NECROMANCERS
NECROMANCERS
NECROMANCERS
NECROMANCERS
NECROMANCERS
[attachment=0]deathiscertain.JPG[/attachment]
Necromancers will be a sub-class of mage, and the necromancer skill is mutually exclusive with sorcery. In short the subclassing aspect means you can't learn both nerco & sorc skills at the same time.
how to roll a new necro on alpha
* create a mage character
* in game type /script necro, then relog
how to convert a sorcerer to necromancer on alpha
* optionally copy an existing mage/sorcerer from reg or PD to alpha via armoury
* type /script necro then relog
/script necro, in both cases, simply swaps your sorcery and necro skill points. Once swapped, if your necro is then > sorc you are automagically taught all the nercro spells that are available
SPELL LIST
CIRCLE 1
cold hands of death - C1 - Des Mani
clone of An Mani
CIRCLE 2
death missile - C2 - Corp Por
clone of Grav Por
breath of death - C2 - Bet Corp Hur
bad breath on self
CIRCLE 3
greater cold hands - C3 - Vas Des Mani
same as Vas An Mani
summon lesser undead - C3 - Kal Corp Xen I
Summons a skeleton, mummy etc
CIRCLE 4
corpse explosion - C4 - Flam Grav Corp
AoE mass curse that curses targets such that when each target dies it explodes - inflicting damage on everything within 3x3 square (like flam grav)
soul transfer - C4 - Mani Por Tym
drains life over time - exact specs: target loses 5% of health per sec over 5 sec, caster gains 5% per sec (% of own health, not target) - both caster and target are frozen during transfer
CIRCLE 5
summon greater undead - C5 - Kal Corp Xen II
summons undead such as lich, vamp, skel drag, etc
giblet golems - C5 - In Corp Kal
AoE mass curse that curses targets: such that when each target dies, it turns into a bunch of body parts which become aligned to caster and act as blue bar npc allies (like clones, not summons)
create bone charm - C5 - Wis Corp Xen
creates a taming food item out of corpse, bones or skull that can be used by someone with taming to tame undead. Works like regular taming, but requires the same points in necro as required by taming. Eg, to tame a ghoul you need 30% taming AND 30% necromancy
CIRCLE 6
animate corpse - C6 - In Xen
cast on monster corpse to create a summon - the summon stays alive until it is killed or you log out - works on all monster corpses
spread disease - C6 - In Bet Corp
AoE inflicts disease on any monster nearby - diseased monsters temporarily lose 25% MR and 25% def
CIRCLE 7
cone of acid - C7 - In Corp Hur
clone of IFH
black lightning - C7 - Corp Ort Grav
clone of VOG
CIRCLE 8
hail of bones - C8 - Corp Yelm
uncoded - but aiming to make a DoT AoE - so basically a highly powerful clone of quake, but does damage over time rather than instant - have to think of ways of keeping your enemies still before casting - maybe this spell could cast mass hold on them all ?
other notes:
Kal Xen will lose ability to summon undead. KX may be improved by some other means.
XMP is staying where it is for the time being, tho I have speculated on moving it to Necro. However there is tons of necro spells already.
I put clones of AM, GP, VAM, VOG, IFH in - so as to provide some backbone to your dps.
cone of acid: same as IFH except it is acid damage - not fire - and as yet there are no resistances or weaknesses to acid - so it's just a plain magic damage type in effect
To boil it down, one must ask thyself:
would you trade XJ, IJO & XC (which seem to be pretty solid spells) for:
- a semi perm summon (animate corpse)
- taming undead - possibly a novelty since everone wants black and red dragons - unless skeleton/zombie dragon became good pets variants too
- a strong vamp over time spell that can only really be used when one enemy left
- corpse curse explosion + chain lightning combo - possibly good damage + might be keyboard mashing fun
- aoe dot - never done in euo - may not even work due to fast pacing
about subclassing
it's been 6 months since I worked on it - but I believe it works like this:
Magery is the parent class. Necro and Sorc are sub classes of magery.
Total points in necro + total in sorc is capped at 100, but will be less than 100 if your class cap does not have room for mage class to expand.
Eg
nonhuman with 100% class cap
valid combos:
example 1:
100% magery
100% sorc
example 2:
100% nerco (pts in magery not actually required)
example 3:
100% magery
50% nerco
50% sorc
example 4:
50% rogue
50% (sorc or necro ... sorc+nerco must be <=50% as limited by the 50% in rogue + nonhuman 100% cap)
update log since original post
Aug 5
* use /script necro to convert a sorcerer to necro on alpha (and back again)
* necros get bonus xp from summons: up to a max of 50% (normally the xp you get from a summon is 10%) - the necro xp summon bonus is proportional to your skill in necromancy
* added create undead charm spell for taming undead pets
* diseased monsters lose 25% def, 25% MR (and diseased mobs don't spread it like zombies or diseased players)
* finished spread disease spell - changed to AoE - moved to circle 6
* added diseased 'Z' to the <> above heads - might change to avoid confusion with sleep
* updated Kal Xen such that it no longer spawns undead
* made ICK (giblet golems) and FGC (exploding corpse) AoE mass curses
summary
Needs more sfx - keighn has sent me a zip full of wavs to try out - which I will most definitely do
need to complete the hail of bones
ready to change or delete anything in order to make this a fun & interesting & viable alternative to sorcery