THE Necromancers are legendary magicians who have resided within the sanctuary known as Everwood Forest for as long as any Elf, Man or Orc can remember. They are known manipulators of those who have passed on from this life and are often the users of forbidden black magic sealed and hidden away from other mages. The origin of the Necromancer is sometimes unclear to many but it has been foretold by Necromancers themselves that the beginning of the Necromancers is what formed the great Cult of Everwood.
The first signs of the Cult were on the Eve of Victory when the first demons were vanquished back into the netherworld by King Valasdriel II which marked the victory of the elves. Demons feared Valasdriel II and went into hiding, some even taken in by hidden societies of elves. These demons were grateful to the elves and had proved that they were not completely born without hearts. This new friendship between the hidden societies and the demons became an inseparable bond where elves were taught how to manipulate the netherworld and even become the puppet masters of the many who died in the War of Suffering. They were excellent pupils to the demons and revered them greatly, acknowledging them as legends.
Many years passed and the hidden societies became very well known to the main Elven Kingdom where Valasdriel II was passing on his throne to his son, Prince Elidriel I. These societies became the Vipermagi who demonstrated their magnificent black magic and were opposed by the Kingdom of Everwood and sent into a great exile. The Vipermagi were driven away, dubbed as an impurity of the Kingdom and into the Viper Marshes where the Cult was formed and a mighty tomb erected to house the unchallenged forbidden arts practiced by these masters of the dead.
The Necromancer Uncovered
Weapon Types: Wands, Orbs and Staves
Armour Type: Light
Key Use: Summoning and group DoT’s and curses
Innate Ability: Curse of Hatred
Base Attack: Low
Abilities & Traits
The Necromancer does not directly employ the services of the dead immediately; however he is well adept in afflicting, even hexing his opponents to make the target an easy prey for the Necromancer and his minions or allies. The Necromancer is also very masterful in an elite fight, being able to defile a target and bring it to its knees is a unique art that not many classes can master. However his strong point is his minions and what he can do to make them sometimes stronger than himself. He has the choice of two minion types that he may select, however he cannot have both at the same time. His first minion type is the Blood Golem of which is great to take damage and resist against the Necromancer’s opponents whilst the Necromancer himself works his magic. The Necromancer’s second minion type are the banshee’s of whom are numerous and can deal a lot of damage however are unable to be targeted allowing for the Necromancer to be vulnerable to attacks.
The Necromancer’s Abilities
Curse of Hatred [ACTIVE]
The Necromancer defiles a target with HATRED which makes the target so furious that he does not ignore or avoid xx% of all magical damage dealt to him, however it gives the target a xx% chance of entering a frenzy which will increase his attack speed x2.
Soul Ward [ACTIVE]
The Necromancer spawns a soul ward at a target area which slowly leeches the soul of x targets reducing the chance of successfully striking a target by xx% and reducing movement speed by xx%. The affect of the ward lasts for xx seconds.
Undead Eruption [ACTIVE]
The Necromancer finds a corpse nearby and compresses the blood and bone until it erupts into an outburst of unholy fire that deals xx initial damage to all surrounding targets and deals x damage to the targets affected per second for 10 seconds.
Ritual of Summoning [ACTIVE]
The Necromancer begins channeling for five seconds and summons one of the two types of minions that may be used by the player to destroy his foes. If Soul Ward is active for the duration of the channeling, banshees will spawn whereas if Undead Eruption has recently been cast, the Blood Golem will be summoned. Minions are permanent unless killed (Blood Golem) or this ability is cast again.
Curse of Sorrow [ACTIVE]
The Necromancer defiles a target with SORROW which decreases all spell damage given out by the target by xx% and all spell healing received or given out by the target by xx%. If the target receives a debuff or debuffs him/herself, the affect of this spell will be reduced by 50%.
Occult Mastery [PASSIVE/ACTIVE]
The Necromancer is given a xx% of receiving a build up of occult energy that he may discharge at any moment, dealing xx damage to all unallied targets in the area of effect and a xx% chance of reducing the movement speed of those targets by xx%.
Prisoner of the Plaguebringer [ACTIVE]
The Necromancer shields himself or an ally in unholy energies that reduce all physical and magical damage by xx%. When an unallied target is in the radius of this shield, the target receives the plague buff which deals xx damage per second for x seconds. This can also affect allies if unshielded.
Curse of Reckoning [ACTIVE]
The Necromancer defiles a target with RECKONING which dominates a non-elite target for xx seconds, turning it against its allies. When the affect of this spell wears off, the Necromancer poisons the target, dealing xx damage per second until the target is negated or killed.
Bloodbound [PASSIVE]
The Necromancer binds himself with the Blood Golem, combining xx% of their damage, health and armour and sharing a bond like no other. If the Blood Golem is killed, the Necromancer receives 50% of the Blood Golem’s maximum health in damage.
Soul Orb [ACTIVE]
The Necromancer sacrifices xx% of his health and mana to summon an orb of immense energy that siphons the life and mana of all targets in a radius of xxx and channels that energy back into the Necromancer, Blood Golem and surrounding allies.
The Necromancer’s Ultimate
Curse of Bloodlust [ACTIVE]
The Necromancer defiles his allies with BLOODLUST that increases their attack speed by xxx% and allows them to restore xx% of the damage they deal back to their health. Judging on the amount of blood (damage) dealt by an ally, he/she becomes full. This slows the attack and movement speed of affected allies down by xx%. The ally who is full must also stop attacking if the spell’s affect is still enabled or else they will begin to lose xxx health per attack.