Difference between revisions of "Avoiding PK"
Jump to navigation
Jump to search
m (added shaman helps from Kat's How To Avoid PK) |
(added cleric specific tips) |
||
Line 38: | Line 38: | ||
===Clerics=== | ===Clerics=== | ||
{{tips|Keep pass without trace up at all times|Rath}} | {{tips|Keep pass without trace up at all times.|Rath}} | ||
{{tips|Keep your hit points at a reasonable percentage of your maximum health (spend mana on cures rather than offensive spells).|Rath}} | {{tips|Keep your hit points at a reasonable percentage of your maximum health (spend mana on cures rather than offensive spells).|Rath}} | ||
{{tips|Learn all curative spells: cure light (level 1), cure serious (level 5), cure critical (level 9), Heal (level 14) - All of these spells are wonderful! They can be cast in battle and give you the hps you need to get away, but do not focus on getting all your hps back, focus on getting away! (The spells, as listed increase in their heal power, and also mana spent.)|Katrana}} | |||
{{tips|(level 1) Armor - Increases ac, which of course decreases the chance that you'll be physically hit. |Katrana}} | |||
{{tips|(level 2) Faerie Fire - Drops opponent's ac, making them easier to hit. Needless to say, a good spell, especially for its cheap casting cost.|Katrana}} | |||
{{tips|(level 3) Blindness/Cure blindness - Blindness has many nifty effects, including dropping the attackers hit roll, and dropping their ac. They can not pick up their disarmed weapons, get potions or pills from bags, etc. Vice versa, BEING blinded is not fun. Thus, cure blindness is an integral part of any Cleric's spell repertoire. While blinded, any potions currently IN your inventory, NOT in bags, can still be seen.|Katrana}} | |||
{{tips|(level 6) Protection evil/protection good - Adds a bonus to your AC vs. evil/good. It, coupled with armor can block up to 15% of your dmg.|Katrana}} | |||
{{tips|(level 8) Pass w/o trace - Use it! Thieves, nor rangers can track you.|Katrana}} | |||
{{tips|(level 11) True Seeing - See hidden, invis pc/mobs, and their alignment, and if they are allied with you. Pump this spell with extra mana so you can see higher levels of invis.|Katrana}} | |||
{{tips|(level 12) Mute - Mute the attacker, so they cannot cast harmful spells on you, then get away. (I recommend this as a last resort, if getting away will take a round or two.)|Katrana}} | |||
{{tips|(level 13) Sanctuary - This cannot be cast in battle, you would have to flee, and cast this spell. So if you can get away without casting this, wonderful. But, if you do see a threat in your area cast this spell, then try and get out. It decreases damage by half. |Katrana}} | |||
{{tips|(level 15) Word of Recall - Recall, without a potion. Beware, if you are muted, or in a silenced/quieted room, this WILL NOT work. You also can have 'bad recalls' with this just like a potion.|Katrana}} | |||
{{tips|(level 20) Fear - This is for if you do get attacked, and cannot do anything at all, trapped, in no teleport, no recall area. And you have run out of ideas... Try and cast fear on your attacker, make them flee, while you try to escape.|Katrana}} | |||
{{tips|(level 20) Quiet - If you are attacked my a major spell caster, cast this first, then do what you must to get away. (Only if you feel the spell caster will be able to cast harmful spells before you are able to get away. You CANNOT cast spells after this is cast though.)|Katrana}} | |||
{{tips|(level 23) Confusion - Cast this, then run, it acts almost as a diversion, while confused your opponent can attack other members of their own group, may not cast the right spells. It's wonderful to give you a bit of extra time.|Katrana}} | |||
===Shamans=== | ===Shamans=== |
Revision as of 13:12, 18 April 2011
General Tips and Tricks:
- The best way to avoid a PK is to be attentive! This sounds easy, or obvious, but after prolonged playtime a player's reaction time can worsen
- Keep several potions in your inventory to cure common PK spells. Examples include teleport potions, sanity potions, remove curse potions, and cure blindness potions.
- Players that use full featured MUD clients will frequently create a "panic" macro, that involves fleeing and drinking an escape potion of some sort. Avoid chaining too many commands together in a panic macro. Often times the later commands are predicated on the success of the early commands.
- Example
- A typical panic macro is "fl;quaff red". This causes the character to flee, then immediately quaff a clear red potion (recall) from their inventory. However, if the flee fails for any reason (player is summoned to a no-exit room, cursed, etc), the flee command will fail and the command to drink the potion will cause the player drink the potion in combat. Aliases are typically more effective than macros, since they allow the player to react quickly without predicating the success of commands on one another.
- Be aware of the PK threats who are online at all times. Double check with a high level friendly character. If no one is available, the Magistrate located on Mt Knowledge can "see" all online players, so use the bounty feature to verify whether PKers are online or not.
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
Warrior-level 25;Cleric-level 20.) |
(Katrana) |
|
(Katrana) |
Class Specific Tips and Tricks:
Mages
|
(Rath) |
|
(Rath) |
|
(Rath) |
|
(Rath) |
Clerics
|
(Rath) |
|
(Rath) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
Shamans
|
(Rath) |
|
(Rath) |
|
(Rath) |
|
(Rath) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |
|
(Katrana) |