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The last thing anyone thought they would ever see....

Tanager's Guide to the Strategy and Etiquette of Hunting

Introduction.

    I am not a famous hunter, and I advance at the pace of a snail, but I am not an unskilled one.  I had not originally intended to write such a guide because most guides of this sort are fully mechanical in nature, and the list of people who know more about mechanics than I do is probably longer than I am tall.  Most guides of this sort are professional in nature, as well, and I do not feel particularly qualified to give advice to members of any profession when there are far more skilled hunters ready to offer aid and advice.
    But then it came to my attention that there was a niche for a certain kind of hunting guide, one devoted to time and energy rather than to AS and DS (though touching on that matter as well), and so I sat down to compose, and you have located the result.
    If I keep getting inspired this way, I'm never going to manage to finish the guides I originally meant to complete!



Prologue: Training.

    If you have come in search of a hunting guide, it is most likely true that you have already trained, and trained multiple times.  However, I include advice for training anyway.
    If you are primarily a picker or healer, the following advice does not apply; it is intended for those who will use hunting as their primary means of advancement.

    Decide how you are going to kill your prey.  There are 9 methods....
        1.  Hit it with an edged weapon.
        2.  Hit it with a blunt weapon.
        3.  Hit it with a polearm.
        4.  Hit it with a two-handed weapon (if you train two-handed weapons, it does not matter whether they are edged or blunt; the same skill goes to both.)
        5.  Hit it with your fist or with a brawling weapon, or use Voln's martial arts to kick it to death.
        6.  Hit it by throwing a weapon at it.
        7.  Shoot it with a ranged weapon.
        8.  Hit it with an elementally based spell (these are the ones, like most wizard bolt spells, that use an AS check.)
        9.  Hit it with a spiritually or mentally based spell (these are the ones, like sorcerer spells, that use a CS check.)

    In order to be able to hunt, you must pick the thing to train that corresponds to how you will kill your prey and then you must train it as often you possibly can.  For the first seven methods, that means training a weapon type; if you can only train it once, train it once, but if you can train it twice, do so, and do so every single time.  For method 8, this means training spell aiming, and training it as often as you possibly can.  For method 9, this means training spells at least twice each time, and preferably training at least once each time in whatever sort of spell you are using to attack-- for example, if you are using Mana Disrupt to attack, you should try to train sorcerer spells at least once every time.  Eventually, this will lead you into "blank areas" where you cease to receive new spells.  It is worthwhile anyway for the benefits to your attack.
    For the first seven methods, you should also train combat maneuvers a minimum of once each time, as it directly affects how well you will be able to attack.  The effects may seem initially minimal, but they will certainly add up.

    Once you have trained to attack, consider your defense.  If you have not trained in two-handed weapons, in polearms, or in ranged weapons, then you should train shield at least once each time (twice, if possible.)  After this, it is time to contemplate armor.  There are a number of different views as to how one should go about training armor; they can all be roughly summed up in "if you wear heavier armor, you will live through harder hits, but it is also harder to cast spells".  If you are a wizard, sorcerer, or bard, some of your spells will begin to fail if you wear anything heavier than full leather; if you are a cleric, empath, or ranger, some of your spells will begin to fail if you wear anything heavier than double leather.  If you are a warrior or rogue, you are best off training armor at least once if not twice every time, since it is highly unlikely that you will be casting spells period, and, if you are, it is unlikely that you will be casting spells in combat.
    For more information on the precise effects of armor, please examine Lady Amerlise's site; her explanations may be slightly dated, but they are very technical and informative.

1.  Stripping down and gearing up.

    If you use a weapon, get out a weapon of the appropriate type.  This should be in your right hand.
    If you use a shield, get out a shield.  This should be in your left hand.
    Put on some armor.  What armor you wear depends entirely on how you have trained armor and what sorts of spells you are going to cast in combat.  As a quick and standard guideline, it has been my experience that wizards and sorcerers mostly wear full leather, rangers, clerics, and empaths mostly wear double leather, and bards, rogues, and warriors wear whatever they have trained for.  (Bards and armor is a fairly controversial topic that I simply don't have enough knowledge to comment on; some swear by full leather, some swear by augmented chain, and both types sometimes live and sometimes die, just like everyone else.)

    Check how burdened you are.  (This may be done by typing "encumberance", for those unfamiliar, or just "enc".)  Ideally, you should discover either that you are not encumbered enough to notice or that you are slightly encumbered but that it is not affecting your reactions very much.  This should result in only five or six seconds being required to swing your weapon (your results may vary somewhat with your weapon type; Juspera's Facts and Rumors will give you more information.)  If you are unencumbered or very lightly encumbered, then you will swing weapons or wave wands as fast as you possibly may or only a second slower than you possibly may, and that is good.
    Anything besides these two results should worry you.  If you are swinging a weapon, it should worry you far more, and it will be time to start getting rid of stuff.
    People take a lot of odd things into combat with them; I myself am a prime example of this tendency.  It's a bad idea.  If you are going to swing a weapon, or if you are going to be among creatures with some sort of maneuver attack (such as the minotaurs' charge) or maneuver-based spell (such as arch wights casting Boil Earth) , then your chances of survival will decrease drastically.  People are constantly rescuing my corpse from Anwyn because I am a pack rat.  There is no reason for other people to be as stubborn (and dead) as I often am.
    If you are overburdened: visit your locker.  Look in your locker.  Look in your containers.  Start putting objects into your locker that are not necessary in combat.  If you run out of locker room, then it is time either to sell some things or to ask a relative or someone badly in need of the money to help you out (in short, start a locker character.)

    Here is what you need to take into combat:
        1.  Your weapon.
        2.  Your armor.
        3.  Your shield (if you use a shield.)
        4.  A container to carry home boxes, gems, skins, and other sorts of loot.
    Here are some things you may wish to take into combat, but which are not technically necessary:
        1.  Combat-related magical items, such as white crystals, blue crystals, and wands.
        2.  A herbal kit to heal bleeding wounds.  This would include acantha leaf, aloeas stem, ephlox moss, and pothinir grass.
        3.  A gold ring and a crystal amulet in order to run or call for help in emergencies.
        4.  A small blade specifically for skinning.

    If you cannot seem to get your encumberance under control, then start with the "needed" list of items-- if you wear armor within your skill, not even the most under-muscled halfling should be overburdened with proper attention paid to possessions.

2.  Spells.

    If you can cast defensive and offensive spells to help you in combat, do so. Sit down at a table or another secluded area where you may regain mana quickly (an earth-node, in short) and cast spells upon yourself.  There is no point in going into combat poorly prepared; it simply increases the likelihood that you will come home dead.  This grows more important as you train more and more often; until you train five times, none of your spells will last very long anyway.  By the time you reach ten trainings, however, you should be ready to spell yourself up (if you are a spell user) prior to going into combat.
    Do not waste your mana on unnecessary spells.  If you are fighting creatures without any magic, there is no point to casting blues on yourself if you could be using the mana for colors or luminescence.  Similarly, there is no point to casting spells repeatedly that do not stack up (such as the lesser powerful look.)  Make sure that you know the full effects of your spells and the full length of time that each one will last.

    If you are not a spell user, then you should not need spells (noting, again, that "need" and "want" are two different things).  They are, however, very nice to have.
    If you are in Wehnimer's Landing, it is not very difficult at all to gain three useful spells: colors, blurs, and guards (sometimes called "brillies", for the brilliant luminescence that will surround you after the spell is cast.)  These are easy to obtain because the spells come in "mass" versions as well as personal versions, and will affect every single person in the group of the caster.  The formula for obtaining these spells between roughly the hours of noon and midnight (EST) is fairly simple: go to the small park and wait, because wizards, sorcerers, rangers, and bards (varying from spell to spell) routinely come by to cast these spells for the masses.  I am not sufficiently familiar with other cities to provide information on obtaining mass spells, but I suspect that it should not be overly difficult to do so in Icemule Trace, Ta'Vaalor, or Ta'Illistim.  River's Rest, Solhaven, and Zul Logoth may be another matter entirely due to their low populations of adventurers.
   Beyond mass spells, it is often possible to convince kind adventurers to share their skills with you and cast some individual spells for you.  Asking on the amulet for someone to please come and spell you up is not the way to go about doing this.  Your best bet is to go somewhere where there is a large group of people (such as the small park, or Town Square Central) and look at individual people (or watch what they do) until you find a well-trained spellcaster.  (Do not ask people at the Mentors' house for spells, as they are not permitted to cast spells to help adventurers while on duty.)  Ask the well-trained spellcaster politely in a whisper whether they would be willing to cast one or two spells upon you.  If I do this, I usually ask if they might be willing to cast the minor powerful look (rangers, clerics, sorcerers, and empaths), a dim aura (clerics and empaths), a disk or minor elemental edge (wizards), or a round of silvers (bards) upon me.  (Well, I can cast the disk and elemental edge myself-- but you get the idea.)
    I ask for the low-mana spells because people are more likely to help you if it does not require a large amount of effort on their part-- and, after all, you don't need four hours of a spell to go hunting, you probably only need twenty to thirty minutes.  If you can send the mana for your spells, then people are even more likely to help you.  The less you ask for, and the more polite you are about asking for it, the more likely you are to receive it.  When you do receive spells, tip the person, and thank them; I recommend offering at least two hundred silver.  Some people will not accept tips for casting spells.  Thank them again instead.
    Try to remember the name of anyone who helps you out this way (pick a specific color for it and highlight them).  It never hurts to remember well-trained people who have been kind to you.

3.  Philosophy.

    Why do you hunt?
    This may seem like a stupid question.  "What do you mean, why do I hunt?  I hunt because I hunt, it's what people do."  However, there are many things that people do that are not hunting at all-- they pick locks, they pick pockets, they heal people, they chat, they create magical items, they sell things on the amulet, they spell people up, they gamble, and so on and so forth.  I would estimate that, on the average, I spend less than a fourth of my time hunting, though I know I'm a bit of an oddball in that respect.

    There are 6 primary reasons to hunt:
        1.  Advancement.
        2.  Making money.
        3.  Obtaining specific objects, not necessarily money as such-- to get boxes, to get gold rings, to get pelts, or something else in that vein.
        4.  Earning favor with Lord Voln by destroying the undead-- this is specific to the Order of Voln.
        5.  Vendetta-- this is linked to #4, but is not precisely the same.  If there is a specific type of prey that you are drawn to and particularly wish to destroy for personal reasons (I know of vendettas held by citizens of the Landing against orcs, krolvin, the denizens of the Spider Temple, and creatures of Sheru, for example) then you would fall into this category.
        6.  The simple enjoyment of hunting.

    Pick one as your primary reason for hunting.  While it is nice to be able to address more than one at once-- the proper selection of prey and hunting grounds should be closely linked to your reason for hunting, and trying to cover all grounds at once just reduces efficiency.

Advancement

    If your primary reason for hunting is to advance, then you should keep in mind that you do not need to hunt at your level to advance-- and that it increases the risk and decreases the benefit to overhunt too far.  The way hunting experience works for direct kills is fairly simple: you will gain 100 experience for killing a creature of your level +/- 10 experience for every level the creature is above or below you with a maximum of 120 experience per creature.  (I am not certain of the experience tally for assisting with kills; I believe it is a percentage of the same formula.)
    Locate a level-organized guide to creatures.  I personally use Lady Amerlise's creature guides (you may find her site by following this link ) but they were last updated in 1999 and do not reflect some of the current capabilities of creatures (as well as not including Ta'Vaalor or Ta'Illistim, for obvious reasons.)  Look at every creature in the range from 5 levels below you to 2 levels above you; specifically, examine their attack and defense (or their defense against spiritual spells, if you are a sorcerer) and compare them to your own when you have no spells or other benefits besides those from your own skill.  (Remember that both your chosen weapon and the creature's armor will affect the actual results of your attack-- every creature has its own special unusual features, and only experimentation can tell you everything about a creature.)  Pick the creature in this range that you believe you can kill most rapidly that is least likely to be able to injure you.
    Don't be embarrassed about underhunting.  If you pick something five levels under your own level, it is true that you will need to kill two of them for every single creature you would need to kill at your own skill in order to advance at the same speed-- but, particularly during the 0-30 years, it will most likely be far easier for you to kill a creature under your level.  This isn't about peacocking and ego, after all-- it's about maximum efficiency and maximum experience.
    Find out where your chosen creature lives in Elanthia, and find out what other creatures live nearby.  (Lord Tsoran's maps can be extremely useful for this.)  Make sure that there is nothing tougher in the area than you can survive, and make sure that you can safely reach the area.  (It would be ridiculous, for example, to go to Anwyn to hunt greenwing hornets-- the area is simply too far dangerous to be worthwhile.)  When you know the way to and from your chosen creature's habitat-- gear up and go.  If you have trouble with your chosen creature?  Find another.  Elanthia is huge, after all, and you're bound to find something you can kill.

Making Money

    Most creatures that carry large amounts of money and treasure are either quite dangerous or little-known.  This is because of the way in which treasure is distributed through Elanthia.  The matter is linked as well to level, and seems to vary additionally somewhat from individual creature to individual creature.  As a general rule, something with more treasure than another creature will either be of higher level or will be less-hunted than that creature.
    Therefore, if you seek to directly obtain treasure, it is to your advantage to range afar.  Start by looking through a decent creature guide (more details up above in "Advancement") at the creatures that are 5 to 10 to 20 or so trainings below your level (depending on just what that level may be.)  Look among those creatures for the creatures that are unusually dangerous for their training-- those with maneuver attacks, or those with particularly dangerous spells, or those that simply have an unusually high attack strength or defensive strength-- after all, since you are so much more skilled than they, you should not experience undue trouble in defeating them (to a point.)  Creatures in particularly secluded areas are more likely to be wealthy as well, and this is especially true if the area is magically protected from fogging and people would have to arrive on foot to rescue any corpses.
    Alternately, there are those moneymakers who hunt creatures with particularly expensive skins and sell the skins for silver.  Since the value of a skin does not correspond to the frequency with which the creature is hunted, this is a fairly effective way to make a surprising amount of silver.  However, in order to do this sufficiently well, you must be very well trained in the art of first aid-- I know of no one who is not a professional ranger or empath who skins as a primary source of income.

Obtaining Specific Objects

    Hunting for a specific object is usually fairly straightforward.
    In the case of a skin or pelt-- once you consult a creature guide to determine which creature has the correct skin (troll hides are useful for sheaths, for example, but troll toes are not)-- then you have only to go and kill the creature and skin it.  (Successfully skinning it is a problem all in its own, of course, but this guide covers hunting rather than the fine points of skinning.)
    If you are looking for something specific and odd carried by a specific creature, such as a mangled shield, a feathered spear, or a brilliant purple opal, there isn't much hope for it-- you'll have to track the specific creature down, or hire someone else to track the specific creature down, and kill it.  (In the case of things such as mangled shields, you may simply be able to hang out in the requisite area and ask anyone hunting in the area if you can pick one up off a creature they kill.)
    In the case of boxes to unlock or gems for deeds-- if you seek merely quantity of boxes and gems or greatest value of boxes and gems, the best approach is the same as the one focused on making money.  Do make sure that the creature carries boxes, however; some simply don't seem to do so.
   For specific gems-- make sure that you are hunting in an area that will have the gem in question; for example, mithril-bloom may only be found in Icemule, dragonsfire emeralds may only be found on Teras, silvery conch shells may only be found in Solhaven and River's Rest, and despanel may only be found across the Dragonspine in Ta'Vaalor and Ta'Illistim.  For less expensive gems-- if you seek, say, to gather topazes or coral-- you may wish to underhunt, as older creatures will have gems of less value less often than younger creatures will.
    For specific routinely-found items such as wands, gold rings, blue crystals, and so forth-- follow the money-making suggestion.  Then, if you can't find them on creatures, you can probably buy them from your fellow adventurers.

Earning Favor

    Hunting to earn favor is rather like hunting to gain experience, but with a few small changes.  Firstly, if you do not hunt the undead, you will earn no favor; members of the Order of Voln may examine a creature's living or undead status with the Symbol of Recognition.  Secondly, you do not need to hunt undead creatures within your experience range, though there is more benefit to hunting a creature of higher level-- each creature you kill will get you a certain amount of favor directly linked to the creature's level.  (It used to be linked directly to your level as well, but, unfortunately, this has changed.)  Ideally, you will find an undead creature that appears in large numbers and that you can routinely and easily kill.  This will earn you slow but steady favor (there is, unfortunately, no real way to earn quick favor), and, unless you are completely unable to do this within your level range, it will also earn you steady experience.  Consult a creature guide before you set out.

Vendetta

    Hunting over a vendetta is rather like hunting to earn favor, save that you are not earning favor: go out.  Find whatever-it-is that you want to destroy.  Destroy it.  If you're not strong enough to destroy it yet?  Hunt something else for experience until you are, and then destroy your vendetta-object to your heart's content.

Enjoyment

    This is simultaneously the easiest and the hardest category to fill.  What is your idea of "fun" hunting?  Make this a secondary goal, and focus on one of the other five goals.  Having made a list of possible creatures to hunt in accordance with the other goals, search through the creatures you choose for your other goal to find something that you personally enjoy hunting.

4.  Strategy.

    Take stock of yourself.
    Write down your swinging AS in offensive stance, your versus-swinging and versus-bolts DS in offensive and defensive stances, your TD, and your CS (if applicable).  Beyond this, make a list of everything that you know of that you can do that can potentially be used in combat, no matter how silly or ineffectual it might seem-- spells, guild skills, tripping with polearms, multistriking, hiding, so on and so forth-- and don't worry about what other people can do that you can't, because this is only a list of what you can do.  Take a good hard look at this list.  This is everything you can do.

    There is one important hunting strategy that everyone should know no matter what profession they practice.  If you are just first starting out, this is the strategy that you will use.  This strategy is known as "stance dancing", and it is most effective when going one-on-one with an opponent.
        1.  Wait for the opponent to swing.
        2.  Immediately go to an offensive stance by typing "posture offensive" or "stance offensive".  (This can be abbreviated.)
        3.  Immediately attack the monster.
        4.  As soon as you finish swinging, go immediately to a defensive stance by typing "posture defensive" or "stance defensive".
        5.  Repeat.

    As you grow older, your hunting tactics will doubtlessly grow more complex.  Most sorcerers and wizards find that, as they grow more skilled, they swing weapons less and less often.  Most wizards shift to stance dancing and casting, while most sorcerers shfit to the technique of casting airwall (also known as spirit barrier) to protect them while they stay in a defensive stance and simply destroy everything in sight with sorcerer spells.  If you are casting spells while you hunt, be careful not to cast spells that will use more mana than you have left-- it will injure you, and, if overdone, it will leave you unable to cast further spells.

    Once you have fully mastered stance dancing, then it is time to move beyond the basics.  Look at the list of things you made that you are able to do in combat, and consider what might be most useful to you.
    Do you have difficulty hitting your opponents?  See whether there is anything that you can do that will make them easier to hit.  Some ideas in this vein include knocking your opponent down by tackling them, tripping them with a polearm, singing them to sleep, casting a spell of rage that will force them to neglect their defenses, binding them up in a magical web, and so on.
    Do you do little damage to a creature when you strike at them?  Consider a different method or a different means of attack-- a creature may be immune to a bolt of water, but highly vulnerable to a bolt of fire, or a creature may shrug off the thrust of a rapier while screaming in agony at the slice of a falchion.
    Do you have trouble with your defenses?  See whether there is any way that you can make it harder for your opponent to hit you.  Some ideas in this vein include hiding from your enemy, casting a magical spell of calm over them, calling a spell of darkness around the area, and so on.
    Do you have trouble with creatures casting spells upon you?  You might well consider hiding from them, casting spells of silence upon them, casting spells that cause them to forget what they had intended to do, casting spells that steal their spells away, and so forth.
    If you have no difficulty hitting your opponents, but your opponents routinely hit you, consider the merits of using a different stance-- there are people who swear by moving into an advanced stance ("posture advance" or "stance advance") rather than full offensive stance when they stance dance.  Some people take this even a step further and remain in a neutral stance.  Others go the other way entirely, stay in a full offensive stance, and simply attempt to kill all creatures before the creatures can kill them.

    Experiment, and ask others about how they hunt.  The method that works for you may not work best for another person.  At the time of this writing, I myself typically hunt by seeking out large numbers of creatures, casting an elemental wave to knock all creatures in my vicinity to the ground, and then calling a cone of lightning to strike at every creature in the area.  This is not the method I used six months ago, and I do not know whether it will be the method that I use six months from now.  Stay alert, stay adaptable, experiment routinely, avoid working yourself into a rut, and you will go far.

5.  Etiquette

    You are not the only hunter in Elanthia; moreover, you are most likely not the only hunter in your area.  This is normally a good thing, as hunting is a highly dangerous activity.  However, in order to avoid conflict with those hunting nearby, there are a few standards of Elanthian hunting etiquette that everyone should know.

Poaching

    If someone else is attempting to kill a creature, and you walk up and attempt to kill it without permission, this is known as "poaching".  It is not a crime worthy of death, but it will hardly earn you many friends either (and there are those who will swing at you over it.)  Make sure that you ask permission before swinging at any creature that is near another person (unless they are stunned, injured, or dead-- more information on etiquette in that circumstance later.)
    If you encounter someone who is fighting more than one creature, it is perfectly permissible to ask whether you may attack one of them, but that does not make it "your" creature-- it simply means that the other person is kind enough to share.  Asking to attack the monster that someone else is attacking is often taken as a request to join forces; if you should routinely ask to attack another person's creatures without "sharing" those that you fight, it will be seen as greedy.
    You should also be aware that there is a big difference in hunting etiquette in asking whether you may attack versus whether the other person needs help destroying the creatures that they are fighting.  If you ask whether another person needs help to kill the creatures, (particularly if that person is uninjured and seems to be killing creatures at a decent rate), the other person may take it as an insult.
    Should you accidentally poach another person's creature-- for example, if the person is hiding and you are not aware of the person being there until after you kill it-- the best thing to do is to apologize quickly and offer to give them any treasure that the monster was carrying.

Chasing Creatures

    It will often occur that the creature you are attempting to kill will run away from you before you can kill it.  When this happens, it is highly possible that it will run into a room where another person is hunting, and, in all likelihood, you will follow.  At this point, you would probably not prefer to see the person swing at the creature, and the best way to prevent this is to quickly tell the person that you are following it.  While many people rely on simply saying "chase", it is more polite to set up a hunting macro that will cause you to say something like, "I'm following this one, please don't attack it" with just a single keystroke (easy and fast.)
    If a creature arrives in your room limping, it is probably being chased by another hunter, and it is polite to wait at least ten seconds before finishing it off-- ten seconds should be more than enough time for any chaser who isn't horribly overburdened or preoccupied with another creature to show up and kill it.  If someone else shows up in the room where you are hunting immediately after a creature arrives and announces that he or she is chasing it, it is considered only polite to let them finish it off.  Should you get overexcited and swing at a creature that someone else is chasing, it is polite to apologize, and, if you killed the creature, to offer to give them any treasure that the monster was carrying.

Aid for the Stunned, Injured, and Dead

    I have never encountered anyone yet who survived long enough to hold vultite without falling dead from a creature's attack at least once.   (If you are such a person, you doubtlessly deserve a medal.)  It is best to know etiquette around the stunned and dead-- because it will doubtlessly happen someday that you come across a corpse or across someone who will become a corpse very shortly while you are hunting, and that corpse could be the person who finds your next corpse... and corpses have a way of remembering those who stare at them and then ignore them.
    If a person is injured but not stunned, and you are not an empath and do not have acantha, the person will probably not need any aid you can offer-- the person is probably either ignoring it or on the way back to town.  There are exceptions to this... for example, if you come across a person who is unstunned but has two severed legs, that person may well bleed to death before reaching aid.  When in doubt?  Ask.  Few people will refuse to tell you that your help is needed.

    If you encounter someone who has been stunned, there is a list of priorities to follow. 
        1.  If you can unstun them, do.  The spell "Unstun" will do this; alternately, having an oak wand at someone will unstun them if you have the skill to use the wand and you trigger it correctly.
        2.  If you cannot unstun the person, try dragging them out of the room if you are strong enough to drag people.  This will not work if the person is not permitting people to join their group.
        3.  If you do not have the ability to use an oak wand, or you do not have one to hand, the next thing to do is to protect the stunned person until the person recovers from being stunned.  If you can knock down or otherwise quickly incapacitate anything that might attack the person-- do it.  Warrior's tackle, spiritual binding, sorcerer's stun, and several other spells work quite nicely for this.
        4.  If you cannot unstun, drag, or knock the person down, then, if you believe you can quickly kill it, attack the creature.  If there are too many creatures in the room to kill quickly, a last resort is to try to put defensive spells on the stunned person as quickly as possible if you are a spellcaster.  This simply is far less likely to be effective.  In the time that you are spelling them up, the person will either live-- which they probably would have done anyway-- or die, which will waste your spells... but there are times when that extra tiny bit of defense will make all the difference.  On the up side, should the person live after you spell their stunned self up, the person will probably think that you are the greatest thing since the Dhu Gillywhack.

    If you encounter a corpse, there is a second set of procedures to follow.
    1.  The first thing to do is to pour a white flask in the corpse.  This works akin to the clerical spell known as Preservation, and it will protect the corpse from decaying by pausing the timer until the corpse decays.  You should always try to have a white flask with you.  If you are a member of the Order of Voln and have the Symbol that will protect people from decay, this works just as well.
    2.  If you can drag the corpse to safety, drag it.  There simply are not any reasons save laziness and bad terrain for a giantman warrior not to drag a halfling wizard to safety without help.  You will find, unfortunately, that there are some areas from which corpses may not be removed-- the terrain is simply too difficult.  When this happens, go to part three....
    3.  If you do not have a flask or if you cannot drag a corpse to safety, call on the amulet for help.  Give your location, give the name of the corpse, say that you do not have a flask or that you cannot drag the person (as appropriate) and ask someone to come to you to help you.  In the Wehnimer's area, you may wish to pull on your amulet in order to get the message out to a wider group of people.  If you are a member of the Order of Voln, you may well wish to use that telepathic network to call for help instead of the amulet or as well as the amulet.  Make sure to tell the corpse that you have called for help; corpses worry easily, and corpses cannot hear the amulet (although they can still hear the thoughts of Voln.)
    4.  If you cannot drag the corpse and you cannot reach the city telepathically (as will happen in remote areas or magically protected areas) then leave the corpse, go to where the amulet does work, and ask for someone to come to your location to help the corpse.  Wait until help arrives, and lead the help back to the corpse.

    Should you happen to be a corpse, the best thing to do is to stay put.  Some people log off, use a second character to try to get help for their first character, and then log back in.  This is considered extraordinarily poor form by most GemStone players-- cheating, essentially-- and it will actively encourage some of them to ignore your corpse.  If worst comes to worst, you will lose some experience.  This is hardly the end of the world; experience can be restored.  In contrast, respect lost in those who might aid you in the future is far more difficult to restore.
    If you are a member of Voln and you have the Symbol of Need-- after five minutes (or earlier, if you are particularly worried or in a particularly difficult-to-reach or little-travelled location) go ahead and use it.  This will help draw people to your location.
    If you know any GemStone players who use AIM, you may wish to ask them for help for your corpse that way.  Some people approve of this; some do not.  It really depends on just who you have contacted, as this is a personal roleplaying preference.  If someone requests you not to use AIM for this purpose in the future-- don't.
    When help arrives, thank the person for coming, and be sure to ask your rescuer for lifekeeping (presuming that you do and that the person is not immediately reaching for a flask.)  If there are any full boxes and so forth on the ground, offer them to your rescuer; draggers often do not stay around long enough to see the corpses they drag restored to life again, and draggers are every bit as worthy of being tipped as empaths and clerics-- arguably, they are even more worthy, because clerics and empaths gain experience from aiding you and draggers gain none.  After this, remain quiet and let the person concentrate on dragging.
    When your corpse has been moved into a healing area, be quiet and be patient.  So long as you are lifekept, you are not going to decay, and impatience will only annoy those whom you would most wish to aid you rather than being annoyed with you.  If you see no clerics or empaths in the area, it is permissible to ask for someone to call for help for you, and always speak up if your lifekeep wears off or if someone asks whether any corpses in the area need aid.  Otherwise, stay put; patience will win you the day-- and restore your life.

Working with Others

    At some point in your life, you will probably join forces with one or more adventurers and set out to hunt in a group.  This is considered more sociable, far safer, and in many cases more effective than hunting alone.  It can also be more stressful and pretty far from fun if people do not share an understanding of group etiquette.  There are three important sides to group hunting etiquette: experience, travel, and management of the loot.

    When you are hunting in a group, try to make sure that every person in the group is getting the chance to strike creatures.  Should you have a particularly powerful technique that will reduce others' opportunities to strike things (for example, casting cone of lightning) you should probably refrain from using it; if there are three people in a group and two of them is not getting to kill anything, they are not likely to be very happy.  The exception comes if an empath is travelling with you specifically for the purpose of helping with your injuries.  If this is the case, the empath is not likely to care whether he or she is striking creatures, because your injuries should be teaching more than enough if you are hunting over your head.

    If you are leading a group hunting, it is your responsibility to make sure that the group stays together.  Count a minimum of six seconds after the death of each creature before you move again, because it is your job to make sure that everyone is finished swinging.  Also, if someone is hunting from hiding and wishes to stalk you rather than joining each time, be sure to ask whether the person is set before you move-- trying to chase down a hunting party isn't much fun, particularly in very large areas.  (For your own part, should you be part of a hunting party, leave the amulet unrubbed or do not respond to it-- if you get left behind because you are concentrating upon thinking, it is no one's fault save your own.)
    If someone wishes to leave the hunt, but does not know the way back to town, then it is your responsibility as the leader of the group either to give the person directions or to make sure that someone (you, if need be) takes them back to town.  Being abandoned in unknown wilderness is even less fun than trying to chase down a vanished hunting party, and the golden rule always applies when working in groups-- if you wouldn't wish it to happen to you, make sure it doesn't happen to anyone else.

    There are two ways to deal with treasure from hunting; each one works better under different circumstances.
    The first is the "share-as-you-go" approach to treasure.  This works well with groups formed on the fly out in hunting areas.  In this system, whoever kills the creature is the person who searches the creature.  Each time a person finds silver on a creature, the person should share the silver with his or her group (syntax: "share #", where # is the number of coins you just took off the creature.)  In this system, gems and boxes go to whoever.  If there are wizards or sorcerers in the group, it is considered polite to offer them any wands that you find, as their limited mana resources will cause them difficulties in a long-term group hunt.  As people grow tired of hunting, they can simply peel off from the group and head back, since they already have their share of the loot.
    The second is the "pack mule" approach.  This works well with groups that plan the hunt in town, head out as a group, and plan to return to town all at the same time.  In this system, one person who does not hunt through swinging (a sorcerer, a wizard, or possibly an empath) is selected as the pack mule, and this person will carry all silver, gems, and boxes from the hunt.  Each person searches their own kill, but they give all silver immediately to the pack mule, and the pack mule picks up the gems and boxes.  Wands are given to wizards and sorcerers present; anything else found goes to the person who killed the creature.  When any person in the group gets tired or needs to leave (with fifteen minutes' advance warning), all people in the group return to town, where the group looks for someone to pick the boxes at a private table (or picks the boxes themselves, should there be a picker bard in the group).  The contents of the boxes all wind up on the pack mule as well.  The pack mule then sells all the gems and shares all his or her silver with the group.  As you can probably imagine, it is important to have a trustworthy pack mule.

Conclusion

    While it is hardly the Wisdom of the Ancients, and while very little of numbers and mechanics has been addressed, you now know as much about the strategy and etiquette of hunting as many Lords, Ladies, and Legends do.  Safe journeys and good hunting to you and yours!

 

--Tanager Skydancing CorFine