Combat 101: The Art of Kicking Ass

Player Killing (PK) has become both a science and an artform in the lands of Rhia. Because whether you like it or not, sooner or later around here you're going to end up on the wrong side of a beat stick. Blood thirsty savages we are, but not without cause (We'll leave the "justified" part to [Aequitas]).

Some of the people of our great land have offered their time and wisdom to form a primer of study, if you will, in the thing we call PK.

The first and foremost thing you should do when beginning in combat is to understand the [Rules] and any of our helpfiles associated with PK (see the [Training] section for a well rounded list). Be able to quote this stuff in your sleep, because "I didn't know" will fly with the staff about as well as a monkey in a catapult... it'll get air for a moment, then you're gonna go splat.

After that, memorize the [Laws], so you can argue and deny anything thrown at you by the boys in blue. It makes their jobs more fun, really.

Now you're ready for the Dark Risings Primer on Whoop-Ass.

If you can't beat them, outrun them.

It seems pretty universal that to become a good fighter, you have to be a good runner. Because sometimes in the great world of PK, running is as far as you get. Here are a few areas highly recommended to learn and explore in case the Rapture is upon you... although some Nobles will tell you just stand very still in an unguarded place, and they can't see you.

  • West of Arinock lies the [Shadow Grove], where things are never what they seem. You can lose a foe in the darkness, but be careful that you don't lose yourself in the process!

  • The same advice applies in the [Void], where up is down and down is west... sometimes.

  • Walking on the [Northern Plains] will lead you to the [Elven Valley]. Learn its secrets and discover what makes this area very popular when you need to make a hasty escape.

  • Deep in the Dwarf Forest, where the sun can not pierce the canopy, lies a dark path and a mist that consumes all. If you can walk the mist, you can find your salvation... or you can be consumed in the darkness of the forest.

  • If you take a liking to dark, scary paths covered in mist, you'll find another such place near the Crystal Landing. A field of fog will lead you there, but please, watch your footing before you find another secret you weren't expecting!

Traps are only traps if you can't get out.

One of the biggest trials any fighter faces is trying to keep their opponent pinned in one location. While spells and skills certainly can help, there are several places that can prove very useful. Exploring these areas will not only teach you good places to bring your quarry to, but how to escape them should you find yourself summoned there!

  • Past the [Northern Plains] and just before the [Secluded Castle], you will find the Bottom of the Forest Floor. Learn how to rise above anyone who would bring you here.

  • One can fly above Arinock for miles and miles... but if you find yourself In The Air, you had best know how to land.

  • A retired classic that can still be useful is to visit the green snake on the [Northern Plains]. Of course, you have to figure out how to not become his breakfast in the process!

  • As you wander through Malhan Park, you may just run across a sealed up well. At The Bottom Of The Well you can find a fighter's dream or perhaps a nightmare. Careful inspection of the stones could reveal your path of escape.

  • If you find yourself in the Sewers below Arinock, take heed of where you tread. Learning how to walk the path to Mid-Air could be invaluable.

  • Deep in the [Sands of Sorrow] lies the [Great Pyramid]. Reaching the Apex of the Great Pyramid is as complicated as figuring out how to get down, but it's alot easier when no one's pushing you around.

Advice to New Students

No matter if you're known as a great PK'er or just average, there's tons of great advice and ideas to be found from the veterans who walk the lands. Here is a collection of some advice from your elders on learning the art of war.


Just keep moving.
-- Parisa --

If the only healer you know of is Kalane, you will be a very predictable opponent.
-- Halrian --

If you run out of energy, you are in trouble. If you run out of life, you are fu... screwed.
-- Reilyn --

Don't panic. If you panic, your rate of making mistakes will go up exponentially, and you are sure to lose.
-- Tonald --

Don't die.
-- Astordin --

Learn how to get to your friendly neighborhood healers.
-- Divinicus --

Know the lay of the land. Namely, be aware of healers, traps, and areas where you cannot be approached by transportation magic. You should know how to make use of traps as well as escape them.
-- Halrian --

Find a partner who will explain what mistakes you make after each bout.
-- Bevildera --

Stay the hell out of my way [or] just be on the same side as me. And if somebody is hiding in safe from you, go after their friends and family.
-- Gillikus --

Get a good survival kit, wear something durable, and practice, practice, practice. When you lose, figure out why you lost, and a strategy for how to get past it next time.
-- Minaku --

Have some advice? Send an email to imps@darkrisings.net. Not all submissions will be posted. Posting is at the discretion of the IMPS, because some things should just be kept secret!

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