Friday, March 19, 2010

The magic in Allods

In Allods, there are altogether 5 kinds of magic power. Next, i will introduce each of them.
Fire magic
Fire Arrow: take 3 points magic, attack one person.
FireBall: need 30 points magic, attack a group.
Wall Of Fire: need 30 points magic, attack a group.

Water Magic:
Ice Missile: take 3 points magic, attack one person.
Poison Cloud: need 30 points magic, attack a group.
Blizzard: take 100 points magic, attack a group.

Air Magic:
Lighting: need 10 points magic, Allods Gold attack one person.
Prismatic Spray: need 80 points magic, issued 5 lights at one time, attack more than one person.
Invisility: take 100 points magic, for one person.

Earth Magic:
Stone Missile: take 3 points magic, attack one person.
Wall Of Earth: a 15-Mana, built a wall to stop the enemy attack.
Stone Curse: need 40 points magic, the enemy being turned into stone.

Sacred Magic:
Heal: take 5-point magic and restore the value of life, for one person.
Bless: need 10 mana, increase the rate of the ATK, for one person.
Haste: need 10 mana, increase speed, for one person.
Drain Life: need 20 points magic, reducing the Cheap Allods Gold value of the enemy's life, while increasing their own, for one person.
Summon: take 100 mana, summon a monster.
Animated Dead: need 30 points magic, so that the body becomes a spirit.
Teleport: need 60 points magic, move to a fixed Allods Gold location.
Shield: need 10 points magic, with a temporary shield to absorb the enemy's attack, for one person.
Protection From Fire: take 40-point magic, increase the value of fire-proof for one person.
Protection From Water: take 40-point magic, increase the value of water-proof and fire-proof, for one person.
Protection From Air: take 40-point magic, increase the wind-proof value, for one person.
Protection From Earth: take 40-point magic, increase ground-proof value, for one person.

Allods Online wins the Most Anticipated MMO

From the begining of the Ferbruary, mmosite has started a vote for the titles such as the most anticipated mmo, the best new mmo and Allods Gold the best F2P mmo. After a month of fierce competition, MMOsite Reader's Choice Award 2009 has successfully ended on February 25th, 2009. Thousands of MMOsite members participated in the event, voting on their top choices of the games or companies that they feel deserve the awards. Here we sincerely thank you for your support and congratulations to the winners!
The result is as follows:

Most Anticipated MMO
1.Allods Online
2.Silkroad Online 2
3.Blade and Soul

Best F2P MMO
1.Cross Fire
2.Silkroad Online
3.Atlantica Online

For other top games, you can see more imformation on our site.

Allods offcial's reply to the item price issue

Recently, there is a heated discussion about the overpriced item shop of in the Allods game. In order to save this game, the allods official responded to the players' questions publicly.
Below is allods officials' answers to players' questions:

Item shop prices are overpriced, what is gPotato doing about this?

As we mentioned in our official statement last week, the Allods team is well aware of the situation. We can't apologize enough Allods Gold for the stir and shock it's caused within the community and the lack of communication we had beforehand with not evolving you, the players, in our decision making process.

We want to make clear that this is something we are not taking lightly. We are not sitting and waiting just to see how many dollars we're going to make over the next four weeks. It is very clear to us that players are already disgruntled with the situation and we are actively working on new pricing options to accommodate the masses. However, we ask the Allods community to please be Allods Online Gold patient with the situation! Adjustments like this cannot happen overnight. That's why we continually encourage everyone to submit constructive feedback to us regarding your opinion about both the game and the item shop. In fact, we started a forum thread that we will be checking on an hourly basis here.

The Allods team works hard on this game and loves it just as much as many of you do. When we see a problem we want to address it and take Allods Gold the most appropriate actions that make sense for both the players and the game. With that said, we encourage everyone to voice your opinion, even if it's about something you absolutely hate, just please do so in a constructive manner.

General tips for Allods Healer

For a healer, when you reached certain level, there are four classes you can choose from:Kanians, Elves, Xadaganian and Arisen. No race is much Allods Gold better than another. Main difference lies in their different racial abilities. Let's look at thise racials more closely:
- Elven Priest's special ability is a spell which make their opponents lose mana or energy when they cast spells or use energy-consuming abilities respectively. Good ability for PvP, for PvE almost useless.
- Kanian Cleric has a "Tensess shield" they can use once every 3 minutes. It has 30 seconds duration and absorbs any Allods Online Gold incoming damage. The amount of damage absorbed depends on Healer's INT stat. A useful ability both for PvE and PvP purposes.
- Xadaganian Inquisitor's warcry "For the Motherland" makes his party immune to control effects for a short time. The spell has 3-minutes cooldown. Good ability to gain advantage in PvP encounter or to run away from a dangerous foe.
- Arisen Heretic can increase his wisdom for a short time. Good ability for party or raid healer.
As for Healer stats, the advice is quite simple: you should keep all highlighted characteristics as high as possible. The only exception is WIS which can be sacrificed by DD builds because it is important for Cheap Allods Gold healers only.
Healer is designed to be main party healer, but if you wish you can make him a formidable damager at the expense of healing abilities. Besides healing and damaging, Healer also can tank bosses on higher levels. Here I'll post some builds to show you how one can improve healer performance in each of this fields.

Brief introduction to Allods Mage class

There are three races that can be a mage: Kanians, Elves and Arisen Zem.
At first, being a mage may seem hard but eventually you will get used to it and the game becomes a leisurely walk through the world of Allods. The main potential of a mage is when he is a part of a
Allods Gold group with other people. For a faster and easier game try to find a guild or friends for co-operative gaming.
Below are some statistics of mage class, and their impact on the ability.
Strength – affects physical damage. Absolutely useless for mages.
Finesse – affects your armour penetration(%). Absolutely useless for mages.
Expertise – affects your chance to physically hit the target(%). Absolutely useless for mages.
Agility – affects your chance to evade a physical attack. Fairly useful both in PvE and PvP.
Luck – affects your chance to critically hit the target(2x dmg) If your Luck is too low then you will get an anticrit (1/2x dmg) (Even if your Luck is high then you will still have a chance to get
Allods Gold an anticrit) It also affects the Endurance of the target. Very important stat for mages.
Instinct – affects the chance of you receiving a critical hit. Don’t allow the % to get higher then 10%.
Stamina- affects your health pool. Very important for mages.
Intelligence – affects your magical damage. Very important for all mages.
Intuition – affects the chance that your target resists your spell either partially or fully. Can be partial resist(1% – 100%). This can be read in the combat log. For enjoyable game play do not let the % get above 20%.(~10% ideal) Is more important for PvE then PvP.
Persistence - affects the chance of disabling spells landing on the target and the duration of the spell on the target (eg: spell “Icy Grave”).
Willpower – affects your chance to Allods Gold resist a disabling effect and the time you stay disabled. (ie: your chance to resist Icy Grave and the duration you stay in Icy Grave).
Rage – affects your chance to cure the target of an inflicted wound. You can see how grave the wounds are by looking at the health bar. The more blood drops you see there the graves and harder to heal that wound is.
Wisdom – affects your effective healing. Almost useless for mages. Mages have only 1 healing talent. Grows by itself without damaging any other stat.(goes hand in hand on gear with many other mage stats)
Spirit – affects your mana pool and mana regeneration rate. Should only be raised if you understand that you don’t have enough mana for a fight.
Armour – affects the damage you receive(reduces incoming damage by a %).
Resistance to Elemental\Natural\Divine Magic – affects the magical damage you receive(reduces incoming dmg by a %). Elemental- Fire, Ice, Lightning. Natural – Poisons, Diseases. Divine – Light, Shadow, Astral.

Thursday, March 18, 2010

Allods Mage class skills

Below are some distinguishing skills of mage:

Fire Arrow – |Element: Fire|Cast TIme:1.5s|Recharge:1s|Distance:40yrds|

Basic spell for all mages –you receive it from the start. Fast cast, fair damage. Useful skill, Fire Mages usually upgrade it to rank 3.

Icy Flow – |Element: Ice|Cast Time: 0-3s|Recharge: 1s|Distance:40yrds|

Tactical Spell. For every 0.5 seconds you channel it hits the target for minor damage and debuffs it, reducing both Allods Gold movement speed and damage dealt by 15% per application. Stacks up to 6 times. If the target is damaged by a fire spell then 2 stacks of the debuff are removed and the target receives additional damage. Bonus damage is dealt only once.

Discharge – |Element: Lightning|Cast Time: 0s|Recharge: 1s|Distance: Close Combat|

Fair damage, close combat. This spell only achieves its True Potential if the target’s hp is less then 25% in which Allods Gold case the damage doubles. Good finishing spell. For beginner mages 5x Discharge + Electric Control is very easy way to kill mobs.

Fire Ball – |Element: Fire|Cast Time: 5s|Recharge: 1s|Distance: 40yrds|

AoE spell with incredibly high damage. Can only be precasted, after the precast is done, you can activate the spell and Allods Gold a pentogram-in-a-circle will appear where ever you point your mouse(range limit observed). Strongest AoE spell in the game. All fire mages should take rank 3.

Icy Grave – |Element: Ice|Cast Time: 2.5s|Recharge: 10s|Distance: 20yrds|

Tactical Spell. Freezes the target preventing it from doing anything for the duration of the spell. Damage interrupts the effect. Priests can use their invulnerability spell to get out of it prematurely. If the target is under guidance of one of the 12 apostles then duration is significantly reduced.

Stone Barrier – |Element: Astral|Cast Time: 0s|Recharge: 45s|Distance: Self Only|

Defensive skill. Puts up defensive layers on the mage. If mage is attacked then a certain amount of damage is absorbed (depends on Intelligence). All mages should take 3 ranks of this spell.

Thunderbolt – |Element: Lightning|Cast Time: 3s|Recharge: 1s|Distance: 40yrds|

Medium cast time, medium damage inflicted. The best part about this spell is that it destroys some of the target’s mana. Very useful against mana starved classes such as Necromancers and Druids.

Meditation – |Element: Astral|Cast Time: 0-10s|Recharge: 30s|Distance: Self Only|

When used, the mage regenerates ALL of his mana. At first rank it will take 10s, second – 8с, third – 6с(to regain all mana). If used in combat it doubles the time it takes to regenerate the mana (20s – 16s – 12s). If you are attacked while meditating you will receive Double Damage. Mana restoration rate is NOT linear. At first tick you will receive almost no mana, on second tick – slightly more and only on the final tick will you regain more than half of your mana at once.

Wall of Flame – |Element: Fire|Cast Time: 0-8s|Recharge:1s|Distance: 40yrds|

The mage creates a wall of flame in front of him. If the Wall of Flame is created upon a target then the target cannot move but can attack. One mage can keep a target in a Wall of Fire until his mana is gone. Two mages can keep the target immobile forever. (1 keeps up the Wall, the other meditates)

Pulse Lightning – |Element: Lightning|Cast Time: 0-8s|Recharge: 20s|Distance: 40yrds|

The target receives some damage every second. Huge mana cost, small damage. Can be used as a tactical anti-mage spell(Removes Reflections very fast). Hard to say if it’s worth the points.

Ice Comet – |Element: Ice|Cast Time: 4s|Recharge:1s|Distance: 40yrds|

The mage creates an ice comet which flies from the mage to the target in a line damaging everything in its path(AoE spell really). Long cast time, medium damage. Hard to say if it’s worth the points.

Elemental Shield – |Element: Astral|Cast Time: 0s|Rechage: 45s|Distance: Self Only|

Defensive Skill. The mage puts up several magic barriers. If the mage is hit with a Magical(Elementa/Divine) attack then the barrier absorbs some damage(depends on intelligence) and 1 barrier is removed. The shield will not save you from dots of Necromancers because Natural damage is not absorbed. The shield will prevent damage from Priest dots only if the first tick is absorbed fully. Conflagrate completely ignores this shield. All mages should take 3 ranks of this skill unless more important skills are available.

Allods Paladin tips Part 1

Here is the short description of all stats that are important for Paladins:

1) Strength. Determines physical damage, spell damage and healing done by the Paladin. Very important stat no matter which build you use and what role you perform in the group. Nearly everything you do is affected by it.

2) Finesse. Determines % of enemy’s armor your physical strikes ignore. Important stat because most of your Allods Gold attack skills are physical. Most usefull when fighting with heavy armored enemies such as other plate-users. Good balance between Strength and Finesse is a must for any Paladin.

3) Expertise. Determines chance to miss with physical attacks and amount of spell damage the enemy ignores. If you miss Allods Gold you deal no damage so Expertise is really even more important than Finesse. Besides, it affects all your damage, not only physical one.

4) Luck. Luck is important for all classes and Paladins are no exception. Determines two things: chance to inflict critical damage or healing and chance to deal a glancing blow. Glancing blows Allods Gold deal only half of normal damage or healing so avoid them by keeping your Luck high.

These four stats are the most important ones. Keep them high and everything will be ok. Other stats’ importance heavily depends on your chosen build. Here are some examples:

5) Agility. The higher is yout Agility stat the better are your chances to dodge incoming attack. Dodging means that the enemy completely misses you and deals no damage. Important for tanks. All non-tanks shouldn’t pay too much attention to it. If you can kill the enemy quickly it doesn’t really matters how much damage he inflicted: just heal yourself and go on.

6) Endurance. Determines chance to recieve critical strike. Just like Agility it is important for tanks only. But tanks should maximize Endurance at any cost. If you tank with low Endurance you have good chances of constantly wiping entire party only because boss dealed two or three crits in a row.

7) Stamina. Determines amount of health. No comments

And the last two stats that Paladin needs to think about become important after 23 lvl when open PvP starts:

8 ) Willpower. Gives you some chance to resist control spells. Control is bread and butter of 1v1 PvP and control spell failure often means a certain death for the controller.

9) Rage. Increases the complexity of wounds done. Which means that it will be harder for enemy healer to heal them. If you fight against good PvP group with healer who is protected by other group members this stat matters. In ‘chaotic’ PvP (much more common situation) there is a small chance that your enemy will be healed in the middle of the fight. So don’t pay too much attention to this stat.

Paladin equipment
Paladin can wear leather armor from the first level and plate armor after level 20. Paladin and Warrior armor have much in common: both give bonuses to Strength, Finesse, Expertise and Luck. Try to switch to plate as soon as you are 20 – additional armor points will make your life much easier.

Allods summoner guides

Where to invest your per level stat points:
I’ve seen alot of threads lately with people asking wich is the best attribute do drop your points into each level.
There are different opinions on this matter but every experience player would agree that the most balanced and surefire way to invest your points into a good attribute would be – ?Luck!!
Some people might ask why Luck?! Well the answer is simple, every class without exception needs a balanced luck stat so they don’t get a high Glancing Blow rate wich will halve the effect of your abilities! To evade cheap Allods Gold that happening you need to keep your luck at a certain balance and the reason why you should pick Luck is because equipment that comes with good stats wich includes Luck is usually quite Rare and in MOST cases you would have to sacrifice a lot of your Intelligence/Perception Buy Allods Gold stats to acquire Only Luck!
Thus adding it will relieve you from the stress of sacrificing too much of your other important attributes to get a luck balance.

For a example most gear with luck usually comes with Agility, Stamina or Endurance, and no Intelligence or Perception and you have Allods Gold to replace your Intelligence or Perception gear that usually comes with both stats on the same item and even also comes with Stamina or Agility to get only luck, ending up in you losing a larger amount of important stats.

Other good alternatives are Wisdom since Wisdom is usually not in very large amounts on Intelligence and Perception gear, thus even less on Luck gear, but its still there.

The worst scenario is investing your Points into Intelligence or Perception since these stats come easiest and in the largest amounts.

Thats it for the where to put points pointers. Lets continue with the stats section.


Every character in Allods has a certain amount of stats, lets review them all and each one’s usefulness for a Necromancer.

Strength – represents the modification of damage in close range, applies to damage from normal attacks aswell as physical spell attacks, useless for a Necromancer, you can totally ingnore this stat without suffering severe consequences as with some other stats.

Finesse – represents the resist modificator that a enemy will have against your physical attacks. Useless for a Necromancer, you can also keep this stat at a minimum.

Expertise – this stat affects the accuracy of your physical attacks, useless for a Necromancer also, you won’t even use physical attacks.

Agility – a stat that affects the chance of you dodging a enemy physical attack, not as important to the Necromancer. But most INT/Perception gear will come with either Agility or Stamina, so this stat will be actually quite high.

Luck – a stat that affects how often will you deal critical or glancing blows, which also applies to heals. Very important for Necromancer, probably i’d say this is the third most important stat for a Necromancer but its harder keeping it in balance without sacrificing Intelligence and Perception.

Endurance – a status that determines the chance with which you will receive a critical or glancing blow, it has a mediocre significance both in PvE and PvE.

Stamina – a status that determines your maximum health points, very important for a Necromancer.

Intelligence – a stat that affects a characters Magical attack and Healing power, a extremely important stat for a Necromancer , which multiplies the total damage and heals of your spells from your wand power. Also similar to the Warden class, this spell affects your summons as well, it increases their overall damage like Strength would.

Perception – stat determines the amount of resistance your enemy will have against your magical spells, a VERY important stat for a Necromancer. Unlike other classes, this class will prefer this stat as high as possible without sacrificing means since it affects a couple of vital spells like his Blood Aegis and the amount of defense Corrosive Acid decreases. Also another stat that affects your Summons aswell, it increases their Expertise.

Conviction – a stat that affects the success of your control abilities such as disorients, stuns, slows, ect. Mediocre usefulness in PvP and generally not a very important stat to look out for.
It will be rised a bit anyways out of the random gear you’ll be wearing since some of it is bound to have a bit of it on it. Necromancer don’t really have any controlling spells except Fear , weakness and Death Breath but still.

Willpower – the counterpart of Conviction, a stat that affects the success of you being affected by control abilities. Mediocre in PvP and useless in PvE, not a stat that’s worth worrying about, same as the one above.

Rage – a stat that determines the seriousness of wounds that you will deal to a target , mediocre usefulness in both PvP and PvE, not a stat worth worrying about, will come itself ingame with gear.

Faith – a stat that determines the effectiveness of your heal spells on wounded targets, this stat is very important for support Necromancers that are planning on healing a lot, it makes their healing spells ignore wounds and heal more. Very useful in actual combat.

Wisdom – the counterpart stat of Stamina, it affects your maximum Mana points and their recovery rate, for a Necromancer this stat is of a very high importance as well since not only does it affect your Mana pool but it also affects your Minions and their finesse.

Different builds would require different attributes for a Necromancer but the most basic ones that any type would need are Intelligence, Perception, Luck and Wisdom.
To this list Healers need to heavily add Faith.

There are also critical Acid Necromancers, these would give up on most of their stats for Luck/Intelligence and Perception primarily, since the necromancer has quite a few interesting passives, a build like this would do quite the bit of damage, this build also works well for DoT types also, but combining both would do best.

There are also those who would concentrate on Intelligence for maximum damage output or heal output.

Allods Paladin tips Part 2

Let’s continue with our Paladin guide.

Paladin skills

Here is the list of all abilities from Paladin skill tree:

Crusader’s Blow. Strikes the enemy with physical damage and gives him one Mark of Pariah. Effects stack up to 3 times. 3 sec cooldown, instant cast. Additional skill ranks add damage. This ability is your basic close Allods Online Gold combat attack and is casted so often that it’s a good idea to take 3rd level of the skill.

Righteous Prayer. Long range instant cast attack with long cooldown. Good for pulling mobs and finishing enemies who are running away. Additional skill ranks reduce cooldown from 20 sec to 15 (2nd rank) or 10 (3rd rank). If you solely use this ability for pulling Allods Online Gold mobs lvl 1 is quite enough. If you want it to add some DPS or be useful in PvP then think about taking second or third levels.

Retribution. Deals small amount of physical damage and explodes target’s Marks of Pariah dealing additional damage for each Mark. Also slows the enemy down by 20, 40 or 60% depending on number of Marks exploded for 10 sec. Good ability for levelling, PvPing and tanking: Mobs that run away Allods Online Gold when their health is low no longer can do it. Enemy players neither can run from you nor after you. instance bosses can be slowed yo give you more time to generate aggro. Useful for all builds. Take at least level 2.

Overcome. Damage collected in the first barrier is reduced by 40-45-50% plus some constant ammount and the barrier breaks. It’s your first skill that can reduce damage received. Must have for tanks, very useful for everyone. Cooldown 10 sec which means that you should use this skill every time your barrier is about to break even if the damage may seem to low to overcome. Anyway you’ll reduce incoming damage and cooldown won’t be wasted.

Prayer. Restores up to 10-15-20 canons. Canons are used mostly for healing abilities. It’s the only ability that modifies the maximum number of canons you can have so take at least first rank even if you don’t plan to heal.

Canon of Light. Consumes two canons and heals small amount of health over time. Heals party member who has the worst wounds, if playing solo it’s always you . Tanks can safely skip this skill. All the others may take it to diversify their healing abilities.

Challenge. Makes your target attack you and only you for 10 sec or until this enemy inflicts damage equal to 10-20-30% of your total hitpoints. Works in PvP also (cool!) Any Paladin should take at least first rank. This skills is invaluable for tanks and useful for everyone. Use it in PvP when standing behind the enemy player and he will waste a lot of time just to find you while unable to attack anyone else.

Condemnation. Explodes target’s Marks of Pariah and deals instant damage and over-time damage for 16 sec. The amount of damage inflicted depends on the number of Marks the enemy has. When Condemnation is active Strike of Justice generates 5 times more aggro. Great skill for tanking. First rank is usually enough for tanks because higher ranks give only higher damage and aggro bonus remains the same.

Healing Touch. Paladin instantly heals ally but is so exhausted by this act that regain no energy and suffer -50% movement speed debuff for 15 sec. Spends 3 canons, 120 sec cooldown. This is your first really powerful heal. Tanks should not take it because 15 sec without energy regen often means wipe. But damage dealer can sometimes save the situation using this spell on tank or healer who are about to die.

Strike of Justice. Paladin rushes to the target from the distance, inflicts good damage and stuns the enemy for 3 sec. Additional ranks reduce cast time. Useful skill for all Paladins. Tanks use it with Condemnation to build up aggro. It is also the only stun that Paladins have.

Purge Pain. Damage stored in the first barrier runs out but the barrier is not broken. Additional ranks reduce cooldown from 60 to 55 and 50 sec. Rank 1 is a must have for everyone. and it’s up to you to decide whether reduced cooldown worth 5 skill points.

Tenacity. Damage stored in the first barrier is reduced by small amount, barrier doesn’t break but is moved to the end of the list (e.g. if you have 3 barriers first one becomes the third one) and its timer is set to 10 sec. Instant cast ability with 4-3-2 sec cooldown. This is the case when 3rd rank is worth taking for anyone who decided to take this skill. Having 3 ranks in Tenacity means that you can use it twice as many times in any battle. Good ability for any paladin except pure damage dealers.

Absolution. Damage stored in all barriers is redistributed equally. Time before breaking is set to maximum. E.g. if you have 1k damage in the first barrier, 2k in the second and 3k in the third – Absolution will leave you with 2k in every barrier. Additional ranks reduce cooldown from 25 to 23-20 sec. Useful for some tank strategies, I’ll tell more about them later.

Power of Light. Consumes four canons and heals most injured party member, than jumps to another party member and heals him and so on. The spell is instant cast and has 5 seconds cooldown. Number of players healed depends on rank of the skill: 4, 5 or 6. This is your first ’serious’ heal. Pity it can’t be taken before lvl 25. Even first rank of this skill makes Paladin good off-healer in instances and PvP.

Penance. Once again we see the ability which explodes target’s Marks of Pariah and deals damage. But now it also silence the enemy for 2,5-4 sec and create additional canons. This ability is the only way to create canons in battle so it’s wise to use it even when fighting non-caster. To use this skill efficiently Paladin should have high rank in Prayer (at least rank 2 is recommended) because maximum number of canons character can have depends on his Prayer rank. Good ability for everyone.

Light Nova. Instant cast spell which consumes 6 canons and heals all party members. Very good mass heal. Use it together with Penance to burn canons created by the latter. Even tanks can use this combo while tanking without losing too much aggro.

My advice: choose the right skills for your build.

Allods summoner talents Putrefy Ruby Grid

Putrefy Ruby Grid:
Evil Genius: Increases the necromancers Intelligence by 5/10/15%.
Nothing much said, its a passive increasing your intelligence by 15% at rank 3, a must have for any Necromancer.

Panic Monger: Passive ability that decreases the cooldown of your Fear spell by 10/20/30%.
Optional, i wouldn’t spend points on it but some people like the short cooldown on fear that is 22 seconds if its maxed and with this ability. Even altho I think that 22 seconds is still long considering that it works for 6 seconds.
Also fear is a short distance spell
Allods Gold, get in close too often to cast it and your begging to get hit on the head.

Frightful Presence: Gives your character a 5/10/15% chance to cause fear on a enemy for 2 seconds that is striking on you in a range shorter than 10 yards.
Nothing much to say, it has a 15% chance to fear your opponent for 2 seconds when he does damage to you, mainly works only
Allods Gold against Melee Classes that need to get close to hit, the actual success rate isn’t as great so expect this ability to work once or twice when fighting one. Thus a 2-4 second fear effect isn’t worth the 3 points in my opinion.

Plaguebringer: decreases MP consumption by 10/20/30% of your Putrefy, Plague of Mending, Virus (Blood Plague), Wandering Fever and Neurotoxine.
Arguable talent, i wouldn’t spend 3 points into it forAllods Gold a bit of less mana consumption, the Necromancer is quite gimped Ruby wise so there are alot better alternatives where your points could be of much greater use.

Withering Touch: previously known as Poisoner, it has a 33/66/100% chance to automatically infect the target with Putrefy when Virus (Blood Plague) is used, and a 10/20/30% chance to infect it with Putrefy when Neurotoxine causes damage.
A must have ability from my opinion for pretty much any build out there that likes DoT’s, one Virus (Blood Plague) spell will spread your Putrefy to all of your enemies around without you having to drain mana , time and stress casting it on everyone manually.

Neurotoxine: Active DoT spell that when used on the target will deal damage every 3 seconds to it and when the stacks of this spell reach 6, it will explode dealing additional damage and stunning the target for 3 seconds.
This spell is another must have for your necromancer, it works with poisoner and can inflict Putrefy automatically, and when throw on the enemy it will have a 1 on the spell icon, with time the number on the spell will increase either itself either when you use additional spells on the target like Putrefy, vampiric, Neurotoxine, ect and when it reaches 6, it will explode dealing decent damage to the target and stunning it for 3 seconds.

Necropotency: Earlier known as Poisoners Ecstasy, has a 16/32/50% chance that when Putrefy deals damage to the target it will generate a 15 second buff on you that will decrease your casting time for your next Vampiric, Blood Injection or Dark Empathy spell. The effect stacks up to 5 times.
A quite useful ruby if i may say so myself, since mostly every Necromancer uses Putrefy as their main DoT , this spell is always in effect and with a 50% chance at rank 3 will generate a 20% casting time decrease for casting speed for Vampiric mainly since thats the longest spell out there, thus if you have multiple enemies under Putrefy, the stacks will gather up rather quickly and allow you to use a instant vampiric very often for additional damage.

Virulence: Increase the duration of your Putrefy , Plague of Mending, Wandering Fever and Dark Empathy spells by 10/20/30%.
Nothing much to say, if you have spare points then use them here, its always a good idea to increase duration of these spells thus it ends up in being additional damage/heals.

Empowered Infections: increases the effectiveness of your Putrefy, Wandering Fever, Plague of Mending and Neurotoxine spells by 10/20/30%
A must have Passive Ruby for practically any Necromancer, increases damage dealt by your DoT’s and healed amount by Plague of Mending by 30%!

Advanced Genetics: Increases the effectiveness of your Panacea by 10/20/30% and increases the duration of your Weakness spell by 15/30/45%.

Weakness: Another Active Spell with instant casting time wich will decrease your targets and all the targets around that come in contact with it within less than 10 yards, moving speed and damage by 50% for 10 seconds after a 10 second incubation period of the infection. If the target successfully survived the infection then for the next 45 seconds the target will be immune to weakness.
Works as a great AoE debuff, in my opinion a must have for any Necromancer, especially useful in instances to infect the monsters the tank is keeping on himself to decrease their damage drastically.