PK Glossary – Shorthand & Acronyms

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!

It's a sword!

General

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Midmap is where Andor resides

Mainland

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4k
The town of four kings, just west of Caemlyn.

Up north is where all the fun happens!

Northern

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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.

1n gap
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.

1s x or 1s xroads
1s of the crossroads in orchard, this room is a nochan.

1w orchent
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).

2n
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.

2n 2w
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.

4e
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.

6w
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.

Go west to battle some Sushi

Seanchan

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4x
Trail in grass. Good area to group up as it has four exits to flee if fight going bad, don't put in a direction when you flee, get oriented first.

In the east is Cairhien

Cairhien

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