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Core Necromancer Elite Skills |
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 - Adrenaline  - Casting Time  - Energy  - Energy Upkeep  - Recharge Time
Blood Magic Points in this attribute increase the duration and effectiveness of skills linked to Blood Magic (i.e., skills that require a sacrifice on the part of the caster). 
| Blood is Power (Elite) - 5 ¼ Elite Enchantment Spell. Sacrifice 33% max Health. For 10 seconds, target other ally gains +(Min: 3 - Max: 5) Energy regeneration.
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Curses Points in this attribute increase the duration and effectiveness of many Necromancer skills, especially those that reduce the target's effectiveness in battle. 
| Lingering Curse (Elite) - 25 2 10 Elite Hex Spell. Sacrifice 10% max Health. Target foe loses all Enchantments. For (Min: 8 - Max: 18) seconds, target foe gains only half Health from healing.
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| Plague Signet (Elite) - 1 8 Elite Signet. Transfer all negative Conditions from yourself to target foe. (50% failure chance with Curses 4 or less.)
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Death Magic Points in this attribute increase the duration and effectiveness of skills linked to Death Magic (i.e., skills that animate and control undead, and those that cause cold or shadow damage). 
| Tainted Flesh (Elite) - 5 1 Elite Enchantment Spell. For (Min: 20 - Max: 39) seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for (Min: 3 - Max: 13) seconds.
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No Attribute Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties. 
| Grenth's Balance (Elite) - 10 ¼ 10 Elite Spell. If target foe has more health than you, you gain half the difference (up to your maximum health), and that foe loses an equal amount.
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