Necromancer

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[edit] Overview

Necromancers are an arcane caster class that focus on dominion over the dead and destruction of the living.

Like wizards and mages, a necromancer's spell compliment is generally offensive in nature, rather than defensive. Unlike his fellow arcane casters, a necromancer specializes in damage-over-time (DoT) spells diminish an opponent's life gradually, rather than immediately. Coincidentally, necromancers share many of the same poison and disease based spells as shamans. Necromancers also have several damage-over-time and direct-damage life tapping spells, which drain the life of their opponents for the purpose of regenerating their own.

The few direct-damage spells that necromancers receive do not reach the damage potential of their DoTs.

A necromancer's ability to both snare and root an opponent allows him to engage in adventuring alone very effectively in many of the same methods as a druid. He can root an opponent, cast several DoT spells, then sit and meditate as the opponent slowly perishes ("root and rot"). Provided with a sufficiently open area, the necromancer may opt to snare and DoT his opponent ("aggro kiting"). Another option available to necromancers is fear kiting ("snare and scare"), which involves snaring a mob, instilling fear and causing it to flee, then stacking the DoT spells.

These masters of the dead may also summon undead pets: skeleton warriors, and, in later levels, monks and rogues, may be risen from the dead to serve their new masters. Necromancers may also charm undead mobs, should they feel the need to do so. Pets can be augmented or buffed by the necromancer and other classes, and can be equipped with weapons.

As necromancers are offensive in nature, they receive very few spells that benefit their party members. They receive a line of armor-class enhancing spells, as well as spells that elevate his allies' disease and poision resistences. Necromancers are able to summon the corpses of their allies. If a cleric or paladin is unavailable, these masters of the dead can resurrect them. Necromancers may heal their allies on a limited basis, at the cost of their own health.

Necromancers have a line of lich spells, which allow them to swap health for mana. Unlike a shaman's line of canibalization spells, lich spells are treated as damage-over-time buffs. The ability to regenerate their own mana easily allows them to travel for longer times without mind-enhancing buffs from enchanters. Necromancers can also give their mana to their party members when necessary (known as "twitching").

Necromancers are a good choice for those who enjoy adventuring with a group, but like having the option of working alone. People who are not overly concerned about faction or who enjoy playing an evil class may also find this class to a great opportunity for role playing.

Like other arcane classes, necromancers rely heavily on intelligence as a base statistic for their mana pool. Stamina also plays an important role for necromancers, as this statistic determines their base hit points.

[edit] Playable Races

As necromancers are considered an evil class, only those who hail from evil or neutral races may join this caste. Dark Elves, Erudites, gnomes, humans, and Iksars all posses sufficient intelligence and the desire for power to become necromancers.

Iksars are a popular choice due to the race's natural hit point regeneration, which can help in counteracting the lich spells. Erudites have the highest base intelligence, but are often overlooked as a race. Dark Elves are frequently chosen, as the race is known primarily for one thing: unadulterated evil and hatred.

Like shadow knights, necromancers cannot be agnostic. Bertoxxulous, the Plage Bringer, is worshiped by gnomes and Qeynosian humans. Cazic-Thule, the Lord of Fear, is worshiped by Iksars and Erudites. Innoruuk, the Prince of Hate, is worshiped by Dark Elves and human necromancers hailing from Freeport.

[edit] Skils

Sortable table
Level Trained Type Skill Cap until 50 Cap above 50
1NoCombat1 Hand Blunt110110
1NoCombat2 Hand Blunt110110
1NoCombatBind Wound100100
1NoCombatDefense145145
1NoCombatHand to Hand7575
1NoCombatOffense140140
1NoCombatPiercing110110
22YesCombatDodge7575
1NoArcaneAbjuration235235
1NoArcaneAlteration235235
4NoArcaneChanneling200220
1NoArcaneConjuration235235
1NoArcaneDivination235235
1NoArcaneEvocation235235
4YesArcaneMeditate235252
16YesArcaneResearch200200
20YesArcaneSpecialization200200
1NoTradeBlacksmithing250250
1NoTradeBaking250250
1NoTradeBrewing250250
1NoTradeFletching250250
1NoTradeJewelry Making250250
1NoTradePottery250250
1NoTradeTailoring250250
1NoOtherAlcohol Tolerance200200
1NoOtherBeg200200
1NoOtherFishing200200
1NoOtherSense Heading200200
1NoOtherSwimming200200

[edit] Notes

Necromancers might be interested in reading the Feign Death (Guide)

[edit] Links

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