Not sure what terms to use in the heat of battle? This pk glossary is here to help you learn the shorthand acronyms for tactics, locations, and more!
There are currently 13 names in this directory
Away from keyboard. used to indicate that this person is unlikely to be able to respond to anything.
Refers to tracks being bloody which happens when your enemy is on foot and in a beaten or critical condition ie "bloodies heading n".
Finished the stab timer, but the stab failed .. ie you clumsily approach someone with your dagger. Much cause for disappointment. see also: clumsied
Finished the stab timer, but the stab failed .. ie you clumsily approach someone with your dagger. Much cause for disappointment. see also: bricked
Fresh tracks.. ie "on 2 freshies heading north of appletree" meaning you're following two sets of fresh tracks.
lots or tons
Means that the person saw lots of enemies, many more than they expected to see. It's a time when you need to rethink your strategy, because you were counting on facing fewer. Just because the person narrated "lots" doesn't mean that people should flee quite yet, but be wary and stay with a few mobs until they're sure.
Refers to "I'm not fighting anymore" typically, the enemy fled off. Tells the others that the fight is no longer where you narrated "on" and the enemy is most likely running somewhere.
The most basic piece of information in PK, telling others that the fight is on. The majority of PK is typically chasing, blocking, standing around, baiting and so forth. Mostly, for every hour pking, you'd be lucky to spend 10 minutes actually fighting. "on" tells people where it's at. How much information you put in the "on" message depends on how much information the others need to know. The most frequent mistake is if they don't know where you are, simply narrating "on" doesn't help, you need a location.
An instruction to get out of the fight and get safe, most likely because your side is losing. "OUT" means "get out now". "OUT OUT OUT" means "run like hell".
pat or patty
A "patrol" of mobs made up by one leader and a number of lesser mobs (ie fade and 4 ramshorned trollocs). They may be stationary or mobile.
Stands for player-killing. Alternatively referred to as PvP, often used to ask if there's any pk going on anywhere.
There are currently 30 names in this directory
Aka bridgeguards. there are 2 of them: the eastern and the western bridgeguards. they guard the entrances to Tar Valon and can provide some nice mob help.
An enwsu room in the Caralain grass. A nice chokepoint to prevent trolls making it to Braem.
Forgotten Braem. fb can also mean forested borderlands or feather bladed staff... just use your wits to figure out which one is meant in the particular situation you are in.
Aka junc/junct - The junction in 4k between the Caemlyn road and the Lugard road and one of the 2 spots where you can go towards the Lugard road.
A connection between the Braem woods east of WB and the Braem woods connecting with the Caralain grass. Chokey and can be nasty if being chased.
The Roland smob. used as a route to get from Braem to the Caemlyn road and back, as a resting place and not unimportant: as a place to trap people. The Rollie area has a lot of doors and secrets. As with the Braem tunnels: learn them if you want to pk in Andor seriously.
One of the back entrances to rollie. worth noticing in particular because it has 3 spammable doors and is used as a trap a lot of times.
A set of tunnels under the braem that connect to other parts of the braem and to the caralain grass. there are 9 exits to and fro the tunnels, so they are a raider's best friend.
Whitebridge fade. A boon and a curse to ds players. wb fade can be ones best friend, or ones worst enemy. It is a set of underground rooms with strong mob support and 2 spammable entrances. like with all patties and mobs, it's helpfulness depends on your use of it and on how good your opponent is. The commonly known entrance is located 8w 8n 3e 1n of whitebridge.
There are currently 38 names in this directory
1e dep (or 1e depression)
Often included in "winding choke", this is a n/e/w/s room which is 1e of the room called "The Depression". To get to south winding, you have to get a south flee so it is great for blocking people going south.
Head about 3 rooms north of OTG, and you get to the first blight room (called "The Blight"). Often used as a reference point, and fights are often here.
1n orch ent
1n of orchard entrance is a n/e/s room with 2 trees, and if people wish to get to north blight they need to pass this room to get north (or go through orchard and stedding). Often used as a block spot when chasing trollocs down, but trollocs will often either flee to orchard patrol, or back to Lockshear or Kobal Keep.
This room in the orchard is 1w of the orchard entrance in blight. It's often used to block trollocs trying to get back to blight, but note that the grass here often means that you need to block them very early (as the grass will aggro you).
Walk 2n of Malkier gate, there's a e/w/s room. To get back into FD, you need to get south. Traditional block spot used by both sides.
Go 1e, and 2s of burnt, and you're in a n/e/s room. That room is actually 2w of 2n, where we started. This room has strategic value, as all roads lead somewhere east to Malkier gate or winding, and both north and south then leads west to west dusty.
Go 4e of 2n... and you get to a n/e/w/s room. This room is a devastating choke for anyone wanting to go west, as only one flee is good. Many a time have humans ripped here, but it can also be used against trollocs.
Go back to burnt, then head 6w. It's a 4-exit room, with only east heading along the dusty road to Malkier. All other exits keep the person in the west dusty area. Therefore, this is often used as a block spot against trollocs trying to run to winding from west dusty, or humans trying to get into Malkier Gate.
all n gap
All north of gap is a blight room with only a south exit, and 3 trees. Often trollocs will run here if they overspam or need a hasty defence.
all w df choke
Wead all west of df choke, and you get to another pair of ancient trees. Typically used as a fallback position for humans when they've lost the trees at df choke but are still willing to put in a fight.
asaw, or 1n split
This choke room is a n/e/s room 1n of split. It's used to block people heading south. "asaw" stands for "all south all west" of gap.
At a Burnt Wagon", 2n 2w 2n 2w North heads to the dusty tower (which has Shienarian mobs in there) which is occasionally used by humans. Has some strategic value, but often mainly used as a reference point.
2n of MT, this is also a good block spot if you have superior numbers. It's called bush because of it's the name of the spammable door to the westa place where many have died. East leads to lockshear (and to Cairhein if you like a long ride). North leads to blight.
Head southwest of df choke a fair bit to the camp entrance. The roomname is called "thinning woods" but many around there have the same name. If you find any room called thinning woods, head west and south until you get to this room. It has n/e/w/s exits, and if you head west or south, you get into the trolloc camp which is a place with many trolloc mobs.
Heading out of camp eastwards then southwards, there is a room called "At a Campfire". Occasionally used for regrouping, it's more often used as a reference point (ie the patrol is 1n campfire).
Head lots south and wiggle east and west a bit, until you get to a room which has only e/w exits, and 2 ancient trees. You need to pass through this room to go from dark forest to forested borderlands, so it's a good choke. Humans love to sit there especially. However, it should be noted that the best block spots are 1e df choke (for people heading south) and 1w df choke (for people heading north).
dhs or dhounds
Stands for darkhounds. It's lots west and a bit south of stoutdoor. Nasty place, lots of tough mobs that help trollocs, and spammable doors
Is 4n of orch ent, with n/s/d exits. Down leads to the stedding. Often used for navigation and trolloc regrouping.
1w of camp entrance is fence entrance, so called because there is a door north called "fence". If you go 1n, you're actually in there, and that room is referred to as fence. Trollocs love the fence, as it's a spammable door which often has mobs behind it to help them. If you're a human fighting at fence ent and need to flee, then use flee; south to doubleline out of fence because otherwise you'll most likely die in there. Because of this, trollocs love to regroup at fence ent to try and get people to do this.
1n 1w of OTG, and 2n 1w OTG, are two rooms called "In the Foothills". These rooms are often used by trollocs to smell for horses in the gap, as they are at the zone edge. Also often used as a regrouping point when humans are attacking blight.
Is the Granlin / Aes Sedai / Warder smob in what should be Arafel. From stoutdoor, head 7w 5n and you're there. Often used by humans for defence when blocked out of Fal Dara, particularly if the person is in the Tower (so the warder rescues her). Often smobbed by trollocs for jeweled cuffs.
About 6 or so south of xroads is a n/w/s room called "moldy earth". Often used to block trollocs heading north, as it's one of the two pathways north to orchard from the dark forest.
A bit northeast of asaw, and is in the south side of Tarwin's Gap proper. It has a secret door (entrance to the Master Torturer smob that the room gains its name from) that makes it a n/e/w/s room, with only the n exit heading north. Often used to block people heading north.
Orchard entrance - 2s, 2w of all n gap is this 4-exit room, with the west exit leading to orchard. It has 4 blighted trees, and is a bad spot to be if you really want to get west and are blocked.
Directly north of bush, maybe about 6 rooms, is a n/e/w/s room called "Outside the Gap". It used to be a good block spot against anyone, as east and west exits lead nowhere. However, the east exit now leads to a new zone north of LS, which then heads to blight.. so it's not used anymore. It's still often used as a reference point, however.
All south of fence is a stationary fade patrol with boarish trollocs, and a large pot. Trollocs often fall back here when fighting in camp, as they mobs are pretty powerful.
A few rooms northeast of campfire is the rocky path entrance, and I think it's called "Forested Borderlands". It's mainly notable because if you head north, there's a rocky path that winds northwards, up to near df choke.
1w of shady is a room called "In the Rolling Hills", and people heading from west dusty to forrested borderlands must pass through either this room or shady. North exits head to fblands.
Southeast of rock path, is a room called "In a Shady Valley". Note that this is actually in west dusty, at the zone edge. Thus it's a favorite spot for many trollocs to wait so that they can smell horses in west dusty, and humans so that any trollocs in forested borderlands don't smell them. Flees for everyone are so-so, so no real strategic advantage here.
2n, 2e of downer is the shoulder. To get to north blight without going to the stedding, you need to get past the shoulder. It has n/s/w exits, north leading to north blight. Once a trolloc gets north of shoulder, however, they are typically safe (barring the huge amount of mobs there).
North of 1e dep, the winding road splits into a circle, which meet up back at "A Split in the Road"a n/w/s room called "split" for short. This is a chokepoint for people heading north.
1s, 1w, 3s of sward is the stoutdoor, also called the inn (because it's the entrance to an inn. As the crow flies, this is directly west of Fal Dara. Not often used to block anymore, it's mainly a reference point. 2n stoutdoor is often a block spot, as it's a 4-exit room, with each flee taking you somewhere separate.
From 6w burnt, go all s, and about 3 or 4 west until you get to a room called "At a Southward Bend". Sward is short for southward. Only a south flee gets you out of the west dusty area, others keep you in. Trollocs can block a human getting safe by blocking both 6w burnt and sward, as they're the only 2 ways out of west dusty (without going back to the blight).
temple (or ragan orch)
A few south, a few east, and 1n of moldy earth is the temple entrance. A 4-exit room, with north being the path through the temple (which is no-ride). Typically only used for blocking, in conjunction with moldy.
well, or orch well
3w, 1s of orch entrance, this room in orchard has a well. It's a traditional meeting spot for humans, and it also loads 2 spotted horses. Flees for humans are goodif nobody is blocking, then whichever way you flee (north or south), the same spams get you safe (ie 2w, head south :P)
Head far east and a bit north up the winding road, to just a bit northeast of the brigand tower in south winding. This is actually a series of rooms with many chokepoints either way. It's basically where winding "turns" and starts heading north.
There is currently 1 name in this directory beginning with the letter L.
There are currently 21 names in this directory
Barren pass. starts all e s e of Cairhien and runs due east toward the Aiel waste. some people will chase enemies toward the waste (where there is a waygate) but generally not much further than the first room that forces you to dismount to continue. barren pass is also accessible from the scorpion zone via a one way room.
The road headed south of Cairhien offers a way to safety (Caemlyn) when Cairhien itself is thoroughly blocked. sometimes pk happens in this zone, usually as a result of humans trying to get in sgate and getting blocked.
Crackedslab. 2s of the north entrance to the desolate valley, this door has a powerful ds patty behind it. raiders often use it as a refuge and fade point. no danger of fleeing in as long as you're on a horse. watch out for 1n of here where there is a set of rooms behind a door in which you can ride and can be used as a trap by either side.
Formerly a very dangerous block point headed either way because of a spammable door. there is now a way around but this narrowing in the zones is still a common fight spot and fast humans can often cut off trollocs headed this way.
farm, or farmroad
A road in north spine where horses load in a barn and where mobs won't track you. often used to get away from tracking mobs and as reference point.
fg, or grove
Forgotten grove. an area in the southern reaches of the scorp zone behind a series of 2 doors and with many ancient tree mobs. if a fight breaks out in here, one side is usually completely eliminated due to the difficulty of getting out of the doors.
Area north of debris but south of wastelands, named because of the local smobjimmy the lizard king (he can do anything!). usually as far as you'd want to chase after a trolloc unless you're serious and have considerable experience.
Name given to the area between kd and mouth, refers to the giant horned lizards that inhabit it.
Most important point in the area for humans, offers 1 flee headed north, 2 headed south and 1 headed nowhere. is the best place to block fleeing trollocs headed north and is a popular regroup point. many fights happen here.
North spine. the spine of the world anywhere north of cairhien all the way to the wastelands.
scorp ent, scorp top
3s 2e from kd ent. this room offers a good place to block someone headed south since n and w flees lead back to e cair and barren.
There are 4 sets of trees near cairhien, 1w of pond, 2w s w of pond, s 4e s w of kd ent and s 5e 2s of kd ent. the ones most commonly used in pk are the ones near the pond. use the where command to help figure out which one is meant.
Desolate valley. an area of the scorpion zone where scorpion's won't follow to from other areas and most importantly including a powerful darkside patty behind a door.