Necromancy: scales with with Intelligence, it's a magic school, that has no actual spells, instead it's powers are actually abilities casted by the special attack of the Dark Wand and the Bone Shield. Both new unique weapons that can only be used and obtained by joining the new covenant: Path of the Dead.
The Dark Wand revives a weaker version of the closest dead mob, it's exactly like the mob except it's weaker and has a black aura (like invaders that are red, well this
is all black with a white silhouette, to give a ghostly feeling, think of the aura
humanity mobs have but with the shape of the mob revived).
The Dark Wand can be upgraded until +15 (it's an unique weapon though) to increase the duration of the revival (duration starts at 30 seconds, and at +15 it's 120 seconds). The Dark Wand has no weapon capabilities besides it's special attack that revives a mob (only 1 mob can be revived at a time) and if you do the standard attack it's just the standard catalyst physical attack. It's indestructible (999 of durability) and it's made of bones. Each use of the ability takes 20% of your total health. A sacrifice is needed to bring the dead back to life.
As I said Intelligence will be the stat that increases the power of the revived mob. At 99 the mob will have a strength of 120%, meaning it's actually stronger than the normal version. It starts with 10, having Intelligence lower than 10 will make the character scratch his head when using the ability of the Dark Wand. With the base stat of 10 the mob's strength is of 20% of the original. At 40 the mob is 100% of the original, after that diminishing returns start.
Having a mob revived counts as a personal buff, and as such you can't cast any other personal buffs while the mob is alive. Rings that increase buffs' duration increase the duration of the mob. Additionally you can't cast any spells while the buff from Dark Wand is active. Necromancers focus their mind's power through the Dark Wand in order to revive a mob. This action leaves their mind fragile and as such can't cast any spells while they are maintaining focus.
The Dark Wand is a covenant reward for joining the Path of the Dead Covenant. The details of who is the leader and how to reach it are not important. Leveling up in the covenant grants other equipment:
The Bone Shield is an unique shield. Defenses are as follows: 100/65/60/65. The values are physical reduction, magic reduction, fire reduction, and lighting reduction respectively. Stability starts at 58. It can be upgraded to +5. At +5 the shield has a stability of 68. Medium shield, medium deflection.
It's a standard shield... except for... it's ability! Just like Havel's Greatshield's special ability which is casted by using it's strong attack while on the left hand, this shield's ability is casted the same way.
The Bone Shield's ability causes an unique personal buff that doesn't interfere with Dark Hand's effect, that generates 3 spheres of spiky bones to float around you. These spheres trigger when hit by a weapon. Projectiles and any kind of magic won't trigger the spheres, though a weapon that does magic damage only will trigger it. When triggered, 1 of the spheres is consumed and deals 20% of the damage received by the Necromancer to the opponent. Spheres can only be triggered every 5 seconds.
Each cast of the ability generates the 3 spheres, if casted before all 3 spheres are consumed, the duration and amount of spheres is refreshed. The buff lasts 30 seconds. Each cast of the ability drains the shield's durability by 80 points. The Bone Shield has a durability of 300, meaning it can only be casted 3 times. Upgrading the shield has no effect at all in this ability. This buff's duration cannot be prolonged by any means.
Finally, the Necromancer's set. When it comes to stat, I don't have many ideas, it would just be like the Sorcerer's Set or Black Sorcerer's Set when it comes to stats while fully upgraded, but with a little poise (20) caused by the heavy bones that compose the armor. Because of this the armor is a little more heavy than most light armors, it would be mixture of medium and light armor. The set has no special abilities. Overall the set has the look of an skeleton, but not ala DarkWraith set, but like this:
That's a close call of how the armor should look. The chest would be the heavy part with the bones just like the image. The boots and gloves are standard leather gloves with some bones attached to them. Finally the helmet it's heavy too, and would be like a skull opened below, kind of like this:
But with a greyish white pigmentation.
To close up: yeah, I went wild with this. Sorry if I made you lose your time. I guess I'm gonna copy all these ideas and save them in my folder of my ideas to use when I make my own game (not far from it! in March I will start studying game development!!!!!)
The Dark Wand revives a weaker version of the closest dead mob, it's exactly like the mob except it's weaker and has a black aura (like invaders that are red, well this
is all black with a white silhouette, to give a ghostly feeling, think of the aura
humanity mobs have but with the shape of the mob revived).
The Dark Wand can be upgraded until +15 (it's an unique weapon though) to increase the duration of the revival (duration starts at 30 seconds, and at +15 it's 120 seconds). The Dark Wand has no weapon capabilities besides it's special attack that revives a mob (only 1 mob can be revived at a time) and if you do the standard attack it's just the standard catalyst physical attack. It's indestructible (999 of durability) and it's made of bones. Each use of the ability takes 20% of your total health. A sacrifice is needed to bring the dead back to life.
As I said Intelligence will be the stat that increases the power of the revived mob. At 99 the mob will have a strength of 120%, meaning it's actually stronger than the normal version. It starts with 10, having Intelligence lower than 10 will make the character scratch his head when using the ability of the Dark Wand. With the base stat of 10 the mob's strength is of 20% of the original. At 40 the mob is 100% of the original, after that diminishing returns start.
Having a mob revived counts as a personal buff, and as such you can't cast any other personal buffs while the mob is alive. Rings that increase buffs' duration increase the duration of the mob. Additionally you can't cast any spells while the buff from Dark Wand is active. Necromancers focus their mind's power through the Dark Wand in order to revive a mob. This action leaves their mind fragile and as such can't cast any spells while they are maintaining focus.
The Dark Wand is a covenant reward for joining the Path of the Dead Covenant. The details of who is the leader and how to reach it are not important. Leveling up in the covenant grants other equipment:
- When joining you get the Dark Wand
- At +1 you get the Bone Shield. Details below
- At +2 you get the Necromancer's Set. Details below.
- At +3 your revived mob gets a 10% damage boost.
- You can't use the Bone Shield's ability or the Dark Wand's ability when outside of the covenant.
The Bone Shield is an unique shield. Defenses are as follows: 100/65/60/65. The values are physical reduction, magic reduction, fire reduction, and lighting reduction respectively. Stability starts at 58. It can be upgraded to +5. At +5 the shield has a stability of 68. Medium shield, medium deflection.
It's a standard shield... except for... it's ability! Just like Havel's Greatshield's special ability which is casted by using it's strong attack while on the left hand, this shield's ability is casted the same way.
The Bone Shield's ability causes an unique personal buff that doesn't interfere with Dark Hand's effect, that generates 3 spheres of spiky bones to float around you. These spheres trigger when hit by a weapon. Projectiles and any kind of magic won't trigger the spheres, though a weapon that does magic damage only will trigger it. When triggered, 1 of the spheres is consumed and deals 20% of the damage received by the Necromancer to the opponent. Spheres can only be triggered every 5 seconds.
Each cast of the ability generates the 3 spheres, if casted before all 3 spheres are consumed, the duration and amount of spheres is refreshed. The buff lasts 30 seconds. Each cast of the ability drains the shield's durability by 80 points. The Bone Shield has a durability of 300, meaning it can only be casted 3 times. Upgrading the shield has no effect at all in this ability. This buff's duration cannot be prolonged by any means.
Finally, the Necromancer's set. When it comes to stat, I don't have many ideas, it would just be like the Sorcerer's Set or Black Sorcerer's Set when it comes to stats while fully upgraded, but with a little poise (20) caused by the heavy bones that compose the armor. Because of this the armor is a little more heavy than most light armors, it would be mixture of medium and light armor. The set has no special abilities. Overall the set has the look of an skeleton, but not ala DarkWraith set, but like this:
That's a close call of how the armor should look. The chest would be the heavy part with the bones just like the image. The boots and gloves are standard leather gloves with some bones attached to them. Finally the helmet it's heavy too, and would be like a skull opened below, kind of like this:
But with a greyish white pigmentation.
To close up: yeah, I went wild with this. Sorry if I made you lose your time. I guess I'm gonna copy all these ideas and save them in my folder of my ideas to use when I make my own game (not far from it! in March I will start studying game development!!!!!)