Gregar's Guide to staying alive on TFC



There are many guides out there to staying alive on TFC, this one shall include of course the basics, plus some additional information as it applies to being in a passive following (read: fate)
There are several parts of a general guide to staying alive. Telnet client (the program you use to get in) the items you carry, and combat tactics that you should expect from your opponent, plus the counter tactics to either safely stay in battle, or flee from the combat with your life.
The telnet Client is extremely important. With a good telnet client you can react to situations much faster than you can by hand. I personally recommend ZMud if you are running windows, it is one of the most commonly used and has some of the best online help files for making triggers macros etc. For the rest of this guide I will assume that you are using a mud client as even leaving the guild hall without using one is begging for death IMHO
The first thing is items that are needed. Most people recommend having at least 6 recalls on hand at all times. I recommend more, at least 10, 3 in hand at all times plus seven more in a bag with a unique key word. The reason for this is that the first tactic of most pk'ers is to try and blynd you so you not only don't know where you are going (to die) but that you cannot get any items out of bags while blind. As with most characters, item space is at a premium so it is understandable that you will want to put as many things into bags as possible, but you should have at least 3 recalls in hand in case the first two fail while blynded.
Be sure to set up a hot key in your telnet/mud client for quaff recall, and be sure to use a quaff recall. It is not uncommon for a pk'er to hand you an item with red as a keyword to prevent you from using your recalls during the attack. Also be sure to add a get recall command to the same hot key as the quaff recall so that after quaffing, you try and grab a new recall to keep your on hand supply fresh. The reason for a bag with a unique name, is so that you don't accidentally mix up bags. If you go out random hunting or even just xp in zones that get a decent number of randoms, chances are that you are going to have several containers of the same name that are larger than a regular bag (i.e. egg casings). With 4 or 5 egg casings, you might juggle one to the front to look in it, then forget to move them back. This will prevent you from getting a fresh recall when you try next time(since you will be looking in the wrong container) and possibly run you quickly out of recalls on hand creating a dangerous situation. If you can get a level 30 shaman you should be able to have him/her make a bag with a very unique key word based on the mob it was made from. A 30th shaman bag should be enough to hold 6 or more recalls.
When to recall is also a very important thing to remember. When recalling from combat, you only have a 25% chance of doing so successfully. If you are cursed, this drops to a 0% chance. Before recalling, always be sure to flee the combat as this will greatly increase your chances of success (not to mention reduce the amount of xp you can expect to lose). Watch the combat carefully to see if your opponent has cursed you, if so, teleport instead. If you see "Maurice snickers and blocks transport!" then you are in a no recall zone or cursed, try teleporting instead.
Teleports are also a very useful potion to have and can be made by shamans. True anyone can fill vials, but even a mage with portal needs a shaman to take a wizmarked item into the dwarvenhold shamans guild or the shamanic caverns(shaman only area). Teleports have an advantage over recalls in that you can teleport while cursed, or from no-recall zones. There are also no penalties to saving rols when teleporting from combat, and you lose no xp for teleporting from combat. Why not teleport all the time? Teleporting is random, kinda like taking a bad recall to get yer butt to safety. Most of the time you end up in a zone fairly close to where you started, but you can end up anywhere, the guild, the same zone, the room next to you, or maybe even scairz or the demon realm. In general if you can recall, do that first, teleport is a last ditch effort.
Holding teleports is also somewhat dangerous. On occasion I have gone to quaff glass, dr red (not for a recall but some random potion I have) get black etc etc, and instead I quaff my teleport when I am perfectly safe. Try to make your teleports out of something you won't forget or mix up. I personally for the ease use red vials which I have already mentioned have gotten me into trouble, but personally I feel big enough to handle a blunder like that. There are many different kinds of vials, try picking a single color that you will always use for that purpose. You may also wish to try another container for the teleports instead, you don't have to use vials. Any water container can be filled with magical liquids and turned into a teleport potion, this includes water skins, water gourds etc. just be sure you remember what the item is. Teleports should always be kept in hand and not pulled from bags as it is hard to get anything from a bag while blynded.
A hot key for teleporting is also a good idea, but it should be something that you don't accidentally hit. Mine personally is the same as the recall button, but I have to hold the control key to use it. I like to think of the control key as the red safety switch on a fighter jet missile launch button. In order to hit it, you gotta be sure that's really what you want to do.
These items are going to be the mot important to escaping combat/bad situations. I will discuss personal equipment more a little later.