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Necromancer Skills-Prophecies

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All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.

It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.


- Adrenaline - Casting Time - Energy

- Energy Upkeep - Recharge Time


Blood Magic

Points in this attribute increase the duration and effectiveness of skills linked to Blood Magic (i.e., skills that require a sacrifice on the part of the caster).



Awaken the Blood - 10 1 45
Enchantment Spell. For (Min: 20 - Max: 39) seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.



Blood Renewal - 5 1 10
Enchantment Spell. Sacrifice 25% max Health. For 10 seconds, you gain +(Min: 3 - Max: 5) Health regeneration. When Blood Renewal ends, you gain (Min: 40 - Max: 160) Health.



Blood Ritual - 10 2 2
Enchantment Spell. Sacrifice 17% max Health. For (Min: 8 - Max: 13) seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.



Dark Fury - 10 ¾ 5
Enchantment Spell. Sacrifice 17% max Health. For 5 seconds, whenever any nearby party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic 4 or less.)



Life Transfer (Elite) - 5 1 30
Elite Hex Spell. For (Min: 6 - Max: 11) seconds, target foe suffers Health degeneration of (Min: 3 - Max: 7), which you gain as Health regeneration.



Mark of Subversion - 10 2 30
Hex Spell. For 6 seconds, the next time target foe casts a Spell that targets an ally of that foe, the Spell fails and you steal (Min: 10 - Max: 76) Health from that foe.



Offering of Blood (Elite) - 5 ¼ 15
Elite Spell. Sacrifice 20% maximum Health. You gain (Min: 8 - Max: 18) Energy.



Order of the Vampire (Elite) - 5 2 5
Elite Enchantment Spell. Sacrifice 17% maximum Health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to (Min: 3 - Max: 13) Health.



Shadow Strike - 10 2 8
Spell. Target foe takes (Min: 12 - Max: 41) shadow damage. If that foe's Health is above 50%, you steal (Min: 12 - Max: 41) Health.



Soul Leech (Elite) - 10 2 15
Elite Hex Spell. For 10 seconds, whenever target foe casts a Spell, you steal (Min: 16 - Max: 67) Health from that foe.



Touch of Agony - 5 ¾ 3
Skill. Sacrifice 10% max Health. Target touched foe takes (Min: 20 - Max: 50) shadow damage.



Vampiric Touch - 15 ¾ 2
Skill. Touch target foe to steal up to (Min: 29 - Max: 65) Health.



Well of Power (Elite) - 10 2 15
Elite Well Spell. Exploit nearest corpse to create a Well of Power at that location. For (Min: 8 - Max: 18) seconds, allies within the area of the Well of Power gain +(Min: 1 - Max: 5) Health regeneration and +2 Energy regeneration.




Curses

Points in this attribute increase the duration and effectiveness of many Necromancer skills, especially those that reduce the target's effectiveness in battle.



Desecrate Enchantments - 10 2 15
Spell. Target foe and all nearby foes take (Min: 6 - Max: 49) shadow damage and (Min: 4 - Max: 17) shadow damage for each Enchantment on them.



Enfeeble - 5 1 5
Spell. Target suffers from Weakness for (Min: 5 - Max: 17) seconds.



Feast of Corruption (Elite) - 15 2 20
Elite Spell. Target foe and all adjacent foes are struck for (Min: 16 - Max: 67) shadow damage. You steal (Min: 8 - Max: 34) Health from each struck foe who is suffering from a Hex.



Insidious Parasite - 15 1 12
Hex Spell. For (Min: 8 - Max: 13) seconds, whenever target foe hits with an attack, you steal (Min: 15 - Max: 39) Health from that foe.



Malaise - 5 2 2
Hex Spell. For (Min: 5 - Max: 29) seconds, target foe suffers -1 Energy degeneration and you suffer -2 Health degeneration. If target foe's Energy reaches 0, that foe takes (Min: 5 - Max: 41) damage and Malaise ends.



Plague Sending - 10 1 5
Spell. Sacrifice 10% max Health. Transfer one negative Condition and its remaining duration from yourself to target foe and all adjacent foes.



Price of Failure - 10 2 20
Hex Spell. For 30 seconds, target foe has a 25% chance to miss with attacks and takes (Min: 15 - Max: 39) damage whenever that foe fails to hit in combat.



Shadow of Fear - 10 2 5
Hex Spell. Target foe and all adjacent foes attack 50% slower for the next (Min: 20 - Max: 39) seconds.



Soul Barbs - 10 2 20
Hex Spell. For 30 seconds, target foe takes (Min: 15 - Max: 27) damage when an Enchantment or Hex is cast on that target.



Spinal Shivers - 10 2 15
Hex Spell. For (Min: 10 - Max: 34) seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose (Min: 10 - Max: 6) Energy or Spinal Shivers ends.



Spiteful Spirit (Elite) - 10 2 10
Elite Hex Spell. For (Min: 8 - Max: 18) seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals (Min: 5 - Max: 29) shadow damage to that foe and all adjacent allies of that foes.



Wither (Elite) - 10 2 10
Elite Hex Spell. For (Min: 5 - Max: 29) seconds, target foe suffers Health degeneration of -(Min: 2 - Max: 4) and -1 Energy degeneration. If target foe's Energy reaches 0, that foe takes (Min: 5 - Max: 41) damage and Malaise ends.




Death Magic

Points in this attribute increase the duration and effectiveness of skills linked to Death Magic (i.e., skills that animate and control undead, and those that cause cold or shadow damage).



Animate Bone Horror - 10 3 5
Spell. Exploit nearest corpse to animate a level (Min: 1 - Max: 14) bone horror.



Aura of the Lich (Elite) - 10 2 20
Elite Enchantment Spell. For (Min: 15 - Max: 39) seconds, your maximum Health is halved, but you take half damage from all sources. When Aura of the Lich ends, you're healed for (Min: 50 - Max: 202) Health.



Consume Corpse - 10 1
Spell. Exploit a random target. You teleport to that corpse's location and gain (Min: 25 - Max: 85) Health and (Min: 5 - Max: 17) Energy.



Deathly Chill - 10 1 5
Spell. Target foe is struck for (Min: 5 - Max: 41) cold damage. If that foe's Health is above 50%, you deal an additional (Min: 5 - Max: 41) shadow damage.



Infuse Condition - 5 1 20
Enchantment Spell. For the next (Min: 15 - Max: 51) seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead.



Necrotic Traversal - 5 ¾
Spell. Exploit a random corpse. You teleport to that corpse's location and all nearby foes become Poisoned for (Min: 5 - Max: 17) seconds.



Verata's Aura - 15 ¾ 30
Enchantment Spell. Sacrifice 33% maximum Health. All hostile animated undead in the area become bound to you. Verata's Aura ends after (Min: 120 - Max: 264) seconds. When Verata's Aura ends, you lose your bond with any undead bound to you.(50% failure chance with Death Magic 4 or less.)



Verata's Gaze - 5 1 5
Spell. If target hostile animated undead has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.)



Verata's Sacrifice - 10 2 60
Spell. Sacrifice 15% max Health. For (Min: 5 - Max: 9) seconds, all undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. If this Spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.



Virulence (Elite) - 5 1 15
Elite Spell. If target foe was already suffering from a Condition, that foe suffers from Disease, Poison and Weakness for (Min: 3 - Max: 13) seconds.



Well of Suffering - 15 2 10
Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For (Min: 10 - Max: 26) seconds, foes in that area suffer Health degeneration of -(Min: 1 - Max: 5).




Soul Reaping

Primary Attribute (Available to Primary Necromancers only). Points in this attribute increase the amount of Energy a Necromancer gains from each death on the battlefield.

No skills are directly tied to the Soul Reaping attribute. Soul Reaping is a passive ability that is always enabled; whenever something dies nearby, whether it's an ally, pet, or foe, Soul Reaping will harvest energy and reward it to the Necromancer. Each attribute level in Soul Reaping increases the amount of energy returned to the Necromancer by one point.




No Attribute

Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.



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