NecroGnomicon

Although the rudiments of spellcasting are still under study, the young necromancer is ready for more challenging spells and a wider array of victims. Important lessons are being learned, although it's still a bit early for individual styles to develop and show.

Now is the time to visit your necromantic guildmaster and learn the basics of Meditation. While contemplating your spellbook's runes, you will gather mana faster than you would by merely sitting and observing the countryside. (In due time, burying your head in the spellbook won't be necessary, but that's a long way off.)

Level 4 Spells

Several key spells are introduced to the necromancer at this level, including Fear and Clinging Darkness, which will soon become trusted favorites in the magical arsenal.

The School of the spell reflects which magical skill is called upon. Mana is drained from your mana pool immediately upon casting the spell; if you do not have enough mana to cast a spell, you will know when you make the attempt. Cast Time is in seconds. Reagents must be in your inventory to complete the spellcasting, and are consumed every time the spell is cast – so save up your bone chips.

Dark Ritual School Mana Cast Time Reagents
Clinging Darkness Alteration 20 1.8 None

Reduces the target's running speed by 24-30 percent, and inflicts 30 magic damage over 36 seconds.

The Darkness spells, of which this is the first, are a very important part of the necromancer's power. While the damage over time is certainly helpful, the important element is the reduction in the victim's walking and running speed. As you will have noticed, most enemies will reach a point in the battle when they realize that they are losing, and they begin to run away. This can cause problems, as they may very well be running towards reinforcements. The Darkness spells turn that running away into a crawl, or a complete standstill; your cowering enemy will stand there helpless as you administer the finishing touches. The value is obvious. Darkness is also a good choice for pulling targets towards you, as they approach you slower and give you extra time to get into position or cast another spell. Embrace Darkness. Druids call this Snaring, but we know better.
Endure Cold Abjuration 20 2.5 None

Provides the target with an extra 10-25 cold resistance.

This can be useful when you get into a disagreement with a wizard or shaman, but that's not likely to happen for a while. Keep it around for those odd occasions when you might want it. This is one of the few beneficial spells that you can share with others – including your bony pet, if the situation calls for it.
Fear Alteration 40 3.5 None

Inspires the target to flee in a panic at their best speed for up to 18 seconds.

Fear is another powerful necromantic tool, and one that will be used often. Even though it can be resisted and often won't last for its full possible duration, it can completely change the face of a battle – a fearful opponent makes no attacks and casts no spells. Note that unless some sort of movement restriction is used (such as Clinging Darkness), the enemy can run for quite a distance... often far enough to recruit more friends to their side. When Fear wears off, your victim will run back towards you just as fast as they ran away. In addition to its combat uses, Fear can also be used to temporarily remove extra creatures from a battle, or buy some time to cover your escape.
Gate Alteration 70 5.0 None

Transports the necromancer to their binding point.

If you haven't done a Bind Affinity – and you'll know if you have – this teleports you to your home point, also knows as "that place I go when I die." This makes your life easier in all kinds of ways. It takes a long time to cast, but it can make for a good escape spell if something or someone can keep the enemies from pounding on you during the extremely long casting time. If you're out hunting alone and suddenly don't have a pet, and you don't remember seeing it wander off, cast Gate – when it happens to you, you'll know why. You may have to track this spell down at a general magic guild, since some necromancer guilds don't seem to carry it.
Grim Aura Alteration 25 3.0 None

Provides the necromancer with an additional 7-10 Attack skill.

Your Attack skill is an unholy combination of your Offense skill and the skill level appropriate to the weapon that you're currently wielding, influenced by your Strength and other arcane forces. Grim Aura makes it better. If you're spending time in melee, keep it active. If you're not, don't. Simple.
Leering Corpse Conjuration 40 6.0 1 bone chip

Summons a skeletal warrior to do the necromancer's bidding.

A pet summoned with this spell is significantly stronger than one summoned with Cavorting Bones. Put Cavorting Bones in the back of your spellbook, you won't be needing it again.
Lifespike Alteration 18 1.8 None

Drains 7-11 health from the target and grants it to the necromancer.

Lifespike is an improved version of Lifetap, which can now be relegated to a forgotten page of your spellbook. These spells require too much mana to be used solely for attack; their primary use is to replenish the health that you've lost in combat.
Numb the Dead Abjuration 20 2.0 1 bone chip

Reduces an undead creature's range of awareness.

The intent of this spell is to make it possible to split up a group of the restless dead. If you have two zombies standing near each other, use Numb the Dead on one of them, and then quickly target and damage the other zombie so that it comes lumbering towards you. In theory, the zombie that you've Numbed will remain standing there, unaware of its companion and not joining in the battle. In theory, this spell would thereby allow you to break up clusters of the dead with ease. In theory, theory and practice are the same. The truth is, it's often resisted, and when it's resisted you've aggravated your target and all of its friends, which is precisely what you were trying to avoid in the first place. It also uses up a valuable bone chip. Pick it up and learn how it works, but don't rely on it.
Poison Bolt Conjuration 30 1.8 None

Strikes the target for 6 poison damage, and inflicts 35 poison damage over 35 seconds.

Poison Bolt is the first of our poison spells, and it reflects the fast and deadly nature that they all possess. You'll find that poison damage is generally much less resisted than magic damage. As an additional bonus, successfully landing Poison Bolt on a victim will interrupt spellcasting, making it valuable much later in life thanks to its quite rapid casting time.
True North Divination 5 2.0 None

Turns the necromancer to face directly north.

It's not flashy, but if you're lost in a fog with a poor sense of direction, this could be useful. Believe it or not, the very day I acquired this spell, someone walked up to me to ask which way was north. I'm not kidding. In any case, if you're bored, you can cast True North over and over to raise your Divination skill, but Sense the Dead works just as well and has a bit faster casting time. You'll want to raise your Divination skill. Trust me.

Tactics

With Fear and Darkness, two more tactics become available to the necromancer. They won't be useful immediately, since the mana cost will be prohibitive at these lower levels, but together they provide a valuable means to defeat powerful enemies.

Kiting

One your enemy has been striken with Darkness and is running slowly, you can easily outpace them. Run ahead of them, stop, then turn and cast a damaging spell on them. Repeat until your enemy is dead.

The advantage to this tactic is that it avoids getting your head beaten in by something stronger than you.

The disadvantages are many, however. If you're using a pet, your enemy will likely stop to kill your pet before it chases after you, which can be a drain on mana and bone chips. Also, all of our "damage over time" spells do less damage if your victim is running towards you, so you'll end up using more mana to cause damage. Since most of our damage is done through pets and damage over time, this isn't a terribly good tactic for necromancers, but it is possible.

Luckily, we have an even better tactic.

Fear Kiting

Fear Kiting is similar to standard Kiting, with one important exception. After the target has been hit with Darkness, strike them with Fear. They will then run away, slowly, while you cast more spells on them and your pet rips apart their backside.

The advantages are amazing. Properly engaged, the enemy is doing no damage to you, your damage over time spells are working to maximum effect, your pet is in no danger, and (if you keep a proper distance) you can recast Fear or Darkness as necessary without interruption. This tactic will allow you to defeat opponents significantly more powerful than yourself.

The disadvantages are important to know too, though. The most significant restriction is a necessity for space. Since you cannot control the course of the Feared enemy, you need to be fairly certain that they won't be running into others who would assist them. Large open spaces are generally the best choice. Fear Kiting can also be a severe drain on mana if multiple castings of Darkness and Fear are necessary. Furthermore, if Fear is resisted or when it wears off, the enemy will almost certainly head directly for you and ignore your pet, even if it's taunting.

This tactic isn't very popular in groups with most melee folk, as they dislike having to chase their enemy around. Rogues seem to enjoy it, though.

The disadvantages, though, are small compared to the advantages. Fear Kiting is a standard necromantic tactic. Learn it.

Hunting Grounds

At these levels, you should be exploring the edges of your previous hunting grounds. Begin venturing farther away from your hometown, but be careful.

Gnomes will still be in Steamfont, hunting kobolds and clockworks. There's also good hunting to be found in the Butcherblock Mountains, right in the first area you see when you enter from Greater Faydark. Watch for guards.

Morty's Bloody Trail

Again, my early journals aren't terribly interesting. Here they are, nonetheless.

Level 4

And there I was, still in Steamfont. I wandered around more of the area, seeking kobolds and avoiding pumas. With my newly-acquired Gate spell, I ventured out into the world to test my increased necromantic power. Lesser Faydark was interesting in a panic-stricken sort of way. Greater Faydark appeared to be much more interesting – until I ran into my first elf guard. I had no idea how unpopular I would be there. Stupid elves.

(Note: The elven guards no longer try to kill me, and I'm not sure why. I don't recall doing anything that would impress them terribly much. I've also seen young gnome necromancers making their way in Kelethin without fear. Either things have changed, or the elves are easier to impress than I imagined. Still, be cautious.)

Level 5

Steamfont was the easiest place to be, as I was still intimidated by all of those wandering elf guards in Faydark. I hunted quite a lot of kobolds.

Level 6

Still, I was in Steamfont. Would I never be able to leave this place? The pickings were slim, but somehow I managed.

Level 7

With little to hunt in Steamfont, I braved the elf guards and made my way to the Butcherblock Mountains. The mountainous terrain proved to be full of worthy opponents, and I was quite pleased – until, with a shocking sense of déjà vu, I got a bit too close to my first dwarf guard. Upsetting, but corpse recovery was now routine, and at least the dwarven guards were too lazy to wander around. By keeping my wits about me, I was able to do quite well both in the Butcherblocks and, more rarely, in Greater Faydark at the entrance to Crushbone.

(Note: Leave the Crushbone orcs alone. Killing them lowers your standing with an important faction in Neriak, and having free access to the dark elf city later in life is extremely useful.)

"Do not call up any that you cannot put down."
Copyright © 2001-2004 Starseer Productions. All Rights Reserved. Last updated March 30, 2004, 15:11.
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