Necromancy/Abilities
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Click "Expand" on the box below to view a complete list of Abilities for the Necromancy skill.
Icon | Level | Name | Description | Special | Effects | Stats | Source |
---|---|---|---|---|---|---|---|
1 | Death's Hold | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 9 Darkness | Power Cost: 12 Range: 20 Cooldown: 15 |
Leveling | |
1 | Free-Summon Skeletal Archer | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 15 Range: 3 Cooldown: 20 |
Training: Sir Arif | ||
2 | Raise Skeletal Archer | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 50 Range: 3 Cooldown: 5 |
Leveling | ||
3 | Provoke Undead | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +5 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 16 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
4 | Life Crush | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +12 Power) |
Damage: 11 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Leveling | ||
5 | Spark of Death | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 14 Electricity | Power Cost: 9 Range: 20 Cooldown: 8 |
Leveling | |
6 | Heal Undead | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 15 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 14 Range: 19 AoE: 20 Cooldown: 8 |
Leveling | ||
7 | Raise Skeletal Swordsman | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 50 Range: 3 Cooldown: 5 |
Leveling | ||
8 | Life Steal | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 10 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 12 Range: 20 Cooldown: 10 |
Leveling | ||
9 | Rebuild Undead | Your undead pets are healed. | Restore: 50 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 17 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
10 | Raise Zombie | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +5 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +25 for 60 seconds Existing Zombie is Healed: 25 Health |
Power Cost: 27 Range: 3 Cooldown: 60 |
Leveling | ||
12 | Raise Skeletal Battle Mage | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 50 Range: 3 Cooldown: 5 |
Leveling | ||
13 | Deathgaze | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 5 seconds Suppresses Monster Shout |
Damage: 29 Darkness | Power Cost: 20 Range: 5 Cooldown: 30 |
Leveling | |
14 | Spark of Death 2 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 22 Electricity | Power Cost: 12 Range: 20 Cooldown: 8 |
Leveling | |
15 | Death's Hold 2 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 29 Darkness | Power Cost: 18 Range: 20 Cooldown: 15 |
Leveling | |
16 | Heal Undead 2 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 25 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 18 Range: 19 AoE: 20 Cooldown: 8 |
Leveling | ||
17 | Life Crush 2 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +18 Power) |
Damage: 16 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Leveling | ||
18 | Raise Skeletal Archer 2 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 75 Range: 3 Cooldown: 5 |
Leveling | ||
19 | Rebuild Undead 2 | Your undead pets are healed. | Restore: 70 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 20 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
20 | Heart's Power | Consume a heart to gain vast health for a time. | Boosts Max Health by 200 for 2 minutes. Heals 200. Can Be On Sidebar |
Power Cost: 0 Range: 3 Cooldown: 120 |
Training: Jumjab | ||
20 | Raise Zombie 2 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +10 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +50 for 60 seconds Existing Zombie is Healed: 50 Health |
Power Cost: 34 Range: 3 Cooldown: 60 |
Leveling | ||
21 | Provoke Undead 2 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +9 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 23 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
22 | Raise Skeletal Swordsman 2 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 75 Range: 3 Cooldown: 5 |
Leveling | ||
23 | Life Steal 2 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 20 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 18 Range: 20 Cooldown: 10 |
Leveling | ||
24 | Life Crush 3 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +21 Power) |
Damage: 18 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Leveling | ||
24 | Wave of Darkness | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 46 Darkness Taunt: +100 |
Power Cost: 22 Range: 10 AoE: 10 Cooldown: 18 |
Training: Jumjab | |
25 | Deathgaze 2 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 8 seconds Suppresses Monster Shout |
Damage: 58 Darkness | Power Cost: 26 Range: 5 Cooldown: 30 |
Leveling | |
25 | Free-Summon Skeletal Archer 2 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 17 Range: 3 Cooldown: 20 |
Training: Sir Arif | ||
26 | Heal Undead 3 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 40 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 22 Range: 19 AoE: 20 Cooldown: 8 |
Leveling | ||
27 | Spark of Death 3 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 45 Electricity | Power Cost: 16 Range: 20 Cooldown: 8 |
Leveling | |
28 | Raise Skeletal Battle Mage 2 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 75 Range: 3 Cooldown: 5 |
Leveling | ||
29 | Rebuild Undead 3 | Your undead pets are healed. | Restore: 90 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 24 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
30 | Raise Zombie 3 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +20 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +75 for 60 seconds Existing Zombie is Healed: 75 Health |
Power Cost: 42 Range: 3 Cooldown: 60 |
Leveling | ||
30 | Spleen's Power | Consume a spleen to gain vast power for a time. | Boosts Max Power by 100 for 2 minutes. Restores 100 Power. Can Be On Sidebar |
Power Cost: 0 Range: 3 Cooldown: 120 |
Item: Necromancer: Spleen's Power | ||
31 | Provoke Undead 3 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +13 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 28 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
32 | Raise Skeletal Archer 3 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 100 Range: 3 Cooldown: 5 |
Leveling | ||
33 | Death's Hold 3 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 57 Darkness | Power Cost: 26 Range: 20 Cooldown: 15 |
Leveling | |
34 | Deathgaze 3 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 11 seconds Suppresses Monster Shout |
Damage: 84 Darkness | Power Cost: 32 Range: 5 Cooldown: 30 |
Leveling | |
34 | Wave of Darkness 2 | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 71 Darkness Taunt: +150 |
Power Cost: 27 Range: 10 AoE: 10 Cooldown: 18 |
Training: Jumjab | |
35 | Life Steal 3 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 32 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 22 Range: 20 Cooldown: 10 |
Leveling | ||
36 | Heal Undead 4 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 55 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 26 Range: 19 AoE: 20 Cooldown: 8 |
Leveling | ||
37 | Spark of Death 4 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 68 Electricity | Power Cost: 19 Range: 20 Cooldown: 8 |
Leveling | |
38 | Raise Skeletal Swordsman 3 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 100 Range: 3 Cooldown: 5 |
Leveling | ||
39 | Rebuild Undead 4 | Your undead pets are healed. | Restore: 110 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 28 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
40 | Raise Zombie 4 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +30 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +100 for 60 seconds Existing Zombie is Healed: 100 Health |
Power Cost: 49 Range: 3 Cooldown: 60 |
Leveling | ||
41 | Deathgaze 4 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 11 seconds Suppresses Monster Shout |
Damage: 115 Darkness | Power Cost: 35 Range: 5 Cooldown: 30 |
Leveling | |
42 | Free-Summon Skeletal Archer 3 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 20 Range: 3 Cooldown: 20 |
Training: Sir Arif | ||
42 | Raise Skeletal Battle Mage 3 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Leveling | ||
43 | Death's Hold 4 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 88 Darkness | Power Cost: 30 Range: 20 Cooldown: 15 |
Leveling | |
44 | Provoke Undead 4 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +20 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 33 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
44 | Wave of Darkness 3 | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 111 Darkness Taunt: +300 |
Power Cost: 30 Range: 10 AoE: 10 Cooldown: 18 |
Training: Jumjab | |
45 | Life Crush 4 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +27 Power) |
Damage: 47 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Leveling | ||
46 | Heal Undead 5 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 60 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 29 Range: 19 AoE: 20 Cooldown: 8 |
Leveling | ||
47 | Raise Skeletal Archer 4 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Leveling | ||
48 | Rebuild Undead 5 | Your undead pets are healed. | Restore: 130 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 30 Range: 20 AoE: 20 Cooldown: 20 |
Leveling | ||
49 | Raise Skeletal Swordsman 4 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Leveling | ||
50 | Life Steal 4 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 45 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 27 Range: 20 Cooldown: 10 |
Training: Daniel Murderdark | ||
50 | Raise Zombie 5 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +40 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +125 for 60 seconds Existing Zombie is Healed: 125 Health |
Power Cost: 56 Range: 3 Cooldown: 60 |
Leveling | ||
51 | Death's Hold 5 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 124 Darkness | Power Cost: 33 Range: 20 Cooldown: 15 |
Training: Daniel Murderdark | |
51 | Spark of Death 5 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 124 Electricity | Power Cost: 22 Range: 20 Cooldown: 8 |
Training: Daniel Murderdark | |
52 | Free-Summon Skeletal Archer 4 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 20 Range: 3 Cooldown: 20 |
Training: Sir Arif | ||
53 | Provoke Undead 5 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +35 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 37 Range: 20 AoE: 20 Cooldown: 20 |
Training: Daniel Murderdark | ||
53 | Raise Skeletal Battle Mage 4 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 150 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
54 | Wave of Darkness 4 | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 164 Darkness Taunt: +450 |
Power Cost: 34 Range: 10 AoE: 10 Cooldown: 18 |
Training: Jumjab | |
55 | Deathgaze 5 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 11 seconds Suppresses Monster Shout |
Damage: 200 Darkness | Power Cost: 41 Range: 5 Cooldown: 30 |
Training: Daniel Murderdark | |
55 | Life Crush 5 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +29 Power) |
Damage: 68 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Training: Daniel Murderdark | ||
55 | Raise Skeletal Archer 5 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
56 | Heal Undead 6 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 75 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 32 Range: 19 AoE: 20 Cooldown: 8 |
Training: Daniel Murderdark | ||
58 | Raise Skeletal Swordsman 5 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
58 | Rebuild Undead 6 | Your undead pets are healed. | Restore: 150 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 34 Range: 20 AoE: 20 Cooldown: 20 |
Training: Daniel Murderdark | ||
60 | Heart's Power 2 | Consume two hearts to gain vast health for a time. | Boosts Max Health by 300 for 2 minutes. Heals 300. Can Be On Sidebar |
Power Cost: 0 Range: 3 Cooldown: 120 |
Training: Jumjab | ||
60 | Life Steal 5 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 60 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 30 Range: 20 Cooldown: 10 |
Training: Daniel Murderdark | ||
60 | Raise Zombie 6 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +50 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +150 for 60 seconds Existing Zombie is Healed: 150 Health |
Power Cost: 62 Range: 3 Cooldown: 60 |
Training: Daniel Murderdark | ||
60 | Spleen's Power 2 | Consume a spleen to gain vast power for a time. | Boosts Max Power by 200 for 2 minutes. Restores 200 Power. Can Be On Sidebar |
Power Cost: 0 Range: 3 Cooldown: 120 |
Item: Necromancer: Spleen's Power 2 | ||
63 | Free-Summon Skeletal Archer 5 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 20 Range: 3 Cooldown: 20 |
Training: Sir Arif | ||
64 | Death's Hold 6 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 180 Darkness | Power Cost: 38 Range: 20 Cooldown: 15 |
Training: Daniel Murderdark | |
64 | Raise Skeletal Battle Mage 5 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 150 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
64 | Raise Skeletal Ratkin Mage 5 | Raise a skeletal ratkin mage from death to serve you. It uses electricity to destroy your foes. (You must be indoors to use this ability. It requires a Ratkin Necromancer's Talisman, which has a 10% chance of being destroyed.) | Can Be On Sidebar | Power Cost: 150 Range: 3 Cooldown: 5 |
Training: Bogaku | ||
64 | Wave of Darkness 5 | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 216 Darkness Taunt: +700 |
Power Cost: 38 Range: 10 AoE: 10 Cooldown: 18 |
Training: Jumjab | |
65 | Life Crush 6 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +31 Power) |
Damage: 89 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Training: Daniel Murderdark | ||
65 | Provoke Undead 6 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +50 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 41 Range: 20 AoE: 20 Cooldown: 20 |
Training: Daniel Murderdark | ||
65 | Spark of Death 6 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 185 Electricity | Power Cost: 26 Range: 20 Cooldown: 8 |
Training: Daniel Murderdark | |
66 | Deathgaze 6 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 11 seconds Suppresses Monster Shout |
Damage: 268 Darkness | Power Cost: 46 Range: 5 Cooldown: 30 |
Training: Daniel Murderdark | |
66 | Heal Undead 7 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 90 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 35 Range: 19 AoE: 20 Cooldown: 8 |
Training: Daniel Murderdark | ||
67 | Raise Skeletal Archer 6 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
69 | Rebuild Undead 7 | Your undead pets are healed. | Restore: 170 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 37 Range: 20 AoE: 20 Cooldown: 20 |
Training: Daniel Murderdark | ||
70 | Life Steal 6 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 70 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 34 Range: 20 Cooldown: 10 |
Training: Daniel Murderdark | ||
70 | Raise Skeletal Swordsman 6 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Daniel Murderdark | ||
70 | Raise Zombie 7 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +60 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +175 for 60 seconds Existing Zombie is Healed: 175 Health |
Power Cost: 69 Range: 3 Cooldown: 60 |
Training: Daniel Murderdark | ||
73 | Free-Summon Skeletal Archer 6 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (This version does not require a graveyard. It consumes one Impressive Humanoid Skull.) | Can Be On Sidebar | Power Cost: 0 Metabolism Cost: 20 Range: 3 Cooldown: 20 |
Training: Bendith the Banished | ||
74 | Wave of Darkness 6 | Open a pocket of darkness around each target within 10 meters, causing great pain and a need for revenge. Does no damage to undead. | DoT: 0 Psychic, 6 times over 12 seconds | Damage: 275 Darkness Taunt: +700 |
Power Cost: 42 Range: 10 AoE: 10 Cooldown: 18 |
Training: Bendith the Banished | |
75 | Life Crush 7 | Destroy the life force in the target's body, dealing Darkness damage. Does not harm undead foes. This is a Basic Attack. (When it triggers a Combat Refresh, +33 Power) |
Damage: 113 Darkness | Power Cost: 0 Range: 20 Cooldown: 2 |
Training: Bendith the Banished | ||
75 | Provoke Undead 7 | Your undead pets become agitated, dealing more damage for a time. | Minion Damage: +65 for 10 seconds Minion Damage Boost: +0% for 10 seconds DoT: 0 Smiting, 5 times over 10 seconds |
Power Cost: 46 Range: 20 AoE: 20 Cooldown: 20 |
Training: Bendith the Banished | ||
75 | Raise Skeletal Battle Mage 6 | Raise a skeletal fire mage from death to serve you. Skeletal battle mages shoot fireballs at distant enemies and use area-effect burst attacks on close enemies. (You must be in a graveyard to use this ability. It consumes two Femurs.) | Can Be On Sidebar | Power Cost: 150 Range: 3 Cooldown: 5 |
Training: Bendith the Banished | ||
76 | Death's Hold 7 | Briefly hold your target in place with undead hands. This is a Signature Debuff ability. |
Target is immobilized for 5 seconds. DoT: 0 Fire, 6 times over 12 seconds |
Damage: 240 Darkness | Power Cost: 43 Range: 20 Cooldown: 15 |
Training: Bendith the Banished | |
76 | Heal Undead 8 | Restore health to any nearby friendly undead (such as pet skeletons or shambling corpses). | Restore: 105 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 39 Range: 19 AoE: 20 Cooldown: 8 |
Training: Bendith the Banished | ||
77 | Deathgaze 7 | Force the target to stare into the darkness of death, typically sending them fleeing in terror. Chances of success are based on your Necromancy skill and the enemy's mental proficiency. | Target flees for 11 seconds Suppresses Monster Shout |
Damage: 346 Darkness | Power Cost: 52 Range: 5 Cooldown: 30 |
Training: Bendith the Banished | |
77 | Spark of Death 7 | Blast the target with electricity. This is a Core Attack. |
DoT: 0 Psychic, 6 times over 12 seconds | Damage: 245 Electricity | Power Cost: 30 Range: 20 Cooldown: 8 |
Training: Bendith the Banished | |
78 | Raise Skeletal Ratkin Mage 6 | Raise a skeletal ratkin mage from death to serve you. It uses electricity to destroy your foes. (You must be indoors to use this ability. It requires a Ratkin Necromancer's Talisman, which has a 10% chance of being destroyed.) | Can Be On Sidebar | Power Cost: 150 Range: 3 Cooldown: 5 |
Training: Bendith the Banished | ||
78 | Rebuild Undead 8 | Your undead pets are healed. | Restore: 190 Health (or Armor if Health is full) to nearby ally undead | Power Cost: 40 Range: 20 AoE: 20 Cooldown: 20 |
Training: Bendith the Banished | ||
79 | Raise Skeletal Archer 7 | Raise a skeletal archer from death to serve you. Skeletal archers have long-distance ranged attacks. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Bendith the Banished | ||
80 | Life Steal 7 | Steal life force from the target's body, dealing Darkness damage and healing you. Does not have any effect on undead foes. | Steals 80 Health. DoT: 0 Psychic, 5 times over 10 seconds |
Power Cost: 37 Range: 20 Cooldown: 10 |
Training: Bendith the Banished | ||
80 | Raise Zombie 8 | Defile a recently-dead corpse to create a vaguely humanoid undead servant. The unstable creature loses health over time, but can recover health by attacking enemies. Its disgusting nature taunts enemies toward it. (If you already have a zombie, it is instead buffed and healed.) | Existing Zombie's Direct Damage: +70 for 60 seconds Existing Zombie's Direct Damage: +0 for 5 minutes Existing Zombie's Damage Boosted: +0% for 60 seconds Existing Zombie's Max Health: +200 for 60 seconds Existing Zombie is Healed: 200 Health |
Power Cost: 77 Range: 3 Cooldown: 60 |
Training: Bendith the Banished | ||
81 | Raise Skeletal Swordsman 7 | Raise a skeletal warrior from death to serve you. Skeletal swordsmen are melee fighters that can occasionally stun their enemies. (You must be in a graveyard to use this ability. It consumes one Femur.) | Can Be On Sidebar | Power Cost: 125 Range: 3 Cooldown: 5 |
Training: Bendith the Banished |