Sorcerous Lore, Necromancy: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
No edit summary
No edit summary
Line 4: Line 4:


;*'''[[Sacrifice]] {creature}'''
;*'''[[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. Corpses can be [[LOOT (verb)|looted]] normally after death.
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.
Line 42: Line 42:
|4
|4
|}
|}

Sacrifice has been updated to display messaging when the cooldown has expired. Additionally, while the cooldown is active, SPELL ACTIVE, as well as the StormFront Active Spells window, will display its remaining duration.
<pre{{log2}}>You feel refreshed enough to sacrifice another animus.</pre>


;*'''[[Sacrifice]] CHANNEL {creature}'''
;*'''[[Sacrifice]] CHANNEL {creature}'''
Line 52: Line 48:
;*'''[[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]].
{{top}}


;*[[Rotflares|RotFlares]] (item script)
;*[[Rotflares|RotFlares]] {item script}
:Flare rate increases at 36, 136, and 171 Necromancy ranks; damage increase based on a seed 1 ranks [[summation]].
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)]]
;*[[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
: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)]]
;*[[Disintegrate (705)]]

Revision as of 20:33, 18 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.


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

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 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).

Resources