command getcorpse allows to get corpse from ground and count it as if its weight is only 1/4 as long as player has it in inventory
Dependencies:25% bonus to: conserved corpse weight reduction, preservation time bonus, hit gain bonus
Dependencies: corpse handlingadditional +25% bonus
Dependencies: preservationadditional +25% bonus
Dependencies: improved preservationadditional +25% bonus
Dependencies: extended preservationreduces corpse weight by additional 50%, +50% preservation time, +50% hitgain bonus
Dependencies: enhanced preservationreset corpse decay timer (some skills/spells do not work with conserved corpses)
Dependencies: corpse handlingdrain corpse to get affect with following effect: if gateway is collapsing, restore it for some mana, can use conserved corpses
Dependencies: extended preservationIncreases hp of animated corpses by 5% of necromancer's maximum hitpoints. Also increases all of its addstats by 15% of necromancer's respective addstat, i.e. if necromancer has conadd 100 then the animated corpse will have conadd 15. Finally, the animated corpse gains 10% of necromancer's legendary stats (like physical resilience, magical power or precision).
Dependencies: enhanced preservationImproves the increases to double the base amount.
Dependencies: corpse raisingImproved the increase to triple the base amount
Dependencies: improved corpse raisingImproved the increase to quadruple the base amount
Dependencies: extended corpse raisingImproved the increase to five times base amount. This means hp increased by 25% of necromancer's hitpoints, addstats by 75% of necromancer's addstats and legendary stats by 50% of necromancer's legendary stats, with cap of 7500 for resiliences and swiftness.
Dependencies: enhanced corpse raisingThe animated corpse gains bonus -30 to saving echant and saving paralyze.
Dependencies: advanced corpse raising+15% bonus to pfd + save para (min -1, max -(floor(eff-100/5))-1, saving bonus applies only when corpse is nonconserved and relatively fresh (decreases with corpse age)
Dependencies: advanced power from deaddrain corpse to get shadowcast effect for corpselevel/20 hours, requires corpse up to 30 seconds old
Dependencies: power from dead masteryrequired corpse freshness increased to 180s
Dependencies: window to underworldincreased duration for window to underworld +20%
Dependencies: improved window to underworldshadowcast skill tested 3x to allow greater chance of shadowcast mode
Dependencies: extended window to underworldcan use conserved corpse instead of fresh one, removes time limit when used on conserved corpse
Dependencies: enhanced window to underworld + corpse likeness + preservation masteryNecromancer is supremely skilled in handling corpses of all kinds (corpse handling branch). While they are generally inert, some corpses rise up as undead of various kinds and that interferes with necromancer's plans. But they are still corpses. With Unanimate spell the necromancer can disperse the negative energy that powers the target undead, ultimately reverting them back to their inert form. This manifests as a combat spell that hits the lowest resist but is only effective against undead. It doesn't disperse the negative energy into nothingness, some of it is converted to necromancer's health but with lower ratio than other draining spells. On the other hand, the spell does much more damage so the lower draining ratio is often more than compensated.
Dependencies: power from dead masteryThe necromancer has gained an improved understanding of unanimate. The spell now deals 20% more damage.
Dependencies: unanimateThe necromancer has gained an extended understanding of unanimate. The spell now deals 20% more damage.
Dependencies: improved unanimateThe necromancer has gained an enhanced understanding of unanimate. The spell now deals 20% more damage.
Dependencies: extended unanimateThe necromancer has gained an advanced understanding of unanimate. The spell now deals 20% more damage.
Dependencies: enhanced unanimateIf the target of unanimate has less than 15% hitpoints left after the spell, the remaining negative energy completely loses its cohesion and the undead reverts to dead right away.
Dependencies: advanced unanimateextract appearance from a corpse to boost pretend death effect to act as protection from evil but against undead instead of evil mobs
Dependencies: freshen corpse + extended window to underworldexplode corpse into fire/crush areaspell, only nonconserved, up to 200 seconds old, damage 200DX where X is level of the corpse.
Dependencies: enhanced power of deadincreased damage by 50%
Dependencies: corpse explosioncorpse age limit increased to 1200 seconds
Dependencies: improved corpse explosionincreased damage by additional 50%
Dependencies: extended corpse explosionincreased damage by additional 50%, corpse age limit removed
Dependencies: enhanced corpse explosion + lasting decaycreate a shield from non-conserved corpse not older than 200 seconds, the same conditions as corpse armor, base duration 100% greater than that of corpse armor
Dependencies: advanced window to underworld+50% soaked hp
Dependencies: corpse shield+100% duration
Dependencies: improved corpse shieldcorpse age limit removed
Dependencies: extended corpse shield + improved corpse armor+100% soaked hp
Dependencies: enhanced corpse shield + enhanced corpse armor+10% chance, +10% dam bonus
Dependencies: advanced power of dead + extended corpse explosioncreate an armor from non-conserved corpse not older than 200 seconds, this armor soaks damage until its internal hp (doesn't provide hp bonus to wearer!) are depleted, then the armor is useless, soaked hp depends on corpse level, armor has limited duration (objtimer)
Dependencies: advanced window to underworld + advanced power of dead+50% soaked hp
Dependencies: corpse armor+50% duration
Dependencies: improved corpse armorstill requires non-conserved corpse but corpse age is now unlimited
Dependencies: extended corpse armor + improved corpse shield+50% soaked hp and duration
Dependencies: enhanced corpse armor + enhanced corpse shieldenchant corpse, as long as corpse is enchanted, it doesn't increase its objtimer (very handy for spells which require fresh corpse)
Dependencies: improved corpse armor + improved corpse shieldsummon corpse of a player, the same limits as when summoning player, drains mana equal to corpse weight x 1.5, only in the same zone
Dependencies: lasting decaymana drain only 1 x corpse weight
Dependencies: corpse teleportationlimits as in powersummon
Dependencies: improved corpse teleportationmana drain only 0.75 x corpse weight
Dependencies: extended corpse teleportationsame zone limit removed
Dependencies: enhanced corpse teleportation + paths of the deadcan teleport even from/to warp space
Dependencies: advanced corpse teleportationdrain corpse to teleport to room where mob has been killed, only non-conserved corpse
Dependencies: extended corpse teleportationcorpse armor wearable by others but causes violent vomitting which prevents spellcasting and inhibits skills (like curse)
Dependencies: advanced corpse armorprevent vomitting from universal corpse armor
Dependencies: universal corpse armorWith the knowledge of death energies within corpses the necromancer is now able to use a mummified corpse to revive a fallen comrade. The spell finds a mummified corpse in necromancer's inventory and consumes it to work its magic. The corpse must be from a monster of higher level than the player to be revived but the spell picks the smallest of those if necromancer has more of them. I.e. if necromancer is trying to revive a player with effective level of 135, the spell requires mummified corpse of a monster of level at least 136. If necromancer has corpses from monsters of levels 120, 140 and 160, the spell uses the one from level 140 because 120 is too low and 140 is the lowest that is sufficient. Also, this only works for a short time, the player must be dead for less than 30 seconds for the spell to work. The revived character returns to life with 19% of hitpoints, just about safe from reaper spell.
Dependencies: advanced corpse teleportationIncreases the hitpoints of revived player by extra 11% of maxhp.
Dependencies: reviveIncreases the hitpoints of revived player by extra 15% of maxhp.
Dependencies: improved reviveIncreases the hitpoints of revived player by extra 25% of maxhp.
Dependencies: extended reviveIncreases the hitpoints of revived player by extra 30% of maxhp. If all upgrades succeed then with this skill the character would be revived with full hitpoints. In that case mana and move are also restored and lost exp (or sickness duration) is halved.
Dependencies: enhanced reviveWith the revive spell the necromancer can bring back fallen comrade from death. But if there are more of them fallen, it can take a while to revive them all and the clock is ticking. After all, the time to force the soul back into the corpse and restore the life force is limited. With mass revive there is no need to worry who to revive first and who may be too late. Mass revive attempts to revive all player corpses in the room, as long as the necromancer has sufficient number of mummified corpses at hand. The spell selects the mummified corpses the same way as the standard revive spell. It starts reviving players from the highest level. It doesn't matter as long as the necromancer has enough mummified corpses to revive the whole group but if they are few mummified corpses short then the most powerful group members are revived first, for better chance of further survival.
Dependencies: revive