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A Blind is a type of ability that negatively affects an agent's vision, temporarily limiting what they are able to see in front of them.

There are two types of Blinds; Flashes and Nearsights. Flashes completely remove the vision of any players in its line of sight upon detonation, whereas nearsights inflict a maximum vision radius on affected targets and dampen their audio.

Flash

Summary

A flash takes the form of a projectile or deployable that can be thrown or deployed, after which they will detonate. Most flashes detonate based on a timer, though some can be controlled by the player by specifically activating the detonation.

When a flash detonates, it will affect any agent and some utility in its line of sight. Whilst blinded, a player's screen will be replaced with an opaque, colored screen. Once the flash's duration expires, its effects will gradually disappear from the player's screen over 1 second.

The duration of the flash is dependent on where the target is facing and the distance between them and the flash. Players looking directly at the flash on detonation will be blinded for the full duration. Players who have turned away from directly looking at the flash or have their backs to it will only be slightly blinded for a very brief time. At large distances, the further away from the flash the player is, the less time they will be blinded for. At especially large distances it is possible for a player to not be blinded at all, even if they are directly looking at the flash on detonation.

Flash abilities

Breach icon.png Breach:

Flashpoint.png

EQUIP a blinding charge. FIRE the charge to set a fast-acting burst through the wall. The charge detonates to blind all players looking at it.

Uses: 2 Uses 2.png Cost:Creds 250 Windup: Windup 0.5 s Debuff: Debuff 2 s Flash

KAYO icon.png KAY/O:

FLASH-drive.png

EQUIP a flash grenade. FIRE to throw. The flash grenade explodes after a short fuse, blinding anyone in line of sight.

Uses: 2 Uses 2.png Cost:Creds 250 Windup: Windup 1.6 s (Primary), 1 s (Alt) Debuff: Debuff 2 s Flash

Phoenix icon.png Phoenix:

QCurveball
Curveball.png

EQUIP a flare orb that takes a curving path and detonates shortly after throwing. FIRE to curve the flare orb to the left, detonating and blinding any player who sees the orb. ALTERNATE FIRE to curve the flare orb to the right.

Uses: 2 Uses 2.png Cost:Creds 250 Windup: Windup 0.7 s Debuff: Debuff 1.1 s Flash

Skye icon.png Skye:

Guiding Light.png

EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash that plays a hit confirm if an enemy was within range and line of sight.

Uses: 2 Uses 2.png Cost:Creds 250 Duration: Duration 2.5 s Cooldown: Cooldown 40 s Health: Health 60 HP Debuff: Debuff 2 s Flash

Yoru icon.png Yoru:

QBlindside
Blindside.png

EQUIP to rip an unstable dimensional fragment from reality. FIRE to throw the fragment, activating a flash that winds up once it collides with a hard surface in world.

Uses: 2 Uses 2.png Cost:Creds 250 Windup: Windup 0.6 s Debuff: Debuff 1.5 s Flash

Conditional flashes

The following abilities are not guaranteed to produce a flash and require other factors outside of the casting agent's control in order to detonate:

Yoru icon.png Yoru:

CFakeout
Fakeout.png

EQUIP an echo that transforms into a mirror image of Yoru when activated. FIRE to instantly activate the mirror image and send it forward. ALT FIRE to place an inactive echo. USE to transform an inactive echo into a mirror image and send it forward. Mirror images explode in a blinding flash when destroyed by enemies.

Uses: 1 Uses 1.png Cost:Creds 100 Duration: Duration 10 s Health: Health 150 HP

Nearsight

Summary

A nearsight caps the vision radius of an affected player to a very short length, causing them to only be able to see what's immediately in front of them up to a maximum radius. Anything beyond the vision range cap is replaced with dark, opaque colors instead. Affected targets will also have their audio dampened.

Nearsight abilities

Fade icon.png Fade:

CProwler
Prowler.png

EQUIP a prowler. FIRE to send the prowler forward. HOLD FIRE to steer the prowler towards your crosshair. The prowler will chase down the first enemy or terror trail it sees, and nearsight the enemy on impact.

Uses: 2 Uses 2.png Cost:Creds 250 Duration: Duration 3 s Health: Health 100 HP Debuff: Debuff 3.5 s Nearsight

Omen icon.png Omen:

QParanoia
Paranoia.png

EQUIP a blinding orb. FIRE to throw it forward, briefly reducing the vision range and deafening all players it touches. This projectile can pass through walls.

Uses: 1 Uses 1.png Cost:Creds 300 Debuff: Debuff 2 s Nearsight

Reyna icon.png Reyna:

CLeer
Leer.png

EQUIP an ethereal, destructible eye. ACTIVATE to cast the eye a short distance forward. The eye will Nearsight all enemies who look at it.

Uses: 2 Uses 2.png Cost:Creds 250 Duration: Duration 2 s Health: Health 100 HP

Skye icon.png Skye:

XSeekers
Seekers.png

EQUIP a Seeker trinket. FIRE to send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it nearsights them.

Cost:♦♦♦♦♦♦♦ 7 points Duration: Duration 15 s Health: Health 150 HP Debuff: Debuff 3 s Nearsight

Other blinding effects

Self-inflicted

Whilst not classed as blinding abilities as they aren't used for affecting enemies, some abilities do inflict a blinding effect upon themselves:

  • Trailblazer.png Trailblazer nearsights itself but with a larger vision range and without dampening its audio.

Vision Blockers

Vision blockers can specifically affect a player's vision beyond just being an object that prevents the player from seeing what's on the other side.

Vision within some smokes is obscured, meaning that the player is inflicted with a maximum vision radius (similar to a nearsight) whilst inside. This radius is usually equal to the radius of the smoke. Vision within Viper's Pit is also obscured.

For most vision blockers that allow agents to pass through, their vision will also be affected when they do so. When entering the edge of a blocker, their vision will become more clouded until it is completely covered in a colored, opaque screen (similar to a flash). The reverse then happens as they exit the edge.

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