Description
Fighting takes not just a physical toll on warriors, but a mental toll as well. Panic sets in immediately after combat ends, excepting only the triumphalism of death. If a fighter leaves combat before finishing one way or another, by fleeing, or calming, or throwing a smoke bomb, or casting 'momentary darkness' or 'ooze evocation' on themselves, then they will become panicked. Panic doesn't last very long, 15-20 seconds if the fighter was in player-vs-player (PK) combat, or 7-10 seconds if the fighter was in combat with non-player-characters (NPCs).
While affected by 'panic', numerous things cannot be done, due to a lack of concentration. These things include recalling to a house or area recall; gohalling to a clanhall; or using items in order to, or casting spells such as gate travel, plane travel, warp, blink, teleport, or vacuum invocation.
Panic is a strong force, and as such cannot be overcome through personal training, sanity, or personality, and cannot be dispelled by 'dispel magic'.
See also
- flee - run away from a combat situation
- combat - general combat information, and change personal combat settings and attributes
- player killing - information about PVP/PK in Alyria
- momentary darkness - blocks all light in a room
- ooze evocation - causes an enemy to slip and fall
- gate travel - teleports the caster to a worldgate
- plane travel - transports the caster between planes
- warp - teleport directly to a specified location
- blink - transports the caster to a nearby location
- teleport - transports the caster to a random area
- vacuum invocation - transports the caster to a nearby location
- recall - return instantly to your home, or nearest recall point
- lull - interrupts combat situations
- with swiveling hooks - panic everyone present, make the opponent's form vulnerable to pain, and then injure them with your weapon