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18 December 2025

4 November 2025

3 November 2025

  • 17:1217:12, 3 November 2025 Black Glow (hist | edit) [240 bytes] Raiwen (talk | contribs) (Created page with " 1 'BLACK GLOW' When the energy of the necromancer goes out of the visible spectrum, it will boost the maximum health of the necromancer. This spell is a glow spell, and only one glow can be active at any time. See also: GLOW")
  • 17:1217:12, 3 November 2025 Green Glow (hist | edit) [217 bytes] Raiwen (talk | contribs) (Created page with " 1 'GREEN GLOW' When the energy of decay turns to the green spectrum, the necromancer will increase healing taken. This spell is a glow spell, and only one glow can be active at any time. See also: GLOW")
  • 17:1217:12, 3 November 2025 Red Glow (hist | edit) [260 bytes] Raiwen (talk | contribs) (Created page with " 1 'RED GLOW' Tuning into the frequency of red light, the necromancer surrounds himself with an aura that damages any creature unfriendly to the necromancer. This spell is a glow spell, and only one glow can be active at any time. See also: GLOW")
  • 17:1117:11, 3 November 2025 Blue Glow (hist | edit) [259 bytes] Raiwen (talk | contribs) (Created page with " 1 'BLUE GLOW' Adjusting the energy of decay to blue light makes the necromancer drain the life of his enemies, healing himself slightly on every melee hit. This spell is a glow spell, and only one glow can be active at any time. See also: GLOW")
  • 17:1017:10, 3 November 2025 Manifest Glow (hist | edit) [469 bytes] Raiwen (talk | contribs) (Created page with " 1 'MANIFEST GLOW' Manifest glow is an enchantment cast on a weapon. Just like ordinary weapon enchants, it has its risks. It works like enchant weapon, but instead of adding hitroll and damroll, it adds a boost to your glow effects. The spell can, like enchant weapon, be cast multiple times on the same weapon. And yes, the bonus benefits the poor mortal which your soul is possessing, too. General rules apply here like enchant weapon spell.")
  • 17:0917:09, 3 November 2025 Glow (hist | edit) [254 bytes] Raiwen (talk | contribs) (Created page with " 1 'GLOW' A necromancer is able to tune his decay into a spectral frequency of light. Different frequencies, give different opportunities. See also: BLUE GLOW, RED GLOW, GREEN GLOW, BLACK GLOW")
  • 17:0717:07, 3 November 2025 Unholy Ritual (hist | edit) [637 bytes] Raiwen (talk | contribs) (Created page with " 1 'UNHOLY RITUAL' Syntax: c 'unholy ritual' <abom type> <name> Example: c 'unholy ritual' skeleton anthony For just a little of yourself, you can raise a corpse to fight for you. If no name is given, the abomination will be given a tag with a serial number. "We have to keep order!" - Alistair the Half, Servant to the great Sir Gohlac")
  • 17:0717:07, 3 November 2025 Corpse Drain (hist | edit) [266 bytes] Raiwen (talk | contribs) (Created page with " 1 'CORPSE DRAIN' Corpse drain heals you for 20% of your maximum health. It will, before healing, cause you 10% self-inflicted damage. It will require a corpse to drain (on the ground in the same room). See also: SELF-INFLICTED DAMAGE")
  • 16:2416:24, 3 November 2025 Life Drain (hist | edit) [135 bytes] Raiwen (talk | contribs) (Created page with " 1 'LIFE DRAIN' Drain the life of an enemy, heal yourself. Not exactly sure of the difference between this spell and leech.")
  • 05:1405:14, 3 November 2025 Necromancer Command (hist | edit) [79 bytes] Raiwen (talk | contribs) (Created page with " 1 'NECROMANCER COMMAND' Syntax: necromancer Displays your necromancer sheet.")
  • 05:1305:13, 3 November 2025 Abomination Weight (hist | edit) [457 bytes] Raiwen (talk | contribs) (Created page with " 1 'ABOMINATION WEIGHT' Each abomination you raise counts towards your limit by its weight (see individual help files for the abominations). The limit is raised by practicing different skills: * Undead minions (level 1) - max weight 2 * Undead guards (level 25) - max weight 5 * Undead battalion (level 50) - max weight 10 * Undead army (hero 101) - max weight 15 * Undead horde (lord) - max weight 25 * Countless undead (lord 750) - no limit")
  • 05:1105:11, 3 November 2025 Undead Control (hist | edit) [155 bytes] Raiwen (talk | contribs) (Created page with " 1 'UNDEAD CONTROL' 'ABOMINATION CONTROL' Several control abilities allow you to raise and command different undead. Each undead has its own requirement.")
  • 05:1005:10, 3 November 2025 Abomination Vampire (hist | edit) [1,054 bytes] Raiwen (talk | contribs) (Created page with " 1 'ABOM-VAMPIRE' "Vampires. Even I fear them, and I don't even have a neck they can bite! Blood- sucking, evil abominations, they are, be careful when raising them. Their bite will infest and raise even more vampires. It quickly gets out of control. And they are smart, very smart, you can't get rid of them once they are here... You will end up getting bitten and turn into one of them, or die in some other horrible way under their influence. They follow you everywh...")
  • 05:1005:10, 3 November 2025 Abomination Ghost (hist | edit) [291 bytes] Raiwen (talk | contribs) (Created page with " 1 'ABOM-GHOST' "Ghosts. Horryfying, fascinating creatures! But not very interesting in the fields of necromancy studies. Ghosts will follow you through portals, and even across planes." - Sir Gholac: How I Lost My Head, Book 2, Chapter 3 (first lines) (Old Dusty Books, Ltd.)")
  • 05:0805:08, 3 November 2025 Abomination Ghoul (hist | edit) [1,092 bytes] Raiwen (talk | contribs) (Created page with " "The ghoul. Is it undead? Is it an experiment? Do we care? No, we don't. We can control these, just as if they were mere zombies, but I should warn you: THEY ARE NOT! They know so many necromancy secrets. Well, in fact, the study of ghouls has led to many necromancy secrets." - The Head of Sir Gholac: Advanced Topics on Necromancy, Book 1 (Old Dusty Books, Ltd.) Passive ability "infected bite": Chance of applying infected bite to enemies. If an enemy...")
  • 05:0705:07, 3 November 2025 Abomination Bloated One (hist | edit) [874 bytes] Raiwen (talk | contribs) (Created page with " "Bloated ones. Always been my favourite. The sweet smell of a watery grave. They are usually quite short lived, but very useful indeed. Good meat shields, and they can be commanded to explode, filling up the neighborhood with lovely flying spam, no that was my last meal, with lovely flying rotten poisonous flesh!" - The Head of Sir Gholac: Studies of Necromancy (prism-recording, Dial-a-Death Recordings) Passive ability "poisonous": Chance of applying...")
  • 05:0605:06, 3 November 2025 Abomination Zombie (hist | edit) [1,084 bytes] Raiwen (talk | contribs) (Created page with " "Zombies. Despite actually having a brain, and I am not talking about the one in its mouth, CAN YOU STOP EATING YOU USELESS FAIL-RAISED NUMBSKULL, they seems to be rather brain-dead. Maybe they are. ARGH, STOP DESTROYING THE FURNATURE YOU... (a loud zapping noise can be heard followed by a sharp fizzling noise and a THUMB). Err, where did I come from. Yes, zombies. They like brains. They eat brains. But don't count on them having one. If they had one they would eat...")
  • 05:0505:05, 3 November 2025 Abomination Skeleton (hist | edit) [790 bytes] Raiwen (talk | contribs) (Created page with " 1 'ABOM-SKELETON' "Ah, the simple skeleton. The first you learn. Despite their lack of brains, they seem quite... intelligent. They are able to wield weapons, and able to follow you through a portal. Despite this, hmm.. intelligence.. they are immune to all kinds of mind control effects. The proof that there is no brain in the skull. Oh, and I should mention this: They are very dedicated followers, and will willingly sacrifice themselves for your well-being."...")
  • 05:0505:05, 3 November 2025 Abominations (hist | edit) [1,286 bytes] Raiwen (talk | contribs) (Created page with " 1 'ABOMINATIONS' A necromancer can raise dead enemies as abominations. Depending on which ritual is used to raise the undead, the necromancer might be able to chose what kind of abomination they want to raise. Sometimes they raise eachother. It can get a little out of control. Each abomination has a certain weight, which puts a limit to the number of undead you can control at a time. And they take some of your health with them. Permanently. Or, at least until the...")
  • 05:0205:02, 3 November 2025 Self-Inflicted Damage (hist | edit) [357 bytes] Raiwen (talk | contribs) (Created page with " 1 'SELF-INFLICTED DAMAGE' Cutting your veins open to use your own blood in unholy rituals? What a splendid idea! Instead of using mana, many necromancer spells requires the use of blood from the necromancer to be cast. This is called self-inflicted damage. This damage is usually based on max health, and will not be affected by spells like sanctuary.")
  • 04:5404:54, 3 November 2025 Curse Of Decay (hist | edit) [172 bytes] Raiwen (talk | contribs) (Created page with " 1 'CURSE OF DECAY' The rotting flesh of a necromancer can never be healed by priestly means. The Curse of Decay will reject all healing spells cast upon the necromancer.")

1 November 2025

  • 12:1412:14, 1 November 2025 High Magick Interactions (hist | edit) [538 bytes] 3nki (talk | contribs) (Created page with " Upon reboot the first of the high magick interactions will be enabled. This involves having the following auras active all at once: - Antimagic feedback - Planar Modulation - Sympathetic Resonance When all are active, any spell user casting a spell with damage type matching the plane's energy affinity (see helpfile for planar modulation) will convert their spell damage to pure antimagic. Handy for resist bypass. More interactions will be add...")
  • 12:1112:11, 1 November 2025 Racial Tempest (hist | edit) [497 bytes] 3nki (talk | contribs) (Created page with " Syntax: racial tempest Cloud Giants can summon a powerful tempest at their location. This manifests in a similar manner to the localised thunderhead storms created by Stormlords. Infact, if an existing thunderhead lingers in the room then this racial will serve to strengthen the existing storm. This racial is EXHAUSTED for a long time when used. See also: RACIALS, EXHAUST, Thun...")

2 October 2025

  • 18:4618:46, 2 October 2025 Fury Affects (hist | edit) [1,083 bytes] Termie (talk | contribs) (Created page with "Fury Affects are special modifiers randomly bestowed by the Wildmind spell upon gaining exp from a worthwhile enemy indirect combat. Possible Fury affects include: * '''Daring Fury''': Gain a damage bonus and a reduction in mana costs of psionic attack spells as long as you do not have Sanctuary. * '''Destructive Fury''': Detonating equipment partially recharges your Wildmind buffer. * '''Explosive Fury''': Your surge costs are reduced, but your surge level is randomize...")
  • 18:4518:45, 2 October 2025 Fury affects (hist | edit) [20 bytes] Termie (talk | contribs) (Created page with "Fury Affects are special modifiers randomly bestowed by the Wildmind spell upon gaining exp from a worthwhile enemy indirect combat. Possible Fury affects include: * '''Daring Fury''': Gain a damage bonus and a reduction in mana costs of psionic attack spells as long as you do not have Sanctuary. * '''Destructive Fury''': Detonating equipment partially recharges your Wildmind buffer. * '''Explosive Fury''': Your surge costs are reduced, but your surge level is randomize...")

14 September 2025

  • 00:0800:08, 14 September 2025 Terminal Rampage (hist | edit) [804 bytes] 3nki (talk | contribs) (Created page with " Prerequisites: final fury Syntax: stance terminal Gone down swinging? No problem! When in this stance instead of dying a berserker will instead be immediately healed for a portion of their maximum health. At the same time, they will be cursed with a death timer which will tick down and eventually kill them. Each kill however, will extend the duration of timer. If a sufficient number of kills are obtained the death timer is removed completely! Th...")
  • 00:0600:06, 14 September 2025 Expel (hist | edit) [836 bytes] 3nki (talk | contribs) (Created page with " Syntax: impel <direction> <target> expel <direction> <target> Sufficiently powerful stormlords can utilize the storms they create to manipulate creatures in their vicinity. Impel will drag a creature from the selected direction and hurl it into the room you are currently in. Expel will toss a creature from your current position to a room in the direction you specify. In order to use these skills, there must be a storm weather objec...")
  • 00:0400:04, 14 September 2025 Impel (hist | edit) [836 bytes] 3nki (talk | contribs) (Created page with " Syntax: impel <direction> <target> expel <direction> <target> Sufficiently powerful stormlords can utilize the storms they create to manipulate creatures in their vicinity. Impel will drag a creature from the selected direction and hurl it into the room you are currently in. Expel will toss a creature from your current position to a room in the direction you specify. In order to use these skills, there must be a storm weather objec...")