Sorcerous Lore, Necromancy: Difference between revisions

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==[[Sacrifice]]==
;*[[Sacrifice]] (ability)
:At 10 Necromancy ranks, there will be no spirit loss on a failed {{boldmono|SACRIFICE}} attempt. At 30 ranks, there will be no more spirit loss on a successful {{boldmono|SACRIFICE}} attempt. At 60 ranks, gain Sacrifice {{boldmono|CHANNEL}}. At 100 ranks, gain Sacrifice {{boldmono|INFEST}}.
;*'''[[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.


;*[[Rotflares|RotFlares]] (item script)
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.
:Flare rate increases at 36, 136, and 171 Necromancy ranks; damage increase based on a seed 1 ranks [[summation]].


;*[[Blood Burst (701)]]
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:
: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)]]
*Ranks 1 to 120: -2 seconds per rank
: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.
*Ranks 121 to 200: -0.75 seconds per rank
*Ranks ≥200: -1.5 seconds per rank


;*[[Limb Disruption (708)]]
The table below lists cooldown durations at various lore thresholds.
: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)]]
{|{{prettytable}}
: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.
|-style = "background:#DDD; color: blue"
!Necromancy<br>Ranks
!Cooldown<br>(in minutes)
|-align=center
|0
|10
|-align=center
|30
|9
|-align=center
|60
|8
|-align=center
|90
|7
|-align=center
|120
|6
|-align=center
|200
|5
|-align=center
|240
|4
|}


;*[[Pain (711)]]
;*'''[[Sacrifice]] CHANNEL {creature}'''
: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+.
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]].


;*[[Pestilence (716)]]
;*'''[[Sacrifice]] INFEST {creature}'''
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks. % Chance = 25% + (2 * seed 9 ranks).
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]].
{{Top}}


;*[[Animate Dead (730)]]
==[[Rotflares]]==
:Necromancy Lore increases a character's [[MAL]] by ranks &divide; 10; increases the number of possible explosion targets to 2 + (ranks &divide; 20); and increases the chances for the explosion to hit the targets.
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]].
{{Top}}


==[[Blood Burst (701)]]==
;*[[Ensorcell (735)]]
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack. Necromancy '''no longer''' allows a sorcerer to gain necrotic energy faster.
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
{{Top}}

==[[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>.

[[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 Use|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.

{| {{prettytable}} align="center"
!align="right"|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238
|-
|align="right"|% 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|damage factor]] (DF).

{| {{prettytable}}
|- style= "text-align:center; background: #DDD;"
|'''Necromancy<br>Lore Ranks'''||'''<center>Damage Factor<br>Increase</center>'''
|-
|<center>1 to 50</center>||0.001 per rank
|-
|<center>51 to 100</center>||0.001 per two ranks
|-
|<center>101 to 200</center>||0.001 per four ranks
|}
The total DF increase with 200 ranks Necromancy lore is 0.100.
{{Top}}

==[[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
<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.
{{Top}}

==[[Grasp of the Grave (709)]]==
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.

{| {{prettytable}} align="center"
!align="right"|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
|-
|align="right"|% 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%
|}
{{Top}}

==[[Pain (711)]]==
Necromancy lore potentially affects the results in three ways:

# Increased [[hitpoint]] damage
# Increased target [[roundtime]]
# 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 [[endroll]]s 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.

{| {{prettytable}}
|-bgcolor=skyblue
!Lore Ranks per Level
!20% HP
!23% HP
!26% HP
!29% HP
!32% HP
!35% HP
|-
|<center>0 Ranks</center>
|101-113
|114-126
|127+
|N/A
|N/A
|N/A
|- style = "background:Aliceblue;"
|<center>0.1 Ranks</center>
|101-108
|109-121
|122-134
|135+
|N/A
|N/A
|-
|<center>0.2 Ranks</center>
|101-106
|107-116
|117-129
|130+
|N/A
|N/A
|- style = "background:Aliceblue;"
|<center>0.3 Ranks</center>
|101-106
|107-113
|114-124
|125-137
|138-165
|166+
|-
|<center>0.4 Ranks</center>
|101-106
|107-113
|114-119
|120-132
|133-160
|161+
|- style = "background:Aliceblue;"
|<center>0.5 Ranks</center>
|101-106
|107-113
|114-119
|120-127
|128-155
|156+
|-
|<center>0.6 Ranks</center>
|101-106
|107-113
|114-119
|120-126
|127-150
|151+
|- style = "background:Aliceblue;"
|<center>0.7 Ranks</center>
|101-106
|107-113
|114-119
|120-126
|127-146
|147+
|-
|<center>0.8 Ranks</center>
|101-106
|107-113
|114-119
|120-126
|127-143
|144+
|- style = "background:Aliceblue;"
|<center>0.9 Ranks</center>
|101-106
|107-113
|114-119
|120-126
|127-142
|142+
|-
|<center>1 Rank</center>
|101-106
|107-113
|114-119
|120-126
|127-140
|141+
|}
{{Top}}

==[[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]].
<div {{prettydiv|margin-right=500px}}><center><tt>'''% chance for reactive flare = 25 + 2 per seed 9 ranks</tt></center></div>
*It increases the number of reactive flares by +1 per seed 9 ranks summation.
<div {{prettydiv|margin-right=500px}}><center><tt>'''Total reactive flare charges = 5 + 1 per seed 9 ranks</tt></center></div>

{| {{prettytable}} align="center"
!align="right"|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240
|-
|align="right"|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%
|-
|align="right"|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20
|}
{{Top}}

==[[Animate Dead (730)]]==
:Necromancy Lore increases a character's [[MAL]] by ranks &divide; 10; increases the number of possible targets to 2 + (ranks &divide; 20); and increases the chances for the explosion to hit the targets.

==[[Ensorcell (735)]]==
: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 ==
Line 253: Line 37:
*[[Sorcerous Lore, Demonology]]
*[[Sorcerous Lore, Demonology]]
*[[Lore chart]]
*[[Lore chart]]
*[[Sacrifice verb updated (saved posts)]]
*[[SACRIFICE (verb)/saved posts]]
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]



Latest revision as of 15:48, 20 August 2022

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.


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. At 60 ranks, gain Sacrifice CHANNEL. At 100 ranks, gain Sacrifice INFEST.
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.
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 explosion 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 no longer allows a sorcerer to gain necrotic energy faster.

Resources