NecroGnomicon

While travel for the necromancer was made possible with Gather Shadows, the true potential for travel is opened up with the ability to Bind Affinity nearly anywhere the world. Many hunting areas which would otherwise seem quite distant are made convenient.

Level 12 Spells

The spells of this circle are a pleasant combination of utility and mayhem.

Two of our spell lines, Darkness and Lifetap, receive much-appreciated improvements. We also see the introduction of several other spell lines: the fiery Blood line, the lifetap-over-time Leach, and our Scent resistance debuffs. A stronger pet is also available for conjuring.

Bind Affinity is what makes all the difference, though.

The highly increased damage potential makes solo adventuring even easier. Don't forget to group occasionally to stay in touch with your allies.

The School of the spell reflects which magical skill is called upon. Mana is drained from your mana pool immediately upon casting the spell. Cast Time is in seconds. Reagents must be in your inventory to complete the spellcasting.

Dark Ritual School Mana Cast Time Reagents
Bind Affinity Alteration 100 6.0 None

Sets the binding point of the target to where their current position.

You can bind yourself nearly anywhere – including places that will get you killed instantly, repeatedly, so choose wisely. If you want to bind someone else, they must be in a group with you, and you can only bind them in cities, for the most part.
Convoke Shadow Conjuration 120 8.0 1 Bone Chip

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

By now, you've probably had encounters with creatures that are immune to normal weapons, such as wisps and ghouls. Convoke Shadow is our first pet summoning that can reliably damage such creatures, although it's possible to call up a particularly weak one that doesn't. As usual, the previous pet summoning can now be ignored.
Endure Disease Abjuration 20 2.5 None

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

Most diseases won't kill you, but they can certainly be annoying. Prepare yourself and your comrades with this extra protection if you suspect you'll be running into mummies or rabid animals.
Engulfing Darkness Conjuration 60 2.5 None

Reduces the target's running speed by 40 percent, and inflicts 110 magic damage over 2 minutes.

This upgrade to Clinging Darkness does approximately the same amount of damage in a given amount of time, but lasts significantly longer. Since the primary use of the Darkness spells is to snare, some necromancers never stop using the cheap and fast-casting Clinging Darkness, which is sufficient for their purposes. Personally, I like the extended duration and additional damage of the later versions. Either choice is certainly valid.
Focus Death Alteration 35 3.0 None

Increases your pet's attack speed by up to 12–15 percent, adds 15–20 strength, and adds 5–6 armor class.

Back in the old days, young necromancers didn't have little spells like this to make our minions stronger. No, we had to tough it out with what we summoned! Take it or leave it! Only necromancers twice the age had the privilege of boosting the power of their pet, and we had to work for it too! Research, that's right, only the smart ones got that extra kick. And don't you forget it.
Heat Blood Alteration 72 2.5 None

Strikes the target for no initial damage, but inflicts 170 fire damage over 60 seconds.

This is the first spell in a series of damage-over-time spells affecting the blood. It does a goodly amount of damage in a reasonable amount of time, and is a fine addition to our arsenal of death. The only disadvantage is its inability to damage creatures with high fire resistance, such as most of the things in Lavastorm. Regardless, Heat Blood will be useful for quite a while.
Leach Alteration 72 2.4 None

Drains 72 health from the target over 54 seconds and grants it to the necromancer.

Leach is our first lifetap-over-time spell, providing an excellent counterpoint to Dark Pact. Note that the spell will continue to drain energy throughout its full duration, even if the target dies – there's always a bit more life that can be sucked out of a fresh corpse.
Lesser Summon Corpse Conjuration 100 5.0 Black Ceremonial Coffin

Brings to the necromancer the corpse of a groupmate level 35 or less.

Expensive, but occasionally worth both the trouble and the gaping hole in your coinpurse.
Lifedraw Alteration 63 2.5 None

Drains 39-45 health from the target and grants it to the necromancer.

The much-needed improvement to Lifespike is a welcome addition to the spellbook. Leach will give you more health for your mana, but Lifedraw is a must when your health gets dangerously low.
Scent of Dusk Alteration 50 2.25 None

Reduces the target's fire resistance by 7-9, poison resistance by 7-9 and disease resistance by 7-9.

The Scent spells (of which this is the first) are actually based on poison, which is something to keep in mind. It does a fair job of lowering the main resistances that a necromancer cares about, but it's expensive in mana and fairly resisted itself. On the whole, it's not very popular, but it has uses.
Sight Graft Divination 10 5.0 None

Transfers the necromancer's vision to the summoned pet's point of view.

Even though it's interesting to get the skeleton-eye view of combat sometimes, this is mostly just a party trick. It can be used in some situations for scouting or watching for a particular event, but the limited casting range makes it less useful than it otherwise might be.
Spook the Dead Alteration 10 2.0 None

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

If you're battling the undead, this works exactly like Fear – except it costs a quarter of the mana and casts almost twice as fast. It's a fine thing. No necromancer should be without our specialty spells dealing with the undead.
Wave of Enfeeblement Alteration 40 2.5 None

Robs all enemy targets near the necromancer of 15 strength.

In most situations, the effects of the wave will be practically unnoticeable. In certain dueling situations, though, it can be extremely effective.

Tactics

No particularly new tactics present themselves at this point. Previous tactics tend to work even better, though, with the increased damage of the new spells and the ever-greater pool of mana to draw from.

Fear Kiting becomes even more effective at this point. Fear is an affordable spell, and Spook the Dead can replace it in places. Heat Blood does a significant amount of damage, and can be used in addition to Engulfing Darkness on enemies with high health.

Always keep your minion focused if you're in the battlefield.

Hunting Grounds

With Bind Affinity, the world opens up for hunting. Travel to a choice hunting spot, bind yourself somewhere safe, and let the screaming begin.

Gnomes may be tempted to head back to Steamfont and visit areas that were previously deadly but now offer a wide range of choice victims. On Antonica, there are too many good hunting spots to list; if you want to avoid crowds, head for Lavastorm or the Rathe Mountains, but hunt carefully.

This is a good time to start venturing into some of the dungeons, too. The upper levels of Befallen and the Warrens offer many opportunities.

Morty's Bloody Trail

I only visited a few of the places that I could have, and some of them were a lot less crowded than they are now.

Level 12

The Commonlands were becoming routine, and it was time for a change. Now that I was able to Bind Affinity, I headed back across the Ocean of Tears and returned to Steamfont. It was like old times, only better. The heretic dead that used to terrorize me were now just walking piles of bone chips, and the kobolds were beneath my contempt. I spent a great deal of time near the windmills and in the minotaur cave.

Level 13

The pickings were too good to leave. I remained in Steamfont, slaughtering minotaurs, harpies, elementals, and anything else that got in my way. The living was good, but the killing was better.

Level 14

Steamfont suddenly being much less challenging, I once again turned westward. Lesser Faydark had camps of suitable enemies, but companions were few and far between and so I continued on. I visited Dagnor's Cauldron, having never been there before, and did find opponents worth my time; however, they were found only infrequently, and far tougher foes than I wished to confront were also plentiful. I did not tarry. I returned to Antonica to hunt in the West Commonlands, taking care to avoid the druid ring. I also spent some time exploring the first two floors of Befallen – quite the endearing place, I may choose to retire there in my advancing years – but the depths were beyond my skills, and so I must return at a later time.

Level 15

Although I could feel Befallen calling to me, I avoided it like the... well, I avoided it. I took some time to tread the outskirts of Lavastorm, but I did not find the weather to my liking (although I must make it a point to visit Najena later). Lured by the promise of good fishing spots, I spent a quite a lot of time in the Oasis of Marr.

"Dead thing, you make my heart sing... you make everything... lethal..."
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