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In the same way that thieves have confidence, paladins have soul state, and so on, necromancers have three different "necro-meters." Two of these are forms of Outrage and the other is State of Being.

Outrage will be used to determine a necromancer's relative position to Perversion. It's intended to be as fuzzy as possible, but as you accumulate more Outrage you accrue more of the supernatural and social qualities of being one of the Perverse, such as the ability of clerics to easily sniff you out.

Outrage will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for The Fallen.

For each form of Outrage there is also a shorter-lasting version, called Corruption, which non-necromancers can suffer from. See the specific sections, Social Corruption and Divine Corruption, for more information.

Divine Outrage

Divine Outrage (DO) would be a measure of how upset you've made the gods, and is specific to the necromancer's relationship with the Thirteen Immortals. If someone wants to say that a never seen, pagan god of a distant continent thinks necromancy is the bee's knees, that's swell. But the actual, verifiable gods that grant your character favor and claim authority over the Starry Road will take exception.

In general, the gods are a pretty mellow bunch. They're usually content to ignore casual blasphemy, probably because they figure the person that yells "Screw Kertigen!" on the gweths is a moron that can't actually do anything to injure them or disrupt their religion.


For whatever reason, necromancy is different. There is some quality to necromancy that causes the gods to react and react hard. And when you put it in perspective, it's just a little weird. The Immortals are perfectly fine with warrior mages creating pyroclastic clouds of death; Moon Mages get a pass even when they're bringing extraplanar monstrosities into reality through a field of broken spatial planes; Barbarians never have a problem, even if they raze entire villages and slaughter nations of innocent life. Yet if you raise one little corpse as an undead minion, you're public enemy #1.

  • There will be signs as you are nearing the top end of Divine Outrage. If you hit endzone on Divine Outrage, casting any further spell causing Outrage will have a >5% chance of being slain on the spot in entirely undramatic fashion.
    • Liches or people who have achieved some measure of true Transcendence (though not necessarily full) are above being struck down by the gods' whimsy.
    • The struck dead penalty is an expression of the gods' contempt. You are being struck down with as much concern and effort as you would swat a bug on your computer desk. The living, mortal necromancer is within the Immortals' control.
    • When a necromancer has taken the Descent, and especially if a necromancer ever managed to complete the Great Work, the necromancer is not so much anymore. They're Something Else and the gods cannot simply wish them away anymore. The gods have to approach them as legitimate threats, demonic pawns...or, the Philosophers would argue, equals.

Causes of Divine Outrage


First off, there's three ways a spell can give you Divine Outrage.

  1. Being in the Animation spellbook.
  2. Being in the Transcendental Necromancy spellbook.
  3. Being an especially nasty spell.

When speaking of this mechanic, we refer to a spell that triggers any of these conditions as "evil spells."

For conditions #1 and #2, after you cast your first spell from that spellbook, you do not gain any more Outrage for doing so in the next five minutes.

  • Cast Butcher's Eye and you can cast any other Transcendental spell for the next five minutes without angering the Immortals further.
  • Animation and Transcendental Necromancy are tracked seperately for this (casting Quicken the Earth and Butcher's Eye back to back is two hits, casting Butcher's Eye and Kura-Silma back to back is one).

Condition 3 can vary on a spell by spell basis, but will usually give you a hit every single time its cast, in addition to any Outrage gained from the first two categories. (There are currently no spells flagged this way.) Also note that spells outside those two spellbooks can be flagged as evil, but usually aren't.

Other Actions

  • Some Thanatological rituals generate Divine Outrage. This occurs per ritual performed.
  • Advancing in level, simply circling, will increase your DO floor, raising the minimum amount of Divine Outrage that a necromancer is capable of dropping to.
  • Getting married (which requires a special process for Forsaken necromancers).
    • When Forsaken, this process generates more DO than any other single action.
    • Unsullied and Redeemed necromancers can get married just like any other adventurer, and do not get DO for it.
  • Lastly, Forsaken necromancers risk DO for hanging around holy spots.
Holy Area Warning Messages
The back of your neck prickles.
You feel judged and hated.
Muddled thoughts of paranoia nag at you.
You are exposed and vulnerable in this place.
You have a feeling that you aren't welcome here.
You worry for your safety and well-being.

Effects of Divine Outrage

The following happen as more Divine Outrage is accrued. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a necromancer's career:

  1. Clerics are unable to cast beneficial magic upon the necromancer.
  2. The ability to gain new favors is lost, though any already possessed remain.
  3. The necromancer is now detectable as such to Clerics, Moon Mages, and Empaths. (Use AVOID TOUCH to avoid being outed by Empaths.)
  4. Empaths are no longer able to heal the necromancer (even with Rite of Contrition) and may receive a very small amount of Empathic shock for TOUCHing a necromancer with high levels of Divine Outrage.[1]
  5. Harm Evil will now be usable on necromancers.[2]
  6. The necromancer now counts as a cursed being for the purposes of holy magic.
  7. Their alternate spell preparation is unusable.[3]
  8. Each time more Divine Outrage is accrued, there is a small chance of the Immortals simply killing the necromancer outright.

Unfortunately, some of these levels may occur at the same time, and the exact order may be incorrect. Data currently is scarce.

Becoming Forsaken

Unsullied necromancers can fall from the Immortal's grace in one of two ways:

  1. Casting either Spiteful Rebirth or Call from Beyond twice, or one use of each. (You get one warning, and become Forsaken on the second use.)
  2. Your Divine Outrage rises above a certain level, regardless of whether you've used either of the spells above. Note: this DO threshold is lower than than an already Forsaken necromancer needs to have to be struck down by the Immortals again.[4]

Checking Divine Outrage

PRAYing will give you some indication of your current level of Divine Outrage. When initial Outrage thresholds are reached you'll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse. Praying sets you to kneeling unless done while invisible, and it will always pull you from hiding even if also invisible.

Divine Outrage Ranges

Ranged tier messaging via the PRAY command:

Tier Range PRAY Message
N/A You kneel down and begin to pray.
+ DO The experience leaves you feeling somehow exposed.
(This indicating your DO is at a level that is detectable to Clerics and Moon Mages.
You do not pick up more Divine Outrage when you receive this message.
0 None You feel as if many eyes are judging you and still find you... lacking.
(Normal for a Redeemed necromancer.)
0 None No additional information shown.
(Normal for a non-necromancer.)
1 Low As though in response, you are struck by a feeling of insecurity.
2 Medium As though in response, you have a brief, sharp pain in your limbs.
3 High As though in response, you feel a deep pain in your chest.
4 Extreme As though in response, you feel a deep pain in your chest.
The experience leaves you feeling naked for all to see.

Note: A Forsaken necromancer can be struck down by the Immortals once they hit the maximum DO tier, and should immediately stop all actions that produce Divine Outrage. Unsullied necromancers, particularly ones at higher circles, can get struck down at a lower tier (and become Forsaken).[6]

Divine Corruption

Any non-necromancer who casts necromancy spells can be be afflicted by a condition known as Divine Corruption. All necromantic spells generate Divine Corruption. As with Divine Outrage, the afflicted character will experience adverse effects, like being immune to beneficial holy spells and Empathic healing.

It is possible for non-necromancers to pick up the taint of Necromancy without actually practicing it. So far, the only demonstrated way is for Moon Mages to attempt to ALIGN their predictions to the Thanatology skill.

The effects of Divine Corruption currently last approximately 30 minutes.

Social Outrage

Social Outrage (SO) would be a measure of how upset you've made society (and how badly society as a whole wants you dead right now). Social Outrage is entirely a negative experience. It never benefits the necromancer to be caught in the act, unless he enjoys being persecuted.


  • Having a necromancer title up in a standard justice zone.
  • Having the necromancer profession visible in a standard justice zone.
  • Having Transcendental Necromancy spells active in a standard justice zone.
  • Having a construct or Risen with you in a standard justice zone.
  • Acquiring warrants for any crime.
    (You do not gain extra SO for an arrest on old warrant.)
    • Casting most necromancer spells in a standard justice zone will incur a Forbidden Practices charge.
    • Sorcerous Backlash in a standard justice zone will incur a Forbidden Practices charge.
    • Forsaken necromancers can receive a Forbidden Practices charge via the Suspicion mechanics, just for being visible inside a standard justice zone.
  • Wearing or holding a "blatantly necromantic item".[7] [8]
  • Necromancers will high Social Outrage will receive SO when sending out thoughts on public gweth channels.[9]
  • SACRIFICING another player character.


The ACCUSE NECRO command has been removed.[10] In its place, the system now automatically evaluates a necromancer's location, Suspicion, and Social Outrage to determine if it is appropriate for the citizenry to level an accusation against the necromancer. Unsullied and Redeemed necromancers do not accrue Suspicion at all and can theoretically spend indefinite amounts of time in civilization as long as they continue to be on the low down. Forsaken necromancers still accrue suspicion at the same rate as before.

There are three things that can cause a successful accusation: social outrage, looking like a necromancer, and the mechanic formally known as Suspicion.[11]

  1. Social Outrage: over a certain threshold (more than 50% of the maximum possible) and you are considered a known necromancer in the region and will face accusations.
  2. Looking like a Necromancer: There's a few things that feed into this, but broadly it includes "visibly doing necromancer stuff." Having transcendental buffs up, casting visible Necromancies in general, using a title, and wearing some rare items can trigger an accusation.
  3. Suspicion: Forsaken necromancers have a tolerance meter for town called Suspicion that slowly builds up in normal situations. While in a standard justice area, this meter builds towards an accusation. While outside of a justice area, this meter drains away. Unsullied and Redeemed necromancers are exempt from this. Suspicion does not accrue/apply inside clan justice.[12]

Successful Accusations

  • If successfully accused, the person will not automatically be arrested unless they interact with town services, such as the bank.
  • If the accused lingers in a justice area, they may be subject to arrest, or death at the hands of Hounds of Rutilor.[13]

Suspicion Mechanics

This only applies to Forsaken necromancers.

Here's how Suspicion works:

  • You enter a standard justice zone. An invisible timer starts.
  • Without any protection, you've got approximately 45 minutes.
  • Rite of Contrition (or Rite of Grace with Liturgy) will halve your effective Suspicion, essentially doubling the timer.
  • You hide or become invisible? Pause (not reset) the timer.
  • The timer does NOT drain unless you leave, and stay outside of standard justice long enough for it to reset.
    Suspicion drains at a 1:1 ratio (30 minutes in town takes 30 minutes to clear).
  • If the Suspicion timer elapses: you will get a Forbidden Practices charge, plus a SO hit (from the charge).

Get in. Do your stuff. Leave town.


  • Social Outrage is handled on a per-province basis, though there are actions or items that can affect your Social Outrage in multiple provinces at a single go.
  • Social Outrage incurred in non-provincial areas (like the Soul of Maelshyve, some Festival grounds, etc.) default to Zoluren.

Checking Social Outrage

The current design is explicitly designed so that there is no way to check your exact level of Social Outrage. By speaking to one of the Guildleaders about the Perverse, it is possible to learn whether a necromancer posseses at least 50% of the maximum Social Outrage possible.

The JUSTICE verb will also indicate if you're still in trouble from a previous accusation.

You're fairly certain this area is lawless and unsafe.
You are also fairly sure that the people are convinced you are a necromancer.

Social Outrage Ranges

Ranged tier messaging via the JUSTICE command:

Tier Range JUSTICE Message
0 Low / None No information shown.
(Your character might still have some Social Outrage but it's very low.)
1 Suspicious The citizens of [Province] are growing suspicious of you.
(You can still use town services.)
2 Convinced In [Province] it is widely believed that you are some kind of sorcerer.
3 High Your reputation in [Province] is criminal and the government actively seeks to arrest you.
(This is unrelated to outstanding warrants. Use RECALL WARRANT to check for that.)
4 Extreme You are regarded as a monster by the good folk of [Province].

Note: Do not confuse the "suspicious" tier with the Suspicion mechanics that apply to Forsaken necromancers.

Town Services

At higher levels of Social Outrage you will be unable to use many town services including banks & vaults. Attempting to access these services will result in auto-arrest, a fine, and increased social outrage. Some services are currently exempt from exclusion and are safe to use: selling gems & pelts, training stats, and paying debt.

Recovering from Social Outrage

Each Province has different calculations for how fast the population there stops caring about whatever SO-generating thing you did. Social Outrage drain rates differ in each Province, and each Province tracks how ticked at you it is separately from the others.

  • Theren is staunchly intolerant.
  • Ilithi is more lenient.
  • The rest of the provinces are somewhere in the middle with slight variations.

(The bonus/penalty is in SO drain. Theren forgives SO slower, Illithi faster, the other three float more-or-less between them.)

The best way you can make sure you are not gaining any additional SO is to leave town to avoid additional accusations and accidental SO gain, not gweth, and if you must go to town, do not do anything except WITHDRAW money, PAY fines, or get your items from the guardhouse. To ensure you have left town and guard jurisdiction use the JUSTICE command. Remember, SO will gradually drain for 2.5 real life hours each real life day you're logged ingame.

Social Corruption

In addition, non-necromancers suffer Social Corruption instead of Social Outrage, primarily through wearing of especially special necromancer-related items, teaching Sorcery, having a visible sorcerous backlash, or Empathic Shifting within a justice zone. The impact of Social Corruption is similar to that of Social Outrage.

Avoidance of justice zones is recommended as any interaction with services will result in arrest. The JUSTICE command can be used to check the state of an area.

States of Being

Beyond these meters there is your state of being, and they are independent of social or divine outrage. They represent deliberate and knowing changes in the path of a necromancer.

The known states of being are:

  • Unsullied
  • Forsaken
  • Redeemed
  • Lichdom
  • Transcendence

All beginning necromancers and non-necromancers characters are Unsullied. Once a necromancer has twice raised the dead, either themselves (Spiteful Rebirth) or others (Call from Beyond) — or accumulated enough Divine Outrage through other means — they enter into the Forsaken state, in which they lose all favors and can never gain another.

The three advanced states (Redemption, Lichdom, and Transcendence) are achieved via quests, though only Redemption is possible at this time.


Unsullied (newbie, pre-damnation) and Redeemed necromancers gain favors and can depart like every other player in the game. An unsullied necromancer might have enough Divine Outrage to prohibit Clerics from successfully using their corpse-assisting spells on the necromancer, but even then they retain full use of DEPART and favors. Redeemed never have any problems here.

Forsaken necromancers lose all their favors upon their damnation and... never get any more. The secret of the necro favor is that there is no such thing as a necro favor. Instead, they can have access to up to three options.

  • 1: They may do a favorless depart like everybody else. This lands them in the exact same spot and with the exact same penalties as anyone else that departed there with 0 favors.
  • 2: They may DEPART GUILD. This is almost exactly like the favorless depart, except that the destination is the Necromancer guildhall. Useful if you can't be seen at a nearby shrine, just bear in mind the complications you're setting up for yourself if your grave happens to be on Mer'kresh.

In #1 and #2, the messaging is different for forsaken necromancers, reflecting the intervention of a "patron" which protects their soul from judgment long enough to reincarnate.

  • 3: With knowledge of the 4th tier, transcendental metaspell "Spiteful Rebirth," they may DEPART DEATH to resuscitate themselves. This temporarily cripples the necromancer with a potent version of Death's Sting and brings him back at the very brink of life, but it allows him to remain in full control of his possessions and location.

There are limits to how often a living necromancer can DEPART DEATH: there's a hard limit per 24 hour period based on his spirit health and Stamina, and a short-term limit that he cannot use it again while still laboring under the Death's Sting from a previous death.


  1. Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28‎
  2. Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21‎
  3. Post:DO & Spell Preparation Change? - 02/21/2012 - 23:08
  4. Post:DO Smite with no where near high DO - 03/28/2020 - 15:05
  5. GM Koror, via the official discord (link)
  6. Post:DO Smite with no where near high DO - 03/28/2020 - 15:05
  7. Post:SO changes - 05/08/2019 - 15:36
  8. Post:Socially Outrageous items - 11/02/2020 - 12:28
  9. Post:Necromancer Gweth SO - 10/14/2019 18:52
  10. Post:Necromancer Policy & System Changes (Please Read) - 05/07/2019 - 16:02
  11. Post:Suspicion Mechanics & You - A Survival Guide - 05/08/2019 - 09:22
  12. Post:Spiders in Justice - 10/30/2019 - 13:39
  13. Post:Necromancer Policy & System Changes (Please Read) - 05/09/2019 - 18:26

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