Difference between revisions of "Avoiding PK"
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{{tips|Keep improved invisibility on as much as possible. This prevents some aggressive mobs from attacking, and in certain instances can save your life.|Rath}} | {{tips|Keep improved invisibility on as much as possible. This prevents some aggressive mobs from attacking, and in certain instances can save your life.|Rath}} | ||
{{tips|Don't be afraid to teleport yourself. Even in the case of a bad teleport, items should be marked to portal in for a CR.|Rath}} | {{tips|Don't be afraid to teleport yourself. Even in the case of a bad teleport, items should be marked to portal in for a CR.|Rath}} | ||
{{tips|(level 1) Shield - Increases ac, which decreases your chance at being physically hit.|Katrana}} | |||
{{tips|(level 2) Detect Invis - Well, it detects invis:) Please see my notes on Detects and TS above.|Katrana}} | |||
{{tips|(level 2) Jump - Very Useful!! Some mages are unaware of its benefits. You can use this spell during battle to get out of a fight, without fleeing. The best way I have seen this done, is darkness, jump, then walk away from a fight you do not wish to be in...|Katrana}} | |||
{{tips|(level 4) Alarm - What else can I say, it is an alarm you place in a room. If you are only worried about a specific person | |||
then, set the alarm for the person, a specific alignment, then set the alarm for that. Extremely useful for exp reason! I recommend setting many alarms when exp'ing.|Katrana}} | |||
{{tips|(level 4) Invis - Some people cannot see invis, it is quite handy, at the larger levels. Once again, do not always believe that people cannot see you.|Katrana}} | |||
{{tips|(level 5) Wizard mark - This is useful for yourself at higher levels, and to help other people from people portaling to them. |Katrana}} | |||
{{tips|(level 10) Survey - This is just a handy spell, so you remember what wizard marks you have made! You don't want to portal into anything ugly.|Katrana}} | |||
{{tips|(level 14) Sleep - This is a spell that could come into use if you cannot escape a pk, as if you are trapped and have no other way out. Use this only has a last resort, it is hard to pull off. It puts your attacker to sleep, (I have heard it lasts around 3-7 ticks) but after sleep is successful, cast jump, then get out!|Katrana}} | |||
{{tips|(level 15) Darkness - Handy! Handy, spell. People even with detect invis, cannot see you, only in the room you cast this in. If you are attacked, cast darkness, then jump, then get out! Downfall, darkness does leave if a shaman casts naturalize, or if they have previously casted this spell.|Katrana}} | |||
{{tips|(Level 17) Silence - 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 can still cast when YOU cast silence.)|Katrana}} | |||
{{tips|(Level 17) Stone skin - AC enhancer, increases ac, while decrease the chance for you to be physically hit.|Katrana}} | |||
{{tips|(level 18) Teleport - Teleport, most people forget, you can target another for teleportation! If you are attacked, teleport the pk'er away from you! This also works if you are muted, in a silenced or quieted room! NON-VERBAL! You can also teleport yourself. Teleport yourself only if you have no recalls or are in a no recall area. (note: if the area is no recall/no teleport, this will not work.)|Katrana}} | |||
{{tips|(level 18) Pass Door - Very cool, if you cannot get out of an area, and a threat of being summoned to a room with doors (but the doors are closed,) you can still leave/flee from the room.|Katrana}} | |||
{{tips|(level 19) Improved Invis - Some people cannot see invis, you will stay invis while exp'ing. (Invis however, is better, a higher detect is required to see invis.) Also, do not believe that people will not be able to see you.|Katrana}} | |||
Revision as of 13:16, 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.
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Warrior-level 25;Cleric-level 20.) |
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Class Specific Tips and Tricks:
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then, set the alarm for the person, a specific alignment, then set the alarm for that. Extremely useful for exp reason! I recommend setting many alarms when exp'ing. |
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