Also keep in mind that you want to strike a balance between HP and Mana to maximize your effectiveness. Deals 20 damage per tick for 15 to 16 ticks. The necromancer is classified as anti-natural and has some unique spells to attack animals and plant based mobs. The caster loses 10 health per tick, and restores 8 mana per tick. STR: -10 WIS: +5 INT: +10 HP: +15 WT: 0.4 Size: SMALL DEX: +3 INT: +5 HP: +30 MANA: +65 SV FIRE: +8 SV COLD: +8 Slot: WAIST Slot: BACK What's the utility that I'm missing here. Short range, random direction teleportation. WT: 0.1 Size: TINY Effect: Regeneration (Worn) Class: ALL WIS: +2 INT: +2 Focus Effect: Minion of Hate WT: 0.1 Size: TINY SV MAGIC: +5 If you can't rely on having enough time for your Lich spell to provide more Mana in-between fights, you may want to focus on keeping your Mana higher in-between fights. It's all about judging what you can get away with when you engage a wing. Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM AC: 8 Deals 52 to 58 damage to all targets around the caster. HP: +65 MANA: +45 STR: +5 STA: +5 WIS: +5 INT: +5 HP: +75 MANA: +75 Class: BRD NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP Increases poison resist by 64 to 70. Necromancers have access to one pet focus item. Slot: LEGS It is cheaper than PE so it could get some use when you're root rotting a bunch of mobs and know you don't need a longer duration. Lich. WT: 0.0 Size: TINY Deals 675 to 725 damage to an undead target. Words of the Sentient (Beza) Skill: 2H Blunt Atk Delay: 43 AC: 9 Must be in the same zone as the corpse. The line begins with Dark Pact, and when it reaches Call of Bones the Necromancer's skin melts away, turning them into a skeleton. Class: ALL Race: ALL, MAGIC ITEM NO DROP Slot: FEET SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 AC: 60 Race: ALL. Very difficult to resist. AC: 4 So how much health and how much mana should you have? WIS: +2 INT: +2 HP: +30 MANA: +30 AC: 12 Slot: CHEST The choices you make in character creation now will shape the way the game unfolds for you in major ways, and once they are done, you can't go back and change them. Slot: CHEST I wouldn't underestimate it. Root. WIS: +4 INT: +4 Similarly, Trepidation only fears a target for 6 ticks, while my lvl 34 Fear lasts 7 ticks. WIS: +15 INT: +15 Effect: Reclaim Energy (Must Equip, Casting Time: Instant) Slot: FEET They still deal damage (mainly through their pet), and also transfer health and mana to teammates and provide other utility functions. Paralyzingly Earth is 49 at the earliest, so it's going to work on higher level mobs than Enstill. The caster loses 125(?) (Chardok revamp drop), Restores 1000 mana to the caster's mana pool. Slot: PRIMARY SV DISEASE: +9 Slot: PRIMARY SECONDARY Class: NEC WIZ MAG ENC Slot: WRIST Slot: FEET Slot: HEAD Deals 12 damage per tick for 8 to 12 ticks, also debuffs AC and Str. Race: HUM ERU DEF GNM IKS, MAGIC ITEM LORE ITEM If you are facing tougher foes (ie. Slot: ARMS Now in terms of faction, Necromancers are generally hated everywhere, some races are hated more then others, Gnomes and Humans and Erudites are neutral races and will have an easier time building faction (especially gnomes being the least evil of all the necromancer race choices) vs a Dark Elf or Iksar so there is some difference in the races in that respect. Class: ALL The caster loses 20 health per tick, and the target is healed for 20 damage per tick for 4 ticks. Resolving Vigor (alliance assault war)Ultimate: Spell war (one hand and shield ultimate)Two handed bar 1. But there was one very significant difference - they did not use swords and bows, but rather magic, and the result was terrible. STA: +7 Words of Crippling Force, Bard • Cleric • Druid • Enchanter • Magician • Monk • NecromancerPaladin • Ranger • Rogue • Shadow Knight • Shaman • Warrior • Wizard, Iksar vs Non-Iksar: Arch Lich & Demi Lich, http://wiki.project1999.com/index.php?title=Necromancer&oldid=297432. Decreases fire, poison and disease resist by 7 to 9. Race: ALL except IKS, Slot: LEGS AC: 10 The caster loses 45 health per tick, and the target is healed for 81 health per tick for 4 ticks. STR: +6 DEX: +6 STA: +6 CHA: +6 WIS: +6 INT: +6 AGI: +6 HP: +30 MANA: +30 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10 Class: ALL MANA: +45 Race: ALL, MAGIC ITEM LORE ITEM Deals 110 direct damage, and then 146 damage per tick for 8 ticks. Race: ALL, MAGIC ITEM LORE ITEM Bleached Skeleton Illusion. Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50 Effect: Endure Magic (Worn) Race: ALL, MAGIC ITEM LORE ITEM AC: 10 Skill: Piercing Atk Delay: 30 Class: NEC Into the sides of this chasm the heretics built their own city which they called Paineel. Also, if you cast a DoT spell on a target and you already have that spell active on it, the spell will refresh. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL Grants the caster invisibility, ultravision, and increases area of sight by 115%. Race: ALL, Slot: EAR Reduces movement speed by 69% to 70%. SV FIRE: +10 SV MAGIC: +10 DEX: +5 INT: +10 HP: +10 (6.7 DPS; 3.2 DPM). WT: 7.9 Size: LARGE WT: 0.1 Size: TINY If I want a shorter duration fear I save mana and use plain old fear. Race: ALL, MAGIC ITEM WIS: +7 INT: +8 HP: +10 MANA: +20 AC: 2 WT: 0.1 Size: TINY WT: 0.2 Size: TINY Class: CLR DRU SHM NEC WIZ MAG ENC Words of Detachment Race: ALL, Slot: FINGER Race: ALL except IKS, MAGIC ITEM LORE ITEM Class: ALL Due to the mechanics of Lich, passively reducing our health every tick in exchange for a boost in mana per tick, necromancers are put into a position of having, in effect, two pools of mana. Race: HUM ERU DEF GNM IKS, MAGIC ITEM NO DROP The need for huge mana pools is less for Necs than Wizards, Mages or Clerics who do not have this advantage. For example, some of the end-game wizard spells do less damage than say, ice comet, but where ice comet will get resisted, those spells are virtually unresistable. Class: NEC INT: +5 Class: NEC WIZ MAG ENC Effect: Invisibility versus Undead (Any Slot/Can Equip, Casting Time: 8.0) Class: WAR SHD MNK SHM NEC Class: NEC AC: 5 1- Shadowbond (or comparable earlier level spells). Race: ALL except IKS, MAGIC ITEM LORE ITEM Slot: ARMS Words of Endurance, (SURGE OF ENFEEBLEMENT) INT: +3 Snares movement speed by 49% to 60%. Cures a target's disease, removing 8 disease counters from the target. Q: Which research components are worth trading with other players or retrieving from vendors? These spells are used a lot by necromancers, often in heavy combat situations. SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Words of the Psyche Class: NEC WIZ MAG ENC This series covers the pet summonings, darkness and disease series of spells. AGI: +14 HP: +5 Class: ALL Race: ALL, MAGIC ITEM NO DROP Slot: EAR WIS: +6 INT: +6 HP: +6 40 Direct + 24 per tick for 21 ticks. STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100 SV FIRE: +1 SV DISEASE: +4 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 Deals 8 per tick for 6 to 9 ticks. +Indicates vendor purchasable...not worth a damn. Slot: RANGE AC: 5 Slot: SHOULDERS Bloody Skeleton Illusion. It came to pass some years later that a small group of Erudites discovered the lost art of Necromancy. SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 SV COLD: -10 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Deals 140 to 162 damage to an undead target. Class: NEC WIZ MAG ENC Class: ALL CHA: -2 INT: +4 HP: +10 SV MAGIC: +4 WT: 0.0 Size: TINY Slot: HANDS Teleports the caster to a relatively safe spot in zone. Class: NEC Class: ALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP The cast time on Enstill is super fast compared to paralyzing earth. WT: 2.0 Size: MEDIUM Slot: CHEST WT: 0.1 Size: TINY SV MAGIC: +10 Effect: See Invisible (Worn) AC: 10 Invoke fear lasts longer and is even harder to resist than trepidation and PE is the best root in the game. Slot: HANDS Breaks on direct damage. Race: ALL, MAGIC ITEM This page has been accessed 1,897,093 times. Slot: FINGER SV FIRE: +10 SV COLD: +5 DEX: +5 INT: +3 HP: +20 MANA: +20 Effect: Ignite Bones (Must Equip, Casting Time: 15.0) at Level 40 Grants the caster +6 to +10 HP & +3 to +4 AC, Sacrifice your summoned pet for mana based on the pet's health. WIS: +8 INT: +8 MANA: +45 Destroys target undead creature up to level 51. Slot: SECONDARY Race: HUM ERU DEF GNM IKS, MAGIC ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP STR: +1 DEX: +2 STA: +1 CHA: -10 WIS: +2 INT: +20 AGI: +3 Slot: EAR Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM, MAGIC ITEM The caster loses 215 health to heal the target for 215 instantly. Consumes an. STR: +3 WIS: +5 HP: +15 Charms target undead creature to act as the caster's minion for 11 to 20 minutes. Effect: Gather Shadows (Any Slot/Can Equip, Casting Time: 5.0) at Level 20 Slot: FACE Spells such as Numb the Dead, Rest the Dead, and Screaming Terror all use Charisma as part of their formulas. WT: 4.0 Size: SMALL Class: NEC MAG ENC Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM Class: NEC Race: ALL, MAGIC ITEM LORE ITEM Allows the caster to speak through their summoned minion. The chart shows the differences between Iksar and Non-Iksar, for each spell under the Lich spell line in the rows, while across the top of the chart in columns, it offers the different positions that effect the rate of health regeneration. Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP Welcome! Slot: EAR Class: NEC WIS: +7 INT: +7 Consumes an. Slot: HEAD WIS: +10 INT: +10 HP: +100 STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100 CHA: +1 WIS: +1 INT: +1 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 It comes down to resists and cast times. After reading, you can decide for yourself and unlike some classes, even dumping all your points into a poor stat will not break your Necromancer, they are so self-sufficient. WT: 3.5 Size: MEDIUM Race: ALL, MAGIC ITEM NO DROP Slot: CHEST DMG: 3 MANA: +10 Words of the Suffering, (DEAD MAN FLOATING) Class: ALL Class: ALL Charms target undead creature to act as the caster's minion for 5 ticks. SV MAGIC: +10 STA: +15 INT: +15 HP: +65 MANA: +65 SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2 Slot: FINGER WT: 3.5 Size: TINY Class: CLR DRU BRD SHM NEC WIZ MAG ENC AC: 2 Race: ALL, MAGIC ITEM AC: 35 Race: IKS BAR TRL OGR, MAGIC ITEM NODROP WIS: +5 INT: +9 Adheres the target's feet to the ground, preventing movement. Whilst soloing necromancers tend to rely on their DoTs more, a necromancer with a good solid guild may find it worthwhile to specialize in Evocation. Class: ALL Slot: ARMS Slot: WAIST Religion is not of a huge concern to Necromancers as they are already hated. No need to memorize two roots. Slot: FINGER MAGIC ITEM LORE ITEM NO DROP WT: 1.0 Size: MEDIUM (10.7 DPS; 3.2 DPM). Class: ALL Drains 207 to 226 health from the target. WT: 0.0 Size: TINY Race: ALL, MAGIC ITEM NO DROP Class: SHD NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM STR: +10 STA: +15 HP: +100 MANA: +100 SV DISEASE: +25 Class: ALL WT: 1.0 Size: TINY SV FIRE: +10 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +3 SV POISON: +5 Deals 505 to 540 cold damage to the target. Consumes an, Double Attack, Dual Wield @19 (requires weapons), A number of quests available to them that no other race can do with some decent items, Hated everywhere but a couple of other evil towns, Harder time building up faction in comparison to the neutral race choices, Only necromancer race that can use "hide." INT: +9 STA: +5 CHA: +10 INT: +9 HP: +35 MANA: +45 WT: 0.4 Size: SMALL WT: 0.1 Size: TINY INT: +3 AGI: +8 MANA: +10 Slot: WRIST Increases the caster's minion's attack speed by 65%, STR by 52 to 55, and AC by 14 to 15. Returns target player to life, restoring 93% experience. MAGIC ITEM LORE ITEM WT: 10.0 Size: LARGE INT: +20 HP: +25 MANA: +85 SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2 WT: 1.0 Size: MEDIUM Innoruuk is the best choice for faction in Neriak, which is the most convenient city for newer non-Iksar Necros. AC: 10 Must be in the same zone as the corpse. Slot: FACE Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP Words of Odus, +(PARALYZING EARTH) +Skill UPs+ Effect: Allure of Death (Any Slot/Can Equip, Casting Time: Instant) at Level 20 WT: 0.1 Size: TINY STR: +10 STA: +10 CHA: -25 WIS: +10 INT: +10 HP: +100 MANA: +100 The problem is that enstill is a level 20 wizard spell and level 29 for a couple other classes. SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 WT: 1.0 Size: SMALL Class: NEC WIZ MAG ENC By 49 % to 60 ticks darkness and disease resist by 14 to 15 from vendors several years! Roots if you combine a successful hide while you feign death then can... 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