Alexander the Necromancer
Basic Class: Necromancer 34
Evolved Classes: None.
Non-Combat Class: None.
General Skills:
Fire Shield:
Summon a shield of fire to protect you. It can absorb physical and magical attacks and scales based on your magical capacity.
Multicasting (Tier III):
You may cast up to four spells at once without suffering any penalties to mana cost.
Advanced Mana Manipulation:
You gain control over raw mana itself and may manipulate your mana at will. Your control scales based on your Willpower attribute.
Elemental Focus (Tier II)—Earth and Water:
Pick one primal element (fire, water, earth, or air) to specialize in. You gain + 50% damage with that element but suffer -60% damage with all other primal elements. You have chosen Earth and Water.
Shadow Jump:
Step through the shadows, disappearing and reappearing in a nearby shadow. The moon doesn’t count. When you reappear, you cause a burst of corruption to erupt from you, damaging enemies slightly. Activating this skill causes a very low amount of corruption.
Tier II: When using this ability, you may flicker between two different shadows before reappearing, launching an attack on an enemy in front of you each time you flicker from one place to another.
Tier III: When using this ability, you may flicker between three different shadows before reappearing, launching an attack on an enemy in front of you each time you flicker from one place to another, or concentrate all three bonus attacks on a single enemy.
Summon Your Posse:
You may summon any spiritual companions, physical bodies, or bonded creatures you control to your current position. After the skill expires, the beings you summoned are returned to their original locations. This skill has a cooldown of one month.
Duel Me:
At the start of combat, challenge a foe to a duel. The stakes of the duel are randomly selected and may include an attribute point, a percentage of all experience gained, a perk, a mutation, a skill, or an achievement. The first to surrender, retreat, or die loses. The winner of the duel permanently steals the stakes of the duel, and the loser permanently loses the stakes of the duel. This skill may only be used once a day.
War Banner:
Designate a banner of your choice. This banner represents a single army under your command. As long as that banner isn’t captured or fallen, everyone serving under that banner receives mild regeneration, improved morale, and your Leadership attribute is extended to them all, as long as they meet the requirements for the bonus attributes.
The banner must be carried into battle or displayed around your army at all times. Otherwise, the effects will fade. If the banner is ever captured, you must recover it or defeat those who took it before this skill becomes active again.
Necromancer Skills:
Death Magic:
You gain increased proficiency at wielding the magic of death itself.
Empower Undead:
You spend death magic to make my undead stronger and more resilient as long as you have magic to spare.
Improved Death Magic:
All your spells, and the minions that you raise gain improved strength.
Memories of Life:
Your newly arisen undead retain one class and all the associated skills of that class upon being raised by you. The class may level once again, but suffers a 90% penalty to all experience gained.
Perks:
Master of Your Own Magic:
For completing the Dungeon of the Ancestors, you gain greater control over your own magic. You are better able to control and direct your magic when channeling it without the use of a spell or spell form of any kind.
Regeneration:
You gain the regeneration of Gromger the Mighty Troll King. Your body can regenerate from almost any wound. Injuries regenerate based on your endurance attribute and the amount of energy available to your body.
Regenerate Vital Organs:
Your endurance contributes more to the regeneration of your vital organs, enhancing the speed at which they heal based on your endurance attribute.
Ogre Endurance:
You gain enduring strength, allowing you to push your muscles beyond their normal limit. You can run longer, fight harder, and take more blows than a normal person ever could. Your base endurance attribute now scales like that of an ogre, being 1.5 times more effective per point invested.
Disease Resistance:
Your body gains complete immunity to natural diseases and partial resistance to magical diseases.
Nature Resistance:
You are resistant to all forms of nature damage, mundane or magical.
Magical Equipment:
Scythe of Charon:
This scythe contains the power of a dead Titan, crafted in the heart of winter, and enhanced by a Master Artificer.
Anyone struck by the Scythe of Charon takes both physical and soul damage from each strike, and those with a weak Willpower attribute may have their souls stripped from them entirely with a single blow. The more soul damage inflicted by this weapon, the harder it is for a person or creature to resist the soul-stealing effect.
Souls taken in this way empower the wielder of the Scythe of Charon, granting a small but permanent increase to the wielder’s lowest attribute. Undead raised from the body of one who lost their soul to the scythe are twice as strong as a normal undead, and have a chance to evolve into an intelligent servant if they survive for long enough.
Elder Draugr's Crown:
A corrupted golden crown once worn by a mighty Viking king. This item grants all undead under the control of the bearer an increase to their speed, strength, and endurance.