Sorcerous Lore, Necromancy: Difference between revisions

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;*[[Limb Disruption (708)]]
;*[[Limb Disruption (708)]]
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate. Only legs and arms (or their equivalents) will reanimate. Hands will never reanimate. Likewise, player limbs will never reanimate.
: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]].

When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.
If that check is successful, it takes a
<div {{prettydiv|margin-right=500px}}><center><tt>'''[d100 + ((50 * Necromancy ranks) / target's level)]</tt></center></div>
The result must be greater than 100 to reanimate.
The ability of the limb to drag a target down is
<div {{prettydiv|margin-right=500px}}><center><tt>'''[((caster's level - target's level) * 6) + d150]</tt></center></div>
If that is greater than 100, it is successful. (Info provided by GM Estild.)

Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.


;*[[Grasp of the Grave (709)]]
;*[[Grasp of the Grave (709)]]

Revision as of 20:04, 18 November 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.


Attempts cause the expenditure of spirit points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer.

The spirit loss can be nullified by training in Sorcerous Lore, Necromancy. At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.

Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:

  • Ranks 1 to 120: -2 seconds per rank
  • Ranks 121 to 200: -0.75 seconds per rank
  • Ranks ≥200: -1.5 seconds per rank

The table below lists cooldown durations at various lore thresholds.

Necromancy
Ranks
Cooldown
(in minutes)
0 10
30 9
60 8
90 7
120 6
200 5
240 4

Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.

Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time. The weakened creatures will have lower combat numbers such as AS, DS, CS, and TD, but levels will not change; thus, creature maneuvers will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.

Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage Damage Over Time (DoT) of the disease increase based on the seed 1 of the summation chart. Initial damage is not affected by Sorcerous Lore, Necromancy.

Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from

20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a bolt spell, which is cast using PREP 705, EVOKE {target}.

Sorcerous Lore, 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. One of three effects may occur:

  1. Weapons having 25% less damage factor;
  2. Shields reducing the target's block chance by 5% and cause it to suffer -20 to offense with shield maneuvers; and
  3. Armor is reduced by 1 AsG.

The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect.

Sorcerous Lore, Necromancy ranks 6 13 21 30 40 51 63 76 90 105 121 138 156 175 195 216 238
% chance for opponent effectiveness reduction effect 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17%

Training in Sorcerous Lore, Necromancy increases the bolt version only damage factor (DF).

Necromancy
Lore Ranks
Damage Factor
Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks Necromancy lore is 0.100.

Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate. Only legs and arms (or their equivalents) will reanimate. Hands will never reanimate. Likewise, player limbs will never reanimate.

When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate. If that check is successful, it takes a

[d100 + ((50 * Necromancy ranks) / target's level)]

The result must be greater than 100 to reanimate. The ability of the limb to drag a target down is

[((caster's level - target's level) * 6) + d150]

If that is greater than 100, it is successful. (Info provided by GM Estild.)

Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard roundtime. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.

Training in Necromancy gives a chance to impose grapple damage on 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).
Necromancy Lore increases a character's MAL by ranks ÷ 10; increases the number of possible targets to 2 + (ranks ÷ 20); and increases the chances for the explosion to hit the targets.
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).

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