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Spirit of Kel'Thuzad HS

Necromancer[]

Necromancer is a new class introduced to Conquest of Azeroth, Necromancers wield dark powers forbidden by Dalaran to their advantage and call upon the Grave to serve them in their fight.

Necromancers utilize two Resources, Mana and Runic Power, striking a Balance between the two is key to becoming a Great Necromancer. Currently (As of the Alpha level 30 Tests) Necromancers utilize two primary spells to generate Runic Power, Chilling Touch, a 30 yard range Frost spell which generates 15 - 20 Runic Power, and Flesh to Worms, a Damage over Time ability which lasts 12 seconds dealing Shadow damage in 3 second intervals and generating 5 Runic power each time.

Necromancers are split into 3 different Schools of Magic, discussed below, and utilize them to great effect, each school having a specialty which the Necromancer brings to a whole.

Rime[]

The Frost branch of Magic a Necromancer has access to. Rime focuses on freezing the Blood in their enemies veins, casting powerful Frost spells, or fortifying themselves with the chill of the Grave. At present, a Player may expect to use:

  • Chill Touch
  • 30 yd range
  • 1.5 sec cast
  • Unleash a chilling burst of necrotic Energy upon an enemy target, dealing X Frost damage. Generates 15 to 20 Runic Power.
  • Razorice
  • 30 yd range
  • 2 sec cast
  • Frozen spikes erupt from the bodies of your party members, causing X to Y Frost Damage to Attackers when hit. In addition, their Frost Damage is increased by 10%, and their Armor is increased by X to Y. Last 30 min.




Razorice: A Buff spell which coats the Necromancer in Icy Spikes. When struck in Melee, the Attacker takes a small amount of damage, furthermore, the Spell increases the Necromancer's Armor by a moderate amount and damage done with Frost spells by 10%. Razorice is additionally an AoE buff as well, affecting those within 30 yards of the Necromancer.

Icequake: The Necromancer causes a Spike of Ice to arise beneath their target, flinging them into the Air and dealing Frost Damage. The Spell costs 20 Runic Power and has a range of 30 yards.

Heartchill: A Debuff with a range of 30 yards. Heartchill reduces the healing done to an enemy by 90% for 8 seconds.

Animation[]

Animation branch of Magic allows the Necromancer to raise the dead to serve them, creating vast hordes of Skeletons, Abominations and Ghouls to tear their opponents apart so they too can join in the endless army of the Damned. At present, a Player may expect to use:

Raise