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	<id>https://dev.standingtrials.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Category%3ANecromancy</id>
	<title>Category:Necromancy - Revision history</title>
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	<updated>2026-07-13T15:31:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=14037&amp;oldid=prev</id>
		<title>Pig Boy at 04:32, 21 August 2019</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=14037&amp;oldid=prev"/>
		<updated>2019-08-21T04:32:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 04:32, 21 August 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot; &gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Marrows are thralls that are entirely rid of their flesh, the weaker tissue peeled from bone and discarded entirely. Marrows are thralls composed only of bone. These thralls have the benefit of being much harder to destroy than the average Husk. One would think that with only bones, a Marrow might be easier to destroy but it is surprising how resilient the bones become when a Marrow is created. Piercing attacks are utterly useless against it and only high impact bludgeons do any real damage. A Marrow inset with a well can repair itself on the go, or even tear bones from its victims to swell its own mass. Marrows tend to be the most well prepared of a Necromancer&amp;#039;s basic thralls. As it takes time to meticulously decay or carve the flesh from the bones, Marrows are never thralls of convenience. Some beginner Necromancers carry around a complete Marrow skeleton in a pack on their back, able to pour out the bones and animate them when in trouble. Marrows can also be the bones of animals up to the size of a man. Of all the thrall types, a Marrow is perhaps the easiest to transport, as it can be divided into pieces. A Marrow costs the equivalent of two thralls to maintain.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Marrows are thralls that are entirely rid of their flesh, the weaker tissue peeled from bone and discarded entirely. Marrows are thralls composed only of bone. These thralls have the benefit of being much harder to destroy than the average Husk. One would think that with only bones, a Marrow might be easier to destroy but it is surprising how resilient the bones become when a Marrow is created. Piercing attacks are utterly useless against it and only high impact bludgeons do any real damage. A Marrow inset with a well can repair itself on the go, or even tear bones from its victims to swell its own mass. Marrows tend to be the most well prepared of a Necromancer&amp;#039;s basic thralls. As it takes time to meticulously decay or carve the flesh from the bones, Marrows are never thralls of convenience. Some beginner Necromancers carry around a complete Marrow skeleton in a pack on their back, able to pour out the bones and animate them when in trouble. Marrows can also be the bones of animals up to the size of a man. Of all the thrall types, a Marrow is perhaps the easiest to transport, as it can be divided into pieces. A Marrow costs the equivalent of two thralls to maintain.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Fetches==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;== Fetches &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Fetch is a small servant, usually no larger than a toddler. It can be made from clay, dirt, or fashioned wood as a doll. Fetches are always created in the likeness of a human being or animal and animated to mimic life. These are the simplest of golems to create and require only a single thrall to maintain. When uncontrolled, a Fetch is unique in that rather than truly murderous tendencies as all other thralls have, a Fetch seeks only malicious mischief. A Fetch seeks to scare, inconvenience, and sometimes injure those who have the life it so craves. While limited in their intellectual capacity, they reason with simple instinct and cruel intent.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Fetch is a small servant, usually no larger than a toddler. It can be made from clay, dirt, or fashioned wood as a doll. Fetches are always created in the likeness of a human being or animal and animated to mimic life. These are the simplest of golems to create and require only a single thrall to maintain. When uncontrolled, a Fetch is unique in that rather than truly murderous tendencies as all other thralls have, a Fetch seeks only malicious mischief. A Fetch seeks to scare, inconvenience, and sometimes injure those who have the life it so craves. While limited in their intellectual capacity, they reason with simple instinct and cruel intent.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pig Boy</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=13587&amp;oldid=prev</id>
		<title>Pegasus at 20:09, 25 June 2019</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=13587&amp;oldid=prev"/>
		<updated>2019-06-25T20:09:45Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:09, 25 June 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{#pagetitle: Necromancy}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[file:Necromancyy.png|center|link=]]&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[file:Necromancyy.png|center|link=]]&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size:30px;&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;Necromancy&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size:30px;&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;Necromancy&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11589&amp;oldid=prev</id>
		<title>Aegis2 at 14:05, 7 April 2019</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11589&amp;oldid=prev"/>
		<updated>2019-04-07T14:05:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 14:05, 7 April 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l87&quot; &gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Revenants ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Revenants ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Revenants become available at the same time Soul Traps do. Converting a well into a prison for the [[:Category: Souls | soul]] is no easy task, but when completed the soulstone is the necessary component to Revenants. Revenants are their own class of undead and cannot be a template truly added to any other kind. While a soulstone can be used to increase the amount of protocols a thrall can maintain, a true revenant is dedicated from the moment of its creation. A Revenants is the soul of the body, trapped in a well, and placed within the body the soul belongs to. The necromancer usually painstakingly restores the body as best they can before placing the soulstone within. While the soul is actually trapped with no will of its own to enact, the body remembers the skills it had in life. A Revenant is not sentient. It does not think for itself. While a Revenant is capable of speech, any basic conversation with one will reveal its true nature. Most Revenants, in fact, quietly whisper snatches of the last things they&amp;#039;ve ever heard, names that are important to them, and phrases they habitually uttered. A disturbing side effect of creating this kind of creature. A Revenant can be given many complex protocols by dint of its creation, but inevitably will fail at attempting to pass for alive while in conversation. Like all other thralls, Revenants are emotionless and merciless, with no mind to influence. If a necromancer&amp;#039;s control wanes or is taken from the Revenant, it will seek out those who it once knew in life, viciously murdering them for reasons it cannot begin to comprehend, while the soul watches on in mute horror. Sometimes, rarely, a Revenant has temporarily &amp;#039;remembered&amp;#039; itself, the connection to the soul trapped inside it temporarily renewed. While these moments of freedom are brief, most Revenants use it as a chance to attempt their own destruction, or the destruction of the one who made them. A Revenant&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;s &lt;/del&gt;skills &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tend to be fairly firm (the physical ones) up till expertise, but &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thrall can never exhibit more than one skill at mastery and no skills at revealed&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;process of capturing the soul makes too weak a connection to the &lt;/del&gt;Revenant &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to reliably maintain the mastery they once had. Mastery level skills will always be just at mastery, regardless of the skill held before. Three physical expertise skills can remain, and at least three competent. If there were additional mastery &lt;/del&gt;skills&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, the Revenant &lt;/del&gt;may &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;able to manifest them at expertise or lower, depending on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number needed&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Additionally, a &lt;/del&gt;necromancer should take care that the more powerful a soul, the more likely it will wrest control. If the soul wrests control, a Necromancer must temporarily find a way to shut it down or immobilize it to resume control&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. All skills the soul had in life, at their levels, will manifest&lt;/del&gt;. A Revenant who escapes this way will always feel the deep bone gnawing sorrow of their condition, living like a StoneHeart and fading in and out of remembering who they are. Finally, trapping the soul of an Immortal&amp;#039;s marked is dangerous, as the Immortal can easily find any soul they&amp;#039;ve so marked without the intervention of an artifact or other magic. A Revenant with competent skills at their highest mastery costs three thralls to maintain. A Revenant with expert skills costs six thralls to maintain and a Revenant with master level skills costs twelve thralls to maintain. Magic is not a skill that can be used by a Revenant.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Revenants become available at the same time Soul Traps do. Converting a well into a prison for the [[:Category: Souls | soul]] is no easy task, but when completed the soulstone is the necessary component to Revenants. Revenants are their own class of undead and cannot be a template truly added to any other kind. While a soulstone can be used to increase the amount of protocols a thrall can maintain, a true revenant is dedicated from the moment of its creation. A Revenants is the soul of the body, trapped in a well, and placed within the body the soul belongs to. The necromancer usually painstakingly restores the body as best they can before placing the soulstone within. While the soul is actually trapped with no will of its own to enact, the body remembers the skills it had in life. A Revenant is not sentient. It does not think for itself. While a Revenant is capable of speech, any basic conversation with one will reveal its true nature. Most Revenants, in fact, quietly whisper snatches of the last things they&amp;#039;ve ever heard, names that are important to them, and phrases they habitually uttered. A disturbing side effect of creating this kind of creature. A Revenant can be given many complex protocols by dint of its creation, but inevitably will fail at attempting to pass for alive while in conversation. Like all other thralls, Revenants are emotionless and merciless, with no mind to influence. If a necromancer&amp;#039;s control wanes or is taken from the Revenant, it will seek out those who it once knew in life, viciously murdering them for reasons it cannot begin to comprehend, while the soul watches on in mute horror. Sometimes, rarely, a Revenant has temporarily &amp;#039;remembered&amp;#039; itself, the connection to the soul trapped inside it temporarily renewed. While these moments of freedom are brief, most Revenants use it as a chance to attempt their own destruction, or the destruction of the one who made them. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Revenant &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;follows the same &lt;/ins&gt;skills &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;procedure as &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Personal NPC&lt;/ins&gt;. The Revenant&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;s &lt;/ins&gt;skills may be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;improved upon in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same fashion as a Personal NPC&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A &lt;/ins&gt;necromancer should take care that the more powerful a soul, the more likely it will wrest control. If the soul wrests control, a Necromancer must temporarily find a way to shut it down or immobilize it to resume control. A Revenant who escapes this way will always feel the deep bone gnawing sorrow of their condition, living like a StoneHeart and fading in and out of remembering who they are. Finally, trapping the soul of an Immortal&amp;#039;s marked is dangerous, as the Immortal can easily find any soul they&amp;#039;ve so marked without the intervention of an artifact or other magic. A Revenant with competent skills at their highest mastery costs three thralls to maintain. A Revenant with expert skills costs six thralls to maintain and a Revenant with master level skills costs twelve thralls to maintain. Magic is not a skill that can be used by a Revenant.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stitchborn ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stitchborn ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Aegis2</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11054&amp;oldid=prev</id>
		<title>Q: /* Obstimyte */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11054&amp;oldid=prev"/>
		<updated>2019-03-23T15:31:11Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Obstimyte&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:31, 23 March 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot; &gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Obstimyte ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Obstimyte ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Obstimyte, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rares &lt;/del&gt;and most powerful of well types is necessary for the Revelation of a Necromancer and the transition to a [[:Category:Lich | Lich]]. Obstimyte unlocks alarmingly powerful regeneration, strength, speed, and durability in any undead it is installed within. Given its rarity, most Necromancers save such items to attempt the craft of their own Phylactory. Those who decide they can spare it on a creation often end up with beasts known around Idalos as terrifying and unstoppable nightmares.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Obstimyte, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rarest &lt;/ins&gt;and most powerful of well types is necessary for the Revelation of a Necromancer and the transition to a [[:Category:Lich | Lich]]. Obstimyte unlocks alarmingly powerful regeneration, strength, speed, and durability in any undead it is installed within. Given its rarity, most Necromancers save such items to attempt the craft of their own Phylactory. Those who decide they can spare it on a creation often end up with beasts known around Idalos as terrifying and unstoppable nightmares.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Thrall Menagerie ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Thrall Menagerie ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Q</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11053&amp;oldid=prev</id>
		<title>Q: /* Rot Knights */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11053&amp;oldid=prev"/>
		<updated>2019-03-23T13:46:45Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Rot Knights&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 13:46, 23 March 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l93&quot; &gt;Line 93:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 93:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rot Knights ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rot Knights ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A specialized kind of Undead created by Ellasin, only a revealed necromancer can hope to master the appropriate casting to bring one of these denizens to their thrall. Most necromancers will insist on putting a Soulstone within the body of the Rot Knight to better help it understand complicated Protocols. A Rot Knight is best described as a kind of general to a Necromancer. Not only are they quite physically sound, fast, and likely well shaped against damage...but a Rot Knight can do what no other construct type can...channel its own necromantic spells. A Rot Knight is capable of almost any ability the necromancer is at their own level, save raising thralls with wells. Sap, Wither, Preserve, Restore are all powers the Rot Knight possesses. Additionally the Rot Knight can raise Husks and other terrible things of its own accord. Requiring a powerful well, Emetyte at least, the Rot Knight channels on that renewable power to cast its own abilities. While usually well below the necromancer in the amount of magic it can bring to bear, it does not require drawing on the necromancer&amp;#039;s own ether manipulation to operate. Consider a Rot Knight to have roughly half the ability of the necromancer who raised it. Not nearly as powerful, but just as deadly and varied. A Rot Knight has no soul and no emotions. It cannot be manipulated, it cannot be reasoned with, it only follows instructions. Sometimes that makes the Rot Knight unimaginable and somewhat stupid, but its power more than makes up for its shortcomings in intuition. A Rot &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;knight &lt;/del&gt;is the equivalent of ten constructs to control and can only raise as many constructs as the necromancer has available. A Necromancer can naturally control any thrall raised by a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;RotKnight&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A specialized kind of Undead created by Ellasin, only a revealed necromancer can hope to master the appropriate casting to bring one of these denizens to their thrall. Most necromancers will insist on putting a Soulstone within the body of the Rot Knight to better help it understand complicated Protocols. A Rot Knight is best described as a kind of general to a Necromancer. Not only are they quite physically sound, fast, and likely well shaped against damage...but a Rot Knight can do what no other construct type can...channel its own necromantic spells. A Rot Knight is capable of almost any ability the necromancer is at their own level, save raising thralls with wells. Sap, Wither, Preserve, Restore are all powers the Rot Knight possesses. Additionally the Rot Knight can raise Husks and other terrible things of its own accord. Requiring a powerful well, Emetyte at least, the Rot Knight channels on that renewable power to cast its own abilities. While usually well below the necromancer in the amount of magic it can bring to bear, it does not require drawing on the necromancer&amp;#039;s own ether manipulation to operate. Consider a Rot Knight to have roughly half the ability of the necromancer who raised it. Not nearly as powerful, but just as deadly and varied. A Rot Knight has no soul and no emotions. It cannot be manipulated, it cannot be reasoned with, it only follows instructions. Sometimes that makes the Rot Knight unimaginable and somewhat stupid, but its power more than makes up for its shortcomings in intuition. A Rot &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Knight &lt;/ins&gt;is the equivalent of ten constructs to control and can only raise as many constructs as the necromancer has available. A Necromancer can naturally control any thrall raised by a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Rot Knight&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Q</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11052&amp;oldid=prev</id>
		<title>Q: /* Rot Knights */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=11052&amp;oldid=prev"/>
		<updated>2019-03-23T13:45:25Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Rot Knights&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 13:45, 23 March 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l93&quot; &gt;Line 93:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 93:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rot Knights ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Rot Knights ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A specialized kind of Undead created by Ellasin, only a revealed necromancer can hope to master the appropriate casting to bring one of these denizens to their thrall. Most necromancers will insist on putting a Soulstone within the body of the Rot Knight to better help it understand complicated Protocols. A Rot Knight is best described as a kind of general to a Necromancer. Not only are they quite physically sound, fast, and likely well shaped against damage...but a Rot Knight can do what no other construct type can...channel its own necromantic spells. A Rot Knight is capable of almost any ability the necromancer is at their own level, save raising thralls with wells. Sap, Wither, Preserve, Restore are all powers the Rot Knight possesses. Additionally the Rot Knight can raise Husks and other terrible things of its own accord. Requiring a powerful well, Emetyte at least, the Rot Knight channels on that renewable power to cast its own abilities. While usually well below the necromancer in the amount of magic it can bring to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bare&lt;/del&gt;, it does not require drawing on the necromancer&amp;#039;s own ether manipulation to operate. Consider a Rot Knight to have roughly half the ability of the necromancer who raised it. Not nearly as powerful, but just as deadly and varied. A Rot Knight has no soul and no emotions. It cannot be manipulated, it cannot be reasoned with, it only follows instructions. Sometimes that makes the Rot Knight unimaginable and somewhat stupid, but its power more than makes up for its shortcomings in intuition. A Rot knight is the equivalent of ten constructs to control and can only raise as many constructs as the necromancer has available. A Necromancer can naturally control any thrall raised by a RotKnight.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A specialized kind of Undead created by Ellasin, only a revealed necromancer can hope to master the appropriate casting to bring one of these denizens to their thrall. Most necromancers will insist on putting a Soulstone within the body of the Rot Knight to better help it understand complicated Protocols. A Rot Knight is best described as a kind of general to a Necromancer. Not only are they quite physically sound, fast, and likely well shaped against damage...but a Rot Knight can do what no other construct type can...channel its own necromantic spells. A Rot Knight is capable of almost any ability the necromancer is at their own level, save raising thralls with wells. Sap, Wither, Preserve, Restore are all powers the Rot Knight possesses. Additionally the Rot Knight can raise Husks and other terrible things of its own accord. Requiring a powerful well, Emetyte at least, the Rot Knight channels on that renewable power to cast its own abilities. While usually well below the necromancer in the amount of magic it can bring to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bear&lt;/ins&gt;, it does not require drawing on the necromancer&amp;#039;s own ether manipulation to operate. Consider a Rot Knight to have roughly half the ability of the necromancer who raised it. Not nearly as powerful, but just as deadly and varied. A Rot Knight has no soul and no emotions. It cannot be manipulated, it cannot be reasoned with, it only follows instructions. Sometimes that makes the Rot Knight unimaginable and somewhat stupid, but its power more than makes up for its shortcomings in intuition. A Rot knight is the equivalent of ten constructs to control and can only raise as many constructs as the necromancer has available. A Necromancer can naturally control any thrall raised by a RotKnight.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Q</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=9504&amp;oldid=prev</id>
		<title>Pegasus: /* Obstimyte */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=9504&amp;oldid=prev"/>
		<updated>2019-01-28T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Obstimyte&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:38, 28 January 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot; &gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Obstimyte ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Obstimyte ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Obstimyte, the rares and most powerful of well types is necessary for the Revelation of a Necromancer and the transition to a [[:Category: &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Obstimyte, the rares and most powerful of well types is necessary for the Revelation of a Necromancer and the transition to a [[:Category:Lich | Lich]]. Obstimyte unlocks alarmingly powerful regeneration, strength, speed, and durability in any undead it is installed within. Given its rarity, most Necromancers save such items to attempt the craft of their own Phylactory. Those who decide they can spare it on a creation often end up with beasts known around Idalos as terrifying and unstoppable nightmares.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Lich | Lich]]. Obstimyte unlocks alarmingly powerful regeneration, strength, speed, and durability in any undead it is installed within. Given its rarity, most Necromancers save such items to attempt the craft of their own Phylactory. Those who decide they can spare it on a creation often end up with beasts known around Idalos as terrifying and unstoppable nightmares.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Thrall Menagerie ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Thrall Menagerie ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pegasus</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8780&amp;oldid=prev</id>
		<title>Mr Spud: /* Preserve (Freco/Energico) */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8780&amp;oldid=prev"/>
		<updated>2019-01-21T15:40:27Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Preserve (Freco/Energico)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:40, 21 January 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l108&quot; &gt;Line 108:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 108:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Preserve (Freco/Energico) ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Preserve (Freco/Energico) ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most basic of principles a Necromancer learns, Preserve is the simple cessation of decay in living matter. Necessary for the longevity of thralls, Necromancers can sometimes overlook the importance of this ability. Preserve has a multitude of functions outside the simple maintenance of a thrall. Food can be preserved for a prolonged period in a Necromancer&amp;#039;s care, lending them a certain edge while living outside civilization or on long journeys. Similarly, a Necromancer&amp;#039;s Preserve ability can guard against other powers that encourage rot, decay, or corrosion. Some headstrong [[Transmutation | Transmuters]] realize too late that a skilled necromancer can often guard against their powers, given that deconstruction is such a vital part of the magic. Necromancers are often admired and envied for their ability to defy age. While most consider this to be a practice of turning themselves undead, most necromancers passively preserve the youth in their appearance simply by knowing the magic. While this ability does nothing to actually extend a necromancer&amp;#039;s lifespan, it often ensures they will have a youthful air to them up until their last breath.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most basic of principles a Necromancer learns, Preserve is the simple cessation of decay in living matter. Necessary for the longevity of thralls, Necromancers can sometimes overlook the importance of this ability. Preserve has a multitude of functions outside the simple maintenance of a thrall. Food can be preserved for a prolonged period in a Necromancer&amp;#039;s care, lending them a certain edge while living outside civilization or on long journeys. Similarly, a Necromancer&amp;#039;s Preserve ability can guard against other powers that encourage rot, decay, or corrosion. Some headstrong [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;:Category: &lt;/ins&gt;Transmutation | Transmuters]] realize too late that a skilled necromancer can often guard against their powers, given that deconstruction is such a vital part of the magic. Necromancers are often admired and envied for their ability to defy age. While most consider this to be a practice of turning themselves undead, most necromancers passively preserve the youth in their appearance simply by knowing the magic. While this ability does nothing to actually extend a necromancer&amp;#039;s lifespan, it often ensures they will have a youthful air to them up until their last breath.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Sap (Adagissimo/Lacrimoso) ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Sap (Adagissimo/Lacrimoso) ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mr Spud</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8779&amp;oldid=prev</id>
		<title>Mr Spud: /* Plaguemen */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8779&amp;oldid=prev"/>
		<updated>2019-01-21T15:40:02Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Plaguemen&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:40, 21 January 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l97&quot; &gt;Line 97:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Plaguemen ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Plaguemen were originally crafted by &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/del&gt;Nolan Dasker&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;, an exalted of [[:Category: Lisirra|Lisirra]] and prominent member of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/del&gt;The Coven&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;. While physically not much different from Gaunts or Husks, a Plagueman has a very special purpose. Those a Plagueman wounds will quickly contract a virulent and devastating sickness. High fever, convulsions, and hallucinations are the hallmark of the illness, Grave Touch, with a tell-tale purple-black bruising under the eyes. Most cannot last more than a few days in the throes of the sickness and the weak can barely last one. More horrifying than the simple disease is what follows. A Plagueman is an advanced construct due to the amount of entropic energy a necromancer must imbue within. A high quality well is necessary to make a Plageman feasible. Those killed by the Plagueman or by the diseases it carries, Grave Touch, will rise from death as Husks, bent only on devouring the living and bringing the bodies to the Plagueman for infection. While the range of a Plagueman&amp;#039;s power depends entirely on the necromancer&amp;#039;s ability, usually even one unchecked Plagueman can devastate a village or badly infest a city. A Necromancer is not able to control the husks created by a Plagueman and very rarely stays in the same area much past initial infection. Plaguemen are meant as demoralizing tools, released in cities to shatter the morale of the population and create a devastation from within. Plaguemen made from a Husk are slower and more fragile, but an easier investment than a Plagueman made from a Gaunt...but few can argue the results a fast, terrifying Gaunt can deliver. By dint of the magic, the Husks made from a Plagueman degrade at an accelerated rate. A Husk Plagueman&amp;#039;s creations fall apart within a trial or two. A Gaunt Plagueman&amp;#039;s creation lasts at least four or five trials, long enough to do some considerable damage before completely rotting away. A Plagueman is equivalent to seven constructs&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Plaguemen were originally crafted by Nolan Dasker, an exalted of [[:Category: Lisirra|Lisirra]] and prominent member of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;The Coven. While physically not much different from Gaunts or Husks, a Plagueman has a very special purpose. Those a Plagueman wounds will quickly contract a virulent and devastating sickness. High fever, convulsions, and hallucinations are the hallmark of the illness, Grave Touch, with a tell-tale purple-black bruising under the eyes. Most cannot last more than a few days in the throes of the sickness and the weak can barely last one. More horrifying than the simple disease is what follows. A Plagueman is an advanced construct due to the amount of entropic energy a necromancer must imbue within. A high quality well is necessary to make a Plageman feasible. Those killed by the Plagueman or by the diseases it carries, Grave Touch, will rise from death as Husks, bent only on devouring the living and bringing the bodies to the Plagueman for infection. While the range of a Plagueman&amp;#039;s power depends entirely on the necromancer&amp;#039;s ability, usually even one unchecked Plagueman can devastate a village or badly infest a city. A Necromancer is not able to control the husks created by a Plagueman and very rarely stays in the same area much past initial infection. Plaguemen are meant as demoralizing tools, released in cities to shatter the morale of the population and create a devastation from within. Plaguemen made from a Husk are slower and more fragile, but an easier investment than a Plagueman made from a Gaunt...but few can argue the results a fast, terrifying Gaunt can deliver. By dint of the magic, the Husks made from a Plagueman degrade at an accelerated rate. A Husk Plagueman&amp;#039;s creations fall apart within a trial or two. A Gaunt Plagueman&amp;#039;s creation lasts at least four or five trials, long enough to do some considerable damage before completely rotting away. A Plagueman is equivalent to seven constructs&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stonehearts ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stonehearts ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mr Spud</name></author>
		
	</entry>
	<entry>
		<id>https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8778&amp;oldid=prev</id>
		<title>Mr Spud: /* Revenants */</title>
		<link rel="alternate" type="text/html" href="https://dev.standingtrials.com/wiki/index.php?title=Category:Necromancy&amp;diff=8778&amp;oldid=prev"/>
		<updated>2019-01-21T15:38:44Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Revenants&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:38, 21 January 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l88&quot; &gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Revenants ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Revenants ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Revenants become available at the same time Soul Traps do. Converting a well into a prison for the [[:Category: &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Soul &lt;/del&gt;| soul]] is no easy task, but when completed the soulstone is the necessary component to Revenants. Revenants are their own class of undead and cannot be a template truly added to any other kind. While a soulstone can be used to increase the amount of protocols a thrall can maintain, a true revenant is dedicated from the moment of its creation. A Revenants is the soul of the body, trapped in a well, and placed within the body the soul belongs to. The necromancer usually painstakingly restores the body as best they can before placing the soulstone within. While the soul is actually trapped with no will of its own to enact, the body remembers the skills it had in life. A Revenant is not sentient. It does not think for itself. While a Revenant is capable of speech, any basic conversation with one will reveal its true nature. Most Revenants, in fact, quietly whisper snatches of the last things they&amp;#039;ve ever heard, names that are important to them, and phrases they habitually uttered. A disturbing side effect of creating this kind of creature. A Revenant can be given many complex protocols by dint of its creation, but inevitably will fail at attempting to pass for alive while in conversation. Like all other thralls, Revenants are emotionless and merciless, with no mind to influence. If a necromancer&amp;#039;s control wanes or is taken from the Revenant, it will seek out those who it once knew in life, viciously murdering them for reasons it cannot begin to comprehend, while the soul watches on in mute horror. Sometimes, rarely, a Revenant has temporarily &amp;#039;remembered&amp;#039; itself, the connection to the soul trapped inside it temporarily renewed. While these moments of freedom are brief, most Revenants use it as a chance to attempt their own destruction, or the destruction of the one who made them. A Revenant&amp;#039;s skills tend to be fairly firm (the physical ones) up till expertise, but a thrall can never exhibit more than one skill at mastery and no skills at revealed. The process of capturing the soul makes too weak a connection to the Revenant to reliably maintain the mastery they once had. Mastery level skills will always be just at mastery, regardless of the skill held before. Three physical expertise skills can remain, and at least three competent. If there were additional mastery skills, the Revenant may only be able to manifest them at expertise or lower, depending on the number needed. Additionally, a necromancer should take care that the more powerful a soul, the more likely it will wrest control. If the soul wrests control, a Necromancer must temporarily find a way to shut it down or immobilize it to resume control. All skills the soul had in life, at their levels, will manifest. A Revenant who escapes this way will always feel the deep bone gnawing sorrow of their condition, living like a StoneHeart and fading in and out of remembering who they are. Finally, trapping the soul of an Immortal&amp;#039;s marked is dangerous, as the Immortal can easily find any soul they&amp;#039;ve so marked without the intervention of an artifact or other magic. A Revenant with competent skills at their highest mastery costs three thralls to maintain. A Revenant with expert skills costs six thralls to maintain and a Revenant with master level skills costs twelve thralls to maintain. Magic is not a skill that can be used by a Revenant.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Revenants become available at the same time Soul Traps do. Converting a well into a prison for the [[:Category: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Souls &lt;/ins&gt;| soul]] is no easy task, but when completed the soulstone is the necessary component to Revenants. Revenants are their own class of undead and cannot be a template truly added to any other kind. While a soulstone can be used to increase the amount of protocols a thrall can maintain, a true revenant is dedicated from the moment of its creation. A Revenants is the soul of the body, trapped in a well, and placed within the body the soul belongs to. The necromancer usually painstakingly restores the body as best they can before placing the soulstone within. While the soul is actually trapped with no will of its own to enact, the body remembers the skills it had in life. A Revenant is not sentient. It does not think for itself. While a Revenant is capable of speech, any basic conversation with one will reveal its true nature. Most Revenants, in fact, quietly whisper snatches of the last things they&amp;#039;ve ever heard, names that are important to them, and phrases they habitually uttered. A disturbing side effect of creating this kind of creature. A Revenant can be given many complex protocols by dint of its creation, but inevitably will fail at attempting to pass for alive while in conversation. Like all other thralls, Revenants are emotionless and merciless, with no mind to influence. If a necromancer&amp;#039;s control wanes or is taken from the Revenant, it will seek out those who it once knew in life, viciously murdering them for reasons it cannot begin to comprehend, while the soul watches on in mute horror. Sometimes, rarely, a Revenant has temporarily &amp;#039;remembered&amp;#039; itself, the connection to the soul trapped inside it temporarily renewed. While these moments of freedom are brief, most Revenants use it as a chance to attempt their own destruction, or the destruction of the one who made them. A Revenant&amp;#039;s skills tend to be fairly firm (the physical ones) up till expertise, but a thrall can never exhibit more than one skill at mastery and no skills at revealed. The process of capturing the soul makes too weak a connection to the Revenant to reliably maintain the mastery they once had. Mastery level skills will always be just at mastery, regardless of the skill held before. Three physical expertise skills can remain, and at least three competent. If there were additional mastery skills, the Revenant may only be able to manifest them at expertise or lower, depending on the number needed. Additionally, a necromancer should take care that the more powerful a soul, the more likely it will wrest control. If the soul wrests control, a Necromancer must temporarily find a way to shut it down or immobilize it to resume control. All skills the soul had in life, at their levels, will manifest. A Revenant who escapes this way will always feel the deep bone gnawing sorrow of their condition, living like a StoneHeart and fading in and out of remembering who they are. Finally, trapping the soul of an Immortal&amp;#039;s marked is dangerous, as the Immortal can easily find any soul they&amp;#039;ve so marked without the intervention of an artifact or other magic. A Revenant with competent skills at their highest mastery costs three thralls to maintain. A Revenant with expert skills costs six thralls to maintain and a Revenant with master level skills costs twelve thralls to maintain. Magic is not a skill that can be used by a Revenant.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stitchborn ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Stitchborn ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mr Spud</name></author>
		
	</entry>
</feed>