Necromancer
#61
Posted 05 May 2004 - 05:18 AM
Man, this makes me wish player suggested classes were acctually put in...
*Bean is sad
Copying From many is Research.
It's so exciting I need to poo~Deval
#62
Posted 05 May 2004 - 05:21 AM
#63
Posted 05 May 2004 - 11:07 AM
#64
Posted 06 May 2004 - 06:50 PM
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!”
Slightly different, but still basically the same thing. For any who weren't following, Silverwizard provided an alternative for Teeth, which I have just now had time to put in.
Edited by green_mantis, 07 May 2004 - 02:55 AM.
#65
Posted 06 May 2004 - 11:33 PM
I think this class should be implemented.
Skippy the Peanut Butter Fiend.
#66
Posted 07 May 2004 - 01:31 AM
this has been suggested so many times, i thought it was gunna be another post like this
Necromancers are cool, and should have like 500032 HP, and run fast... more later.
but you gave a good solid explanation... and had some well thought out ideas. nice job man.
#67
Posted 07 May 2004 - 02:57 AM
#68
Posted 08 May 2004 - 03:54 AM
#69
Posted 10 May 2004 - 09:12 PM
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#70
Posted 10 May 2004 - 11:32 PM
#71
Posted 11 May 2004 - 10:44 PM
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#72
Posted 13 May 2004 - 02:33 AM
Description:
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. Also note that all abilities can only be used when all stamina is present.
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.).
Animate Puppet: Mana cost:25 + 25 Health
Requirements: Level:1, Cost: 5000 gold.
Command: /cast animate puppet/[target]
When the right materials are present, a Necromancer can create a powerful servant to have fight along side him/her.
Effect: creates one of the following Golems out of the materials listed:
Puppets: Each of the following puppets has stats based on the Necromancer's. Puppets automatically attack caster's enemies. Costs labeled are costs for the body. Any Necromancer may only have one Puppet at a time. Puppets attacks should be treated as fighter attacks for their level and stats.
Homunculis:
Required level:1
Cost: 25HP (Created from the Necromancer's own flesh)
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 puppet:
Required level:5
Cost: 1000 gold (Must buy body and animate it at Necromancer's guild.)
This Puppet is carved out of clay, harvested near the city of Nightmist.
HP:125%, Str:100%, Dex:80%, Armor:8, Base damage:5 (Club-like fist.), Attacks once every 7 secs.
Stone Puppet:
Required level:10
Cost: 2000 gold (Must buy body and animate it at Necromancer's guild.)
This Puppet is crafted from granite, making it extremely tough.
HP:150%, Str:125%, Dex:70%, Armor:16, Base damage:10, (Hammer fists.), Attacks once every 7 secs.
Iron Puppet:
Required level:15
Cost: 4000 gold (Must buy body and animate it at Necromancer's guild.)
This Puppet is made from high-quality iron. One of its arms holds a large broad sword.
HP:175%, Str:125%, Dex:85%, Armor:32, Base damage:17, (Large Broad sword.), Attacks once every 6 secs.
Guardian Puppet:
Required level:20
Cost: 8000 gold (Must buy body and animate it at Necromancer's guild.)
This Puppet is made from a combination of wood, stone , and iron. It carries a huge longsword in its hands.
HP:200%, Str: 150%, Dex:100%, Armor:50, Base damage:23, (Huge Longsword), Attacks once every 5 secs.
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) Skeleton's attacks should be treated as fighter attacks of the same level and stats.
Skeletal Warrior:
Levels:5-9.
HP:25, Str:12, Dex:12, Wis:9, Armor:10, Base damage:1 (Short Sword.), Attacks once per 15 secs.
Skeletal Warrior:
Levels:10-14.
HP:75, Str:15, Dex:15, Wis:12, Armor:15, Base damage:5 (Long Sword.), Attacks once per 12 secs.
Bone knight:
Levels:15-24.
HP:125, Str:19, Dex:19, Wis:15, Armor:20, Base damage:14 (Broad Sword.), Attacks once per 8 secs.
Bone lord
Levels:25-30.
HP:250, 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.
I believe that should answer some questions and allow some people to read the newest posts and still understand.
#73
Posted 13 May 2004 - 05:45 AM
Or did I just read this whole post WAY wrong?
Copying From many is Research.
It's so exciting I need to poo~Deval
#74
Posted 13 May 2004 - 10:49 PM
Edited by green_mantis, 13 May 2004 - 10:50 PM.
#75
Posted 14 May 2004 - 12:26 AM
With the fact that it is a solo class, it could possibly be strengthened even more, due to the fact that most all the bosses in game were modified to cope with the usage of 137419 alts that so many people like to use at once. Nowadays there are probably 5-6 people at the average boss, however there are around 30 characters..... If the bosses are so powerful because some people abuse alts, why should it penalize the solo classes?
Also - If a solo class were to be the same strength as the multiple alt classes, then they would be slaughtered on a regular basis.
Basically saying - Since it is a solo class, it should be slightly more powerful than the 'multiple alt' classes.
Kudos to green_mantis on the designing
#76
Posted 14 May 2004 - 02:30 AM
Agreement? on a Nightmist forum? HAHAHAHA! yeah, people will agree on Nightmist around the time girls start thinking I'm cool because i play it.I thought it was agreed against using puppets/golem type monsters as summons.
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#77
Posted 14 May 2004 - 03:28 AM
Your words shatter my fragile hopes and dreamsYeah, people will agree on Nightmist around the time girls start thinking I'm cool because i play it.
*sobs*
#78
Posted 14 May 2004 - 04:15 AM
I know that I get all the chicks. How about you guys?
Copying From many is Research.
It's so exciting I need to poo~Deval
#79
Posted 14 May 2004 - 06:01 PM
(the minute we fix their computer they kick us out of their house lol.)
Yeah, i do get chicks, well, more Than Green_Mantis that is.
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#80
Posted 17 May 2004 - 07:09 PM
You are gonna hurt my feelings.
#81
Posted 17 May 2004 - 08:29 PM
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#82
Posted 17 May 2004 - 10:40 PM
Amusing though it is watching you guys banter and argue, it worries me somewhat... that the conversation you guys are having sprung from a necromancer thread.
Do you not find that a little... twisted?
Back on topic... ah, how can I not support this idea, bearing in mind the name of the first attack on the list ^^ That said, I'm sure I could find a way ^^
But it does appear well thought out and fairly balanced, and the descriptions are great on both items and spells
However, I have to admit that I personally prefered the idea of skeletal dragons/drakes to puppets ^^ But that's just me, and I happen to like dragons.
Edited by Charon, 17 May 2004 - 10:40 PM.
#83
Posted 18 May 2004 - 12:04 PM
What I am considering though, is having the drake/greater summons be set up like morph, I mean the old one, where you could type in which one you wanted. Of course, the more powerful ones would cost more.
*Hits himself* I made a dumb mistake while typing this, but fixed it. Don't ask.
Edited by green_mantis, 18 May 2004 - 12:04 PM.
#84
Posted 24 May 2004 - 06:37 PM
#85
Posted 12 June 2004 - 02:55 AM
Any society that would give up a little liberty to gain a little security will deserve neither and lose both. -Ben Franklin
#86
Posted 16 June 2004 - 06:17 PM
#87
Posted 16 June 2004 - 06:54 PM
#88
Posted 18 June 2004 - 02:35 AM
It is rather well done though.
There's no use in just saying that, I'll point out what I don't like:
Summoning could be abused (maybe not abused, just could throw some inbalance into the game)
Darkness is a neat idea, but would sort of mess balance up. Actually, I guess it couldn't harm anything. I'm just bewaring.
That vamparic ability strikes me as a little too powerful.
Now I go off to suggest a new class I just thought of.
#89
Posted 18 June 2004 - 04:16 AM
and ive been thinking since post-reset that summoning abilities and necros
needed to be put back into the game. And you have what seems to be a fair system.
Im sure with your awesome ideas and JLH's knack for balancing the game you could truly do something with this. I hope this is implemented, this is what I have been waiting for since the big reset.
Great job!!!
#90
Posted 18 June 2004 - 04:38 AM
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