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  4. Necromancer… remember that mage subclass?

Necromancer… remember that mage subclass?

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  • NibelungN Offline
    NibelungN Offline
    Nibelung
    registered
    wrote on last edited by
    #3

    Well, I was told it doesn't work on players. :cry:

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    • R Offline
      R Offline
      RedRaven
      registered
      wrote on last edited by
      #4

      A few points, resurrect - no vitals drain if used on your churchies.

      • can only be used on lower levels. Even a

      level 100 remort can not resurrect a

      churchie who is 101 mort or higher.

      Not sure if that level restriction is on raise dead, I dont think it is, as I use only resurrect now that noone is higher level than me. But as far as I know it can be used on players. Target for both is corpse though, not player name. That may have been your problem.

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      • SothS Offline
        SothS Offline
        Soth
        registered
        wrote on last edited by
        #5

        yes, res works. i used it on belexus twice last night, about an hour before the crashes. worked just fine.

        –----------------------------------------------------------------------------------

        When I say that I'm going to kill you...there is nothing you can do but die.

        Kenshin


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        • NibelungN Offline
          NibelungN Offline
          Nibelung
          registered
          wrote on last edited by
          #6

          Well, hopefully the people that said I couldn't just interpreted what I said as animate dead. I could try it on someone that dies if I'm near their corpse and see what happens. I've yet to try it on a person's corpse. I've only done raise dead on mob corpses (for practice sake).

          Now, I would think that my suggestions, however restrictive they appear to be, might help balance such a powerful mortal spell. I aimed at preventing my ideas from striking out at the resurrect command and screaming for its unfairness. I realize now that the remort process would undoubtedly bestow substantial powers onto your body. :) Merely trying to keep my subclass from turning into an utter farce.

          And the level restriction is on raise dead I would have to believe. It's on animate dead, so it's safe to assume raise dead has the same characteristics.

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          • NibelungN Offline
            NibelungN Offline
            Nibelung
            registered
            wrote on last edited by
            #7

            :heh: Appears that raise dead works just like resurrect, just in spell form.

            Anyways, I think limiting raise dead in the ways I mentioned would put more umph into the fact that resurrect is for remorts.

            Another tweak for raise dead, if the player you raise from the dead is in your church, perhaps take away the level restriction, otherwise have the life draining spell level restricted.

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            • ArdghalA Offline
              ArdghalA Offline
              Ardghal
              registered
              wrote on last edited by
              #8

              Here's a necro idea. How about a spell called "decay?" It would be kind of like a poison, only more. It would slowly ebb away the victim's HP, as well as their strength. They wouldn't be able to hold as much weight, and they'd do less damage, take more damage, etc. Eventually it would kill them unless they got rid of it. Due to the potential power of this spell, I think it should be expensive, maybe as much as raise dead even.

              <color color="#4000FF">Inconceivable!</color>

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              • XavisX Offline
                XavisX Offline
                Xavis
                registered
                wrote on last edited by
                #9

                You have to remember tho, poison is a weak spell. Only taking like 16 hp per tick, and each tick is a minute long. Before we fix spells, we should shorten the ticks so we can do more things with spells and such.

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                • inimicalI Offline
                  inimicalI Offline
                  inimical
                  registered
                  wrote on last edited by
                  #10

                  Shorten the ticks, the best suggestion on the entire message board.

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                  • NibelungN Offline
                    NibelungN Offline
                    Nibelung
                    registered
                    wrote on last edited by
                    #11

                    Not to take this too far off-topic…

                    Shortening the tick is a double edged sword. Yes, it will make things happen quicker, but you also run the risk of overloading the server the shorter you make it with too many things happening in a tick. True, it wouldn't be much of a problem on a fast machine and/or with efficient code.

                    Just my two-cents on the shortened tick bit.

                    Now onto the current topic:

                    Some ADDITIONS that could be made for necromancers:

                    1. I've suggested this before once already long ago, but I'll iterate the idea. A spell called "Wall of Souls" or "Ethereal Shield". Functions sort of like Electric Barrier in how it can attack during a fight.

                    2. Since necromancers are meant to harness the power of the netherworld and such, why not allow a necro of sufficient power be able to LEAVE the death plane and manifest themselves into the living world as a ghost. This would lead to death interactions as well as having some kind of holy banishment (perhaps Paladins?), sending the necro back to the death plane with a reset death timer. :)

                    3. …... I forgot -_- will think of it later.

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                    • R Offline
                      R Offline
                      RedRaven
                      registered
                      wrote on last edited by
                      #12

                      I like those suggestions, can only imagine what kind of havoc i could raise as a dead undead :)

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                      • BelexusB Offline
                        BelexusB Offline
                        Belexus
                        registered
                        wrote on last edited by
                        #13

                        The Barrier Spells are pretty much useless, so the new one you suggest would have to be different from that, to be of any use. As for the other suggestion, I think that one is a very good one. But I think maybe you would have to expand on it. Here is what I suggest.

                        1. First a new spell, with it's own abilitiy, and working with this "ghost" ability. The spell would be called something along the lines of "preserve mind". What this does is shell off a little piece of your mind, so that when you die part of your mind is still intact, allowing you to perform this "ghost" ability. The spell would also shorten your death timer, depending on your skill in the spell, and maybe depending on level.

                        2. The "ghost" ability would have to be clarified a lot. Here are some suggestions: You act just as if you were alive. You are able to quest, kill mobs, talk on public channels, all of that junk. EXCEPT, you cannot initiate, or be attacked by players, except in CPK. This would be the tamer version of what I think could be done. The non tame version would be this: The "ghost" player gets 1/8 of their total stats (hp, mana, moves) taken away, and their race flagged to ghost, or whatever. They would retain all skills and spells, with an added skill. They would also receive the Vulnerabilities of a "ghost" but not any new Resists.

                        So yeah, after all that, let me hear what you think ;)

                        -Belexus

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                        • R Offline
                          R Offline
                          RedRaven
                          registered
                          wrote on last edited by
                          #14

                          INteresting. I like the premises

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                          • NibelungN Offline
                            NibelungN Offline
                            Nibelung
                            registered
                            wrote on last edited by
                            #15

                            Well, instead of getting 87.5% of their vitals everytime, how about that be what you'd get if you mastered the ability. Have the skill randomly generate the vitals from the max value to a minimum value ranging from 25% to the maximum. Thus, as you get better, your vitals stabilize closer toward the limit.

                            But… just imagine the death counts on people that would try to practice that.

                            However, for this idea to be of any use, death would have to be extremely long (else there would be no point to doing this) or death would be quasi permanent with the resurrect/raise dead or some other available methods being the only way to revive yourself. If death were made permanent, then having stuff to do while dead would be an interesting idea. Plus, you should be able to keep your body so you can do things while in the death plane other than be a "ghost". :) Perhaps restrict the perm-death to Level 31+ so first classers can get used to dying (give THEM the long death timer). :)

                            Would make the game different. :)

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                            • BelexusB Offline
                              BelexusB Offline
                              Belexus
                              registered
                              wrote on last edited by
                              #16

                              Of course the vitals wouldn't be the same everytime, that was just an arbitrary number. Everything would have to be worked out.

                              As for the death timer. None of that is neccessary. The only thing that would need to be changed is if the skill is successfuly completed, the necromancers death timer doesn't move, or moves at a much slower rate, like 10 times slower, etc. Either that or the skill lasts for a certain time, and when it's done, the "ghost" returns to it's dead body and the death timer continues. Something along those lines.

                              -Belexus

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                              • E Offline
                                E Offline
                                Ertai
                                retired
                                wrote on last edited by
                                #17

                                Maybe I'm just really tired or maybe this really doesn't make a lot of sense, but it sounds to me like you're asking to punish necromancers just so you can get another spell. I'm not sure about all the changes in death timer because it seems as though our death system is pretty fair currently. 5 minutes is plenty painful during times like double exp, but not aggrovating enough to encur hatemail being sent to me.

                                If someone could make summarize what ya'll have decided on and what needs to be decided (theoretically of course) in 2 short paragraphs I (and possibly others) would understand better and maybe be more on board with the idea

                                eRT

                                "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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                                • DarigaazD Offline
                                  DarigaazD Offline
                                  Darigaaz
                                  registered
                                  wrote on last edited by
                                  #18

                                  Permanent death… why? Why? Is it just me, or would that completely suck for any character who doesn't have that spell?

                                  Sentience´s Resident Dragon

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                                  • BelexusB Offline
                                    BelexusB Offline
                                    Belexus
                                    registered
                                    wrote on last edited by
                                    #19

                                    Ert… The necromancer could well choose not to cast this spell, but if they did, it would not be bad for them... If they choose to cast the spell, it would LOWER their death timer, since they have more power over the death magicks. That would be the first function of the spell. The second function would be, if they are dead with the spell on them, then they can use the skill to become a ghost. While being a ghost they can do things just as if they were alive, but with the penalties to the vitals. This would be very good for them, as they do not have to wait for their death timer to go away to continue what they were doing, as in double exp times. When their ghost skill wore off, then they would have to wait their five minutes to come back to life.

                                    I do not support permanent death, that is useless and would change the game too much :)

                                    -Belexus

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                                    • E Offline
                                      E Offline
                                      Ertai
                                      retired
                                      wrote on last edited by
                                      #20

                                      ahh, that's much more clear. I was under the impression that someone wanted them to get a longer death timer unless they used that spell.

                                      Not exactly sure about the ghost spell… dead people become ghosts already, and I guess you'd need to work out how much the first spell would lower the death timer and a few other things. However, there would definately need to be some restricts and penalties.

                                      eRT

                                      "What we have done for ourselves alone dies with us; what we have done for others and the world remains and is immortal." @}~~ Albert Pike

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                                      • BelexusB Offline
                                        BelexusB Offline
                                        Belexus
                                        registered
                                        wrote on last edited by
                                        #21

                                        I think people are Shades when they die… but it could be named whatever it needed to be. Of course there would need to be restrictions, and the death timer would be lowered very little, probably 3 minutes max when you're very high level and have the spell very high %. Specifics would be worked out, but I'm wondering if this is a conceivable idea. It would be a nice addition and maybe draw in more people to play necromancer.

                                        -Belexus

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                                        • NibelungN Offline
                                          NibelungN Offline
                                          Nibelung
                                          registered
                                          wrote on last edited by
                                          #22

                                          Ok, I guess to appease those that don't like perm-death (or quasi-perm-death)…

                                          Why not make the death timer the time you have before being restored has some side effects on you, signifying prolonged death. For instance, perhaps you could end up being constantly hungry for the duration of the affect, where NOTHING would satisfy you, no matter what you ate. Other side effects can be randomly imposed upon you at the restore, like a slight duration of weaken, even if you are immune to it, since your body isn't quite upto snuff yet.

                                          Now, being restored by someone with raise dead or resurrect while your death timer is still active will leave you with no side effects whatsoever, well aside from the extra Death count. ;)

                                          Immortal restores and newb deaths do not count... and will bypass this idea. :) This will be for anyone above mort first class. :)

                                          As far as necromancer spells that would affect this...perhaps allow the necromancer to cast a spell that would help hinder the side effects from cropping up when they are restored. :)

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