Sorcerous Lore, Necromancy: Difference between revisions
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==[[Ensorcell (735)]]== |
==[[Ensorcell (735)]]== |
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Sorcerers training in [[Sorcerous Lore, Necromancy]] receive two benefits from Ensorcell. |
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: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). |
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;*'''Additional Strikes''' |
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Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks. |
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{| {{prettytable}} align="center" |
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!align="right"|Sorcerous Lore, Necromancy ranks||90||180 |
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|align="right"|Total acuity flare attacks (You feel energized!)||2||3 |
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;*'''Faster Energy Gain''' |
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[[Sorcerous Lore, Necromancy]] provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] ÷ 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits. |
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{| {{prettytable}} align="center" |
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!align="right"|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210 |
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|align="right"|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10 |
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:''Note: Bonus is capped at [10 + (creature level - character level)]'' |
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== Resources == |
== Resources == |
Revision as of 21:18, 18 November 2015
Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.
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.
Sacrifice
- Sacrifice {creature}
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 |
- Sacrifice CHANNEL {creature}
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.
- Sacrifice INFEST {creature}
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.
Rotflares
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.
Blood Burst (701)
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
Disintegrate (705)
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:
- Weapons having 25% less damage factor;
- Shields reducing the target's block chance by 5% and cause it to suffer -20 to offense with shield maneuvers; and
- 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 |
Increase |
0.001 per rank | |
0.001 per two ranks | |
0.001 per four ranks |
The total DF increase with 200 ranks Necromancy lore is 0.100.
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.
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
The result must be greater than 100 to reanimate. The ability of the limb to drag a target down is
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 causes 5-6 arms to emerge and immediately attempt to pull all non-flying, ungrouped targets to the ground. Most arms appear as a singular "arm," but there is a 25% chance to get a "pair of arms," which is beneficial to those with Sorcerous Lore, Necromancy training
Training in Sorcerous Lore, Necromancy gives a chance to impose grapple damage on the target based on a 2 × seed 2 summation of Necromancy ranks, including a small chance to outright strangle the target. Arms appearing as a "pair of arms" will have double the chance for damage and strangulation.
Sorcerous Lore, Necromancy ranks | 2 | 5 | 9 | 14 | 20 | 27 | 35 | 44 | 54 | 65 | 77 | 90 | 104 | 119 | 135 | 152 | 170 | 189 | 209 | 230 | 252 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
% chance for grapple damage | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% | 42% |
Pain (711)
Necromancy lore potentially affects the results in three ways:
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain's effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with endrolls of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.
Lore Ranks per Level | 20% HP | 23% HP | 26% HP | 29% HP | 32% HP | 35% HP |
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101-113 | 114-126 | 127+ | N/A | N/A | N/A | |
101-108 | 109-121 | 122-134 | 135+ | N/A | N/A | |
101-106 | 107-116 | 117-129 | 130+ | N/A | N/A | |
101-106 | 107-113 | 114-124 | 125-137 | 138-165 | 166+ | |
101-106 | 107-113 | 114-119 | 120-132 | 133-160 | 161+ | |
101-106 | 107-113 | 114-119 | 120-127 | 128-155 | 156+ | |
101-106 | 107-113 | 114-119 | 120-126 | 127-150 | 151+ | |
101-106 | 107-113 | 114-119 | 120-126 | 127-146 | 147+ | |
101-106 | 107-113 | 114-119 | 120-126 | 127-143 | 144+ | |
101-106 | 107-113 | 114-119 | 120-126 | 127-142 | 142+ | |
101-106 | 107-113 | 114-119 | 120-126 | 127-140 | 141+ |
Pestilence (716)
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:
- It increases the chance for the reactive flare attack by 2 * seed 9 ranks summation.
- It increases the number of reactive flares by +1 per seed 9 ranks summation.
Sorcerous Lore, Necromancy ranks | 9 | 19 | 30 | 42 | 55 | 69 | 84 | 100 | 117 | 135 | 154 | 174 | 195 | 217 | 240 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
% chance for reactive flares | 27% | 29% | 31% | 33% | 35% | 37% | 39% | 41% | 43% | 45% | 47% | 49% | 51% | 53% | 55% |
Total # of reactive flare charges | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Animate Dead (730)
MAL is used to determine the highest level of creature a sorcerer can animate. The following formula is used to determine a sorcerer's MAL (note: a sorcerer's MAL is capped at their level + 15):
- + (700s ranks over level ÷ 10, max of 5)
- + (WIS Bonus ÷ 5)
- + (Sorcerous Lore, Necromancy Ranks ÷ 10)
When animating other characters, add 20 to the creature MAL to get the character MAL.
- Exploding an Animate - Lore Benefits
TELL ANIMATE TO EXPLODE will cause a creature animate to explode. This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks ÷ 20). The explosions are elementally themed based on the caster's attunement, and Elemental Lore training in the element of the explosion will increase the damage of the explosion. The explosion uses the standard maneuver roll and training in Necromancy Lore increases the chances for the explosion to hit its targets.
Sorcerous Lore, Necromancy ranks 20 40 60 80 100 120 140 160 180 200 220 240 Possible # of explosion targets 3 4 5 6 7 8 9 10 11 12 13 14 Addition to MAL 2 4 6 8 10 12 14 16 19 20 22 24
- Not all thresholds shown in relation to MAL, which adds Necromancy ranks ÷ 10.
Ensorcell (735)
Sorcerers training in Sorcerous Lore, Necromancy receive two benefits from Ensorcell.
- Additional Strikes
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.
Sorcerous Lore, Necromancy ranks | 90 | 180 |
---|---|---|
Total acuity flare attacks (You feel energized!) | 2 | 3 |
- Faster Energy Gain
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 summation ÷ 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.
Sorcerous Lore, Necromancy ranks | 3 | 10 | 21 | 36 | 55 | 78 | 105 | 136 | 171 | 210 |
---|---|---|---|---|---|---|---|---|---|---|
Per kill energy bonus | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
- Note: Bonus is capped at [10 + (creature level - character level)]