[quote=@Mega Birb] [@KoL] Alright, I'll make the requested changes soon, although I'm having a very difficult time following the necromancer rework. Could it please be reworded so it is more understandable when you get a chance? EDIT: Martyrdom has been updated. [/quote] Sure, I'm sorry if it wasn't clear enough. An example is all that you should need to understand it. Suppose it based on you character, who's level 03. - He can't raise back anyone from above level 03. - He can control up to his level x2 in levels of undead creatures, as long as they aren't above his level, that being currently (3x2=6). In other words, he can control: 2 lvl 03 undead; 1 lvl 03, 1 lvl 02 and 1 lvl 01; 3 lvl 02; etc... up to 6 lvl 01 undeads. In sum, any combination of levels that doesn't go above 6. - The undead lose any social/cognitive abilities, as well as turn into ugly decrepit versions of the original creature/avatar. - Undead will last for as long as your avatar stays online, but will crumble to dust as soon as you log out or in case your avatar dies. - Abilities can change these base standards. Now, about your rework on Martyrdom, there's still an issue left, that's that healing effect along with the no death clause. To balance that, either make the healing smaller than the amount he has to sacrifice to use it (so that he can never use it to fully heal himself like it allow currently, under the right circumstances), perhaps base the heal on the amount of debuffs he's purging, since the ability seems to go better with that fluff (say, 2% regen for every debuff he absorbs, this way it still has the potential of being a full heal, but is balanced) or make it so that he can die while using it (so that you have to play it safe while using it) if you choose this last option, I suggest you reduce the damage it causes and the heal proportionally as well. E.g.: 40 % damage, 50% heal, or anything like this. Either way you can reduce the cool down a bit to compensate the loss. I hope these clarifications helped.