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= Fleeing = Fleeing from combat is not that easy. You should consider getting away from battle before your shape drops to bad, or even earlier if your opponent uses large, hard hitting weapons, or casts spells. The speed of fleeing depends on the skill controlled retreat, and simply on your luck. However, if you are in party, the leader's skill and leadership ability, if the leader is human, replace your own skills. Rangers, being masters of the wilds, get skill 'wilderness retreat' to help them in the outworld. While fleeing from combat, the character stops concentrating on all skills and combat maneuvers, and forgets about attacking. Meanwhile, the enemy continues with its combat normally, usually scoring a few well-placed hits before you can get away. Therefore, it is usually a good idea to switch your combat points toward defensive actions as much as possible while fleeing. The use of combat points is explained later. == Wimpy == Wimpy is the measure of the amount of danger you wish to encounter. The lower this is set, the longer the character will stay in combat before trying to flee automatically, regardless of the controlling player's actions and wishes. For beginning characters, wimpy should be set quite high, unless you wish to experience death quite often. The command is simple to use, just type 'wimpy <level>', where level is one of: * off * very very low * very low * low * normal * high * very high Setting wimpy is also a very good insurance if your connection is not perfect.
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