Warren. -> RE: Armours - Read the first post! (4/27/2022 19:14:00)
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Necromancer Class Skills 16 to 20 Unofficial From Joac1144 LEVEL 16 - TWIN SUMMONING (active) Summon one of the three different Raise Skeleton guests as your pet. They have the normal power of a pet. • Deathless Knight: Same as the guest version, except that this one does not have a -15 Bth lean in Beserk mode, and instead of paying *2.1 SP upkeep cost, it pays 44% Melee in MP in Beserk mode. • Undead Beast: Same as the guest version, except that instead of paying *1.5 SP upkeep cost, it pays 20% Melee in MP in Bleed mode. • Deathless Dracolich: Same as the guest version, except that the Burn power is 3.33 instead of 5. LEVEL 17 - MANA QUICKENING (active) Pay 100% Melee in HP and 125% Melee in SP to heal your MP. You heal MP equal to 250% Melee. In addition to this, you also get a 3-turn Elemental Shield that makes you take *0.928571 damage from all elements. This skill can only be used once per battle. LEVEL 18 - AGGRESSIVE ANIMA WARD (passive) Passive skill. After casting a spell that deals damage to the monster, you gain a Barrier. Functions as a standard healing spell, *0.125 damage, uses INT/END/CHA for damage. Cannot LS. LEVEL 19 - DEATHLESS ABOMINATION (toggle) Toggle the skill to pay 25% Melee in SP and gain 1 charge per turn. Once you have 3 charges, you can use the skill below. Spell-based skill, 3 hits, follows weapon type and weapon element. Costs 150% Melee in SP to use. Like Undead Giant, it gets +10% damage for each of these statuses inflicted on the monster: Bleed, Fear, Paralyze. If the monster is not inflicted with one of the mentioned statuses, the skill deals -10% damage. The skill deals another -25% damage to attempt to inflict Fragile (-16.67*[hits connected] END, 5 turns) on the monster. The save is INT/CHA vs. END/LUK. Save bonus is +5 for each inflicted status, -5 if no status. The skill uses INT/CHA/END for damage and Bth, and it cannot LS. LEVEL 20 - DEATHLESS LEGION (active) You need to "charge" the skill for one turn. This costs standard spell cost in MP. You can use the actual skill the turn after charging. Spell-based skill, 6 hits, Magic Darkness. Gets elecomp to damage. Costs 100% Melee in MP to use. The first 5 hits each deal 100/5.5 damage, with the last hit dealing half of that. The skill gets +10% damage for each of these statuses inflicted on the monster: Bleed, Fear, Paralyze. If the monster is not inflicted with one of the mentioned statuses, the skill deals -10% damage. In addition to this, the skill gets +50% damage and another +(0.5 - 0.8333 * (HP/[max HP]) * 100)% damage. Update: -- [core] starts at 1. -- If the monster is afflicted with Burn, Poison, or Fear, then [core] gets +0.1 per status. Otherwise, -0.1. -- Modify [core] based on your HP: at full HP, it's -1/3; at 0 HP, it's +0.5. It scales linearly between these. -- Everything gets eleComp. -- The spell itself does [core]% Melee damage. --- Uses CHA/DEX/LUK for beast variant --- Uses INT/DEX/LUK for mage variant --- Uses nonstandard stat bonuses otherwise (INT/8 + CHA/8 + END/8 for damage; INT*3/40 + DEX*3/40 + END*3/40 for BTH; no LUKy strikes) -- The spell is split up into six hits: 5 hits of *2/11 damage, and one hit of *1/11 damage (tiny bird at the end is tiny) -- When I say *[hits], I mean *[hits connected]/[hits attempted] where the big hits counts as 2 and the little bird hit counts as 1. 11 "hits" total. -- Afterwards, it inflicts Poison, Burn, Bleed, and Fear. --- Poison: Darkness damage, 4 rounds of power: [core]*[hits]*1.25. Heal HP equal to damage dealt. --- Burn: Darkness damage, 4 rounds of power: [core]*[hits]*2.5 --- Bleed: power: [core]*[accuracy]/2 --- Fear: 4 turns of a [core]*[hits]*[mob Dark%]*21% stun chance. -- Each status can be resisted with a save at a +0 bonus. Resist with END/DEX/END/CHA (repsectively) and LUK; inflict with: --- Beast: CHA/LUK --- Mage: INT/LUK --- otherwise: INT/CHA
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