Lunicant Posted December 21, 2005 Report Share Posted December 21, 2005 Life's guide to playing with death... INTRODUCTION- Necromancers are perhaps the most overlooked of mage classes. They like all mages classes have their weaknesses, but necromancers, if played in the right hands, can adapt to just about any situation thrown at them. They are capable of rising armies, hitting enemies with an array of maledictive spells, and capable of inflicting great amounts of damage with their afflictive spells. However, a necromancer requires an obscene amount of patience and practice, and even more "prep time" before a successful battle. CREATION- Before you can become capable of raising armies of unlife, mass destruction, and cursing your opponents into oblivion, you must first begin like any other mage class. Weak and frail. But nothing is preventing you from planing ahead! ---Races Human- A good choice for those new to mage classes, as you will have no inherit weakness, and no racial experience penalty. Though a human necromancer can still be successful, it is much more difficult, as they also lack the strengths most other races have. Illiquid- Ileitis have many advantages over the other races that can help as a necromancer. Though their experience penalty is large, meaning it will take extra patience to get to 50. However, with a high int and Wis, they are capable of earning extra trains, which should go straight to Marna after you have maxed their stats. Also, add their racial skills into the mix, and you have one of two prime choices for the necromancer class. Drow- High experience penalty, great benefits. Also sporting a high int and Wis, you will find the increased Marna from earning extra trains to be very helpful, but be warned, the drow are often discriminated against and hunted with extreme prejudice. Also, they have some natural weaknesses that could be exploited. But otherwise, they are natural born necromancers by race, and are one of two prime choices for it. Avian- Though they are weak in comparison to the drow and illithid necromancer, they are still a worthwhile choice. Having auto flight will help against pesky sliths and warriors who catch you off guard, and while they lack the same int and Wis that illithids and drow have, they make up for it in less weaknesses. ---Stats STRENGTH (Str)- Other then determining what weapons they can hold (useless for illithids, as illithids cannot use weapons) Str is near useless for necromancers, as they have other ways of inflicting great pain to their victims. DEXTERITY (Dex)- Helpful, though not a major importance. Ileitis will notice the lack of dexterity, though most other races can easily go without worrying about dexterity too much. CONSTITUTION (Con)- Here is where Dr ow and Illiquid suffer. Having a very low constitution, will result in slow hp recovery, and even less hp gained per level. Though at the higher levels, a necromancer will have his charmed minions to take the damage, until that point a necromancer can be easily slain with low con. WISDOM (Wis)- Tied with intelligence as the most important stat. With a high wisdom, your training will go much smoother, as well as have the natural bonuses that come with high Wis. Wisdom is a PRIORITY. INTELLIGENCE (Int)- Tied with wisdom as the most important stat. With a high intelligence, your training will go much smoother, your Marna will recover much quicker, you will earn more Marna per level, and your spells with work much better. Intelligence is a PRIORITY. LUCK (Lck)- Like all classes, Luck is helpful, though you shouldn't go to much extremes to obtain higher luck bonuses. ---The Early Years -When applying stats, be sure to try and max intelligence, and constitution first, to earn as much hp and Marna per level as you can. Also remember to leave Wisdom and Constitution one point from max, as the mud school diploma will boost both these stats by one. (This is more so true with illithids, as they cannot wear weapons.) Str and Dex WILL help at this point in your life, but you should focus more on items to boost these stats, and save them for last, only after Con, Wis, and Int are maxed. -You should avoid making enemies until you are capable of holding your own, which isn't until rank 35 or so (Animate dead, Strength Damned, Acid blast, etc), as in your early years, you are extremely weak, even with all your maledictive spells. -Outside of shamans, you have the most maledictive spells then anyone, so it is important to train them early on, so you can rely on them in pk hunts. (Only for advanced players). -Chilling touch is your only damaging spell early on, it may seem insignificant, but it IS better then nothing. -Your first charmie will be a flesh golem. Add a Fire giant slave, stone giant merc, or a gharnizon, and you already have something to rely on to take hits for you. but remember, you MUST ORDER your charmies (using the order command) to save you. If you are using a client, it is wise to set up a hotkey/macro to "Order all rescue ". Remember order ALL is safer, as if one charmies fails the rescue, another will attempt to as well. THE LIFE AND CRIMES OF A NECROMANCER - ---Items and armor -A necromancer's items should ALWAYS consist of the following: at lest 2 or three vials of sanctuary OUTSIDE of your pack, Gyvel potions, pills/potions of shield, A boat of some sort (for those without flight), and some potions of recall. All these items will eventually save you somehow. If you can find something to heal, or to add beneficial effects to your charmies, be sure to keep these as well. -A necromancer should focus on a good combination of armor that protects against spells, and good ac. Hitroll and damroll are not a concern. Your charmies will do the physical damage, and you will do the magical damage, but you must always be prepared for the unexpected, in case your opponent initiates combat first. -Try to remain flying at all times. Here is where Avians take the advantage. While in flight, trip will be useless. -Weapons are unimportant to an extent. Though weapons that offer advantages to Mana, hp, or offer other unique attacks are always helpful, as stated before, damage is something that is better left to YOUR spells and your CHARMIE'S physical attacks. ---Golems, zombies, and charmies... Oh my... -A level 50 necromancer has the capability of summoning three zombies, and two separate golems. Though you are only allowed to have 5 charmies at a time, sometimes a bought pet may take the place of a flesh golem, in certain situations. Until you are capable of summoning all three zombies, though, you should always keep a good bought pet with you, if anything else, it will provide another body to take damage for you. Giants can bash, and Gharnizon's can kick dirt. -Zombies are nothing compared to a zombie which has had strength damned cast upon it. Unfortunately, though, strength damned takes many, many game hours before it can be cast again. -When choosing your zombies, think about more then just damage. After having strength damned cast upon them, their previous skills (bash, trip, etc) are returned to them. This can be used to actually lag lock your opponents, being the only mage capable of doing so. -Flesh golem, and stone golems are both useful, as they provide two additional attacks, and helpful skills. Do not overlook them.. ---Afflictive spells -Chilling touch: Good at the beginning of a necromancer's life, though later, it's only a shadow compared to the rest of their powers. -Acid Blast: The most (on average) damaging spell in the necromancer's arsenal. Also, if truly successful, your opponent will be unable to hide or become invisible, due to the glowing acid that just coated their body. -Shatter: A unique spell that not only damages an opponent, but also adds another unique disadvantage to your opponent, depending on what bone you shatter. -Vampiric Touch: An often overlooked spell. Though it's damage is meager, the hp you can recover from it, makes it very useful later in your life! -Death Grasp: More of a prelude to powerword kill, it is still necessary to kill your opponent using this dreaded spell. The more times this spell is cast, the better chance you have of powerword kill connecting. -Powerword Kill: Following the weakening of Death Grasp, this spell, if successful, will outright kill your opponent! -Chours of Anguish: A unique, yet often overlooked spell. It will cause the entire area to ring with the haunted voiced of undeath, damaging all in the room who hear it. ---Maldictive spells -Sleep: The prelude to the hell a necromancer can inflict to an opponent. If it lands successfully, the opponent will be forced to stay asleep for a couple game hours. When asleep, other "non damaging" spells (such as curse, weakness, etc) can be cast without the opponent waking up. -Curse: A spell that not only weakens an opponent, but prevents them from recalling, making the following chase that much easier. -Weaken: If successful, this spell will drop the strength of the opponent, reducing possible damage done, as well as potently forcing them to drop their weapon. -Blind: A potent spell that will blind the target. When blind, simple things like hitting and avoiding attacks becomes much more difficult. Also, if they are unaware of the area, it will be much more difficult to flee. -Poison: If landed, upon the beginning of the next tick, they will slowly lose life, hp by hp. While the damage done by this spell is laughable, without a way to cure it, the opponent will be unable to sleep or rest, thus causing hp regeneration to cease! -Plague: A powerful form of poison, that deals much greater damage. But be careful, as plague can spread to other players in your target's pk range (including yourself). Use with caution, or have a way to heal plague ready. (It may also spread to your charmies). ---Other Spells -Faerie fog: Lowering the ac slightly, though, the real use of this spell is to prevent hiding from occurring, or to bring opponents out from hiding. -Identify: A simple cantrip spell used by most mages. Used to identify the properties of items. -Locate Object: An advanced cantrip spell used by most mages. used to locate objects all throughout Aabahran. -Flesh Golem: A summoning spell that will raise a flesh golem to follow and obey. It's level is equal to it's summoner's level. -Animate Dead: A powerful summoning spell, that when cast on a corpse, will attempt to raise it and cause it to follow it's caster. May be cast on mob or player corpses. Also, know that the higher the corpse's level is compared to yours, the harder it will be to successfully cast it. (The higher level the corpse, the harder it is.) -Strength Damned: A powerful spell that returns a zombie (using the animate dead spell) strength, making it near the same strength it was before it died. Certain skills, like bash and trip, are returned using this spell, if the mob or player had it prior to death. -Stone Golem: A powerful summoning spell that will raise a stone golem to follow and obey. It's level is equal to it's summoner's level. -Soul Steal: When cast on a fresh corpse, the necromancer will steal the remaining soul. The necromancer can then release the soul as a shroud about him (using the wear command) to obtain a minor bonus to his health. Also used as "trophies". -Ghoul Touch: This powerful spell will drain the strength, memories, and energies of the opponent. While the necromancer cannot absorb them like he can using Vampiric touch, the effects of Ghoul Touch are greater. -Summon: A powerful spell that will summon an opponent (or friend) in the same area as you to the same room you are in. Often use on a sleeping and blind opponent to cause a bit of confusion. -Teleport: A dangerous, albeit helpful spell that will teleport you to a random location in Aabahran. The situation you teleport into, though, may not always be better then the situation you were in prior to casting. Training in this skill will help prevent you from teleporting into aggressive situations. -Pass Door: This spell will cause you to slightly fade out of existence, allowing you to walk through doors and gates without opening them first, allowing you to flee or chase much quicker. -Invisibility/Mass Invis: This spell will cause you and all in your group (for mass invis) To become invisible, and can then only be seen by those affected by the spell "Detect Invis" -Detect invis/Magic/good: These detection spells will allow you to see invisible targets (detect invis), Magical auras, as well as magical effects on players (detect magic), and auras of good around lightwalkers (detect good) -Word of Recall: This spell will return you to your recall point. You may also cast this on each of your charmies to return them as well. Keep in mind, if you recall BEFORE casting this on your charmies, you will have to find them again. -Dispel Magic: This spell will cancel spell effects, both good and bad. on your opponent. Good for dispelling powerful shielding and armor magic. ---Skills -Second attack: Will grant you a chance of hitting a second time in combat. -Meditation: Each tick that you regain Marna, you will have a chance of gaining a bonus to the amount gained. -Trance: Similar to meditation, though much stronger. -Entomb: This skill will allow you to entomb your zombies, preventing them from following you, as well as preventing them from being summoned away. COMBAT TACTICS- ---Preparation -After deciding you want to hunt someone, you should always have the following skills affecting you: armor, shield, sanctuary, flight, pass door, detect invis, detect magic, and Mass invis. Spells like enlarge will also help (to lessen the effect of bash, while flying). -Take into consideration the opponent you are fighting. Is it a warrior or berserker? they will try laglock you. Thieves and ninjas? Make sure to set up a way to quickly cast faerie fog, if you cannot coat them to begin with (using either faerie fog/fire, or acid blast). Mages? Know what spells they have, and possible ways to counter them. -Do NOT engage a thief in a city, or a ranger in the forest. Know the weaknesses of the races. If you plan on fighting a dwarf, make sure to ambush him on the water. -Try to look at your opponent with detect magic before engaging. Opponents who poison themselves, are immune to your sleep. You can also use this to plan your attack after their defenses have, or are about to drop. ---Sleep, and summoning -Provided the opponent is not poisoned (or not in a group) Sleep will be your opening attack. If successful, You will have 2 game hours to spell him up with your other maledictive spells. -Plan the time they are asleep. Cast it as soon as the tick changes, so you have the most time to get your other maledictive spells up. ---Maledictive spells to choose -Blindness is a good choice for anyone. Physical fighters will have a difficult time landing hits, and everyone will find it difficult to flee when blinded. -Curse will prevent any class from recalling, and so is a must, unless you are near their recall point. -Weakness will drop your opponent's strength, and force them to drop their weapon if you can drop it low enough. this spell should be used for any physical fighter. -Poison and Plague will take effect at the beginning of the NEXT tick after casting, so if you wait until their last hour of sleep, you will have the chance to cast both of these spells. Great for preventing rest and regeneration. -Shatter will wake your opponent, but add a powerful negative effect based on the location you shatter. Experiment to learn what shattered places do what. ---Opening - "Order all murder " Will force all your charmies to attack at once, not only allowing each a chance to hit, but will be the focus of your enemies blows. While most players will flee upon waking up, there is always the chance they will not/can not. -"c shatter " This action will start will shatter. Great for adding an additional negative effect, but will lag you a bit. So be prepared to take a few hits if your opponent does not flee upon waking up. -c 'death grasp' " This is a common opener for those who are attempting to use the hit and run tactic of Powerword kill. It will lag you as well, though. -c 'acid blast' " to go for brute damage, this is the way to go. Remember, as a spell, you will suffer from some spell lag if your opponent does not flee. ---The chase! -If your opponent can, they will flee, or recall. As stated above, you can remedy these problems using the summon, blind, and curse spells, but even so there is a chance they will make it out, or these options may not always be available for you. -Summon can bring your opponent back to you, but being that it will lag you, you cannot immediately open combat, and your opponent will have already fled again before you can attack, however, for those that may stack the directions to get back to town/safety can be ruined using summon. -Knowing the lands is required for any successful hunt, regardless of class. And if your opponent knows more of the land then you, he can easily give you the slip. -Having pass door helps chase quicker, but if your charmies do not have pass door, then they will be stuck at the first closed door you pass. Be careful about this. ---The escape! -Sometimes the tide may turn, and you will have to escape to recover, or just to flee certain death. In this case, you should forfeit your charmies. They can be bought or summoned once again. Their lives are less valuable then yours! -Word of recall will return you to your recall point, though at the cost of some heavy spell lag. While lagged like this, you will be open to attack from your chaser, anyone else who would so desire to have your head, and worse yet, thieves. -Teleport can be used as a last resort, though it is not always safe. At times, you may teleport into a nest of aggressive, and very powerful monsters in the farthest reaches of Aabahran, not only causing you to get a mob death, but also making recovering your corpse nearly impossible unless you know the lands very well. Having a higher skill in teleport has been said to reduce these situations, though. -With flight or a mounted pet, you will be able to travel much farther without rest! -If you have so happened to have been silenced in the battle, you can use a potion of recall to escape as well. -Also, be sure to know how to recover from spells like plague and poison yourself, as these spells can be used on you as well to make regeneration of hp and Marna very difficult. ADVANCED TACTICS- ---Hit and run: Powerword kill! -Death grasp is used to weaken your opponents to powerword kill. Though staying in battle casting it over and over is certain doom! instead hit them with death grasp, flee, then return while they are fighting your charmies to cast it again. -Death grasp has a limited time. So be sure to not waste too much time casting it over and over. -Powerword kill, even if it fails, will still damage your opponent. And after a failed attempt, they may decide to flee. Begin the chase with death grasp once again. ---Legion of Lag -Learn which mobs can lag using bash and trip, and raise only the strongest of these mobs that you can. After having three of these, and two golems, you have a large chance of keeping your opponents in a laglock. -Ordering all to rescue in this scenario, will halt the constant cycle of lag. if you MUST be rescued, order your flesh golem, or weakest zombie to rescue you. -This isn't a guarantee that laglock will always work. your zombies DO have a mind of their own, and may not make attempts to lag. Make sure to have a backup plan in this case. ---The bitter taste of acid -Those that have lesser hp then others, can easily fall to some well placed acid blasts. This is exceptionally true to thieves and ninjas, preventing them from hiding. -Make sure to have plenty of Marna for this tactic! ---The restless who do not sleep -When your opponent remains poisoned, you cannot cast sleep on them. Many in the realms will purposely inflict poison on themselves just for this reason! -Using detect magic, you can keep an eye on the time, and how long they have left, and if you time it just right, you may get a poison out. -Sometimes, just a few spells are required, like blind and curse. In this case, you can actually start the battle with blindness. But if you do not land it the first time, flee! FIGHTING MOBS- ---Fighting mobs for zombies -Sometimes, you need a good mob to start with. In this case, you have a few options. You may begin by death grasping, fleeing, returning, and using the same hit and run tactic to kill him using powerword kill you used with players. -IF you have friends, you may ask them for help, but be sure to let them know NOT to automatically sacrifice the corpses, else it will be for nothing! -Make sure you have two golems, and a bought charmie to take the hits. At least until you get enough zombies of your own to make your army. ---Fighting mobs for ranking -If you are not the group leader, your charmies will not fight for you, making you half way useless. -If you get your charmies to rescue the person taking the hits, there is a large chance the mob will refocus on YOU. -Acid blast is your friend. It will dish out quite a high amount of damage to the mob you are fighting. CONCLUSION- Necromancers are, without a doubt, one of the most strongest mage classes, but require quite the bit of patience. They can adapt to many situations at 50, due to the numerous spells they have at their disposal. While a necromancer can struggle to rank alone, using his charmies to take hits, it is often very dangerous until you get multiple zombies and golems, as the enemy will often refocus on you, the necromancer, thus meaning friends will help later in your life. Necromancers make enemies based just on what they are, and are often feared in the same sense. Played in the right hands, necromancers can dominate with nothing more then patience and knowledge. Link to comment Share on other sites More sharing options...
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