How to run away!

By Intergral

Today i'm going to teach all of you how to run and live longer...not using anti-aging creams or lotions...but by simply using your skills and a keen sense of direction!

My first point is KNOW YOUR WAY AROUND! to be walking around blind is like walking stright into death....there are many hostile Mobs around and/or people that hate you! so start to walk around...dont be affraid if you get lost at first...backtrack your way or just ask for a portal if you get stuck...but try to get your explore rankings up...its going to help run faster and know the way to the location to catch them bad people!(*note* if you are going to hunt people then read your PK rules!)

My second point is the general way of running away to heal or not die from people thats dealing you too much damage or your taking too many afflictions...there are many many ways for some classes to run but for us monks we only have a few:

Racial abilities: Horkval - leap (stupid but faster tumble)

Atavian - fly (very good but you need to run away faster or a tenticle or other things are going to drag you down again)

Monk run away moves:
 * Tumble (survival skill) - usable when you have eq and balace! works even if your webed, spawn on the ground, having many many afflictions(not vlocked), transfixed and keeped in to room with rites (piety), tenticles (occies), vibes (*adduction), hangmaned (tarot users) and slowed by aeon. REMEMBER TO CLOAK UP AFTER TUMBLE!!!
 * Mind Travel (telepathy skill) - not very useful as running away but it still works...lock onto someone near your area and if your in trouble just travel to them, this ability is not very useful due to times when your in trouble and cant travel cause the link is not there! so you need to plan this ahead of time if you want to use it.
 * Mind BlackOut (telepathy skill) - very useful! but hard to put into affect...this ability uses alot of mana and its easy to cure BUT if it does work it will give you a window of time to run...
 * Kai Banish (kaido skill) - this is one of the most used in dangerous PK situations. its easy to use due to the kai you get from your enemy(s) simply have eq and bal and use the skill. this creates a long(5-10 sec) window for you to heal/run/ready yourself for the enemies return.
 * !PMP! (tekura skill) - the almighty PMP...very good for jokes and kai but for running away it only affects people that need sight to work...like Apostates and thats about it. work a pmp into some combos to slow down the deadeyes spam you get from them.
 * Swinging (survival skill) - if you are in a forestal location and is not fighting a snake or forestal then you can run away by simply swinging up a tree and run from there.
 * Crashing (survival skill) - use in the forest...sometimes works.
 * Shield/Web whoring (tattoos skill) - yesh...it works...it works well too! but its cheap and you only want to do it if your really want to run away....
 * RUNNING (no skills needed) - simply walk two rooms away and then keep running till you get to a city! it works wonders but sometimes its very hard to do when your stuck...

Best running away moves for each class:
 * Jesters - TUMBLE!, Kai banish
 * Monks - TUMBLE!, Kai banish
 * Apostates - TUMBLE!, Kai banish, !PMP!
 * Occultists - TUMBLE!, Kai banish(you still get ENT spam)
 * Runewardens - TUMBLE!, Kai banish
 * Maldaathi -TUMBLE!, Kai banish
 * Paladins - TUMBLE!, Kai banish
 * Magi - TUMBLE!, Kai banish
 * Snakes -TUMBLE!, Kai banish
 * Sentinels -TUMBLE!, Crashing
 * Grove users(Druids/Sylvans) - TUMBLE!, Crashing
 * Priests - TUMBLE!, Kai banish
 * Shamans - TUMBLE!, Kai banish

Abilities other classes use to keep you in the room:
 * Jesters - juggling bombs, tarot hangman/web, icewall ring, lust tarot/empress tarot, moon/devil tarot and aeon tarot/devil tarot. they can use up some fashions of your puppet to make it harder for you to move.
 * Monks - stun! and jpk stuns, minds tupidity, web tattoos, head damage, double leg breaks and icewall ring.
 * Apostates - deadeyes spam(2x affliction), grave hands, web, nightmare(hellsight and slickness) and shadowstrike.
 * Occultists - tenticles, ENTs(*gremlin trips, crone writhes limbs), tarots(*see jesters).
 * Runewardens - Totems( if your bad with reflexes then please dont walk into a totem...SQUINT the direction your goin to go before going and falcon(balance loss).
 * Maldaathi - grave hands, leg breaks and falcon(balance loss).
 * Paladins - Rites(piety), falcon(balance loss).
 * Magi - tooo many vibes...adduction keeps you in(apply mass).
 * Snakes - Yank(apply mass), noose(do not go into forestal locations) and bound.
 * Sentinels - traps! very hard.
 * Grove users - (do NOT go into any forestal locations)
 * Priests - spirtwrack, Rites(piety), angel beckon(beckons you back into the room) and Shatter limbs.
 * Shamans - normally if they want to kill you fast they totem(see runewardens) and fashion a doll....if they do use blight/swiftcurse then you wont see the affliction.