Search results

Jump to: navigation, search
  • ; [[Necromancy]] : In addition, various trainer NPCs have higher-level versions of the abilities that they teach. For instance, Hogan now teaches higher-level versions of H
    14 KB (2,207 words) - 00:57, 23 January 2017
  • ...gh, we need to review the existing tools for survivability, namely skills, abilities, and treasure. So in this update, we aren't doing anything to actually leng Some of [[Staff]] and [[Shield]]'s abilities have been changed pretty dramatically to help support longer combats. We'll
    19 KB (2,909 words) - 22:08, 7 November 2020
  • ...date with a lot of moving parts, including balance changes, new powers and abilities, and a large new dungeon. And these are some really long update notes... so Whether this is a "nerf" or a "buff" depends on the particular treasure and abilities you use. Treasure like "Double Hit causes your next attack to deal +100 dam
    20 KB (3,249 words) - 04:11, 2 March 2019
  • |+ style="white-space:nowrap;" | [[Necromancy]] |+ style="white-space:nowrap;" | [[Unknown/Abilities|Unknown (Special Abilities)]]
    4 KB (450 words) - 00:40, 24 February 2023
  • - Giant Bats can gain new bonus levels by reaching Necromancy 45 and Nature Appreciation 24. - A few abilities that could not really be learned yet (due to their high level) have been re
    12 KB (2,011 words) - 15:21, 17 June 2021
  • Races traditionally get bonuses in certain skills, or a few unique combat abilities. I may dabble in a bit of that, but I find it frankly boring, and I also wo ...started. But stat bonuses really don’t do the trick. Nor do most combat abilities. That’s not choosing a way to roleplay, it’s just choosing your preferr
    7 KB (1,236 words) - 15:43, 22 January 2024
  • ..., like a crappy HUD, difficulty targeting, and bugs that make monsters and abilities not work right. ...already there working a bit better. (So if you find an item that requires Necromancy, you might as well toss it. Sorry about that!)
    8 KB (1,513 words) - 15:14, 22 January 2024
  • At a lower level, how do the individual abilities work in practice? What role does each ability play? Which can be spammed? W ...ills — Animal Handling, Battle Chemistry, Combat Psychology, Fire Magic, Necromancy, Staff, Sword, Unarmed, and Werewolf — and we had an in-depth discussion
    4 KB (677 words) - 15:05, 22 January 2024
  • Progress Report: Necromancy and Staff Fighting ...se for Fire Mages too — Combat Psychology gives them more crowd control; Necromancy gives them dangerous pets; Psi-Warrior gives them some survivability and a
    10 KB (1,854 words) - 14:59, 22 January 2024
  • ...ion, but ehhhh… let’s skip that one. As several people pointed out, if necromancy has too many down sides, why the heck would anybody practice it? Let’s switch to game-mechanics talk for a minute. Necromancy is a “pet skill,” meaning that most of its combat power comes from mini
    8 KB (1,495 words) - 14:54, 22 January 2024
  • ...e, you earn Death XP, which slowly makes you more powerful and unlocks new abilities. ...you can become a necromancer. Okay, that’s fine. But if you go visit the Necromancy Trainer (or whatever) before you’ve reached that point, what does she say
    7 KB (1,348 words) - 14:52, 22 January 2024
  • ...enefits to death: you earn Death XP, which is useful for many things, like necromancy. ...el time as a penalty — the designers are so desperate to give out useful abilities to healers that resurrection becomes dirt cheap… they end up throwing the
    11 KB (2,089 words) - 14:05, 22 January 2024
  • Assuming these emergency abilities are powerful (they are), this would do bad things to the difficulty of the ...easy to predict the problems with it. Instead, I just wouldn’t give out abilities with long cooldown timers. Or else I’d create some complex system of shar
    8 KB (1,374 words) - 13:32, 22 January 2024
  • Over the course of the week, we'll be rolling out Necromancy, plus a bunch of new quest content. And a few days after the Kickstarter en ...of the humorous elements are hiding more serious – and dark – themes. Necromancy is a good example. It turns out skeletons are susceptible to psychoanalysis
    15 KB (2,606 words) - 11:09, 17 June 2021
  • :: - Corrected icon coloration inconsistencies between the various Psi Wave abilities. ====[[Necromancy]]:====
    11 KB (1,645 words) - 11:23, 20 June 2018
  • ...wearing a holy symbol -- and NOT wearing a Necromancy Gem -- to use Priest abilities. Holy symbols are most often found as jewelry, but can also be found on arm ...wearing a holy symbol -- and NOT wearing a Necromancy Gem -- to use Priest abilities. Holy symbols are most often found as jewelry, but can also be found on arm
    4 KB (486 words) - 13:47, 15 December 2023
  • ...ndling pets use a different critical-hit mechanic already. So this affects necromancy pets, baby spiders, summoned deer, minigolems, etc. : - Some melee abilities were not flagged as melee, so buffs/debuffs applicable to melee attacks did
    9 KB (1,535 words) - 17:26, 21 September 2018
  • ...fit, it's possible that your gear will have effects for entirely different abilities than it had before! Sorry about that. We try to avoid that, but sometimes i ===Necromancy:===
    18 KB (2,983 words) - 23:28, 20 December 2018
  • ...ing ability in a skill that's now focused on Crushing/Slashing/Trauma), or abilities that were prototyped in the 2017 revision but didn't pan out like we'd hope ...whelming. Since werewolves already have several other nice 30-second-reset abilities, See Red just felt a little out of place.
    24 KB (3,932 words) - 14:36, 26 April 2019
  • | skill = Necromancy | keywords = {{KWAB|Necromancy}}{{KWAB|SummonZombie}}
    6 KB (766 words) - 18:27, 14 November 2020

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)