Make your own free website on Tripod.com

Rules of Engagement


Many places in Sosaria contain potential and known dangers. This is especially true of the many dungeons in the land, where there may be found all forms of monsters, both living and undead. And all of the New Lands, outside of the outpost towns of Papua and Delucia, should be considered dangerous territory. The Knights of Sosaria often hunt together in formal guild events, or in small informal groups. In order to remain safe, organized, and to have the most fun (death is not fun), we have established these guidelines to follow.

Preparations

The first concern is your preparation for a hunt. In order to identify guild member in the wilds or in a dark dungeon, it is important that everyone be wearing the guild colors, beige clothing with a teal cape. The easiest clothing to identify is a cloak and cape. This is strongly advised. When out on a hunt, it is important to have at least one recall rune to a safe spot; usually the Wandering Wisp Tavern in the old lands, or Papua bank in the lost lands. If you do not have the magery to recall reliably, you should carry at least one recall scroll. In fact, it is a good idea to carry one even if you have high magery, in case your reagents are stolen or run out. A few general heal and cure potions are also a good idea. If paralyzed by a monster or evil person, you can break the spell by opening a box or pouch that was trapped with the “Magic Trap” spell, and the resulting damage is minimal (1-2 points). This can be a lifesaver, and you may want several of these in your backpack. Lastly, if going on a guild hunt, please come at the appointed time, and come prepared.

Before departing, it is important to determine who will be leading the group. The highest ranking member should be leader, unless he decides to have another member take the position. If there is more than one member of the highest rank, the most experienced member is recommended, and the leader should be decided between them prior to departure. The scene of a battle can get hectic and it is a good idea if the leader uses ALL CAPITAL LETTERS FOR THEIR COMMANDS. Other members of the party should use only lower case letters in most cases. If there are going to be several groups in a large hunt, there should be leaders for each, and the members of each group should be assigned based on their skills. Mages, archers and melee warriors should be divided between the groups. Less experienced, or less skilled members should also be allocated in the groups, and perhaps have a partner assigned for guidance.

In deciding on where to go hunt, the skill level of the least experienced member should govern the destination. If someone is not comfortable going to a place, don’t go! There is always somewhere else fun to go, and there is always another trip. Make this fun for everyone. A true knight will not sacrifice someone for his or her own glory.

Off to the Hunt!

Ok, you’re finally ready to get off on the hunt! If someone creates a gate to the spot, it is best if the melee fighters go through first in order to engage any monsters that may be there. This way the archers and mages can come behind, and the mages can use their powers without disruption from attacks.

Now the most important thing to remember is that you are not hunting alone, you are part of a hunting party. This is not a free-form party of uncontrolled rejoicing. Save that for the post-hunt celebration at the Wandering Wisp. We want everyone to have fun, and it’s generally not fun to die. We know that death is a risk we all take, but it can be avoided by with training and carefully planned action in battle.

When hunting alone, you might run up to a monster and use whatever skill you have to attempt to kill it; dancing around it to cast, to hit and to avoid it hitting you. When you need to, you run away to heal. In a group hunt you are not just an individual, you are part of a unit. It is that unit which is hunting and fighting. The most important thing is to stay together, and whenever possible, in a formation. By this we mean an organized pattern of placement of guild members in relation to your opponents. The melee fighters should be in front to engage the opponents in hand to hand combat. That is what they do best. In fact, they are useless and cannot hit if they are stuck behind the archers and mages in a tight dungeon corridor. And typically, the swordsman, fencers and macemen are wearing the strongest armor to protect them while in the battle. The archers should stay behind or to the sides of the main action, ready to pump arrows into the foes that are fighting toe to toe with the melee fighters. Mages should be in the rear, or in the middle if in a large group. From there, they can heal the other members of the group, cast paralyze on moving opponents, and cast a well placed attack spell as well.

The party should move as a unit, staying in formation a much as possible. The group leader should decide which way to go, unless he has assigned that responsibility to an experienced scout who may run a short distance ahead to see where foes are hiding and which way to go. Try not to keep criss-crossing the path and bumping into each other. This causes rubberband lag and taxes stamina. The melee fighters should move together in the front so that they meet the monsters head on and engage them in battle before those monsters can target the mages who probably have little or no armor and strength, and can not cast well if being hit. If need be, melee fighters should step into the line of an attacking monster to have it attack you. This is your chance to save the ass of those mages. This is important because they will be doing the same for you many times over. That is one of the major jobs of a mage in a fighting unit; to heal the other members while they engage the enemy. It is also useful to paralyze opponents who may move away, or who may move in too quickly when the melee fighters are already busy. Those melee fighters are going to be getting beat up pretty good. Try to keep their health up. If you fighters are getting hurt or poisoned, and you need help, call out HEAL or CURE, or even easier, just HHH or CCC. This is easier to type with one hand, and when in PvP, this may keep your opponent from quickly realizing you are badly hurt and targeting you all the more. Also, remember that if you want to cast a spell on someone and you can’t see them behind some monster or object, you can target their speech or their name (use “all names” macro).

When fighting several foes at once, everyone should attempt to target the same opponent. Gang up on the strongest ones first and when killed, move on to the next. This will eliminate a portion of the damage being dealt out by the combined enemy force. For instance, if fighting four equal monsters, you could each fight one monster or you can quickly kill one and reduce their combined force and damage by one-fourth.

When finishing off the enemy, remember to allow everyone a chance to get in some kills. Most people like to have the kills for fame and karma. Mages, don’t keep blasting an energy bolt at those monsters that get low; and fighters, give the mages a chance if they are busy healing you all the time. Remember, we are here for each other.

What about those PK’s?

The Knights of Sosaria is a neutral and generally peaceful guild, dedicated to building, not destroying; and to improving life, not taking it. We do not believe that violence is the best means of resolving differences. Unfortunately however, not everyone in Sosaria feels the same way. It is inevitable that we will encounter others who, in their dishonor, will attack us in various ways and require swift action in response.

When hunting or adventuring together, the group leader is in command and their orders are to be followed immediately and explicitly. However, there are some overall guidelines to follow. Usually, the best tactic is avoidance. Ignore taunts from others and if necessary, leave the area or dungeon. Many PK’s use cheats, most are very experienced in PvP, and many do not really care if they die, as long as they have ruined your good time. Don’t give them the satisfaction.

We never attack others without provocation. If someone is grey, or even red, we will not attack them unless we are sure of their dishonorable activity. If someone insults us, we are above such provocation , and ignore them or leave the area. The command to attack a harasser is up to the person in charge. If you see some dishonorable behavior, point it out to the leader in charge (possibly by ICQ, to avoid warning the person). The exception to this is if you see someone physically attacking another member of the guild. The response to this should be immediate attack by all members on the offending attacker. Call out KILLER and attack. Do not attack his friends unless they also attack. Often, those are not real friends, and many will recall away or wait around hoping to loot their “friend” when he dies. If the group leader sees reason to break off the attack and orders everyone to STOP, or RECALL, that is what you should do immediately. If the leader calls for everyone to REGROUP, then do just that, regroup into formation where you can all help and protect each other. Do not run off after some enemy by yourself. You endanger yourself, and worse you endanger those you left behind. Divide and conquer is a favorite tactic of many experienced PvP groups.

Loot!

When you hunt alone you struggle to get what you can before someone else takes it. Well, your in the Knights of Sosaria now. We share the loot! While there may still be outsiders who will try to steal our loot, just grab what you can and we will put it together at the end of the hunt. Generally, all gold is split evenly. Gems and easily sold items may be sold and split with the gold. Magic items are given to the member most in need and most able to use it. Or it may be contributed to the guild fund for sale, which again benefits us all.

Combat Commands

Only group leaders should use CAPITAL LETTERS. All other should use lower case except if calling for a heal or cure.

HHH, or HEAL for requesting a heal for yourself. HHH to request for another.

CCC, or CURE for requesting a cure for yourself. CCC to request for another.

NORTH, or N (any direction) is the Leader’s call to head in that direction.

ATTACK is the Leader’s call to attack the designated monster or player, using name or directions. (as in “ATTACK dOgPooP” or “ATTACK LEFT LICH” or “ATTACK W BUNNY”

STOP means Stop what you are doing. Duh.

REGROUP means to regroup around leader, or around .