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As a low-level, you may also have an economical advantage over other lowbies, depending on your class. If you
have invisibility, your safety value just went up a number of levels. Most people can barely afford to have
a pair of detection potions just for emergencies sake, let alone for constant awareness. Use the invisibility
spell, it is your friend. It's an even better friend if you know which aggro mobs can detect invisibility,
and which can't. If such a mob can't, feel free to move past them and let your non-invisibility-able person
deal with it. Popular areas for this strategy are the swamps and Nordath. But nevertheless, these are still
dangerous areas, so be careful.
Mid-level ranges can still rely on guards for some protection, but not completely. At these levels, most
people can handle most guards fairly well. However, most of them can't handle a guard and a PC at the same time.
Now, this brings up some issues of actually using guards as an offensive move, but we'll leave that for another
story.
Essentially, you can rely on a guard to defend you while you return fire (assuming they target YOU). If
someone targets the guard specifically, it's time for you to book it to another place.
Economics at this point become more evened out, most people can afford potions at this point, so you can't
always rely on staying invisible for stealth's sake. However, the aggro mobs/detect invis trick still applies.
There really isn't a popular way to gain invisibility in the game, so you can still cash in on this
strategy (in fact, hero ranges use this strategy as well).
For all intents and purposes, all of the lowbie clauses mentioned before still apply to mid-rangers, with the
exceptions of the ones discussed above.
At hero level, you should know what you're doing, and you should definitly know who your enemies are
when you're going into the hero ranges. At this point, alignment and faction allegiance pretty much
dictate who's most likely to attack you. Be prepared for everything, and above all us, make
friends with those who believe in the same things you do.
Escape Procedures
You're going to have to run, and you're going to have to learn how to do it well. Nothing can replace
practice however, the more exposure you get to running, the better you will get. But, there's a lot
of small things you can do to make your job easier, and to make the job of the chaser more
difficult.
Know your terrain: I can't stress how important this is. Know where the area exits are. Know the
room types for hiding purposes. Know the movement costs for moving through these areas. Know
which mobs are aggro. Know the funny quirks. Basically, the more you know, the better your character
(and future characters) are off.
It pays to know these things because you can use them against your opponent as well. If you're in the
low ranges, then movement points can be precious for non-fliers (fliers are pretty much good to go,
however). I've been in situations where someone in my group couldn't keep up with a PK because
she kept running out of movement points. It happens.
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