Necromancy

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Necromancy is the dark art of death magic. At the lower levels, there is an assortment of rather nefarious abilities. Soon though, the ability of Cannibalism is gained, a skill which has inspired wide-spread fear of those practicing Necromancy. Through cannibalism, a Necromancer increases his life essence, which powers the higher abilities. At the very highest level, a Necromancer gains the power to protect his very soul from death.

The ability to regain the life essence necessary to use Necromancy may be sealed from individuals by the Dread Ecclesiarch of Transvital Corruption, should they prove themselves to be directly against the ideals of the Lords of Evil. One who has undergone this process is said to be in anathema.

Necromancy is available to the Apostate and Infernal classes. Once practised by the Occultist class as well, the skill was abandoned with the rediscovery of Occultism in the Modern Age.

Apostates also practise the skills of Evileye and Apostasy, while Infernals also have the skills of Chivalry and Weaponmastery.

Abilities in Necromancy

Infestation is an Infernal specific specialisation.
Deathsight Attune yourself to the Underworld. Lessons: 0
Syntax: DEATHSIGHT
RELAX DEATHSIGHT
Required: 50 mana
Works against:
Cooldown: 2.00 seconds of equilibrium
Details: Using this ability, you will attune yourself to the realm of Death. While doing so, you will be alerted whenever anyone dies.
Chill Send the cold of the grave to plague an opponent. Lessons: 6
Syntax: CHILL <target>
CHILL <direction>
Required: 100 mana
Works against: Adventurers
Cooldown: 2.20 seconds of equilibrium
Details: Use this ability to freeze an adventurer in two or three stages. If the target has a caloric salve applied, this will nullify the caloric salve. If he doesn't, then it will set him shivering, which will regularly cause him to lose equilibrium. If you chill a shivering adventurer, you will freeze him completely.

Additionally, you may target this in a given direction, destroying any firewall that may be blocking that exit.
Sense Seek out the life force of another being. Lessons: 15
Syntax: SENSE <target>
Required: 20 mana
Works against: Adventurers
Cooldown: 1.00 second of equilibrium
Details: You will seek out the very life essence of an adventurer, gaining you the knowledge of his location.
Decay Causing your opponent's flesh to decay. Lessons: 22
Syntax: DECAY <target>
Required: 80 mana
Works against: Adventurers and denizens
Cooldown: 4.00 seconds of equilibrium
Details: You have gained the standard attack of the Necromancer. Your touch is enough to cause the flesh of your victim to wither. It does magical damage.
Night Create darkness in the room. Lessons: 33
Syntax: NIGHT
Required: 50 mana
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Cast a shroud of darkness over a location.
Shroud Perform many actions in secret. Lessons: 55
Syntax: SHROUD
UNSHROUD
Required: 70 mana
Works against:
Cooldown: 2.00 seconds of equilibrium
Details: This will draw a shroud of concealment over your actions.
Screech The shriek of the banshee. Lessons: 88
Syntax: SCREECH
Required: 70 mana
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: You have gained the power of the banshee. Your very scream will drive those who can hear you out of the location.
Taint Attack those with pure souls. Lessons: 111
Syntax: TAINT <target>
Required: 50 mana
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: This ability will use your evil necromantic power to attack other adventurers.
Feed Derive sustenance from another being. Lessons: 133
Syntax: FEED <target>
Required: 150 mana
Works against:
Cooldown: 5.00 seconds of equilibrium
Details: Essence: 1.5%
You are now able to literally drain the nourishment from another adventurer in a display of cruelty.
Leech Leech away the mental energy of your target. Lessons: 155
Syntax: LEECH <target>
Required: 50 mana
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: This is the skill of draining another's mental energy to add to your own.
Lifevision Allows you to see many hidden beings. Lessons: 177
Syntax: LIFEVISION
Required: 600 mana
Works against: Adventurers
Cooldown: 3.50 seconds of equilibrium
Details: You are attuned to the life essences of all living beings, and with this power, you will see through many illusions and hiding defences.
Shrivel Cause your opponent's limbs to shrivel up. Lessons: 222
Syntax: SHRIVEL <arms/legs> <target>
SHRIVEL <left/right> <arm/leg> <target>
Required: 300 mana
Works against: Adventurers
Cooldown: 2.10 seconds of equilibrium
Details: By grabbing onto the limb of an adventurer, you can destroy its marrow, rendering it useless.
Cannibalism Rip out and consume the heart of your victims. Lessons: 266
Syntax: DRAW HEART
CONSUME HEART
Required:
Works against:
Cooldown: 4.00 seconds of balance
Details: This is truly the joy of the Necromancer. If there is a corpse on the ground that has not already been victimised by a fellow Necromancer, you may DRAW HEART. Then, in an orgy of gastronomic pleasure, you may CONSUME HEART. The greater the experience of the adventurer who provided the heart, the greater your gain in life essence will be. Enjoy this pleasure, my murderous friend, for there are few greater in life or death.

It is important to note that how much life essence you get is modified by the experience of your victim.
Essence Sense about how much life essence you have. Lessons: 266
Syntax: ESSENCE
Required:
Works against:
Cooldown:
Details: This will tell you how much life essence you possess.
Sapience Draw upon your essence to increase your mana. Lessons: 288
Syntax: SAPIENCE
Required: 1.50% life essence
Works against:
Cooldown: 3.50 seconds of equilibrium
Details: You draw on your life essence to boost your mana.
Vigour Draw upon your essence to increase your health. Lessons: 333
Syntax: VIGOUR
Required: 1.50% life essence
Works against:
Cooldown: 3.50 seconds of equilibrium
Details: You draw on your life essence to boost your health.
Putrefaction Cause your flesh to decay and melt. Lessons: 422
Syntax: PUTREFACTION
SOLIDIFY
Required: 1% life essence and health drain
Works against:
Cooldown: 3.50 seconds of equilibrium
Details: By turning your flesh into a semi-liquid, rotting state, you gain some measure of immunity from both blunt and edged weapons.
Drain Drain your life essence into another Necromancer. Lessons: 466
Syntax: DRAIN <target>
Required: Life essence drain
Works against: Adventurers
Cooldown:
Details: With this ability you can transfer life essence from yourself to another necromancer. Unfortunately, it is not a perfect transfer and some life essence will be lost in the process. You can avoid this imperfect aspect if carrying out the transfer upon Mhaldor Isle (or within Mhaldor city proper), as these are locations so closely tied to the necromantic arts that the working becomes far easier.
Belch Spew forth a noxious gas. Lessons: 533
Syntax: BELCH
Required: 200 mana
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: This ability will allow you to belch forth a cloud of foul, poisoning gas that will hurt anyone breathing it in, except you.
Deathaura Surround yourself in a miasma of evil. Lessons: 599
Syntax: DEATHAURA
Required: 1% life essence and 300 mana
Works against: Room
Cooldown: 3.50 seconds of equilibrium
Details: This ability will create, for a sixth of an Achaean day, and at a cost of life essence, an aura of death and evil that will harm all enemies who are in your location.
Disfigure Curse someone with the visage of a rotting corpse. Lessons: 702
Syntax: DISFIGURE <target>
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: Using this ability, you will cause your opponent's visage to become so horrific that even his closest allies will turn on him. The chaos and fickleness of emotion and sentiment is a wonderful thing, is it not?
Soulstorm Driving animal spirits away. Lessons: 805
Syntax: SOULSTORM <target>
Required: 1% life essence
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: This ability will attempt to force a metamorphosized adventurer back into his mortal form.
Gravehands Summon the hands of the grave to hinder your opponents. Lessons: 909
Syntax: SUMMON HANDS OF THE GRAVE
BANISH HANDS OF THE GRAVE
Required: 1.50% life essence and 350 mana
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: This ability will cause rotting hands to rise up from the ground to grab at the ankles of any who try to leave the location. The only ones who will not be affected are those who serve Evil in the city of Mhaldor.
Leprosy Spread disease to all around you. Lessons: 995
Syntax: LEPROSY
Required: 3.50% life essence and 500 mana
Works against: Room
Cooldown: 4.50 seconds of equilibrium
Details: By filling your body with the unclean, you can infect many others in the room with you, be they friend or foe, causing random limbs to shrivel up. Useful against a group.
Exterminate Destroy all plant life in a location. Lessons: 1116
Syntax: EXTERMINATE
Required: 5% life essence and 1000 mana
Works against: Room
Cooldown: 6.00 seconds of equilibrium and 12.00 upon completion
Details: Using your command of the energies of death, you are able to wipe a forest area clean of plant life, replenishing some of your essence. Be warned though, there is an essence cost to this ability, and unless there is a sufficient amount of plant life in the room, you may lose essence using it. It should also be noted that an exterminated room is no longer considered a forest room, so many Druidic abilities will not work in such a room.

Take note: prolonged use of extermination will take a toll on your essence reserves, and you will find that each subsequent attempt incurs a greater cost in essence than the last to perform.
Vengeance Revenge with your dying breath. Lessons: 1185
Syntax: VENGEANCE [ON/OFF]
RELAX VENGEANCE
Required: 4% life essence
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: At the cost of a fair amount of life essence, you will exact revenge on everyone in the room when you are killed, in most circumstances.
Soulspear Meld soul-matter from the dead into a physical weapon. Lessons: 1288
Syntax: EVOKE SOULSPEAR FROM <target corpse>
THROW SOULSPEAR AT <target> <direction>
Required: 2.50% life essence
Works against: Adventurers
Cooldown: 6.00 seconds of balance
Details: Soulspear allows the skilled Necromancer to form a weapon forged in the soul of the dead. By taking an adventurer corpse, you can form the soulspear. A corpse from an adventurer level 30 and under has too weak a soul to form such a powerful weapon out of. Beyond that, the higher the level of the victim, the more powerful the soulspear.

Once you have it, you may throw it at someone who is outside your room, anywhere in your line-of-sight. It will shatter shields and prismatic barriers, or, if the person lacks one of those, the necromantic energy will be released, summoning forth hands of the grave in your victim's location.
Transverse Cross vast distances in a single step. Lessons: 1357
Syntax: TRANSVERSE <target>
Required: 2% life essence and 500 mana
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: This ability allows for swift travel across the land. You must initiate the activation from a room where hands of the grave have been summoned forth.

If your target also stands in a room where the hands grasp at the living, this travel is instantaneous. If the hands are not present, the target is required to be a practitioner of necromancy, and the travel will be delayed.
Blackwind Assume the form of the deadly blackwind. Lessons: Adventurers
Syntax: BLACKWIND
HUMAN
CHOKE <target>
Required: 5% life essence, 500 mana and willpower drain
Works against: 1426
Cooldown: 4.00 seconds of equilibrium
Details: This allows you to take the form of the deadly blackwind. While in this form, your freedom is severely limited, but your ability to be harmed is also severely restricted. After you have become the blackwind, you have the nefarious ability to slip down a victim's throat and CHOKE him. While in blackwind form, you will lose willpower very quickly as you strain to hold your nebulous form together. HUMAN is the command to return to your normal form.
Desecration Banish the holy rites of the Bloodsworn Gods. Lessons: 1530
Syntax: DESECRATE <rite>
Required: 3.50% life essence and 500 mana
Works against: Room
Cooldown: 4.00 seconds of balance
Details: Using your Necromantic essence, you may sever any devotional rites from the location in which you stand. If the layer of the rite is present, this ability takes some time, during which you may make no actions.
Vivisect Rip your victim's chest open and torture him to death. Lessons: 1564
Syntax: VIVISECT <target>
Required: 300 mana
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: Evil as you are, you find yourself enjoying live experimentation, preferably on people you know. Once your victim is splayed out and helpless, meaning all four of his or her limbs are withered, you may perform your experiments, killing your victim in horrifying agony.
Soulcage Harness your life essence to escape death itself. Lessons: 1736
Syntax: SOULCAGE ACTIVATE
SOULCAGE DEACTIVATE
SOULCAGE STATUS
Required: New soulcage (30% life essence), Reactivate (3%), Deactivate (2%)
Works against:
Cooldown: 12.00 seconds of equilibrium
Details: This is perhaps the greatest of the necromantic abilities, and carries with it the greatest life essence cost. It allows you to spin a web of life essence around your very soul, protecting it from death. Soulcage may only be used once every 6 Achaean days.

The soulcage can be deactivated by raising a barrier of life essence between it and your soul, preventing it from saving you from death. It may be reactivated later for a much lower essence cost.

SOULCAGE STATUS will show the current state of your soulcage, if any.
Infestation Summon vile maggots from the depths.
Syntax: SUMMON INFESTATION
BANISH INFESTATION
Required: 3.50% life essence and 300 mana
Works against: Room
Cooldown: 3.00 seconds of equilibrium
Details: This ability is only available for the Infernal class.
This ability will summon a horde of foul maggots from the depths of the earth. For a limited duration, all enemies in the room will be afflicted with varying ailments as the vile creatures burrow into their skin.

This will not duplicate an existing affliction.