quest request 1at the questmaster east of the Plaza. - 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 |
