Sorcerous Lore, Necromancy: Difference between revisions

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;*[[Blood Burst (701)]]
;*[[Blood Burst (701)]]
:With just one rank of necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.
:With just one rank of Necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.

;*[[Disintegrate (705)]]
:Training in Necromancy will unlock a bolt version (evoke) at 20 ranks and increase the damage factor of the bolt by .001 per rank for ranks 1-50, .001 per 2 ranks for ranks 51-100, and .001 per 4 ranks for ranks 101-200. Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster's Necromancy ranks.


;*[[Limb Disruption (708)]]
;*[[Limb Disruption (708)]]
:With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster’s necromancy ranks in relation to the target’s [[level]].
:With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster's necromancy ranks in relation to the target's [[level]].


;*[[Grasp of the Grave (709)]]
;*[[Grasp of the Grave (709)]]
:Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!
:Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Necromancy ranks), including a small chance to outright strangle the target!


;*[[Pain (711)]]
;*[[Pain (711)]]
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;*[[Ensorcell (735)]]
;*[[Ensorcell (735)]]
:Allows sorcerer to gain energy faster per seed 1 of the [[summation chart]] (fewer kills to reach maximum energy per week).
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack. Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).


== Resources ==
== Resources ==

Revision as of 14:20, 15 September 2015

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The skill representing one's proficiency with manipulation, disassemblement, and reconstruction of live organic matter. While any profession can train in Sorcerous Lore, Necromancy, it does not apply to any spells or abilities outside of the sorcerer domain. However, training in Necromancy lore will increase the damage and flare rate done by RotFlares, which are an extremely rare item script.


At 10 Necromancy ranks, there will be no spirit loss on a failed SACRIFICE attempt. At 30 ranks, there will be no more spirit loss on a successful SACRIFICE attempt.
Flare rate increases at 36, 136, and 171 Necromancy ranks; damage increase based on a seed 1 ranks summation.
With just one rank of Necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.
Training in Necromancy will unlock a bolt version (evoke) at 20 ranks and increase the damage factor of the bolt by .001 per rank for ranks 1-50, .001 per 2 ranks for ranks 51-100, and .001 per 4 ranks for ranks 101-200. Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 summation of the caster's Necromancy ranks.
With necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster's necromancy ranks in relation to the target's level.
Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Necromancy ranks), including a small chance to outright strangle the target!
The threshold of endroll required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss & 7 sec RT), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.
Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).
Caster's necromancy ranks have profound effects on both Maximum Animatable Level and duration. With zero ranks, one can only animate creatures ten levels below their own. At 25 ranks, the caster will be able to animate creatures 9 levels below their own, with an increase of one level per 5 ranks of necromancy (this equation assumes the caster uses their own crystals made from Troll King blood). At 70 ranks the necromancer would be able to animate creatures of an equivalent level, and the maximum MAL is (level+26) at 200 ranks.
At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack. Necromancy also allows a sorcerer to gain energy faster by giving a per creature bonus based on a seed 1 summation (i.e. fewer kills needed to reach maximum energy per week).

Resources