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Long Description: Lord Arawn has many minions at his bidding, but unto his order of Necromancers he has passed the greatest power he weilds - the power to command the dead. This power, however, does not come without a price. A Necromancer has no fighting prowess of his own, and must rely entirely on the dead he commands to carry out his will.
The concentration and life force required to control the dead weaken the necromancer to a mere shade while he commands his pet. While in shade form, the necromancer is caught somewhere between the land of the living, and the underworld, and cannot be harmed physically or magically until his bond with his minion is broken. The only way to force a necromancer to break this bond is to kill his pet, making the necromancer invulnerable while he commands the dead, but extremely weak once that bond is broken. In the hands of any other, commanding the dead would be nearly worthless, as the common skeleton or zombie can be easily slain by any novice traveller - but the necromancer brings power to his minions... the power to fight, heal, buff, and even wield magic.
Skills Points acquired per level up: 1 * current level
Master Level Paths
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Copyright © 2001-2009 Trevor Moore, Nathan Wilcox & Classes of Camelot |
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