Escaping skill: Difference between revisions
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''"[[Flee]] appears to have an experience gain timer of about 200 seconds. This was tested with ~20 escaping against a swarm of mobs in grendels/forest trolls. Being in melee with the maximum amount of critters (4) teaches best. The officials (as in players) state that the timer is variable, between 1 and 5 minutes. 200 is near the average of the two so spacing out your flees around that time would be your best bet."'' - Renian. |
''"[[Flee]] appears to have an experience gain timer of about 200 seconds. This was tested with ~20 escaping against a swarm of mobs in grendels/forest trolls. Being in melee with the maximum amount of critters (4) teaches best. The officials (as in players) state that the timer is variable, between 1 and 5 minutes. 200 is near the average of the two so spacing out your flees around that time would be your best bet."'' - Renian. |
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Revision as of 10:38, 11 February 2012
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- Please see Category:Incomplete articles for more articles that are incomplete.
Escaping skill allows you to break free of webs, nets, muck, and most other forms of entanglement you may encounter in your travels. It also allows you to FLEE dangerously overwhelming situations that would normally have meant your death.
For those with warrants out for their arrest, the Escaping skill can be quite beneficial for avoiding the ire of town guards. In a sense, it adds to the characters ability to remain unobtrusive. A character with 100+ escaping and a warrant for his or her arrest can relatively safely walk within a city with an approximate 95% chance of not being captured on a "guard pulse."
This system is not implemented in all cities however, such as Ratha.
Muck Area | Location | Bottom Cap | Top Cap | Notes |
---|---|---|---|---|
Northwall Trail | Crossing | unknown | unknown | |
Hunting Preserve Farmhouse | Near Crossing | 0 | 35 | |
volcanic mud | NTR near Dirge | 0 | >35 | |
Spider Web near Leth | STR North of Leth | 0 | unknown | |
Harawep's Altar | Shard Dark Temple | unknown | unknown | possibly still set as old Leth web mechs and so won't teach |
Cave Troll lair | Ain Ghazal | unknown | unknown | |
Leth Manor Graves | Oshu'ehhrsk Manor Grounds | unknown | ~75 | |
Behind Corik's Wall | Lost Grounds | unknown | unknown | |
Old Crank's Road | Path to Ilaya Taipa from Leth | unknown | unknown | |
Eidolon Steeds area | Darkling Wood | unknown | unknown | |
spiderwebs in Dusk Ogre tunnels | Out the Riverhaven West Gate | unknown | 30 | |
spiderwebs in breech tunnels | Theren Keep Dungeons | unknown | 30 | |
Undercrossing Pile | Beneath the Crossing Moon Mage Guild | unknown | unknown | |
Cypress Vines | M'Riss | unknown | unknown | |
Black Ape area | Paasvadh Forest | unknown | unknown | teaching without being able to move rooms at 60 |
Togball Field mud | Boar Clan | unknown | unknown | appears that you need to be wet to get stuck |
Muck Area | Location | Bottom Cap | Top Cap | Notes |
---|---|---|---|---|
Unyn webs | Road to Theren | unknown | unknown | |
Angiswaerd belly | Throne City | unknown | unknown | stomach acids will dissolve armor and eventually kill you if you don't succeed |
Armadillo webs | Dunes of Dispair | unknown | unknown | |
Velakan Slaver nets | Velaka Desert | unknown | unknown | |
Kartais webs | Oshu'ehhrsk Manor | unknown | >250 | |
FLEE command | any hunting area | 0 | 2000? | gets you out of combat when overwhelmed |
Training
"Flee appears to have an experience gain timer of about 200 seconds. This was tested with ~20 escaping against a swarm of mobs in grendels/forest trolls. Being in melee with the maximum amount of critters (4) teaches best. The officials (as in players) state that the timer is variable, between 1 and 5 minutes. 200 is near the average of the two so spacing out your flees around that time would be your best bet." - Renian.