Necromancer's scythe

necromancer's scythe was a melee item in item asylum. It is a black, double-edged scythe with a chain wrapped from one end to the other.
==Functionality==
When this item appears in the user's inventory, it will appear on their back. Equipping the item brings this item in the user's hands. During this animation, the item is unusable. Similar to slayer's sword, this item uses a stamina bar. Stamina is passively recovered over time.
Upon use, the user will begin a three-hit combo. Each hit deals 22.5 damage, stuns, and poisons the enemy, dealing 25.5 damage per swing or 76.5 damage with the full combo, including poison damage. The final swing lasts significantly longer and ragdolls enemies hit. Each hit may also sever an enemy's limb, applying bleeding and further increasing damage to 45.5. Each swing in the combo takes 12.5% stamina and is represented as a white bar below the user's cursor.
Dealing a fatal blow to an enemy has a chance to down them, refilling their health to full and dropping them to the ground. Downed enemies will instantly die to any attack from the necromancer's scythe. If a downed enemy is left alive after 6 seconds, they will die automatically, though this will not reward the scythe user with a soul.
Killing a player with the necromancer's scythe causes a small popup to appear at the center of the screen, listing who was killed and "rewarding" the scythe user with a random amount of money and XP. This is purely cosmetic and no money or XP is given.
===Finisher [E]===
Only usable with more than 30% stamina and in the vicinity of a downed enemy. Upon use, the user will violently swing the scythe around their body before slamming it down on the downed enemy, dealing 99999 damage. During the finisher, the user's walkspeed will be reduced by 15 and they will gain 75% defense. The scythe will be imbued with flames for a short period after the finisher, though this has no effect.
Successfully using the finisher fully heals the user.
===Soul counter===
Just like slayer's sword, necromancer's scythe has a soul counter that counts up to 10. Each player killed with the scythe increases the soul counter by 1, and each NPC killed increases it by 0.5. Player max health is increased by 15 per full soul, or 7.5 per half soul, up to +150 max health. Once 10 souls are reached, the counter instructs the user to re-equip the weapon. This begins an animation where the user will be immobile and clad in dark purple armor, saying "This is my hour". After the animation, several changes occur: 
*The user's head, arms, and feet are protected by bullet-proof armor. The user's torso, legs, elbows, lower face, scalp, and nape are covered in dark cloth that does not block bullets.
*The user gains a passive +35% defense bonus.
*The user's walkspeed gradually increases while they move with the scythe out, up to +20 walkspeed after roughly 5 seconds. Moving for an extended period also shifts the walking animation into a full sprint.
*The user's jump height increases by 37.5.
*The user gains a bounty of $1000. This bounty is announced server-wide through a "Bounty" Alert system. Each player killed increases the bounty by several hundred, which is also announced through the alert system.
*A harsh vignette effect is added to the corners of the scythe user's screen.
*The finisher gains a 45-stud wide area-of-effect that applies poison, curse, bleeding, and heavy stun to nearby enemies, dealing roughly 11 damage in total, in addition to dealing 20% of their max health in immediate damage. Nearby enemies will appear to be set on fire, though this is cosmetic.
Upon the user's death, the bounty will be "rewarded" to whoever killed them, although this has no effect. The user also gains a unique death animation where their body will fade away, leaving their helmet floating upwards. The helmet disappears in a flash of smoke after several seconds.
===Reviving===
If a necromancer's scythe user dies, they will enter a unique "downed" state where they lie immobile on the ground and unable to use items. Necromancer's scythe users in this state have 20 health, lose health at a slow rate, and are unable to be healed by any means. When a player enters the user's close vicinity, the user will automatically begin to be revived over the course of 10 seconds. Exiting the vicinity cancels the revive. Upon being revived, the scythe user gets back up with 20 health regardless of their health when downed.
Players near downed users will see a large arrow saying "REVIVE" above the downed user. The arrow changes from yellow to red as the scythe user's health drains.
===Synergy===
If ultra instinct is used, the user's soul counter rises to 10 instantly, allowing necromancer's scythe to awaken as soon as it is equipped.
==Tips==
*Necromancer's scythe functions as a light, speedier version of slayer's sword. Its speed boosts during swings can be easily used for mobility purposes and its high stat bonuses can disorient unprepared enemies while still benefitting from a high killstreak.
*As a killstreak weapon, prioritizing your own life is important. Using a finisher is generally a safe bet to regain health due to its quick use and defense bonus, especially after awakening, as its passive +35% defense stacks with the finisher's +75% defense, making the user functionally invulnerable during the finisher with a 110% defense bonus.
*Remember that enemies downed must be killed before you gain the soul. As the scythe's hitbox is very forgiving, any attack over the downed player will likely kill them and reward you the soul.
*Although the armor often blocks bullets, some bullets may still hit an unprotected part of the body. Users with accurate, high damage guns like Spinbot, awp, or Intervention can cause problems if not targeted.
*After obtaining 10 souls, don't stop moving. The scythe incentivizes a hit-and-run playstyle where speed is essential.
* If reviving a necromancer's scythe user, refrain from using melees or projectile weapons, as you may accidentally hit them instead.
==Gallery==
Necromancer scythe equip.gif|Equipping necromancer's scythe.
Necromancer idle.gif|necromancer's scythe's idle animation.
Necromancerscythe m1 combo.gif|Full M1 combo.
Necromancer ability.gif|Finisher in effect.
Necromancers scythe awakening.gif|Re-equipping after reaching 10 souls.
Necromancers scythe awakened still.png|Still image of the armor
Necroscythe run.gif|Unique running animation after reaching 10 souls.
Necroscythe awakened finisher.gif|Finisher after reaching 10 souls.
Necromancer's scythe bounty alert.webp|The "bounty alert" pop-up that appears after reaching 10 souls with the scythe.
Necromancer's scythe popup kill.webp|The small pop-up that appears after killing a player with the scythe.
GoldNecoScythe.jpeg|Golden variation of necromancer’s scythe
GoldNecoScythe10soulsjpeg.jpeg|Ditto, after getting 10 souls
===Miscellaneous===
Necromancer Scythe criminality.jpg|The Necromancer’s scythe in its home game, Criminality.
Necro-scythe criminality with armor.jpg|Ditto, but with the armor included with the Necromancer’s scythe.
==Audio==
Sound 	File 	Description
Equip 	 	Plays upon equip.
Swing 	 	Plays every time necromancer's scythe is swung.
Hit 	 	Plays whenever an enemy is hit.
Scream 	 	Has a chance to play whenever an enemy is hit.
Scream 2 	File:Engineer scream.wav	Has a chance to play whenever an enemy is hit. (lower pitched in-game)
Scream 3 	File:Demo dies 1.wav 	Has a chance to play whenever an enemy is hit. (lower pitched in-game)
Scream 4 	 	Has a chance to play whenever an enemy is hit.
Finisher 	 	Plays when a finisher is used.
Awakening 	 	Plays upon re-equipping after reaching 10 souls.
Finisher 2 	 	Plays when a finisher is used after 10 souls have been reached.
Bounty Alert	 	Plays whenever a player has 10 souls.
Death 	 	Plays whenever a player with 10 souls dies.
Running 	 	Plays whenever a player with 10 souls runs.
Breathing 	 	Plays after a player reaches 10 souls.
==Trivia==
*This item is a faithful reference to the Necromancer Kit from the Roblox game Criminality, which comes with the Necromancer's Armor and its Scythe.
**By extension, this item is a reference to the Witch-King Angmar from Lord of the Rings.
**The scream sound effects caused by this item are from Criminality, and are modified sounds from Counter-Strike and only 2 are from Team Fortress 2.
*If ultra instinct is equipped, the user is instantly given 10 souls.
*This item has multiple tooltips that are chosen at random, similar to the now removed apologist. Cero, Smile (technically), and esto es el fin have multiple tooltips; however, their tooltips are conditional and not random. 
**The "77k for this bad boy" tooltip is a reference to the kit's cost in Criminality, being $77,777.
**The "just an hour, not 10 hours" tooltip is a reference to 10 hour burst.
**The "one single airstrike:" tooltip is a reference to how Criminality Necromancers can easily escape explosives.
**The "is this (player name)'s hour?" tooltip is a reference to the speech made by the scythe user after awakening.
**The "slayers beware" tooltip is a reference to Slayer's Sword.
**The "MY AAKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK" is a reference to this Criminality video where someone screams the latter tooltip.
**The "person's bobm in their inventory" references how bobm can one shot necromancer users as they only have 250 max HP (assuming they didn't use ultra instinct).
**The "fully infested darkheart" references how Darkheart is considered "evil" and that this weapon is more evil (being a necromancer's weapon).
*The "Bounty" alert is a bounty alert similarly to its home game Criminality.
*Necromancer’s scythe held the record for shortest lasting item, lasting only around 1 month, or 2 patch updates. This would soon be broken by the sigmafyer, which only lasted 3 hours.
*This item's running mechanics were reworked for runners glove. Although it's 16+ walk speed instead of 20+
==Changes== 
*v1.5.2
**Removed necromancer's scythe.
*v1.5.1 
**Patched bug relating to gaining souls with ultra instinct equipped.
**Stamina required for finisher reduced from 75% to 30%.
**Given a 35% defense boost after awakening.
**Awakened finisher's area of effect now deals 20% of nearby enemies' max health in damage.
**Health per full soul increased from 10 to 15, or from 5 to 7.5 per half soul.
*v1.5.0
**Added necromancer's scythe.
Category:Items
Category:Melee Items
Category:Inflicts ragdoll
Category:Inflicts hitstun
Category:Inflicts curse
Category:Inflicts burn
Category:Inflicts poison
Category:Based on media
Category:Items with abilities
Category:Increases walkspeed
Category:Items that alter the user's appearance
Category:Items with synergies
Category:Items based on RNG
Category:Increases jump power
Category:Electric
Category:Removed Assets
Category:Inflicts shock
Category:Blacklisted in boss
Category:Blacklisted in ZS
Category:Increases defense
Category:Decreases stats
Category:Health booster items