|  Ianthe 
  formerly In Media Res 
 
   
   | Necro Class Armour 
 Power levels is 70 + (class level * 5/2), so 70 -> 72 -> 75 -> 77 -> ...
 
 Armour resists scale linearly between the below values:
 
 PLvl	70	95	120
			
BR%	310	385	460
Stat	562	727	892
BtH Mod	8	11	15
			
Fire	70	64	60
Water	70	64	60
Ice	86	82	80
Wind	93	94	92
Earth 	93	94	92
Energy	86	82	80
Light 	62	54	47
Dark	102	100	100
			
Melee	40	44	48
Ranged	35	39	43
Magic	37	41	45
 
 TITLE - HEXPERTISE (passive)
 +5 Status Potence
 
 LEVEL 1 - FEAR (active)
 Spell-like skill, costs MP, four Magic hits, -50% damage.  Afterwards it attempts to make the monster Afraid (resist*50% chance, 4 rounds).  Mob can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with CHA/LUK).
 Looming Fear: Darkness Spell, gets eleComp to damage.
 Searing Fear (level 6): Fire spell, gets eleComp to damage.
 Primal Fear (level 12):
 >> Against mobs with Freedom: seeks Dark/Harm, gets eleComp as if it were Darkness, no damage penalty nor status.
 >> Against anything else: Harm, no eleComp, no resist mod on Afraid.
 
 LEVEL 2 - RAISE SKELETON (active)
 Guest-calling spell.  Uses SP.
 Deathless Knight: Melee guest, follows weapon element, click to toggle between:
 >> *0.6 damage, 2 hits, -8 BTH
 >> *1 damage with a bonus +50% damage, *2.1 SP cost, 3 hits, -15 BTH lean
 Undead Beast (level 7): Ice guest, click to toggle between:
 >> One Ranged hit, +20 BTH lean
 >> *1.5 cost, two melee hits, -25% damage.  Makes the monster Bleed (power:0.75*[hits connected]/2).  Monster can resist with a save at +0 (inflict with CHA/LUK, resist iwth END/LUK).
 Deathless Dracolich (level 13): Darkness guest, click to toggle between:
 >> One Melee hit, Darkness Magic.  Deals +20% damage if the monster is burnt; deals -13.33% damage if the monster isn't.
 >> Two Magic hits, seeks between Fire and Darkness, Magic.  Deals -50% damage and attempts to Burn the monster (power:2.14, duration: [hits connected] rounds).  The monster can resist with a save at a -20 penalty (inflict with CHA/LUK, resist with DEX/LUK).
 
 LEVEL 3 - ANIMA WARD (passive)
 At battle start (or the first time you equip armour) you gain a barrier.  This is a standard healing spell, *0.5 damage, stat bonus to damage is INT/8 + END/8 + CHA/8, Lucky Strikes are disabled.
 
 LEVEL 4 - GRIEVOUS WEAVE (toggle)
 Toggle.
 Rending Weave: When casting spells, you pay an additional [1/5 of standard Magic skill cost] in SP to inflict Bleed (power:0.25*[hits connected]/[hits attempted]).  The monster can resist with a save at a +0 bonus (inflict with INT/LUK, resist with END/LUK)
 Chilling Weave (level 9): When casting spells, you pay an additional [1/5 of standard Magic skill cost] in SP.  You have a (42*[hits connected]/[hits attempted])% chance of Paralysing the monster (1 round).  The monster can resist with a save at a +0 bonus (inflict with INT/LUK, resist with END/LUK)
 Chilling Rend (level 15): Both of the above.
 
 LEVEL 5 - UNDEAD GIANT (active)
 Weapon-based skill, follows weapon type+element.  Costs SP.  Overcharged, so +50% damage and has an increased SP cost.  If the monster is Afriad, Bleeding or Paralysed, then the spell gains +15% damage per condition; if not, then it takes -15% damage.
 
 LEVEL 6 - WRAITHWORK (active)
 Summon a friendly ghost.  Guests need MP for upkeep.  Options include:
 Ghost Ally: Magic damage, seeks Ice/Energy.
 >> 1 hit, 100% damage.
 >> 2 hits, *0.65 multiplicative damage +50% additive damage, auto-hits.  *1.5 upkeep cost.
 Ancestral Wraith: Wind Magic damage.
 >> 1 hit, +10 BTH, -66.7% damage, attempts to Paralyse your foe (1 round).  The monster can resist with a save at a +20 bonus (inflict with CHA/LUK, resist with END/LUK).
 >> 1 hit, +50% damage.  *1.5 upkeep cost.
 Anima Manifestation: [in development]
 
 LEVEL 7 - ABSORB HEXES (active)
 Spell-like Heal skill, removes the following conditions: bleed, burn (excluding prismatic burn), poison, spiritual seed, fear, choke, panic.
 
 If you have none of those conditions, it does a standard healing spell worth 75% Melee.  No SP cost.
 
 If you have conditions, the it cleanses the condtions and heals you for [25% Melee] per condition cleansed.  First cleanse is free; additional ones cost [75% Melee] in SP.
 
 LEVEL 8 - NECROMANCER'S PRESENCE
 Stat drive, gives +35 INT and CHA at lv150.
 
 LEVEL 9 - DEATH'S RESILIENCE
 Gain status resistance and reduced incoming damage per condition (Fear, Burn, Bleed), on your foe.  Each one gives +6.7 resistance and -3.33% incoming damage.
 
 LEVEL 10 - DEATHWALKER
 Gain 1 charge per turn (can spend SP to gain an additional 10 charges).  When you die, you become a Deathwalker instead of dying.  You can hold up to 50 charges and additional charges become MP (1 charge becomes [10% of standard spell cost] MP).
 
 Can manually become a Deathwalker.  Requires a min of 10 charges.  All charges become MP (1 charge becomes [5% of standard spell cost] MP).
 
 LEVEL 11 - GRASP ESSENCE
 Darkness spells, None of them cost MP/SP to cast and deal -62.5% damage.  Gets eleComp to damage.  4 hits, Magic Darkness.
 Consume Fear: *0.5 damage.  Heal HP based on damage dealt (30% of a standard Magic skill in HP cost, if you're dealing expected damage).  If the monster is Afraid, then you consume the status and get boosted damage (+1.4*[duration]*[stun chance]/0.85 Melee for each active Fear).
 Unravel Blood [Level 14]: *0.5 damage.  Heal MP based on damage dealt (30% of a standard Magic skill in MP cost, if you're dealing expected damage).  If the monster is Bleeding, then you consume th estatus and get boosted damage ([power]*[expected duration], where [expected duration] is 100/(100-SaveDC), to a min of 1 and a max of 10.)
 Rend Mana [Level 18]: Targets MP, deals *1.5 damage.  Additive damage penalty is -81.25% damage instead of the above.  You gain an Element Shield (all) based on damage dealt (-(75/6)% damage, 3 rounds if you're dealing expected damage).
 
 LEVEL 12 - ANIMA ATTUNEMENT
 Once per battle, change your lean.  You can select from Neutral, Full Defence, and [at Lv17] Spellcaster.  Spellcaster lean gives a multiplicative damage boost to Darkness, Fire, and Ice spells.
 
 LEVEL 13 - HAUNTING
 Standard Darkness spell.  Gets eleComp to damage.  6 hits, costs MP.
 Dark Haunting: Standard spell
 Precise Haunting [Level 16]: Efficient, costs 40% of the usual cost and deals -37.5% damage.
 Grand Haunting [Level 20]: Overcharged, costs 140% of the usual cost and deals +25% damage.
 
 LEVEL 14 - CURSE AND COUNTERCURSE
 +2.5 Status Potence, +2.5 Status Resistance.
 
 LEVEL 15 - SPIRITUAL AMPLIFICATION
 Toggle, boosts spell damage, [at level 17] pet damage, or [at level 20] both.  Costs [20% of a standard spell] in SP each.
 
 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 1.43 instead of 2.14
 
 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
 
 
 
 < Message edited by Ward_Point -- 1/24/2024 2:47:32  >
 
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