F
Fire Song
Guest
With the discovery of Malas, an ancient evil has been revealed, and is spreading across the land like a plague. 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 will be enticed by this wicked school of spellcraft when they discover they can wield powerful weapons without disrupting their evil spells.
The Necromancer can inflict pain, pestilence, cold, and vile curses against their hapless foes, and in the battle's aftermath animate their lifeless corpses into undead horrors that viciously attack any creature, dead or alive. But the Necromancer does not stop at simply animating corpses, for he can transform his very being into some of these forms, gaining both their powers and weaknesses.
A new spellbook becomes available, filled with sorcery so foreboding that it has been secreted away for generations. Necromancers will be able to use any of 16 evil spells, alone or in conjunction with other powerful magic.
In order to call upon the powers of pure evil, one must advance their skill in the art of Necromancy. Similar to the Magery ability, the more proficient you are in the dark arts, the higher the likelihood of successfully imposing the will of Evil. And those who have learned Spirit Speak will find themselves at a distinct advantage when wielding such powers.
Necromancy Spells
Animate Dead
Animates corpses into undead creatures that will wander around and attack any and every creature, except humans.
Necromancy Regs Needed: Deamon Blood and Grave Dust
Mana needed: 23
Casting Time: 1.5 Seconds
Minimum Skill Needed: 40
List of Animations *Still in works*
Patchwork Skeleton
Skeletal Mage/Bone Magi
Skeletal Knight
Shade/Spectre
Lich
Mummy
Flesh Golem
Skeletal Mount
A Mound of Maggots
Hellsteed
Lich Lords
Skeletal Dragon
Blood Oath
Links to a single enemy, handing back a great deal of the damage they inflict upon you. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 80 + 8
Necromancy Regs Needed: Deamon Blood
Mana needed: 13
Casting Time: 1.5 Seconds
Minimum Skill Needed: 20
Corpse Skin
Inflicts necrosis upon the skin of the Necromancer or another target, making them more resistant to poison, cold and physical damage, but extremely vulnerable to fire. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 25 + 40
Necromancy Regs Needed: Bat Wing and Grave Dust
Mana needed: 11
Casting Time: 2 Seconds
Minimum Skill Needed: 20
Curse Weapon
Briefly enchant your weapon to gain the power of life drain. While enchanted, the weapon will heal its wielder with 50% of the damage it deals out. Duration in Seconds = Caster's Spirit Speak ÷ 75 + 1
Necromancy Regs Needed: Pig Iron
Mana needed: 7
Casting Time: 1 Second
Minimum Skill Needed: 0
Evil Omen
Be it a strike from a sword or the sting of a spell, the next bad thing that happens to the receiver of this curse will be worse. The player affected by this spell:
[*]will receive a +25% increase from the next source of damage.
[*]will receive a +1 boost to the level of poison the next time they are poisoned
[*]will only have 50% of their Resist Spells skill the next time they try to resist a spell.
Necromancy Regs Needed: Bat Wing and Nox Crystal
Mana needed: 11
Casting Time: 1 Second
Minimum Skill Needed: 20
Horrific Beast
Allows you to transform into a terrifying form that grants great physical strength, at the cost of your mind. No duration. Casting this spell again or casting another transformation spell dispels it. While under the effect of this spell, the caster receives:
[*]+2 hp/sec
[*]+25% melee damage increase
[*]increased base hand damage
Necromancy Regs Needed: Bat Wing and Deamon Blood
Mana needed: 11
Casting Time: 4 Seconds
Minimum Skill Needed: 40
Lich Form
Transforms the Necromancer into the form of a lich, the master of magic. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of this spell, the caster receives:
[*]+25% damage from silver weapons
[*]-10% fire resist
[*]+10% poison resist
[*]+10% cold resist
[*]+13 mana every 10 seconds
[*]-5 Hitpoints every 10 seconds
Necromancy Regs Needed: Nox Crystal, Deamon Blood, and Grave Dust
Mana needed: 23
Casting Time: 4 Seconds
Minimum Skill Needed: 70
Mind Rot
The receiver of this curse has difficulty thinking, making all abilities that require Mana more expensive. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 50 +} 20
Necromancy Regs Needed: Bat Wing, Deamon Blood, and Pig Iron
Mana needed: 17
Casting Time: 1.5 Seconds
Minimum Skill Needed: 30
Pain Spike
Brings a jolt of temporary pain down upon your enemy. Damage = ( Caster's Spirit Speak - Target's Resist ) ÷ 100 + 30. Damage is temporary and will wear off after 10 seconds.
Necromancy Regs Needed: Grave Dust and Pig Iron
Mana needed: 5
Casting Time: 1 Second
Minimum Skill Needed: 20
Poison Strike
Summons a cloud of poison to strike down your enemy. Also, affects a radius of 2 tiles around the target. Those within that radius will receive "splash" damage. Splash Damage = Unmodified Target Damage ÷ (Distance_In_Tiles + 1)
Necromancy Regs Needed: Nox Crystal
Mana needed: 17
Casting Time: 2 Seconds
Minimum Skill Needed: 50
Strangle
Chokes an enemy with poison, doing more damage as their Stamina drops. The power of the effect is equal to the Caster's Spirit Speak skill divided by 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. For example, suppose the base damage for a Strangle hit is 5. The target currently has 40 out of a maximum of 80 stamina. Final damage for that hit is: 5 x (3 - (40 ÷ 80 x 2) = 10.
Necromancy Regs Needed: Nox Crystal and Deamon Blood
Mana needed: 29
Casting Time: 2.5 Seconds
Minimum Skill Needed: 65
Summon Familiar
Summons a spirit wisp, dark wolf, death adder, vampire bat, or horde minion to your side, each with their own unique abilities and a special power granted to the caster.
Necromancy Regs Needed: Bat Wing, Deamon Blood, and Grave Dust
Mana needed: 17
Casting Time: 4 Seconds
Minimum Skill Needed: 30
List of Familiars:
[*]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 you get back.
[*]Dark Wolf requires 60 Necro 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 Necro and 80 Spirit Speak. Abilities: The Death Adder attacks with Deadly Poison. Also Snake charming; you can command any snake to attack a target to which you can do negative acts. You don't get credit for the kill, however.
[*]Vampire Bat requires 100 Necro and 100 Sprit Speak. Abilities: all melee damage it does will heal it's master (You!) for an equal amount.
Familiars can't be commanded like pets. They do join in the fight automatically when you're attacked by something agressive... most of the time? All of the Familiars will invis with you.
Information Provided by evilmoocowgod
Vampiric Embrace
A powerful form that grants many strengths, but prevents the Necromancer from using garlic-based spells and potions. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of this spell, the caster receives:
[*]20% life drain
[*]-25% fire resist
[*]+25% damage from silver weapons
[*]damage from garlic (17-23 points of damage is dealt when Vampires cast spells that consume the garlic reagent.)
[*]Immunity to Poison
Necromancy Regs Needed: Bat Wing, Nox Crystal, and Pig Iron
Mana needed: 23
Casting Time: 4 Seconds
Minimum Skill Needed: 99
Vengeful Spirit
Summons a powerful revenant to slay a chosen foe. Revenants are incredibly persistent and can track their quarry, even when hidden. A revenant requires 3 control slots. Duration in Seconds = (Caster's Spirit Speak x 80) ÷ 1200 + 10
Necromancy Regs Needed: Grave Dust, Bat Wing, and Pig Iron
Mana needed: 41
Casting Time: 8 Seconds
Minimum Skill Needed: 80
Wither
Summons an evil, withering frost, damaging all nearby enemies — especially those who are good. Affects a radius of 5 tiles around the caster.
Necromancy Regs Needed: Grave Dust, Nox Crystal, and Pig Iron
Mana needed: 23
Casting Time: 1.5 Seconds
Minimum Skill Needed: 60
Wraith Form
Transforms the Necromancer into the form of a wraith, well-suited for resisting physical damage, but weak against magic. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of the this spell, the caster receives:
[*]+25% damage from silver weapons
[*]+10% physical resist
[*]-25% fire resist
[*]-5% energy resist
[*]-5% poison resist
[*]-5% cold resist
[*]the ability to leech mana
[*]the ability to walk through people (non-blockable)
Necromancy Regs Needed: Nox Crystal and Pig Iron
Mana needed: 17
Casting Time: 4 Seconds
Minimum Skill Needed: 20
How To GM Necromancy
Necromancy can be GM'ed by the 8x8 Method
Method 1
0-30ish Buy in Umbra
30-55 Wraith Form
55-75 Horrific Beast
75-90 Wither
90-100 Lich Form
100-105 cast lich form
105-120 cast Vampiric Embrace
Information was provided by LordZahn
Which NPC Teaches me Necromancy
The Necromancer which is at the mage shop in Umbra
Spirit Speak
The Spirit Speak skill is now used to heal players by channeling spiritual energy. 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.
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.
Min -- Fame/500 + 1
Max -- 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:
Min -- Max/2 + 1
Max -- Spirit Speak/100 + 4
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.
NOTE: This could be wrong on how much you get healed from with the Equations.
On average at 100 Spirit Speak you get 20-24 back and at 120 Spirit Speak you get 24-28 back.
How to GM Spirit Speak
By using the 8x8 Method.
*Note to write a discription on 8x8 here*
Which Monsters give you Necromancy Scrolls?
Poison Strike: MIB, Deamons, Liches, Rat Mages, Imps, Air Elementals
Wither: MIB, Meer Mages, Deamons, Liches; Imps
Pain Spike: Rat Mages, Gargoyle, Imps, Ophidian Apprentice Mage, Air Elementals
Curse Weapon: Rat Mages, Evil Mages, Imps
Blood Oath: Evil Mages, Rat Mages, Imps, Nightmares
Evil Omen: Rat Mages, Imps
Mind Rot: Rat Mages, Imps
Strangle: MIB, Meer Mages, Deamons, Liches, Evil Mages, Liches, Imps, Nightmares, Air Elementals
Corpse Skin: Deamons, Unicorns, Rat Mages, Imps, Orc Mage
Wraith Form: Rat Mages, Imps
Lich Form: MIB, L3-TMap, Evil Mage Lords, Deamons, Liches, Imps
Vampiric Embrace: Meer Eternals, Harrower Tentacles, Nightmares(Questionable)
Horrific Beast: Rat Mages, Imps, Nightmares
Summon Familiar: Imps
Animate Dead: Rat Mages
Vengeful Spirit: MIB, Liches, Daemons, Air Elementals, Nightmares
[Information was provided by Caretaker and Stratics Posters]
How do I get Necromancy Reagents?
There are 2 ways to recieve necro reagents. One way is to buy them from Mage NPCs which sell them along with other Reagents.
Another way is to get them off Monsters
List of Monsters which have Necro Regs as Loot: *Needs updating*
[*]Lich
[*]Devourers of souls
8x8 Explained!
1. Start your boat pointed north (to those who don't know, North faces the upper right side of the screen)
2. Stand directly behind the mast, facing east (bottom right of the screen)
3. Say "slow forward"
4. cast the current necro spell you need to get a gain.
5. Keep on casting till you get a gain.
6. STOP!!! You just found the beginning of your gain "run". Your next gain will 98% of the time be exactly 8 tiles (steps) from that original gain spot, either north or south. If you were quick on you "stop" command then you should be exactly 8 tiles to the north already, and cast the spell again. You should receive a gain. If you don't, then that means the "run" runs south. Go back to where you got your first gain (8 tiles south) Now you are on the original spot. So go 8 more tiles south. Cast the spell again. You WILL gain in one of those two spots if you did it right.
7. Great!! Now we found which way the "run" is running. Now all we do is follow it. Go eight more tiles in the direction that you went from the original gain. (north or south)
8. Cast. Holy bejesus!! that's 0.3 already!
9. Go 8 more tiles in the same direction.
10. Cast. WHOOHOO 0.4!!!!
11. Continue till you do not gain anymore (runs typically go from 3 gains in a row up to 15, The largest I ever got was 45. Thats 4.5 skill, and I was at 87!)
12. When you are sure that the run has ended, return to step 1
Familiars:
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 you get back.
Dark Wolf requires 60 Necro 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 Necro and 80 Spirit Speak. Abilities: Snake charming; you can command any snake to attack a target to which you can do negative acts. You don't get credit for the kill, however.
Vampire Bat requires 100 Necro and 100 Sprit Speak. Abilities: all melee damage it does will heal it's master (You!) for an equal amount.
Familiars can't be commanded like pets. They do join in the fight automatically when you're attacked by something agressive... most of the time? All of the Familiars will invis with you.
Information Provided by evilmoocowgod
Thanks to Corran for giving us compiled information.
The Necromancer can inflict pain, pestilence, cold, and vile curses against their hapless foes, and in the battle's aftermath animate their lifeless corpses into undead horrors that viciously attack any creature, dead or alive. But the Necromancer does not stop at simply animating corpses, for he can transform his very being into some of these forms, gaining both their powers and weaknesses.
A new spellbook becomes available, filled with sorcery so foreboding that it has been secreted away for generations. Necromancers will be able to use any of 16 evil spells, alone or in conjunction with other powerful magic.
In order to call upon the powers of pure evil, one must advance their skill in the art of Necromancy. Similar to the Magery ability, the more proficient you are in the dark arts, the higher the likelihood of successfully imposing the will of Evil. And those who have learned Spirit Speak will find themselves at a distinct advantage when wielding such powers.
Necromancy Spells
Animate Dead
Animates corpses into undead creatures that will wander around and attack any and every creature, except humans.
Necromancy Regs Needed: Deamon Blood and Grave Dust
Mana needed: 23
Casting Time: 1.5 Seconds
Minimum Skill Needed: 40
List of Animations *Still in works*
Patchwork Skeleton
Skeletal Mage/Bone Magi
Skeletal Knight
Shade/Spectre
Lich
Mummy
Flesh Golem
Skeletal Mount
A Mound of Maggots
Hellsteed
Lich Lords
Skeletal Dragon
Blood Oath
Links to a single enemy, handing back a great deal of the damage they inflict upon you. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 80 + 8
Necromancy Regs Needed: Deamon Blood
Mana needed: 13
Casting Time: 1.5 Seconds
Minimum Skill Needed: 20
Corpse Skin
Inflicts necrosis upon the skin of the Necromancer or another target, making them more resistant to poison, cold and physical damage, but extremely vulnerable to fire. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 25 + 40
Necromancy Regs Needed: Bat Wing and Grave Dust
Mana needed: 11
Casting Time: 2 Seconds
Minimum Skill Needed: 20
Curse Weapon
Briefly enchant your weapon to gain the power of life drain. While enchanted, the weapon will heal its wielder with 50% of the damage it deals out. Duration in Seconds = Caster's Spirit Speak ÷ 75 + 1
Necromancy Regs Needed: Pig Iron
Mana needed: 7
Casting Time: 1 Second
Minimum Skill Needed: 0
Evil Omen
Be it a strike from a sword or the sting of a spell, the next bad thing that happens to the receiver of this curse will be worse. The player affected by this spell:
[*]will receive a +25% increase from the next source of damage.
[*]will receive a +1 boost to the level of poison the next time they are poisoned
[*]will only have 50% of their Resist Spells skill the next time they try to resist a spell.
Necromancy Regs Needed: Bat Wing and Nox Crystal
Mana needed: 11
Casting Time: 1 Second
Minimum Skill Needed: 20
Horrific Beast
Allows you to transform into a terrifying form that grants great physical strength, at the cost of your mind. No duration. Casting this spell again or casting another transformation spell dispels it. While under the effect of this spell, the caster receives:
[*]+2 hp/sec
[*]+25% melee damage increase
[*]increased base hand damage
Necromancy Regs Needed: Bat Wing and Deamon Blood
Mana needed: 11
Casting Time: 4 Seconds
Minimum Skill Needed: 40
Lich Form
Transforms the Necromancer into the form of a lich, the master of magic. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of this spell, the caster receives:
[*]+25% damage from silver weapons
[*]-10% fire resist
[*]+10% poison resist
[*]+10% cold resist
[*]+13 mana every 10 seconds
[*]-5 Hitpoints every 10 seconds
Necromancy Regs Needed: Nox Crystal, Deamon Blood, and Grave Dust
Mana needed: 23
Casting Time: 4 Seconds
Minimum Skill Needed: 70
Mind Rot
The receiver of this curse has difficulty thinking, making all abilities that require Mana more expensive. Duration in Seconds = (Caster's Spirit Speak - Target's Resist) ÷ 50 +} 20
Necromancy Regs Needed: Bat Wing, Deamon Blood, and Pig Iron
Mana needed: 17
Casting Time: 1.5 Seconds
Minimum Skill Needed: 30
Pain Spike
Brings a jolt of temporary pain down upon your enemy. Damage = ( Caster's Spirit Speak - Target's Resist ) ÷ 100 + 30. Damage is temporary and will wear off after 10 seconds.
Necromancy Regs Needed: Grave Dust and Pig Iron
Mana needed: 5
Casting Time: 1 Second
Minimum Skill Needed: 20
Poison Strike
Summons a cloud of poison to strike down your enemy. Also, affects a radius of 2 tiles around the target. Those within that radius will receive "splash" damage. Splash Damage = Unmodified Target Damage ÷ (Distance_In_Tiles + 1)
Necromancy Regs Needed: Nox Crystal
Mana needed: 17
Casting Time: 2 Seconds
Minimum Skill Needed: 50
Strangle
Chokes an enemy with poison, doing more damage as their Stamina drops. The power of the effect is equal to the Caster's Spirit Speak skill divided by 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. For example, suppose the base damage for a Strangle hit is 5. The target currently has 40 out of a maximum of 80 stamina. Final damage for that hit is: 5 x (3 - (40 ÷ 80 x 2) = 10.
Necromancy Regs Needed: Nox Crystal and Deamon Blood
Mana needed: 29
Casting Time: 2.5 Seconds
Minimum Skill Needed: 65
Summon Familiar
Summons a spirit wisp, dark wolf, death adder, vampire bat, or horde minion to your side, each with their own unique abilities and a special power granted to the caster.
Necromancy Regs Needed: Bat Wing, Deamon Blood, and Grave Dust
Mana needed: 17
Casting Time: 4 Seconds
Minimum Skill Needed: 30
List of Familiars:
[*]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 you get back.
[*]Dark Wolf requires 60 Necro 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 Necro and 80 Spirit Speak. Abilities: The Death Adder attacks with Deadly Poison. Also Snake charming; you can command any snake to attack a target to which you can do negative acts. You don't get credit for the kill, however.
[*]Vampire Bat requires 100 Necro and 100 Sprit Speak. Abilities: all melee damage it does will heal it's master (You!) for an equal amount.
Familiars can't be commanded like pets. They do join in the fight automatically when you're attacked by something agressive... most of the time? All of the Familiars will invis with you.
Information Provided by evilmoocowgod
Vampiric Embrace
A powerful form that grants many strengths, but prevents the Necromancer from using garlic-based spells and potions. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of this spell, the caster receives:
[*]20% life drain
[*]-25% fire resist
[*]+25% damage from silver weapons
[*]damage from garlic (17-23 points of damage is dealt when Vampires cast spells that consume the garlic reagent.)
[*]Immunity to Poison
Necromancy Regs Needed: Bat Wing, Nox Crystal, and Pig Iron
Mana needed: 23
Casting Time: 4 Seconds
Minimum Skill Needed: 99
Vengeful Spirit
Summons a powerful revenant to slay a chosen foe. Revenants are incredibly persistent and can track their quarry, even when hidden. A revenant requires 3 control slots. Duration in Seconds = (Caster's Spirit Speak x 80) ÷ 1200 + 10
Necromancy Regs Needed: Grave Dust, Bat Wing, and Pig Iron
Mana needed: 41
Casting Time: 8 Seconds
Minimum Skill Needed: 80
Wither
Summons an evil, withering frost, damaging all nearby enemies — especially those who are good. Affects a radius of 5 tiles around the caster.
Necromancy Regs Needed: Grave Dust, Nox Crystal, and Pig Iron
Mana needed: 23
Casting Time: 1.5 Seconds
Minimum Skill Needed: 60
Wraith Form
Transforms the Necromancer into the form of a wraith, well-suited for resisting physical damage, but weak against magic. No duration. Casting this spell again or casting another transformation spell dispels it. While under the influence of the this spell, the caster receives:
[*]+25% damage from silver weapons
[*]+10% physical resist
[*]-25% fire resist
[*]-5% energy resist
[*]-5% poison resist
[*]-5% cold resist
[*]the ability to leech mana
[*]the ability to walk through people (non-blockable)
Necromancy Regs Needed: Nox Crystal and Pig Iron
Mana needed: 17
Casting Time: 4 Seconds
Minimum Skill Needed: 20
How To GM Necromancy
Necromancy can be GM'ed by the 8x8 Method
Method 1
0-30ish Buy in Umbra
30-55 Wraith Form
55-75 Horrific Beast
75-90 Wither
90-100 Lich Form
100-105 cast lich form
105-120 cast Vampiric Embrace
Information was provided by LordZahn
Which NPC Teaches me Necromancy
The Necromancer which is at the mage shop in Umbra
Spirit Speak
The Spirit Speak skill is now used to heal players by channeling spiritual energy. 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.
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.
Min -- Fame/500 + 1
Max -- 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:
Min -- Max/2 + 1
Max -- Spirit Speak/100 + 4
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.
NOTE: This could be wrong on how much you get healed from with the Equations.
On average at 100 Spirit Speak you get 20-24 back and at 120 Spirit Speak you get 24-28 back.
How to GM Spirit Speak
By using the 8x8 Method.
*Note to write a discription on 8x8 here*
Which Monsters give you Necromancy Scrolls?
Poison Strike: MIB, Deamons, Liches, Rat Mages, Imps, Air Elementals
Wither: MIB, Meer Mages, Deamons, Liches; Imps
Pain Spike: Rat Mages, Gargoyle, Imps, Ophidian Apprentice Mage, Air Elementals
Curse Weapon: Rat Mages, Evil Mages, Imps
Blood Oath: Evil Mages, Rat Mages, Imps, Nightmares
Evil Omen: Rat Mages, Imps
Mind Rot: Rat Mages, Imps
Strangle: MIB, Meer Mages, Deamons, Liches, Evil Mages, Liches, Imps, Nightmares, Air Elementals
Corpse Skin: Deamons, Unicorns, Rat Mages, Imps, Orc Mage
Wraith Form: Rat Mages, Imps
Lich Form: MIB, L3-TMap, Evil Mage Lords, Deamons, Liches, Imps
Vampiric Embrace: Meer Eternals, Harrower Tentacles, Nightmares(Questionable)
Horrific Beast: Rat Mages, Imps, Nightmares
Summon Familiar: Imps
Animate Dead: Rat Mages
Vengeful Spirit: MIB, Liches, Daemons, Air Elementals, Nightmares
[Information was provided by Caretaker and Stratics Posters]
How do I get Necromancy Reagents?
There are 2 ways to recieve necro reagents. One way is to buy them from Mage NPCs which sell them along with other Reagents.
Another way is to get them off Monsters
List of Monsters which have Necro Regs as Loot: *Needs updating*
[*]Lich
[*]Devourers of souls
8x8 Explained!
1. Start your boat pointed north (to those who don't know, North faces the upper right side of the screen)
2. Stand directly behind the mast, facing east (bottom right of the screen)
3. Say "slow forward"
4. cast the current necro spell you need to get a gain.
5. Keep on casting till you get a gain.
6. STOP!!! You just found the beginning of your gain "run". Your next gain will 98% of the time be exactly 8 tiles (steps) from that original gain spot, either north or south. If you were quick on you "stop" command then you should be exactly 8 tiles to the north already, and cast the spell again. You should receive a gain. If you don't, then that means the "run" runs south. Go back to where you got your first gain (8 tiles south) Now you are on the original spot. So go 8 more tiles south. Cast the spell again. You WILL gain in one of those two spots if you did it right.
7. Great!! Now we found which way the "run" is running. Now all we do is follow it. Go eight more tiles in the direction that you went from the original gain. (north or south)
8. Cast. Holy bejesus!! that's 0.3 already!
9. Go 8 more tiles in the same direction.
10. Cast. WHOOHOO 0.4!!!!
11. Continue till you do not gain anymore (runs typically go from 3 gains in a row up to 15, The largest I ever got was 45. Thats 4.5 skill, and I was at 87!)
12. When you are sure that the run has ended, return to step 1
Familiars:
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 you get back.
Dark Wolf requires 60 Necro 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 Necro and 80 Spirit Speak. Abilities: Snake charming; you can command any snake to attack a target to which you can do negative acts. You don't get credit for the kill, however.
Vampire Bat requires 100 Necro and 100 Sprit Speak. Abilities: all melee damage it does will heal it's master (You!) for an equal amount.
Familiars can't be commanded like pets. They do join in the fight automatically when you're attacked by something agressive... most of the time? All of the Familiars will invis with you.
Information Provided by evilmoocowgod
Thanks to Corran for giving us compiled information.