Class:Necromancer/en: Porovnání verzí
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(založena nová stránka s textem „=== Procedure === The Necromancer has a complete staff and jewel with a gem, he has learned some reagents and put those he wants use to improve the properties of summons into a magic bag. Now just tap on the necro wand, select the magic bag and then the jewel. After clicking on a piece of jewelry, you will then learn what it improves and with how much power. With the jewelry prepared in this way, the summon can be improved (double-click on the jewelry…“) |
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=== Procedure === | |||
The Necromancer has a complete staff and jewel with a gem, he has learned some reagents and put those he wants use to improve the properties of summons into a magic bag. Now just tap on the necro wand, select the magic bag and then the jewel. After clicking on a piece of jewelry, you will then learn what it improves and with how much power. With the jewelry prepared in this way, the summon can be improved (double-click on the jewelry and target your summon). | |||
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Verze z 13. 2. 2024, 15:09
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Necromancers are dark mages whose magic is strongly linked to death. This is a purely magical profession, just like elemental mages. They also have a few spells in common with mages, such as protection spells, but that's where the similarities between them end. Necromancers are very powerful summoners who summon undead helpers into the world and can also destroy their enemies directly by using magic. They wield a wide variety of curse and poison spells, along with a few destructive spells. They can also raise the dead.
Using undead minions is a unique art that requires more than an education in magic. He can use them immediately after conjuring. However, in order to use their full potential, they must indulge in terrifying rituals (more in the Boosting section).
How to become
To be accepted into the Necromancer's Guild, you must first be a Mage of 10th level. The guild is located underground in the graveyard's catacombs on the way from Harbor City to Medea. The entrance to the underground is in one of the tombs. Classmaster Morturus will accept you after reciting the oath "Always look on the bright side of death".
Abilities
Title | Level | Type | Description |
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Bone Armor Casting | 10 | Passive | Allows the necromancer to cast spells and meditate in bone armor without any penalty. |
Domination | 15 | Active | Teleports summoned helpers to the player's position. Used by command .domination
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Spells
To cast spells, you need to have reagents (regs) with you. These can be bought from vendors, players, or collected from fallen monsters.
Spell | # | Circle | Regs | Description |
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Clumsy Uus Jux |
101 | 1 |
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Temporarily reduces the target's dexterity. |
Magic Arrow In Por Ylem |
105 | 1 |
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Very weak damaging spell. |
Night Sight In Lor |
106 | 1 |
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Temporarily improves target's sight, turning darkness into daylight. |
Weaken Des Mani |
108 | 1 |
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Temporarily reduces the target's strength. |
Consume Corpse Rel Corp Mani |
317 | 1 |
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Targets a corpse. Restores a portion of the caster's health, stamina, and mana, and the corpse disappears. |
Harm An Mani |
112 | 2 |
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Weak offensive spell |
Magic Trap In Jux |
113 | 2 |
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Creates a magical trap on an object that harms anyone touching it. |
Dragon Skin Ex Uus Sanct |
227 | 2 |
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Basic protective spell for mages and necromancers. For a duration, it mitigates all physical damage received by 20%, absorbs 20% into mana, and inflicts the remaining 60% as actual damage. |
Chant Kal Lexi |
259 | 2 |
3x |
Ritual spell which increases the target's level for the purpose of other rituals (and thus the chance of success). Can be stacked, target has to stay in line of sight. More in ritual section. |
Poison In Nox |
120 | 3 |
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Inflicts poison |
Teleport Rel Por |
122 | 3 |
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Moves the mage to targeted location. |
Life Drain Mani Rel |
212 | 3 |
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Inflicts percentage-based damage to the target. The strength of the effect diminishes as the target takes more damage. |
Death Ray Corp Ort Grav |
220 | 3 |
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The damage spell is divided into two parts. |
Aetheric Shock Corp Jux |
235 | 3 |
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A time-limited neutral spell that allows the caster to ignore the enemy's spell reflection effect (Magic Reflection). The effect lasts for 2.5 minutes for non-damaging spells, but for damaging spells, it's a one-time effect, and the caster receives the same damage as the target. |
Curse Des Sanct |
127 | 4 |
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Temporarily reduces the target's strength, dexterity, and intelligence. |
Recall Kal Ort Por |
132 | 4 |
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Spell for traveling around the realm. A marked recall rune or a runebook is needed as target, teleporting the caster after 12 seconds to it's coordinates. While the mage is free to move after the initial cast, the spell can still be interrupted by receiving damage. Commonly referred to as "port" or "kop". |
Confusion Des Ort |
208 | 4 |
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Temporarily reduces the target's evaluating intelligence. |
Bleeding Touch Vas An Mani |
211 | 4 |
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Inflicts bleeding damage that slowly hurts the target. |
Shivers Ex Ort Por |
219 | 4 |
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Temporarily reduces the target's tactics and animal lore. |
Disturbance Quas Ort Hur |
221 | 4 |
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Temporarily affects the target's concentration, causing them to use more mana for spellcasting. |
Consume Many Corpses Vas Rel Corp Mani |
318 | 4 |
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An area spell that consumes all nearby corpses, restoring the caster's health, stamina, and mana. The strength depends on the number of corpses. |
Blade Spirit In Jux Hur Ylem |
133 | 5 |
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Summons an uncontrollable warrior that attacks everything around it. |
Incognito Kal In Ex |
135 | 5 |
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Temporarily changes the caster's identity. The duration depends on the caster's skill level. The target becomes visible again if they take any action, move, or the spell's duration expires. |
Magic Reflection In Jux Sanct |
136 | 5 |
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A protective positive spell that grants the target a time-limited (2.5 minutes) one-time effect to reflect hostile spells (Magic Reflection). This effect reflects negative spells back to the attacker and is exclusive with the Absorption spell (both effects cannot be active at the same time). However, it can be cast on friendly targets and on oneself and multiple targets simultaneously. It is colloquially known as the "mirror" or "reflector." |
Mind Blast Por Corp Wis |
137 | 5 |
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Strong damaging spell, whose power is increased by the difference between the caster and the target. Will reflect back if the target has more intelligence. |
Paralyze An Ex Por |
138 | 5 |
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Temporarily immobilizes the target. |
Poison Field In Nox Grav |
139 | 5 |
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Creates a magical wall that injures and poisons anyone passing through it. |
Summon Creature Kal Xen |
140 | 5 |
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Summoning of a llama or a horse |
Energy Bolt Corp Por |
142 | 5 |
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An offensive spell with two damage components. One of them is reduced by armor. |
Summon Undead Kal Corp Ylem |
178 | 5 |
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Summoning of undead minions. |
Decay Body Rel Corp |
214 | 5 |
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Creates a dangerous area around a decaying corpse that harms anyone passing through it. |
Absorption Mani Corp Sanct |
222 | 5 |
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A protective positive spell that gives the caster a time-limited (2.5 minutes) one-time protection against physical damage. The maximum damage reduction is 55%. Cannot be active simultaneously with the Magic Reflection spell. |
Hysteria Vas In Jux |
234 | 5 |
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Removes the magic reflection from the target if they have it. Hysteria goes through the magic reflection of the target (leaves it intact). If the target casts an offensive spell, they will take half the damage dealt. |
Detonate Corpse Flam Corp Ylem |
357 | 5 |
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Only with Grim Scythe. Targets a corpse, which will explode and damage everything in the vicinity. The damage amount depends on the caster's magery skill, the monster's HP, and the distance between the target and the corpse. Does not work in PvP and cannot target a player's corpse. |
Invisibility An Lor Xen |
144 | 6 |
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Temporarily hides the selected target. The duration depends on the caster's magery skill. The target becomes visible again if they take any action, move, or the spell's duration expires. |
Mark Kal Por Ylem |
145 | 6 |
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Marks the location of a rune, which can be used later for teleportation via the recall spell. |
Mass Curse Vas Des Sanct |
146 | 6 |
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Temporarily reduces the strength, dexterity, and intelligence of all targets in the area of the spell. |
Whisper Ort Quas |
272 | 6 |
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A positive spell that adds a 10-second whisper effect to the caster. Subsequent spells will not display spell words (spellwords). It is occasionally used in PvP to surprise enemies. |
Suffocate Des Ex Mani |
358 | 6 |
2x |
Only with Grim Scythe. An offensive spell that receives bonus damage for each cursed effect on the target (curse, bleeding, poison...). |
Mana Vampire Ort Sanct |
153 | 7 |
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Drains a portion of mana from the target and adds it to the caster's own mana. |
Meld Corpses In Rel Corp |
319 | 7 |
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Creates an abomination from nearby corpses. The strength of the abomination depends on the number of corpses and their levels. |
Resurrection An Corp |
159 | 8 |
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Brings fallen heroes back to life. Deals heavy damage to undead creatures. |
Raise Corpse Kal Rel Corp Ylem |
196 | 8 |
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Can only be used on humanoid corpses. Turns them into zombies, retaining all items from the corpse. |
Death Ritual |
265 | 8 | A ritual group spell. Several necromancers combine their powers to sacrifice a chosen victim. The victim's head is required to perform the ritual. Once the ritual begins, all inhabitants of Endor will be automatically notified. The spell can only be performed at a ritual site. If the character is already dead at the moment of death, they will resurrect and immediately die again; death will not conceal them. |
Summons
Summoning undead servants is one of the necromancers' strongest points. They can be invoked by default via the number or name of the spell, or via the command together with the name to conjure up a specific undead.
.summoncreature [name]
Creature | Title | Type | Min. Magery | Description |
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llama | llama | mount | 60 | llama with bridle |
horse | horse | mount | 60 | horse with bridle |
.summonundead [name]
Undead | Title | Type | Min. Magery | Description |
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skeleton | skeleton | melee | 30 | Magic holding bones together. He's not a big killer, but he'll be loyal and happy to cover your back anyway. |
zombie | zombie | melee | 30 | This rotting hunk of flesh won't smell nice in your cave wanderings, but it will determinedly pounce on anyone who comes after you. |
skeleton archer | skeleton_archer | archer | 54 | The skeleton doesn't have much of an aptitude for becoming an elite marksman, but it can't be denied his desire to shower enemies with a rain of arrows. Unfortunately, it can't defend itself very well, it scatters very quickly at a short distance. |
ghoul | ghoul | melee | 61 | It doesn't stink, this isn't a zombie. The twisted dark body likes to seek out victims to tear apart. The ghouls don't even flinch with any blows, often just grinning sinisterly and continuing to attack. |
bone guard | bone_guard | melee | 63 | The creaking and snapping of bones accompanying the clanking of axes. This red warrior likes to decapitate enemies to smear blood on his bones. |
ghost | ghost | melee | 66 | The constant calling back of the dead drove these spirits to the point of insanity. It is therefore not surprising that their speed and fury can torment many intruders. |
shadow | shadow | melee | 70 | A mere shadow from the world of the dead. His presence is both mysterious and fascinating. It creeps slowly towards its targets, turning its limbs into physical ones with murderous claws at the opportune moment to tear the poor creature apart. |
bone knight | bone_knight | melee | 75 | A unique fighter dealing crushing blows with an axe whose blade has already surprised many warriors. |
bone mage | bone_mage | caster | 80 | This inconspicuous-looking bone wizard deceives with a body. Those who have had the honor of meeting him know that as soon as his vision darkens and energy sparkles around his knuckles, he has to stay out of his way. Spells: death ray, life drain, poison, energy bolt |
mummy | mummy | melee | 82 | This ancient mummified body shell is known for its unbreakable stamina and ability to withstand enemy attacks. He creeps along at a slow pace, his cold hands still hungry for human warmth. |
skeleton marksman | skeleton_marksman | archer | 84 | A destitute skeleton wielding a bow excels at ranged shooting compared to an archer. He is fast and accurate in his attacks. Although not very durable, he can keep most prey at a safe distance with a frosty smile. |
skeletal avenger | skeletal_avenger | melee | 87 | By assembling the skeletons of the greatest warriors of all time, necromancers summon the leaders of undead armies into their service. A few swipes from the two-handed sword is enough to leave nothing but crushed bodies lying around. |
spectre | spectre | melee | 89 | It is a confused spirit that has been stripped of form and substance. The body shifts between mist and shadow, and its eyes are endless pits of lost souls. After issuing the instruction, he very quickly rushes at his opponents, who often do not even have time to call for help. |
liche | liche | caster | 90 | One of the more fearless undead, his desiccated, half-mummified body is held together by the power of his immortal spirit. Every step he takes leaves a whisper of lost souls. He is equal to his master in the power of magic. In addition, he can fully regenerate by touching enemy summoned fighters. Spells: lightning, explosion, fire bolt, flame strike |
howling spectre | howling_spectre | cursing | 96 | Body almost invisible, but her voice wafts like a haunting song of nightmares. Her spells weaken and paralyze enemies, leaving them trapped in nightmares. Spelly: greater stupor, paralysis, ravaging parasite |
horror | horror | melee, caster, tough | 98 | He is the shadow of chaos itself. It spreads in darkness and consumes everything in its path. Spelly: body fire, energy bolt, mind blast, ice bolt |
Boosting
Ancient necromancers discovered a way to empower undead servants. For this, the necromancer needs knowledge of certain types of reagents, which he can obtain from writings hidden in various cemeteries and places guarded by undead monsters. He also needs jewelry set with precious stones and a special necro wand - tool that can transfer energy from the reagents to the gems in the jewelry. With these charged jewels, the necromancer can create helpers of unimaginable power.
Required Items
Necro wand
Composing a necromancer's wand is not difficult. All you need to do is have the listed parts. Dark crystal/essence and rotten log have a chance to drop from monsters or treasures, arite necrowand head can be made by any more experienced craftsman (tinkering). With the parts, it is then necessary to go to the guild, where in the room with the pentagram on the ground, the necromancer clicks on one of the parts and thus begins the ritual.
Gems
The crafted staff must be equipped with a gem. The larger the gem and the better cut quality, the more often the staff will be able to be used. The craftsman will again take care of the production and setting of the gem (gemcutting, setting with gemcutting tools).
large old_mine cut diamond - 99 uses
Jewels
Once the staff is complete and set with a gem, it is ready to enchant the jewel that the necromancer will use to enhance his minions. The jewelry (ring, bracelet, necklace, earrings) is again fitted with a precious stone, which determines the number of possible uses for summons. The jewel is made by a craftsman (tinkering) and set with a gem (gemcutting).
large old_mine cut diamond - 80 uses
Magic bag
The magic bag is an important part of the whole process. Magical reagents are inserted into it, with the help of which the type and also the strength of the enchantment are determined. All reagents placed in the bag will be used for the boost. Pay attention to the inserted amount. A gem will always take a certain amount for the maximum possible upgrade. If there is not enough, it will take everything from the given type, but the boost will not be of the highest power.
Reagents
Each magical reagent enhances a different property. Basic can be learned right away in the guild in the room with the classmaster (Secrets of the Ancestors book). The properties of other reagents can be read in books around the world. These are places (dungeons, cemeteries) inhabited by undead creatures. The list of already learned boost properties of individual reagents can be viewed with the .necrolog
command.
Reagent | Title | Enhances | Position |
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black pearl | armor | guild |
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blood moss | strength | guild |
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garlic | dexterity | guild |
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ginseng | intelligence | guild |
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mandrake root | magic resistance | guild |
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nightshade | tactics | guild |
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spider's silk | wrestling | guild |
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sulphurous ash | axes | guild |
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bat wing | strength | The Great Pyramid deep in the desert west of the Ranger Guild |
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blackmoor | dexterity | swamp graveyard far east of the Berserker guild along the coast |
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blood reagent | aim | Cursed Island northwest of the Berserker Guild |
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blood spawn | intelligence | graveyard west of Lios |
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bone | magic resistance | graveyard south of Forsaken Fortress |
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brimstone | wrestling | The Ancient Cemetery west of the Forsaken Fortress |
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dead wood | archers | Cursed Island northwest of the Berserker Guild |
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daemon bone | constitution | Sand Crypt on Gladiator Island |
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executioner's cap | evaluating intelligence | Haunted Ruins on Sand Island |
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fertile dirt | armor | Ruined Houses west of the Berserker Guild |
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obsidian | resist element | Graveyard in the Lost Mountains west of Snowy Valley |
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pig iron | tactics | Medea Cemetery |
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pumice stone | constitution | Hamunaptra south of Alcarinque |
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serpent scale | magery | Shienar Cemetery |
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volcanic ash | swordsmanship | Evil Necromancer's Tower West of the Air Mages Guild |
Procedure
The Necromancer has a complete staff and jewel with a gem, he has learned some reagents and put those he wants use to improve the properties of summons into a magic bag. Now just tap on the necro wand, select the magic bag and then the jewel. After clicking on a piece of jewelry, you will then learn what it improves and with how much power. With the jewelry prepared in this way, the summon can be improved (double-click on the jewelry and target your summon).
Tipy
- Maximální sílu šperku vylepšujícího konkrétní vlastnosti ovlivňuje level nekromanta v okamžiku, kdy si očarovává daný šperk + množství reagentů vložených do magic bagu.
- Jaké má šperk vlastnosti, může zjistit pouze nekromant. Ostatní postavy neznalé rituálu vidí pouze obyčejnou cetku.
- Některé nalezené knihy boostují stejné vlastnosti jako základní, ovšem pro využití maximální síly stačí menší množství reagentů.
Výbava
Zbroje
Nekromanceři nenosí kožené ani kovové zbroje, protože v nich nedokáží kouzlit. Rádi se zahalí do lehkých látek. Objevili však způsob, jak bez problémů kouzlit v kostěném brnění.
Zbraně
Stejně jako elementální mágové, i tito poslové smrti jako svou zbraň nejraději využívají magii. Hole a mágovské knihy spíše podporují jejich schopnosti, než aby s nimi šli do fyzického kontaktu.
Pro některá nemrtvá kouzla však využívá kosu (Grim Scythe), jedinečný útočný předmět nekromantů, který zároveň přidává bonus do veškerého odchozího spell damage (škáluje se postupně až na maximum 20 % na levelu 30). Během nošení této ultimátní zbraně však nemůže současně mít vyvolaného jakéhokoliv pomocníka. Nasazením všichni vyčarovaní summoni zmizí.
SkillySkills are trainable attributes that have a major impact on each character's gameplay. Below is the table of max values at level 30. From level 31 onwards, only stats are being increased.
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Mág má malý počet HP. Pro mága je klíčovým statem inteligence, zlepšuje jeho magické poškození, zásobu many a obnovu many. Výběr rasy tedy záleží na osobních preferencích. Např. drow má nižší sílu (má méně životů a horší nosnost) a obratnost (horší uhýbání útokům), avšak má více INT (má více many, lepší mana regen a silnější poškození kouzly), oproti elfovi, který je tomu skoro pravý opak. K posouzení slouží tabulka níže se staty na 30. a 35. levelu. Hráči často využívanou rasou pro mága je drow.
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