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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

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