v 1.02



By entering Euro-PvP tournaments, you agree to follow these rules.


Table of contents:
  1. General Rules
  2. Definitions
  3. Banned Items/Item Limitations (1v1 and TvT)
  4. Strength Bug
  5. Replenish life limits
  6. Limited skills
  7. Physical damage reduction and max run/walk
  8. Resists and Absorbs
    Cold and Fire Resists
    Lightning Resists
    Poison Resists
  9. Limited/Banned Items in Non-Ladder Realm
  10. One vs One Rules
    10.1 Amazon 10.2 Assassin 10.3 Barbarian 10.4 Druid
    10.5 Necromancer 10.6 Paladin 10.7 Sorceress
  11. Team vs Team Rules
  12. Translation into other languages

 

General Rules:

- The legit pvp rules are: fair play, good manners, no naked killing, no shrines, no potions, no mercenaries, no corpse guarding, and maps must be cleared of all monsters.
- The duels take place in normal difficulty in the Blood Moor area. One player/team starts in cold plains waypoint and the other player/team at the town exit of the Roque Encampment. The duel starts when all players in both teams have said ".go". Not before all have said ".go" can a duel start.
- A rule has only effect when it really effects duel (for example you can use item with Slows Target or etc if your actions or attacks cannot cast it) .
- All characters must be able to cast the same level precastable spells during any point in the match without visiting the stash. This is to prevent BO, ES and etc pre-buffing from stash. Exception is druids who can change gear after transform.
- Inventory must be fully filled (40 slots) with charms, arrows/bolts or throwing weapons. Equipment and Horadric cube is not allowed to be carried in inventory during duel.
- Belt must be filled with identification scrolls during duel
(Link)

General Rules
- When a player leaves Blood Moor during a fight he counts as dead and can no longer participate in that round except if a character allowed to teleport, teleports by accident in town. If this occurs then that character is allowed to re-enter the Blood Moor without having healed or being camped at the town gate.
- Player(s) must be active in duels. Intentional hiding or running away just to replenish life or to regenerate ammunition is not allowed. Also corner/ house camping (giving your opponent only 90 degrees/ attacking from house spamming arrows, javelins, traps, bone spirits, etc.) is not allowed.
- Changing equipment is allowed between rounds but only if the items you want to change to are in your stash before the duel game started.
- Maps can be rejected once per side. Bridge maps are rejected automatically
- No third party programs are allowed.
- All players must agree to show a screenshot of their map or other elements in game if another team requests it. This must be done without anyone leaving the current game for any reason. If players drops from game when screenshots is asked, it will count as loss to him/his team and judges will look further sanctions for this player. Screenshot must be taken inside duel area with /time command result, map and other elements as requested visible on it.
- If your opponent requests for charms or equipment check, you must agree to it and do it immediately without visiting stash or leaving game.
- Intentionally creating lag and/or desynch, for example by switching slots repeatingly, is not allowed.

Special Rules:
- Rejoining a game because of the resist bug or guardian angel bug is allowed, leaving the game for any other reason will result in a loss.
- Amazons are not allowed to return to town to refill arrows/bolts. Amazons ARE allowed to stack arrows/bolts somewhere in the duel area.


Tournament rules
- If a player is dropped during the game then the opponent(1v1) or teams will wait for 15 minutes max for the dropped player to return. If the player who dropped didn't return by then then the player who dropped will loose the match(1v1). If it's a team vs team situation then the fight has to continue without the dropped player. If player drops in middle of round, ongoing round must be played to end without dropped player, and after that round wait time of 15 minutes starts.
- In tournaments, duel time is limited to 60 minutes. When time limit is full, current round is played to end and result so far counts. If result is a tie, another round has to be played in order to decide the winner in case of playoffs. Otherwise (groups match) the result remain as a tie.
- Player can represent only one team in tournament. Judge can give permission to move to another team as backup-player in different stage of tour(for example in playoff-phase if original team is out after group phase).

Penalties
- Automatic penalty for minor rule break one lost round + wins in round(s) where it happened is lost . Minor rule break is something that can be understood as human error, like accidentally having 1% too much resist or one run charm too much
- Automatic penalty for any bigger rules break is full loss in match where it happened.
- Judges will always look rules break cases, and decide further penalties depending on severity of case.
- Additional penalties are:
- Disqualification of team/player from tournament/league
- Disqualification of player in team from tournament/league
Definitions:

- In each definition, all terms must be met.

Javazon:
- Has more then 1 base skill on Javelin & Spear skills.
- Has maximum of 1 lvl in Bow and Crossbow skills.

Hybrid Amazon:
- Amazons that don't qualify as Javazons are Hybrid Amazons. This amazons cannot use Javelin & Spear skillers.

Blizzard Sorceress
1) Uses skill "Blizzard".
2) Doesn't use skill "Frozen Orb".


Orb Sorceress
1) Has maxed (20 skill points) skill "Frozen Orb".
2) Base level(1 skill point) in skills "Blizzard", "Glacial Spike" & "Ice Blast"
3) Does not use the skill "Blizzard"


Elemental Druid:

1) Doesn't use the skills "Werebear" and "Werewolf".
2) Has over 10 skill points in either "Tornado" or "Armageddon".

Note: Elemental Druid is not considered a cold damage dealer.

Melee Druid:
1) Uses the skills "Werebear" or "Werewolf"

Hybrid Assassin:
1) Doesn't use trap skill charms.
2) Uses claws with no more than +3 to lightning sentry each
(example: +3 traps OR +3 lightning sentry, but not both stats in same claw)
3) Maximum of 64% faster cast rate.


Trap Assassin:
1) Doesn't qualify as "Hybrid Assassin".

Note: Each definition choise is permanent for whole tournament.

Active Paladin = Use of skill "Charge" only for direct attack.
Passive Paladin = Skill "Charge" is used for movement.

Auras that regenerate life = Prayer, Cleansing and Meditation if Prayer has 1 skill point.
 

Banned Items/Item Limitations (1v1 and TvT):

Banned Runewords:
- Faith runeword is banned.
- Fortitude runeword is banned.
- Grief runeword is banned.
- Infinity runeword is banned.
- Phoenix runeword is banned.
- Spirit runeword in weapons is banned.
- Doom runeword is banned.

- Insight runeword is banned.

Banned Mods:
- Slow Target Down by xx% is not allowed.
- Knockback is not allowed.
- Poison damage on charms is not allowed. Poison damage on other items and skills is unlimited.
- Skill charges not allowed.
- Chance to Cast Amplify Damage is not allowed.
- Chance to Cast Life Tap is not allowed, except by Barbarian, Trap Assassin or Melee druid.
- Skills of other class cannot be used unless specifically allowed elsewhere.

- Teleport from runeword "Enigma" is not allowed unless specifically allowed elsewhere.
Banned Items & Restrictions:
- Hellfire Torch, (Unique Large Charm) is banned on all characters
- Rising Sun amulet and Blackoak Shield are not allowed to be used as Absorb item.
- No bugged items!
- No ethereal runeword without indestructible or self-repair mod.(Exception: weapons not used in melee can be made to any ethereal weapon)
- No ethereal items without indestructible or self-repair mod.(Exception: weapons not used in melee can be used)
- Maximum of 2 Rainbow Facet jewels per element can be used in gear at anytime. Item with reduce Enemy Lightning Resistance counts as 2 lightning facets used.
- Maximum + 0 % to cold skill damage on Blizzard Sorceress.
- Maximum + 40 % to cold skill damage on Orb Sorceress.
- Maximum of 35% open wounds total. Melee characters without ranged attacks are allowed to use unlimited Open Wounds vs Sorceress
- Items giving auras when equipped are not allowed unless specifically allowed elsewhere.
- Paladin defensive aura skill charms are not allowed.
- Paladin is not allowed to use ethereal weapons.

- Paladins are not allowed to use weapons with more then 270 maximum damage.

Strength Bug:

- Your character must be able to pick whole body without switching slots and without strength charms, including Annihilus.
- Only Gloves and Belts can be used with strength bug.
- Characters weapon, armor, shield and helm must be visible at all times. This rule doesn't apply to Sorceress and Elemental Druid using teleport.

 

Replenish life limits:
- Characters using "Teleport" cannot use any replenish life.
- Assassin using traps & Passive Paladin: 22.
- Other characters: 30.
- The use of auras that regenerates life counts as:

a) 15 replenish life in TvT (includes all team members in TvT)
b) 30 replenish life in 1v1.

- Replenish life from Call to Arms counts as regular Replenish life.
 
Limited skills:

Amazon:
- Javazons are not allowed to use the skill
Multiple Shot.
Assassin:

- Hybrid Assassin is allowed to use skill "Whirlwind"
- Whirlwind Lock is not allowed. Mistakes happen but if you start having too much complains against you from different players you will be banned. If you make a ww lock by mistake, try to warn your opponent as fast as possible and say sorry.

Barbarian:
- Barbarian is not allowed to use skill "Leap"
- Whirlwind Lock is not allowed. Mistakes happen but if you start having too much complains against you from different players you will be banned. If you make a ww lock by mistake, try to warn your opponent as fast as possible and say sorry.
Druid:
- Elemental Druid can use the skill "Teleport" vs Amazons, Necromancers, Assassins, Sorceress, Paladins and Elemental Druid. In TvT Elemental Druid can teleport vs all teams that include one of this characters.
- Druid is not allowed to use skill "Rabies" and "Grizzly Bear".
- Elemental Druid is limited to use 1 pet animal, 1 vine and 1 spirit (eg. Wolf + Poison Creeper + Oak Sage)

Necromancer:
- Clay Golem is not allowed, because of it's Slow Down mod, which takes place even if you kill it with melee attack.
- Iron Maiden is not allowed.

Paladin:
- Holy Bolt is not allowed
- Maximum Prayer level allowed: Level 1 base (without items)

- Passive Paladin is not allowed to use Meditation
- Paladins may not use Ethereal Shields or small charms with +x to defence.
- Paladins are not allowed to use "Passive Charge" unless specified elsewhere.
- Paladins using "Passive Charge" are not allowed to use the skill "Holy Freeze".

Sorceress:
- Chilling Armour is banned for all Sorceresses.
- Cold Armours are banned on Cold Sorceresses (Orb/Blizzard Sorc)
- Sorceress are allowed to skill only 1point in ES unless otherwise defined elsewhere.
- Orb Sorceress may use a maximum of 85% "Energy shield"

- Orb Sorceress may use chilling armor against hybrid Amazon or teams including an Hybrid Amazon

Physical damage reduction and Maximum faster run/walk:
Note: All run limits only refer to run from charms & items. Run from skills is unlimited.

Character
Damage
Reduction
Faster
Run/Walk
Amazon using bow
25%
110%
Javazon
33%
120%
Barbarian
58%
105%
Necromancer
18%
115%
Paladin
35%
110%
Druid
Melee
58%
150%
Elemental
20%
150%
Assassin*
with BoS
58%
90%
without BoS
58%
120%
Sorceress
10%
75%
Any character using teleport
75%
*Assassin skill "Fade" included into DR limit (each level of Fade it's equivalent to 1% DR)
BoS: Burst of Speed
Note: Damage reduction above 50% has only effect against Amplify Damage curse

Resists and Absorbs:
- All resist limits in rules include resists gained from items, charms, Anya quest rewards, auras and Fade. Resist rule only applies when it has effect(vs lower resist, conviction, sorc cold skills). Barbarian skill Natural resistance doesn't count in resist limits
- When Energy shield or Cyclone armor is used, no other absorbs can be used
- Exception is Nightwing's Veil helm, which can be used with Energy shield or Cyclone armor without counting it as absorb

 

Cold and Fire Resistances and Absorbs

Character
Cold 1
Fire
Vs Blizzard Sorceress
Vs Orb Sorceress
Sorceress Option 1
Sorceress Option 2
Fire Assassin
Total Fire Resists
Amazon
2 absorbs
210% cold resist
2 absorbs
120% cold resist
85% max resist
80% max resist
15% absorb
75% max resist
210% total resist
Barbarian
2 absorbs
175% cold resist
210% cold resist 1 absorb
or
80% resists 2 absorbs
90% max resist
85% max resist
15% absorb
75% max resist
155% total resist
Necromancer
2 absorbs
280% (1v1/2v2) 250% (3v3/4v4)
2 absorbs
170% cold resist
95% max resist (1v1)
1 absorb
90% max resist (TvT)

75% max resist
220% total resist
Melee Druid
2 absorbs
210% cold resist
2 absorbs
160% cold resist
90% max resist
85% max resist
15% absorb
75% max resist
210% total resist
Elemental Druid
2 absorb
190% cold resist or 1 absorb 260% cold resist
250% cold resist 1 absorb
or
170% resists 2 absorbs
90% max resist
85% max resist
15% absorb
75% max resist
210% total resist
FoH Paladin*
2 absorbs
200% cold resist
1 absorb
220% cold resist
90% max resist
85% max resist
15% absorb
75% max resist
210% total resist
Hammerdin and other Paladins
2 absorbs
210% cold resist
1 absorb
220% cold resist
90% max resist
85% max resist
15% absorb
75% max resist
210% total resist
Assassin**
1 absorb
290% cold resist
1 absorb
190% cold resist
85% max resist
80% max resist
15% absorb
75% max resist
210% total resist
Sorceress***
1 absorb
225% cold resist
1 absorb
150% cold resist
90% max resist
85% max resist
15% absorb
75% max resist
1 Absorb
210% total resist
* Fist of Heaven
** Weapon Block counts as 1 absorb item
*** Energy shield counts as 1 absorb if used. If using Energy Shield, then maximum fire resist is 85%
1 Cold Sorceress that doesn't fit into Blizzard or Orb Sorceress definition, falls under Blizzard resists
Lightning Resists:
Character
Lightning
Trap Assassin
Hybrid Assassin
Paladin/Javazon
Sorceress
Total Resist
Amazon

#1 ) 75% max resist 1 absorb
#2 ) 85% max resist no absorb

80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
200% total resist
Barbarian
90% max resist 1 absorb
85% max resist 1 absorb
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
150% total resist
Necromancer
85% max resist 1 absorb
or
90% max resist
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
200% total resist
Melee Druid
85% max resist 1 absorb
or
90% max resist
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
200% total resist
Elemental Druid
90% max resist 1 absorb
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
190% total resist
FoH Paladin*
85% max resist 1 absorb
or
90% max resist
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
215% total resist
Hammerdin and other Paladins
85% max resist 1 absorb
or
90% max resist
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
85% max resist 1 absorb
or
90% max resist
215% total resist
Assassin**
85% max resist 1 absorb
or
90% max resist
80% max resist 1 absorb
or
85% max resist
85% max resist 1 absorb
75% max resist
210% total resist
Sorceress***
90% max resist 1 absorb
80% max resist 1 absorb
or
85% max resist
80%/85% max resist 1 absorb (FoH)****
85% max resist
1 absorb(java)
85% max resist 1 absorb
or
90% max resist
215% total resist
* Fist of Heaven
** Assassin weapon block counts as 1 absorb
*** Energy shield counts as absorb if used.
**** Sorceress may use 85% max resist + 1 absorb (1v1) and 80% max +1 absorb (TvT) vs FoH Paladin
Poison Resists:
Character
Poison
Amazon
Necromancer
Total Resists
Barbarian and Melee Druid
85% maximum resist
200% total resists
All Other Characters
80% maximum resist + xx% Poison Length Reduce or 85% resist
200% total resists
- Maximum -25% poison length reduce allowed unless otherwise defined elsewhere
- Melee characters without ranged attack can use -50% poison length reduce vs Amazon
Banned Items in Non-Ladder Realm:
- The following charms are banned:
3max/20ar/20life small charm
3max/20ar/5%run small charm
with this skin
3max/19ar/20life small charm
3max/20ar/19life small charm
with this skin
 
Note: Breaking these rules will result extremely severe sanctions.
 
One vs One Rules:
Note: These rules only apply for one vs one tournaments/duels!

Amazon:
vs Amazon:
- Maximum of 13 Replenish life from gear is allowed in Amazon vs Amazon
vs Assasin:
- Amazons cannot use "multiple shot" vs Trap Assassin
vs Barbarian:
- Amazon cannot use throw skills vs Barbarian except Normal Throw. This rule doesn't apply to Javazons.
- Open Wounds and Crushing Blow % has to be the same on both switch slots vs Barbarian.
vs Druid:
- Amazon cannot use Multiple Shot vs Elemental Druid
- Amazon cannot use throw skills vs Melee Druid except Normal Throw. This rule doesn't apply to Javazons.
- Open Wounds and Crushing Blow % has to be the same on both switch slots vs Melee Druid

vs Necromancer:
- Maximum of 13 Replenish life from gear is allowed in Amazon vs Necromancer
- Amazon may use 120% faster run/walk.


Assassin:
vs Assasin:
- In Assassin vs Assassin weapon block does not count as absorb for Hybrid Assassin
- Trap Assassin is allowed to use Thungergods Vigor vs Hybrid Assassin.
- Hybrid may choose to either use Thundergods vigor or 90%max resistance vs Trap Assassin.

vs Druid:

- Assassin is not allowed to use "Burst of Speed" vs Melee Druid
- Assassin is not allowed to use "Mind Blast" vs Elemental Druid
- Hybrid Assassin is not allowed to use "Mind Blast" and "Psychich Hammer" vs Melee Druid
- Assassin is not allowed to use "Shadow Warrior" or "Shadow Master" Elemental Druid

vs Paladin:
- Assassin is not allowed to use "Shadow Warrior" or "Shadow Master" vs Paladin
- Trap Assassin is not allowed to use 2 claws vs Paladin
vs Sorceress:
- Assassin is not allowed to use "Psychic Hammer", "Shadow Warrior" or "Shadow Master"vs Orb sorc and Lightning Sorc
- Assassin is not allowed to use any replenish life vs Fire, Orb & Lightning Sorceress.
- "Weapon Block" does not count as an absorb vs Fire & Blizzard Sorceresses.
- Hybrid Assassin is allowed to use Weapon Block + 1 absorb + 120% Cold Resists vs Orb Sorceress

Barbarian:
vs Assassin:
- Barbarian is not allowed to use the skill "Shout" vs Hybrid Assassin.
- Barbarian may not use more then 43% reduce damage vs Hybrid Assassin.
vs Barbarian:
- Barbarian can use max 45% damage reduction vs Barbarian
- In Barbarian vs Barbarian, maximum open wounds is 10%

vs Druid:

- Barbarian may not use "Frenzy" vs elemental druids.

- Barbarians cannot use more then 35% reduce damage vs Elemental Druids.
- Barbarian cannot use the skills "Shout" and "Battle Orders" vs Melee Druid.

vs Sorceress:
- Barbarian is allowed to use 130% run/walk vs Sorceress if he doesn't use "Teleport".
- Barbarian is allowed to use skill "Teleport" vs Sorceress but only 20 replenish life and 45% Open Wounds if he does so. If Barbarian chooses not to use teleport, then Sorceress can have maximum of 40% block from gear vs barbarian.

Druid:
vs Amazon:
-
Elemental druid cannot use Hurricane vs Amazon
vs Assassin:
- Elemental druid can use 53% damage reduction vs Assassin using skill "Whirlwind"
vs Barbarian:
- Elemental druid can use 53% damage reduction vs Barbarian
vs Druid:
- Elemental Druid can choose to use 20% DR + Oak Sage or 53% DR + no Oak Sage vs Melee Druid
- Melee Druid is not allowed to use Feral Rage vs Elemental Druid

- Melee Druids cannot use more then 35% reduce damage vs Elemental Druids.
- Elemental Druid can only use 120% faster run/walk vs Melee Druids.

- Melee druids are not allowed to use dracul's against melee druids

vs Necromancer:
- Melee Druid is not allowed to use Feral Rage vs Necromancer
- Elemental Druid is not allowed to use wolves/bear vs Necromancer
vs Paladin:
- Elemental Druid is not allowed to use skill "Cyclone Armor" and pets vs Paladin.
vs Sorceress:
- Elemental Druid is not allowed to use skill "Cyclone Armor" vs Sorceress

Necromancer:
- Necromancer is not allowed to use Bone Prison except vs other Necromancers
- Necromancer is not allowed to use "Decrepify"
- There must be multiple entrances for opponent to reach Necromancer

vs Amazon:
- Maximum of 10 Replenish life from gear is allowed vs Amazon
vs Assassin:
- "Teeth" is not allowed vs Trap Assassin

vs Barbarian:
- Necromancer is not allowed to use "Teeth" and surround himself with Bone Walls or spam Bone Walls vs Barbarian.

vs Druid:
- In Necromancer vs Melee Druid, Bone Walls are not allowed and maximum run allowed is 110%
vs Necromancer:
- In Necromancer vs Necromancers Bone walls are not allowed
- No replenish life is allowed in NvN.

vs Paladin:
- Necromancer is not allowed to surround himself with Bone Walls or spam Bone Walls vs Paladin
- "Teeth" is not allowed vs paladins.
vs Sorceress:
- The skill "Teeth" is not allowed vs Sorceress without Energy Shield.

Paladin:
- Auras that regenerate life is not allowed.
vs Barbarian:

- Paladin is not allowed to use the skill "Smite" against Barbarians
- Paladin using "Blessed Hammer" is not allowed to use aura "Concentration" vs Barbarian

vs Druid:

- Paladin using "Blessed Hammer" is not allowed to use aura "Concentration" vs Melee Druid
- FoH Paladins may use Passive charge vs Elemental Druid

- Paladins may not use the skill "Holy Freeze" vs Melee Druid.

vs Paladin:
- In Paladin vs Paladin, lightning absorb is not allowed and max lightning resist is 75%. Conviction aura is not allowed if both use "Fist of Heavens"

Sorceress:
vs Assassin:
-
Fireball Sorceress is allowed to use 85% maximum resists + 1 Absorb or 90% resists without absorb vs Hybrid Assassin

vs Druid:
- Sorceress cannot use shield vs Melee druid
vs Necromancer:
- Only Fire Sorceress can use Energy shield vs Necromancer
vs Sorceress:
- Sorceress vs Sorceress is played in Nightmare difficulty
Team vs Team Rules:

 General Rules
- Rules that apply in 1v1 do not count here!
- If a player from a team can't play then a backup player may take his place but this player has to be of the same class and must of course play by the rules. Backup players can be taken only once in tournament, judges can give permit to do more changes for valid reason.
- Items giving auras when equipped are allowed in Team vs Team. Exceptions are the listed banned runewords.
- Call to Arms runeword is allowed in Team vs Team, except for characters using teleport.
- Maximum of 2 resistible elements (Fire, Cold, Lighting) elements may be used in a team that uses Conviction
- Maximum of 3 resistible elements (Fire, Cold, Lighting) elements may be used in a team that uses Lower Resists. IF, and only IF Lower Resists is used, cold element counts as 2 resistible elements


 Amazon
- Amazon is not allowed to cast "Slow Missiles" vs teams that include Paladin with Conviction and Sorceress
- In TvT, Amazon is allowed to use Dracul's Grasp unique gloves against teams which number or Sorceress is superior to the number of Amazon supports.

 Paladin

- Auras that regenerate life are only allowed vs teams with a Sorceress

 Barbarian
- Teams with Barbarian and teleporting Character (Sorceress/Ele Druid) combination cannot use Shout and Barbarian must have same Battle Orders and Battle Command level on both weapon switches.

 Elemental Druid

- Elemental Druid is not allowed to use Hurricane vs teams that include Amazon(s), except if it also has a Sorceress
- "Cyclone Armor" is only allowed vs teams with Assassin, except in 2v2.


 Necromancer
- Necromancer is allowed to use 95% max resistance vs teams including a Fire and Cold Sorceress
-
Necromancer is not allowed to use "Bone Prison"

2 vs 2 Rules (This rules only apply in 2 vs 2 duels)
- In Necromancer & Elemental Druid team Necromancer is not allowed to cast the skill "Amplify Damage".
- In Necromancer & Barbarian team Necromancer is not allowed to cast the skill "Decrepify"
-
"Cyclone Armor" is not allowed.


3 vs 3 Rules (These rules only apply in 3 vs 3 duels)

- Teams including an Elemental Druid and a Necromancer must make a choice between the Druid using the skill "Oak Sage" or the Necromancer using the skill "Amplify Damage".

4 vs 4 Rules (These rules only apply in 4 vs 4 duels)
- Elemental Druid isn't allowed to use Oak Sage together with Barbarian in team using Battle Order.
- FoH Paladin is allowed to use Passive Charge against double supported amazon teams (e.g Amazon - Necromancer with Amplify Damage - Paladin with damage auras)
- Elemental Druid is allowed to use 3 pets vs double supported amazon teams (e.g Amazon - Necromancer with Amplify Damage - Paladin with damage auras)
- All characters (except amazon and assassin) are allowed to use Thundergods + Lo (instead of 90% + 0 abs) against teams that include a fire cold and light sorc.

Translation into other languages:
Note: any difference between English Version and other languages, is not the responsibility of the EP staff.

 

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