FANDOM


Author: Vocaliah

Masters of unlife after death, Necromancers have the power to raise undead minions from the remains of fallen opponents, hurl spears of bone at enemies, or cause the corpse of a dead enemy to explode with force or spew poison gas. Necromancers can also summon a powerful abomination that will act as a constant companion to their masters. Abominations can equip items, gain levels and grow in power and in size as their master gains increasing power.


(Since the class revamp done in 09/17/2009, necros now get both forms automatically when the obtain level 30. The quest no longer exists, nor do you need to choose. You can switch between the forms once every 5 seconds. Leaving the old info in here for nostalgia purposes in the hopes that SOE will reinstate it in someway as it was really interesting to do. -Vocaliah)

(Also since 09/17/2009, Advocate's Ritual has been removed. All minion spells were added to the class trainers and do not need corpses to be summoned. Other than that, most of the info here is still good as it was taken from VGNecro.com. -Mortuarius) 

At level 30, the necromancer must undergo a quest for this ability. The necromancer learns one of two paths to undead form, the form of bone (skeleton) or the wraith form (ghost). When pursuing this quest you will decide on one form or the other and there appears to be no way currently to change this once it has been done so choose wisely.


As you progress in level your form of bone or wraith form will periodically upgrade themselves as your own power grows (Get it at level 30 then upgrades at levels 40 and 50).


Your undead form will also determine the form that your minions have when they are summoned. Form of bones raises minions that are skeletal / zombie-like in appearance. Wrath form will have you summoning ghost-like minions. When in one of these undead forms the necromancer gains certain benefits depending on the form he has take:


1. Form of Bones (aka Lich):

Level 30 - Form of Bones: The Necromancer gains a bonus of +100 to armor class, +15% Health, 15% bonus to damage with Physical Spells, He can breath underwater (as with Hallow breath) and see the invisible.

Level 40 - Lich Form: The Necromancer gains a bonus of +125 to armor class, +20% Health, 20% bonus to damage with Physical Spells, He can breath underwater (as with Hallow breath) and see the invisible.

Level 50 -Demilich Form: The Necromancer gains a bonus of +166 to armor class, +30% Health, 25% bonus to damage with Physical Spells, He can breath underwater (as with Hallow breath) and see the invisible.

Physical Spells include: Bone Spike, Bone Spear, Plague of Infestation, Sealed Fate, Poison Burst (AoE), and Detonate Corpse (AoE)

2. Wraith form (aka Ghost):

level 30 - Wraithform: The Necromancer gains an 8% damage rune ability, 15% bonus to damage with Spiritual Spells, He can breath underwater (as with Hallow breath), levitate, and see the invisible.

level 40 - Form of the Specter: The Necromancer gains an 8% damage rune ability, 20% bonus to damage with Spiritual Spells, He can breath underwater (as with Hallow breath), levitate, and see the invisible.

level 50 - Ghostform: The Necromancer gains an 8% damage rune ability, 25% bonus to damage with Spiritual Spells, He can breath underwater (as with Hallow breath), levitate, and see the invisible.

Spiritual Spells include: Dark Rebuke, Devouring Shadows, Drain Life, Life Draught, Shadow Feast, and Torment

Parts, parts, who's got the parts? Send out your dead! Gotta love being a necromancer, I mean who else dissects their fallen enemies looking for good salvageable parts to use in their monstrous buddy the abomination. These parts are referred to as "grafts"

Grafts sound great, but before he outfits his faithful dead minion with these spiffy innards he must first harvest these parts from the dead. The necromancer learns a new ability at level 10 which is called necropsy. This skill allows the necromancer to dissect a nearby targeted corpse and retrieve any useful body parts. While most of them have some value at a merchant (they go great in soups and sloppy Joes I suppose) the rare few items salvaged will be the much sought after "grafts". Once you have your first graft you can open up your abominations mini-bar (click on the backpack) and it will display all current available slots. As the necromancer grows in power he will be able to place more grafts on the pet (see pet slots list below) simply drag and drop your new graft into the appropriate slot and POOF! Instant upgrade!

You can remove them and swap them out later as you see fit and as you acquire better grafts. And no, your grafts do not disappear when the pet dies. Guess you rip them back out of the poor dead dude for future use in your next unfortunate minion.

Abomination Graft Slot Locations:

  1. Claw
  2. Fist
  3. Leg
  4. Skin
  5. Torso
  6. Heart

Minions you say? Well of course Necromancers have minions, grafted fleshy ones, dead ones, ghost ones, nasty smelly rotting ones... ahh, you mean the three specific types of minions. Why didn't you say that?!?

Necromancers can summon additional pets through rituals performed on corpses although these pets are not persistent pets like the abomination and are not as controllable. These pets serve their master for 10 minutes before returning from whence they came. While one might argue that the creatures summoned using out Ritual Animatus I and Ritual Anbimatus II spells are minions, I did not include them in this list since they look like green shaded versions of the corpse you raised and they are not persistent pets due to their very short durations.

A Necro will learn to summon 5 distinct variations of these pets that are classified based on their abilities and purpose. Minions types:

1. Guardian -

This is the Guardian Minion which you gain at level 22 and is summoned via the spell Ritual of the Guardian . This minion is strictly a defender who taunts things off that are attacking you. They don't take many hits so are mainly there to give you a few seconds to do something else to control a situation gone wrong.

2. Plague Bearer -

Lich Necromancer Version: This is the Plaguebringer Minion which you gain at level 30 and is summoned via the spell Plague Bearer's Ritual . This minion can cast a -240 Physical Resistance debuff on your enemy that also increases Physical damage taken by 10%. his is non-combatant pet, no DPS to be gained here from it directly. Both versions will inflict anyone hitting them with a disease dot and they both have the same graphic appearance.

Wraith Necromancer Version: This is the Plaguebringer Minion which you gain at level 30 and is summoned via the spell Plague Bearer's Ritual . This minion can cast a -240 Spiritual Resistance debuff on your enemy that also increases spiritual damage taken by 10%. This is non-combatant pet, no DPS to be gained here from it directly. Both versions will inflict anyone hitting them with a disease dot and they both have the same graphic appearance.

3. Slayer -

This is the Slayer Minion which you gain at level 26 and is summoned via the spell Ritual of the Slayer . This minion is a DPS minion that attacks your enemies with its long claws. They can not take many hits so are basically dots with graphics. The slayer is sometimes referred to as the Reaver minion.

4. Servant -

Lich Necromancer Version: This is the Servant Minion which you gain at level 38 and is summoned via the spell Ritual of the Servant . This spell summons a minion that basically boosts your Health regen. This minion cast a 169 point heal on its master that has a 10 sec cast time. Note: The minion does not heal the abomination. This is non-combatant pet, no DPS to be gained here. It looks the same as the lvl 46 Advocate minion.

Wraith Necromancer Version: This is the Servant Minion which you gain at level 38 and is summoned via the spell Ritual of the Servant . This spell summons a minion that basically boosts your Energy regen. This minion cast a Mana restore spell on its' master periodically. Note: The minion does not grant the mana to the abomination, only to its' master. This is a non-combatant pet, no DPS to be gained here. It looks the same as the lvl 46 Advocate minion.

5. Advocate -

Lich Necromancer Version: This is the Advocate Minion which you gain at level 46 and is summoned via the spell Advocate's Ritual . This spell summons a minion that does considerable damage to your enemies. Sometimes referred to as the Zealot and is an upgraded version of the Slayer Pet. The two versions do the same thing but look noticeably different. It looks the same as the lvl 38 Servant minion.

Lich Necromancer Version: This is the Advocate Minion which you gain at level 46 and is summoned via the spell Advocate's Ritual . This spell summons a minion that does considerable damage to your enemies. Sometimes referred to as the Zealot and is an upgraded version of the Slayer Pet. The two versions do the same thing but look noticeably different. It looks the same as the lvl. 38 Servant minion.

The Necromancer is limited to a certain number of minions under his control at a time. This limit increases as the necromancer grows in levels up to a maximum of 2 minions plus your abomination at any one time when the necromancer is Level 50.

If one exceeds the maximum number of allowable pets, the oldest pet is dismissed by the one newly summoned (great way to swap out and get the right combination of minions you want out at a given time).

What do we necromancers need corpses for? Well they are handy to have around on those really lonely nights.... umm.. to talk to I mean. But I suppose you meant something a bit more.... destructive? Powerful? Very well then, listen close and I'll let you know of the many uses a Necro has for all those lovely decaying carcasses people leave around.

Corpses go boom! Yes, you too can cause a targeted corpse to explode spraying those nearby with bone splinters, crusty toenails, kidneys (stones and all), and all manner of body parts. This causes damage to a 10m radius from the corpse itself.

Corpses stand up and fight! One of the more fun things to do to a corpse is reanimate it and have it pummel your enemies. While this trick is not a long lasting one it can be extremely useful and not to mention plain old fun to do. Corpses bring minions! While targeting a corpse you can summon any of your 3 minion types. Maybe they climb out the corpses belly, kind of like an alien chest burster... err.. yeah, that must be it.

corpses taste great! Through spells you can draw energy from a corpse to give to you and your abomination. quite refreshing in a morbid kinda way. You better get used to it since you will be using this often.

corpses are full of goodies! When you use necropsy to harvest parts from a corpse you never know what you will get. You may get parts for selling to the vendor (money!) or sometimes the rare grafts. Consider corpses to be the necromancers version of a pinata.

corpses make great walls! A corpse can be used to create walls of deprivation and such that grant the necromancer certain advantages such as increases to their energy levels or things like that.

Well there you go, many a use for dead things. The only thing I miss truly is the ability to speak through a corpse or animated dead. Now that was a fun trick to do in another world long ago (voice graft anyone?)

Bone Chill is the 3rd finisher spell line that necromancers have. It is a fairly straight finisher in that all it does is damage; no debuff, no dot, no nothing fancy. This may seem a bit bland compared to the other finishers but when you consider them each for what they are then you will appreciate Bone Chill. I'll try to explain as best as this humble necromancer can manage.

First off, let's define a finisher and also the recent changes to how finishers work. A finisher is an ability that can only be used / activated under certain circumstances. In our case the finishers will only be activatable immediately after scoring a critical hit with a spell. Previously scoring a critical hit with a physical spell only allowed a physical finisher to be used and a spiritual finisher required a spiritual critical hit to activate. As of the last patch this was altered so that anytime there is a critical spell hit you can use any ONE of the finishers.

Sealed Fate is the first in our lineup of Finishers. This is a physical finisher since it causes physical damage. The damage it does is in 3 parts, a DD (direct Damage) component followed by two separate dot components which would take over 10 minutes to reach full damage capacity. This is great for a long boss type fights but not to hot for quick fights. This finisher can be used once every 3 minutes.

Next we have Shadow Feast our spiritual finisher. Again this is a spiritual finisher because it does spiritual damage. This is a DD with a debuff that steals constitution from the target and gives it to the necromancer for an hour as a buff. The buff does not stack so multiple casts wont benefit you at all other than the dd component. You definitely want to fire this off periodically to get the buff. This finisher can be used once a minute.

Lastly we have our newest finisher addition, Bone Chill. This cold Finisher does .. you guessed it, cold damage. It simply does Cold DD to the target and nothing else. The key thing here being that it has no refresh timer at all so you can use it for extra damage anytime you crit, kind of like the crit 1 - 2 combo punch. You will obviously find yourself using this new finisher much more often than you used any of the previously existing finishers before. The only reason to not use it often would be if you are fighting cold resistant critters.

Well there you have it, Finisher 101. Feel free to leave any comments or corrections if you believe that I am mistaken in anything.


Must Have Necro Macros

First off: How to make the Macro!!

Right click an empty slot or the spell icon on your toolbar that you want to add macro commands to or that has a macro you wish to edit.

Type a name for your macro in the designated field if it does not already have one. Now simply type in the commands you want to use for this Macro or edit the existing ones already there.

TA-DA! A macro is born.

Groovy Necro Macros list:

Have all existing Pets and minions attack your target:

  • /pet attack
  • /minions attack

Have your pet use its grafts and Taunt your target:

  • /cast "Fist of --insert name of ability here--"
  • /cast "Claw of --insert name of ability here--"
  • /cast "Sneer"

Note: The /cast command is case sensitive. Once you have the graft in its slot, mouse over the graft's ability icon on your pet control bar and use the ability name exactly as it is called in the tooltip.

Have your pet and minions disengage a target and return to you:

  • /pet backoff
  • /minions backoff

Loot the targeted corpse and then Necropsy it:

  • /lootall
  • /cast "Necropsy"

This short macro either fully loots a corpse without confirmation or it casts necropsy. If the corpse has loot then click again for necropsy. Target the Main Tank’s target have your pet / minions attack it:

  • /assist
  • /pet attack
  • /minions attack

Target options: what can I target via text macro?

  • /targetauto "name" (Sets your automatic target to the name in quotes)
  • /targetdefensive "name" (Sets your Defensive target to the name provided)
  • /targetoffensive "name" (Sets your offensive target to the name provided)
  • /targetgroupmember # (Sets your Defensive target to thegroup member number you gave. you are group number 1, then count downward on your group list)
  • /targetself (Sets yourself as your defensive target.. Duh)
  • /targetnearestnpc (Sets the nearest NPC as your offensive target)
  • /targetnearestpc (Sets the nearest PC as your defensive target)
  • /targetmynearestcorpse (Sets your nearest tombstone as your offensive target)
  • /targetnearestpccorpse (Sets the nearest PC tombstone as your offensive target)
  • /targetnextcorpse (targets the next corpse as your targeted offensive target)
  • /targetnextnode (Selects the next nearest harvesting node as your offensive target)
  • /targetnextnpc (Selects your offensive target to the next nearest NPC)
  • /targetnextpcdefensive (Selects your defensive target to be the next nearest PC)

Loot your corpse quick!

  • /targetm
  • /corpse
  • /lootall

Quit casting current spell and fire off that counterspell:

  • /cancelability
  • /cast “Annul Magic I”

Follow someone (aka autopilot ):

  • /follow

you can also type /follow while targeting the person you wish to follow.

Find an specific NPC or other Targetable character nearby:

  • /targetauto (Only need first name)

You only need the first name. This works with anything (NPC, Resource, etc.), just enter the text of the target. If there are spaces, enclose it in quotes ("this space").

Give your abomination a specific name:

  • /petname—insert petname here—Currently when you log out or the pet dies it will forget it's name so you will have to do to name it again.

Have your pet backoff and quit attacking right before you MEZ a target:

  • /pet backoff
  • /cast "Spirit Trap I"

In case you wanted to know all possible pet commands, here you go: Abomination Commands:

  • /pet attack
  • /pet follow
  • /pet backoff
  • /pet assistmealways
  • /pet stay
  • /pet dismiss
  • /pet toggledefendself
  • /pet guard

Minion Commands:

  • /minions attack
  • /minions backoff
  • /minions resumebehavior
  • /minions follow
  • /minions dismiss

If you know a good addition to this list, send it on in and I'll add it to the Macro List.

Starting Spells

Bone Spike I - Hurls a spear of Bone at your target dealing 45 - 51 physical damage

Power of the Grave I - Grants your target unnatural vigor and intellect, increasing both constitution and intelligence by 9

Level 2

Torment I - Tormenting spirits attack the soul of your opponent, slowing movement by 50% and inflicting 122 - 131 damage over 32 seconds

Level 4

Crippling Blight I - Cripples your opponent lowering damage by 18. The weakness mostly fades after 20 seconds, but lingers for 2 minutes

Blood Rite I - Transfers a portion of your life to your abomination, healing it for 75

Awaken Abomination I - Awakens an abomination to serve your needs

Level 6

Fear I - This spell instills fear in your target, causing it to run away from you for 15 seconds

Plague of Infestation I - Damage over time spell (DoT). 358 - 380 damage over 24 seconds

Bone Spike II - Hurls a spear of Bone at your target dealing 79 - 86 physical damage

Level 8

Drain Life I - Steals life from your target dealing 68 - 76 damage and healing for the same amount

Vile Ritual I - Performs a ritual on a nearby corpse giving both you and your abomination 374 energy (mana)

Level 10

Necropsy - This ability allows you to harvest the recently dead for body parts that will be useful to your abomination

Annul Magic - This counter spell reduces an opponents spell to nothingness

Torment II - Tormenting spirits attack the soul of your opponent, slowing movement by 50% and inflicting 469 - 497 damage over 32 seconds

Sealed Fate I - Deals damage in three waves. The first wave deals 192 - 206 instant physical damage, the second wave deals 2009 - 2117 over 60 seconds and the third deals 3288 - 3460 over 10 minutes

Blood Rite II - Transfers a portion of your life to your abomination, healing it for 330

Underworld Journey - Escape. Allows you and your allies to journey through the underworld leading them to the nearest safe point

Power of the Grave II - Grants your target unnatural vigor and intellect, increasing both constitution and intelligence by 19

Level 12

Crippling Blight II - Cripples your opponent lowering damage by 43. The weakness mostly fades after 25 seconds, but lingers for 2 minutes

Bone Spike III - Hurls a spear of Bone at your target dealing 221 - 237 physical damage

Level 14

Devouring Shadows I - DoT and life tap. Deals 413 - 439 damage over 24 seconds transferring half the damage to you in the form of life (hit points)

Bone Chill I - Chills your opponent to the bone, dealing 442 - 470 cold damage

Plague of Infestation II - Damage over time spell (DoT). 682 - 722 damage over 24 seconds

Death Incarnate I - Pet Buff. Increases your abomination damage by 60% and makes it immune to fear, stun and movement effects for 30 seconds

Ritual Animatus I - A dark ritual that reanimates a corpse forcing it to fight for you a brief time

Enshroud - Grants you invisibility to undead opponents

Level 16

Drain Life II - Steals life from your target dealing 120 - 130 damage and healing for the same amount

Vile Ritual II - Performs a ritual on a nearby corpse giving both you and your abomination 566 energy (mana)

Level 18

Transmogrify - Slowly converts health into energy. Prolonged use of this spell without healing can cause death

Soul Trap I - Buries an undead target preventing it from moving, casting or attacking. Any damage will break the effects of the spell. Only one target may be entombed at once. Target will heal hit points rapidly after 4 seconds in trap.

Torment III - Tormenting spirits attack the soul of your opponent, slowing movement by 50% and inflicting 772 - 816 damage over 32 seconds

Bone Spike IV - Hurls a spear of Bone at your target dealing 322 - 342 physical damage

Dark Rebuke I - Spiritual energy crushes your target for 251 - 267 damage. Deals an additional 143 - 155 damage to undead targets

Detonate Corpse I - The targeted corpse explodes dealing to 345 - 367 damage to all enemies within 10 meters

Sealed Fate II - Deals damage in three waves. The first wave deals 352 - 374 instant physical damage, the second wave deals 3299 - 3473 over 60 seconds and the third deals 5438 - 5720 over 10 minutes

Specter’s Touch I - A soul chilling blast of cold that inflicts 502 - 532 of damage and depletes 502 - 532 of energy

Level 20

Crippling Blight III - Cripples your opponent lowering damage by 75. The weakness mostly fades after 30 seconds, but lingers for 2 minutes

Plague of Infestation III - Damage over time spell (DoT). 943 - 995 damage over 24 seconds

Blood Rite III - Transfers a portion of your life to your abomination, healing it for 580

Vile Ritual III - Performs a ritual on a nearby corpse giving both you and your abomination 730 energy (mana)

Power of the Grave III - Grants your target unnatural vigor and intellect, increasing both constitution and intelligence by 31

Level 22

Shadow Feast I - Deals 630 - 666 damage and steals 72 constitution from your opponent

Bone Chill II - Chills your opponent to the bone, dealing 670 - 708 cold damage

Devour Curse I - Removes weak curses from your target. Can be used to remove stronger curses but may need to be used more than once

Ritual of the Guardian - Performs a ritual over a corpse that raises a guardian to serve you. The guardian will defend you fervently but only if you are attacked

Devouring Shadows II - DoT and life tap. Deals 620 - 656 damage over 24 seconds transferring half the damage to you in the form of life (hit points)

Grasp of the Grave I - The chill of death overcomes your target, inflicting 1129 - 1191 damage over 36 seconds

Level 24

Bone Spike V - Hurls a spear of Bone at your target dealing 428 - 454 physical damage

Drain Life III - Steals life from your target dealing 176 - 190 damage and healing for the same amount

Level 26

Bone mail I - Clothes you and your abomination in spiked bone armor which increases armor class by 558 and causes damage to any that attack you

Ritual of Necropotence I - Consumes the energy in a nearby corpse and lowers the cost of all spells to 0 for 12 seconds

Soul Blight I - Causes your opponents soul to wither and decay which reduces spiritual resistances by 200 for 60 seconds. The target temporarily becomes an undead creature, causing them to be susceptible to any abilities that affect the living dead.

Plague of Infestation IV - Damage over time spell (DoT). 1214 - 1280 damage over 24 seconds

Torment IV - Tormenting spirits attack the soul of your opponent, slowing movement by 55% and inflicting 1099 - 1159 damage over 32 seconds

Dark Rebuke II - Spiritual energy crushes your target for 357 - 379 damage. Deals an additional 206 - 220 damage to undead targets

Sealed Fate III - Deals damage in three waves. The first wave deals 503 - 533 instant physical damage, the second wave deals 4704 - 4950 over 60 seconds and the third deals 7841 - 8247 over 10 minutes

Specter’s Touch II - A soul chilling blast of cold that inflicts 718 - 758 of damage and depletes 718 - 758 of energy

Ritual of the Slayer - Performs a ritual over a corpse that raises a slayer to serve you. Slayers will viciously attack your enemy with all the strength they possess

Vile Ritual IV - Performs a ritual on a nearby corpse giving both you and your abomination 929 energy (mana)

Death Shroud I - This spell wraps your target in a deathly shroud, greatly increasing cold resistance by 130

Level 28

Crippling Blight IV - Cripples your opponent lowering damage by 105. The weakness mostly fades after 35 seconds, but lingers for 2 minutes

Detonate Corpse II - The targeted corpse explodes dealing to 524 - 554 damage to all enemies within 10 meters

Level 30

Poison Burst I - A blast of noxious poison hits all opponents within 10m for 415 - 441 damage

Bone Chill III - Chills your opponent to the bone, dealing 913 - 964 cold damage

Bone Spear I - Hurls a spear of bone at your opponent, dealing 541 - 573 physical damage

Shadow Feast II - Deals 860 - 908 damage and steals 102 constitution from your opponent

Awaken Abomination II - Awakens an abomination to serve your needs

Power of the Grave IV - Grants your target unnatural vigor and intellect, increasing both constitution and intelligence by 44

Devouring Shadows III - DoT and life tap. Deals 848 - 896 damage over 24 seconds transferring half the damage to you in the form of life (hit points)

Grasp of the Grave II - The chill of death overcomes your target, inflicting 1538 - 1622 damage over 36 seconds

Blood Rite IV - Transfers a portion of your life to your abomination, healing it for 840

Level 32

Plague of Infestation V - Damage over time spell (DoT). 1509 - 1591 damage over 24 seconds

Death Incarnate II - Pet Buff. Increases your abomination damage by 80% and makes it immune to fear, stun and movement effects for 45 seconds

Vile Ritual V - Performs a ritual on a nearby corpse giving both you and your abomination 1124 energy (mana)

Level 34

Wail of the Banshee I - You emit a terrible roar which causes all opponents within 10m to flee in terror

Soul Blight II - Causes your opponents soul to wither and decay which reduces spiritual resistances by 300 for 60 seconds. The target temporarily becomes an undead creature, causing them to be susceptible to any abilities that affect the living dead.

Torment V - Tormenting spirits attack the soul of your opponent, slowing movement by 55% and inflicting 1456 - 1534 damage over 32 seconds

Dark Rebuke III - Spiritual energy crushes your target for 472 - 500 damage. Deals an additional 271 - 289 damage to undead targets

Sealed Fate IV - Deals damage in three waves. The first wave deals 665 - 703 instant physical damage, the second wave deals 6210 - 6532 over 60 seconds and the third deals 10372 - 10908 over 10 minutes

Specter’s Touch III - A soul chilling blast of cold that inflicts 949 - 1001 of damage and depletes 949 - 1001 of energy

Mend Flesh I - Mends the flesh of your abomination, healing 1500 hit points over 24 seconds

Devour Curse II - Removes curses from your target. Can be used to remove stronger curses but may need to be used more than once

Corruption I - Increase both your energy and intelligence by 20% while reducing both your hit points and strength by 10%

Level 36

Bone mail II - Clothes you and your abomination in spiked bone armor which increases armor class by 738 and causes damage to any that attack you

Ritual of Necropotence II - Consumes the energy in a nearby corpse and lowers the cost of all spells to 0 for 16 seconds

Crippling Blight V - Cripples your opponent lowering damage by 130. The weakness mostly fades after 40 seconds, but lingers for 2 minutes

Bone Spear II - Hurls a spear of bone at your opponent, dealing 660 - 698 physical damage

Drain Life IV - Steals life from your target dealing 269 - 287 damage and healing for the same amount

Level 38

Blood feast - This spell quickly converts health into energy. Prolonged use of this spell without healing can cause death

Bone Chill IV - Chills your opponent to the bone, dealing 1177 - 1240 cold damage

Despoiling Blight I - Drains an opponents constitution, dexterity, intelligence, vitality and wisdom by 41, giving them to you and your allies for 60 seconds

Fear II - This spell instills fear in your target, causing it to run away from you for 20 seconds

Devouring Shadows IV - DoT and life tap. Deals 1091 - 1151 damage over 24 seconds transferring half the damage to you in the form of life (hit points)

Detonate Corpse III - The targeted corpse explodes dealing to 719 - 759 damage to all enemies within 10 meters

Life Draught I - Pulls the life from your target dealing 357 - 379 damage and heals you and your group

Shadow Feast III - Deals 1108 - 1168 damage and steals 126 constitution from your opponent

Vile Ritual VI - Performs a ritual on a nearby corpse giving both you and your abomination 1324 energy (mana)

Death Shroud II - This spell wraps your target in a deathly shroud, greatly increasing cold resistance by 170

Grasp of the Grave III - The chill of death overcomes your target, inflicting 1987 - 2093 damage over 36 seconds

Level 40

Soul Trap II - Buries an undead target preventing it from moving, casting or attacking. Any damage will break the effects of the spell. Only one target may be entombed at once. Target will heal hit points rapidly after 4 seconds in trap.

Poison Burst II - A blast of noxious poison hits all opponents within 10m for 566 - 600 damage

Blood Rite V - Transfers a portion of your life to your abomination, healing it for 1150

Power of the Grave V - Grants your target unnatural vigor and intellect, increasing both constitution and intelligence by 56

Rest of the Dead II - Makes your opponents think you are dead (Feign Death spell; can fail)

Level 42

Font of Depravity I - Summons a well of depravation from a nearby corpse. Using this well will afflict you with a subtle madness increasing HP’s and Strength by 22%. The depravity reduces Energy and Intelligence by 34%.

Torment VI - Tormenting spirits attack the soul of your opponent, slowing movement by 55% and inflicting 1835 - 1933 damage over 32 seconds

Bone Spear III - Hurls a spear of bone at your opponent, dealing 785 - 829 physical damage

Dark Rebuke IV - Spiritual energy crushes your target for 595 - 629 damage. Deals an additional 343 - 365 damage to undead targets

Sealed Fate V - Deals damage in three waves. The first wave deals 838 - 886 instant physical damage, the second wave deals 7829 - 8235 over 60 seconds and the third deals 13028 - 13700 over 10 minutes

Specter’s Touch IV - A soul chilling blast of cold that inflicts 1195 - 1261 of damage and depletes 1195 - 1261 of energy

Mend Flesh II - Mends the flesh of your abomination, healing 2125 hitpoints over 24 seconds

Ritual Animatus II- A dark ritual that reanimates a corpse forcing it to fight for you a brief time

Dead man’s Bargain I - Brings the dead back to life

Level 44

Crippling Blight VI - Cripples your opponent lowering damage by 160. The weakness mostly fades after 45 seconds, but lingers for 2 minutes

Soul Blight III - Causes your opponents soul to wither and decay which reduces spiritual resistances by 400 for 60 seconds. The target temporarily becomes an undead creature, causing them to be susceptible to any abilities that affect the living dead.

Drain Life V - Steals life from your target dealing 366 - 389 damage and healing for the same amount

Vile Ritual VII - Performs a ritual on a nearby corpse giving both you and your abomination 1560 energy (mana)

Level 46

Bone mail III - Clothes you and your abomination in spiked bone armor which increases armor class by 918 and causes damage to any that attack you

Devouring Shadows V - DoT and life tap. Deals 1472 - 1553 damage over 24 seconds transferring half the damage to you in the form of life (hit points)

Plague of Infestation VI - Damage over time spell (DoT). 2501 - 2634 damage over 24 seconds

Shadow Feast IV - Deals 1473 - 1554 damage and steals 150 constitution from your opponent

Rite of the Master I - Drains the remaining life from your abomination and heals you with its life force

Devour Curse III - Removes powerful curses from your target. Can be used to remove stronger curses but may need to be used more than once

Grasp of the Grave IV - The chill of death overcomes your target, inflicting 2734 - 2878 damage over 36 seconds

Bone Chill V - Chills your opponent to the bone, dealing 1457 - 1536 cold damage

Level 48

Despoiling Blight II - Drains an opponents constitution, dexterity, intelligence, vitality and wisdom by 51, giving them to you and your allies for 60 seconds

Poison Burst III - A blast of noxious poison hits all opponents within 10m for 763 - 806 damage

Bone Spear IV - Hurls a spear of bone at your opponent, dealing 985 - 1041 physical damage

Detonate Corpse IV - The targeted corpse explodes dealing to 999 - 1054 damage to all enemies within 10 meters

Life Draught II - Pulls the life from your target dealing 514 - 544 damage and heals you and your group

Corruption II - Increase both your energy and intelligence by 24% while reducing both your hit points and strength by 10%

Death Shroud III - This spell wraps your target in a deathly shroud, greatly increasing cold resistance by 210

I will ADD LVL 50 spells and my set up when I get time.

The Art of Death (Quest for Feign Death Spell)

Granted at level 20. Requires you to go to Kelendra's Coven. Find Master Vallexx (sp?)

You will need a solid group here of 20+ realistically. The tank, if nothing else, should be 21+.

If you choose to do this with invisibility carving you can do it solo.

Part 1

To enter the coven, you are looking for a hole in the ground at the southern end of the area, not the large cave to the west. The hole is SSE of the pool of purification.

To get to Master K you need to drop down the hole. Once you drop down kill the mob standing here and keep your eyes open for any invisible mobs. When you enter the first room (circular) take the right path. The first open area you come to is the jail. Proceed through this room and you will come to some stairs. Once down the stairs you come to a 4 way intersection. Continue straight into the large room and you will see master K at the end. Be careful in this room because, like the rest of this area, there are many invisible mobs around the walls.

Talk to Master K and he will give you a quest to rescue a Failing Pupil.

Part 2

To get to the Failing Pupil turn around and go back to the four way intersection. You will turn to your right and will be able to see the pupils. There are no mobs in the room unless you somehow missed the pat. Hail any Failing Pupil and you are done. Go back to Master K and speak to him. He will feign death in front of you. You must not leave yet. Wait for him to get up and speak with him again and you will have Rest of the Dead I.


Level 30 Form Quests -

Received from trainer in Khal, and trainer in Lomshir. Cannot confirm other locations of trainers with said quest until others have done them.

Part 1 Wraith/Lich -

Head directly east along the road to Raia (sp? have to get this when game comes up). You are looking for the field of bones. On the road itself you will pass the bones. There are a bunch of hyenas and vultures there during the day. At night the essences will spawn. By level 30 you can easily kill them, they were around level 10. You need to collect 5 essences off these mobs. The drop is fairly common but not 100% (took me 6 kills).

Part 2 Wraith/Lich -

This quest asks you to speak with the dead guard’s spirit on the docks. Not sure if this guard is up during the day, the quest would suggest he, like the part 1 mobs, is only up at night. He wanders the docks, I found him almost directly across from the spell trainer area, on the other side of Khal.



Part 3 Wraith/Lich –


The next part requires you to talk to your trainer and he explains the two options. After you read through you complete the quest and move on to the last part.

Part 4 Wraith-

You are given a choice between Lich and Wraith quests after the first 3 parts (which are the same). Upon choosing wraith you will be given an item to summon a 3 dot lvl 30 creature in the temple of Dailuk (fear able and easily solo able). He drops some skin which you take back to the Kahl trainer, who then gives you the wraith form.

Stats of Wraith: You look exactly the same as you would if using any invisible spell, except you have a green tint.

Level 30 - +15% to spiritual damage, levitation, 8% damage rune, enduring breath, see invisibility

Level 40 - +20% to spiritual spell damage, levitation, 10% damage rune, enduring breath, see invisibility Level 50 - +25% to spiritual spell damage, levitation, 12% damage rune, enduring breath, see invisibility

Part 4 Lich -


Stats of Lich: Basically any part of the body you can see is turned into a skeleton animation i.e. head etc.

Level 30 - +122 to armor class, +15% bonus to damage with physical and Poison spells, +10% hit points, enduring breath.

Level 40 - +125 to armor class, +20% bonus to damage with physical and Poison spells, +20% hit points, enduring breath

Level 50 - +166 to armor class, +25% bonus to damage with physical and Poison spells, +30% hit points, enduring breath This is currently broken. And does the opposite.

Book of Unspeakable Deeds -

You also get a book to study at 3 different levels.

Level 30 Wraith - Plague Bringer's Ritual - Summons a minion who will cast a debuff on your target increasing spiritual damage by 10% and decreasing spiritual resists by 240. The pet itself seems to do no damage.

Lich - Plague Bringer's Ritual - Summons a minion who will cast a debuff on your target increasing physical damage by 10% and decreasing physical resists by 240 (does affect melee damage slightly). The pet itself seems to do no damage.

Level 38 Wraith - Ritual of the Servant - Summons a minion that occasionally heals the mana of you and your party. Again, no damage dealt to target.

Lich - Ritual of the Servant - Summons a minion that occasionally heals the health of you and your party. Again, no damage dealt to target.

Level 46 Wraith - Advocate's Ritual - Summons a ghostly zealot who does tremendous damage versus undead mobs.

Lich - Advocate's Ritual - Summons a ghostly zealot who does tremendous damage versus undead mobs

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.