Escaping skill: Difference between revisions

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{{Incomplete}}
{{Obsolete}}
'''Escaping [[page type is::skill]]''' has been removed in DR 3.0 because it was too narrowly-defined to be expanded into a useful, widely trainable skill. Most of the skill checks that used to use escaping (notably, webs) will now use [[Athletics_skill|Athletics]]. Some (like escaping from the guards) will use [[Thievery_skill|Thievery]].
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 {{com|flee}} dangerously overwhelming situations that would normally have meant your death.


{{ListHeader|escaping|Areas that you can learn Escaping (now Athletics) in (does not include critter webs/nets)}}
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.

{{ListHeader|escaping|Areas that you can learn Escaping in (does not include critter webs/nets)}}
{{ListItem|escaping|Northwall Trail|[[RanikMap6|Crossing]]||||}}
{{ListItem|escaping|Northwall Trail|[[RanikMap6|Crossing]]||||}}
{{ListItem|escaping|Hunting Preserve Farmhouse|Near Crossing|0||35|}}
{{ListItem|escaping|Hunting Preserve Farmhouse|Near Crossing|0||35|}}
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{{ListItem|escaping|Leth Manor Graves|[[RanikMap63|Oshu'ehhrsk Manor Grounds]]|||~75|}}
{{ListItem|escaping|Leth Manor Graves|[[RanikMap63|Oshu'ehhrsk Manor Grounds]]|||~75|}}
{{ListItem|escaping|Behind Corik's Wall|[[RanikMap68b|Lost Grounds]]||||}}
{{ListItem|escaping|Behind Corik's Wall|[[RanikMap68b|Lost Grounds]]||||}}
{{ListItem|escaping|Old Crank's Road|[[RanikMap111|Path to Ilaya Taipa from Leth]]||||}}
{{ListItem|escaping|Old Crank's Road|[[RanikMap111|Path to Ilaya Taipa from Leth]]||||be wary of [[small red blood mite]]s in the mud}}
{{ListItem|escaping|Eidolon Steeds area|Darkling Wood||||}}
{{ListItem|escaping|Eidolon Steeds area|Darkling Wood||||}}
{{ListItem|escaping|spiderwebs in Dusk Ogre tunnels|[[RanikMap32a|Out the Riverhaven West Gate]]|||30|}}
{{ListItem|escaping|spiderwebs in Dusk Ogre tunnels|[[RanikMap32a|Out the Riverhaven West Gate]]|||30|}}
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{{ListItem|escaping|Black Ape area|Paasvadh Forest||||teaching without being able to move rooms at 60}}
{{ListItem|escaping|Black Ape area|Paasvadh Forest||||teaching without being able to move rooms at 60}}
{{ListItem|escaping|Togball Field mud|[[RanikMap121|Boar Clan]]||||appears that you need to be wet to get stuck}}
{{ListItem|escaping|Togball Field mud|[[RanikMap121|Boar Clan]]||||appears that you need to be wet to get stuck}}
{{ListItem|escaping|Spotted Kashika Serpent area|[[RanikMap151|Fang Cove]]|||>140|Can be learned by moving between rooms or by dancing in a room}}
|}
|}


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{{ListItem|escaping|FLEE command|any hunting area|0||2000?|gets you out of combat when overwhelmed}}
{{ListItem|escaping|FLEE command|any hunting area|0||2000?|gets you out of combat when overwhelmed}}
|}
|}
{{pt|skill}}

{{RefAl}}
{{cat|Survival Skillset,Skills}}{{pt|skill}}

==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.
{{RefAl|r=-|a=-}}

Latest revision as of 16:10, 10 April 2015

Escaping skill has been removed in DR 3.0 because it was too narrowly-defined to be expanded into a useful, widely trainable skill. Most of the skill checks that used to use escaping (notably, webs) will now use Athletics. Some (like escaping from the guards) will use Thievery.


Areas that you can learn Escaping (now Athletics) in (does not include critter webs/nets)
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 be wary of small red blood mites in the mud
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
Spotted Kashika Serpent area Fang Cove unknown >140 Can be learned by moving between rooms or by dancing in a room


Critters that use attacks that teach Escaping
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


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