
IndexWords of Darkness
Morty's NotesAbout NecromancersTactics of TerrorA Trail of BloodThe Cruel WorldAppendix
the Dark Age translation |
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 SpellsSeveral 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.
TacticsWith 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. KitingOne 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 KitingFear 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 GroundsAt 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 TrailAgain, my early journals aren't terribly interesting. Here they are, nonetheless. Level 4And 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 5Steamfont 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 6Still, I was in Steamfont. Would I never be able to leave this place? The pickings were slim, but somehow I managed. Level 7With 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.) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||