the Euroquois

NECROMANT

THE NECROMANT

Nécromant uses the fury of the hells to impose damages to the enemies who would have the misfortune to cross its road. The dark arts which he(it) practises (Curse, Magic of blood and Magic of death(dead man)) are generally very expensive to their user who has to sacrifice them a part(party) of its health. In exchange, the damages which receive his(her) enemies are considerable.

Nécromants can take the control of the corpses of their enemies to make it foot soldiers thanks to the Magic of death(dead man), whereas the Magic of blood allows them to transfer the health of their opponents towards theirs. The Curses cause, certainly, a light pain in Nécromant but are devastating for his(her) opponents because they allow him(her) to get rid of their Delights and their skills of care.

The bar(helm) of energy of Nécromants fills(performs) thanks to the Harvest of souls, their main characteristic, which feeds on the death of others. The profession of Nécromant requires(demands) patience and discipline to be suitably mastered.

 

CHARACTERISTIC OF NECROMANT

Harvest of souls (Head teacher)((Main clause) The main characteristic of Nécromant, the harvest of souls, increases its capacity to gain(win) some energy every time a creature dies near him.

Curse  Add points in Curse to increase the duration and the efficiency of the fates(spells) of Curse, which reduce the efficiency of the enemies to the fight.

Magic of the blood  The Magic of the blood increases the duration and the efficiency of the skills to absorb the health of the enemies.

Magic of death  The increase of the Magic of death(dead man) allows to increase the duration and the effects of the skills which impose damages of the cold and the shade(shadow) as well as those who allow Nécromant to call upon servants death - alive to its service

 

MISCELLANEOUS

Armor of departure:
Motive for sacrifice of the nécromant: armor 5
Tunic of initiated: energy 5, armor 5
Pair of gloves of initiated: energy 5, armor 5
Legwarmers(Gaiters) of initiated: recovery of energy 1, armor 5
Pair of boots of initiated: recovery of energy 1, armor 5

Energy of departure: 30 of the maximum with a regeneration of 4.

Primary weapons : basic switch(cane), dégats of shade(shadow) 2-3.

Armors : nobody known.

Bonus :

Powerful fates(spells).
Capacity to call upon creatures.
Good recovery of health thanks to the fates(spells).


Inconveniences:

Cannot carry(wear) of heavy armor.
Rather fragile.

 

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