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Introduction | History | Skill(Summoning
Spells) | Skill(Poison & Bone Spells)
| Skill(Curses) | Strategies |
Equipment |
In the long term, the Necromancer is quite possibly the most difficult character
to play. Certainly he is the easiest misled along the path. This is quite
possibly due to the flexibility in his morality. If the Necromancer focuses in
any one area, to the exclusion of another area, he may well find himself at a
dead end as a result. The ability to raise the dead has its own peril, as the
undead are mindless servants, and are easily confused in later levels. Poison
and Bone spells are perhaps the most effective for the Necromancer in the end,
but are difficult to start with. Certainly developing his curses is the way in
which the Necromancer can be most effective in a team, but this can be limiting
on his own.
The Necromancer's characteristics are largely dependent on other factors. He
will need mana more than any character save the Sorceress. To this end, if he
can not find enough mana generating items, he must boost his energy. At the same
time he is similarly cursed as the Sorceress is, with poor physical
characteristics. He, too, needs strength to wear decent armor, good dexterity to
hold his own in melee combat, and better vitality so that champion monsters do
not destroy his life essence in a quick series of hits.
In terms of items, the Necromancer would seem to be less dependent. Mostly he
should look for items to keep him alive or to regenerate mana. The Necromancer
requires guile to play, and he should not shrink from his natural strategy
despite the complaints of other characters. Those who are less gifted often
decry intelligence and cunning. Certainly the Necromancer should always seek
after quality armor.
Skill Strategies The Necromancer's unique abilities allow for some
interesting combinations when it comes to skill selection. Unlike the other
classes where skill specialization is the way to go, it is to the Necromancer's
advantage to advance through all three skill trees and use the skills to
complement one another. The Summoning Spells will help provide minions that will
absorb the damage from the hordes of monsters that are sure to come. The Poison
and Bone Spells will provide the direct damage needed to produce the corpses
that the Necromancer draws his power from. The Curses will increase the rate at
which the Necromancer and his minions will be able to slay the offending
monsters.
Summonables Of the summonable minions, Golems are the single
strongest companions to have at your side. These towers of might are able to
take punishment that might otherwise seriously wound your Necromancer. Combined
with Curses, they can inflict considerable damage as well. The only drawback is
you can only have one type of golem with you at a time. Don't waste too many
points on the lower level golems since at the higher levels, you will want to
upgrade to Iron or Fire Golems. If you absolutely must increase the
effectiveness of your golems at an early level, put points into Golem Mastery
rather than putting points into the golems themselves. This will ensure that the
more advanced Golems will benefit from the passive upgrade as well as the lowly
Clay Golem.
Revived monsters can be almost as good, if not better than Golems when the
situation demands them. The biggest advantage of Revive is that you can summon
almost any fallen enemy and have them fight for you - utilizing the special
abilities that they have at their disposal (except for resurrection of fallen
companions). This means that with Revive you can pick and choose whether or not
to concentrate on melee or ranged attack minions, thus filling any gaps that you
might have with your existing Golem or Skeletal minions. The short lifespan and
high mana cost of Revived monsters are the main restrictions for this skill so
use it with care - but don't hesitate to provide support for your Golems with
this skill if you have the mana to spare.
Skeletal Mages are also very useful to have around with their variety of
ranged attacks. Since they are attacking from a distance, you don't have to
worry too much about their durability in combat. Each summoning will produce a
random mage with a concentration in one of the four magic types: cold, fire,
lightning and poison. If you aren't happy with the mage types that you've
raised, simply resummon until you are. With the relatively low mana cost you
should be able to have a good combination of mages within a few summonings. Also
since the mages use a ranged attack, they will provide ample support for your
golem without getting in the way of melee combat.
The Skeleton warrior minions are the least effective of the summonables.
Being melee attackers, they will always attempt to get to an enemy within range
and can often cause "traffic jams" in tight corridors. They also serve as poor
cannon fodder and they don't inflict much damage. While helpful at the very
early levels, they won't carry their weight very well in the later levels. There
are far better skills to place points into once your character reaches level 6.
Magic Items and Minions Some Magical Prefixes and Suffixes will not
work when your Minions making the killing blow on a monster. Some of these
include %Life/%Mana Steal Items, Items that increase Gold from Monsters, Items
that give a Better Chance of Getting Magic Items, and Triumphant items which
give +1 to Mana for each kill. Almost everything else should work with Minions.
Damage and Destroy The Necromancer's Poison and Bone spells are
some of the most powerful damage spells found in the game. In particular, Corpse
Explosion (CLVL 6) and Bone Spear (CLVL 18) can be your most useful skills
throughout all your adventures as a Necromancer.
Corpse Explosion has the interesting property of causing a proportional
amount of damage rather than a fixed amount AND causing this damage as an area
effect. What this means is that since it causes 60 - 100% damage of a corpse's
hit points, you will be able to wreak an unnerving amount of damage to monsters
with a minimal number of casts - no matter what level the monster is. By putting
more points into this skill, you can increase the range of destruction - which
can be particularly useful in tight situations. Once you become proficient with
selecting targets with the most hit points, you will be able to kill weaker
monsters in one blow while still heavily damaging the stronger monsters.
An interesting side effect of this spell is that exploding corpses will often
produce many more corpses for you to explode. Once you get these chain reactions
started, you should easily be able to mow down entire legions of monsters
unfortunate enough to be in your way. The only drawback of this skill is that
you need an initial corpse to catalyze the chain reaction and for this you will
either need to rely on your's or your minion's ability to kill in melee combat,
or use a powerful direct damage spell like Bone Spear, Bone Spirit or the Poison
spells to get your first corpse.
At level 18, your Necromancer will become a death machine with the Bone Spear
spell. It can cause serious damage with each hit and it has the ability to
pierce one target and continue on its path to damage all others in its way. In
tight corridors where enemy monsters are lining up to get you, Bone Spear will
clear a path with frightening efficiency. This skill will probably be your best
weapon from level 18 and up.
If your style of play favors the slow death of your enemies as opposed to
instant death, be sure to put a few points into the Poison spells. Poison
Dagger, Poison Explosion and Poison Nova are all capable of causing massive
damage to a monster, however, there is a duration time associated with each
spell. As the Hit Points drain from your enemies, you will need to continue to
avoid their attacks until the poison has run its course. If you want your
Necromancer to be physically fit, using Poison spells is a good way to spend a
little time jogging around while your foes battle the toxic effects of your
actions.
Curses For Necromancers that rely heavily on minions to do their
dirty work, using Curses will definitely help speed the effort of the hard
working Golems, Skeletons and Revived Monsters. There are a wide variety of
curses available and depending on your style of play, the Curses that work for
one Necromancer may not work as well for another Necromancer. That being said,
Curses can be categorized in one of two ways: damage-related or
attribute-related.
Curses like Amplify Damage, Iron Maiden and Life Tap are all damage-related.
Each has a way of manipulating either damage done or damage taken. Amplify
Damage helps increase the damage dealt by you or your minions and is typically
more useful in situations where you or your minions are physically superior to
the monsters they face. Life Tap is also useful if you or your minions are
dealing significant damage - since with each hit, a portion of that damage is
converted into health. If the monsters are physically stronger, then Iron Maiden
can be used to return double or more the damage back to the offending monster.
Iron Maiden can also be useful in situations where you or your melee minions are
completely surrounded. Since you or your melee minions can only attack one
monster at a time, Iron Maiden can help reduce the HP of all monsters that are
trying to hit you - so if you're tied up with tackling one monster, the others
are damaging themselves as they attempt to attack you while you're vulnerable.
Attribute-related Curses are more general purpose than the damage-related
Curses. These decrease one or more attributes of the affected monsters. For
example, the Lower Resist Curse lowers all the resistances of the affected
monsters (fire, cold, lightning, poison), Decrepify decreases the speed of the
affected monster, etc. There are a wide variety of these curses and you can view
each one in the Necromancer Curses page.
There is less strategy involved with these Curses - just cast before combat and
let them work their magic.
Unsummon Use Unsummon to choose which type of Skeletal Mage you
want. If you find you no longer want a Fire Skeletal Mage, Unsummon it, and
create a new Skeletal Mage. You can do the same with Revive. You may also want
to use Unsummon to get rid of Minions when they get in the way.
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