Deathly Chill

Description
Target foe is struck for 5...28 cold damage. If that foe's health is above 50%, you deal an additional 5...41 shadow damage.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * None
 * Avena (Maguuma Stade)
 * Tengsao (The Amnoon Oasis)
 * Dakk (Ember Light Camp)
 * Mossk Rottail (Bloodstone Fen (Mission))
 * Uussh Visshta (Elona Reach (Mission))
 * Hessper Sasso (Thirsty River (Mission))
 * ... more to be added ...

Usage

 * Much like with Shadow Strike, beware of relying too heavily on this skill as a primary source of damage. You may be devilishly effective initially, but once your foe's health becomes lower, this skill alone will not be very effective without backup. Early on in the game it can be decently effective, but once the HP of your foes becomes higher, it does not do nearly so well.
 * Compared with Deathly Swarm as a means of dealing quick damage, in the absence of effects which alter cast time or recharge time (Mantra of Recovery, Quickening Zephyr, Fast Casting, many offhand items, and so on), Deathly Swarm tends to outperform Deathly Chill. Both can be cast once every six seconds (Swarm has a 3s cast time and a 3s recharge time, whereas Chill has a 1s cast time and a 5s recharge time) and cost the same amount. At 12 Death Magic, Deathly Swarm will do 67 damage to an opponent, while Deathly Chill will do 69 damage to an opponent with over 50% HP. Assuming that the chosen spell is cast as often as possible, over a period of time for any number of iterations greater than 1, the two will end up triggering damage at the same rate; however, because Swarm does damage to multiple targets and Chill does less damage once the target's health becomes lower, Swarm is more effective overall. However, these results can change in the presence of other factors; for example, it may be beneficial to take the armor-ignoring Shadow component of Chill in the face of enemies with a high elemental armor level, or it may be detrimental to use a skill with a cast time as long as Swarm's when facing enemies who tend to interrupt spellls. Of course, there is no inherent reason not to employ both skills simultaneously, if the necromancer can afford to put both in his or her skillbar.