Some ideas for the spells that lack them.
Circle of Death: Radius Increased to 4
Fear the Night: Chance to inflict a Circle of Death bane against any targets hit
Rigor Mortis: Chance to fully paralyze targets hit, immobilizing them.
Chill of the Tomb: Leaves an icy mist behind, doing further damage over time.
Undead Explosion: Heals all Undead it hits (Deals Retch damage instead of regular Blight)
Sacrifice: Also shields your minions at reduced effectiveness.
Curse of the Meek: Summons will explode when killed (not on time-out, though)
Forgery of Haze: Is generated with a sacrifice style bone shield.
Frozen Ground: Will not affect friendly units.
Shatter: The shards of ice deal damage in a circle around each target as they explode.
More Essence of the Dead Effects
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: More Essence of the Dead Effects
I really like these ideas. It would certainly make necromancers more interesting to play, if also much more powerful. Were you thinking of making these additional effects available at only higher talent levels?
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: More Essence of the Dead Effects
Alternatively, they could be available from the get-go, but advance in effectiveness at higher levels.
(Sort of like most abilities, so...
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(Sort of like most abilities, so...

Re: More Essence of the Dead Effects
Essence of the Dead is a spell in a new Necromancer category in 1.06's code depository.
It powers up various spells after casting it. Right now it doesn't impact the majority of a Necromancer's skillset, though.
Edit: As to the actual ideas, I like them except Frozen Ground(too simple/athematic, Necromancers powering up their spells to be more friendly feels off.) and Rigor Mortis(Paralysis effects were removed for good reasons).
I'd suggest Rigor Mortis Daze the target(much safer when enemies use it), and Frozen Ground leave a DoT that constantly pins non-player actors.
It powers up various spells after casting it. Right now it doesn't impact the majority of a Necromancer's skillset, though.
Edit: As to the actual ideas, I like them except Frozen Ground(too simple/athematic, Necromancers powering up their spells to be more friendly feels off.) and Rigor Mortis(Paralysis effects were removed for good reasons).
I'd suggest Rigor Mortis Daze the target(much safer when enemies use it), and Frozen Ground leave a DoT that constantly pins non-player actors.