Samona necromancer l2. All by Nekromancer'y (Nekru) in L2

  • 01.05.2020

Necr Guide (Necromancer / Soultaker)

Guide to Nekru

Soul Eater, a dark magician, able to summon creatures from the underworld, fighting him in battle. In addition, the summoned creature absorbs a significant portion of the damage received by its owner. No matter how scary it sounds, but if you choose the path of a necromancer, then the skeleton or zombie will now be your best friend in the game.

This class has a number of rather unpleasant debuffs such as complete paralysis of the enemy or blocking of magic skills, during the passage of which the outcome of the battle will be towards the necromancer. Of the minuses, I can single out only one, although it may not be such a minus, this class has average indicators like for the magician, that is, he does not have a large magical attack, such as CX, and such a caste speed as SS. However, these shortcomings are easily compensated by all the advantages of this class.

Well, perhaps we’ll go over to the Necru guide itself, in which I will touch on the subject of his skills, equipment, leveling and other aspects of character development.

Pumping Nekra

This class, like any mage, with a single restriction, does not prey on monsters that have increased protection from dark magic. It hunts angels as efficiently as possible. Swing in places where the Herbs fall so that you don’t waste time restoring mana. I don’t advise hunting with the called one, because, firstly, he needs a special buff, and secondly, he absorbs part of the experience gained. And the speed of its destruction of monsters is not as great as when using magic. Spend more time controlling it. I will not dwell on this stage of development. I just want to clarify, as soon as you reach level 75, I advise you to immediately engage in subwoofers and learn skills from subclasses, further pumping the main class with them will be easier.

Saba Nekra

The choice is pretty big

So:
Option 1:
From the subwoofer of the Caster:
  Caster Skill - Barrier.
From the subwoofer summoner:
  Summoner Skill - Spirit.
From subwoofer Warrior:
  Warrior Skill - Resist Negative Effects.
Option 2:
From the subwoofer of the Caster:
  Caster Skill - Barrier.
From the Knight's sub:
  Knight Skill - Defense.
From the subwoofer summoner:
  Summoner Skill - Spirit.
Option 3:
From the subwoofer of the Caster:
  Caster Skill - Barrier.
From the Knight's sub:
  Knight Skill - Critical Resistance.
From the subwoofer summoner:
  Summoner Skill - Spirit.
I like the 3rd option most of all, mainly because lowering the crit levels can be very useful, even if it’s not significant, it helps more than once, the celistial is usual and familiar to all passives, well, kote, this is kote, periodic significant + K magician. attacks, caste, etc. does not interfere.
Tattoo.
And so, 3 options:
Option 1:
   +4 WIT -4 MEN.
   +4 INT -4 MEN.
   +4 CON -4 STR.
Option 2:
   +4 WIT -4 MEN.
   +4 INT -4 MEN.
   +1 WIT -1 MEN.
Option 3:
   +4 WIT -4 MEN.
   +4 INT -4 MEN.
   +1 INT -1 MEN.
Well, the most logical of course is the 1st option, + HP, + castes, + mag.atak. 2nd option, gives more caste, but loses + hp, this option is more likely for those who are confident in their straightforwardness. 3rd .. Well, this is overclocking mag.atak, and so it’s clear, you can still run with this tattoo in a secret robe, to disperse a mag.attack, + 17% mag.atak, but they will demolish you in a secret robe instantly, but about armor later.

Summoned Creatures:

Equipment: 1. Weapons.
What can I say, there are not many options.
Option 1:
  Sacredumor (CA: Acumen + PvP Insertion, Attribute: 300 Darkness).
Option 2:
  Archangel Sword (CA: Acumen + HP by type: Dark Attack, Increase M. Attack [Active Buff] \\ Increase Chance M. Crete [Active Buff], Either Fir \\ Ancher \\ Doom upon magical attack or damage, Attribute: 300 darkness).

Equipment: 2. Jewelry.

Well, the budget option of course is Bizha)

But if you have the opportunity to buy an epic, then:
  Beleth's Ring.
   The ring that Beleth gave Tully. Gives magic resistance + 12%. + Well, mag.resist, the only +, but still I advise you to replace the usual eleg.ring +10 from hp to mag.atak, because It’s not a fact that Beleth even works on Slineage.
  Baium's ring.
   It has the following effects: MP +21, increased poison resistance by 40%, increased chance of poisoning by 40%, increased accuracy, increased crit power. Atk., Increased Hold Resistance by 30%, increased Hold Chance by 30%, increased Atk. Atk. and Skor. Mage If the character puts on two of these rings, then the effect will manifest itself in only one of them. + + To caste and resist to hold.
  Necklace of Valakas
   It has the following effects: MP +50, increase resistance to sleep by 40%, HP +445, increase chance of sleep by 40%, decrease the cooldown of skills, increase P. Def. Atk. and Mage. Atk. the effect of wild magic, an increase in the effect of damage to the shield and an increase in resistance to fire attacks. + K mag.atak, mag.kritu, resistance to slip, and a decrease in the rollback of mag.skills 5%.
  Earring Antharas.
It has the following effects: MP +37, increased bleeding resistance by 40%, increased chance to cause bleeding on the target by 40%, increased healing, increased Vampire Rage, increased stun / abnormal resistance by 30%, increased chance to cause stun / abnormal target by 30%, reduced MP consumption and increased resistance to ground attacks. If a character puts on two of these earrings, then only one of them will have an effect. + Not children's resistors to the camp \\ slip and plus to the heal.
  Zaken's earring.
   It has the following effects: MP +31, increase in resistance to bleeding by 30%, increase in chance to cause bleeding of the target by 30%, increase in treatment effectiveness, effect of Rage of the Vampire, increase in resistance to shock / abnormal state by 20%, increase in chance to cause shock / abnormal state of target by 20%. If the character wears two such earrings, then only one of them will show the effect, and when wearing this earring with the Immortal Zaken Earring only the effects of the latter are applied. + To the Hilka, and also very useful resists like the Tarascans, but here it’s a little lower, but the number of species is more.

guide to necru

Equipment: 3.Armor.
Option 1:
  Elegia Magic Armor Set - PvP.
   Kit Effects:
   MDR +2, SPIRIT -2, INT +1
Mage Atk. + 10%
   Coming soon Mage + 15%
   Speed \u200b\u200b+7
   Max. MP +97
   Spending MP using skills -3%
   MP Recovery Bonus + 5%
   Stun Attack Resistance + 50%
   fire / water / wind / earth protection +5
   Inflicts additional damage in PvP and with a certain probability reduces the chance of receiving crit. Atk. and its power
   Allows you to wear a raincoat.
Except for Def, and not much difference in mag.atak, there are not any special differences compared to the set of Venus, well, except for a light bug with custom in this set, which makes it one of the most useful nekru.
Option 2:
  Venus Magic Elite Armor - PvP
   Kit Effects:
   INT + 1, SPIRIT-2, MDR + 1
   Mage Atk. + 8.47%
   Coming soon Mage + 15%
   MP Recovery Rate + 5.57%
   Stun Defense + 50%
Chance to interrupt spell -30
   Speed \u200b\u200b+7
   MP Consumption when using skills -3%
   Allows you to wear a raincoat.
The main + in this set is highlighted, the resistance to knocking down the caste can be very useful, otherwise there are no differences from the eleg.
Option 3:
  Arcane Mystery Armor Set
   Kit Effects:
   MDR + 1, INT + 1, SPIRIT-2
Mage Atk. + 17%
   Coming soon +7
Chance to interrupt spell -50%
   50% increased Stun Resistance
Weight Limit +5759
I don’t argue, this set has very little def, it does not allow you to wear a raincoat and in general it looks creepy. But, here goes the highest possible + to M. Atake, gives a resistance to knocking down a caste as in Venus, or even higher. Therefore, if you are as confident as possible in your straightforwardness, willing to take risks, you can wear it, but I advise you to have another Eleg, at least +4, by it. against bows or tanks with a bow, or worse off with long-range pokes, this is not an option.

Sharpen the skills of Nekru.

I’ll highlight only the main skills that generally need to be sharpened, I won’t paint directly every skill that we suppose to sharpen an arch for power (So it has one point on power, what is the point of writing about it?), A skeleton on power (This is also one version of the point).
  Silence. - Sharpen for a chance.
  Claw of the Vampire. - Either absorption, or + Att, + att due to the fact that it works a lot of fun on Slineage, hanging a buff at the point +15, as far as I remember it gives +35 att attack per min.
  Self flagellation. - Sharpen on "Bravery", i.e. CPU regen, and drain on KLD, and CPU regen, from + power to MP regen is of little use.
  Curse: Fear. - At "Cost", it increases the time of the fiery, and the difference in chance almost does not fall.
  Magic Armor Mastery. - Sharpen by +% to m.def, for def is almost useless, + 5-10, compared with 15-20% to m.def.
  Curse: Darkness. - For a chance.
  Curse of the Deadly Link. - The options fall apart, if you want Nekra to be promoted to the great farmers oli, then at cost, power does not drop by much, but if you just want high power of this skill, then naturally on power.
  Death Spike - Just like with kld, farm oli: Cost, normal pvp and maximum power: Power.
  Mass Fear - A chance, because the cost here does not really give anything.
  Whirlwind of Darkness - Power, for a larger absorption, or a chance, for a greater sense from the skill itself.

Point of skill.

Continuation, tk. there was not enough space in the last part.
  Curse of Doom - Chance, no options.
  Necromancy - Power, well, or in other words on + to mag.atak, much more useful + 2% mag.atak than att defense +10 \\ 15.

Tactics.
Well, the tactics are quite ordinary, without special risky actions, and some sort of personal secret tricks.

Knives: Do not turn your back, stand still, beat alternating between Bone \\ Zhraker, try to throw a thought, in this case you can run, if it passes.
Olya’s knives: Back to the wall, and wait for the run, beat alternating between Bone \\ Zhraker, if the knife is on the limit (30% hp), then beat Cld, you can also try to throw a doom, use a vortex, you can also rely on fir if will pass - you are the fault (if exactly for a while).

DD (Thira \\ Glad \\ Dwarfs, etc.): Doom, fir (Both), then the bone, the eater, and it’s natural to move, not to stand still. You can also go directly to kld, in principle the most logical, but not against the shooting range.
   Oli Dd (Tyra \\ Glad \\ Dwarfs, etc.): Fir, doom, did not pass, is it not that, is it not? - Consider a loss already, but then it depends on good luck, but if you have scored a bone / joker and wines, there will be a minute in the fiery if there is a point enough, and under the doom the demage can and will be for you, but not with critical 3k +, and you will clearly score the joker / bone earlier.

Tanks: You can’t use any debuffs at all, you can try mass fir, this is the maximum, because the tanks have mirrors, the chances are that your thoughts will be reflected back, or one minute fir is very high. Running, and having scored a bone / eater, the exit under the CD does not roll almost like a tank will cut a mirror, and will score you in a couple of seconds with a bow.
   Tanks oli: Also without debuffs, running (though neat that you wouldn’t be hit), and having scored a joker / bone, if you get a bow, you can get up until you change clothes and run, and use the clearance to beat for a moment while with a bow, at the time of the mirror, do not beat, but run.

Mages: Against other magicians, fat / doom, scoring a bone \\ eater and you blame. In Cld, I would not advise .. If you are of course not sure that the fat on the magician will pass 100%.
   Mages Oli: Everything is the same as outside of oli.

All tactics are described with the expectation of using a skeleton or a zombie (preferably with a zombie, since he has a bit more HP when buffing).

Necromancer, Necromancer or Necr , as it is customary to call characters of this class in the game, they are real warlocks, whose main skate is magic. These are very mysterious players who possess the secrets of the most powerful martial magic, have a slightly creepy companion summon at their disposal, and also know a lot of curses that can unsettle and even the most serious opponent to the grave. Thanks to such a diverse and unique set of opportunities, the Necromancers qualify without problems, and in each of the fights this character is a worthy opponent, whom they fear and respect at the same time. Nekra can be described briefly as a magician, whose chip has always been and will be excellent reserves of debuffs, and summons can come to his aid with readiness, that is, this is such a military magician that should never be underestimated by anyone.

Kach Necromancer and the choice of equip at certain stages of the game

Starting out from the 1st lvl, of course, you will not immediately be a super strong Necr, you will begin to master your character, get used to managing and exploring its capabilities. There is nothing much to talk about the initial levels, until you master the first profession, you will need to run and complete quests that will be given to your NPC character by the assistant of all newcomers. The only thing worth paying special attention to, this NPC will have to give you a coupon for shadow weapons that will help you get to the first professional, otherwise, act by inertia. To equip your Nekra, take Armor t55 and purchase a Tunic of Devotion, which adds + 15% to Casting Spd. Anything will do for the role of jewelry.

The most running skills from the 1st lvl, which are worth mentioning:

Wind Strike - this skill will be the first nuke of your character and you will have to use it until you master the first profession, then it will no longer be useful to you;

Heal is a heal that is used only in emergency situations, especially if it is useless to count on help;

Shield is a skill that increases the character's physical defense by 8%;

Might is a skill that increases the character’s physical attack by 8%;

Ice Bolt is a slowing skill, you will also use it until you master the first profession;

Battle Heal is a heal that will be useful to you throughout the game, as it contributes to instant casting and there is a chance of critical treatment, it’s very effective, you must download it.

From the 20th lvl practically nothing will change, you will continue to run and kill mobs, purchase all the necessary attributes, that is, do the same as before. You will not be a mega nibrator yet, so it makes no sense to bullishly, the game on low lvl should be measured. It is important to take a better weapon, the role of which is Weapon life stick, The usual item is the Staff of Life, and its cost will not hit your pocket, and until you get level 40 you will no longer need to bother with this issue. If of course you have enough adena la2, a huge reserve of patience and the desire to collect shadow weapons of D grade, then after you master the first pro, with the coupons received for this, try to achieve the goal. It is not worth even spending money on D grade armor, because for Nekra it does not represent any value, since the speed of magic will not be increased due to it, that is, just stay in the equip that you dressed at the very beginning of the game. Take Accessary elven necklace from jewelry. A common item is the Elven Necklace Set, which will be enough for the next period of the game.

Having taken care of the protection and equipment of our Nekra, we certainly do not waste time in vain and go on an expedition, it’s not forever for you to go noob. The ideal place for downloading at these levels is Kamaloka, and it’s good to go up to level 30 to rock in Gludio, and then to level 40 in Dion. Do not be surprised that the demand for magicians in Kamaloka is not particularly relevant, and therefore take the trouble to create a party yourself. In the process, use the cat-summon, it is good for him, since the cat can not only fight, but also pour mana, the only thing, before finishing off the boss, recall the cat, because he will gobble up 30% of the total number of your Nekra's exp. In addition to these places, visit Solokol and raids, there you will get a good experience and a good exp. If you like to ride on mobs, then choose a place like Cruma Marshlands, which is located a little higher than Dion, the route in this area should start from the bottom and then go higher and higher. In this area, almost all mobs have a weakness for fire, you will drop herbs, and the density will pleasantly surprise you - there is a measured quality. A more extreme place for downloading is Maille Lizardman Barracks, where spiders live, which you will need to fry. One beat them for a very long time, and it’s not at all profitable, so collect spiders in heaps of 15 or even 20 pieces, and then you can easily carry them in two Flame Strike.

It’s useful to go to the town of Gludio for 25 lvl and take there a quest called Help the Son, which is performed on Baby Kookaburra. This simple quest is very useful for Nekra, as in the end you will get a kuru that can buff almost all magic buffs from the character’s base, besides it can fill in mana and decent heal. Do not forget that in front of you you will receive a second profession, if you wish, you can start completing quests on it from the 35th lvl or already at 39 all at once, after all three stamps are collected and you have 40 lvl, go to the academy.

The most running skills from the 20th lvl, which are worth mentioning:

Concentration - a skill buff that helps reduce the chance of knocking down those spells that you cast;

Summon Kat the Cat is a skill cat that helps to restore your character’s mana reserves, it will also be a good addition in the form of damage in kat from 20 to 40 lvl, only for it you need to buy soulshots;

Servitor Heal - this skill is relevant for those Necrov who intend to express themselves as summoners;

Flame Strike - this massive nuke is relevant for those who want to taste the extreme exp with spiders, in the area near Gludio, weak in strength, but can sometimes come in handy;

Blaze - skill of the elements of fire, percussion and especially relevant until the 48th level;

Energy Bolt - a good skill, essentially a nuke with half the power, which is good to use to finish off opponents for quality;

Body To Mind - a very useful skill that allows you to translate the lives of your character into mana;

Corpse Life Drain is a skill doctor who heals with the energy of a recently killed mob.

From the 40th lvl , after you got the second profession, after successfully downloading and visiting the steamers, you need to change the image of your Nekr, dress him up, strengthen and change your weapon to a more powerful one, which means that you need to go to Giran again for shopping. At this level, the problem of choice will already appear before you, the essence of which will unequivocally be the amount of adena that is lying in the pockets of your Nekra. So, if you have enough money or there is an opportunity to buy La2 Adena online, then definitely take Weapon homunkuluss sword, Homunculus Sword from SA to Acumen. If there is no money and there is nowhere to take it, then you have to save and take Weapon deadmans staff, Common Item - Dead Man's Staff. No less difficult will be the choice of armor for Nekra. An ideal option for these lvl would be Armor t53, the Karmian Tunic, which gives the character P. Def. + 5.26% and Casting Spd. + 15%, that is, you get an increase in both defense and caste speed, and more magicians do not need to. A more budgetary gear - Armor t54, the Demon's Tunic, which gives the character an increase in Max HP -270, INT + 4, and WIT-1 and wearing it is only reasonable to swing or finish mobs in your pocket, is not suitable for higher goals.

Do not forget that from LVL 40 Nekra has a wonderful opportunity to wear a bracelet that opens slots for very valuable talismans, so it is recommended to buy Etc rbracelet, Iron Bracelet from LVL 40. Depending on the grade of the bracelet, it opens a different number of slots for mascots. So the Grade bracelet opens only 1 slot and you can buy it in the game store, the Grade bracelet opens 2 slots and you can buy it in a castle or fort for such currency as epaulettes, or you can get it from the quest called Pailaka - Devil's Legacy, A grade bracelet opens 3 slots, you can purchase it like the previous one, in a castle or fort for a specific currency - epaulettes, and finally, an S grade bracelet opens 4 slots for talismans, and you can only get it as a drop from bosses that will meet on Your way in the quest dungeon, directly in the castle. ohm bracelet, be sure to update your stocks Necro in the field of jewelery, it is worth to buy a set top Common bizhy Etc lesser potion purple, Potion of appearance - And, it is enough, it is checked repeatedly.

At 40 lvl, it’s already worth thinking about tattoos for your Nekra, or rather, at this time they will already be very relevant. To increase the magic attack rate, set INT + 4 SPIRIT-5, to avoid penalties of –1 MEN, put the tattoo INT + 4 SPIRIT-4 to slightly increase the character’s casting speed, set MDR + 4 SPIRIT-5, and to in this case, do not face a fine of - 1 MEN, put MDR + 4 SPIRIT-4. A couple more tattoos, no less useful, which you can rearrange periodically, this tattoo to increase the character’s HP reserves, as well as his protection against mills and load capacity, looks like VN + 4 SIL-5, as an option, some Nekra players also put such tattoos INT + 1 SPIRIT-1, or MDR + 1 SPIRIT-1.

Now let's move on to the LVL 40, it will already be slightly different from your previous experience, and with more powerful opponents and increased requirements for your skills. Despite the fact that Nekr is a strong opponent, while he does not have good nukes, it makes sense to go to the surroundings of the Ivory Tower crater or even Sea of \u200b\u200bSpores, where you can swing using Flash. There, mobs will fall for you in two nukes, there are herbs, you are provided with decent speed, you can sit here until the 48th lvl. Then you get a very decent nuke called Death Spike, its use is expensive, but if you want to swing quickly and interestingly, there’s nowhere to go, as well as another AoE nuke called Corpse Explosion, it's just a crazy thing that you will use very often. At about LVL 48, it makes sense to go closer to Oren to the area known as Sel Mahum Training Grounds, to find it when you leave the city through the south gate, turn left and fall down there. Black gnomes-ogres roam this territory, to which you need to get as close as possible, do not be afraid, they are not aggressive, and shoot at any of these mobs with a bone. The whole point is that after killing only 1 mob, a whole bunch of brothers will approach him in a second, and when he is surrounded, in the end, use the Corpse Blast. As practice shows, most often all the mobs that gathered around the corpse fall dead, sometimes several mobs remain, but their Xp reserves are very scanty and if you launch the Energy Arrow, you will immediately kill everyone else. If mobs with high HP remain, then you can quickly finish off with bone. In short, the quality will be spectacular and interesting, because you will not regret the time spent.

There is another option for downloading from LVL 48, for example, you can get into a hole filled with golems, which is located in the area known as Pavel Ruins. It’s easy to kill these mobs with 2 nukes of bone, the exp from them is not bad, the rep will please with its speed, and there are also herbs. If you have any problems with the development of AoE attacks, then go to Forest of Evil, where you can shoot Flash on mobs like gargoyles and basilisks, this procedure will be more lengthy than the options proposed earlier.

The most popular skills from the 40th lvl, which are worth mentioning:

Silence - a skill that helps block enemy magic;

Summon Corrupted Man - pvp summon that will definitely benefit you;

Curse Discord - a skill that forces the enemy to attack against his allies;

Curse Fear - a skill that makes the enemy randomly run for 10 seconds;

Transfer Pain - a skill that transfers a certain amount of damage from your character to a summon, this can be a maximum of 50%, that is, with it you get the opportunity to stay in PvP battles longer, consumes mana;

Summon Reanimated Man - skill calling summon skeleton;

Death Spike - the main nuke of every Necra, which consumes very little mana;

Forget - a skill that distracts the enemy from your character;

Anchor - a skill that slows down your opponent by 5 seconds, and after another 5 seconds throws him complete paralysis;

Curse Gloom - a skill that attacks opponents through Shadow Magic, and also reduces the enemy’s magical defense by 15% and their resistance to all 6 elements;

Corpse Burst - AoE nuke, ideal for exporting, used on a fresh corpse and is somewhat similar to bone.

  From lvl 52 , you are already conditionally moving to a new level of the game and naturally, you must take care of updating the equipment of your Nekra, as well as buying him a decent weapon for further play. The goal for every self-respecting Nekra, and at this level is the Avadon set, so sell the resources that you stuffed earlier, pieces and correlate your capabilities with the cost of this equip. If reality is far from what you want, then take Karmian, it's better than nothing. From the assortment of weapons it is worth taking OE Weapon homunkuluss sword, Homunculus Sword (Insight) or instead of it weapon sword of valhalla, Valhalla Sword (Insight) is also suitable. Regarding the reservation has already been said earlier. Armor t59, the Avadon Robe set, which gives an increase of + 15% cast speed, + 5.247% p def, that is, replenishes the caste reserves and increases P. Def, is ideal. Do not forget about jewelry, if you prefer to continue to wear jewelry From grade, then change it at least to the top, it is wonderful to take Accessary necklace of black ore, A common item is a Black Necklace, then you can not bother with it for a while.

Dressed up, go ahead with the exping. From LVL 52, go again through Oren and with the help of AoE attacks, gain experience. In Avadon, collect mobs in heaps, you can easily cope with even three heaps at the same time, the main thing is to act skillfully. You must stand next to one of these heaps and hit the mob from the neighboring ones; the rest of the mobs from the heaps flock to these killed mobs and you blow up the corpse. Even if you still do not understand how to really crank it up, then believe me, the whole procedure takes a very small amount of time, and the size of the received drop will justify it a hundred times. It’s good to complete the quest called Warehouse Keeper’s Pastime, which is taken at the Oren bank, which is located next to the working warehouse. If you have confidence in your abilities, go up a little higher and fight Pobby, who go with their entire families, but be careful with them , because in each group there is an agr leader, and he will become terribly rocky. It’s good to swing paired with warriors in heavy or light armor, it doesn’t matter, because they can bring you mobs for downloading AoE, excellent quality is provided with good EE or bishop, frail, so you should find yourself on greenhouses who want to earn mountains of drop and expedition. Alternatively, you can also go for a ride to KDL, there’s a solo location. When you get to level 56 go to VOS, Valley of Saints, where Nekr can even go up to level 72 without In this valley, there are simply magical conditions for downloading, there is a decent drop, there is no better place for an exp, there are evil mobs, of course, but there are Herbs. The only thing is, start from the initial territory of this location, there just beat the mobs until 60 lvl, they fall for two bones , here you can get In bijou.

The most popular skills from the 52nd lvl, which are worth mentioning:

Curse Death Link is an excellent nuke, its strength directly depends on the number of hits that you have left, it guarantees a good quality;

Summon Cursed Man - a skill that causes the summon of the Damned, although he has much more names;

Curse Disease - a skill curse that contributes to a 2% reduction in HP recovery efficiency due to magic by the enemy by 50%, literally a find against summoners;

Mass Fear - a skill that sends fear to all enemies that are close to you;

Summon Cursed Bone - a skill that from the ore of spirit creates cursed bones, depending on the level, the number of bones can be different, for 1 level the skill makes 25 bones, and then 50 and 100 out of 40 pieces. ore of spirit.

When you reached LVL 61 , then your Nekr should already be a full-fledged character, able to defend his interests. At this stage, it is important to strengthen the protection of the character, of course, choose weapons and equipment. Weapons ideally take Weapon sword of miracle, Legendary sword (Insight), if there is no possibility, we run with what we purchased earlier. Armor for Necra is recommended Armor t76, Dark Crystal Mantle or DC set, which gives an increase of WIT +2; MEN -2; P. Def. + 8%; Casting Spd. + 15%; Speed \u200b\u200b+7; Magic Cancel Damage slightly decreases; Resistance to Paralysis + 50%. Another variant of armor is Armor t85, Majestic Mantle or MF set, which gives an increase in Max MP +240, Casting Spd. + 15%, MP Recovery Rate + 8%, Resistance to Stun + 50%, MEN + 1, and INT-1. Accessory phoenixs necklace as a special item, Common item - Phoenix Necklace.

Dressed up, go for a swing, before getting the 70th lvl you can get drunk on the Valley of Saints, starting from the very beginning and moving deeper into the territory. Beat the mobs in the area with bones. When you get 70 lvl, then go to the Abandoned workshops. From LVL 73, visit Hot Springs, by the way, there you can go through the quest called The Finest Ingredients - Part 1, which will be necessary to get the final third profession.

In this period of the game, the most significant skill that your necr will receive is Mass Slow - a skill that can cut the running speed of your opponents, which are within its radius of action, by 30%, its activity time is 1 minute.

From the 76th lvl get the third professional, sharpen your skills and become already a mega nibrator, in front of which every opponent trembles. Take the Weapon arcana mace weapon, the Staff of Secrets (Insight) and of course the armor from the S grade, Armor t93, Dynasty Tunic (Wizard) set, which gives an increase of INT +1; WIT +1; MEN -2; Casting Spd. + 15%; Max MP +321; Resistance to Dark +8; M. Atk. + 5.4%. Opens cloak slot. It is worth inserting the Essence of the Dynasty in it to get a small but pleasant bonus to the basic characteristics. For jewelry, if there is enough Adena La2, then take the Accessary dynasty necklace, Dynasty Necklace, if there is no money, then at least get the Accessory tateossian necklace, Tateoss necklace. For exporting to these lvl you should visit places such as Forge of the Gods, the upper floors of the Tower of Insolence, you can still go to Oracle Isle or Varka, Ketra, where you can sometimes get S recipes, also go deep into Wall of Argos and sometimes drop by at Hot Springs on KDL. Almost all the skills that you get after the 76th lvl will be useful to you, so learn, download and once again learn everything to the last.

From the 80th lvl and further, in addition to slander, you can engage in exporting, learn new skills that you should definitely upgrade, and you can already determine the order yourself, setting priorities based on your own tactics of warfare and so on. For 80 lvl it is worth taking the Weapon icarus stick gun, Icarus Hall (Insight), of course, you will need to change it afterwards, but when choosing a subsequent weapon, be aware that it is better to take something better not immediately than wasting money. Take care of the 150 attribute of the dark attack, if higher, of course it will be fine. If you dare to sharpen +3 and above - another mega plus, but remember that you are always at risk. As for armor, for 80 lvl you can take Armor t102, Tunic Destino, this set gives an increase to WIT +2; MEN -2; When equipped: M. Atk + 8.11%, Casting Spd. + 15%, Resistance to Paralysis + 50%, and Resistance to Fire / Water / Wind / Earth +5. Opens cloak slot. When you get to the 84th lvl, it is recommended to change into Armor t96, Tunic of Venus, this set gives an increase to INT +1; MEN -2; WIT +1; M. Atk. + 8.47%, Casting Spd. + 15%, MP Recovery Rate + 5.57%, Resistance to Stun + 50%, and Magic Cancel Damage -30, that is, the rate here goes to the camp resist. Ideally, of course, we wear Armor t99, the Elegia Tunic, this set is the most top-notch for Nekra in all its parameters, it gives an increase to WIT +2; MEN -2; INT +1; M. Atk. + 10% when equipped; Casting Spd. + 15%; Speed \u200b\u200b+7; Max MP +97; MP Consumption -3% upon skill use; MP Recovery Bonus 5%; Resistance to Stun + 50%; Resistance to Fire / Water / Wind / Earth +5. Opens cloak slot. With respect to 80 lvl, you can buy Accessary bluelycan necklace, Moirai Necklace, and try to get epics or TW bijou on 84 lvl.

Necromancer - The Magician Man

Guide for Necromancer "a for moments not included in other guides

Important skills:

Silence  - blocks magic at the target. A very useful thing. Sharpen on Cost
Curse discord  - forces the target to attack an ally.
Curse fear  - the goal for which the curse has passed begins to randomly run, not obeying the commands. Valid for 10 sec.
Vampiric claw  - Deals damage to the enemy. Restores HP \u003d 40% of the damage done. Sharpen by HP Recovery Rate
Transfer pain  - transfers part of the damage from you to the summon. Aura spends mana when using. Sharpen on strength
Summon reanimated man  - Summons a skeleton. Sharpen on strength
Death spike  - The main attacking skill, for use it is required   Cursed bone. You can buy them at Hardin Academy. In the latest versions of the game, dice are not required. Sharpen on strength
Anchor  - the enemy slows down for 5 seconds, after which there is complete paralysis for 5 seconds. Sharpen for a chance
Curse gloom  - inflicts Shadow damage to enemies, weakens the Mage. Defense enemy by 15% and reduces resistance to 6 elements by a certain amount, depending on the level. Sharpen for a chance
Curse death link  “The less HP you have, the harder it hits.”
Summon cursed man  - Summons a Shadow. Sharpen on strength
Curse disease  - a curse that within 2 minutes reduces the effectiveness of magical HP recovery of the target by 50%. Use on samonov and support.
Mass fear  - makes nearby enemies run away in fear. Sharpen at Chance
Wisdom  - Increases resistance to mental attacks.
Sigil mastery  - allow to wear a sigil.
Dark vortex  - Creates a whirlwind of darkness and inflicts additionally to the Mage. Atk. 139 units Shadow damage, restores 25% of the damage dealt. Accuracy -6, resistance to darkness -30. Absorbs 12 MP every second. Action Time: 30 sec.
Skill mastery  - gives a chance to work the skill without a rollback or with a double duration.
Curse of doom  - Blocks all physical and magical skills of the target.
Mass warrior bane  - Massively removes the effects of running speed and attack.
Arcane power  - When activated, increases Mage. Atk. constantly consumes MP and HP.
Necromancy  - Increases M. Attack by 3% and resistance to dark attacks by 10.
Mass mage bane  - removes from the enemy all buffs that increase M. Attack and casting speed.
Curse of abyss  - Decreases Enemy Speed \u200b\u200bby 10%, P. Def. Defense by 30%, evasion by 6, mag. Atk. by 30%, Casting Spd. Mage by 20% and chance to crit. Mage Hit by 30%. Action Time: 30 sec. Sharpen at Chance
Day of doom  - Imposes a strong debuff on a group of enemies in the radius.
Gehenna  - You deliver consecutive blows with dark magic, but you cannot move while the skill is active. MP is continuously absorbed. Consumes 1 Magic Glyph.
Enlightenment  - Increases Mage. Atk. by 40%, Casting Spd. Mage 50% chance to crit. 50% magic strike. Decreases MP consumption by 90%. Action Time: 20 sec.
Meteor  - Unleashes a meteor, seriously damaging enemies caught in the area of \u200b\u200bthe explosion, causing 117 fire damage. and additionally uninterrupted fire damage for 10 sec.
Magician "s Will  - Increases Mage. Atk. by 5%, Casting Spd. Mage 5% chance of Crete. 5% magic strike. Decreases MP consumption by 5%.
Vampiric mist - Creates a fog of death, inflicts an additional 117 points. Shadow damage. And restores 20% damage to HP. Decreases Movement Speed \u200b\u200b/ P. Def. P. Atk. / Attack speed 50%, Accuracy 12 for 10 sec.

Necromancer - The Magician Man

Guide for Necromancer’a for moments not included in other guides

Important skills:

Silence  - blocks magic at the target. A very useful thing. Sharpen on Cost
Curse discord  - forces the target to attack an ally.
Curse fear  - the goal for which the curse has passed begins to randomly run, not obeying the commands. Valid for 10 sec.
Vampiric claw  - Deals damage to the enemy. Restores HP \u003d 40% of the damage done. Sharpen by HP Recovery Rate
Transfer pain  - transfers part of the damage from you to the summon. Aura spends mana when using. Sharpen on strength
Summon reanimated man  - Summons a skeleton. Sharpen on strength
Death spike  - The main attacking skill, for use it is required   Cursed bone. You can buy them at Hardin Academy. In the latest versions of the game, dice are not required. Sharpen on strength
Anchor  - the enemy slows down for 5 seconds, after which there is complete paralysis for 5 seconds. Sharpen for a chance
Curse gloom  - inflicts Shadow damage to enemies, weakens the Mage. Defense enemy by 15% and reduces resistance to 6 elements by a certain amount, depending on the level. Sharpen for a chance
Curse death link  “The less HP you have, the harder it hits.”
Summon cursed man  - Summons a Shadow. Sharpen on strength
Curse disease  - a curse that within 2 minutes reduces the effectiveness of magical HP recovery of the target by 50%. Use on samonov and support.
Mass fear  - makes nearby enemies run away in fear. Sharpen at Chance
Wisdom  - Increases resistance to mental attacks.
Sigil mastery  - allow to wear a sigil.
Dark vortex  - Creates a whirlwind of darkness and inflicts additionally to the Mage. Atk. 139 units Shadow damage, restores 25% of the damage dealt. Accuracy -6, resistance to darkness -30. Absorbs 12 MP every second. Action Time: 30 sec.
Skill mastery  - gives a chance to work the skill without a rollback or with a double duration.
Curse of doom  - Blocks all physical and magical skills of the target.
Mass warrior bane  - Massively removes the effects of running speed and attack.
Arcane power  - When activated, increases Mage. Atk. constantly consumes MP and HP.
Necromancy  - Increases M. Attack by 3% and resistance to dark attacks by 10.
Mass mage bane  - removes from the enemy all buffs that increase M. Attack and casting speed.
Curse of abyss  - Decreases Enemy Speed \u200b\u200bby 10%, P. Def. Defense by 30%, evasion by 6, mag. Atk. by 30%, Casting Spd. Mage by 20% and chance to crit. Mage Hit by 30%. Action Time: 30 sec. Sharpen at Chance
Day of doom  - Imposes a strong debuff on a group of enemies in the radius.
Gehenna  - You deliver consecutive blows with dark magic, but you cannot move while the skill is active. MP is continuously absorbed. Consumes 1 Magic Glyph.
Enlightenment  - Increases Mage. Atk. by 40%, Casting Spd. Mage 50% chance to crit. 50% magic strike. Decreases MP consumption by 90%. Action Time: 20 sec.
Meteor - Unleashes a meteor, seriously damaging enemies caught in the area of \u200b\u200bthe explosion, causing 117 fire damage. and additionally uninterrupted fire damage for 10 sec.
Magician’s Will  - Increases Mage. Atk. by 5%, Casting Spd. Mage 5% chance of Crete. 5% magic strike. Decreases MP consumption by 5%.
Vampiric mist  - Creates a fog of death, inflicts an additional 117 points. Shadow damage. And restores 20% damage to HP. Decreases Movement Speed \u200b\u200b/ P. Def. P. Atk. / Attack speed 50%, Accuracy 12 for 10 sec.
  PAINTS:

You can also replace the last paint with an increase in casting speed:

Servants of the Necra

Reanimated man  - The skeleton, the most important servant of Nekra, is used in 99% of cases of PvP / Olympus. Priority

Corrupted man  - zombies, another suitable servant for pvp.

Cursed Man - Shadow has a high critical attack chance.
  The choice of subskills.

Subskills are very important in any kind of activity, be it PVP, Olympiad or just farm / quality.

Take Celestna from the database / software, Counter Spirit when you receive a hit there is a chance to get 10% of the strength and speed of magic (from the breech), Boost CP - Passive increase in CPU supply (+738 CPU)

————————————————————————————————-

Equipment for the Magician (Nekra)

What Mages Wear:

Pocket Set (P. Def. + 5.26%, Casting Spd. + 15%)

Homunculus Sword Insight (Increases Casting Spd. By 15%)

Gracia final / Epilogue / Freya / higt Five:

Avadon set (P. Def. + 5.26%, Casting Spd. + 15%) + optional shield.

Valhalla Sword Acumen (Increases Casting Spd. 15%)

Gracia final / Epilogue / Freya / higt Five:

Legendary Sword Insight (Casting Spd. + 15%).

Gracia final / Epilogue / Freya:

Dark Crystal Set (P. Def. + 8%, Casting Spd. + 15%, Casting +7, Chance of Paralysis -50%, MDR + 2, SPIRIT-2)

Staff of Secrets Insight (Increases Casting Spd. By 15%).

Dark Crystal Set (P. Def. + 8%, Casting Spd. + 15%, Casting +7, Chance of Paralysis -50%, MDR + 2, SPIRIT-2)

Dynasty Phantom Acumen (Increases Increases Casting Spd. By 15%. Deals increased damage in PvP.)

Gracia final / Epilogue / Freya:

Dynasty Silver Satin Set - Wizard (INT + 1, MDR + 1, SPIRIT-2, Casting Spd. + 15%, M. Atk. + 6.6%).

Icarus Spirit Acumen (Increases Casting Spd. By 15%. Deals increased damage in PvP.)

Gracia final / Epilogue:

Venus Set - (INT + 1, SPIRIT-2, MDR + 1, M. Atk. + 8.47%. Mag. Speed \u200b\u200b+ 15%, stun resistance + 50%).

Vesper Dismantler - Acumen (Casting Spd. Increased by 15%).

Freya / High Five:

Elegy set - (MDR +2, SPIRIT -2, INT +1, M. Atk. + 10%, Casting Spd. + 15%, stun resistance + 50%).

Archangel Sword - Acumen (Increases Casting Spd. By 15%).

Also, POV can be replaced by at your discretion, depending on how quickly you die.

Necromancer —— Necromancer

So perhaps I’ll start:
  Necromancer is a magician of darkness, who managed to gain control of the undead. Besides the fact that he is a combat mage, he also combines the abilities of such a class as a summoner and is 2m and even the first debuffer in the game after an overlord. I have to say right away that the class has its pros and cons ... .. so when you get a 2nd professional, don’t even think that you made a “footballer”, playing for nothing, namely, controlling it in pvp and mass pvp is a piece of jewelry because he needs almost all the skills .... in a given situation.
  The Nekra path was full of ups and downs ....... on C1, C2, C3 they were middle peasants ... ..
  in C4 they became mega folders ........... in grace ... everything began to depend on the skill of the game Necrom. What do the following chronicles prepare for us? unfortunately this is unknown to us ... ..and the Koreans are silent as partisans ... ....

So skills:
a) Active:
Curse Fear-  scares the enemy, forcing him to flee in fear - very useful including in pvp ... ... ..kill

Curse Dicord-  - forces the target to attack an ally, a generally useless skill, although it is sometimes interesting to set a mob on a mob.
Forget  - It removes the monster’s desire to attack, it’s useless at all, it’s only necessary on the Republic of Belarus in order to remove agra, and then if the Republic of Belarus is sagging on us.
Curse: weakness  - A curse that reduces the Physical Attack of the target (must be used when raiding in Belarus, or in pvp against miles of classes in which the damage of special uniforms depends on the attack, the same gladiators and tyrants)
Poisonous cloud-Creates a poisonous cloud around the target. The degree of usefulness is low ... .. there’s no point in swinging with it even on wigs ... (if there is no Over familiar with masses of root and poisoning) in masses of pvp, it can be used only when we are still alive in a crowd of enemies, which is very rarely.
Silence-  prohibits the use of magic by the enemy (in the masses of pvp to distribute to enemy healers and magicians ........ if the first ones are untold)
Anchor-  - completely paralyzes the enemy (a good skill, but many very often revel in it in pvp and panic when it does not pass)
Transfer pain- transfers part of the received damage to the servant (at the maximum level of pumping, 50% of the damage is transferred, so the necromancer is obtained by the most tenacious magician)
Vampiric claw-  vampirism causes damage and replenishes hp, it costs quite a lot of mana, therefore it is used for quality in extremely rare situations when the necr is close to death ... ..
Curse Gloom-reduces target m.def by ~ 20%, as a result, increases target damage by almost 30%, is not replaced by surrenders ... The skill is required in the mago const or raid ... and in solo quality on xx mob.
Death Spike-  throws a bone charged with the magic of darkness at the enemy, to use the skill you need cursed bones, which are sold at the Hardin Academy or are made by us using the Summon Cursed Bone skill.
Corpse burst- explodes a corpse (AOE skill for downloading on wigs, minus that you need a corpse for use)

Curse Death Link-  it reflects the damage done to you back to the enemy, the less HP we have, the more damage we will do ... .. kache on KDL for extreme players, the maximum damage, but for us it’s 1 hit and the button “To the city” appears
Mass fear- massive firm (super skill, but unfortunately not a very high chance of passing to the masses of pvp is indispensable)

Mass gloom- mass glum (mass debuff that cuts M.def to everyone around the summon)

Summon Cursed Bones-  creates bones requires Spirit ore

Curse disease-debuff, which temporarily reduces the effectiveness of healing magic by 50%, is required to use against summoners and healers, as well as against a paladin. On RB with healers minyeny can be thrown on RB.
Mass slow- cuts the speed of everything around (for the cast consumes HP), can be used in pvp 1 on 1 after mass vari ban which appears on the 3rd profession
Body to mind- restores mp due to health. The skill thanks to which the necromancer’s mana almost does not end ... ..in conjunction with corpse life drain, we constantly go with mana.

b) Passive:
Boost mana- increases max. number of mp
Fast spell casting- increases cast speed

Fast mana recovery-increases the speed of regen MP

Anti magic-increases m.def

Higher mana gain  -increases the effectiveness of restoring MP spells

Quick recovery  - reduces spell rollback

Fast HP Recovery  - increases the speed of regen hp

Robe mastery- increases p.def in a robe

Summon cursed man  - calls the Damned, our strongest attack summon absorbs 15% of experience and with the Cree and the highest critical among all summons
Summon reanimated man- causes the skeleton, the average summon eats 15% of the experience and with

Summon corrupted man  -Causes the zombies to eat 90% of the experience and D Cree is suitable for PvP and the siege has a remote skill - vampiric.

Where is the cachazzo:
  We are looking for mobs of their level with a drop of Herbs and we must carry a mutant chicken with us (with the introduction of a nubibuff up to LVL 75 inclusively, the chicken’s relevance is reduced, but it’s still worth pumping it to fill mana) ........
  So we became a necromancer:
At 44+ you can go to the evil forest, and then to Ol Mahumam (to the Forest of robbers), at 52-56 you can go to the Giant Cave and beat the orcs there, the shamans turning into tigers are especially valuable, at 60+ it is better to go to the Valley of Saints by taking there is a quest for resources, at 68+ then to the Val of Argos, at 70+ respectively to ketra or cooking ... ... the MOS is also not bad ... .. on 78+ you can go to Parnas, or to Dino Island.

So continued we went through fire, water and copper pipes and got the 3rd profession: Soultaker

Next, consider the skills of 76 lvl:
Dark vortex- drn hp from the enemy reduces resistance to dark attacks and also eats enemy mana
Wisdom-Increases resistance to sleep paralysis (to all hold attacks).

Health  - Increases resistance to poisons and bleeding.

Sigil mastery  - when using a sigil, it increases M attk by 4% and by 17% increases mana recovery.

  Skills 77 lvl:

Curse of doom-Prohibits the use of the enemy skills and spells (spells and combat skills) // any mile in the course of the doom turns into a meat ....
Mass warrior bane-Removes spells from the enemy increasing the speed and attack attacks, speed is required in 1 to 1 pvp with a warrior and in mass pvp
Skills 78 lvl:
Arcane power-Significantly raises m.atk, but eats hp very much

Curse of abyss-the great debuff cuts absolutely everything, namely: Reduces enemy Speed \u200b\u200bby 10%, P. Def. Defense by 30%, evasion by 6, mag. Atk. by 30%, Casting Spd. Mage 20% chance to apply Crit. Mage Beat 30% for 30 seconds.

Mass mage bane-removes from the enemy all buffs that increase m. attack; cast.speed - required in pvp with the magician or in mass pvp

Necromancy- increases M. Atk by 3% and increases resistance to dark attacks by 10
Skills 80lvl:
Day of doom- curse reducing all abilities requires 3 spell force and 1 magic symbol
Gehenna- Inflicts powerful damage, immobilizes during use; 3 spell force and 1 magic symbol are required

Skills 81 lvl:
[Enlightenment  - for 20 seconds it increases by 40% M attk, 50% M attk speed, 50% chance of crit critical magic and 90% reduces MP consumption by skills.
Magicians will  - passive skill which increases M attk, M attk speed, critical chance by 5%, and reduces MP consumption by skills (all parameters by 5%)
Meteor  - as I understand it, AOE skill with a power of 117 distance is 600.

Skills 82 lvl

  Passives are given when taking damage a 15% chance to get resistance to elementary attacks by 20. and increase M def

Skills 83 lvl
Vampiric mist  - deals damage with the power of 117 .... and restores 40% of HP from the damage done, lowers the attack speed at the target, running speed by 30% by 50% and accuracy by 12. forgot to add this AOE skill with a range of 600

So looking at the skills, we can say that a necromancer in the 3rd profession becomes a killing machine ... ... of course we do not have a skill analogue to the skill of elemental magicians to do crazy damage after vortexing, but do not forget about your smart debuffs and the highest survivability among magicians.

Equipment:
Robes:
  In ng devolutionary set(+ 15% caste)

D knoledge set+ 10% Matt

In q K armian set(Casting speed + 15% and + 5.26p.def)

Or Demon set(+4 INT -1MEN -270 hp) - Actually, I don’t see any reason to run in karmian, n def is small, manna is small, we don’t really need cast speed because it's too early to think about pvp. So our choice is uniquely Demon Set.
  The weapon here is the beloved Akum hamster. Or China TOP C .... with maximum M attk.
  You can wear at 52m Avadon(+ 15% Casting speed and 5.25p.def) you can try teeth+ 10% M attq // But, it’s better to stay in the IMHO demon since this set is the best for download ...

A-grade:

Tallum Magic Set(+ 8% M.Def, + 15% M.Aspd, + 80% to resistance to poison spells, -80% chance to get a bleeding wound) –Cast rate is the same as in DC, but less physical defense and M attack due to - 2 INT, but above M def ....

Dark crystal magic set  (+ 8% P.Def, + 15% M.Aspd, +7 Movement, slightly reduces the chance of interrupting a spell call when an enemy hits, + 50% to paralysis spell resistance) - it is considered by many magicians to be the best set in the game and by the way is not in vain .... so 90% of magicians dream of DC, but in my opinion there is an alternative for the necromancer:

MAJESTIC ROBE SET:  +1 Men - 1 Int + 8% to the MP regeneration rate, +240 MP, + 15% M.Aspd, -50% chance to fall into a state of shock, which I can say as 8% mann regeneration is quite useful, but in pvp resist the stone is MORE than useful ... .. against all the emerging classes ... .. you can believe where the necr in DK loses due to the stun, then the necr in MF will win with ease ... .. (the network resistance can be replaced by RB bije, namely Zaken and Antharas, few people on the server will be able to afford it). The minus of the set can be attributed to a lower cast speed compared to TM and DC, as well as -1 INT. From myself I can say that I ran in all A sets and I liked MF ... especially since he’s so interesting to look at a necromancer. Magician of darkness in white and fluffy)
Weapon:
  NG - staff for the coumons
  D gr - Staff of Life
  Ts gr - or Homa from SA to Akum or China Ts Staff (more M attk)
  From B weapons - we take Valhalla from SA to Akum, or Wizard Tear - according to the availability of extra money.
SoM (Sword of Mirachles) Akum is suitable from A-grade weapons, but I don’t see the point of crafting it, it’s expensive and you can’t insert the attribute, it’s better to run with the chiseled roller then immediately to Y ... .. than overpay for som

Well, in the E-grade, we leave DK, MF (however, with the introduction of the attribute system, you can take the Major Arcana set, but everyone decides for himself)

  S weapon - Arkana Mays with SA Akum and the attribute of darkness.
  Before the S grade, we must run with a shield, we can’t replace the archers, we make a sigil for S.

Well and accordingly Set of the Dynasty on 80.
  By the way, I advise you to take bijou on TV for resist stun will not be superfluous

Sharpening skills:
  1. Debuffs sharpen the chance, we have priority the Course of glum (aka darkness), Silence (silence), Course of Doom and Course of Abyss,
  2. We sharpen a bone on power
  3. Vampiric, I imprisoned in darkness (you can still power or to replenish HP, then you decide)
  4. Be sure to sharpen the Payne Transfer - the more damage is transferred to the summon, the less you will receive .......
  And without fail we sharpen summons (the more the better), at least a zomb in pvp is more than useful.

Tattoos
  +4 INT - 4 men
  +4 Vit - 4 Men
  +4 Con - 4 pp