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{{DISPLAYTITLE:Class: Necromancer}}{{Infobox/Class |Name=Necromancer |Roles= * Damage |Weapons= * {{ll|Weapons#Staves|Staves}} * {{ll|Weapons#Books|Books}} |Armor= * {{ll|Armor#Bone|Bone}} |Classmaster=6104,1568,Classmaster Morturus |PKClassmaster=1231,1357,Evil Classmaster Morturus }} __TOC__ Necromancers are dark mages whose magic is strongly linked to death. This is a purely magical profession, just like elemental mages. They also have a few spells in common with mages, such as protection spells, but that's where the similarities between them end. Necromancers are very powerful summoners who summon undead helpers into the world and can also destroy their enemies directly by using magic. They wield a wide variety of curse and poison spells, along with a few destructive spells. They can also raise the dead. Using undead minions is a unique art that requires more than an education in magic. He can use them immediately after conjuring. However, in order to use their full potential, they must indulge in terrifying rituals (more in the [[#Boosting|Boosting]] section). <span id="Jak_se_stát"></span> == How to become == To be accepted into the Necromancer's Guild, you must first be a [[Class:Mage|Mage]] of 10th level. The guild is located underground in the graveyard's catacombs on the way from Harbor City to Medea. The entrance to the underground is in one of the tombs. Classmaster Morturus will accept you after reciting the oath "Always look on the bright side of death". <div style="clear:both"></div> <span id="Ability"></span> == Abilities == {| class="wikitable" |- ! Title ! Level ! Type ! Description |- | Bone Armor Casting | 10 | Passive | Allows the necromancer to cast spells and meditate in bone armor without any penalty. |- | Domination | 15 | Active | Teleports summoned helpers to the player's position. Used by command <code>.domination</code> |} == Spells == {{SpellTable/List |Class=Necromancer }} == Summons == Summoning undead servants is one of the necromancers' strongest points. They can be invoked by default via the number or name of the spell, or via the command together with the name to conjure up a specific undead. <code>.summoncreature [name]</code> <div class="mw-translate-fuzzy"> {| class="wikitable" |- ! Creature ! Title ! Type ! Min. Magery ! Description |- | llama | llama | mount | 60 | llama with bridle |- | horse | horse | mount | 60 | horse with bridle |} </div> <code>.summonundead [name]</code> <div class="mw-translate-fuzzy"> {| class="wikitable" |- ! Undead ! Title ! Type ! Min. Magery ! Description |- | skeleton | skeleton | melee | 30 | Magic holding bones together. He's not a big killer, but he'll be loyal and happy to cover your back anyway. |- | zombie | zombie | melee | 30 | This rotting hunk of flesh won't smell nice in your cave wanderings, but it will determinedly pounce on anyone who comes after you. |- | skeleton archer | skeleton_archer | archer | 54 | The skeleton doesn't have much of an aptitude for becoming an elite marksman, but it can't be denied his desire to shower enemies with a rain of arrows. Unfortunately, it can't defend itself very well, it scatters very quickly at a short distance. |- | ghoul | ghoul | melee | 61 | It doesn't stink, this isn't a zombie. The twisted dark body likes to seek out victims to tear apart. The ghouls don't even flinch with any blows, often just grinning sinisterly and continuing to attack. |- | bone guard | bone_guard | melee | 63 | The creaking and snapping of bones accompanying the clanking of axes. This red warrior likes to decapitate enemies to smear blood on his bones. |- | ghost | ghost | melee | 66 | The constant calling back of the dead drove these spirits to the point of insanity. It is therefore not surprising that their speed and fury can torment many intruders. |- | shadow | shadow | melee | 70 | A mere shadow from the world of the dead. His presence is both mysterious and fascinating. It creeps slowly towards its targets, turning its limbs into physical ones with murderous claws at the opportune moment to tear the poor creature apart. |- | bone knight | bone_knight | melee | 75 | A unique fighter dealing crushing blows with an axe whose blade has already surprised many warriors. |- | bone mage | bone_mage | caster | 80 | This inconspicuous-looking bone wizard deceives with a body. Those who have had the honor of meeting him know that as soon as his vision darkens and energy sparkles around his knuckles, he has to stay out of his way.<br> '''Spells:''' death ray, life drain, poison, energy bolt |- | mummy | mummy | melee | 82 | This ancient mummified body shell is known for its unbreakable stamina and ability to withstand enemy attacks. He creeps along at a slow pace, his cold hands still hungry for human warmth. |- | skeleton marksman | skeleton_marksman | archer | 84 | A destitute skeleton wielding a bow excels at ranged shooting compared to an archer. He is fast and accurate in his attacks. Although not very durable, he can keep most prey at a safe distance with a frosty smile. |- | skeletal avenger | skeletal_avenger | melee | 87 | By assembling the skeletons of the greatest warriors of all time, necromancers summon the leaders of undead armies into their service. A few swipes from the two-handed sword is enough to leave nothing but crushed bodies lying around. |- | spectre | spectre | melee | 89 | It is a confused spirit that has been stripped of form and substance. The body shifts between mist and shadow, and its eyes are endless pits of lost souls. After issuing the instruction, he very quickly rushes at his opponents, who often do not even have time to call for help. |- | liche | liche | caster | 90 | One of the more fearless undead, his desiccated, half-mummified body is held together by the power of his immortal spirit. Every step he takes leaves a whisper of lost souls. He is equal to his master in the power of magic. In addition, he can fully regenerate by touching enemy summoned fighters.<br> '''Spells:''' lightning, explosion, fire bolt, flame strike |- | howling spectre | howling_spectre | cursing | 96 | Body almost invisible, but her voice wafts like a haunting song of nightmares. Her spells weaken and paralyze enemies, leaving them trapped in nightmares.<br> '''Spelly:''' greater stupor, paralysis, ravaging parasite |- | horror | horror | melee, caster, tough | 98 | He is the shadow of chaos itself. It spreads in darkness and consumes everything in its path.<br> '''Spelly:''' body fire, energy bolt, mind blast, ice bolt |} </div> <span id="Boostování"></span> == Boosting == *{{ll|Prva necro wandka|First necro wand}} Ancient necromancers discovered a way to empower undead servants. For this, the necromancer needs knowledge of certain types of reagents, which he can obtain from writings hidden in various cemeteries and places guarded by undead monsters. He also needs jewelry set with precious stones and a special necro wand - tool that can transfer energy from the reagents to the gems in the jewelry. With these charged jewels, the necromancer can create helpers of unimaginable power. === Required Items === * {{Item|Necro Wand}} {{ll|Item:Necro Wand|Necro Wand}} ** {{Item|Dark Crystal}} {{ll| Item:Dark Crystal|Dark Crystal}} ** {{Item|Dark Essence}} {{ll|Item:Dark Essence|Dark Essence}} ** {{Item|Rotten Log}} {{ ll|Item:Rotten Log|Rotten Log}} ** {{Item|Arite Necrowand Head}} {{ll|Item:Arite Necrowand Head|Arite Necrowand Head}} * {{Item/Image| Image=Item-Gem_Blank.png|Title=Gems}} Gems * {{Item/Image|Image=Item-Jewelry_Blank.png|Title=Jewelry}} Jewel * {{Item|Magic Bag}} {{ll|Item:Magic Bag|Magic Bag}} * [[#Reagents|Reagents]] ==== Necro wand ==== Composing a necromancer's wand is not difficult. All you need to do is have the listed parts. Dark crystal/essence and rotten log have a chance to drop from monsters or treasures, arite necrowand head can be made by any more experienced craftsman (tinkering). With the parts, it is then necessary to go to the guild, where in the room with the pentagram on the ground, the necromancer clicks on one of the parts and thus begins the ritual. {{Map |X=6075 |Y=1600 |Text=Ritual Room }} ==== Gems ==== The crafted staff must be equipped with a gem. The larger the gem and the better cut quality, the more often the staff will be able to be used. The craftsman will again take care of the production and setting of the gem (gemcutting, setting with gemcutting tools).<br> <code>large old_mine cut diamond - 99 uses</code> ==== Jewels ==== Once the staff is complete and set with a gem, it is ready to enchant the jewel that the necromancer will use to enhance his minions. The jewelry (ring, bracelet, necklace, earrings) is again fitted with a precious stone, which determines the number of possible uses for summons. The jewel is made by a craftsman (tinkering) and set with a gem (gemcutting).<br> <code>large old_mine cut diamond - 80 uses</code> ==== Magic bag ==== The magic bag is an important part of the whole process. Magical reagents are inserted into it, with the help of which the type and also the strength of the enchantment are determined. All reagents placed in the bag will be used for the boost. Pay attention to the inserted amount. A gem will always take a certain amount for the maximum possible upgrade. If there is not enough, it will take everything from the given type, but the boost will not be of the highest power. ==== Reagents ==== Each magical reagent enhances a different property. Basic can be learned right away in the guild in the room with the classmaster (Secrets of the Ancestors book). The properties of other reagents can be read in books around the world. These are places (dungeons, cemeteries) inhabited by undead creatures. The list of already learned boost properties of individual reagents can be viewed with the <code>.necrolog</code> command. {| class="wikitable" |- ! Reagent ! Name ! Improves ! X ! Y ! Details |- | {{Reagent|bp}} | black pearl | armor | 6099 | 1572 | necromancers guild |- | {{Reagent|bm}} | blood moss | strength | 6099 | 1572 | necromancers guild |- | {{Reagent|ga}} | garlic | dexterity | 6099 | 1572 | necromancers guild |- | {{Reagent|gi}} | ginseng | intelligence | 6099 | 1572 | necromancers guild |- | {{Reagent|mr}} | mandrake root | magic resistance | 6099 | 1572 | necromancers guild |- | {{Reagent|ns}} | nightshade | tactics | 6099 | 1572 | necromancers guild |- | {{Reagent|ss}} | spider’s silk | wrestling | 6099 | 1572 | necromancers guild |- | {{Reagent|sa}} | sulphurous ash | axes | 6099 | 1572 | necromancers guild |- | {{Reagent|bw}} | bat wing | strength | 2960 | 2853 | The Great Pyramid near Sphynx |- | {{Reagent|bk}} | blackmoor | dexterity | 2211 | 2596 | Cemetery next to Zaljana |- | {{Reagent|br}} | blood reagent | aim | 1024 | 1939 | Cursed Island NW from Berserkers guild |- | {{Reagent|bs}} | blood spawn | intelligence | 1476 | 568 | Cemetery above Lios |- | {{Reagent|bn}} | bone | magic resistance | 1240 | 1355 | Classmasters cemetery South of Forsaken Fortress |- | {{Reagent|bt}} | brimstone | wrestling | 1039 | 1169 | The Ancient Cemetery North of Forsaken Fortress |- | {{Reagent|dw}} | dead wood | archery | 1024 | 1939 | Cursed Island NorthWest of Berserkers guild |- | {{Reagent|db}} | daemon bone | constitution | 5854 | 1944 | Sand Crypt on Gladiators Island |- | {{Reagent|ec}} | executioner’s cap | evaluating intelligence | 4138 | 3378 | Haunted Ruins on Sandy islands |- | {{Reagent|fd}} | fertile dirt | armor | 993 | 2160 | Ruined Houses North of Berserkers guild |- | {{Reagent|ob}} | obsidian | resist element | 5521 | 2268 | Graveyard in the Lost Mountains North of Snowy Valley |- | {{Reagent|pi}} | pig iron | tactics | 1904 | 3034 | Medea Cemetery |- | {{Reagent|pu}} | pumice | constitution | 1729 | 3695 | Hamunaptra South of Alcarinque |- | {{Reagent|sl}} | serpent scale | magery | 5508 | 3281 | Shienar Cemetery |- | {{Reagent|va}} | volcanic ash | swordsmanship | 553 | 2682 | Evil Necromancer’s Tower North of Air mages guild |} === Procedure === The Necromancer has a complete staff and jewel with a gem, he has learned some reagents and put those he wants use to improve the properties of summons into a magic bag. Now just tap on the necro wand, select the magic bag and then the jewel. After clicking on a piece of jewelry, you will then learn what it improves and with how much power. With the jewelry prepared in this way, the summon can be improved (double-click on the jewelry and target your summon). === Tips === * The level of the necromancer affects the maximum power of a jewel that improves specific properties at the moment when the jewel is enchanted + the amount of reagents placed in the magic bag. * Only the necromancer can find out what properties the jewel has. Other characters ignorant of the ritual see only an ordinary trinket. * Some discovered books boost the same properties as the basic ones, but a smaller amount of reagents is needed to use the maximum power. * When boosting, put in as many reagents as possible. The maximum required for boost will be used. == Equipment == === Armor === Necromancers do not wear leather or metal armor because they cannot cast magic in them. They like to wrap themselves in light fabrics. However, they discovered a way to cast spells in bone armor without any problems. [[File:Necromancer-armor.png]] === Weapons === Like elemental mages, these messengers of death prefer to use magic as their weapon. They use staves and mage books support to their abilities instead of using them in armed combat. However, for some undead spells he uses a scythe (Grim Scythe), a unique necromancer attack item that also adds a bonus to all outgoing spell damage (scales gradually up to a maximum of 20% at level 30). However, while wielding this ultimate weapon, he cannot have any minion summoned at the same time. When equiped all conjured summons will disappear. == Builds == === Summoner setup (solo play mostly) === + summon commanding + mana regeneration + meditation + EI + magery === DPS setup (EG party play mostly - expensive) === + FCR + critical strike + clear mind + meditation + EI + magery/INT {| class="respotable half" | == Skills == {{SkillTable/Class| Magery:100, Meditation:100, Musicianship:100, Spiritspeak:100, Forensic Evaluation:100, Botany:100, Camping:100, Inscription:90, Magic Resistance:90, Alchemy:79, Detect Hidden:74, Evaluating Intelligence:74, Item Identification:57, Staves:57, Hiding:50, Cooking:35, Healing:35, Herding:35, Taste Identification:35, Wrestling:35, Animal Lore:32, Anatomy:22, Tactics:10 }} | == Stats == {{ll|Staty|Stats}} are basic character attributes whose values are affected by {{ll|Rasy|Races}} and {{ll|Povolání|Classes}}. Necromancer has a small amount of HP. Intelligence is a key stat for necromancer, improving his magic damage, mana pool and mana regeneration. So the choice of race depends on personal preference. E.g. drow has lower strength (has less health and worse carrying capacity) and dexterity (worse dodging attacks), but has more INT (has more mana, better mana regen, and stronger spell damage), compared to elf, which is almost the opposite. For assessment, use the table below with stats at 30th and 35th level. Drow is the race often used by players for necromancers. {{Stats/Class |Level=30 |Head=Race,Str,Dex,Int,Hp,Mana,Stam |Orc=92,57,78,107,117,119 |Human=83,64,105,98,159,114 |Half-elf=75,71,118,93,167,112 |Elf=72,74,123,90,174,111 |Drow=69,70,134,83,182,104 }} {{Stats/Class |Level=35 |Head=Race,Str,Dex,Int,Hp,Mana,Stam |Orc=98,60,88,114,132,127 |Human=88,68,115,106,175,123 |Half-elf=80,74,129,100,184,120 |Elf=76,79,134,97,190,119 |Drow=73,74,146,91,199,112 }} |}
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