O
old.Wildfire
Guest
Quote: "The first thing a Necromancer must do when they plan on adventuring is to summon a pet. All their spells are cast through their pet, once one is summoned. They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc. When controlling a pet, Necromancers enter "shade mode" and are referred to as "shades". A shade cannot be targeted or damaged by melee or spells. In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where he can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy floating ghost.
When the pet is killed or released, the Necromancer has his health reduced to a percentage of the pet's health. So, if the pet is at full health and is released, the Necro comes back from shade mode at full health. If the pet is damaged and released, or killed, the Necro comes back from shade mode at a percentage of the pet's health when it was released (obviously zero if killed). This cannot kill the caster, but reduces him to a minimum of 1 hp. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.
Reavers are hybrid Necromancer/Fighters with chain armor and a variety of Albion weapon skills. They are the fighting class that protects Arawn, lord of the underworld. Reavers are hybrid caster/tanks, related in spirit more to the Thane and Champion than the Paladin - they have some debuffs, like the Champion, and some direct damage/lifetap, like the Thane. They also can specialize in a variety of melee skills including all the 1 handed weapon specs, shields, and parry. Their spells are a variety of debuffs and lifedrains which are intended to augment their damage in combat.
Reavers can specialize in one new weapon type: Flexible Weapons, which includes whips, flails, morningstars, chains, and the like. Flexible weapons have different damage types, depending on the type of weapon used (i.e. slashing for whips, crushing for flails, etc.)."
a bit more info here: http://www.homelanfed.com/index.php?id=9505
And yes i know you could have read about this on the general forum but hey, i thought id post it here too.
When the pet is killed or released, the Necromancer has his health reduced to a percentage of the pet's health. So, if the pet is at full health and is released, the Necro comes back from shade mode at full health. If the pet is damaged and released, or killed, the Necro comes back from shade mode at a percentage of the pet's health when it was released (obviously zero if killed). This cannot kill the caster, but reduces him to a minimum of 1 hp. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.
Reavers are hybrid Necromancer/Fighters with chain armor and a variety of Albion weapon skills. They are the fighting class that protects Arawn, lord of the underworld. Reavers are hybrid caster/tanks, related in spirit more to the Thane and Champion than the Paladin - they have some debuffs, like the Champion, and some direct damage/lifetap, like the Thane. They also can specialize in a variety of melee skills including all the 1 handed weapon specs, shields, and parry. Their spells are a variety of debuffs and lifedrains which are intended to augment their damage in combat.
Reavers can specialize in one new weapon type: Flexible Weapons, which includes whips, flails, morningstars, chains, and the like. Flexible weapons have different damage types, depending on the type of weapon used (i.e. slashing for whips, crushing for flails, etc.)."
a bit more info here: http://www.homelanfed.com/index.php?id=9505
And yes i know you could have read about this on the general forum but hey, i thought id post it here too.