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== Haunt == The Haunt-spell is very potent. You gain it in the last subguild of Earth Priests, and when you cast it at your minion,the minion will be gone (so remove any weapons from it), and you will gain various powers and effects, depending on what type of a minion you haunted. Your spells will gain little more power (except Ghostflame, atm) and their cast speeds will be lowered as well. This turns you into a blaster, but keep in mind that as your spell cast speeds have been significantly lowered, but the added power in them is not much, the result is that you need to spam a lot of them to make damage, and it will drain your SP fast. Please note that using Haunt at a minion will also save the minions experience, but not overwrite the experience you saved with Conjure Undead (afaik), as insctructed earlier. I have not tested if this effect will save the exp over boot or not, I only used the Conjure Undead-save myself. Haunt will be more powerfull if used on max lvl minion (5). Once you have haunted a minion, you have access to ALL of the different minions (rather, their Haunt-effects), regardless if you can actually conjure them yet or not (so you can access Herald of Death's haunt-effects without being able to conjure one yet (to be able to conjure Herald requires 200% combined mastery of necromancy & Necromancy skill, and I believe the Necromancy-skill only counts towards THIS up to 110 or 115%). Haunt also changes all of your spells damagetypes according to the list below. Please note, that for some reason there was some sort of problem regarding Touch of the Nether (and iirc Bane of the living too), so it wont work on undead monsters no matter what damagetype it does (unless something has been done to this). === List of different Haunt-effects === (please note that this is a list from long ago, some effects may have changed since then because I had not maxed all my skills when I did this list, nor masteries. Most of these are accurate, but I only use the ones that grant specials, as well as damagetypes.) Animated dead: I think this one just gives hpmax and resists, not sure if it altered damagetype (for mainguild EP) Zombie: damagetype: Poison. +Resists Walking dead: damagetype: Cold. Gives HPmax + resists. Skeleton: Damagetype: Cold. Wight: Damagetype Asphyxiation, +resists. Skeleton warrior: Damagetype: cold, + resists Graveborn: damagetype:cold, +hpmax,+resists Wraith: damagetype: cold, +resists, + wail special (sometimes after a cast you let out a scream that makes enemies ears bleed) Lich: damagetype: Macigal, +resists, +terror special (sometimes you cause your enemies to be Terrified, reducing their combat assigns) Strigoi: damagetype: Asphyxiation, +hpmax, +resists, + spellbreak effect (can also break heals casted at you, dont remember if it could break party member spells too) Ethereal: damagetype: Magical, +resists, +hpdrain special (sometimes after a cast you get a heal, to my knowledge it will only bring you up to 75% hp, so it can also lower your hp if you are above that number when heal occurs, no idea why it is like that (this is with buffs etc)) Herald of Death: Damagetype: Magical, +hpmax,+resists, +instant spellcast specials (you can get special momentums for Touch of the nether, Soulburn, Bane of the living, used with "use Soulburn"-command for example.) === Tips and tricks === You can switch from one haunt-effect to another while in combat, so you can test out which of your damagetypes might do more damage (by looking at damagemessages, if get any) by using "eps_haunt (miniontype)" command. eg. "eps_haunt herald of death". (Note, for some reason you must type this command twice for it to take effect, unless it has been fixed). If you are undead (for example, while wearing [[Wraith's embrace]]), you can heal yourself with Bane of the living (used against living monsters). It heals more when there are more monsters, cant remember if it was a guaranteed heal, or if it had some sort of chance of occurring. But if happens often. (Wed Sep 21 00:38:37 2011) Belannaer <news>: Dhubr's care can now be casted on players while haunted. It allows the target to escape death if an attack is going to kill him, although it doesn't work on 100% chance and some damage and effects might be carried over that can still kill you. It also works only against eq and prestigious monsters. The caster must have a valid earthbind location set for the effect to work. The player who escapes the death will be spirited away to this location. In some cases this gives also resists to the player, maybe if target player is also undead? Cant remember. This effect is not 100%, and sometimes when this procs, the player will be teleported to the bind location, but still be killed. (its a feature). Will drain players sp when proc happens. Edit: I believe if you cast dhubrs care on an undead player, it will add to resists, unless that player is Haunted (EP), then, for some reason, it does not add resists. Tho i need to re-test this some day to be sure.
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