A Report i did on Four Kings- Useful information (IWas done as Accepted)

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Alison
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A Report i did on Four Kings- Useful information (IWas done as Accepted)

Post by Alison » Wed Jul 28, 2021 2:47 am

To the White Ajah

Tactical and Area usage report :

Area chosen - Four Kings.

(https://imgur.com/a/RGih2 -map link)

As well as find a map of Inymis Sedai's leyline update map here- For travelling to and from four kings.
(https://imgur.com/a/NZbXM)

Where : Four kings can be found west of Caemlyn. 5 west, south, 3 west, north , west, 2north all west, south
and 3 west-from the west gate of Caemlyn. These directions stop at a Room named junction of caemlyn and lugard roads.
For the rest of this report I will use this room as the central point of reference and give directions to
the other rooms from this room. It is a east, south and west room. Henceforth it will be referenced as Junction (Note
this is the abreivation

Why : The reason for choosing this area is 2 fold. 1 It is the second highest pk zone besides the blight. 2 Because
it is a junction between three cities, Caemlyn, Whitebridge and Lugard it receives a lot of foot traffic, horse traffic
as well as wagon traffic. I have personal fighting experience in this area from fighting Fades like rig to stabbers like
Puny and his ilk. Also to note is that the area is frequented by Seanchan invaders. Sometimes solo, as per a recent encounter
with xin and/or others.

Terms used in this report: For abreviations i will write directions e - east , s - south, n - north, w-west , d-down and u-up.
The numbers before the directions would be as the following example 5w - this means 5 rooms going west.
Junction- central hub of the town. Lead in mobs and lead out mobs would be including but not exclusivly as follows, horses, exp pets
namely cats, dogs, puppies, horses, jaguars, lions, tigers and bears. These terms require explanation and would be covered
later in the report.
Weaves used : refresh, ice spikes, flame strike, fireball, chill and light ball. Other weaves can be tested as the whole zone
appears to be channel able and no non channel rooms was not found.
Two other terms to be mentioned is Soft hide rooms - rooms that can be used by a stabber to stab you, but have a percentage
failure rate of letting the stabber be seen. Popular rooms that have been personally used by this reporter is all west of
Caemlyn. As recently as 3 weeks before this report puny attempted a stab there and 2 days ago, hasp child of light attempted
the same. Both these attacks was fended off.


Overview of the following report.

The report is divided into two sub sections. Defensive usage of the zone and Offensive usage of the Zone.

It is to be noted that at any given point in time, you can switch from defensive to offensive usage of the zone. The sub
categories are not mutually exclusive of each other. Inclusive of these usages, I will cover what people are where, who
can be used, who will assist. Objects that benefit and prevent certain usages.

Defensive Usage of the Zone:


1. Start of this section is to note that all the road rooms all e from junction, all south from junction and all west from junction
is soft hide rooms. For defensive purposes when you weave in this room, there is a 50 percent chance that due to your lowered defence
you can be stabbed. Recommended engaging or weaving first before attempting weaving.
2.When you are outnumbered by forces 2 to 1 , or a higher number you can retreat to the caemlyn patty 2 west from Carysford. This is
the bridge room above the river. The patty consists of 4 horse riding soliers as well as their commander. To reference a fight this
reporter engaged Fade rig by this patty a few weeks ago and it was noted that it took the patty 3.5 seconds or more to engage the fade.
This time is long enought for you to either be stabbed, charged or bashed. Recommendation is to use sparingly and rather engage, flee
allowing the attacker to be engaged by the soldiers allowing you time to engage and weave. If you feel you have high enough health,
continue engaging but keeping in mind part 3.
3. Seeding the zone before a fight: What this means is similar to planting seeds for the harvest, only you plant items and horses
throughout the zone for your benefit of defense . The second section of this report will cover seeding for offensive capabillities.
Seeding zone with canoes near the river. Hide or drop 1 single canoe to be found in caemlyn grocer or north of rolands. The purpose
of seeding a canoe all e n, 5e s all e of junction is out of the way room. This is directly adjacent to the river room. If you flee
dismount from horse and grab canoe - hide on the river.
4. Continueing seeding: Seeding the zone with a falcon for defensive purposes. Clearing the zone of rats, crows and ravens, to mini
mise reports to your attakers. Falcons can be bought in tear, but have to be lead to four kings. They cannot travel on boats. Other
lead in animals like mangy cat from caemlyn will allow you to clear zone of rats, but has a delay of 5 to 10 seconds attacking a
raven. Lead in mobs like horses can be seeded in the zone. Recommend place to leave horses would be out of normal foot traffic
areas. Eg w,2s , w at wisdom house. This room is rarely used in pk as the fighting rotate around the road rooms.
-note as well that rafts can be found near woads and seeded behind doors , or the no hide room e, 2s all e from junction.
5- Soldier patty near zone entrence, 4e, n , 5e from junction can be moved by a master from the clan of lion wardens. I referenced
Lord Adeal in compiling this information- see end of the report for other details not covered in this section-. The soldiers can
move around the zone but cannot go west from junction. It is recommended that you find where they are before using them as
retreat point when fighting spawn, seanchan or killers.
6. Food can be aquired in an emergency by killing the large black rats and butchering them. Once again if you have seeded the zone with
fruits, plates before hand- this will not be needed.
7 . Water can be found e , 2s , 1e from junction. Note that this is the only water room in the zone and can be poisoned. Recommend seeding
a skin or flask in the zone near where you hid the canoe or the horses.
8. As mentioned in pervious point there is a single no hide room in the zone from junction e,2s all e. Use this room sparringly as you have
1 out of 4 chances of fleeing successfully out of this area when attacked. Hard hide room west of wgate caemlyn is a better option if you
dont want to flee into the caemlyn.
9. Another retreat spot is availble if you are being chased. From junction 2w all s , w , knock oakdoor, south. Note that it took this
reporter 30 seconds to get a response from the door. It was not tested under battle conditions and might be only a last retreat resort spot.
10. There are 14 doors in the area that can be used offensively. It is not recommended to use doors numbers greater than your own. Eg
if your attackers are higher in number than you, best not fight near a door. Example 3w from junction is door, it is a ride room. If your
attacker opened the door, you have 1 in 3 chances of fleeing into that room. Recommend that you close the door while fighting there if you
dont intend to use the door defensively. If you find yourself fleeing into the door, options are availble, open backdoor and flee north, dismount as quickly as possible as 2w all n , 2e from junc is no ride room. You will fail fleeing into that room. This drops your
odds of survival.
Note- if you are in door, you have 50 percent chance of making it out by either opening door or backdoor. As your attacker will only be able to close one instead of both. If you have 2 attackers in the room with you and you are alone, your higher survival is door, flee,
dline east or west.(For the purpose of this report it is recommended on studying what dlining means as its beyond the scope of this report to explain all the dline spots from where you can be attacked)
11. When you are being chased east from junction, dont use the rolands entrence as the no ride room puts your chasers at higher advantage than yourself due to the nature of the 5 doors in the roland area. There are rogues that agressively attack spawn as well as seanchan. This i have personally seen with my own eyes. Note that rogues in this area attack horses as well.
-Run to the patty, or your hidden canoe or caemlyn. Dont go for the gate, 3w, is a n,e,s,w room that takes a dusty route around caemlyn
and to more open areas.
12. Alternatively run to Saml hake e , s from junction. This area is known as the area where scalps can be handed in as well
Do spam bounddoor close as you have 1 in 3 chances of fleeing into a door if attacked in this area. Escape route is north or south 3 e
from this room.
14.Horses can be found 6s all west behind a door called gate. It is not recommended seeding your own horses here in this room as this
is the area where all light side or dark side fighters will go to to either get horses or kill those that are there.
15. A note of caution when you are on the river with your canoe/raft. dont drop it, and when you go all north , there is a waterfall that
is a deathtrap. Be cautious when travelling on the water.

That concluded the defensive portion of this Report. Note that there can be 100 of different scenarios that can be covered to use this
zone defensively, but for the purpose of this report, take note on the map of what doors are were and only use them in the offensive part
of your usage of the zone as they can and most likely will be turned on you.
Weather wise defensively for the duration of the compiling of this zone , there was consistantly 40 degrees or less weather in the zone
and this was adequate for the use of ice weaves. See reference to months and weather.


The Offensive usage of the Four Kings Area:

1. Blocks: The following clear blocks is often used in offensive fighting. Junction, room called shrubbery - 5 w from junction.
4s from junction is a room called The lugard road. This can also be used as a block area. Note that all the block rooms out and into
this zone is soft hides, thus use caution when fighting there.

When you are switching from defensice to offensive usage, anticipate the hunteds movements. Knowledge of the hunted would come in handy here. For example. Dreadlords will favour ride rooms as they are like you, capable of fighting from horse back. As well as fades. No ride rooms will be favored by trollocs as they dont have to dismount/mount to move around the zone. Blocks are essential when you are chasing
your prey. To prevent them from leaving the area. Getting to a block room is
The following variables must be taken into account when you go on the offensive
a- Your health versus the preys health.
b-Your one power and what you are capable of. A handy resource for this can be found at this book (wotmud.org/weaves- it has sps costs per weave and it is quite easy to know if flame strike is better usage at lower spell power than say and ice spike that could fail.)
c.What door you are chasing too.

Briefly we will cover all the doors in the zone:e n u n is ornate. n from that room is a another room with a door east. (Use this room only as a last resort to chase a very low fighter as this doors can be turned on you.)
e, s , e is bounddoor from junction. Effective use against prey would be to let saml and others engage your attacker, then open door, awaiting them to flee east. Then entering and closing the door on them.
w, s , down from junction is floorboards that leads into soldier patty. This is a dual agro mobs and will attack you as well as your prey.
Use by letting your prey flee into this room and chasing in after.- d and north from this room -the gaurds quarters- is barreddoor, that leads to tunnels and north of junction. Remember in the section of defensive usage where i mentioned the room w, 2n e from junction is a down room. The tunnels exit at this spot. You can chase and have time to attack before the u door is picked and opened.
Please note that on the map, all west from carysford and zone entrence is 2 rooms marked on the map n and n e , I did not find the doors
there or the rooms. Only use this area if you are 100percent sure that those doors exist there. It is marked with a red x on the map provided.

2. When you chase and attack 2w , n - open door, n , from junction remember to close gate first. If you prey is aware that you are chasing
they will weigh the odds of north exit - named backgate or south exit which is door. "Merchant stockyards" is room name-More likely will they attempt to get out into the wider zone south of your attacked room. Take note that if you are alone with your attacker, closing the gate will prevent you from weaving. Use weave, close , as a strategy. Shorter weaves like flame strike is recommended here.
Weaving in between rounds is an effective strategy here.
Keep in mind that they will have to hit, open/close as apposed to your weaving only. 2 commands vs 1 command, odds lie in your favour. If your prey flees north through backgate, chase with brave mood. Your first hit will hit harder than their wimpy hit. Thus ensuring higher odds of winning the battle. Do note that if you are going to flee and you are on a horse here, e from backgate room is no ride. Dismount first as you will loose if you fail 2 out of 4 odds - meaing there is 2 exits out of this room and one is no ride. On a horse you cannot flee into this room and if backgate is closed, you will keep failing your flees. Effectively losing the battle in this room.
The previous advice counts if you fight a dreadlord or mc in this room. If they dont dismount, close the gate, go brave, weave in between
rounds. Remember most dreadlords are male and have probabliity of higher damage weapons than you thus brave would even the odds slightly for you.

3. 2 w 2s open floorhatch is a good attack room. When you are here, ensure that your prey will flee first. Thus giving them 1 out of 3 chances of fleeing down into that soldier patty-- keep in mind the exit from these tunnels.

4. If your prey used the blocks near junction and four kings crier - 2w 2s from junction is crier, then your prey has 2 in 4 chances of escaping n or east from the crier room. Remember dlining. instead of chasing the prey south, anticipate 1n of crier or 1e of crier, by
going there and h.dark / h.seanchan.
Small note on fighting here- masters or non masters , note that the more experienced the prey is the better at dlining they are. It is beyond the scope of this report to explain the logicstics of dlining. Counter to dlining would be to anticipate the dline rooms and hitting them there instead of chasing.

5 Small observatory is watch area room. Similar to the one w 2n e n w u from junction.Another watch area room is 6s w n u from junction
in a room named hayloft. down is plodding ox for remounts. d, all s open door, s , up is bedroom. Watch area room as well. To spot your prey and/or your attackers.

6 Another water puddle can be found behind backgate 2 w 2n from junction.

7 There is dual agro mobs in the area near shrubbery - hyenas and jaguars. These mobs will only slow down your prey a few seconds. Do not rely on them


General Information about the Four Kings area:

1. Behind the shrubbery door, is a down room. This room can be found 5 w, n , down from junction. The door is called stoneslab and it is
also a no ride room

2 The river cary carries fish if you want to fish there. Do note that there is no raft of canoe loads. This must be brought in from another zone.


* HP:Healthy SP:Strong MV:Winded > Under the Bridge at Carysford
[ obvious exits: N S U ]
A silvery fish is swimming about underwater.
A silvery fish is swimming about underwater.
A silvery fish is swimming about underwater.
A silvery fish is swimming about underwater.
A silvery fish is swimming about underwater.
A silvery fish is swimming about underwater.

As well as a snapping turtle that attacked me and finger fish.

Interesting thing happens when you are on the river, if you go south from the room Upon the river cary, the current pushes you
back 1n.

3.3s e from junction is a stables where you can rename your horse.

4. There is a chest in the farmhouse 6s w s open door, s and u. When i investigated it there was nothing inside.

5. There is a young woman e, n , u from junction. I could not discern what her function was there.

Trying to look attractive with her low cut dress and hair flowing loose around
her shoulders, she keeps an eye out for the weary traveller who might need
some recreation.

The finely dressed madam is in excellent condition.

the finely dressed madam is using:
<worn about body> a red dress

6. A locked door is found 5s w s from junction. It appears to be the entrence to a manor.

7. The rogues at the entrence to rolands attack falcons and horses. Be aware that you will loose both if you dont defend the falcon/horse.

8. Nothing was found in the wine cellar of the dancing cartman, this is found e 2 s down from junction.

9. Note that the bell in the old wisdoms room, w from four kings crier is locateable

You begin to weave the appropriate flows...

*
Ok.
1 a bell-shaped velvet hat southeast on a human.
2 a bell-shaped velvet hat southeast on a human.
3 a large brass bell very far south
4 an old bell far west
5 a bell-shaped velvet hat southeast on a human.
6 a bell-shaped velvet hat southeast on a human.
7 a bell-shaped velvet hat southeast on a human.
8 a bell-shaped velvet hat southeast on a human.
9 an old bell far south
10 an old bell very far south
11 an old bell southwest
12 an old bell far south
13 an old bell far southwest

10. Animals found in the area. Long eared rabbit, wild dogs. 2 draft horses load in the room named Corral. Near the farm- 6s all west
from junction. Large black rats, regular rats, crows and ravens througout the area.

11. Mobs found Ogier stonemason, young man thief. A young blacksmith with his wagon is 1s of four kings crier. Hard working farmer and his wife. Both dont respond to task, or milk or cow.

11.b - rock lying few south from junction.

12 Broker for scalps and quests can be found by saml hake, e s from junction, as well as Jak and Strom.

13 s w from the crier is a plaque -

* HP:Healthy SP:Strong MV:Tiring > exam plaque
The High Court of the Magistrate
Knock for Admittance

14 Muscular guards w s d from junction wearing minimal armor . There is four guards there. I managed to weave chill, blind and fear on them. When they attacked.

15 w s u from junction is a tacticians clerk. He appears to tally enemies fallen in battle. I could not get him to respond to the word enemies.

Conclusion: The zone is robust with doors, mobs and items found. It is situated in a well travelled area and should be studied by all
novices and accepted. This will enhance their logical notes on the area as well as give them knowledge to fight better or defend better
in this zone. Please refer to both maps at the beginning of this report and take note that the rooms marked with xx is not availble or there.

I would like to thank Lord Adael for his input in this matter. It was a good factual trip with the Lion Guard observing their territory.
Further studies with the Lord would enhance our ties with andor and teach valuable points to initiates that newly become journey accepted.

Thank you
Accepted Alison.

Nevirha
Posts: 764
Joined: Fri Sep 15, 2017 8:24 pm

Re: A Report i did on Four Kings- Useful information (IWas done as Accepted)

Post by Nevirha » Sun Nov 28, 2021 3:34 pm

Were you previously awarded for this?

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