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  • <noinclude>[[Category:Abilities]]</noinclude><includeonly> ==[[Necromancy/Abilities|Necromancy Complete Ability List]]==
    48 KB (7,343 words) - 04:12, 19 December 2023

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  • ...k Levels 51-60 and 61-70 of Archery. She is also willing to teach advanced abilities to those willing and able to learn them. ...he [[Fae Realm]] unlocks Archery Skill Levels 71-80 and teaches level 70+ abilities.
    5 KB (616 words) - 23:00, 10 November 2023
  • ...skill focuses on recovery and restoration, but also has multiple damaging abilities. ...ity focuses on recovery and restoration, but it also has multiple damaging abilities.
    8 KB (1,079 words) - 06:41, 19 December 2023
  • |title = Necromancy ...mortality. To use necromantic abilities, you must be wielding or wearing a necromancy gem.
    13 KB (1,867 words) - 13:46, 15 December 2023
  • ...''' is a melee attack skill that focuses on crowd control and damage. Most abilities involve, punching, kicking, or throwing your opponent. ...ther of these will count as you being 'armed.' Animals can use all Unarmed abilities, but not if they have weapons (other than Cestus and Claw) equipped. Check
    5 KB (704 words) - 23:59, 10 November 2023
  • <br>A handful of abilities and mods which specifically affect Flying or Swimming speed are not include | '''[[Necromancy]]''' || Deathgaze || 15 || 30 || *** || yes || 0 || +2.5
    7 KB (939 words) - 11:50, 14 November 2022
  • * Cows are viewed as a traditional tank archetype. Abilities such as [[Tough Hoof]] and [[Chew Cud]] help Cows improve their survivabili ...red to be a good foundation for an off-tank. While cows receive overt tank abilities, survivability in deer primarily comes from Deer Treasure Effects on equipm
    22 KB (3,335 words) - 21:26, 2 January 2022
  • ...ls while in wolf form are limited to [[Animal Handling]], [[Mentalism]], [[Necromancy]], [[Priest]], [[Psychology]], [[Unarmed]], or [[Warden]] because all the o ...is limited by the number of quests. Unlocking the level caps and werewolf abilities should be a priority since tokens are "time gated" by the full moon.
    12 KB (1,845 words) - 06:54, 19 December 2023
  • ...}} is useful for resurrection abilities through [[First Aid]] as well as [[Necromancy]] recipes.
    7 KB (994 words) - 17:41, 17 December 2023
  • ...ventually be Greatsword. An existing Sub-Skill is [[Corpse Talking]] for [[Necromancy]].''' ...uded ability table for the skill. This will be populated with all possible abilities. Save the page for the skill, than follow the red link. On the new page, ty
    7 KB (1,129 words) - 14:53, 30 September 2021
  • == {{msg:BASEPAGENAME}} Basic Abilities== As you level {{msg:BASEPAGENAME}}, you will learn the following abilities:
    16 KB (2,480 words) - 22:59, 10 November 2023
  • ...y. The variant Skeletal Archer can also be summoned by players using the [[Necromancy]] Skill. ==Combat Abilities==
    2 KB (281 words) - 10:15, 25 April 2022
  • ...er has been slowed by .3 seconds for both monsters and players. This means abilities will stay "queued" for a fraction of a second longer before activating. The ...bat will last a few seconds longer) and changing the potential rotation of abilities (because ability cool downs didn't change, but the global cool down did). I
    7 KB (1,225 words) - 10:58, 11 October 2014
  • ...s social activities and will ultimately be a prerequisite for bard-related abilities. But in the short term, Vocabulary skill is just a number that goes up if y * Reorganized the first few abilities of Necromancy, so that you have an active ability to raise XP with right at level 1.
    5 KB (925 words) - 08:03, 1 November 2014
  • ...r weapons wouldn't be amiss. This dungeon will have some unique unlockable abilities in it soon, but at the moment it just has a lot of random equipment treasur ...e abilities really cheap, high-level players would keep using those newbie abilities forever -- high-level equipment makes such a big difference that they could
    19 KB (3,292 words) - 10:54, 30 June 2021
  • :- Necromancy Orbs no longer reduce the Power costs of Necromancy abilities. (They have other buffs instead, such as small damage boosts.) :- Improved effectiveness of Patch Armor abilities, and put them all on the same reset timer as intended
    6 KB (1,135 words) - 15:01, 11 October 2015
  • ...alked about a few weeks ago -- but they won't have new treasure effects or abilities yet. It’s not ideal, but then alpha is rarely ideal. As soon as this upda ...leaned up the abilities too. (There are no new abilities, but the existing abilities' intended uses are more emphasized.)
    23 KB (3,991 words) - 19:27, 2 February 2024
  • ...n new and unusual ways earns you Death XP, which is important for learning Necromancy, among other things. ...or instance, spiders can train to become formidable combatants with unique abilities. It's true that as a giant spider you'll never be able to shop in town agai
    4 KB (704 words) - 15:52, 22 January 2024
  • [[Undead Myconian]]s are deceased Myconians resurrected by Necromancy. ==Combat Abilities==
    697 bytes (71 words) - 14:06, 19 October 2022
  • ==Combat Abilities== ; Necromancy Gem Equipment
    1 KB (161 words) - 14:05, 19 October 2022
  • :- lowered the cost of low-level training. Low-level abilities cost about half as much as before. Low-level recipes are 33% cheaper than b ...s viable damage-dealers. There are a few support-related effects for other abilities too
    9 KB (1,578 words) - 15:02, 11 October 2015
  • :- fixed the [[Necromancy]] abilities Create Shambling Corpse 1-3
    2 KB (339 words) - 15:03, 11 October 2015
  • ...with dark energy || 100 || 0 || {{Hint|Skeleton Darkweaver normal attack; Necromancy: Life Crush, Wave of Darkness}} | Complications from soul damage || 50 || 5 || {{Hint|Necromancy: Life Steal, Spark of Death, Wave of Darkness psychic DOT}}
    18 KB (2,402 words) - 16:03, 31 May 2023
  • ...crificing armor for killing power, these robes are popular with wizards. A Necromancy Gem is woven into the chest. || ...b's Necrogloves || Thick smelly gloves that the goblin Jumjab augmented. A Necromancy gem has been embedded into the right palm. ||
    140 KB (20,214 words) - 13:21, 15 September 2015
  • == Combat Abilities == |{{Loot|Spoon of Necromancy}}
    1 KB (123 words) - 20:21, 28 April 2022
  • : Slowing down the reset time of abilities to increase the number of abilities you use in combat. ...the problems with power management so you can actually afford to use more abilities in combat.
    11 KB (1,998 words) - 19:20, 2 February 2024
  • ...e variety of recipes and are required for a few [[Necromancy|Necromantic]] abilities. ...v338/icons/icon_2199.png</span> || [[Raise Skeletal Archer]] || Femur || [[Necromancy]] || 2 || Always || Never
    22 KB (3,160 words) - 00:03, 6 March 2023
  • Bats have a variety of abilities, which range from knock-back, recovery, damage, and a concussion, making it :; [[Necromancy]]
    6 KB (951 words) - 06:50, 19 December 2023
  • ==Combat Abilities== |{{Loot|Symbols of Darkness}} - Item used to unlock the [[Necromancy]] combat Skill.
    2 KB (303 words) - 15:39, 5 May 2023
  • ...Main UI Bar</i></b>, <b><i>Equipped Skills</i></b>, and your <b><i>Special Abilities</i></b>. ...gn:center;padding:5px;" | [[File:SkillsIcon.png|60px|Skills]]<br/>Skills & Abilities
    18 KB (2,882 words) - 14:30, 1 September 2022
  • ...d as hell. But it should be doable if you have good gear and a good mix of abilities among the group ... theoretically, anyway. In this area I tried a slightly ::- The [[Necromancy]] altar in the [[Serbule Crypt]] has been removed. You now receive the skil
    39 KB (6,832 words) - 11:09, 29 March 2017
  • ...ed textures. Added systems for downgrading equipment/levels, changed how [[Necromancy]] works, and finished adding mounts for Beast Forms. Lots of treasure relat .... Changes to Transmutation costs. Changes to Hammer and Lycanthropy combat abilities. Monster balance changes. Several changes and bugfixes.
    21 KB (2,973 words) - 20:15, 12 January 2024
  • ...to powder. Bone meal has uses in Alchemy, Gardening, Mushroom Farming, and Necromancy. || <b>Training:</b> [[Julius Patton]]<br><b>Training:</b> [[Therese]] ...to powder. Bone meal has uses in Alchemy, Gardening, Mushroom Farming, and Necromancy. || <b>Training:</b> [[Julius Patton]]<br><b>Training:</b> [[Therese]]
    70 KB (10,260 words) - 17:09, 18 November 2022
  • ...l" to use the basic attack too often, so there's more time to fit in other abilities. So the basic Combat Refresh has been buffed so that it gives back more Pow ...that could make any pet tankier and might be a useful support skill for necromancy and Animal Handling. There have been some great suggestions in this directi
    16 KB (2,834 words) - 19:20, 2 February 2024
  • ...n the side let you switch skills, but don't make it easy to switch gear or abilities. ...suggest that very few players -- like, almost no players -- use all twelve abilities on a regular basis. So you have slots you aren't using already. I'm adding
    18 KB (3,213 words) - 19:25, 2 February 2024
  • ...Simple First Aid Kit]] x1 || For healing minor injuries. Used by First Aid abilities. || <b>Training:</b> [[Yogzi]] ...sic First Aid Kit]] x1 || For healing moderate injuries. Used by First Aid abilities. || <b>Training:</b> [[Yogzi]]
    121 KB (16,782 words) - 19:23, 27 March 2024
  • <noinclude>[[Category:Abilities]]</noinclude><includeonly> ==[[Necromancy/Abilities|Necromancy Complete Ability List]]==
    48 KB (7,343 words) - 04:12, 19 December 2023
  • * which abilities are used in each skill? ==== Can I have more than six abilities? ====
    581 KB (98,704 words) - 20:38, 9 October 2022
  • ...waited update is finally here! This update includes wide-spread changes to abilities and treasure effects. Those changes have especially affected existing equip ...t sets for your character. Load-outs are a snapshot of your active skills, abilities, and equipment. You can switch to a different load-out at any time (except
    17 KB (2,858 words) - 12:26, 29 October 2016
  • ; [[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

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