PK Guide

A Newbie's Guide to Basic Functions andConcepts in DSL's Playerkilling Environment

This is a guide Eaga first wrote on the DSL forum, [1]

# Index

Introduction
Flee and Murder
Transportation Spells
The Effects of Stun
The Three Stances
Basic Maledictions
Basic Skills
Prompts
Ticks, Lag, and Rounds
Preparation/Preventative Measures
Concealment and Guile

First off..

Greetings, fellow players! And welcome, potential new players!

**Introductions**

We all PK for several different reasons. 1) We might love the idea of
pitting certain builds of characters against one another in an effort to
try something new in the gaming environment. 2) You probably have
something you want to prove in game like how X is awesome or how
X is better/worse than Y. 3) You organize a group of friends to stomp
an environment into the ground through teamwork. 4) To have fun!

There you have it, the four types of PK players:

1. Those that play for fun regardless of whether or not they lose
2. Those that play exclusively with friends
3. Those that play and have something to prove (powergamer)
4. Those that play to enrich the environment

Now, needless to say it, but every PK environment has its skeleton
and learning curve. DSL is no different. Let's talk about basic DSL PK concepts
so that you're better prepared to engage and react to what you see!

It is important to note that while me and many contributors will do our
absolute best to equip you for what you can expect to encounter in the
game, a lot of what you will learn will be through trial and error. Your
mistakes in the game will make you sharp, so do not be discouraged
should you die a couple times.

You will see classes use pretty powerful abilities and you will not know
how to counter them without thinking about it for a while or until you
stop and ask for advice from others. I recommend doing just that: find
someone in the game kind enough to patiently sit down with you and
answer your questions. Find yourself someone kind enough to act as
your resource. We will fill in a considerable portion of the gaps here,
but the majority of the cracks left over will be sealed through wisdom
passed down from player to player.

Now without further delay, here is a list of compiled information you ought
to know before becoming a part of DSL's playerkilling side of the game!

**Flee, Wimpy & Murder**

 Contributors: Shalist
Syntax: murder <target>
Pretty basic. In order to initiate combat with someone, you must type
 murder <target>, which gets you 'hostile' (will talk about that soon) and
 puts you in combat with the target. The murder command is typically used
 by hitters, because melee damage is what they use to kill people. Mages
 will want to begin combat with spells (c 'spellname' <target>), because
 casting spells is how they get the job done in combat. If you're initiating
combat for the first time against a target, you get what is a called an
 'initiation round'.

This round's size is determined by how many 'attack' skills you have (second
attack, third attack), dual wield (wielding another weapon nets you more
attacks), spells (haste) and your current dexterity stat. More dexterity
 means more initiation attacks, less dexterity means fewer initiation attacks.
 Having two weapons wielded means more initiation attacks than with one
weapon, but if you have low dexterity then they won't be quite as big.

A ogre barbarian with dual wield and 40dex will have smaller initiation rounds.
 A sea elf barbarian with dual wield and 100dex will have bigger initiation rounds.

After an initiation round, a hitter will open up with a skill instead of the 'murder'
command in order to optimize their effectiveness since initiation rounds do not
happen after the initial one. For example, if you are a warrior and you're already
 began combat with murder and got a nice initiation round, you'll want to chase
them when they flee with a stun skill or a blind skill. Swashbucklers get a skill
which allows them the ability to get multiple initiation rounds, but more on that
 later.

Performing any offensive act or being the target of an offensive act against
another player gives you the 'hostile' flag, which makes you unable to recall
 through the conventional 'recall' command. In order to get out of an area
 and to your bindstone while hostile or a victim or hostility, you must use
the 'word of recall' spell, which we will talk more about later. Those who are
 hostile can be attacked by ANYONE of any level, and those who perform an
 offensive action on someone that is hostile does not get the hostile flag
themselves.

When you're in combat with someone, you cannot 'move' around using
directions like normal. You must use the flee command, which sends you
 into one of the rooms surrounding the one you are in. A useful command to
 know is wimpy, which lets you establish an amount over 20% of your total
health that enables you to autoflee if you go below the amount you set. So,
 if you set wimpy at 20% of your max hp, you'll autoflee at or after you go
 beyond that threshold.

**Key Terms**

//Murder//: Initiates combat on a target via melee
//Initiation Rounds//: The large round following the usage of the 'murder' command
//Flee//: Randomly assigns your character to a surrounding room and out of combat
//Hostile/Victim//: Makes you unable to recall, makes you attackable by all
//Wimpy//: Lets you to auto-flee if you take any damage while below 20% health

**Concepts**

* Casting an offensive spell or typing 'murder' at a target will make you hostile
* When you're hostile, you cannot use the 'recall' command
* Setting your wimpy will allow you to escape combat passively in a pinch. Don't forget to set it
* If you are a hitter and you're attacking someone for the first time in an interaction, this gets you an 'initiation round', which gives you a large opening attack round depending on some key factors.
* Hitters that have already used the murder command and got their initiation rounds should chase after enemies using a skill they have, since you only get one initiation round per interaction

**Transportation Spells**

\* Contributors: ZzZz
Syntax: c 'gate'
The above spells are found in the 'transportation' spellgroup you take while
 in class creation.

When you're either hostile or the victim of a hostile actions, you are unable
to use the 'recall' command. In the event this happens and you need to go
to your bindstone, you can use the 'word of recall' spell for the same effect.
This spell CANNOT be used in combat though.

When it isn't safe to recall or use the 'word of recall' spell, gating to a mob
 in order to wait for someone to make a nexus to you is ideal, or if you just
want to hide and be safe while outside of your clanhall. It is an expensive
spell and casting level plays a part with it depending on your class, but it
is a good escape spell that can be used in combat if you need to make a
hasty escape.

When you absolutely need to get away and you don't care where, you
 may use the 'teleport' spell, which sends you to a random area on the
continent you are currently standing on. You CANNOT use this in combat.

**Key Terms**

//Recall//: Sends you to the bindstone if you are in a clan, to your temple if you're in a kingdom
//Teleport//: Randomly puts your character into a room on the same continent
//Gate//: Allows you to gate to specific mobs

**Concepts**

* You CANNOT cast teleport while in combat. You will fail every time.
* Gate can be used in and out of combat, but you can't use it if you are blind.
* You CANNOT cast word of recall while in combat. It doesn't work.
* Always ask your clanmates for the condition of your stone before you do anything. In moments where you do not have the time to ask, hide somewhere obscure, teleport yourself or gate somewhere safe if you are able.

**The Effects of Stun**

\* Contributors: Shalist

Stun is a very important status effect in the game. It does many things and
lots of classes (and some races) have a stun ability available to them. Stun
does the following:

* It makes it harder for you to flee
* It makes you cast spells at a weaker proficiency
* It makes you land skills a weaker proficiency
* It makes you defend less often
* It makes you hit less often

So, basically, securing kills relies heavily on you or your group's ability to keep
a target stunned. When you are stunned and you aren't comfortable with being
the target or in combat, you should immediately flee. The effects of stun are
temporary, but unless you want to stay and fight through it it is safer to just
wait the two or three rounds outside of combat than inside.

When you are stunned and you escape from combat shortly after a stun skill,
wait five to eight seconds before you try to cast any spells. If you try before
then, you will likely fail which results in mana/resources lost and the possibility
of you revealing your location.

It is important to note that the fewer exits there are in a room, the harder it
will be for you to flee from a foe. Try to avoid rooms with fewer exists if you
aren't comfortable fighting against someone who can stun you efficiently.

Some examples of stun abilities: dropkick, wind breath, powerswing, bash, trip.

**Key Terms**

//Stun//: The most important status effect in the same

**Concepts**

* You cannot cast well, defend well, hit well, flee well or land skills well while stunned
* Do not try to cast spells or use skills when lagged. Escape combat and wait a few seconds before trying
* If you are stunned, flee and wait a few rounds before you try to cast spells
* If you are stunned, flee and wait a few rounds so that you'll be able to defend proficently
* Avoid rooms with fewer exits to increase your chances of fleeing

**The Three Stances**

Syntax: stance <defensive/normal/offensive>

To add a layer of strategy to combat, you are given the option of choosing from three interchangeable stances that give you certain advantages and disadvantages. 'Stance defensive' takes away one attack from your combat rounds, but it also increases your ability to defend against blows delivered
by your opponent. 'Stance offensive' takes away from your ability to defend,
but it rewards you by giving you another attack in your combat rounds and
increasing your hit roll.

'Stance normal' takes nothing and gives nothing away from your combat skills.

Managing these stances in combat is an important part of combat for people
who aren't mages, because mages tend to stay in stance defensive the whole
time to take full advantage of the defensive bonuses. If you are disarmed, you may stance defensive and avoid them until you get your weapons back. If you are stunned, you may stance defensive and flee to wait out the stun. If you have someone disarmed and blinded, you will want to go offensive and stun them if you are able.

**Key Terms**

//Stance//: The ability to choose between three different stances to mold to the events of combat

**Concepts**

* Offensive stance is a stance most hitters adopt because they deal their damage primarily through melee rounds
* Defensive stance is a stance that most dedicated mages use because the longer they stay alive, the more damage they can deal. Their survivability goes up as well
* When you select no stance, you get neither bonus nor penalty to combat rounds or defenses

**Basic Maladictions**

Contributor: Drekhan, Lunez

Maledictions are the spells used by casters that debilitate and harm their
enemy's ability to do certain things or penalize their stats. Let's go over a few
of them:

//Curse//
This spell makes you unable to recall if it lands and hurts your ability to
resist other status effects. It also hurts your hit roll a bit. This can be
removed at town healers by using the 'heal curse' command for 50g
or by a cleric using the 'remove curse' spell that some classes have
available to them. If you are cursed, you are also unable to enter
nexuses!

//Weaken//
This spell drastically reduces your strength stat. If you are hit by this
malediction, you'll deal less damage in melee and skills that require
checks run through the strength stat will fail more often. Things like
your ability to parry and shield block are greatly influenced by strength,
so this naturally means you'll defend worse too. There is no direct cure,
but it can be removed using the 'cancellation' spell. You can mitigate the
strength penalties using gear with +str on them, if you have the option.

//Blindness//
As the name of this spell suggests, those hit by this spell will be blinded.
This means you won't be able to see what room you are in, you cannot
change gear, recover disarmed weapons and shields and you won't be
able to see the identities of those who walk in and out of rooms. Nor
will you be able to see who you are currently fighting! Blindness is a
dangerous malediction, so if this spell lands you either need to get out
or you need to go to a town healer to get it cured with 'heal blind'. It
can also be cursed using the 'cure blindness' spell that some classes
have available to them. This spell also reduces your hit roll and lasts
for a VERY long time depending on who cast it on you.

//Energy Drain//
Not exactly a malediction, but it is found in the same spellgroup and is
very destructive. If it lands, it deals minor magic damage to you and
HALFENS your current total mana and movement. The only way to
protect yourself from this is to wear lots of saves gear (we'll cover
that later). If you find yourself getting energy drain, then you should
run far away from them. Also important to note that a percentage
of the damage dealt to your hp with this spell recovers the caster.

//Slow//
This spell is expensive to cast, but it is a dangerous one to land. If you
have haste when it lands, it dispels your haste spell and nothing else.
When you have no haste spell up, it gives you a HUGE dexterity penalty.
Not only that, but it adds one round of lag to every spell and skill you
use until it is gone. You can get rid of it using cancellation or by trying
to re-haste yourself.

So if you are cursed, you should get it cured or get out. If you are weakened,
get somewhere safe and get it removed, get out or wear strength gear. If you
are blind, go somewhere to get it cured or/and get out.

**Key Terms**

//Curse//: Makes you unable to recall
//Blind//: Makes you unable to see your surroundings, people or your items
//Weaken//: Hurts your strength stat
//Slow//: Hurts your dexterity and gives more lag to your abilities
//Energy drain//: If it lands, it deals minor magic damage and halfens your movement and mana

**Concepts**

* Curse not only disables your ability to recall, but it hurts your ability to resist other spells. Get it cured as soon as possible
* Entering nexuses is impossible to do if you are cursed!
* Blind is dangerous. Never do anything if you are blind aside from getting out and escaping combat. Get it cured fast
* Weaken is harmful, but carrying equipment with +str effects on it help soften its effect on you
* Getting hit by an energy drain is REALLY hurtful. Don't stick around for too long if you get hit
* If you get your haste dispelled by a slow spell, rehaste yourself before anything else. If slow lands and you have no haste up, get off immediately

**Basic Skills**

Skills can range greatly in effects and duration. Skills can stun you, blind you, disarm
your weapons or armor, and many other complex status effects to make combat
interesting. We will cover some of the more common ones here:

//Dirt Kick//
Dirt kick is a skill employed by warriors to temporarily blind the target. It
can be used both in and out of combat, and blinds them for the remainder
of the tick (a measure of time we'll visit soon). It slightly reduces the target's
hit roll and lags (a concept we'll visit soon) the user for two rounds (another
measure of time we'll visit soon). Those with more dex will land it more often.
It is important to note that dirt kick deals very minor damage when it lands.

//Disarm//
Disarm is a skill that rips the target's weapon from their fingers and sends it
to the ground. It can only be used DURING combat, and it lags the user for
two rounds. This skill is a strength/dexterity based skill, so if you have lots
of both yourself it is easier to resist or land. This skill ONLY disarms the
weapon in the primary weapon slot.

//Bash//
The basic form of stun skill. Warriors slam their bulk into a target in the hopes
that they get stunned. Sending them flying lags you for two rounds, slamming
into them without sending them flying for three rounds and missing for three
rounds. We've gone over what stun already does, so you know the importance
of it and how deadly it can be. Heavier people bash better, so do people with
lots of dexterity and constitution. Heavier people also resist this better. It is
important to note that a landed bash deals minor damage when it lands

**Key Terms**

//Dirt Kick//: Gives an incurable blind to a target for a short time
//Disarm//: Rips the primary weapon from a target's fingers and onto the ground
//Bash//: Basic stun skill

**Concepts**

* Do not stay in combat for long when blind. It is dangerous.
* Disarm is annoying, but it is truly dangerous if you're disarmed while blind. You cannot recover your weapons then
* Bash's stun can be avoided by weighing yourself down. Additionally, weighing yourself down increases the chances of you stunning them

**Prompts**

\* Contributors: Enduriel
What you can insert:
%h : Display your current hits%a : Display your alignment
 %H : Display your maximum hits%r : Display the room name you are in
 %m : Display your current mana%e : Display the exits from the room in NESWDU style
 %M : Display your maximum mana%c : Display a carriage return (useful for multi-line prompts)
 %v : Display your current moves%t : Display the current game time (%T works too)
 %V : Display your maximum moves%d : Display Dawn / Day / Sun Set / Night Time (%D works too)
 %x : Display your current experience%y : Display your current wimpy setting
 %X : Display experience to level%f : Display whether you are flying or not.
 %g : Display your gold held%l : Display the current language you are speaking.
 %s : Display silver carried%L : Display the XP until your merit. (level 51
 %q : Display questpoints%S : Display battle stance
When you create a new character, you are given what is called the 'basic
 prompt line'. This prompt line gives you the bare minimum of information
 about your condition; your current health, your current mana and your
 current movement. Your 'prompt' will show up after every command you
 enter into the game, so you are constantly updated with your current
 stats.

Before you enter DSL PvE, I recommend you come up with your own prompt
to suit your needs. Here is a good basic one line prompt that you can use
 until you become more experience and find out what information is most
important to you. Type enter the below string into your command prompt:

This introductory prompt will give you your current health and max health,
 your current mana and max mana and your current moves and max moves
 in addition to your current stance for combat.

There are several things you can do with your prompt to circumvent some
status effects and to make things easier for you. For example, by putting
the room exit string in your prompt, you'll be able to see the room exits
 even while blind.

**Key Terms**

//Prompt//: the feed you get after every command you enter into the game
//Basic Prompt Line//: the preset prompt you are given at the start of the game

**Concepts**

* By putting the 'room exit' string in your prompt, you can circumvent the effects of blindness
* You can put a whole bunch of information into your prompt! I strongly suggest exploring what you want out of it

**Ticks, Lag and Rounds**

There are three important measurements of time within DSL that everyone
must have a firm understanding of: ticks, lag and rounds. Here is a nice old
conversion chart for you

14 combat rounds = 1 tick = 14 rounds of lag = 42 seconds of real life time

When someone refers to a tick, a tick is a term expressing 42 seconds of
real life time. Most spell and ability effects last for X amount of ticks. For
example: fire blind from a fire flag lasts 0+1 ticks, which means it lasts
for as last as the remainder of the current tick plus one whole tick. This
means fire blind lasts 42+X, where X is the amount of seconds last in
the initial tick.

There are [and certain features that help you anticipate ticks] when
they are about to happen, which can mean a world of difference in certain
situations. For example, if you know that the tick is coming in four seconds,
you get the maximum benefit from a dirt kick if you use it on somebody the
moment the new tick begins.

**Key Terms**

//Round//: The three second length of time lag and combat happens in
//Tick//: A basic unit of time in DSL in which most status effects last

**Concepts**

* There are scripts that help you to anticipate a tick before it happens! Check out the [section of the forums] for more information
* Using abilities like dirt kick right when a tick begins is better than using the same ability five seconds before the tick starts. Timing is key

**Preparation/Preventative Measures**

\* Contributors: ZzZz

There are certain steps you can take, regardless as to which class and race you
are playing, to avoid certain compromising situations in playerkilling that will, well..
get you killed. We will go over each of them:

//Gate Posts//
A good way to avoid a group of large enemies is to gate to a mob far away
from them. Since the gate spell only works on mobs on the same continent
as you cast it, do some research as to which mob you want to target in a
pinch. When in doubt, just teleport yourself. If you don't feel comfortable
recalling, do either of these things.

//'Where'//
Spamming the 'where' command will let you see where all players are in
the area in which you use it in. This is especially useful when you are out
training. Note that this command is effected by detection spells you have
up, so spamming 'where' without detect hidden up when you are looking
for a sneaky foe will not be effective. This will help you cut people off who
are running away and it will help you avoid large enemy groups. 'Where'
is lagless too, so spam away if you feel like you are suspicious!

//Weigh Yourself Down//
Find heavy objects and carry them with you! This will help you resist some
grabbing and bashing stun skills. Iron cannon balls are always in style.

//Potions//
Always carry potions with you! If you are dispelled, they are a great way
to spell yourself up without spending mana. Look into buying 'stoning'
potions from Arkane which are used to break charm spells you are hit by
and visit an area called the 'Crystal Palace' to buy escape potions. These
are both very handy and powerful potions. They WILL save your life. Quaffing
potions lags you for one round. Here's an expanded list of potions you
should look for:

* Potion of Escape ---Teleports you, do not quaff this in combat
* Glistening Potion --- Sanctuary/Stoneskin, low chance of cursing you
* Off White Potion ---Haste spell
* Vial of White Liquid ---Sanctuary/Stoneskin/Armor
* Vial of Nectar ---Sanctuary/Haste/Giant Strength
* Vial labelled 'stoning' ---Stoneskin/Earthquake, quake frees you from charm spells
* Potion of Divine Protection ---Sanctuary/Stoneskin/Armor

//Know Your Areas//
Introduce yourself to as many hiding places and areas as possible. Mix up
which areas you visit too and really explore them. Some places cannot be
detected using the 'where' command like churches and inn rooms. General
knowledge of areas will help you track down and kill enemies too.

//Blessing//

In anticipation of people who can cast spells on you, you should 'bless' up
your gear! This is done by buying wands that contain the spell bless or by
people who can cast the spell, removing your gear and methodically casting
and zapping the gear you own. Bless adds 'saves' to your gear, an effect
that helps you to resist extra damage effects caused by cutting through your
saves and saving against maledictions. The more -saves you have, the more
often you'll be able to resist!

Through the usage of the 'bless' spell and/or elm wands, everybody can
improve the rate in which they resist offensive spells. To do this, remove
the item, cast bless on it if you have the benedictions spell group or wear
an elm wand found in the Coven and zap it. Then wear the item again and
do this for each item you wear. Lowbies normally don't do this, but it is
important to do so in lv51 playerkilling to take every necessary step to be
sure you're not vulnerable to magic. Blessing is temporary, so beware.

//Fireproofing//
Some items will melt, explode or burn up from certain attacks and damage!
Protect your potions, scrolls, jewelry and magic staves by casting 'fireproof'
on them, a spell found in the protections spellgroup. Fireproof is temporary,
so beware.

//Poison//
This may sound like something you don't want to do, but being choked or
put into a magical sleep can be extremely deadly for you. To counteract
this, poison yourself using an "anti-mage elixir". It will deal minor damage
every tick, and any source of damage wakes up a sleeping player. On the
other side of the coin, if you have a sleep ability available to you, carry
around an "unholy symbol" so that you can cure the poison on a target
you have put to sleep.

//Mount Up//
If you have the 'riding' skill available to you, then you should be mounted when-
ever you are outside of your hall and able. Some very powerful skills enemies
can use on you CANNOT be used against you if you are mounted. For example:
you cannot be choked, strangled, dirt kicked and some forms of stun cannot be
used on you while on the back of a mount. In addition to this, damage dealt to
you experiences a reduction and you deal a bit more melee damage. Important
to note: ogres/trolls/giant ogres can still use bash on mounted targets, so be
prepared for that.

**Key Terms**

//Quaff//: Allows you to consume potions for added spell effects
//Where//: Lets you see all players in the area you're in right now
//Bless//: A spell that improves how well you resist against spells
//Fireproof//: A spell that protects your jewelry, potions, staves and scrolls from burning effects
//Poison//: A tool used to counteract sleep abilities
//Saves//: byproduct of some spell effects, helps you to resist against spells that require saves checks
//Bless//: very useful spell, can be cast on self or on gear to help your spell resistance
//Riding//: Very useful skill. Some forms of stun and some skills can't be used against you while mounted. You also experience a slight damage reduction and you hit a little harder

**Concepts**

* Know your gateposts and be alert of your surroundings and you'll never die! When you get cornered and are in doubt, teleport
* Always keep a stockpile of potions handy to refresh important spells
* Introduce yourself to lots of areas so that you know where to run when you're in trouble, or if you want to hunt someone down to kill
* Blessing your gear helps you to save against harmful spells, so don't forget to do so when you are able
* The more -saves you have, the better you'll be able to resist against spells. It does not make you resist perfectly, but it is a very necessary precaution and it can pay off
* Any damage wakes up a sleeping player
* Always fireproof your magic objects and jewelry before going out. Once they burn or melt, they are gone for good
* When against an assassin or armsman, be prepared to incapacitate them quickly with a blind or mount up to avoid being choked and singled out
* Carry heavy objects as a precaution against some stun skills. It won't work 100% of the time, but it does help

**Concealment and Guide**

Another interesting layer of DSL is the large array of abilities you can use to
hide in plain sight or disguise your movements. These abilities can be either
magical in nature or they can be physical. Let's go over some of them. If is
important to note that just because you're hidden doesn't mean you can't
be forced out of hiding using AOE abilities and some classes even have a
way to detect hidden foes, also important to note that damage brings you
out of hiding.

//Hide//
Basic hide skill that quite a few classes get. This skill allows you to 'hide'
in any room type so long as you do not type ANY commands in. The down-
side to this skill is that you don't know if you are truly hidden, so it can be
a bit of a risk especially if you play larger race like ogres who aren't very
efficient at the skill. You cannot hide from people with 'acute vision' though.
Hide as much as you want, it has no lag and costs nothing! Having the
spell 'faerie fire' on you hinders your chances of hiding successfully.

//Sneak//
Good skill! This skill allows you to move from room to room without giving
everyone in that room an echo that you entered or left it. Pk is all about
surprise and if an enemy doesn't see you enter a room, then you still have
that advantage. This skill is best used with hide, so you can do your best
to remained concealed until you reach your target. Additionally, 'sneak'
makes you undetectable against people without access to the spell of
detect hidden. Sneak has no lag, so use it as much as you want!

//Blend//
A means of concealment using a spell. 'Blend' is a spell exclusively used by
illusionists to become undetectable, but, like the hide skill, it breaks should
you perform an action after using the spell. Another plus side to this is that
you are TOTALLY unseen, so not even acute vision or soulsight can detect
you. Costs mana and one round of lag.

//Nondetection//
Another means of concealment using a spell. This spell is used by invokers
to become totally undetectable. Best part? You can move around and stay
undetectable, but people will still be able to see when you leave or enter
a room. 'Nondetection*s only weakness is soulsight, which can be cast by*
shamans and vampires. Costs mana to use and one round of lag to cast.

//Nightmeld//
A unique skill to nightshades that behaves in every way, shape and form
as the hide skill, but it makes you undetectable like blend. The only down-
side is that the skill can only be used in dark rooms or outside at night.
'Nightmeld' has no lag, so use it as much as you want!

There are a whole bunch more ways to hide and conceal, so definitely explore
and ask around!

**Key Terms**

//Hide//: a skill that makes you difficult to see and find anywhere
//Sneak//: a skill that conceals your movement
//Nightmeld//: a skill that makes you undetectable
//Blend//: a spell that makes you undetectable anywhere so long as you don't move
//Nondetection//: a spell that makes you undetectable as you move around
//Faerie Fire//: a weather spell that reduces your armor, plus more

**Concepts**

* Hide reveals you should you perform an action while hidden, as does blend and nightmeld
* Nondetection, despite making you undetectable, still lets people know when you enter and leave rooms
* Getting hit with a faerie fire reduces your ability to hide, so be cautious!
* Damage brings you out of hiding, so watch out!
* Nightmeld is a better hide skill, but it can only be used at night or in dark places
* Sneak is great! Always make sure you have sneak up if you have the skill available to you

More to come..