The Art of Running- Basic
Academy Texts · by Scribe Dinkirus Vick
Objective- Give basic ideas on how and when to run from
combat with another adventurer.
Reasons to flee from combat: The following are key signs that you need to exit the current battle. While one of these may not be reason enough, make sure that you keep a watchful eye for any of these signs.
I. You were not prepared for combat and your opponant was.
II. You are in the last quarter of your life and your
opponent is not.
III. You are affected by a curse and do not think you are
winning.
IV. Affected by Plague, poison or any other continued harm
prayer/spell and you are already half dead.
V. You are being hit more than you are hitting.
How to ensure your flight away from combat:
Often times your opponent has things that he/she can do to
stop you from fleeing combat. The most common will be a bash, bodyslam or a trip. You should always have a mount, some type of boat and a few potions of flight.
Bash/Bodyslam/Thrust- The larger they are compared to you
the worse off it will be. Meaning that if you are smaller than they are, it might be pretty bad. You can remedy this by enlarging your body. (Ask Your Instructor How)
Trip- The larger your size, the worse this will be. However, there are dozens of way to obtain flight from your local potion shop to torn off wings.
Alternative Methods- Paralyze, Sermon, closed/locked doors, dropping gold and charge.
Where and how to run if being chased-
Do not run into highly populated areas.
If you have recalled, leave the area as quickly as you can
and try to change directions as often as possible while still gaining distance from your pursuer.
Do not sleep for an extended period of time. Your opponent
can only see where you are if you are in the same area so make sure you get as many between you and them as possible.
Aabahran