Current Lich: Starts at Wizard Level 18.
- (zero from cores 2-4, outside of leveling)
- +4 CON, +4 INT, +2 WIS, +2 CHA
- +1 to Necromancy DCs
- On melee hit: 2-9 points of negative damage to living targets
- Gain +2 INT at Core 6/Level 20 (for +1 more DC)
Total ~4 Necro DC (a little more if you take the INT along the right side, which we did not here).
New Lich: Starts at Wizard Level 3. Is initially less powerful than original Lich form because, well, you're getting it 15 levels earlier.
- +2 CON, +2 INT
- +10 Negative Amplification, +5 Negative Spell Power, and +15 Magical Resistance Rating (different from what you got before, but still generally useful)
- +2 Necromancy DCs (Core 3)
- Inflict Weariness: On melee hit: 2-9 points of negative damage to living targets, plus energy drain on vorpal (Core 4)
- Whatever you want from the remaining list (Core 5) (This is where you started getting Lich form before)
- Gain +4 INT at Core 6/Level 20 (for +2 more DC)
Total ~5 Necro DC (again, a little more if you take INT along the right side, which we did not here).
If you go pure you're ending up at roughly the same position DC-wise as Lich form was before heading into Epics, which is exactly where we were aiming. DC casting is less concentrated into Lich form compared to the Live version; the current version means you're significantly behind as a DC caster if you
don't pick Lich form. Moving away from that restrictive gating was done intentionally.
The Resistances added bulk up the caster's magical defenses, which is also a thematic element of Liches; if people have another Lich-thematic set of stats in mind (that isn't "Liches get better DCs, and are therefore better at being Pale Masters than any other Pale Master form") we're up for potentially moving things around.