Sorcerous Lore, Necromancy

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The skill representing one's proficiency with manipulation, disasseblement, and reconstruction of live organic matter.

Sorcerer Base Spells Affected

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.
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.
Subsequent knockdown attempts have a chance to damage the enemy with grapple damage. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, 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+.
The speed and potency of the disease is increased by this lore.
Caster's necromancy ranks have profound effects on both Maximum Animatable Level and duration. With zero ranks, one can only animate creatures ten levels below their own. At 25 ranks, the caster will be able to animate creatures 9 levels below their own, with an increase of one level per 5 ranks of necromancy (this equation assumes the caster uses their own crystals made from Troll King blood). At 70 ranks the necromancer would be able to animate creatures of an equivalent level, and the maximum MAL is (level+26) at 200 ranks.
Allows sorcerer to gain energy faster per seed 1 of the summation chart (fewer kills to reach maximum energy per week).

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