NecroGnomicon

The art of surviving a typical exploration trip depends not only upon black magic and a keen blade. Sometimes, just knowing which way you're heading can make all the difference.

Adventuring Skills

Even though all of these skills are immediately available to the neophyte necromancer, it requires a great deal of practice to advance them. No guild training is necessary, nor is such training recommended. Seriously, if you need a guildmaster to show you how to drink, you should consider a less challenging profession – I hear that the Deathfist Clan is recruiting new pawns.

Skill Level Acquired Level Cap Maximum
Alcohol Tolerance Level 1 5 x (level + 1) 200

Most necromancers tend to avoid drinking as a regular practice, since it leads to a temporary decrease in intelligence. However, occasions do arise, and some things should not be attempted sober. Increasing this skill will help reduce the negative effects of imbibing, so be sure to indulge in the occasional Gnomish Spirits.
Begging Level 1 5 x (level + 1) 200

Just in case you're feeling too popular, the practice of begging is available to help stem the tide of love and adoration. Successful begging results in the gain of a few coins, while repeated begging attempts are an invitation to attack the beggar. While no self-respecting necromancer needs this skill, some may find it amusing to pose as a beggar, and then blast uncharitable souls into oblivion when they refuse to cough up some change. Begging techniques can be practiced on the raised dead, who conveniently provide the typical response.
Bind Wound Level 1 5 x (level + 1) 100

With practice, the application of bandages can be useful in healing someone who has been seriously wounded. Since necromancers venture into the realm of the "seriously wounded" fairly often, it can be worthwhile to cultivate this ability. Some people consider this a combat skill, but I have yet to fight an enemy who was willing to wait while I slapped on a piece of gauze.
Fishing Level 1 5 x (level + 1) 200

Ahhh, fishing – the natural extension of necromancy. With a pole and some bait, you can acquire fish for food, daggers for your pets, and fish scales for breathing underwater. It also gives you something to do while you're waiting for a boat or meditating near water. All in all, fishing is a good thing.
Sense Heading Level 1 5 x (level + 1) 200

The ability to know which way you're facing is amazingly useful. Practice this skill until you're as good at it as possible. It's tedious, but when you find yourself running through the fog with a giant on your heels, you'll be glad you made the effort.
Swimming Level 1 5 x (level + 1) 200

Skill in swimming determines not only how fast you swim, but how quickly you fatigue and how long you can hold your breath. There are quite a few places that can only be reached with a good swim, and many more where a quick dip is rather convenient. Always keep your swimming skill reasonably high.

In all honesty, these skills are primarily for convenience, and neglecting them won't get you into much trouble (although if you neglect swimming, you'd best stay out of the water).

"Be prepared."
Copyright © 2001-2004 Starseer Productions. All Rights Reserved. Last updated March 25, 2004, 13:20.
EverQuest is a Registered Trademark of Sony Online Entertainment.