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 Post subject: NECROMANCER
PostPosted: Thu Jan 20, 2011 9:10 am 
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Joined: Wed Nov 09, 2005 8:43 pm
Posts: 1618
Location: just south of insanity
After 10 long months of working cursing and all round being frustrated by it here's the new Animist. It's still a Beta version, numbers will need to be tweaked a little yet perhaps buts its a working class for you to look at for the moment.


Here's the necromancer Version 1.200347

Base- 29 (10 weaks, 10 mediums, 7 strong, 2 powerful)
Augmentations- 43 (14 weak, 21 medium, 8 strong)
Weapons- 11 (4 weak, 4 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 94 Spells... hopefully big enough and diverse enough that everyone is different. This might seem like a lot, Mages afterall only have 52 spells, but the majority of them require you to cast a base spell first, reducing the effective number of spells.


Quote:
Necromancer

Starts with 7 gold, robe, curved dagger
3 skills (2 Weak, 1 Abomination) 4 spells (two weak two medium) (To be combined and spent on Animation or Augmentation Spells)

Necromancers are practitioners of life in a way, but only in a very macabre way. When creatures die part of their souls stay within the bones of their corpse, as memories of their old life. Necromancers realised that they could lend the once living flesh and bone a little bit of their own life to re-spark the flames of life. Necromancers have the power to form the bones and tissues into whatever shape they wish, but the memories in the bones make it harder to form them into shapes to far from what they once were.

Necromancers can summon as many creatures as their life force allows. There is a limit to their power though, and many Necromancers over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each Necromancer has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong or Powerful 3. Meaning no Necromancer can have more than 2 strong or powerful creatures at a time.)

There are two styles of Necromancy, that which focuses upon the few, and that which focus upon the many. The side that focuses upon the few, specialises in making a few powerful creatures by means of Augmentations (special alterations to the original corpse). Whereas the side that focuses on the many tries to raise a vast army of weaker creatures in an attempts to win by sheer numbers.

Due to the inherent risk of summoning the dead, Necromancers often have to fight for their lives. As such Necromancers tend to be better fighters than other spell casters, or at least evaders if nothing else.

Animating creatures work in two different ways. When animating a corpse the Necromancer must chose if he wants to summon a basic (or base corpse) or if he wants to augment it with special traits of other corpses. A base corpse is raised almost instantly, however, if the Necromancer augments the corpse more time is needed. Each corpse has a certain amount of Units that can be spent on Augmentation; however, for every three Units spent (Rounded up) an additional post is required to animate the creature.

Augmentations
Augmentations are the ability a Necromancer has to alter his summons. They can range from enhanced bones, to flames, or other special abilities. Most augmentations have a restriction or Bone, Flesh, Humanoid, or Feral, or a combination of the 4. Augmentations are given to summons while they are being summoned and can not exceed the number of units each corpse is given. Augmentations also slow down the summoning process, as the bones and flesh must first be altered; for every 3 units spent on Augmentations an extra post must be spent summoning.

Abomination Skill
The pride and joy of any Necromancer is the abomination. The abomination is a beast or merged and mangled corpses coming together as one being. When a Necromancer creates an abomination they take pieces of animations they know to summon. There are two ways of summoning an abomination. The first way is to have summoned all the right pieces and taking the parts from these creatures (Still alive or not. Any alive creature used will automatically be killed.) In this way the abomination will be animated after one whole post. The second is to summon the creature directly from the earth, this however takes 1 use of all the spells needed to create the abomination, and will also take one post plus a post for every 2 summons needed. (The two ways can not be combined. As in if 2/3 of your summons are already on the field, you can not summon an abomination by simply offering a use of the third.)
*Abominations can only be made up of bases equal to or below the level of the skill spent to make them.

Example
Steamy.
Steamy is the first abomination of 'Bob, Builder of the Dead.' Steamy is made of 2 different corpses a Human Zombie and a Wolf Zombie. He is mostly human, only having the fangs, snot, and claws (On both hands and feet). However he is a bit quicker than the average zombie human. (2HP/ Medium/ Feral-Humanoid- Flesh/ 5 Units)


BASES

FERAL BASES

Snake: Slithering Reptile up to 2m in length, has a venomous bite which causes dizziness and loss of balance for 1 post. Extremely vulnerable to the cold, next to useless in frigid climates.[1HP/Weak/Feral/Flesh/2 Units] 3x

Undead Impling Base: This spell summons a small imp, about the size of a buckler, in zombie form onto the field. It is highly agility based and has a pair of sinewy wings that gives it limited flight. It is more of an annoyance than anything but has a large capacity for enchantments. [1HP/Weak/Humanoid/Feral/Flesh/4 Units] 1x per battle

Rat Base: Just that small furry, with a relatively harmless but still painful bite. Their incredibly weak destroyed by even weak attacks, but they are good for suicidal distractions while you raise a stronger minion, or a nasty surprise with the right augmentation. Can be raised 3 at a time using 3 uses but only one of the three can be augmented per post. [1HP/Weak/Feral/Flesh/2 Units] 5x

Lesser Feline Base: This spell summons a house cat or feline of similar size in skeletal form onto the field. It is highly agility based and wields natural claws and teeth as weapons. [1HP/Weak/Feral/Skeletal/2 Units] 2x per battle

Lesser Canine Base: This spell summons a pit bull or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [2HP/Weak/Feral/Skeletal/4 Units] 1x per battle.

Lesser Avian; Bird to the size of a small falcon. Can fly, has sharp talons and beak. Can carry small objects, extremely fragile. Dead has weakened the creature while it can still fly, after 4 posts it must rest for 2, but is has no speed on the ground. [1HP/Weak/Feral/Flesh/2 Units] 2x

Feline Base: Cat up to a bobcat or similar size, these felines are fast, with razor claws, large fangs and they are also able to leap considerable distances. [2HP/Medium/Feral/Skeletal 3 units] 2x

Canine Base: This spell summons a Wolf or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [3HP/Medium/Feral/Skeletal/4 Units] 2x per battle.

Greater Feline : Feline up to the size of a Tiger or similar size, these felines are fast, with razor claws, large fangs powerful jaws and they are also able to leap considerable distances. [3HP/Strong/Feral/Feral, 4 units] 2x

Greater Canine: This spell summons a Wolf or canine twice the size as normal of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [4HP/Strong/Feral/Skeletal/4 Units] 2x per battle.

Bear: Your typical bear, it can stand at almost 3m tall and 300kg, insanely strong but not the fastest creature around. Capable of dealing heavy hits or tanking solid blows the bear is definitely a welcome addition to any animists arsenal. [5HP/Strong/Feral/Flesh/5 Units] 1x

Gorilla: Summons a gorilla, Strong enough to rip a car door from its hinges this beast is a poweful front line fighter, its also the only other base other than the Impling that has hands and can suffer humanoid augmentations [4HP/Strong/Feral-Humanoid/Flesh/4Units] 1x

Elephant: Gigantic, heavy, usable trunk, extremely strong. An elephant once raised is nigh impossible to stop. Unfortunately apart from its trunk the rest of it moves fairly slowly but it's still a force to be reckoned with. Number of posts to raise this base begins at 2 rather than 1. [7HP/Powerful/Feral/Flesh/9 Units] 1x

HUMANOID BASES

Halfling Zombie: The fleshy corpse of a halfling. It is small and extremely slow, lacking attack power but surprisingly durable. [2HP/Weak/Humanoid/Flesh/3Unit] 2x per battle

Halfling Skeleton: The skeletal corpse of a halfling. It is small, lacks combat power and defence. It does have an advantage of speed however and is hard to hit. [1HP/Weak/Humanoid/Skeletal/3Units] 3x per battle

High Elf Zombie: The fleshy corpse of a high elf. Due to their frail a weak structure in life, the zombie high elf is not as durable as other flesh creatures. [1HP/Weak/Humanoid/Flesh/3Units] 2x per battle

High Elf Skeleton: The skeletal corpse of a high elf. The skeletal high elf has little in the ways of attacking but is slightly more agile than the human skeleton. [1HP/Weak/Humanoid/Skeletal/3Units] 2x per battle

Human Zombie: The standard for flesh corpses. The zombie human has its strength and durability but is slow, due to the frequency of human corpses however it has more uses. [2HP/Medium/Humanoid/Flesh/5Units] 4x per battle

Human Skeleton: The standard for skeletal corpses. The skeletal human has diminished strength and durability, but it is faster than the zombie and slightly more malleable. [1HP/Medium/Humanoid/Skeletal/6Units] 4x per battle

Drow Zombie: The animated corpse of a fleshy drow. They are more agile than even human skeletons, however the strength and durability is lacking. They also suffer the same weakness to incorporeal magic. [2HP/Medium/Humanoid/Flesh/5Units] 3x per battle

Drow Skeleton: The skeletal corpse of a drow. Agility is nearly the only thing that this class has going for it. They are weak, easily smashed, and suffer from incorporeal magic, they are slightly more malleable. [1Hp/Medium/Humanoid/Skeletal/6Units] 3x per battle

Sylvan Elf Zombie: The zombie corpse of a sylvan elf. The sylvan elf is slightly stronger than normal and can blend into the forest. They are adapt at pulling back bowstrings. [3HP/Medium/Humanoid/Flesh/5Units] 2x per battle

Sylvan Elf Skeleton: The skeletal corpse of a sylvan elf. Faster, slightly stronger, and more adapt at pulling back bow strings. [1HP/Medium/Humanoid/Skeletal/5Units] 3x per battle

Dwarf Zombie: The fleshy corpse of a proud dwarf. The dwarves have always been thick skinned and strong. They are the slowest of zombies but they are among the most durable. [4HP/Medium/Humanoid/Flesh/5Units] 1x per battle

Kilthar Skeleton: The skeletal corpse of a kilthar. By far the most agile and fastest of all humanoids, it has claws and fangs of bone for attacking, but lacks defensive powers. [1HP/Strong/Humanoid/Skeletal/7Units] 1x per battle

Ssar Zombie: The fleshy corpse of a ssar. The ssar has thick scales offering protection; he has fangs, claws, and a tail. Any feral tail based Augmentations can be given to the Ssar. [3HP/Strong/Humanoid/Flesh/7Units] 2x per battle

Orc Zombie: The fleshy corpse of a mighty orc. Not as durable as the dwarf, but with more strength. Large weapons feel good in his hands. [3HP/Strong/Humanoid/Flesh/7Units] 1x per battle

Rathol Zombie: The fleshy corpse of the might alpha male rathol. It is the largest humanoid, very fast, very strong, claws, fangs, and the only creature to be both humanoid and feral. [4HP/Powerful/Humanoid-Feral/Flesh/8Units] 1x per battle

AUGMENTATIONS

Standard Augmentations
Attach Muscle Strength: adds additional muscle to a corpse increasing its strength about the same as a weak skill would on any other character. A corpse can only have one Attached Muscle augmentation. [2 Unit, 2 Uses, Flesh] (Weak)

Enhanced Calcium: By adding more calcium to a skeletal corpse, it can be given an extra hit point. [2 Units, 3 Uses, Bone] (Weak)

Spark teeth: while being raised from the earth two of the bases teeth are replaced with a flint and stone, as such the creature can make a small flash spark any time it wants, capable of setting more flammable things on fire. [1 Unit, 1 Use, Flesh/Bone] (Weak)

Harden skin: Using their magic as a source of heat the Necromancer turns the skin of a flesh base into a kind of hardened leather, making it more resistant to slashing and blunt attacks. Although this does not give additional hit points, it assure that only well placed and powerful blows will damage the creature properly. [3 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Speed: Adds an additional muscle to a corpse, increasing its running speed the same as a weak skill would, not an increase to agility. A corpse can only have one Attached Muscle Augmentation. [2 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Flexibility: Adds additional muscle to the corpse increasing its flexibility and agility, making it better suited to dodge attacks. [2 Units, 2 Uses, Flesh] (Weak)

Third Eye: Attaches a magical eye upon a base's forehead. This eye does nothing for the creature itself, its use is for the necromancer itself. The eye grants vision to the necromancer as if he were seeing the vision himself. However this is not without weakness. Not only is the third eye a weakness of the creatures, but the vision can only be comprehended when the necromancer's eyes are closed. [2 units, 2 Uses, No Restriction] (Weak)

Frozen Bone: The summoned skeletal creature is coated with a layer of frost. This frost gives off an aura of cold that chills the area around it. More effective in cool climates, this augmentation also makes the creature immune to water and ice abilities, but take double damage against fire. [3 Units, 3 Uses, Bone] (Medium)

Spikes of Bone: Creates boney spikes across the body of any skeletal creature. The size of the spikes depends on the area it is attached to, the larger the area the larger the spikes. On the firsts, a small area, the spikes are roughly an inch long, while on the chest the spikes are nearly three times that.
[3 Units, 3 Uses, Bone] (Medium)

Burning Bone: The summoned skeletal creature is surrounded by flames all over their body. The flames cause minor burns and can be used to light things on fire. [3 Units, 3 Uses, Bone] (Medium)

Bulging stomach: The stomach of this base bulges with a potent mix of flammable liquids and gases held under pressure, which, one time only it can spew forth from its mouth for several meters. This mix absolutely reeks, and can cause minor nausea to anything that smell it, even the necromancer himself. Amount of 'vomit' depends on size of base. [3 Units, 1 Use, Flesh] (Medium)

Decay: Death stinks... I mean really stinks. Some corpses smell so bad that it actually makes it hard to concentrate when they're close to you. If a corpse with this augmentation is near you the smell messes with your concentration, slightly increasing the casting time of abilities, this is far more potent on races like the rathol and kiltharr. [4 Units, 2 Uses, No Restriction] (Medium)
Bone Dust: This augmentation covers a skeletal base with bone dust, the first time this base it struck hard enough to lose a hit point, this bone dust shakes free and becomes a cloud. It causes itchy skin, irritated eyes, and if breathed in a burning nose and throat. Not exactly damaging but it might put the opponent into a vulnerable position to be attacked. [3 Units, 2 Uses, Bone] (Medium)

Tuma: creates a soft fleshy tuma somewhere on the base this tuma while not actually giving any defence, may catche bladed weapons which strike it within its mass, making it difficult to free them. [2 Units, 2 Uses, Flesh] (Medium)


Exploding Zombie: A thin magical barrier is placed within the bases stomach in order to separate two individually harmless liquids. However this barrier can be removed at the necromancers command or by a powerful blow to the creatures gut. After which the liquids mix and have an extremely violent reaction, in which the base bulges before exploding. The explosion itself is mostly harmless, only shrapnel damage where a majority of the shrapnel is flesh, there are however some bone. The flying guts and debris cause strong nausea to those caught in the blast. [4 Units, 1 Use, Flesh] (Strong)



FERAL AUGMENTATIONS

Claw and Fang: This augments the skeletal creature go grow its fangs and claws to double in size. In the case of humanoid creatures their fingers are pointed and sharpened into long claws, as their teeth grow larger and sharper. [2 Units, 4 Uses,Feral, Bone] (Weak)

Scorpion Pincer, Adds two scorpion arms to the torso/shoulder joint of a beast . These act exactly like a normal scorpion's except that their size is proportionate to the beast they are placed on. If severed from the beast by an attack while holding something within them, the claw
maintains a death grip on the object. [2 Units, 2 Uses, Feral] (weak)
Carapace: Adds an insect like carapace onto the Feral base, modifying its appearance and increasing its resistance to slashing and blunt attacks, peircing attacks however may still peirce the carapace to injure the Base. Bunny leap: By modifying the hind legs of a feral base with rabbit like quality the bases ability to leap in any direction is increases by about 2 metres. [2 units, 2 uses, Feral] (weak)

Cheetah Swiiftness: Increases the movement speed of the feral base greatly, and of course being undead they don't feel the exhaustion like the cheetah. However, successful attacks on these enhances bases while moving at high speed cause an additional hit point of damage. [3 units, 1 use, Feral] (Medium)

Camoflage: Changes the colour scheme of the Feral bases fur, skin, scales etc, to make that of their surrounding making it easily for them to blend in and create ambushes. [2 units, 2 uses, Feral, Flesh] (Medium)

Snake bite: gives any Ferals Bases bite the ability to dizziness and loss of balance for a single post. [2 units, 1 use, Feral] (Weak)

Bristling fur: Replaces the Feral bases fur with a bone like equivalent, that while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Weak)

Bellowing Roar: gives the ability to unleash a roar so powerful that it moves the air itself, creatign a small pressure wave which travells for several metres and hits with moderate force, can only be used once. [3units, 2 uses, Feral] (Medium)

Acid spit: Gives the feral base a pouch within it's body allowing it to spit a corrosive liquid over a distance of 20 feet, this liquid feels like boiling water. This liquid can be fired twice, and for an unknown reason is extremely effective against summons and undead. [3 Units, 2 Uses, Feral, Flesh] (strong)

Scorpion Tail: Tail that can be added to any Beast type base. While not prehensile it does have a stinger that can poison the target. This poison can only be used once, similar to a special, and if the attack lands, the victim is weakened physically for their next 2 posts. [3 Units, 3 Uses, Feral] (Medium)

Crustacean Plate: This Augmentation adds crab like armor plating to the back of a flesh beast base, that flares out from the side. The effect is similar to covering the beasts back with a metal shield, however this attachment has the side effect of softening the underbelly of the beast making it more vulnerable to attack. The added weight will likely slow the creature down as well. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Quill-spine: Bristles the feral bases back with with innumerable spines similar in construction to an enchilada or hedgehog. While they will somewhat protect the creature from attacks, the true purpose is somewhat more sinister. When an object brushes them they extend by about an inch driving themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. [3 Units, 4 Uses, Feral/Flesh] (Medium)

Greater Quill Spine: Bristles the feral bases back with with innumerable spines similar in construction to an echidna or hedgehog. While they will somewhat protect the creature from attacks, they true purpose is somewhat more sinister. When an object brushes them they extend by about an inch driving themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. How these differ from the normal kind of quill spine is that inside each one is a neuro-toxin which slows the limb struck for 1 to 3 posts. The poison is inversely proportionate to the size of the feral its placed on, a rat having the most potent and a bear having the least. [4 Units, 2 Uses, Feral/Flesh] (Strong)

Enlarge: potentially one of the strongest Feral augmentations. Enlarge enlarges the base being raised from the ground, increasing its size by about 50% and giving it 25% more hit points (rounded up) However it uses all of the Bases Units and cannot be used on powerful Bases. [All Units, 1 Uses, Feral, Flesh/Bone] (Strong)


Greater Bat Wings: Attached great black bat wings, proportionate in size to the base. These wings allow weak and medium bases to fly for 4 posts before having to rest for 2. On a strong or above however it does not give the ability to fly given the weight of the creature. Instead it can be used as a one time shield to prevent an attack from causing the lose of hit points to the base (within limits) and on large creatures it can flap hard enough to cause a small dust cloud. [5 Units, 1 Use, Feral] (Strong)

HUMANOID AUGMENTATIONS

Bone claws: extension of the fingernails of the base by six inches, as well as sharpening then into blades with sharp points, certainly a more effective augmentation on faster bases. [1 unit, 3 uses, bone/flesh, humanoid] (weak)

Rage Zombie: Augments a humanoid zombie into a rage, increasing the speed, agility, and strength beyond what the corpse could of done in life, no fear of muscle tear and all that. However the major downside is the lack of control that comes with the augmentation. Its as much as the necromancer can handle just to keep it focused on the right target. The creature does not take orders and does not defend itself, and if the beast can attack it must attack, taking the necromancers one attack per post. [4 Units, 1 Use, Humanoid-Flesh] (Medium)

Weapon: Bone shield: hardens, shapes and adds to the bones of the forearm of one corpse. Forming it into a bone shield. This shield circular in shape being as wide as the forearm is long. The bone shield is capable of weathering weaker attacks without lose of hit points, but does come with certain disadvantages. Stronger attacks will shatter the shield and the arm along with it. The added weight of the extra bone slightly slows the arm on which it is formed. And no other attachments or enhancements can be placed on that arm. [2 Units, 2 Uses, Bone, Humanoid] (medium)

Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone, Humanoid] (Medium)

Weapon: Sword arm: hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a double edged blade. While it is as sharp as a normal steel weapon the bone isn't quite as strong, so parrying and blocking strong blows isn't recommended as it can break the sword. For obvious reasons this can only be formed on humanoid corpses. [2 Units, 2 Uses, Bone, Humanoid] (Medium)

Weapon: Mace: Hardens, shapes and adds to the fist of a corpse, fusing it permanently into a heavy ball shaped mass. Increases the bludgeon strength of the arm, but the weight slows the arm on which its formed. [3 Units, 1 Uses, Flesh, Humanoid] (medium)

Attach Muscle Slugger: Adds muscle to a single arm of a corpses increasing its speed and strength each by the same as a medium. [2 Unit, 2 Uses, Flesh, Humanoid] (Medium)

Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone] (Medium)

Bone Spike Spears: Bone spike spears are giant spikes the size of short swords. When augmented to a bone humanoid, the creature forms one of these curved blades on each of their forearms. The spikes are made of enhanced calcium and are fairly durable. They are good for blocking and stabbing. [3 Units, 2 Uses, Bone/Humanoid] (Medium)

Meat Shield: Gives an extra layer of flesh to the base, giving it an extra hit point, extra defense, and making it somewhat bigger. With enough momentum it can deliver quite a strong charge. However the extra flesh had to come from somewhere, and this augmentation leaves the corpse without its two arms. [3 Units, 2 Uses, Flesh] (Medium)

Attached Limbs: Attaches two extra arms to any humanoid corpse. Of course skeletal units get skeletal arms and flesh creatures flesh arms. The limbs are firmly attached below the original two, and they are functional enough to hold weapons. This corpse is naturally better at grappling if it can get its hands on an opponent. [5 Units, 2 Uses, Humanoid] (Strong)

Giant: This augmentation increases the size of any humanoid corpse to giant proportion. This makes the corpse grown in size by half and gives it more strength accordingly. [6 units, 2 Uses, Humanoid] (Strong)




Animist Weapon Bases
Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right, and can be summoned seperately from an animists normal bases, however a weapon base consumes one unit while held by a base, meaning that if a base has no free units then it cannot pick up a weapon base. Infact should he wish even the animist himself can use these weapons. Of course there are downsides to this seemingly convenient summons, as opposed to the speels build onto a base itself equipment bases generally have fewer uses than their augmentation equivilents. They also have hit points meaning that for the lower tier weapons can be broken by a solid attack. They aren't without their uses though, some equipment can actually be augmented in its own right. There are no powerful weapon bases and custom weapon bases can only be up a strong in strength. It's theorised that a few powerful spells exist.



bone dagger [1 hit] [Weak weapon]: A simple bone dagger, it can deliver nasty cuts and if used right can be deadly. [3 uses] [1 unit]

bag of heads [1 hit] [Weak weapon]: A sack made from skin containing heads, they can be thrown for descent blunt damage although the real effect comes from the shock and horror of having rotting heads hit you. The bag contains two rotting heads, two skulls and two brains. Most creatures with hands can use this as it requires little skill, the stronger the creature the stronger the throw. [2 uses] [2 units]

skull mace [1 hit] [Weak weapon] a mace made out of bone the only difference is that that instead of a hard metal on top of the stick there is a large thick skull used to hit with. It is easy to use and can be equipped by most undead. [2 uses] [2 units]

bone maul [2 hit] [Medium weapon] a large blunt weapon made from bone, it requires considerable strength the use effectively but can deliver a good blunt hit. [2 uses] [2 units]

Bone short sword [1 hit] [Weak weapon] a short sword made of bone, it possesses much of the same characteristics as a normal short sword. It is not the most easy weapon to use but can be very effective in the right hands. [2 uses] [2 units]

Bone bow [1 hit] [Medium weapon] a short bow cleverly crafted out of bone, it comes with 5 arrows but requires some co-ordination and skill to use so zombies beware. [3 uses] [2 units]

bone axe [1 hit] [Medium weapon] a axe made out of bone, it is fairly heavy but can be wielded in one hand with the right strength, it is fairly easy to use and can deliver a nasty hits when wielded with the right strength [2 uses] [2 units]

giants terror [3 hit] [Strong weapon] a truly massive weapon which size alters depending on who it was summoned for, the favoured weapon of giants and golems. It appears to be a massive double headed axe apart from the fact that one of the axes blades is actually blunt like a hammer. It requires very little skill to use but a lot of strength. [1 uses] [4 units]

Spinal whip [1 hit] [Medium weapon] the complete spinal cord of a human, it has been made flexible and acts much the same as a normal whip. However it has been improved by sharpening the bones giving it a very painful and deadly lash. [2 uses] [2 units]

Bone battle sword [3 hit] [Strong weapon] a long a deadly blade, it is in between a long sword and the rapier. It can be used to block but also can do some real damage. It requires some skill to use. [2 use] [3 units]

Bone Great sword [2 hit] [Strong weapon] a massive two handed blade that changes size depending on the user. It requires little skill to use but can deal some serious damage with the right strength behind it. [1 uses] [4 units]

ANIMIST ARMOUR BASES
While still bases in their own right, armour bases can only be summoned onto a base. This is done after the base is raised from the earth and the area the armour is summoned onto cannot move for the post it is attached, for example attaching gloves prevents the skeleton from using its arms, boots means it can't move and is vulnerable. Each piece of armour takes up one unit of the base it is summoned onto, meaning that if the base has no free units it cannot be equiped with armour. Also only one piece of each type per skeleton unless stated otherwise. (only one set of boots, one sets of gloves etc). Once again like the weapon bases armour pieces can in some ways be augmented themselves, and in the case of paired items (gloves, boots) any augmentation on one is mirrored on the other. There are no powerful armour bases and custom armour bases can only be up a strong in strength. It's theorised that a few powerful spells exist.


flesh gloves: A thick fleshing pair of gloves, they can defend against one blunt hit without effecting the hits of a creature. Stabbing or slashing attacks may go straight through. The gloves share the hit so destroy together. Any undead which hands can wear gloves unless stated otherwise. [2 uses] [1 unit] [1 hit] [weak]

bone boots: thick bone boots complete with shin guards protect from the foot to the knee. They can take one good hit before smashing. The number of boots summoned depends on the number of legs of the summon. All the boots share the same hit.[2uses] [2 unit] [1hit] [weak]

bone shield: a small bone shield, it can be equipped by most undead with hands although it requires some skill to use correctly. It provides two extra hits before breaking, a good blunt hit would destroy it in.[2 uses] [2 units] [2 hits] [weak]

flesh body: the creatures entire chest is covered in a thick flesh similar to the flesh gloves. It stops at the neck and doesn’t cover the arms or below the waist. A good piercing or slashing attack would still injure what ever it protected. [2 uses] [4units] [2 hit] [medium]

Bone arm guards: a set of bone arm guards going covering all the arm, complete with a set of bone gloves. They protect decently from a single hit before breaking. [2 uses][2units] [1 hit] [weak]

rib bone chest plate: the chest plate of bone looks like a rib cage covering the whole chest in a protective cage. It is heavy and quite movement restrictive but gives good protection, its somewhat weaker against hammer type attacks as apposed to slashign attacks. [2 uses][4 units] [3 hit] [medium]

flesh shield: a fleshy mess of a shield, there is a chance that weapons will get stuck in this when they strike it. It is fairly good at taking blunt damage but weak against slicing/peircing damage. [2 uses] [2units] [2 hits] [medium]

full flesh armour: a full set of flesh armour, it is quite strong akin to leather. It covers the whole body, legs, arms, and head, a hit anywhere will damage one of the hits and when it has all gone the whole armour destroys. A good piercing attack would still injure what ever it protected, but blunt is easily defended against. [1 use] [5 units] [4 hits] [strong]

bone tower shield 3 hit [Medium armour] large shield made from bone, it can take a considerable beating before being destroyed. However the shield is quite heavy, movement restrictive and tricky to use effectively. [1 uses] [3 units]

shroud cloak: a mysterious black cloak, it significantly improves the speed of the wearer and make the area around them a permanent shadow. [1 uses] [0 units] [1 hits] [strong]

full bonemail: a full set of thick bone armour, it protects well against most attacks and can take a massive beating before being destroyed. However it is very heavy and movement restrictive. [1 uses] [6 units] [5 hit] [strong]

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 Post subject: Re: NECROMANCER
PostPosted: Thu Jan 20, 2011 1:50 pm 
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Wow, I am impressed both by the amount of work you put into this class and just how awesome it looks.

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 Post subject: Re: NECROMANCER
PostPosted: Thu Jan 20, 2011 3:35 pm 
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I see a lot of my work managed to make its way onto your finished project :)

Only 2 nit picks I see myself.

1. We should probably add that the starting abomination skill is medium

2. More of a few questions really. Are the weapon bases to be augmented with creature augmentations? If so are they only Bone Standers? And what about armor on Feral creatures? I see nothing written that I can't give mr. whiskers boots and gloves. Can you summon them and they just are written to be nice kittie gloves with holes cut out for the claws?

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 Post subject: Re: NECROMANCER
PostPosted: Thu Jan 20, 2011 8:18 pm 
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Just a quick glance:

Quote:
Bristling fur: Replaces the Feral bases fur with a bone like equivalent, that while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Weak)
Medium - minimum. It's not very nice when you actually have to run from the thing charging at you.

Quote:
Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone, Humanoid] (Medium)
You listed it twice.

Suffice to say you've got my interest. I won't shoot it down yet.


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 Post subject: Re: NECROMANCER
PostPosted: Fri Jan 21, 2011 1:34 am 
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deathjet wrote:
Just a quick glance:

Quote:
Bristling fur: Replaces the Feral bases fur with a bone like equivalent, that while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Weak)
Medium - minimum. It's not very nice when you actually have to run from the thing charging at you.
I was hoping that with its one use only and high unit cost I'd get away with a weak

Quote:
Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone, Humanoid] (Medium)
You listed it twice.

[i]I had everything over about 7 documents on the computer I must have accidently copy and pasted it twice when I brought it all together.

Suffice to say you've got my interest. I won't shoot it down yet.


SSK I was in a hurry when I posted it up and forgot to thank everyone who has helped me with it. Thank you SSK and everyone else that has helped me or given me ideas to use. I won't mention every name because to be honest after ten months I can't remember who helped me with each particular bit. But thank you everyone you've all helped even if you don't realise. Some ideas were from a comment someone made in a post

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 Post subject: Re: NECROMANCER
PostPosted: Fri Jan 21, 2011 5:21 am 
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In case it wasn't clear, I fully support this. With some edits (spells and grammar), I feel this could very easily replace the animist.


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 Post subject: Re: NECROMANCER
PostPosted: Fri Jan 21, 2011 6:05 am 
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Sorry Khan, life has been crazy lately. I'll take a look at it this weekend.

If I like it, would you mind me editing it directly for grammar/spelling/punctuation?


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 Post subject: Re: NECROMANCER
PostPosted: Fri Jan 21, 2011 8:11 am 
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That would be nice ding. I wasn't entirely focused on the spelling and grammer side of things when i did it. Especially with the diference between english and australian :D

A missed the bit about medium abomination in ssk's post. I directly copiex what you wrote for that bit.i

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 Post subject: Re: NECROMANCER
PostPosted: Sun Jan 23, 2011 2:26 am 
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Yeah it's a double so sue me.

Really I know this is a lot of text to read and your all having so much fun arguing about the bard nkrumah really this is all the response I get?

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 Post subject: Re: NECROMANCER
PostPosted: Sun Jan 23, 2011 3:09 am 
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I personally would love to see this up and running, as a few of the others I have spoken to (I don't talk to a whole ton of people, so that's just about everyone lol)... If i wasn't so against swapping up my character whenever the mood struck me, I would totally be taking this class easy. It looks like it could be a ton of fun, plus some.

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 Post subject: Re: NECROMANCER
PostPosted: Sun Jan 23, 2011 5:02 am 
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Thanks Khan!

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 Post subject: Re: NECROMANCER
PostPosted: Sun Jan 23, 2011 6:09 am 
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I'm writing up a full critique. It might take some time, but I'll let you know what I think about the whole thing eventually.

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 Post subject: Re: NECROMANCER
PostPosted: Sun Jan 23, 2011 10:15 am 
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I await it with baiting breath.

Though to be brutally honest the full critiques I really want are from DJ and Leboyx

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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 1:30 am 
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Khan Novaneau wrote:
Though to be brutally honest the full critiques I really want are from DJ and Leboyx
Oh really now? Oh well, you're getting one from me anyway.

Alright, I'm going to conduct a full critique on this class. I'll look over every spell and the new features. Expect this to be a long one, I know it will be.
Khan Novaneau wrote:
Base- 29 (10 weaks, 10 mediums, 7 strong, 2 powerful)
Augmentations- 43 (14 weak, 21 medium, 8 strong)
Weapons- 11 (4 weak, 4 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 94 Spells... hopefully big enough and diverse enough that everyone is different. This might seem like a lot, Mages afterall only have 52 spells, but the majority of them require you to cast a base spell first, reducing the effective number of spells.
This is crazy. I'll allow it, of course, but if I can I'll trim out some abilities.

Quote:
Necromancer

Starts with 7 gold, robe, curved dagger
3 skills (2 Weak, 1 Abomination) 4 spells (two weak two medium) (To be combined and spent on Animation or Augmentation Spells)
Less gold is a definite must. Most caster classes start with less gold and a worse weapon. 4 gold is my limit.
Necromancers are practitioners of life in a way, but only in a very macabre way. When creatures die part of their souls stay within the bones of their corpse, as memories of their old life. Necromancers realised that they could lend the once living flesh and bone a little bit of their own life to re-spark the flames of life. Necromancers have the power to form the bones and tissues into whatever shape they wish, but the memories in the bones make it harder to form them into shapes to far from what they once were.

Necromancers can summon as many creatures as their life force allows. There is a limit to their power though, and many Necromancers over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each Necromancer has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong or Powerful 3. Meaning no Necromancer can have more than 2 strong or powerful creatures at a time.)
Why not have powerful creatures at 4? That makes sense to me, and it still allows two powerfuls to be on the field at the same time, if someone is so inclined. Not that I like that idea personally, I would actually be more comfortable with powerful at 5 points.
There are two styles of Necromancy, that which focuses upon the few, and that which focus upon the many. The side that focuses upon the few, specialises in making a few powerful creatures by means of Augmentations (special alterations to the original corpse). Whereas the side that focuses on the many tries to raise a vast army of weaker creatures in an attempts to win by sheer numbers.

Due to the inherent risk of summoning the dead, Necromancers often have to fight for their lives. As such Necromancers tend to be better fighters than other spell casters, or at least evaders if nothing else.

Animating creatures work in two different ways. When animating a corpse the Necromancer must chose if he wants to summon a basic (or base corpse) or if he wants to augment it with special traits of other corpses. A base corpse is raised almost instantly, however, if the Necromancer augments the corpse more time is needed. Each corpse has a certain amount of Units that can be spent on Augmentation; however, for every three Units spent (Rounded up) an additional post is required to animate the creature.

Augmentations
Augmentations are the ability a Necromancer has to alter his summons. They can range from enhanced bones, to flames, or other special abilities. Most augmentations have a restriction or Bone, Flesh, Humanoid, or Feral, or a combination of the 4. Augmentations are given to summons while they are being summoned and can not exceed the number of units each corpse is given. Augmentations also slow down the summoning process, as the bones and flesh must first be altered; for every 3 units spent on Augmentations an extra post must be spent summoning.

Abomination Skill
The pride and joy of any Necromancer is the abomination. The abomination is a beast or merged and mangled corpses coming together as one being. When a Necromancer creates an abomination they take pieces of animations they know to summon. There are two ways of summoning an abomination. The first way is to have summoned all the right pieces and taking the parts from these creatures (Still alive or not. Any alive creature used will automatically be killed.) In this way the abomination will be animated after one whole post. The second is to summon the creature directly from the earth, this however takes 1 use of all the spells needed to create the abomination, and will also take one post plus a post for every 2 summons needed. (The two ways can not be combined. As in if 2/3 of your summons are already on the field, you can not summon an abomination by simply offering a use of the third.)
*Abominations can only be made up of bases equal to or below the level of the skill spent to make them.

Example
Steamy.
Steamy is the first abomination of 'Bob, Builder of the Dead.' Steamy is made of 2 different corpses a Human Zombie and a Wolf Zombie. He is mostly human, only having the fangs, snot, and claws (On both hands and feet). However he is a bit quicker than the average zombie human. (2HP/ Medium/ Feral-Humanoid- Flesh/ 5 Units)

I've never been big on the idea of the abomination, though this certainly makes it a lot more balanced. I'll give it a bit more thought, but I can't see anything wrong with this, at least on the surface.
BASES

FERAL BASES

Snake: Slithering Reptile up to 2m in length, has a venomous bite which causes dizziness and loss of balance for 1 post. Extremely vulnerable to the cold, next to useless in frigid climates.[1HP/Weak/Feral/Flesh/2 Units] 3x
Simple enough, though the poison should give a 'slight' debuff.
Undead Impling Base: This spell summons a small imp, about the size of a buckler, in zombie form onto the field. It is highly agility based and has a pair of sinewy wings that gives it limited flight. It is more of an annoyance than anything but has a large capacity for enchantments. [1HP/Weak/Humanoid/Feral/Flesh/4 Units] 1x per battle
Fast undead? I call zombie bullshit! (10 points for knowing this reference). This is actually quite fine, I just had to throw this in somewhere.
Rat Base: Just that small furry, with a relatively harmless but still painful bite. Their incredibly weak destroyed by even weak attacks, but they are good for suicidal distractions while you raise a stronger minion, or a nasty surprise with the right augmentation. Can be raised 3 at a time using 3 uses but only one of the three can be augmented per post. [1HP/Weak/Feral/Flesh/2 Units] 5x
2 at a time would make me feel better - rats are notoriously hard to kill without a trap. They're fast buggers.
Lesser Feline Base: This spell summons a house cat or feline of similar size in skeletal form onto the field. It is highly agility based and wields natural claws and teeth as weapons. [1HP/Weak/Feral/Skeletal/2 Units] 2x per battle
Peachy.
Lesser Canine Base: This spell summons a pit bull or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [2HP/Weak/Feral/Skeletal/4 Units] 1x per battle.
Similarly peachy.
Lesser Avian; Bird to the size of a small falcon. Can fly, has sharp talons and beak. Can carry small objects, extremely fragile. Dead has weakened the creature while it can still fly, after 4 posts it must rest for 2, but is has no speed on the ground. [1HP/Weak/Feral/Flesh/2 Units] 2x
Flying undead seems like a little much to me. I'm not keen on this one.
Feline Base: Cat up to a bobcat or similar size, these felines are fast, with razor claws, large fangs and they are also able to leap considerable distances. [2HP/Medium/Feral/Skeletal 3 units] 2x
This seems alright. However, what form does it take? Fleshy or skeletal?[/colour]
Canine Base: This spell summons a Wolf or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [3HP/Medium/Feral/Skeletal/4 Units] 2x per battle.
[color=#408000]This is also alright.

Greater Feline : Feline up to the size of a Tiger or similar size, these felines are fast, with razor claws, large fangs powerful jaws and they are also able to leap considerable distances. [3HP/Strong/Feral/Feral, 4 units] 2x
Again, is it skeletal or fleshy?
Greater Canine: This spell summons a Wolf or canine twice the size as normal of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [4HP/Strong/Feral/Skeletal/4 Units] 2x per battle.
I can live with this.
Bear: Your typical bear, it can stand at almost 3m tall and 300kg, insanely strong but not the fastest creature around. Capable of dealing heavy hits or tanking solid blows the bear is definitely a welcome addition to any animists arsenal. [5HP/Strong/Feral/Flesh/5 Units] 1x
You were right to make this a 1x summon, else I would have vetoed it.
Gorilla: Summons a gorilla, Strong enough to rip a car door from its hinges this beast is a poweful front line fighter, its also the only other base other than the Impling that has hands and can suffer humanoid augmentations [4HP/Strong/Feral-Humanoid/Flesh/4Units] 1x
Again, I'm iffy but I'll let it go. I'm assuming that this and the grizzly are flesh-based?

Elephant: Gigantic, heavy, usable trunk, extremely strong. An elephant once raised is nigh impossible to stop. Unfortunately apart from its trunk the rest of it moves fairly slowly but it's still a force to be reckoned with. Number of posts to raise this base begins at 2 rather than 1. [7HP/Powerful/Feral/Flesh/9 Units] 1x
This is quite alright.
HUMANOID BASES

Halfling Zombie: The fleshy corpse of a halfling. It is small and extremely slow, lacking attack power but surprisingly durable. [2HP/Weak/Humanoid/Flesh/3Unit] 2x per battle

Halfling Skeleton: The skeletal corpse of a halfling. It is small, lacks combat power and defence. It does have an advantage of speed however and is hard to hit. [1HP/Weak/Humanoid/Skeletal/3Units] 3x per battle
How about 'above average' speed so people have an idea of just how fast they are.
High Elf Zombie: The fleshy corpse of a high elf. Due to their frail a weak structure in life, the zombie high elf is not as durable as other flesh creatures. [1HP/Weak/Humanoid/Flesh/3Units] 2x per battle
This is completely overshadowed by the halflings, there is no reason for it to be here.
High Elf Skeleton: The skeletal corpse of a high elf. The skeletal high elf has little in the ways of attacking but is slightly more agile than the human skeleton. [1HP/Weak/Humanoid/Skeletal/3Units] 2x per battle
Like the above, this is overshadowed by its halfling counterpart. A skeleton won't be very agile to begin with, so a slight boost won't help it much.
Human Zombie: The standard for flesh corpses. The zombie human has its strength and durability but is slow. Due to its extra strength, it is able to bear more modifications than normal. [2HP/Medium/Humanoid/Flesh/5Units] 4x per battle
I think the uses should be reduced by 1 for this, but have its units go up by one..
Human Skeleton: The standard for skeletal corpses. The skeletal human has diminished strength and durability, but it is faster than the zombie. [1HP/Medium/Humanoid/Skeletal/6Units] 4x per battle
To balance the zombie's change, reduce this one's units to 4. Human skeletons will be more plentiful than fleshy corpses.
Drow Zombie: The animated corpse of a fleshy drow. They are more agile than even human skeletons, however the strength and durability is lacking. They also suffer the same weakness to incorporeal magic. [2HP/Medium/Humanoid/Flesh/5Units] 3x per battle
This is well-balanced with the human.
Drow Skeleton: The skeletal corpse of a drow. Agility is nearly the only thing that this base has going for it. They are weak, easily smashed, and suffer from incorporeal magic, they are slightly more malleable. [1Hp/Medium/Humanoid/Skeletal/6Units] 3x per battle
I would suggest modifications like the human skeleton, make the units lower than the zombie, but make its uses 1 higher.
Sylvan Elf Zombie: The zombie corpse of a sylvan elf. The sylvan elf is slightly stronger than normal and can blend into the forest. They are adapt at pulling back bowstrings. [3HP/Medium/Humanoid/Flesh/5Units] 2x per battle
I'm assuming that this is stronger than the human zombie. Reduce its hp by 1, or its units by 1.
Sylvan Elf Skeleton: The skeletal corpse of a sylvan elf. Faster, slightly stronger, and more adapt at pulling back bow strings. [1HP/Medium/Humanoid/Skeletal/5Units] 3x per battle
Following my general trend of comments so far, I would reduce the units by 1. also, is this stronger and more adept than the Sylvaan zombie, or the human skeleton/zombie. Be sure to specify.
Dwarf Zombie: The fleshy corpse of a proud dwarf. The dwarves have always been thick skinned and strong. They are the slowest of zombies but they are among the most durable. [4HP/Medium/Humanoid/Flesh/5Units] 1x per battle
This is alright, though I don't see who would get it at 1x when there are much better at the same strength. I would suggest increasing the uses by 1.
Kilthar Skeleton: The skeletal corpse of a kilthar. By far the most agile and fastest of all humanoids, it has claws and fangs of bone for attacking, but lacks defensive powers. [1HP/Strong/Humanoid/Skeletal/7Units] 1x per battle
This strikes me as weak by comparison to the other strongs. Reduce its units by 2, and increase its uses by 1 – I'm unsure what to do with the HP, but 1 does not strike me as a proper number for a strong.
Ssar Zombie: The fleshy corpse of a ssar. The ssar has thick scales offering protection; he has fangs, claws, and a tail. Any feral tail based Augmentations can be given to the Ssar. [3HP/Strong/Humanoid/Flesh/7Units] 2x per battle
This needs some sort of weakness. Might I suggest speed?
Orc Zombie: The fleshy corpse of a mighty orc. Not as durable as the dwarf, but with more strength. Large weapons feel good in his hands. [3HP/Strong/Humanoid/Flesh/7Units] 1x per battle
This is weaker than the Ssar – boosting its uses by 1 would bring it closer to being equal, and explain what “large weapons feel good in its hands” means.
Rathol Zombie: The fleshy corpse of the might alpha male rathol. It is the largest humanoid, very fast, very strong, claws, fangs, and the only creature to be both humanoid and feral. [4HP/Powerful/Humanoid-Feral/Flesh/8Units] 1x per battle
This is quite nice. I like it.
AUGMENTATIONS

Standard Augmentations
Attach Muscle Strength: adds additional muscle to a corpse increasing its strength about the same as a weak skill would on any other character. A corpse can only have one Attached Muscle augmentation. [2 Unit, 2 Uses, Flesh] (Weak)
Good start.
Enhanced Calcium: By adding more calcium to a skeletal corpse, it can be given an extra hit point. [2 Units, 3 Uses, Bone] (Weak)
An equally good start.
Spark teeth: while being raised from the earth two of the bases teeth are replaced with a flint and stone, as such the creature can make a small flash spark any time it wants, capable of setting more flammable things on fire. [1 Unit, 1 Use, Flesh/Bone] (Weak)
This is clever – I like it.
Harden skin: Using their magic as a source of heat the Necromancer turns the skin of a flesh base into a kind of hardened leather, making it more resistant to slashing attacks. Although this does not give additional hit points, it assure that only well placed and powerful blows will damage the creature properly. [3 Units, 2 Uses, Flesh] (Weak)
Changed to 'slashing attacks' only
Attach Muscle Speed: Adds an additional muscle to a corpse, increasing its running speed the same as a weak skill would, not an increase to agility. A corpse can only have one Attached Muscle Augmentation. [2 Units, 2 Uses, Flesh] (Weak)
See the above 'attach' augment.
Attach Muscle Flexibility: Adds additional muscle to the corpse increasing its flexibility and agility, making it better suited to dodge attacks. [2 Units, 2 Uses, Flesh] (Weak)
again, see above.
Third Eye: Attaches a magical eye upon a base's forehead. This eye does nothing for the creature itself, its use is for the necromancer itself. The eye grants vision to the necromancer as if he were seeing the vision himself. However this is not without weakness. Not only is the third eye a weakness of the creatures, but the vision can only be comprehended when the necromancer's eyes are closed. [2 units, 2 Uses, No Restriction] (Weak)
How is this a weakness to the creature? This is clever though, I like it.
Frozen Bone: The summoned skeletal creature is coated with a layer of frost. This frost gives off an aura of cold that chills the area around it. More effective in cool climates, this augmentation also makes the creature immune to water and ice abilities, but take double damage against fire. [3 Units, 3 Uses, Bone] (Medium)
Immunity is something that I'm not fond of, perhaps resistance, and then simply 'more' damage from fire?
Spikes of Bone: Creates boney spikes across the body of any skeletal creature. The size of the spikes depends on the area it is attached to, the larger the area the larger the spikes. On the firsts, a small area, the spikes are roughly an inch long, while on the chest the spikes are nearly three times that.
[3 Units, 3 Uses, Bone] (Medium)
This is alright, though I would feel better if the uses are at 2 instead of 3.
Burning Bone: The summoned skeletal creature is surrounded by flames all over their body. The flames cause minor burns and can be used to light things on fire. [3 Units, 3 Uses, Bone] (Medium)
I would suggest the flames being able to be doused or weakened by water – something like the weakness for the frozen bone.
Bulging stomach: The stomach of this base bulges with a potent mix of flammable liquids and gases held under pressure, which, one time only it can spew forth from its mouth for several meters. This mix absolutely reeks, and can cause minor nausea to anything that smell it, even the necromancer himself. Amount of 'vomit' depends on size of base. [3 Units, 1 Use, Flesh] (Medium)
Inspired by left for dead, no doubt. lol
Decay: Death stinks... I mean really stinks. Some corpses smell so bad that it actually makes it hard to concentrate when they're close to you. If a corpse with this augmentation is near you the smell messes with your concentration, slightly increasing the casting time of abilities, this is far more potent on races like the rathol and kiltharr. [4 Units, 2 Uses, No Restriction] (Medium)
I like it, though you might want to restrict it to fleshies. Bones don't exactly stink.
Bone Dust: This augmentation covers a skeletal base with bone dust, the first time this base it struck hard enough to lose a hit point, this bone dust shakes free and becomes a cloud. It causes itchy skin, irritated eyes, and if breathed in a burning nose and throat. Not exactly damaging but it might put the opponent into a vulnerable position to be attacked. [3 Units, 2 Uses, Bone] (Medium)
Again, I like this.
Tuma: creates a soft fleshy tumour somewhere on the base. This tumour while not actually giving any defence, may catch bladed weapons which strike it within its mass, making it difficult to free them. [2 Units, 2 Uses, Flesh] (Medium)
This is agreeable.

Exploding Zombie: A thin magical barrier is placed within the bases stomach in order to separate two individually harmless liquids. However this barrier can be removed at the necromancers command or by a powerful blow to the creatures gut. After which the liquids mix and have an extremely violent reaction, in which the base bulges before exploding. The explosion itself is mostly harmless, only shrapnel damage where a majority of the shrapnel is flesh, there are however some bone. The flying guts and debris cause strong nausea to those caught in the blast. [4 Units, 1 Use, Flesh] (Strong)
I can see the image now.


FERAL AUGMENTATIONS
I remember the first time that you sent this to me that I had a few problems with the quill abilities. Lets see if they've been sorted out.
Claw and Fang: This augments the skeletal creature to grow its fangs and claws to double in size. In the case of humanoid creatures their fingers are pointed and sharpened into long claws, as their teeth grow larger and sharper. [2 Units, 4 Uses,Feral, Bone] (Weak) This is alright.

Scorpion Pincer, Adds two scorpion arms to the torso/shoulder joint of a beast . These act exactly like a normal scorpion's except that their size is proportionate to the beast they are placed on. If severed from the beast by an attack while holding something within them, the claw
maintains a death grip on the object. [2 Units, 2 Uses, Feral] (weak)
This sounds like it gives four arms instead of two. You might want to touch that up. Also, 2 arms is a little much, 1 is more than enough.

Carapace: Adds an insect like carapace onto the Feral base, modifying its appearance and increasing its resistance to slashing attacks. Blunt and piercing attacks are uneffected.
The carapace wouldn't protect against blunt attacks, so I removed that. Also, this needs uses and units. I'm assuming it's weak.
Bunny leap: By modifying the hind legs of a feral base with rabbit like quality the bases ability to leap in any direction is increased by about 2 metres. [2 units, 2 uses, Feral] (weak)
This seems alright to me.
Cheetah Swiiftness: Increases the movement speed of the feral base greatly, and of course being undead they don't feel the exhaustion like the cheetah. However, successful attacks on these enhances bases while moving at high speed cause an additional hit point of damage. [3 units, 1 use, Feral] (Medium)
This is alright.
Camoflage: Changes the colour scheme of the Feral bases fur, skin, scales etc, to make that of their surrounding making it easily for them to blend in and create ambushes. [2 units, 2 uses, Feral, Flesh] (Medium)
Seems alright to me.
Snake bite: gives any Ferals Bases bite the ability to dizziness and loss of balance for a single post. [2 units, 1 use, Feral] (Weak)

Bristling fur: Replaces the Feral bases fur with a bone like equivalent, that while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Weak)
I'm going to assume that this is supposed to be a medium.
Bellowing Roar: gives the ability to unleash a roar so powerful that it moves the air itself, creating a small pressure wave which travels for several metres and hits with moderate force, can only be used once. [3units, 2 uses, Feral] (Medium) Looks good to me.

Acid spit: Gives the feral base a pouch within it's body allowing it to spit a corrosive liquid over a distance of 20 feet, this liquid feels like boiling water. This liquid can be fired twice, and for an unknown reason is extremely effective against summons and undead. [3 Units, 2 Uses, Feral, Flesh] (strong)
This is alright as a strong, but if this is meant to be a medium, the range needs to be toned down.
Scorpion Tail: Tail that can be added to any Beast type base. While not prehensile it does have a stinger that can poison the target. This poison can only be used once, similar to a special, and if the attack lands, the victim is weakened physically for their next 2 posts. [3 Units, 3 Uses, Feral] (Medium)
I'm going to push for 2 uses here instead of 3.
Crustacean Plate: This Augmentation adds crab like armor plating to the back of a flesh beast base, that flares out from the side. The effect is similar to covering the beasts back with a metal shield, however this attachment has the side effect of softening the underbelly of the beast making it more vulnerable to attack. The added weight will likely slow the creature down as well. [4 Units, 2 Uses, Feral/Flesh] (Medium)
I'm not liking the 'metal shield' protection, but I suppose I can live with it.
Quill-spine: Bristles the feral bases back with with innumerable spines similar in construction to an enchilada or hedgehog. While they will somewhat protect the creature from attacks, the true purpose is somewhat more sinister. When an object brushes them they extend by about an inch driving themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. [3 Units, 4 Uses, Feral/Flesh] (Medium)
This needs to have its uses toned down to 2 and have the 'extend themselves by an inch' removed entirely. I also want to see the units increased by 1. A body slam from this would just make a mess.
Greater Quill Spine: Bristles the feral bases back with with innumerable spines similar in construction to an echidna or hedgehog. While they will somewhat protect the creature from attacks, they true purpose is somewhat more sinister. When an object brushes them they extend by about an inch driving themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. How these differ from the normal kind of quill spine is that inside each one is a neuro-toxin which slows the limb struck for 1 to 3 posts. The poison is inversely proportionate to the size of the feral its placed on, a rat having the most potent and a bear having the least. [4 Units, 2 Uses, Feral/Flesh] (Strong)
Reduce the uses to 1 and reduce the maximum poison time to two posts, and then we'll see.
Enlarge: potentially one of the strongest Feral augmentations. Enlarge enlarges the base being raised from the ground, increasing its size by about 50% and giving it 25% more hit points (rounded up) However it uses all of the Bases Units and cannot be used on powerful Bases. [All Units, 1 Uses, Feral, Flesh/Bone] (Strong)
(Were it not for the fact that this consumes all units, I would have called it prone to abuse. However, as it is this seems fine. Don't change it.)

Greater Bat Wings: Attached great black bat wings, proportionate in size to the base. These wings allow weak and medium bases to fly for 4 posts before having to rest for 2. On a strong or above however it does not give the ability to fly given the weight of the creature. Instead it can be used as a one time shield to prevent an attack from causing the loss of hit points to the base (within limits) and on large creatures it can flap hard enough to cause a small dust cloud. [5 Units, 1 Use, Feral] (Strong)
This seems alright to me.
HUMANOID AUGMENTATIONS

Bone claws: extension of the fingernails of the base by six inches, as well as sharpening then into blades with sharp points, certainly a more effective augmentation on faster bases. [1 unit, 3 uses, bone/flesh, humanoid] (weak)
I would feel better if these were only 4 inches long instead of 6.
Rage Zombie: Augments a humanoid zombie into a rage, increasing the speed, agility, and strength beyond what the corpse could of done in life, no fear of muscle tear and all that. However the major downside is the lack of control that comes with the augmentation. Its as much as the necromancer can handle just to keep it focused on the right target. The creature does not take orders and does not defend itself, and if the beast can attack it must attack, taking the necromancers one attack per post. [4 Units, 1 Use, Humanoid-Flesh] (Medium)
A neat idea. I like it.

Weapon: Bone shield: hardens, shapes and adds to the bones of the forearm of one corpse. Forming it into a bone shield. This shield circular in shape being as wide as the forearm is long. The bone shield is capable of weathering weaker attacks without lose of hit points, but does come with certain disadvantages. Stronger attacks will shatter the shield and the arm along with it. The added weight of the extra bone slightly slows the arm on which it is formed. And no other attachments or enhancements can be placed on that arm. [2 Units, 2 Uses, Bone, Humanoid] (medium)
This is a good balance of advantage and disadvantage.
Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone, Humanoid] (Medium)
I'm going to suggest a 1 unit increase to this – a splintering sword is a little on the powerful side.
Weapon: Sword arm: hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a double edged blade. While it is as sharp as a normal steel weapon the bone isn't quite as strong, so parrying and blocking strong blows isn't recommended as it can break the sword. For obvious reasons this can only be formed on humanoid corpses. [2 Units, 2 Uses, Bone, Humanoid] (Medium)
Just grand.
Weapon: Mace: Hardens, shapes and adds to the fist of a corpse, fusing it permanently into a heavy ball shaped mass. Increases the bludgeon strength of the arm, but the weight slows the arm on which its formed. [3 Units, 1 Uses, Flesh, Humanoid] (medium)
I can go for that.
Attach Muscle Slugger: Adds muscle to a single arm of a corpses increasing its speed and strength each by the same as a medium. [2 Unit, 2 Uses, Flesh, Humanoid] (Medium)
Erg, this is tough. I'm going to say no to the addition of both, but I will certainly allow the choice of one or the other.

Bone Spike Spears: Bone spike spears are giant spikes the size of short swords. When augmented to a bone humanoid, the creature forms one of these curved blades on each of their forearms. The spikes are made of enhanced calcium and are fairly durable. They are good for blocking and stabbing. [3 Units, 2 Uses, Bone/Humanoid] (Medium)
This appears to be far better than the sword arm augment. I think the words 'curved blade' are misplaced. Otherwise, you're getting two swords for the price of one normally.
Meat Shield: Gives an extra layer of flesh to the base, giving it an extra hit point, extra defense, and making it somewhat bigger. With enough momentum it can deliver quite a strong charge. However the extra flesh had to come from somewhere, and this augmentation leaves the corpse without its two arms. [3 Units, 2 Uses, Flesh] (Medium)
Hahahaha. I approve
Attached Limbs: Attaches two extra arms to any humanoid corpse. Of course skeletal units get skeletal arms and flesh creatures flesh arms. The limbs are firmly attached below the original two, and they are functional enough to hold weapons. This corpse is naturally better at grappling if it can get its hands on an opponent. [5 Units, 2 Uses, Humanoid] (Strong)
I'm not big on giving two extra arms. I like the idea, but it might potentially lead to bad things. The only problem is that I can't offer a different solution.
Giant: This augmentation increases the size of any humanoid corpse to giant proportion. This makes the corpse grown in size by half and gives it more strength accordingly. [6 units, 2 Uses, Humanoid] (Strong)




Animist Weapon Bases
Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right, and can be summoned seperately from an animists normal bases, however a weapon base consumes one unit while held by a base, meaning that if a base has no free units then it cannot pick up a weapon base. Infact should he wish even the animist himself can use these weapons. Of course there are downsides to this seemingly convenient summons, as opposed to the spels build onto a base itself equipment bases generally have fewer uses than their augmentation equivilents. They also have hit points meaning that for the lower tier weapons can be broken by a solid attack. They aren't without their uses though, some equipment can actually be augmented in its own right. There are no powerful weapon bases and custom weapon bases can only be up a strong in strength.

I'm not seeing a real decrease in uses by comparison to augmentations. If anything, I see an increase. If you want to stay true to what you said, a general 1 use reduction across the board would be a good idea. I'll give all of my comments “as is” and not take into account this reduction.

bone dagger [1 hit] [Weak weapon]: A simple bone dagger, it can deliver nasty cuts and if used right can be deadly. [3 uses] [1 unit]
Pretty straightforward.
bag of heads [1 hit] [Weak weapon]: A sack made from skin containing heads, they can be thrown for descent blunt damage although the real effect comes from the shock and horror of having rotting heads hit you. The bag contains two rotting heads, two skulls and two brains. Most creatures with hands can use this as it requires little skill, the stronger the creature the stronger the throw. [2 uses] [2 units]
I laughed, then cringed. This is a great idea.
skull mace [1 hit] [Weak weapon] a mace made out of bone the only difference is that that instead of a hard metal on top of the stick there is a large thick skull used to hit with. It is easy to use and can be equipped by most undead. [2 uses] [2 units]
Simple enough.
bone maul [2 hit] [Medium weapon] a large blunt weapon made from bone, it requires considerable strength the use effectively but can deliver a good blunt hit. [2 uses] [2 units]
Seems good to me.
Bone short sword [1 hit] [Weak weapon] a short sword made of bone, it possesses much of the same characteristics as a normal short sword. It is not the most easy weapon to use but can be very effective in the right hands. [2 uses] [2 units]
This is alright, though you can probably increase its 'hits' by 1.
Bone bow [1 hit] [Medium weapon] a short bow cleverly crafted out of bone, it comes with 5 arrows but requires some co-ordination and skill to use so zombies beware. [3 uses] [2 units]
This is good.
bone axe [1 hit] [Medium weapon] a axe made out of bone, it is fairly heavy but can be wielded in one hand with the right strength, it is fairly easy to use and can deliver a nasty hits when wielded with the right strength [2 uses] [2 units]
This is good.
Giants terror [3 hit] [Strong weapon] a truly massive weapon which size alters depending on who it was summoned for, the favoured weapon of giants and golems. It appears to be a massive double headed axe apart from the fact that one of the axes blades is actually blunt like a hammer. It requires very little skill to use but a lot of strength. [1 uses] [4 units]
I like it.
Spinal whip [1 hit] [Medium weapon] the complete spinal cord of a human, it has been made flexible and acts much the same as a normal whip. However it has been improved by sharpening the bones giving it a very painful and deadly lash. [2 uses] [2 units]
I can go for this.
Bone battle sword [3 hit] [Strong weapon] a long a deadly blade, it is in between a long sword and the rapier. It can be used to block but also can do some real damage. It requires some skill to use. [2 use] [3 units]
I think the hits of the battle sword and the great sword should be swapped around.
Bone Great sword [2 hit] [Strong weapon] a massive two handed blade that changes size depending on the user. It requires little skill to use but can deal some serious damage with the right strength behind it. [1 uses] [4 units]
see above.
ANIMIST ARMOUR BASES
While still bases in their own right, armour bases can only be summoned onto a base. This is done after the base is raised from the earth and the area the armour is summoned onto cannot move for the post it is attached, for example attaching gloves prevents the skeleton from using its arms, boots means it can't move and is vulnerable. Each piece of armour takes up one unit of the base it is summoned onto, meaning that if the base has no free units it cannot be equiped with armour. Also only one piece of each type per skeleton unless stated otherwise. (only one set of boots, one sets of gloves etc). Once again like the weapon bases armour pieces can in some ways be augmented themselves, and in the case of paired items (gloves, boots) any augmentation on one is mirrored on the other. There are no powerful armour bases and custom armour bases can only be up a strong in strength.
Your description says that each piece of armour takes up one unit on a base. Is this in addition to what is noted in the equipment, or was that left over from before?

flesh gloves: A thick fleshing pair of gloves, they can defend against one blunt hit without effecting the hits of a creature. Stabbing or slashing attacks may go straight through. The gloves share the hit so destroy together. Any undead which hands can wear gloves unless stated otherwise. [2 uses] [1 unit] [1 hit] [weak]
So they use their hands to block the attack? That might shatter their hands if the strike is strong enough.
bone boots: thick bone boots complete with shin guards protect from the foot to the knee. They can take one good hit before smashing. The number of boots summoned depends on the number of legs of the summon. All the boots share the same hit.[2uses] [2 unit] [1hit] [weak]
This works for me.
bone shield: a small bone shield, it can be equipped by most undead with hands although it requires some skill to use correctly. It provides two extra hits before breaking, a good blunt hit would destroy it in one.[2 uses] [2 units] [2 hits] [weak]
Finished the last sentence. This seems relatively straightforward.

Added a bit at the end to make this seem more beneficial.
Bone arm guards: a set of bone arm guards going covering all the arm, complete with a set of bone gloves. They protect decently from a single hit before breaking. [2 uses][2units] [1 hit] [weak]
Sounds good.
rib bone chest plate: the chest plate of bone looks like a rib cage covering the whole chest in a protective cage. It is heavy and quite movement restrictive but gives good protection, its somewhat weaker against hammer type attacks but is effective against slashing, unless the attack goes through the gaps in the ribs. [2 uses][4 units] [3 hit] [medium]
Added the last bit. Overall, I like this idea.
flesh body: the creatures entire chest is covered in a thick flesh similar to the flesh gloves. It stops at the neck and doesn’t cover the arms or below the waist. A good piercing or slashing attack would still injure what ever it protected, but it protects quite well against blunt attacks. [2 uses] [4units] [2 hit] [medium]
*nod* Nice, basic and easy. Just the way I like it.
flesh shield: a fleshy mess of a shield, there is a chance that sharp weapons will get stuck in this when they strike it. It is fairly good at taking blunt damage but weak against slicing/peircing damage. [2 uses] [2units] [2 hits] [medium]
Added a specification that sharp weapons are likely to get stuck. A mace wouldn't really get stuck in anything.

full flesh armour: a full set of flesh armour, it is quite strong, akin to leather. It covers the whole body, legs, arms, and head, a hit anywhere will damage one of the hits and when the hits are depleted the whole armour is destroyed. A good piercing attack would still injure what ever it protected, but blunt is easily defended against. [1 use] [5 units] [4 hits] [strong]
I like this.
bone tower shield 3 hit [Medium armour] large shield made from bone, it can take a considerable beating before being destroyed. However the shield is quite heavy, movement restrictive and tricky to use effectively. [1 uses] [3 units]
This works for me.
shroud cloak: a mysterious black cloak, it significantly improves the speed of the wearer and make the area around them a permanent shadow. [1 uses] [0 units] [1 hits] [strong]
Definitely not happening for 0 units. This is easily a 3-4 unit item, lest it be equipped to a giant-sized creature.
full bonemail: a full set of thick bone armour, it protects well against most attacks and can take a massive beating before being destroyed. However it is very heavy and movement restrictive. [1 uses] [6 units] [5 hit] [strong]I'm assuming this is supposed to be plate armour. If so, I suppose I can let it fly, but blunt attacks will need to do increased damage.

I'm assuming this is supposed to be plate armour. If so, I suppose I can let it fly, but blunt attacks will need to do increased damage.




[color=green]Overall, this is pretty good. There were a few areas of inbalance, but in general I like where you took this class. I feel that some of the things are excessive, and some of the armour pieces are a little on the redundant side, but it's still a noble attempt. It is by far the best that has come up so far.[/colur]

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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 5:48 am 
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Anyone get hungry reading this, or is it just me? Mmm... enchiladas...

I would like to see lower uses on some of the abilities. Anything that has three or more seems... dangerous. Bases could be exempt from this.

Also, I'd like to see DIFFERENT bases. We have a number of pets and interesting mystical creatures that could be used for bases. There is a lot of potential there.


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