1. Dirt...then flee. They'll be blind a tic as well, rinse, repeat. Keep them from reengaging as long as possible while wearing down the timer on your blindness. If you have something that last longer than dirt...even better. Eyejab for flail users being an example. If not, maybe get an edge that helps make dirt last longer if possible.
2. Gear for save vs. spell and hp. Will take longer (hopefully) for him to land blindness and other maledictions thus giving you more time to do the above IF you are completely lost as to where you are and the hp to survive the maledictions that do land. Get those edges that help your moves.
3. Remember the general direction to the exit. Meaning even if summoned the exit is still in a genrally e,w,s,n direction from most rooms in the area. Dirt, flee, and head that way.
4. In conjunction with number 3, have an escape plan once you get your bearings and know where you are even while blind. This requires fairly decent game knowledge so I dont expect a newbie to be able to do this but if you've been playing a little while then you should have a mental checklist of places to duck into when being chased. Try not to make those places obvious. Force the person chasing you to check in a bunch of different places. This gives you time to hopefully run down the timer on blindness and heal if you haven't been to badly maledicted with poison/plague etc.
5. Back up against a wall... meaning find a room with only one exit and hope the one chasing you comes for you instead of summoning you. Having one exit is good because it means you know which direction you are going to flee in. This combined with an escape plan 8x out of 10 will mean you get away safe.
6. Always be mindful of your moves. Unless you are grouped with others in the same range as you and can count on a little protection from folks jumping you and your group you should never imho let your moves drop below %50 of your total because you'll need those moves while your trying to escape. Nothing worse than ALMOST getting away but you ran out of moves. This goes triple when you are in areas that sap your movements like mountains and forests or if your escape plan requires you to go through thhose types of areas.
7. Have a few escape aliases setup for specific rooms in a few areas and know how to recognize those rooms while blind. Good example is the rangers in Calandryl. You know when you are near them because they call out. Setup an alias to take you from one ranger to the other and then know how to quickly get out of that area. There are several escape routes on each side of Calandryl especially Udgaard side. But remember - mind your moves because this is forest/mountain area.
8. Area knowledge cant be stressed enough. If all else fails...there are a few areas around Thera (especially near Seantryn) where magic or just about anything non-physical simply do not work. Find and know these rooms and how to get to them blind. Depending on who you are fighting and how much they depend on supplications/spells you just nerfed their ability to actually kill you.
9. In conjunction with area knowledge...a final...desperate...dangerous...suicide move....is to know where the nearest deathtrap is if one is close and you know you are going to die and you know the person is a serial looter. Take your own life that way and...one...maybe they die as well trying to follow you....two....you get all your things back.
10. Make counting your steps a habit. Invaluable.
Edited 1 time(s). Last edit at 11/23/2009 08:31AM by Moligant.