Introduction You are tempted by the ‘dark side’? The black art of working with the dead and the undead? The study of Necromancy draws people in with the promise of power and riches, while corrupting their souls in the process. Both mages and warriors are enticed by this wicked school of spellcraft for they can wield powerful weapons without disrupting their evil spells. The Necromancer’s spellbook is filled with 16 spells of sorcery so foreboding that it has been secreted away for generations. Use them alone or in conjunction with other powerful magic. Be aware though, that casting these spells has dire consequences on your karma, when your karma drops below 0, you will officially become evil, and many good-aligned creatures will attack you on sight. You are still inclined to this path? Then let me show you the way. Starting Your Character The default skills when selecting the ‘necromancer’ from the ‘new character’ template options are Necromancy, Spirit Speak, Swordfighting and Meditation If using the enhanced client you will be given the opportunity to undertake the basic playguide tutorial. Following that, or if you have no need of that instruction, you will find yourself in New Haven. In your pack you will find a Necromancer spell book and a round bag containing 50 of each of the reagents required to cast those spells. Proceed North from New Haven town square, taking the turning on the East to reach the Necromancy Hall. Training Your Skills The NPCs in the Necromancy Hall will be glad to train several of your skills a little higher, up to 40, for a modest fee. At the very least I would recommend that you purchase training in Necromancy and Spirit Speak. Spirit Speak Spirit Speak has two main functions, it is the support skill for Necromancy; the relationship being similar to that between Magery and Evaluate Intelligence. Spirit speak enhances the duration, or the damage potential, of the Necromancer’s spells. It is also used to heal players by channeling spiritual energy. For healing, spiritual energy can be channeled from either a corpse or the player using the skill. If a corpse is not available, then the player will channel his or her own energy. Once a corpse has been “used” its color will turn to grey, indicating no more spiritual energy can be channeled from it. Channeling through Corpses The corpse must be within 3 tiles to be used, otherwise, the player will channel his own energy. The amount healed is a random number between the minimum and maximum values listed in the table below. Should the minimum value be greater than the maximum value, then the healing is equal to the maximum value. Minimum damage healed = ( Fame / 500) + 1 Maximum damage healed = Spirit Speak / 20 Channeling your own Energy If there are no corpses nearby, you can channel your own spiritual energy into healing. However, this method will yield a lesser amount of healing than if you were to channel through a corpse. The amount healed is a random value between the minimum and maximum values below: Maximum damage healed = (Spirit Speak / 100) + 4 Minimum damage healed = (Maximum damage healed /2) + 1 (skills are without decimals, so gm is 1000) You will need at least 10 points of Mana in order to channel your own energy. If you have 100 or more skill points in Spirit Speak, you can automatically hear anything that ghosts say. Also, if you’re a ghost, you can clearly be heard by anyone else. Beginning to Train Having purchased the skills you require you may now find it advisable to undertake the Accelerated Gain quests relating to the skills you have chosen. You may only undertake one accelerated gain quest at a time, so choose wisely which you do first. The reward for the necromancer’s quest is a full necromancy spell book, however the reward from the medium’s spirit speak quest is a bag of necromancy reagents. It may, therefore, be useful to undertake the spirit speak quest first, thereby gaining some of the resources you will need to undertake the necromancer’s quest. Quests for the other skills in your template can be found elsewhere in the town. Consult the guide linked above to ascertain who you must talk to and where to find them. By the time you are ready to leave New Haven you will be equipped to survive in the forests of Sosaria and can continue your training. Remember that creatures with positive karma, while they ignore more virtuous travellers, will attack those with negative karma such as you have now become. Good luck, traveller, on your murky path. Necromancer Spells Spells Reagents Mana (Delay) Min/Max Skill Description Curse Weapon An Sanct Gra Char Pig Iron, 7 (1) 0/40 Temporarily imbues a weapon with a life draining effect. 50% of weapon damage is returned to caster as hitpoints. Duration in Seconds = Caster’s Spirit Speak x 10 ÷ 34 + 1. (30 seconds at GM, or about 36 seconds at Legendary) Pain Spike In Sar Grave Dust, Pig Iron, 5 (1) 20/60 Brings a jolt of temporary pain down upon your enemy. Damage is temporary and will wear off after 10 seconds. Damage inflicted is DIRECT (bypasses any armor). Versus Monsters: Damage = (caster’s Spirit Speak – target’s Resisting Spells) ÷ 10 + 30 Versus Players Damage = (caster’s Spirit Speak – target Resisting Spells) ÷ 100 + 18 If the spell targets someone already affected by the Pain Spike spell, only 3 to 7 points of DIRECT damage will be inflicted, and 2 seconds are added to the duration. Corpse Skin In Aglo Corp Yelm Batwing, Grave Dust, 11 (2) 20/60 Transforms the flesh of the target creature or player to resemble rotted corpse flesh, making them more vulnerable to Fire and Poison damage, but increasing their resistance to Physical and Cold damage. Fire and Poison resist each reduced by 15, physical and cold resist each increased by 10. Duration is ((Casters Spirit Speak – targets Magic Resist) / 25 + 40 (skill values are without decimals, meaning GM, or 100.0, is 1000)). Evil Omen Pas Tym An Sanct Batwing, Nox Crystal, 11 (1) 20/60 Amplifies the effect of the next hostile strike: Target receives +25% damage from next damage source, or Will be poisoned one level higher by the next poison attack (to a max of level 5 poison), or Wll only have 50% of their Resist Spells skill the next time they try to resist a spell. Duration determined by the caster’s spirit speak skill Blood Oath In Jux Mani Xen Daemon Blood, 13 (1.5) 20/60 Temporarily creates a dark pact between the caster and the target. Any damage dealt by the target to the caster is increased, but the target receives the same amount of damage. Duration in Seconds = (Caster’s Spirit Speak – Target’s Resist) ÷ 8 + 8. Magic Resist will reduce the damage done by (Resist Spells x 10)/20 + 10 = percentage of damage resisted. Wraith Form Rel Xen Um Nox Crystal, Pig Iron, 17 (4) 20/60 Transforms the caster into an ethereal Wraith, lowering some Elemental Resists, while increasing their Physical Resist. Caster receives ability to walk through people in Felucca without losing stamina/being revealed. Caster receives the ability to cast the magery spell “Recall” 100% of the time if he has reagents. Caster takes +25% damage from “Undead Slayers”. Caster receives immunity to bleed attacks due to being undead. Caster receives +15 physical resist. Caster receives -5 fire and energy resist. Duration is permanent until death or a transformation spell is cast. Caster receives the ability to truely leech mana from a target’s mana pool (If the targets mana pool is empty then you leech nothing.) – The amount leeched is based upon your Spirit Speak skill and the damage you do to the target. It works with Magery and Weapon damage. Formula – Spirit Speak / 5 – 20% at GM SS – 24% at 120 SS Mind Rot Wis An Ben Batwing, Daemon Blood,Pig Iron, 17 (1.5) 30/70 The receiver of this curse has difficulty thinking, making all abilities that require Mana more expensive. 25% Increased Mana Cost Duration in Seconds = (Caster’s Spirit Speak – Target’s Resist) ÷ 5 + 20 Summon Familiar Kal Xen Bal Batwing, Daemon Blood,Grave Dust, 17 (4) 30/70 Allows the Caster to summon a Familiar from the selected list. A Familiar will follow and fight with its owner, in addition to granting unique bonuses to the Caster, dependent on the type of Familiar summoned. You cannot give a familiar orders like you can a pet. If the owner of a familiar goes invisible, so will the familiar. All familiars take 1 Follower slot. Horde Minion Requires 30 Necromancy and 30 Spirit Speak. Abilities: Pack animal, picks up stuff, decent combat assistant. Shadow Wisp Requires 50 Necromancy and 50 Spirit Speak. Abilities: Negative energy flare; periodically heals the mana of those friendly to the caster (and the caster) IF they have negative karma. The more negative the karma, the more mana received. Dark Wolf Requires 60 Necromancy and 60 Spirit Speak. Abilities: +1 stamina every 2 seconds. Wolf mastery; allows you to tame any wolf as if it were a 0 difficulty tameable. Death Adder Requires 80 Necromancy and 80 Spirit Speak. Abilities: Snake Charming. Allows you to charm snakes by double clicking them; a charmed snake will attack a target you select. Vampire Bat Requires 100 Necromancy and 100 Sprit Speak. Abilities: Any melee damage done by the bat converts to healing for the caster in an equal amount. Horrific Beast Rel Xen Vas Bal Batwing, Daemon Blood, 11 (4) 40/80 Allows you to transform into a terrifying form that grants great physical strength, at the cost of your mind. While under the effect of this spell, the caster receives: +20 Hit Point Regeneration +25% melee damage increase increased base hand damage of 5-15 (instead of 1-6) Focused characters (ie having no more than 30.0 modified skill points in another main skill set) may cast spells in this form, non-focused templates will may only cast necromancer transformation spells. Duration is permanent until death or a transformation spell is cast. Animate Dead Uus Corp Daemon Blood,Grave Dust, 23 (1.5) 40/80 The resulting undead creature will have a form dependent on the original creature’s fame and body and the caster’s necromancy and spirit speak skill. The undead creature cannot be commanded, but will tend to follow you and attack anything except humans. You can have at most 3 undead summons at one time; creating another will result in the destruction of one of your existing creatures. Also, the animated dead slowly decay in hit points with time. Animated dead do not use follower slots. Poison Strike In Vas Nox Nox Crystal, 17 (2) 50/90 Summons a cloud of poison to strike down your enemy. Those within a 2 tile radius will receive “splash” damage. Wither Kal Vas An Flam Grave Dust, Nox Crystal, Pig Iron, 23 (1.5) 60/100 Summons an evil, withering frost, damaging all nearby enemies – especially those who are good (ie have high positive karma). Deals Cold Damage to all valid targets in a radius of 5 tiles centered on the caster. Strangle In Bal Nox Daemon Blood,Nox Crystal, 29 (2.5) 65/105 Temporarily chokes off the air supply of the target with poisonous fumes, doing more damage as their Stamina drops. The power of the effect is equal to the Caster’s Spirit Speak skill ÷ 10. The minimum power is 4. The power number determines the duration and base damage of the Strangle effect. Each point of power causes the Strangle effect to damage the target one time. The first round of damage is done after five seconds. Four seconds later, the second round hits. Each round after that comes one second more quickly than the last, until there is only 1 second between hits. Damage is calculated as follows: The range of damage is between power – 2 and power + 1. Then the damage is multiplied based on the victim’s current and maximum Stamina values. The more the victim is fatigued, the more damage this spell deals. The damage is multiplied by the result of this formula: 3 – (Cur Stamina ÷ Max Stamina x 2. Lich Form Rel Xen Corp Ort Nox Crystal, Daemon Blood,Grave Dust, 23 (4) 70/110 Transforms the caster into a lich, increasing their mana regeneration and some Resistances, while lowering their Fire Resist and slowly sapping their life. Caster receives +1.3 mana/second (equals 13 “Mana Regeneration”). Caster receives +10 cold resist. Caster receives +10 poison resist. Caster receives immunity to bleed attack (due to being undead). Caster takes +25% damage from “Undead Slayers”. Caster takes -10 fire resist. Caster loses 1 hitpoint/2 seconds (equals -0.5 Hit Point Regeneration) Duration is permanent until death or a transformation spell is cast. Exorcism Ort Corp Grav Nox Crystal, Grave Dust, 40 (2) 80/120 Requires 100 Spirit Speak. Relocates any player ghosts around the caster to a shrine on that facet. The spell will only work in a champion spawn region and will not affect players who have a corpse on the same subserver. Vengeful Spirit Kal Xen Bal Beh Batwing, Grave Dust, Pig Iron, 41 (8) 80/120 Summons a powerful revenant to slay a chosen foe. A revenant requires 3 control slots. Revenants are incredibly persistent and can track their quarry, even when hidden. Duration in Seconds = (Caster’s Spirit Speak x 80) ÷ 120 + 10 Dispelled easily by Paladin’s Dispel Evil spell. Vampiric Embrace Rel Xen An Sanct Batwing, Nox Crystal, Pig Iron, 23 (4) 99/120 Transforms the caster into a powerful Vampire. Caster receives 20% life drain on every hit. Caster receives immunity to poison levels 1-4. Caster receives “Mana Regeneration 2” (?). Caster receives “Stamina Regeneration 10” (?). Caster receives +25% damage from “Undead Slayers”. Caster receives -25 fire resist. Caster is damage when casting a spell consuming garlic (17-23 damage) and cannot drink garlic based (cure) potions. Duration is permanent until death or a transformation spell is cast.