Rules Changes

Deafness, Knockback, and Sixth Sense

Hey guys, we’ve got a few changes that are going to be coming into effect this event.


Deafness will be modified in the following way:

• Whenever an individual is struck with the deafness effect, they will be automatically susceptible to ANY stealth attack they are struck with from BEHIND, even if they are not blinded or diverted, EVEN IF THEY ARE AWARE OF THE TARGET’S PRESENCE.  Stealth skills taking advantage of the deafness effect must be delivered from the target’s back arc.  Stealth skills may only be delivered every 3 seconds in this way.  You may still resist a stealth attack with Sixth Sense as if you were not deafened.


Added “Knockback” as a keyword:

• Knockback may be delivered via a weapon skill, or as part of a spell effect.  It causes the target to move in the opposite direction of the user up to a certain amount that is stated along with the delivery of the keyword. Example: “Knockback 5 feet.” this would cause the target to be forced to step back 5 feet.  Knockback may also be combined with other keywords, such as “Slay, Knockback 5 feet.”  One Parry is all that would be needed to counter such an effect.  Kelonians are susceptible to this as it is not a Sweep or Knockdown effect.


Sixth Sense will be modified in the following way:

• Instead of being consumed on the FIRST stealth skill that Is used, the target may instead CHOOSE when to activate it.  This also means that Sixth sense will no longer work while unconscious (which never made much sense anyway)

Archery and Thrown Update – (Ranged)

UPDATE: 6-15-16

Thank you to those who contacted us both publicly and privately to give us feedback on the recent ranged system changes. The Dev Group has met again on these changes and with your feedback taken into consideration have decided the following: Packet Archery is officially reinstated into the system with the following particulars: Packet Archery may only be used every 5 seconds, and skill calls may not be used within 10 feet of the target. (This is in order to preserve the same capability that a bow/real arrow user would normally have. The idea is not to give an advantage to packet archery that actual bow/arrow crossbow/bolt users do not have). Further, ALL Bow and Crossbow combinations (Both nerf, packet, and actual arrows/bolts) will have their damage upped to 3 across the board. (Note: Thrown weapons will STILL only do one damage, this is an increase in base damage to packet archery and nerf arrows.)

The consolidation of the ranged skills is remaining in effect. Thank you again for all of your feedback!


Original Post

In light of the feedback that we have received, we have decided to REMOVE packet archery from the system entirely. All skills that previously applied to the archery tree or the thrown tree exclusively now apply to ALL ranged abilities.  What this means is, if you already have pierce thrown or pierce missile, you could use those pierces interchangeably with either weapon type.  Going forward, Pierce: Thrown and Pierce: Missile shall have their skill names changed to Pierce: Ranged.

When delivering NON-base list skills with a thrown weapon, you must wait 5 seconds in between each skill call.  This does NOT apply to poison, as poison is not a skill.  Bows and Crossbows may still deliver skills as quickly as they can fire.