Sorcerous Lore, Necromancy: Difference between revisions

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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.
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.
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:
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 1 to 120: -2 seconds per rank
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;*'''[[Sacrifice]] CHANNEL {creature}'''
;*'''[[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]].
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}'''
;*'''[[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 maneuver]]s will not be weakened. Unlocked at 100 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 maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.
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==[[Rotflares]]==
==[[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]].
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.
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==[[Blood Burst (701)]]==
==[[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
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
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==[[Disintegrate (705)]]==
==[[Disintegrate (705)]]==
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using <tt>PREP 705, [[EVOKE]] {target}</tt>.
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using <tt>PREP 705, [[EVOKE]] {target}</tt>.


[[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:
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]];
#Weapons having 25% less [[damage factor]];
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Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF).
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF).


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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.
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.
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.
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Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed 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 [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed 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 [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training


Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &times; 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.
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &times; 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.


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==[[Pestilence (716)]]==
==[[Pestilence (716)]]==
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:
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 chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].
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::'''+ (700s ranks over level &divide; 10, max of 5)
::'''+ (700s ranks over level &divide; 10, max of 5)
::'''+ (WIS Bonus &divide; 5)
::'''+ (WIS Bonus &divide; 5)
::'''+ ([[Sorcerous Lore, Necromancy]] Ranks &divide; 10)</tt></div>
::'''+ (Sorcerous Lore, Necromancy Ranks &divide; 10)</tt></div>


When animating other characters, add 20 to the creature MAL to get the character MAL.
When animating other characters, add 20 to the creature MAL to get the character MAL.


;*'''Exploding an Animate - Lore Benefits'''
;*'''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 &divide; 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.
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 &divide; 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.


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==[[Ensorcell (735)]]==
==[[Ensorcell (735)]]==
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive two benefits from Ensorcell.
Sorcerers training in Sorcerous Lore, Necromancy receive two benefits from Ensorcell.


;*'''Additional Strikes'''
;*'''Additional Strikes'''
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;*'''Faster Energy Gain'''
;*'''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 Chart|summation]] &divide; 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 provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &divide; 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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Revision as of 17:19, 19 November 2015

Since mid-2015 there has been a considerable amount of development with Hot Summer Nights 2015, the Elemental Lore Review, and the Teleportation review.

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

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.

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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.

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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

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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:

  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.

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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

[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.

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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%
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Pain (711)

Necromancy lore potentially affects the results in three ways:

  1. Increased hitpoint damage
  2. Increased target roundtime
  3. Lower endroll thresholds

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
0 Ranks
101-113 114-126 127+ N/A N/A N/A
0.1 Ranks
101-108 109-121 122-134 135+ N/A N/A
0.2 Ranks
101-106 107-116 117-129 130+ N/A N/A
0.3 Ranks
101-106 107-113 114-124 125-137 138-165 166+
0.4 Ranks
101-106 107-113 114-119 120-132 133-160 161+
0.5 Ranks
101-106 107-113 114-119 120-127 128-155 156+
0.6 Ranks
101-106 107-113 114-119 120-126 127-150 151+
0.7 Ranks
101-106 107-113 114-119 120-126 127-146 147+
0.8 Ranks
101-106 107-113 114-119 120-126 127-143 144+
0.9 Ranks
101-106 107-113 114-119 120-126 127-142 142+
1 Rank
101-106 107-113 114-119 120-126 127-140 141+
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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.
% chance for reactive flare = 25 + 2 per seed 9 ranks
  • It increases the number of reactive flares by +1 per seed 9 ranks summation.
Total reactive flare charges = 5 + 1 per seed 9 ranks
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
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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):

MAL = (700s ranks, capped at level) - 10
+ (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.
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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)]
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