Necromancer
#1
Posted 01 October 2004 - 03:03 AM
A Necromancer is a member of a clan of mages who study the origin of life. Through their studies, they have determined where life originally began. They withhold this information from the general public, feeling it would be abused far too often for them to control. Though Necromancers rarely use their powers for evil, when they do, it is heard about everywhere.
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Races: Human, Elf, Half-Elf, and Gnome.
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SOLO Class
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Hp/Mp gains:
Con:17-19 | 10-12 HP
Con:14-16 | 7-9 HP
Con:11-13 | 4-6 HP
Con:1-10 | 1-3 HP
/
Wis:19-20 | 12-13 MP
Wis:16-18 | 11-12 MP
Wis:13-15 | 9-10 MP
Wis:10-12 | 7-8 MP
Wis:7-9 | 5-6 MP
Wis:4-6 | 3-4 MP
Wis:1-3 | 1-2 MP
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Stamina:
1,6,13,19,27
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Armor:
Same as Mages, plus:
Demonhide tunic
Armor base: 40, Can be worn by: Necromancers, Description: This tunic, though at first glance appears to be made of rough leather, is actually made from the hide of a lesser demon., Level needed to equip it: 29, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0.
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Weapons:
Same as Mages, plus:
Sickle:
Base damage: 4, Can be used by: Necromancers, Description: A simple farm implement used when harvesting crops. , Level needed to equip it: 5 , Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table:, Mana leech: .
Scythe:
Base damage: 8, Can be used by: Necromancers, Description: A farm implement used when shearing down stalks of wheat or barley. , Level needed to equip it: 9 , Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table:, Mana leech: .
War Scythe:
Base damage: 16, Can be used by: Necromancers, Description: Though this weapon looks like its well-behaved brother, it is actually very sharp, and very dangerous. , Level needed to equip it: 14 , Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table:, Mana leech: .
Scythe of the Apocalypse:
Base damage: 22, Can be used by: Necromancers, Description: This weapon is coveted in the underworld where some Demonic lords claim its possession. It is said they were created along with the world as its counterpart, to facilitate its destruction. , Level needed to equip it: 20 , Magical: No, Vamparic: No, Armor: 0, Strength modifier: 0, Intelligence modifier: 0, Dexterity modifier: 0, Constitution modifier: 0, Wisdom modifier: 0, Charisma modifier: 0, Poison chance: 0, Poison/30s damage: 0, Monster damage table:, Mana leech: .
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Abilities: These are the Necromancer abilities most of which cost only HP if anything.
Charon:
Requirements: Level: 1, Cost:N/A.
Command:/Charon [amount of HP to be used]/[target]
By channeling his/her life energy, a Necromancer can inflict heavy damage on his/her foe.
Formula: Con/6 Rounded down * life used Up to 50 HP
"You sacrifice some of your life energies, harming Test_Dummy for 30 points of damage!"
"Caster throws a crimson, glowing orb at you, inflicting 30 point of damage!"
"Caster staggers as a glowing, crimson orb appears in his hands and flies at Test_Dummy."
Martyr:
Requirements: Level: 1, Cost: N/A.
Command:/Martyr [amount of HP to be used]/[target]
By channeling his/her life energy, a Necromancer can return life to those who need it. Note: this spell cannot harm undead, it instead heals them.
Formula: Con/6 Rounded down * life used Up to 50 HP
"You sacrifice some of your life energies, restoring 30 hit points to Test_Dummy."
"Caster sacrificed some of his health to restore 30 of your hit points!"
"Caster staggers as his hands begin to glow. He places his hands on Test_Dummy, and the glow transfers to Test_Dummy, healing some of his wounds. "
Osmose:
Requirements: Level:1, Cost: N/A,
Command: /Osmose/[target]
A Necromancer can draw the magical energy from anything around themselves, though they cannot affect another creature's ability to use this energy.
Formula: Int/7 * .25level Round up
You siphon off some of Test_Dummy's magical energy, restoring 23 mana."
"Caster concentrates hard for a moment and you feel the magical energy around you dissapate."
"Caster concentrates and becomes surrounded by a bluish aura that soaks into him."
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Spells: These are the Necromancer's spells.
Energy Sap: Mana cost:5.
Requirements: Level: 5, Cost: 100 gold.
Command: /cast energy sap/[target]
This spell drains life from the necromancer's target causing minor damage. It is usually one of the first spells a budding necromancer uses.
Formula: Int/7 * .5level Round up
“You sap 18 points of Test_Dummy’s life energy.”
“Caster saps 18 points of your life energy!”
“Caster saps energy from Test_Dummy!”
Poison: Mana cost:8.
Requirements: Level:11, Cost: 500 gold.
Command: /poison
A Necromancer is able to coat his/her weapon with a potent, supernatural venom.
Formula: .33level Round to nearest Note: This is additional damage added to the weapon.
"You envenom the edge of your weapon by casting poison on it."
"Caster mutters something and runs his hand along the sharp edge of his blade, leaving a green hue in its wake."
Weaken: All requirements and formulae for this spell are the same as those for Enhance.
By focusing negative energy, Necromancers sap their opponents of their strength.
Curse: All requirements and formulae for this spell are the same as those for Righteous Fury.
By focusing negative energy, Necromancers can disrupt the fighting abilities of their opponents.
Drain: Mana cost:15.
Requirements: Level:15, Cost: 1500 gold.
Command: /cast drain/[target]
A Necromancer can draw the life force from any living thing, healing him/herself; but a lot is lost in the transfer.
Formula: Int/5 * .5level .25 vamparic
"You drain 68 points of Test_Dummy's life, restoring 16 HP!"
"Caster speaks some unintelligible words and you feel some of your life force being drawn out of your body. 63 hit points were stolen!"
"Caster mutters something, and some of Test_Dummy's life energy jumps into Caster's hand."
Darkness: Mana cost:25.
Requirements: Level:18, Cost: 6000 gold.
Command:/darkness
Adept Necromancers learn to control their surrounding to the point where they can create a shroud of unnatural darkness that follows them around for a period of time. This spell was developed to confuse and disorient thieves, who would try to enter and rob the guilds.
Effect: No features of an area are visible, Parties do not function, movement is treated as drunken movement, and characters can only see themselves. Note: Necromancers are unnaffected by this spell, so they can see and function normally. If a Necromancer attacks someone, then that person can see the Necromancer and fight back. A Cleric using vision can function normally.
Duration: amount of time darkness lasts is determined by level: 6 sec * level
"You move your hands deliberately and swiftly, as you do you chant. As you finish, the area is shrouded in a thick blanket of dark."
"Caster makes passes with his hands and mutters some words. As he does, a thick blanket of darkness comes over the area, rendering your sense of sight useless."
Example of an area under the darkness effect:
Darkness: You are in an area of complete darkness. You are not sure of any directions.
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Summons: Necromancers, because of their training in magic, are naturally weak. So they create powerful allies for combat. All of a Necromancer's summons will attack his/her enemies, as well as anyone who attacks either of them. All summons earn exp for their master (Only 1/2 normal exp though.). All summons’ attacks are treated as fighter attacks based on their caster’s level.
Create skeleton: Mana cost:20
Requirements: Level:5, Cost:5000 gold
Command: /cast create skeleton
Due to their training and understanding of life, a necromancer can create a small number of skeletal servants. (Up to three.)
Skeletons:Skeletons are upgraded according to the Necromancer's level. (See below) Skeletons are the backbone of any Necromancer’s expedition.
Skeletal Warrior:
Levels:5-9.
HP:30, Str:12, Dex:12, Wis:9, Armor:10, Base damage:1 (Short Sword.), Attacks once per 15 secs.
Skeletal Warrior:
Levels:10-14.
HP:85, Str:15, Dex:15, Wis:12, Armor:15, Base damage:5 (Long Sword.), Attacks once per 12 secs.
Bone knight:
Levels:15-24.
HP:150, Str:19, Dex:19, Wis:15, Armor:20, Base damage:14 (Broad Sword.), Attacks once per 8 secs.
Bone lord
Levels:25-30.
HP:300, str:22, Dex:22, Wis:19, Armor:30, Base damage:20 (Blade of Honor.), Attacks once per 5 secs.
Note: Only one Bone Lord may be created at a time.
Summon Ally: Mana cost: 20
Requirements: Level: 1 Cost: 5,000 gold.
Commands: (set ally) /allyset (cast) /Summon ally
You must have full stamina to summon allies.
Allies:
Allies are similar to skeletons in that they serve unquestioningly, but the similarities end there. Allies are far more powerful than any skeleton, they also have special traits that make them invaluable assets. Allies share their caster’s magic resistance.
Black Dragon:
Some of these beasts have aligned themselves with necromancers in an attempt to gather more power for themselves, in doing so , they have accomplished their goal, but, to their surprise, they have also become loyal to their necromancer counterparts, and enlist at guilds to find a necromancer companion.
All Black Dragon companions have an acid breath attack which they use randomly (15% cumulative chance to use the acid breath instead of a normal attack. Chance resets when attack is used)
Black Dragon Hatchling:
Required level: 1
(desc. Coming soon. -Mantis)
HP: 75, STR: 60%, DEX: 100%, Armor: 3, Base damage: 4 (tiny jaws), attacks once every 10 secs, Breath damage: 5-10.
Juvenile Black Dragon:
Required level: 5
(desc. Coming soon. -Mantis)
HP: 100%, STR: 100%, DEX: 100%, Armor: 7, Base damage: 7 (sharp claws), attacks once every 9 secs, Breath damage: 9-21.
Young Adult Black Dragon:
Required level: 10
(desc. Coming soon. -Mantis)
HP: 150%, STR: 130%, DEX: 90%, Armor: 18, Base damage: 14 (large claws), attacks once every 9 secs, Breath damage: 14-30.
Adult Black Dragon:
Required level: 15
(desc. Coming soon. -Mantis)
HP: 200%, STR: 130%, DEX: 70%, Armor: 39, Base damage: 20 (razor-sharp claws), attacks once every 7 secs, Breath damage: 20-36.
Ancient Black Dragon:
Required level: 20
(desc. Coming soon. -Mantis)
HP: 250%, STR: 160%, DEX: 60%, Armor: 56, Base damage: 28 (huge claws), attacks once every 5 secs, Breath damage: 27-45.
Black Dragon Lord:
Required level: 25
(desc. Coming soon. -Mantis)
HP: 275%, STR: 175%, DEX: 80%, Armor: 68, Base damage: 35 (hellspawn claws), attacks once every 5 secs, Breath damage: 37-60.
Golems:
Golems are the necromancer’s old standby guardian. There was once a time when Necromancers had to craft their own Golems, but as Necromancers grew in number, the guild found that by providing their members access to these powerful servants easier, more would be convinced to join their ranks.
Homunculis:
Required level:1
This small, almost human-looking creature is fairly weak and not very good in a fight.
HP:75, STR:75%, DEX:100%, Armor:4, Base damage:2 (Sharp teeth.), attacks once every 10 secs.
Clay Golem:
Required level:5
This Golem is carved out of clay, harvested near the city of Nightmist.
HP:125%, STR:100%, DEX:80%, Armor: 10, Base damage: 5 (Club-like fist.), Attacks once every 7 secs.
Stone Golem:
Required level:10
This Golem is crafted from granite, making it extremely tough.
HP:150%, STR:125%, DEX:70%, Armor: 21, Base damage: 13, (Hammer fists.), Attacks once every 7 secs.
Iron Golem:
Required level:15
This Golem is made from high-quality iron. One of its arms holds a large broad sword.
HP:175%, STR:125%, DEX:85%, Armor: 34, Base damage: 19, (Large Broad sword.), Attacks once every 6 secs.
Ironweed Golem:
Required level:20
This golem is made from ironweed. It has many whip-like arms, many of which look sharp. The rest look sharper.
HP: 200%, STR: 125%, DEX: 110%, Armor: 58, Base damage: 15, (Ironweed whip arms), attacks once every 2 secs.
Guardian Golem:
Required level:25
This Golem is made from a combination of wood, stone , and iron. It carries a huge longsword in its hands.
HP: 300%, STR: 150%, DEX:100%, Armor: 90, Base damage:30, (Huge Longsword), Attacks once every 5 secs.
(has 60% chance to be attacked in place of necromancer)
Shadows:
Shadows were some of the first servants of necromancers, back in the day when they were overlords. Now, few Necromancers use shadows as servants though their use is still prominent due to their obvious advantages.
All shadow’s attacks damage both Mana and Health, and return 25% of damage back to the necromancer as HP and MP respectively. Shadows become invisible 2.5 secs after being revealed (by vision or when the shadow attacks.) If they do not attack they can remain invisible indefinitely. (The necromancer can see all his allies.)
Wisp
Required level: 1
(desc. Coming soon. -Mantis)
HP: 50, STR: 50%, DEX: 100%, Armor: 2, Base damage: 1, (spectral essence.), attacks once every 10 secs.
Spectre
Required level: 5
(desc. Coming soon. -Mantis)
HP: 80%, STR: 70%, DEX: 100%, Armor: 4, Base damage: 4, (spectral essence.), attacks once every 9 secs.
Wraith
Required level: 10
(desc. Coming soon. -Mantis)
HP: 120%, STR: 90%, DEX: 120%, Armor: 6, Base damage: 12, (spectral essence.), attacks once every 8 secs.
Shadow
Required level: 15
(desc. Coming soon. -Mantis)
HP: 150%, STR: 110%, DEX: 150%, Armor: 14, Base damage: 16, (spectral essence.), attacks once every 7 secs.
Night Elemental
Required level: 20
(desc. Coming soon. -Mantis)
HP: 190%, STR: 115%, DEX: 175%, Armor: 28, Base damage: 20, (spectral essence.), attacks once every 6 secs.
Nightmare
Required level: 25
(desc. Coming soon. -Mantis)
HP: 250%, STR: 120%, DEX: 190%, Armor: 47, Base damage: 25, (spectral essence.), attacks once every 5 secs.
Apocalypse: Mana: 100 Stamina: 5
Requirements: Level: 30, Cost: n/a (quest item.)
Command: /apocalypse
Long ago Necromancers turned from the worship of demons and death, to the study of life. This spell is one of those which was forbidden by the high council of mages. There were some who ridiculed the majority for turning from the dark arts, the best known of these would be Aet’thol, and Zanitos. One of whom has solidified his allegience to the darkness by allying his soul with the dark powers. It was Necromancers like these who took the last demon gems and hid them in order to tempt future necromancers into darkness.
Broken gem: This gem looks to be nothing more than a badly broken gem with only a slight luster. It looks to be of no real value.
/library broken gem:
As it turns out that gem you picked up is a part of one of the gems hidden away by necromancers long ago. It is actually called a Demon gem. Though this is only a shard.
/library Demon gem:
These gems no longer exist, as you read on, it seems they were used to - The scribe takes the book you found. “This book is needed elsewhere.” and walks away.
Demon gem shard: (This is used to learn Apocalypse.)
This broken obsidian gem appears to have no value, except for the feeling of evil emanationg from it, and your knowledge of what it is.
/library Demon gem shard:
As you quickly read over the tome you see sections stating that even the smallest piece of one of these gems would still be powerful.
Players would not be able to use the demon gem shard until they did the appropriate research. Because doing the research would reveal what it is.
By using Apocalypse players would instantly summon into being a Lesser Demon.
Lesser Demon:
HP: 50,000
A Demon! Run away!!
Attacks once per 3 secs.
Can heal itself for up to 10,000 every 6 secs (Does so at half health.);
Base damage: 70 (Depraved claws); Immune to mortal magic;
Special abilities: Crushing despair: reduces all stats of one opponent by half (useable every 9 secs), Hellfire: deals 100-170 damage (useable every 15 secs).
Paladins gain resistance of 80% to a lesser demon’s attacks and damage. As well as gaining a 150% increase in their own attacks and damage against the Demon.
Lesser Demons usually start off by biting the hand that freed them. (I.e. killing the Necromancer first.)
(Lesser Demon Idea was entered to entertain people who really like demons and evil things. I would like to have the Paladin bonus on there, but I doubt even the demon will be put in.)
There, done please give me feedback about any ideas/concerns you may have.
Comments are also welcome if they are logical.
#2
Posted 01 October 2004 - 09:20 PM
I think it has too much summons.
Otherwise looks pretty neat
#3
Posted 01 October 2004 - 09:27 PM
Long post, sorry I didn't read it all. Afraid I'm against any new class.
Anyway, Nightmist will no longer undergo any major changes.
- I just read the Lesser Demon thing. No.
Edited by alone, 01 October 2004 - 09:29 PM.
#4
Posted 01 October 2004 - 09:30 PM
edit: nice idea tho
Edited by Cule, 01 October 2004 - 09:32 PM.
#5
Posted 01 October 2004 - 10:12 PM
100% agreed with CuleI think we have enough classes to work on ...
edit: nice idea tho
Beg JLH to unban your crits-5k letters
There are many things that doesn't have shortcuts
For everything else, there are macros
#6
Posted 01 October 2004 - 10:49 PM
...And I think it's that very reason why it will never be added. It's kind of sad, actually.
#7
Posted 02 October 2004 - 12:19 AM
Nice job but i dont think it will be added...
David
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#8 Guest_Simon_*
Posted 02 October 2004 - 12:31 AM
#9
Posted 02 October 2004 - 01:56 AM
The ideas are good though, you did go really heavy on summons and things, the dragons you took right from AD&D it looks, but its very thorough.
The Lesser Demon..would own any party I could put together. Doesn't seem to fit its 'Lesser' title. that would be like fighting, hmm..Satan's right hand man.
Still, good work, just too bad we won't see it.
*forgot this part, HP/MP gains are pretty high, and not well balanced. A Necromancer will have the same, or more HP than a fighter, that leaves no reason to need thugs. So to make it actually balanced to be comparable to other classes, your necro would need about half his legs pulled to give him balance, though he would be pretty nasty as a solo only class, similar to pacifist, but the exact opposite. hmm...
Edited by Julius, 02 October 2004 - 02:00 AM.
Julius 1 alt
#10
Posted 02 October 2004 - 06:35 AM
I agree with Julius on this one, what he's said I'ld just be repeating.
Love that Pacifist's would be 'Balanced' by their 'evil' counterparts.
Nice Idea
#11
Posted 02 October 2004 - 09:49 PM
Love that Pacifist's would be 'Balanced' by their 'evil' counterparts
Though Necromancers rarely use their powers for evil, when they do, it is heard about everywhere
In the light of lowmions comment it suggests that description would need to be changed for nightmist
Rarely use their powers? This is pk central we're talking about here:
"Though not all Necromancers are evil, great hoardes of them are. They are frequently heard of, and give their more neutral comrades a bad name- mere mention of a 'necromancer' strikes terror into the heart of people everywhere because they are terrified of their scary summons"
And on to constructive criticism
I personally despise the "Blade of the Apocolypse"
Partly because having a weapon and a spell sharing a name is strange, though that isn't really it- Its also not because I hate the weapon- I just hate that name... when it all comes down to it its just a weapon. Not only that its a weapon that isn't actually all that impressive and can be used at Level20.
I'd say "Blade of the Apocolypse" is a bit of an overstatement ^^;;
The allies and summons...
I think if one chooses to create a Bone Lord they should not only be unable to take other Bone Lord's around with them, but should perhaps forsake other skeletal buddies altogether
With the Dragons/Golems/Shadows - I got confused when you started switching HP to percentages.
(I also think and Ancient Black Dragon should be higher up than a Black Dragon Lord but thats just me.)
Im highly tempted to say those things are too powerful anyway. I don't know if they are really, they don't read particularly terribly, but my gut instinct says they're too powerful.
The idea of Apocolypse/Lesser Demon goes against your entire opening statement about Necromancers. You say you put it in to "entertain" people who like evil things-
If you want your Necromancers NOT to be used entirely for evil why encourage it?
The Lesser Demon is overpowered... not to mention that it is extremely nasty- if it existed, I don't care how rare that gem would be SOMEONE would seek it out- probably quite a few someones. Of those few some would obtain it and some would learn that spell...
Even if it were just one Necromancer (would be be appealed against due to "unfairness" but anyhow) that thing would slaughter almost anything, especially when it will likely be unexpected.
Sure a Necromancer might summon it so his buddies can have something to kill while they wait for a boss to spawn but most will use it for utter slaughter
And to think it can be summoned almost anywhere provided you have enough mana- can you really IMAGINE the chaos that could be caused by someone summoning that during a boss fight or just outside the gate of a town?
Hypothetically- say a Necromancer summons it, then survives long enough for those five stamina to regain- perhaps he has a particularly helpful cleric friend healing him as the demon hits (hypothetically CAN other characters heal the necromancer?), perhaps he some macroed some advanced healing potions so he could use them real quickly. Then, also hypothetically the Necromancer uses an Advanced Mana Crystal.
Now picture that square as that evil glint appearing in his eye as he summons a second.
NOW how much fun is it for the people who thought it was amusing to fight a moment ago?
NOW how much fun is it for the people attempting to leave Nightmist/Arilin/Blackthorn- or wherever those things have been summoned?
I'd imagine it isn't particularly fun
I've been really down on your idea- I'm sorry.
In your credit you have put a LOT of thought and effort into it and it shows. Your Necromancer is well thought out, well described in most cases... its statted.
I applaud your effort I do
I just... still think its overpowered
Edited by Charon, 02 October 2004 - 09:51 PM.
#12
Posted 03 October 2004 - 01:16 AM
*Tidal in-game*
#13
Posted 03 October 2004 - 08:19 AM
but if we get a new class i'd either like a necro or monk class which isn't a solo class.
#14
Posted 04 October 2004 - 01:19 PM
Unfortunately it's extremely unlikely that a player will be asked to develop a new class/race, purely because you don't know the details behind making them work.
Everything would have to be balanced etc, and would require alot of work from JLH.
#15
Posted 04 October 2004 - 01:34 PM
#16
Posted 04 October 2004 - 01:39 PM
I'm just trying to save you some time lol.
I admire the creativity and thought that goes into something like this, but the truth is so many other things need to be considered that players have no idea of, that it would require alot of time from JLH/pan - therefore they may aswell do it themselves from scratch to ensure it works.
#17
Posted 04 October 2004 - 02:49 PM
If I had the proper tools to make the necromancer possible I would gladly make it, even if it cost me a year of my life.
BTW i will look at the percentages and check the balance of them.
#18
Posted 04 October 2004 - 03:55 PM
Basically you'd either need to become a programmer, then convince JLH to let you help him code it (not going to happen) or you could convince him to spend lots of time looking over the ideas and making sure they would work (not going to happen either)
Sorry to be the bringer of bad news so to speak, but that is the way it is. As I said before, nice ideas and a well thought out post.
Perhaps you could spend your time writing up monster/item/spell descs - something that doesn't need to be balanced and can be added by JLH quickly.
#19
Posted 04 October 2004 - 08:48 PM
-Proverbs 4:7
#20
Posted 07 October 2004 - 02:43 PM
#21
Posted 07 October 2004 - 03:20 PM
I'm only advising you that your time could probably be spent helping to develop other areas that won't require JLH to help out so much. Monster/area/item descs etc. It's obvious you have good intentions and the community will appreciate that, but it's a shame to see such time go to waste when you could be doing other things to help improve the game.
#22
Posted 07 October 2004 - 10:34 PM
because it wouldmakethemway toopowerful.Refine some of your summons oand it might work. im not shure why necros where taking out of nightmist in the first place but seems this could work.
Support
#23
Posted 08 October 2004 - 02:21 PM
#24
Posted 11 October 2004 - 11:07 AM
Also, the command to set the ally would be either
/allyset Black dragon, or /allyset Golem
the allies are just a string that gets more powerful as you level, just like the skeletons.
#25
Posted 11 October 2004 - 11:20 AM
I never went to asia this year i fly by and gave them a big wave.
#26
Posted 11 October 2004 - 11:25 AM
Requirements: Level:18, Cost: 6000 gold.
Command:/darkness
Adept Necromancers learn to control their surrounding to the point where they can create a shroud of unnatural darkness that follows them around for a period of time. This spell was developed to confuse and disorient thieves, who would try to enter and rob the guilds.
Effect: No features of an area are visible, Parties do not function, movement is treated as drunken movement, and characters can only see themselves. Note: Necromancers are unnaffected by this spell, so they can see and function normally. If a Necromancer attacks someone, then that person can see the Necromancer and fight back. A Cleric using vision can function normally.
Duration: amount of time darkness lasts is determined by level: 6 sec * level
i could have so much fun with that spell
I never went to asia this year i fly by and gave them a big wave.
#27
Posted 16 October 2004 - 03:30 AM
Beg JLH to unban your crits-5k letters
There are many things that doesn't have shortcuts
For everything else, there are macros
#28
Posted 18 October 2004 - 04:28 PM
#29
Posted 18 October 2004 - 10:04 PM
I could be wrong, but I think that's what he meant by this:How about you need to choose what ally you summon. Like when druids choose thier morph.
Everyone knows that only one aly would be active at a time right?
Also, the command to set the ally would be either
/allyset Black dragon, or /allyset Golem
the allies are just a string that gets more powerful as you level, just like the skeletons.
#30
Posted 24 October 2004 - 12:51 PM
Oh i never saw that thanks for pointing it out. Every just ignore my post now.I could be wrong, but I think that's what he meant by this:How about you need to choose what ally you summon. Like when druids choose thier morph.
Everyone knows that only one aly would be active at a time right?
Also, the command to set the ally would be either
/allyset Black dragon, or /allyset Golem
the allies are just a string that gets more powerful as you level, just like the skeletons.
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