PK Guide

A Newbie's Guide to Basic Functions and Concepts in DSL's Playerkilling Environment

This is a guide Eaga first wrote on the DSL forum, |here. =Index = Introduction Flee and Murder Transportation Spells The Effects of Stun The Three Stances Basic Maledictions Basic Skills Prompts Ticks, Lag, and Rounds Preparation/Preventative Measures Concealment and Guile

First off..

Greetings, fellow players! And welcome, potential new players!

Introductions

We all PK for several different reasons. 1) We might love the idea of <span style="font-family: Arial,Helvetica,sans-serif;">pitting certain builds of characters against one another in an effort to <span style="font-family: Arial,Helvetica,sans-serif;">try something new in the gaming environment. 2) You probably have <span style="font-family: Arial,Helvetica,sans-serif;">something you want to prove in game like how X is awesome or how <span style="font-family: Arial,Helvetica,sans-serif;">X is better/worse than Y. 3) You organize a group of friends to stomp <span style="font-family: Arial,Helvetica,sans-serif;">an environment into the ground through teamwork. 4) To have fun!

<span style="font-family: Arial,Helvetica,sans-serif;">There you have it, the four types of PK players:
 * 1) <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Those that play for fun regardless of whether or not they lose
 * 2) <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Those that play exclusively with friends
 * 3) <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Those that play and have something to prove (powergamer)
 * 4) <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Those that play to enrich the environment

<span style="font-family: Arial,Helvetica,sans-serif;">Now, needless to say it, but every PK environment has its skeleton <span style="font-family: Arial,Helvetica,sans-serif;">and learning curve. DSL is no different. Let's talk about basic DSL PK concepts <span style="font-family: Arial,Helvetica,sans-serif;">so that you're better prepared to engage and react to what you see!

<span style="font-family: Arial,Helvetica,sans-serif;">It is important to note that while me and many contributors will do our <span style="font-family: Arial,Helvetica,sans-serif;">absolute best to equip you for what you can expect to encounter in the <span style="font-family: Arial,Helvetica,sans-serif;">game, a lot of what you will learn will be through trial and error. Your <span style="font-family: Arial,Helvetica,sans-serif;">mistakes in the game will make you sharp, so do not be discouraged <span style="font-family: Arial,Helvetica,sans-serif;">should you die a couple times.

<span style="font-family: Arial,Helvetica,sans-serif;">You will see classes use pretty powerful abilities and you will not know <span style="font-family: Arial,Helvetica,sans-serif;">how to counter them without thinking about it for a while or until you <span style="font-family: Arial,Helvetica,sans-serif;">stop and ask for advice from others. I recommend doing just that: find <span style="font-family: Arial,Helvetica,sans-serif;">someone in the game kind enough to patiently sit down with you and <span style="font-family: Arial,Helvetica,sans-serif;">answer your questions. Find yourself someone kind enough to act as <span style="font-family: Arial,Helvetica,sans-serif;">your resource. We will fill in a considerable portion of the gaps here, <span style="font-family: Arial,Helvetica,sans-serif;">but the majority of the cracks left over will be sealed through wisdom <span style="font-family: Arial,Helvetica,sans-serif;">passed down from player to player.

<span style="font-family: Arial,Helvetica,sans-serif;">Now without further delay, here is a list of compiled information you ought <span style="font-family: Arial,Helvetica,sans-serif;">to know before becoming a part of DSL's playerkilling side of the game!

<span id="flee" style="font-family: Arial,Helvetica,sans-serif;">Flee, Wimpy & Murder

<span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;"> Contributors: Shalist <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: murder <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: wimpy || <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Pretty basic. In order to initiate combat with someone, you must type <span style="font-family: Arial,Helvetica,sans-serif;"> murder, which gets you 'hostile' (will talk about that soon) and <span style="font-family: Arial,Helvetica,sans-serif;"> puts you in combat with the target. The murder command is typically used <span style="font-family: Arial,Helvetica,sans-serif;"> by hitters, because melee damage is what they use to kill people. Mages <span style="font-family: Arial,Helvetica,sans-serif;"> will want to begin combat with spells (c 'spellname' ), because <span style="font-family: Arial,Helvetica,sans-serif;"> casting spells is how they get the job done in combat. If you're initiating <span style="font-family: Arial,Helvetica,sans-serif;">combat for the first time against a target, you get what is a called an <span style="font-family: Arial,Helvetica,sans-serif;"> 'initiation round'.
 * <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: flee

<span style="font-family: Arial,Helvetica,sans-serif;">This round's size is determined by how many 'attack' skills you have (second <span style="font-family: Arial,Helvetica,sans-serif;">attack, third attack), dual wield (wielding another weapon nets you more <span style="font-family: Arial,Helvetica,sans-serif;">attacks), spells (haste) and your current dexterity stat. More dexterity <span style="font-family: Arial,Helvetica,sans-serif;"> means more initiation attacks, less dexterity means fewer initiation attacks. <span style="font-family: Arial,Helvetica,sans-serif;"> Having two weapons wielded means more initiation attacks than with one <span style="font-family: Arial,Helvetica,sans-serif;">weapon, but if you have low dexterity then they won't be quite as big.

<span style="font-family: Arial,Helvetica,sans-serif;">A ogre barbarian with dual wield and 40dex will have smaller initiation rounds. <span style="font-family: Arial,Helvetica,sans-serif;"> A sea elf barbarian with dual wield and 100dex will have bigger initiation rounds.

<span style="font-family: Arial,Helvetica,sans-serif;">After an initiation round, a hitter will open up with a skill instead of the 'murder' <span style="font-family: Arial,Helvetica,sans-serif;">command in order to optimize their effectiveness since initiation rounds do not <span style="font-family: Arial,Helvetica,sans-serif;">happen after the initial one. For example, if you are a warrior and you're already <span style="font-family: Arial,Helvetica,sans-serif;"> began combat with murder and got a nice initiation round, you'll want to chase <span style="font-family: Arial,Helvetica,sans-serif;">them when they flee with a stun skill or a blind skill. Swashbucklers get a skill <span style="font-family: Arial,Helvetica,sans-serif;">which allows them the ability to get multiple initiation rounds, but more on that <span style="font-family: Arial,Helvetica,sans-serif;"> later.

<span style="font-family: Arial,Helvetica,sans-serif;">Performing any offensive act or being the target of an offensive act against <span style="font-family: Arial,Helvetica,sans-serif;">another player gives you the 'hostile' flag, which makes you unable to recall <span style="font-family: Arial,Helvetica,sans-serif;"> through the conventional 'recall' command. In order to get out of an area <span style="font-family: Arial,Helvetica,sans-serif;"> and to your bindstone while hostile or a victim or hostility, you must use <span style="font-family: Arial,Helvetica,sans-serif;">the 'word of recall' spell, which we will talk more about later. Those who are <span style="font-family: Arial,Helvetica,sans-serif;"> hostile can be attacked by ANYONE of any level, and those who perform an <span style="font-family: Arial,Helvetica,sans-serif;"> offensive action on someone that is hostile does not get the hostile flag <span style="font-family: Arial,Helvetica,sans-serif;">themselves.

<span style="font-family: Arial,Helvetica,sans-serif;">When you're in combat with someone, you cannot 'move' around using <span style="font-family: Arial,Helvetica,sans-serif;">directions like normal. You must use the flee command, which sends you <span style="font-family: Arial,Helvetica,sans-serif;"> into one of the rooms surrounding the one you are in. A useful command to <span style="font-family: Arial,Helvetica,sans-serif;"> know is wimpy, which lets you establish an amount over 20% of your total <span style="font-family: Arial,Helvetica,sans-serif;">health that enables you to autoflee if you go below the amount you set. So, <span style="font-family: Arial,Helvetica,sans-serif;"> if you set wimpy at 20% of your max hp, you'll autoflee at or after you go <span style="font-family: Arial,Helvetica,sans-serif;"> beyond that threshold.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Murder//: Initiates combat on a target via melee <span style="font-family: Arial,Helvetica,sans-serif;">//Initiation Rounds//: The large round following the usage of the 'murder' command <span style="font-family: Arial,Helvetica,sans-serif;">//Flee//: Randomly assigns your character to a surrounding room and out of combat <span style="font-family: Arial,Helvetica,sans-serif;">//Hostile/Victim//: Makes you unable to recall, makes you attackable by all <span style="font-family: Arial,Helvetica,sans-serif;">//Wimpy//: Lets you to auto-flee if you take any damage while below 20% health

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Casting an offensive spell or typing 'murder' at a target will make you hostile
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">When you're hostile, you cannot use the 'recall' command
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Setting your wimpy will allow you to escape combat passively in a pinch. Don't forget to set it
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">If you are a hitter and you're attacking someone for the first time in an interaction, this gets you an 'initiation round', which gives you a large opening attack round depending on some key factors.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Hitters that have already used the murder command and got their initiation rounds should chase after enemies using a skill they have, since you only get one initiation round per interaction

Transportation Spells

<span style="font-family: Arial,Helvetica,sans-serif;">* Contributors: ZzZz <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: c 'gate' <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: c 'teleport' || <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">The above spells are found in the 'transportation' spellgroup you take while <span style="font-family: Arial,Helvetica,sans-serif;"> in class creation.
 * <span style="font-family: Arial,Helvetica,sans-serif;">Syntax: c 'word'

<span style="font-family: Arial,Helvetica,sans-serif;">When you're either hostile or the victim of a hostile actions, you are unable <span style="font-family: Arial,Helvetica,sans-serif;">to use the 'recall' command. In the event this happens and you need to go <span style="font-family: Arial,Helvetica,sans-serif;">to your bindstone, you can use the 'word of recall' spell for the same effect. <span style="font-family: Arial,Helvetica,sans-serif;">This spell CANNOT be used in combat though.

<span style="font-family: Arial,Helvetica,sans-serif;">When it isn't safe to recall or use the 'word of recall' spell, gating to a mob <span style="font-family: Arial,Helvetica,sans-serif;"> in order to wait for someone to make a nexus to you is ideal, or if you just <span style="font-family: Arial,Helvetica,sans-serif;">want to hide and be safe while outside of your clanhall. It is an expensive <span style="font-family: Arial,Helvetica,sans-serif;">spell and casting level plays a part with it depending on your class, but it <span style="font-family: Arial,Helvetica,sans-serif;">is a good escape spell that can be used in combat if you need to make a <span style="font-family: Arial,Helvetica,sans-serif;">hasty escape.

<span style="font-family: Arial,Helvetica,sans-serif;">When you absolutely need to get away and you don't care where, you <span style="font-family: Arial,Helvetica,sans-serif;"> may use the 'teleport' spell, which sends you to a random area on the <span style="font-family: Arial,Helvetica,sans-serif;">continent you are currently standing on. You CANNOT use this in combat.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Recall//: Sends you to the bindstone if you are in a clan, to your temple if you're in a kingdom <span style="font-family: Arial,Helvetica,sans-serif;">//Teleport//: Randomly puts your character into a room on the same continent <span style="font-family: Arial,Helvetica,sans-serif;">//Gate//: Allows you to gate to specific mobs

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">You CANNOT cast teleport while in combat. You will fail every time.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Gate can be used in and out of combat, but you can't use it if you are blind.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">You CANNOT cast word of recall while in combat. It doesn't work.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Always ask your clanmates for the condition of your stone before you do anything. In moments where you do not have the time to ask, hide somewhere obscure, teleport yourself or gate somewhere safe if you are able.

The Effects of Stun

<span style="font-family: Arial,Helvetica,sans-serif;">* Contributors: Shalist

<span style="font-family: Arial,Helvetica,sans-serif;">Stun is a very important status effect in the game. It does many things and <span style="font-family: Arial,Helvetica,sans-serif;">lots of classes (and some races) have a stun ability available to them. Stun <span style="font-family: Arial,Helvetica,sans-serif;">does the following:
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">It makes it harder for you to flee
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">It makes you cast spells at a weaker proficiency
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">It makes you land skills a weaker proficiency
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">It makes you defend less often
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">It makes you hit less often

<span style="font-family: Arial,Helvetica,sans-serif;">So, basically, securing kills relies heavily on you or your group's ability to keep <span style="font-family: Arial,Helvetica,sans-serif;">a target stunned. When you are stunned and you aren't comfortable with being <span style="font-family: Arial,Helvetica,sans-serif;">the target or in combat, you should immediately flee. The effects of stun are <span style="font-family: Arial,Helvetica,sans-serif;">temporary, but unless you want to stay and fight through it it is safer to just <span style="font-family: Arial,Helvetica,sans-serif;">wait the two or three rounds outside of combat than inside.

<span style="font-family: Arial,Helvetica,sans-serif;">When you are stunned and you escape from combat shortly after a stun skill, <span style="font-family: Arial,Helvetica,sans-serif;">wait five to eight seconds before you try to cast any spells. If you try before <span style="font-family: Arial,Helvetica,sans-serif;">then, you will likely fail which results in mana/resources lost and the possibility <span style="font-family: Arial,Helvetica,sans-serif;">of you revealing your location.

<span style="font-family: Arial,Helvetica,sans-serif;">It is important to note that the fewer exits there are in a room, the harder it <span style="font-family: Arial,Helvetica,sans-serif;">will be for you to flee from a foe. Try to avoid rooms with fewer exists if you <span style="font-family: Arial,Helvetica,sans-serif;">aren't comfortable fighting against someone who can stun you efficiently.

<span style="font-family: Arial,Helvetica,sans-serif;">Some examples of stun abilities: dropkick, wind breath, powerswing, bash, trip.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Stun//: The most important status effect in the same

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">You cannot cast well, defend well, hit well, flee well or land skills well while stunned
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Do not try to cast spells or use skills when lagged. Escape combat and wait a few seconds before trying
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">If you are stunned, flee and wait a few rounds before you try to cast spells
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">If you are stunned, flee and wait a few rounds so that you'll be able to defend proficently
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Avoid rooms with fewer exits to increase your chances of fleeing

The Three Stances

<span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Syntax: stance <defensive/normal/offensive>

<span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">To add a layer of strategy to combat, you are given the option of choosing <span style="font-family: Arial,Helvetica,sans-serif;">from three interchangeable stances that give you certain advantages and <span style="font-family: Arial,Helvetica,sans-serif;">disadvantages. 'Stance defensive' takes away one attack from your combat <span style="font-family: Arial,Helvetica,sans-serif;">rounds, but it also increases your ability to defend against blows delivered <span style="font-family: Arial,Helvetica,sans-serif;">by your opponent. 'Stance offensive' takes away from your ability to defend, <span style="font-family: Arial,Helvetica,sans-serif;">but it rewards you by giving you another attack in your combat rounds and <span style="font-family: Arial,Helvetica,sans-serif;">increasing your hit roll.

<span style="font-family: Arial,Helvetica,sans-serif;">'Stance normal' takes nothing and gives nothing away from your combat skills.

<span style="font-family: Arial,Helvetica,sans-serif;">Managing these stances in combat is an important part of combat for people <span style="font-family: Arial,Helvetica,sans-serif;">who aren't mages, because mages tend to stay in stance defensive the whole <span style="font-family: Arial,Helvetica,sans-serif;">time to take full advantage of the defensive bonuses. If you are disarmed, you <span style="font-family: Arial,Helvetica,sans-serif;"> may stance defensive and avoid them until you get your weapons back. If you <span style="font-family: Arial,Helvetica,sans-serif;">are stunned, you may stance defensive and flee to wait out the stun. If you <span style="font-family: Arial,Helvetica,sans-serif;"> have someone disarmed and blinded, you will want to go offensive and stun <span style="font-family: Arial,Helvetica,sans-serif;"> them if you are able.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Stance//: The ability to choose between three different stances to mold to the events of combat

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Offensive stance is a stance most hitters adopt because they deal their damage primarily through melee rounds
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Defensive stance is a stance that most dedicated mages use because the longer they stay alive, the more damage they can deal. Their survivability goes up as well
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">When you select no stance, you get neither bonus nor penalty to combat rounds or defenses

 Basic Maladictions

<span style="font-family: Arial,Helvetica,sans-serif;">Contributor: Drekhan, Lunez

<span style="font-family: Arial,Helvetica,sans-serif;">Maledictions are the spells used by casters that debilitate and harm their <span style="font-family: Arial,Helvetica,sans-serif;">enemy's ability to do certain things or penalize their stats. Let's go over a few <span style="font-family: Arial,Helvetica,sans-serif;">of them:

//<span style="font-family: Arial,Helvetica,sans-serif;">Curse // <span style="font-family: Arial,Helvetica,sans-serif;">This spell makes you unable to recall if it lands and hurts your ability to <span style="font-family: Arial,Helvetica,sans-serif;">resist other status effects. It also hurts your hit roll a bit. This can be <span style="font-family: Arial,Helvetica,sans-serif;">removed at town healers by using the 'heal curse' command for 50g <span style="font-family: Arial,Helvetica,sans-serif;">or by a cleric using the 'remove curse' spell that some classes have <span style="font-family: Arial,Helvetica,sans-serif;">available to them. If you are cursed, you are also unable to enter <span style="font-family: Arial,Helvetica,sans-serif;">nexuses!

//<span style="font-family: Arial,Helvetica,sans-serif;">Weaken // <span style="font-family: Arial,Helvetica,sans-serif;">This spell drastically reduces your strength stat. If you are hit by this <span style="font-family: Arial,Helvetica,sans-serif;">malediction, you'll deal less damage in melee and skills that require <span style="font-family: Arial,Helvetica,sans-serif;">checks run through the strength stat will fail more often. Things like <span style="font-family: Arial,Helvetica,sans-serif;">your ability to parry and shield block are greatly influenced by strength, <span style="font-family: Arial,Helvetica,sans-serif;">so this naturally means you'll defend worse too. There is no direct cure, <span style="font-family: Arial,Helvetica,sans-serif;">but it can be removed using the 'cancellation' spell. You can mitigate the <span style="font-family: Arial,Helvetica,sans-serif;">strength penalties using gear with +str on them, if you have the option.

//<span style="font-family: Arial,Helvetica,sans-serif;">Blindness // <span style="font-family: Arial,Helvetica,sans-serif;">As the name of this spell suggests, those hit by this spell will be blinded. <span style="font-family: Arial,Helvetica,sans-serif;">This means you won't be able to see what room you are in, you cannot <span style="font-family: Arial,Helvetica,sans-serif;">change gear, recover disarmed weapons and shields and you won't be <span style="font-family: Arial,Helvetica,sans-serif;">able to see the identities of those who walk in and out of rooms. Nor <span style="font-family: Arial,Helvetica,sans-serif;">will you be able to see who you are currently fighting! Blindness is a <span style="font-family: Arial,Helvetica,sans-serif;">dangerous malediction, so if this spell lands you either need to get out <span style="font-family: Arial,Helvetica,sans-serif;">or you need to go to a town healer to get it cured with 'heal blind'. It <span style="font-family: Arial,Helvetica,sans-serif;">can also be cursed using the 'cure blindness' spell that some classes <span style="font-family: Arial,Helvetica,sans-serif;">have available to them. This spell also reduces your hit roll and lasts <span style="font-family: Arial,Helvetica,sans-serif;">for a VERY long time depending on who cast it on you.

//<span style="font-family: Arial,Helvetica,sans-serif;">Energy Drain // <span style="font-family: Arial,Helvetica,sans-serif;">Not exactly a malediction, but it is found in the same spellgroup and is <span style="font-family: Arial,Helvetica,sans-serif;">very destructive. If it lands, it deals minor magic damage to you and <span style="font-family: Arial,Helvetica,sans-serif;">HALFENS your current total mana and movement. The only way to <span style="font-family: Arial,Helvetica,sans-serif;">protect yourself from this is to wear lots of saves gear (we'll cover <span style="font-family: Arial,Helvetica,sans-serif;">that later). If you find yourself getting energy drain, then you should <span style="font-family: Arial,Helvetica,sans-serif;">run far away from them. Also important to note that a percentage <span style="font-family: Arial,Helvetica,sans-serif;">of the damage dealt to your hp with this spell recovers the caster.

//<span style="font-family: Arial,Helvetica,sans-serif;">Slow // <span style="font-family: Arial,Helvetica,sans-serif;">This spell is expensive to cast, but it is a dangerous one to land. If you <span style="font-family: Arial,Helvetica,sans-serif;">have haste when it lands, it dispels your haste spell and nothing else. <span style="font-family: Arial,Helvetica,sans-serif;">When you have no haste spell up, it gives you a HUGE dexterity penalty. <span style="font-family: Arial,Helvetica,sans-serif;">Not only that, but it adds one round of lag to every spell and skill you <span style="font-family: Arial,Helvetica,sans-serif;">use until it is gone. You can get rid of it using cancellation or by trying <span style="font-family: Arial,Helvetica,sans-serif;">to re-haste yourself.

<span style="font-family: Arial,Helvetica,sans-serif;">So if you are cursed, you should get it cured or get out. If you are weakened, <span style="font-family: Arial,Helvetica,sans-serif;">get somewhere safe and get it removed, get out or wear strength gear. If you <span style="font-family: Arial,Helvetica,sans-serif;">are blind, go somewhere to get it cured or/and get out.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Curse//: Makes you unable to recall <span style="font-family: Arial,Helvetica,sans-serif;">//Blind//: Makes you unable to see your surroundings, people or your items <span style="font-family: Arial,Helvetica,sans-serif;">//Weaken//: Hurts your strength stat <span style="font-family: Arial,Helvetica,sans-serif;">//Slow//: Hurts your dexterity and gives more lag to your abilities <span style="font-family: Arial,Helvetica,sans-serif;">//Energy drain//: If it lands, it deals minor magic damage and halfens your movement and mana

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Curse not only disables your ability to recall, but it hurts your ability to resist other spells. Get it cured as soon as possible
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Entering nexuses is impossible to do if you are cursed!
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Blind is dangerous. Never do anything if you are blind aside from getting out and escaping combat. Get it cured fast
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Weaken is harmful, but carrying equipment with +str effects on it help soften its effect on you
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Getting hit by an energy drain is REALLY hurtful. Don't stick around for too long if you get hit
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">If you get your haste dispelled by a slow spell, rehaste yourself before anything else. If slow lands and you have no haste up, get off immediately

Basic Skills

<span style="font-family: Arial,Helvetica,sans-serif;">Skills can range greatly in effects and duration. Skills can stun you, blind you, disarm <span style="font-family: Arial,Helvetica,sans-serif;">your weapons or armor, and many other complex status effects to make combat <span style="font-family: Arial,Helvetica,sans-serif;">interesting. We will cover some of the more common ones here:

//<span style="font-family: Arial,Helvetica,sans-serif;">Dirt Kick // <span style="font-family: Arial,Helvetica,sans-serif;">Dirt kick is a skill employed by warriors to temporarily blind the target. It <span style="font-family: Arial,Helvetica,sans-serif;">can be used both in and out of combat, and blinds them for the remainder <span style="font-family: Arial,Helvetica,sans-serif;">of the tick (a measure of time we'll visit soon). It slightly reduces the target's <span style="font-family: Arial,Helvetica,sans-serif;">hit roll and lags (a concept we'll visit soon) the user for two rounds (another <span style="font-family: Arial,Helvetica,sans-serif;">measure of time we'll visit soon). Those with more dex will land it more often. <span style="font-family: Arial,Helvetica,sans-serif;">It is important to note that dirt kick deals very minor damage when it lands.

//<span style="font-family: Arial,Helvetica,sans-serif;">Disarm // <span style="font-family: Arial,Helvetica,sans-serif;">Disarm is a skill that rips the target's weapon from their fingers and sends it <span style="font-family: Arial,Helvetica,sans-serif;">to the ground. It can only be used DURING combat, and it lags the user for <span style="font-family: Arial,Helvetica,sans-serif;">two rounds. This skill is a strength/dexterity based skill, so if you have lots <span style="font-family: Arial,Helvetica,sans-serif;">of both yourself it is easier to resist or land. This skill ONLY disarms the <span style="font-family: Arial,Helvetica,sans-serif;">weapon in the primary weapon slot.

//<span style="font-family: Arial,Helvetica,sans-serif;">Bash // <span style="font-family: Arial,Helvetica,sans-serif;">The basic form of stun skill. Warriors slam their bulk into a target in the hopes <span style="font-family: Arial,Helvetica,sans-serif;">that they get stunned. Sending them flying lags you for two rounds, slamming <span style="font-family: Arial,Helvetica,sans-serif;">into them without sending them flying for three rounds and missing for three <span style="font-family: Arial,Helvetica,sans-serif;">rounds. We've gone over what stun already does, so you know the importance <span style="font-family: Arial,Helvetica,sans-serif;">of it and how deadly it can be. Heavier people bash better, so do people with <span style="font-family: Arial,Helvetica,sans-serif;">lots of dexterity and constitution. Heavier people also resist this better. It is <span style="font-family: Arial,Helvetica,sans-serif;">important to note that a landed bash deals minor damage when it lands

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Dirt Kick//: Gives an incurable blind to a target for a short time <span style="font-family: Arial,Helvetica,sans-serif;">//Disarm//: Rips the primary weapon from a target's fingers and onto the ground <span style="font-family: Arial,Helvetica,sans-serif;">//Bash//: Basic stun skill

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Do not stay in combat for long when blind. It is dangerous.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Disarm is annoying, but it is truly dangerous if you're disarmed while blind. You cannot recover your weapons then
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Bash's stun can be avoided by weighing yourself down. Additionally, weighing yourself down increases the chances of you stunning them

Prompts

<span style="font-family: Arial,Helvetica,sans-serif;">* Contributors: Enduriel <span style="font-family: Arial,Helvetica,sans-serif;">What you can insert: <span style="font-family: Arial,Helvetica,sans-serif;">%h : Display your current hits%a : Display your alignment <span style="font-family: Arial,Helvetica,sans-serif;"> %H : Display your maximum hits%r : Display the room name you are in <span style="font-family: Arial,Helvetica,sans-serif;"> %m : Display your current mana%e : Display the exits from the room in NESWDU style <span style="font-family: Arial,Helvetica,sans-serif;"> %M : Display your maximum mana%c : Display a carriage return (useful for multi-line prompts) <span style="font-family: Arial,Helvetica,sans-serif;"> %v : Display your current moves%t : Display the current game time (%T works too) <span style="font-family: Arial,Helvetica,sans-serif;"> %V : Display your maximum moves%d : Display Dawn / Day / Sun Set / Night Time (%D works too) <span style="font-family: Arial,Helvetica,sans-serif;"> %x : Display your current experience%y : Display your current wimpy setting <span style="font-family: Arial,Helvetica,sans-serif;"> %X : Display experience to level%f : Display whether you are flying or not. <span style="font-family: Arial,Helvetica,sans-serif;"> %g : Display your gold held%l : Display the current language you are speaking. <span style="font-family: Arial,Helvetica,sans-serif;"> %s : Display silver carried%L : Display the XP until your merit. (level 51 <span style="font-family: Arial,Helvetica,sans-serif;"> %q : Display questpoints%S : Display battle stance <span style="font-family: Arial,Helvetica,sans-serif;"> %C : Display craftskill || <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">When you create a new character, you are given what is called the 'basic <span style="font-family: Arial,Helvetica,sans-serif;"> prompt line'. This prompt line gives you the bare minimum of information <span style="font-family: Arial,Helvetica,sans-serif;"> about your condition; your current health, your current mana and your <span style="font-family: Arial,Helvetica,sans-serif;"> current movement. Your 'prompt' will show up after every command you <span style="font-family: Arial,Helvetica,sans-serif;"> enter into the game, so you are constantly updated with your current <span style="font-family: Arial,Helvetica,sans-serif;"> stats.
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Syntax: prompt

<span style="font-family: Arial,Helvetica,sans-serif;">Before you enter DSL PvE, I recommend you come up with your own prompt <span style="font-family: Arial,Helvetica,sans-serif;">to suit your needs. Here is a good basic one line prompt that you can use <span style="font-family: Arial,Helvetica,sans-serif;"> until you become more experience and find out what information is most <span style="font-family: Arial,Helvetica,sans-serif;">important to you. Type enter the below string into your command prompt:


 * <span style="font-family: Arial,Helvetica,sans-serif;"> prompt {w (%h{Rhp{w/%H{Rhp{w) (%m{Mmp{w/%M{Mmp{w) (%v{Gmv{w/%V{Gmv{w) {W>> Stance {R%S{x%c ||

<span style="font-family: Arial,Helvetica,sans-serif;">This introductory prompt will give you your current health and max health, <span style="font-family: Arial,Helvetica,sans-serif;"> your current mana and max mana and your current moves and max moves <span style="font-family: Arial,Helvetica,sans-serif;"> in addition to your current stance for combat.

<span style="font-family: Arial,Helvetica,sans-serif;">There are several things you can do with your prompt to circumvent some <span style="font-family: Arial,Helvetica,sans-serif;">status effects and to make things easier for you. For example, by putting <span style="font-family: Arial,Helvetica,sans-serif;">the room exit string in your prompt, you'll be able to see the room exits <span style="font-family: Arial,Helvetica,sans-serif;"> even while blind.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Prompt//: the feed you get after every command you enter into the game <span style="font-family: Arial,Helvetica,sans-serif;">//Basic Prompt Line//: the preset prompt you are given at the start of the game

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">By putting the 'room exit' string in your prompt, you can circumvent the effects of blindness
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">You can put a whole bunch of information into your prompt! I strongly suggest exploring what you want out of it

 Ticks, Lag and Rounds

<span style="font-family: Arial,Helvetica,sans-serif;">There are three important measurements of time within DSL that everyone <span style="font-family: Arial,Helvetica,sans-serif;">must have a firm understanding of: ticks, lag and rounds. Here is a nice old <span style="font-family: Arial,Helvetica,sans-serif;">conversion chart for you

<span style="font-family: Arial,Helvetica,sans-serif;">14 combat rounds = 1 tick = 14 rounds of lag = 42 seconds of real life time

<span style="font-family: Arial,Helvetica,sans-serif;">When someone refers to a tick, a tick is a term expressing 42 seconds of <span style="font-family: Arial,Helvetica,sans-serif;">real life time. Most spell and ability effects last for X amount of ticks. For <span style="font-family: Arial,Helvetica,sans-serif;">example: fire blind from a fire flag lasts 0+1 ticks, which means it lasts <span style="font-family: Arial,Helvetica,sans-serif;">for as last as the remainder of the current tick plus one whole tick. This <span style="font-family: Arial,Helvetica,sans-serif;">means fire blind lasts 42+X, where X is the amount of seconds last in <span style="font-family: Arial,Helvetica,sans-serif;">the initial tick.

<span style="font-family: Arial,Helvetica,sans-serif;">There are [|scripts and certain features that help you anticipate ticks] when <span style="font-family: Arial,Helvetica,sans-serif;">they are about to happen, which can mean a world of difference in certain <span style="font-family: Arial,Helvetica,sans-serif;">situations. For example, if you know that the tick is coming in four seconds, <span style="font-family: Arial,Helvetica,sans-serif;">you get the maximum benefit from a dirt kick if you use it on somebody the <span style="font-family: Arial,Helvetica,sans-serif;">moment the new tick begins.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Round//: The three second length of time lag and combat happens in <span style="font-family: Arial,Helvetica,sans-serif;">//Tick//: A basic unit of time in DSL in which most status effects last

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">There are scripts that help you to anticipate a tick before it happens! Check out the [|Scripts section of the forums] for more information
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Using abilities like dirt kick right when a tick begins is better than using the same ability five seconds before the tick starts. Timing is key

Preparation/Preventative Measures

<span style="font-family: Arial,Helvetica,sans-serif;">* Contributors: ZzZz

<span style="font-family: Arial,Helvetica,sans-serif;">There are certain steps you can take, regardless as to which class and race you <span style="font-family: Arial,Helvetica,sans-serif;">are playing, to avoid certain compromising situations in playerkilling that will, well.. <span style="font-family: Arial,Helvetica,sans-serif;">get you killed. We will go over each of them:

//<span style="font-family: Arial,Helvetica,sans-serif;">Gate Posts // <span style="font-family: Arial,Helvetica,sans-serif;">A good way to avoid a group of large enemies is to gate to a mob far away <span style="font-family: Arial,Helvetica,sans-serif;">from them. Since the gate spell only works on mobs on the same continent <span style="font-family: Arial,Helvetica,sans-serif;">as you cast it, do some research as to which mob you want to target in a <span style="font-family: Arial,Helvetica,sans-serif;">pinch. When in doubt, just teleport yourself. If you don't feel comfortable <span style="font-family: Arial,Helvetica,sans-serif;">recalling, do either of these things.

//<span style="font-family: Arial,Helvetica,sans-serif;">'Where' // <span style="font-family: Arial,Helvetica,sans-serif;">Spamming the 'where' command will let you see where all players are in <span style="font-family: Arial,Helvetica,sans-serif;">the area in which you use it in. This is especially useful when you are out <span style="font-family: Arial,Helvetica,sans-serif;">training. Note that this command is effected by detection spells you have <span style="font-family: Arial,Helvetica,sans-serif;">up, so spamming 'where' without detect hidden up when you are looking <span style="font-family: Arial,Helvetica,sans-serif;">for a sneaky foe will not be effective. This will help you cut people off who <span style="font-family: Arial,Helvetica,sans-serif;">are running away and it will help you avoid large enemy groups. 'Where' <span style="font-family: Arial,Helvetica,sans-serif;">is lagless too, so spam away if you feel like you are suspicious!

//<span style="font-family: Arial,Helvetica,sans-serif;">Weigh Yourself Down // <span style="font-family: Arial,Helvetica,sans-serif;">Find heavy objects and carry them with you! This will help you resist some <span style="font-family: Arial,Helvetica,sans-serif;">grabbing and bashing stun skills. Iron cannon balls are always in style.

//<span style="font-family: Arial,Helvetica,sans-serif;">Potions // <span style="font-family: Arial,Helvetica,sans-serif;">Always carry potions with you! If you are dispelled, they are a great way <span style="font-family: Arial,Helvetica,sans-serif;">to spell yourself up without spending mana. Look into buying 'stoning' <span style="font-family: Arial,Helvetica,sans-serif;">potions from Arkane which are used to break charm spells you are hit by <span style="font-family: Arial,Helvetica,sans-serif;">and visit an area called the 'Crystal Palace' to buy escape potions. These <span style="font-family: Arial,Helvetica,sans-serif;">are both very handy and powerful potions. They WILL save your life. Quaffing <span style="font-family: Arial,Helvetica,sans-serif;">potions lags you for one round. Here's an expanded list of potions you <span style="font-family: Arial,Helvetica,sans-serif;">should look for:
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Potion of Escape ---Teleports you, do not quaff this in combat
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Glistening Potion --- Sanctuary/Stoneskin, low chance of cursing you
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Off White Potion ---Haste spell
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Vial of White Liquid ---Sanctuary/Stoneskin/Armor
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Vial of Nectar ---Sanctuary/Haste/Giant Strength
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Vial labelled 'stoning' ---Stoneskin/Earthquake, quake frees you from charm spells
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Potion of Divine Protection ---Sanctuary/Stoneskin/Armor

//Know Your Areas// <span style="font-family: Arial,Helvetica,sans-serif;">Introduce yourself to as many hiding places and areas as possible. Mix up <span style="font-family: Arial,Helvetica,sans-serif;">which areas you visit too and really explore them. Some places cannot be <span style="font-family: Arial,Helvetica,sans-serif;">detected using the 'where' command like churches and inn rooms. General <span style="font-family: Arial,Helvetica,sans-serif;">knowledge of areas will help you track down and kill enemies too.

//<span style="font-family: Arial,Helvetica,sans-serif;">Blessing //

<span style="font-family: Arial,Helvetica,sans-serif;">In anticipation of people who can cast spells on you, you should 'bless' up <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">your gear! This is done by buying wands that contain the spell bless or by <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">people who can cast the spell, removing your gear and methodically casting <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">and zapping the gear you own. Bless adds 'saves' to your gear, an effect <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">that helps you to resist extra damage effects caused by cutting through your <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">saves and saving against maledictions. The more -saves you have, the more <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">often you'll be able to resist!

<span style="font-family: Arial,Helvetica,sans-serif;">Through the usage of the 'bless' spell and/or elm wands, everybody can <span style="font-family: Arial,Helvetica,sans-serif;">improve the rate in which they resist offensive spells. To do this, remove <span style="font-family: Arial,Helvetica,sans-serif;">the item, cast bless on it if you have the benedictions spell group or wear <span style="font-family: Arial,Helvetica,sans-serif;">an elm wand found in the Coven and zap it. Then wear the item again and <span style="font-family: Arial,Helvetica,sans-serif;">do this for each item you wear. Lowbies normally don't do this, but it is <span style="font-family: Arial,Helvetica,sans-serif;">important to do so in lv51 playerkilling to take every necessary step to be <span style="font-family: Arial,Helvetica,sans-serif;">sure you're not vulnerable to magic. Blessing is temporary, so beware.

//<span style="font-family: Arial,Helvetica,sans-serif;">Fireproofing // <span style="font-family: Arial,Helvetica,sans-serif;">Some items will melt, explode or burn up from certain attacks and damage! <span style="font-family: Arial,Helvetica,sans-serif;">Protect your potions, scrolls, jewelry and magic staves by casting 'fireproof' <span style="font-family: Arial,Helvetica,sans-serif;">on them, a spell found in the protections spellgroup. Fireproof is temporary, <span style="font-family: Arial,Helvetica,sans-serif;">so beware.

//<span style="font-family: Arial,Helvetica,sans-serif;">Poison // <span style="font-family: Arial,Helvetica,sans-serif;">This may sound like something you don't want to do, but being choked or <span style="font-family: Arial,Helvetica,sans-serif;">put into a magical sleep can be extremely deadly for you. To counteract <span style="font-family: Arial,Helvetica,sans-serif;">this, poison yourself using an "anti-mage elixir". It will deal minor damage <span style="font-family: Arial,Helvetica,sans-serif;">every tick, and any source of damage wakes up a sleeping player. On the <span style="font-family: Arial,Helvetica,sans-serif;">other side of the coin, if you have a sleep ability available to you, carry <span style="font-family: Arial,Helvetica,sans-serif;">around an "unholy symbol" so that you can cure the poison on a target <span style="font-family: Arial,Helvetica,sans-serif;">you have put to sleep.

//<span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Mount Up // <span style="font-family: Arial,Helvetica,sans-serif;">If you have the 'riding' skill available to you, then you should be mounted when- <span style="font-family: Arial,Helvetica,sans-serif;">ever you are outside of your hall and able. Some very powerful skills enemies <span style="font-family: Arial,Helvetica,sans-serif;">can use on you CANNOT be used against you if you are mounted. For example: <span style="font-family: Arial,Helvetica,sans-serif;">you cannot be choked, strangled, dirt kicked and some forms of stun cannot be <span style="font-family: Arial,Helvetica,sans-serif;">used on you while on the back of a mount. In addition to this, damage dealt to <span style="font-family: Arial,Helvetica,sans-serif;">you experiences a reduction and you deal a bit more melee damage. Important <span style="font-family: Arial,Helvetica,sans-serif;">to note: ogres/trolls/giant ogres can still use bash on mounted targets, so be <span style="font-family: Arial,Helvetica,sans-serif;">prepared for that.

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Quaff//: Allows you to consume potions for added spell effects <span style="font-family: Arial,Helvetica,sans-serif;">//Where//: Lets you see all players in the area you're in right now <span style="font-family: Arial,Helvetica,sans-serif;">//Bless//: A spell that improves how well you resist against spells <span style="font-family: Arial,Helvetica,sans-serif;">//Fireproof//: A spell that protects your jewelry, potions, staves and scrolls from burning effects <span style="font-family: Arial,Helvetica,sans-serif;">//Poison//: A tool used to counteract sleep abilities <span style="font-family: Arial,Helvetica,sans-serif;">//Saves//: byproduct of some spell effects, helps you to resist against spells that require saves checks <span style="font-family: Arial,Helvetica,sans-serif;">//Bless//: very useful spell, can be cast on self or on gear to help your spell resistance <span style="font-family: Arial,Helvetica,sans-serif;">//Riding//: Very useful skill. Some forms of stun and some skills can't be used against you while mounted. You also experience a slight damage reduction and you hit a little harder

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Know your gateposts and be alert of your surroundings and you'll never die! When you get cornered and are in doubt, teleport
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Always keep a stockpile of potions handy to refresh important spells
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Introduce yourself to lots of areas so that you know where to run when you're in trouble, or if you want to hunt someone down to kill
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Blessing your gear helps you to save against harmful spells, so don't forget to do so when you are able
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">The more -saves you have, the better you'll be able to resist against spells. It does not make you resist perfectly, but it is a very necessary precaution and it can pay off
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Any damage wakes up a sleeping player
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Always fireproof your magic objects and jewelry before going out. Once they burn or melt, they are gone for good
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">When against an assassin or armsman, be prepared to incapacitate them quickly with a blind or mount up to avoid being choked and singled out
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Carry heavy objects as a precaution against some stun skills. It won't work 100% of the time, but it does help

Concealment and Guide

<span style="font-family: Arial,Helvetica,sans-serif;">Another interesting layer of DSL is the large array of abilities you can use to <span style="font-family: Arial,Helvetica,sans-serif;">hide in plain sight or disguise your movements. These abilities can be either <span style="font-family: Arial,Helvetica,sans-serif;">magical in nature or they can be physical. Let's go over some of them. If is <span style="font-family: Arial,Helvetica,sans-serif;">important to note that just because you're hidden doesn't mean you can't <span style="font-family: Arial,Helvetica,sans-serif;">be forced out of hiding using AOE abilities and some classes even have a <span style="font-family: Arial,Helvetica,sans-serif;">way to detect hidden foes, also important to note that damage brings you <span style="font-family: Arial,Helvetica,sans-serif;">out of hiding.

//<span style="font-family: Arial,Helvetica,sans-serif;">Hide // <span style="font-family: Arial,Helvetica,sans-serif;">Basic hide skill that quite a few classes get. This skill allows you to 'hide' <span style="font-family: Arial,Helvetica,sans-serif;">in any room type so long as you do not type ANY commands in. The down- <span style="font-family: Arial,Helvetica,sans-serif;">side to this skill is that you don't know if you are truly hidden, so it can be <span style="font-family: Arial,Helvetica,sans-serif;">a bit of a risk especially if you play larger race like ogres who aren't very <span style="font-family: Arial,Helvetica,sans-serif;">efficient at the skill. You cannot hide from people with 'acute vision' though. <span style="font-family: Arial,Helvetica,sans-serif;">Hide as much as you want, it has no lag and costs nothing! Having the <span style="font-family: Arial,Helvetica,sans-serif;">spell 'faerie fire' on you hinders your chances of hiding successfully.

//<span style="font-family: Arial,Helvetica,sans-serif;">Sneak // <span style="font-family: Arial,Helvetica,sans-serif;">Good skill! This skill allows you to move from room to room without giving <span style="font-family: Arial,Helvetica,sans-serif;">everyone in that room an echo that you entered or left it. Pk is all about <span style="font-family: Arial,Helvetica,sans-serif;">surprise and if an enemy doesn't see you enter a room, then you still have <span style="font-family: Arial,Helvetica,sans-serif;">that advantage. This skill is best used with hide, so you can do your best <span style="font-family: Arial,Helvetica,sans-serif;">to remained concealed until you reach your target. Additionally, 'sneak' <span style="font-family: Arial,Helvetica,sans-serif;">makes you undetectable against people without access to the spell of <span style="font-family: Arial,Helvetica,sans-serif;">detect hidden. Sneak has no lag, so use it as much as you want!

//<span style="font-family: Arial,Helvetica,sans-serif;">Blend // <span style="font-family: Arial,Helvetica,sans-serif;">A means of concealment using a spell. 'Blend' is a spell exclusively used by <span style="font-family: Arial,Helvetica,sans-serif;">illusionists to become undetectable, but, like the hide skill, it breaks should <span style="font-family: Arial,Helvetica,sans-serif;">you perform an action after using the spell. Another plus side to this is that <span style="font-family: Arial,Helvetica,sans-serif;">you are TOTALLY unseen, so not even acute vision or soulsight can detect <span style="font-family: Arial,Helvetica,sans-serif;">you. Costs mana and one round of lag.

//<span style="font-family: Arial,Helvetica,sans-serif;">Nondetection // <span style="font-family: Arial,Helvetica,sans-serif;">Another means of concealment using a spell. This spell is used by invokers <span style="font-family: Arial,Helvetica,sans-serif;">to become totally undetectable. Best part? You can move around and stay <span style="font-family: Arial,Helvetica,sans-serif;">undetectable, but people will still be able to see when you leave or enter <span style="font-family: Arial,Helvetica,sans-serif;">a room. 'Nondetections only weakness is soulsight, which can be cast by <span style="font-family: Arial,Helvetica,sans-serif;">shamans and vampires. Costs mana to use and one round of lag to cast.

//<span style="font-family: Arial,Helvetica,sans-serif;">Nightmeld // <span style="font-family: Arial,Helvetica,sans-serif;">A unique skill to nightshades that behaves in every way, shape and form <span style="font-family: Arial,Helvetica,sans-serif;">as the hide skill, but it makes you undetectable like blend. The only down- <span style="font-family: Arial,Helvetica,sans-serif;">side is that the skill can only be used in dark rooms or outside at night. <span style="font-family: Arial,Helvetica,sans-serif;">'Nightmeld' has no lag, so use it as much as you want!

<span style="font-family: Arial,Helvetica,sans-serif;">There are a whole bunch more ways to hide and conceal, so definitely explore <span style="font-family: Arial,Helvetica,sans-serif;">and ask around!

<span style="font-family: Arial,Helvetica,sans-serif;">Key Terms

<span style="font-family: Arial,Helvetica,sans-serif;">//Hide//: a skill that makes you difficult to see and find anywhere <span style="font-family: Arial,Helvetica,sans-serif;">//Sneak//: a skill that conceals your movement <span style="font-family: Arial,Helvetica,sans-serif;">//Nightmeld//: a skill that makes you undetectable <span style="font-family: Arial,Helvetica,sans-serif;">//Blend//: a spell that makes you undetectable anywhere so long as you don't move <span style="font-family: Arial,Helvetica,sans-serif;">//Nondetection//: a spell that makes you undetectable as you move around <span style="font-family: Arial,Helvetica,sans-serif;">//Faerie Fire//: a weather spell that reduces your armor, plus more

<span style="font-family: Arial,Helvetica,sans-serif;">Concepts


 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Hide reveals you should you perform an action while hidden, as does blend and nightmeld
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Nondetection, despite making you undetectable, still lets people know when you enter and leave rooms
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Getting hit with a faerie fire reduces your ability to hide, so be cautious!
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Damage brings you out of hiding, so watch out!
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Nightmeld is a better hide skill, but it can only be used at night or in dark places
 * <span style="font-family: Arial,Helvetica,sans-serif; line-height: 1.5;">Sneak is great! Always make sure you have sneak up if you have the skill available to you

<span style="font-family: Arial,Helvetica,sans-serif;">More to come..