Here are the rules changes to-date for Season 12; pending changes will be added here as they’re resolved. This only includes changes to existing skills and mechanics – new skills will be added to the rulebook directly!
Broad Game Changes
- Classes: The Necromancer class will be replaced with Witch starting this upcoming season.
- Witch is still in development and will be posted with the new rulebook draft!
- Selling Gear: Players can no longer sell out-of-game personal gear for in-game gold.
General Rules & Interaction Changes
- Burning & Treeform: If you are burning and then treeformed, the burning count is paused as long as you are treeformed and resumes once you are reverted.
- Cascades: Cascades count as an area effect; they hit swarms, cannot be endured, and can be evaded by other effects that evade area effects. Taking a normal skill or spell and cascading it – such as causing a flame ray to cascade – changes the delivery of the effect (so missile spell resistance will not resist a flame ray cascade, etc). If a cascade does not take effect on an individual player, it still continues to the next and is not disrupted.
- Catching Missiles: If you resist missile weapons, you still cannot catch them and must drop them immediately (as disarm).
- Drowning: If you become conscious while still in the water, you do not have time to make an action (eg, call a spell or skill) before becoming unconscious again.
- Flying & Reach: If you have Flying and Reach, you can strike down from Soaring.
- Movement & Stealth: If you have a movement ability (such as Flying, Swimming, or Tunneling) and Hide or Stealth, you can remain hidden while using those movement abilities.
- Shatter & Natural Weapons: If natural armor or weapons become shattered (such as through acidic blood or shattering armor), it counts as an injury and can be healed with magical healing.
- Shatter & Specific Monsters: Golems take shatter to their limbs and torso as Hack & Impale respectively; these are reset if the Golem is reset. Monsters made from items, such as death knights, are still functional if their armor is shattered.
- Shatter & Zones: If using Shatter or Melting Grasp on armor, you must target a zone that type of armor covers (ie, forearms for leather). All armor is shattered, not a single AV worth. If using Shatter or Melting Grasp to target something on the head, such as a helm, target the open zone instead.
Ability Rules Changes
- Deadly Damage: Deadly Damage is not a kill effect, enough damage to kill you regardless of how much you take.
- Delay: Only works for 20-counts.
- Disembowel: Disembowel is now a Strike, not a Tag; it is also Invoked.
- Dispel: Dispel now has a range of 10′ of the caster, not 10′ of the spell.
- Endure: Cannot endure area effects, such as auras or breath weapons; only things which hit the the limb specifically.
- Explode Ball: Doesn’t Ruin the body; does set the body on fire.
- Impale: Impale is now a Strike, not a Tag.
- Intercept: Taking the damage from Intercept is a cost to using the skill, and is taken regardless of any resistances/immunities to damage or damage types.
- Leap: You cannot change direction while Leaping; it’s a straight shot.
- Missile Weapon Resistance: Includes missile weapons, boulders, thrown potions, and animal packets.
- Shatter: Shatter (and melting grasp) has to target a physrep, not a player’s body.
- Stun Ray: Is now a physical effect, not a mental effect.
- Threat Vitals: Is now primal and a metal effect.
- Wilderness Healing: Also gives you +1 Mana while in wilderness.
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