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::''Returning players may want to read the page for [[Returning Players]] before continuing.''
::''You may wish to check out the [[Necromancer_new_player_guide|new player guide for this guild]].
{{Necro}}
{{guild infobox|guild=Necromancer|image=small_necromancer_300.jpg
{{guild infobox|guild=Necromancer|image=small_necromancer_300.jpg
|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b=Weapon
|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b=Weapon
|abilities= [[Risen]]
|abilities= [[Risen]]
|mana=Arcane}}
|mana=Necromantic}}


'''Necromancer''' refers to a diverse group of Arcane magic users that utilize a collection of sorceries -- including blood magic, alchemy and the animation of the undead -- to further their evil and selfish goals. They are universally shunned by society and by the gods, being viewed as abominations and monsters that prey on the innocent and sell their souls into damnation for power.
'''''NOTE:''' The Necromancer guild is under development and not currently available in [[Dragonrealms|the game]]. All information posted here is based on previously announced features, and as with any unreleased system, these are all subject to change. ''


Necromancers are broken into three ideological camps. [[Player character]] Necromancers begin by affiliating with the Philosophers of the Knife, which are unique in that they pursue "the Great Work": the use of necromancy to find eternal life. Often they hide themselves in crowds, like wolves among sheep, while others eschew society entirely and rule in the hinterlands. A group of radical holy men, the [[Hounds of Rutilor]], are dedicated to the Philosophers' annihilation, and will hunt down any Necromancer they find openly practicing within their reach.
''The basic outline of ideologies and the overview of the Necromancy spellbooks were posted by Armifer in the [http://www.play.net/forums/messages.asp?forum=20&category=82&topic=6 Necromancer official forums] on 01/02/2008.


Necromancers are intended by design to be an '''advanced option''' for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.


Players reading this page may also wish to note that the majority of this information is '''not''' considered commonly known in-character to non-Necromancers.
==Joining/Playability==
The Necromancer Guild is intended, by design, to be an advanced option. It is intended to be there for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.<br />


This is not the same thing as an ultra-exclusive treehouse that only the most dedicated 1% of scripters can enter. The Necromancer Guild may be difficult to enter and advance in, but it will not be exceptionally so. If a player wishes to create a Necromancer PC after the guild is released, he will be able to do so with only a minor time investment. The sadism inherent in the design of this guild is meant to be playful, not an actual hindrance to your enjoyment of the game.
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==Ideologies==
===Ideology Overview===
Why?


==Official Information==
By more than any other quality, Necromancers define themselves on that question. While there is no such thing as a necromantic federation or "guild," cults and lone Necromancers have been known to align themselves along ideological lines. When even the gods themselves are against you, it's nice to have someone who can offer something even deeper than lore, wealth, or power: a broad understanding of you and your discipline.
[[Image:NecromancerCrest.jpg|thumb|'''[[Guild Crests|Guild crest]]''']]
===Skillsets===


* Survival Primary<br />
With the end of the era of cults coming upon them, a number of the subtle shades of meaning and nuance that defined necromantic ideologies have been washed away. In modern times, the surviving Necromancers broadly recognize three different camps:
* Magic and Lore Secondary<br />
* Armor and Weapons Tertiary<br />


===Guildhalls===
* [[Perverse (Ideology)|The Perverse]]
* The majority of guildleaders and guild locations are not common knowledge. As such, they are not included in this list unless that changes.
* [[Redeemed (Ideology)|The Redeemed]]
* Each guildhall is associated with certain ideologies. Necromancers of a rejected ideology will not be [[Entry ritual#Ideology|allowed entry]].
* [[Philosophers of the Knife|The Philosophers of the Knife]]


;[[Zoluren]]
===Ideology Differences===
:The Triumphant [[Zamidren|Zamidren Book]] initiates and leads nascent Philosophers of the Knife from his [[Necromancer Guildhall (Zoluren)|hidden lair]] somewhere in Zoluren.
There's meant to be a level of symmetry between the Reedemed and the Philosophers, but they aren't quite the same.


===Necromancer Ideologies===
''Both seem to believe their power will somehow change the world or aid races.''
*[[Philosophers of the Knife|The Philosophers of the Knife]]
*[[Perverse|The Perverse]]
*[[Redeemed|The Redeemed]]


===Crafting Affiliation===
There's a big difference here.
Guilded necromancers receive two free technique slots in the Poison discipline of the [[Alchemy skill]] and one free technique slot in the Carving discipline of the [[Engineering skill]].


See: [[Crafting]]
The Philosophers want to change the world. They believe that their atrocities will lead themselves and nominally the rest of mankind into some greater state of living. They imagine themselves as misunderstood geniuses who are only doing what they must so that they (and nominally the multitude) may cast down the natural order that condemns them.


==Guild Abilities==
The Redeemed are none of those things. While they might focus on trying to do good works, they do it as a form of redemptive suffering. The Redeemed accept the notion that necromancy is wholly selfish and evil, that it cannot possibly lead to the positive outcome that the Philosophers want. The best the Redeemed can do is take their broken souls and try to do some good on the gods' Elanthia with the scant tools they have left. "Some good" might be saving others from death -- or might be hunting down and murdering other Necromancers.


===Changing Ideologies===
===[[Arcane Magic]]===
The Redeemed have a mechanical definition. Your character needs to actively seek out the state, and then be mindful that they do not let it slip (ever; a Necromancer can only enter the state of redemption once).


Necromancers use [[necromancy]] which is a subset of [[sorcery]] also referred to as "ontologic sorcery" by Philosophers. Necromancy by definition uses some Life mana in the mix along with either Elemental and/or Lunar. Necromancers have access to the [[:Category: Animation Spellbook|Animation]], [[:Category: Blood Magic Spellbook|Blood Magic]], [[:Category:Corruption Spellbook|Corruption]], [[:Category: Synthetic Creation Spellbook|Synthetic Creation]], and [[:Category: Transcendental Necromancy Spellbook|Transcendental Necromancy]] spellbooks. [[Redeemed|Redeemed necromancers]] get access to an additional spellbook, [[:Category:Anabasis spellbook|Anabasis]].
The Perverse is a bit more fuzzy. You never officially "join the club" or anything, but if your [[Outrage]] meters pass a certain point, various NPCs will consider you one of the Perverse for better or worse -- usually worse.


To do this effectively, Necromancers utilize something colloquially known as Arcane or Necromantic mana. This is not actually a distinct mana type, but a freakishly bizarre, illusory aggregate they perceive as the result of substantial and imperfect alterations to the Necromancer's nervous system done when they attempt to attune themselves to Lunar, Elemental, and Life mana all at once.
The Philosophers are a little different, and we'll discuss them in more detail as we get closer to the release of the guild.


Due to the process through which they become attuned, young Necromancers appear to be attuned to Life, Lunar, or Elemental mana until they become so corrupted (i.e. possess enough Divine Outrage) that their Arcane attunement shows through. This mana type is determined randomly and is not meant to make any particular statement about the character, but does determine which fake spell preparation they can learn from [[Markat]].
The cults have chosen to hate each other to the point of mutual destruction. Whether or not this has been a successful policy is open to interpretation.


====Sorcery and Sorcerous Casting====
===Current Numbers===
The first Philosophers of the Knife appear in history almost one hundred years ago, seemingly out of nowhere. They enjoyed a fairly even geographical spread, with an emphasis on [[Zoluren]] and [[Theren]] that likely reflects the state of the trade routes at the time. Best estimates suggest that there are 50 Philosophers active on [[Kermoria]]. In comparison, scholars estimate that the number of Redeemed existent at any time is less than a dozen, while numbers for the Perverse vary wildly, scaling up to 1,000. Societies that are openly hostile to the [[Provinces]], such as [[Sidhlot|Sidhlot's]] [[Bone Elves]], are not included in those estimates; would-be anthropologists leave with fewer organs then when they started.
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==Spellbook Overview==
Magical theorists recognize two forms of necromancy: Perversion Necromancy and Corruption Necromancy. In a mechanistic approach to the discipline, this works well. Necromancy is the result of two distinct mixtures of mana, Life plus either Elemental or Lunar, which this separation embodies.


Necromantic spell patterns are designed to account for deranged movements of their "fifth frequency," but the lack of true multi-attunement perception means they can suffer like other people when casting outside their normal environment.
Necromancers are not mechanistic and they usually are not magical theorists either.


* Lunar, Elemental, Life: Low risk, equivalent to any other guild's best combination.
The tri-spellbook separation -- the ABCs of Necromancy -- was the standard among most cults, though variations existed. The [[Dragon_Priest_%28Cult%29|Dragon Priests]] are notoriously bookish, classifying no less than thirty different Necromancy spellbooks across obscure cultural and magical lines. In sharp contrast, the doctrine of the [[Bone_Elf|Bone Elves]] states that any sort of classification system is the product of childish (non-Elven) minds attempting to comprehend the one, true path of power that encompasses mastery over all facets of death sculpting.
* Unsullied and Redeemed necromancers can also cast Holy magic with low risk, equivalent to any other guild's best combination.
* For Forsaken necromancers Holy is extremely risky to impossible, with additional negative effects.


While [[:Category:Analogous_Patterns_Spellbook|AP spells]] are legal according to society, a Necromancer's AP spells are still considered sorcery for purposes of spells that defend against it, such as [[Protection from Evil]].
In recent years, the rogue Necromancers known as the Philosophers of the Knife codified the fourth spellbook, Transcendental Necromancy. This was not the discovery of some new source of power, but simply an organizational change reflecting their own priorities and values.


===Animation===
====Magical Feats====
Animation is a thematic spellbook, borrowing spells that would otherwise fit into Blood Magic or Corruption if it involves meddling with the undead. Animation is used to create undead minions, manipulate the undead in various ways, and strike at the animating force behind other Necromancers' creations.


Necromancers automatically learn the Alternate Preparation feat for free upon joining and gain access to a spell prep that is appropriate for the mana type they appear to have. This prep is learned and used by speaking to [[Markat]] and toggling it on.
It is important to note that the undead creations of the Animation spellbook are always temporary, and often vanishingly so. Necromancers must invest the time and effort of creating a [[Risen]] -- a far more hands-on project than merely casting a spell -- if he wishes to have a long-term minion.


====[[Spell_slot_progressions|Necromancer Spell Slot Progression]]====
===Blood Magic===
In short, Blood Magic deals with the manipulation of blood, acid, and raw "life force" (vitality).


As a magic secondary guild, Necromancers gain spell slots in the following way.
Blood Magic is one of the "pure" spellbooks, analogous to the Perversion Necromancy book. It deals exclusively with the results of mixing Life and Elemental mana, and is an omnibus for such spells that do not otherwise fit in the Animation or Transcendental Necromancy books.


{| class="wikitable" style="text-align:left"
The spellbook gets its name from the tone of its spells and the medium through which it usually works. The Life + Elemental mixture creates spells that are wild, visceral, and brutish. Blood Magic includes most of the Necromancer's arsenal of Targeted Magic spells and direct, lethal combat magic.
|-
|'''Circle Range'''
|'''Secondary'''
|-
|1-20
|Every Circle
|-
|21-100
|Every 2 Circles
|-
|101-150
|Every 3 Circles
|-
|151-200
|None
|}


====[[:Category:Necromancer_Spells|Spell Tree]]====
Appropriately enough, Blood Magic has a strong relationship to blood. Some of them work better if the Necromancer (or his victim) is bleeding freely, while others may require it to function at all.
{{:Necromancer/Spell Tree}}


===[[Thanatology]]===
Conjured acid falls under the domain of Blood Magic. Some Necromancers consider acid to be a physical manifestation of necromantic magic, in the same way that other disciplines have holy fire or living shadows.
Thanatology represents a corrupted form of an [[Empathy|Empathic Transference]] link and is the means by which a Necromancer may perform a number of rituals and types of magic, including healing themselves and creating undead. Necromancers presently have a number of [[Thanatological Rituals|Thanatological rituals]] available to them:


{{#ask:[[guild association is::necromancer]][[Ability type is::ritual]]
===Corruption===
| border="1" class="sortable"
In short, Corruption deals with the conjuration of poison, disease, and more refined forms of illness.
|?ability effect is=Purpose
|format=table|link=all|headers=show|mainlabel=[[:Category:Thanatological rituals|Ritual]]|searchlabel=... further results|class=sortable wikitable smwtable|sep=,}}


===[[States of Being]]===
Corruption is the second "pure" spellbook, analogous to the Corruption Necromancy book. It deals exclusively with the results of mixing Life and Lunar mana.
These represent deliberate and knowing changes in the path of a necromancer:
* Unsullied
* Forsaken
* [[Redeemed]]
* Lichdom
* Transcendence


This mana mixture works through decay of various forms, from flesh-eating bacteria to diseases of the mind. Corruption includes many of the Necromancers' most subtle spells, some of which are "legal" by dint of the fact that no one around the Necromancer can detect anything wrong has happened.

Conjured poison and disease falls under this category, as well as obscure forces that corrupt the emotional balance and mental faculties of the target. Some of the effects of Corruption could be poetically said to cause a "soul sickness," but these spells cannot actually impact the health of the victim's spirit.

===Transcendental Necromancy===
In short, Transcendental Necromancy deals with spells that make the Necromancer more (or less) than Human.

Transcendental Necromancy is a thematic spellbook, devised in the same way that Animation is. While the tradition of organizing Transcendental Necromancy as its own spellbook is less than a century old, many of the spells that populate the book are as old as necromancy itself.

This spellbook focuses strictly on enhancing the magician who casts the spell: all Transcendental Necromancy spells are self-cast only. The spells are always beneficial, bolstering the Necromancer's own latent abilities or granting him entirely new ones, though sometimes Pyrrhic in nature. These spells are often monstrous to behold, making the Necromancer obviously inhuman under their duration.
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==Systems==
===[[Outrage]]===
===[[Outrage]]===
Two kinds of Outrage exist: Divine Outrage and Social Outrage. These meters are not linked to each other.
===[[Perversion]]===
===[[Risen]]===
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==Skills==
===Skillset===
Since there may be some confusion here:


# '''Divine Outrage''' is a measure of how corrupted the Necromancer is and how much ire the Immortals currently feel toward them. Certain actions, such as creating undead and using Transcendental Necromancy spells, build Divine Outrage and will render the Necromancer more and more corrupt which may have deleterious effects if not managed. As you circle, there is a rising "floor" which your Divine Outrage may not drop lower than, meaning you will eventually be rendered too corrupt to gain favors, be healed by [[Empath]]s, have beneficial Holy spells used on you, and more. Forsaken Necromancers risk Divine Outrage for hanging around holy spots.
* Survival Primary<br />
# '''Social Outrage''' is a measure of how uneasy the local towns folk and authorities are. Certain actions taken inside justice areas, such as attempting to interact with an NPC with a Transcendental Necromancy spell up, will give you Social Outrage and temporarily prevent you from using town services including banks, vaults, or shopkeepers.
* Magic and Lore secondary<br />
* Armor and Weapons tertiary<br />


::* Related to Social Outrage, Forsaken Necromancers have a tolerance meter for town called '''Suspicion''' that slowly builds up in normal situations. While in a justice area, this meter builds towards an accusation. While outside of a justice area, this meter drains away. Unsullied and [[Redeemed]] Necromancers are exempt from this.
The proposed central skill for Necromancers is [[Scarification_skill|Scarification]].


Both Divine and Social Outrage may drain for up to 2.5 hours per day in Prime and Platinum, and 8 hours per day in The Fallen.
===Light Edged===
Necromancers will have a skill requirement in [[Light_Edged_skill|light edged weapons]]. Not especially large, but it's there and persistent through the character's entire career. In fictional terms, it's a ceremonial requirement. As you may have guessed by now, some very important Necromancers invest a lot of symbolism into knives.


====Necromancers and Consent Policy====
===Creation Lore===
The Necromancer creation system focus will likely be in Alchemy, though this is not set in stone yet.


There is no longer any conceptual difference between a Necromancer and any other guild as far as policy goes. There is no more additional grey area or burden of proof for harassment. Necromancers do not get a blank check for mayhem, and you may not harass or kill a PC without consent simply because they are a Necromancer.
There are currently no plans for any Necromancer-specific enchantments or techniques. Armifer's intention is that they will not be able to produce anything guild-specific which will directly benefit other players.
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==Magic==
===Planned Spells===
* It is unlikely that necromancy spells will released prior to the guild. There is a chance that a few might be released on scrolls first, but plan on seeing most (if not all) released concurrently with the guild instead.


With regards to [[Risen]], they are fair game to attack by anyone regardless of the PvP status of the Necromancer. This grants the Necromancer consent for that conflict, which ends if either party dies.
* The old descriptions of Evocation and Domination Sorcery as Necromancer spellbooks have been thrown out. The Sorcery spellbooks still exist, they are just not a part of the Necromancer selection of spells.


===[[Risen]]===
* The necromancy spells listed on the play.net website are NOT accurate. Some have been changed significantly from their teaser descriptions, while others have been tossed out the window completely.


A Risen is an undead creature created by a Necromancer to do their bidding and is the primary ability of the guild. Temporary Risen for use in combat may be created with the [[Call from Beyond]] spell, while permanent Risen are slated to have other non-combat applications.
===Self Buffs Only===
''I really don't want to hear people gwething for a Necro because their bone armor enchantment is out of charges.''


===[[Slip]]===
Ding ding ding. This also goes into the design decisions behind Transcendental Necromancy: all Necro spell buffs are self-cast only.


{| class="wikitable"
If everything works out correctly, there will never be a legitimate reason to seek out the help of a Necromancer on the basis of guild. The only thing necromancy can do to anyone other than the user is harm.
!Level Required
!What it does
|-
|Level 30
|Ability to Slip personal objects to/from personal containers.
|-
|Level 40
|Ability to Slip worn items on and off.
|-
|Level 50
|Ability to Slip items from the ground to one's possession.
|-
|Level 60
|Ability to Slip into hiding and stalk a target at same time.
|-
|Level 70
|Ability to Slip into hiding and sneak a direction at same time.
|-
|}
Note: The intended function is to perform similarly to picking up items in invisibility, it has to be restricted to avoid abuse. Dropping your own items of course will be less restricted.


To learn {{com|SLIP}}, you must be taught by somebody who already knows {{tt|SLIP}} (<tt>SLIP TEACH <target></tt>, need 100 {{skill|teaching}}).
===While Redeemed===
Two of the four spellbooks are prohibited when you're Redeemed: Animation and Transcendental Necromancy.


Success at Slip involves the {{skill|stealth}}.
Should you choose to use either spellbook you will have the capability to do so. However, you will no longer be considered Redeemed. The gods will not stop you from using them, but they'll judge and punish you if you do.


==Circle Requirements==
Corruption and Blood Magic spells can be used as normal.
{|class="wikitable sortable"

! Skillset
===Sorcery===
! Skill
* Necromancy is a subset of Sorcery. Sorcery is dangerous and unstable magic that society abhors and that may or may not have some intrinsic evilness about it. [[Blackfire]] is an example of this. Necromancers are as free to dabble in Sorcery as any other guild, but they will not have any special access to the non-Necromatic parts of it.
! style="text-align: right;" | 1-10

! style="text-align: right;" | 11-30
* Necromancy is created by mixing Life mana with either Elemental or Lunar mana. Life mana is always used in the mix, by definition. Holy mana does NOT mix with Life mana.
! style="text-align: right;" | 31-70

! style="text-align: right;" | 71-100
===Mixing Life + Holy===
! style="text-align: right;" | 101-150
''What would happen if someone theoretically tried to force Life and Holy mana together?''
! style="text-align: right;" | 151-200

|-
Nothing exceptionally interesting, outside the normal necromantic backlash.
| style="background-color:#f2fff2;" | survival

| style="background-color:#f2fff2;" | {{Skill|Thanatology|Thanatology}}
The inability to mix Holy and Life has the very noticeable side effect of not allowing a "holy necromancy" to exist, yet it doesn't seem directly related to this end. The gods do not show up and smack you for doing it, it just...doesn't work. It appears that a divine edict has found an accomplice in natural law.
| style="text-align: right; background-color:#f2fff2;" | 3

| style="text-align: right; background-color:#f2fff2;" | 4
Perhaps the gods have meddled with the laws of the universe to prohibit it. Perhaps this proof there is some innate, cosmic evilness about necromantic mixtures, to the point where the very mechanism is repelled by the emanations of the gods. Or perhaps this is just one very interesting coincidence.
| style="text-align: right; background-color:#f2fff2;" | 4
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| style="text-align: right; background-color:#f2fff2;" | 5
<br />
| style="text-align: right; background-color:#f2fff2;" | 6
==Combat==
| style="text-align: right; background-color:#f2fff2;" | 15
Necromancers will not have any particularly noteworthy combat abilities. They may get spells that are exceptionally potent versus corporeal undead, but nothing special against the non-corporeal. No reason they wouldn't be able to use a blessed weapon if a Cleric wants to give them one handle-first.
|-
=== Consent / PvP ===
| style="background-color:#f2fff2;" | survival
''What's the point of being a Necromancer if you're not even going to get a chance to RP because everyone is going to be so gung ho about killing them? My personal view on it is that people want Necros to come out so they can fufill some twisted CvC obsession.''
| style="background-color:#f2fff2;" | 1st Survival

| style="text-align: right; background-color:#f2fff2;" | 4
Assuming that you will have any special consent whatsoever against (or as) Necromancers is a bad idea, and one of the reasons that Armifer has repeatedly said this kind of conversation is inappropriate right now.
| style="text-align: right; background-color:#f2fff2;" | 4

| style="text-align: right; background-color:#f2fff2;" | 5
Everything you were told about Necro PvP is off the table. Armifer is not willing to go into further details yet.
| style="text-align: right; background-color:#f2fff2;" | 5
<br />
| style="text-align: right; background-color:#f2fff2;" | 6
| style="text-align: right; background-color:#f2fff2;" | 15
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 2nd Survival
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 6
| style="text-align: right; background-color:#f2fff2;" | 15
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 3rd Survival
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 13
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 4th Survival
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 13
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 5th Survival
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 13
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 6th Survival
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 5
| style="text-align: right; background-color:#f2fff2;" | 13
|-
| style="background-color:#f2fff2;" | survival
| style="background-color:#f2fff2;" | 7th Survival
| style="text-align: right; background-color:#f2fff2;" | 2
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 3
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 4
| style="text-align: right; background-color:#f2fff2;" | 10
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | {{Skill|Targeted Magic|Targeted Magic}}
| style="text-align: right; background-color:#fff2ff;" | 2
| style="text-align: right; background-color:#fff2ff;" | 2
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 13
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | 1st Magic
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 6
| style="text-align: right; background-color:#fff2ff;" | 15
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | 2nd Magic
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 6
| style="text-align: right; background-color:#fff2ff;" | 15
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | 3rd Magic
| style="text-align: right; background-color:#fff2ff;" | 2
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 13
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | 4th Magic
| style="text-align: right; background-color:#fff2ff;" | 2
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 13
|-
| style="background-color:#fff2ff;" | magic
| style="background-color:#fff2ff;" | 5th Magic
| style="text-align: right; background-color:#fff2ff;" | 0
| style="text-align: right; background-color:#fff2ff;" | 0
| style="text-align: right; background-color:#fff2ff;" | 3
| style="text-align: right; background-color:#fff2ff;" | 4
| style="text-align: right; background-color:#fff2ff;" | 5
| style="text-align: right; background-color:#fff2ff;" | 13
|-
| style="background-color:#fffff2;" | lore
| style="background-color:#fffff2;" | 1st Lore
| style="text-align: right; background-color:#fffff2;" | 2
| style="text-align: right; background-color:#fffff2;" | 2
| style="text-align: right; background-color:#fffff2;" | 3
| style="text-align: right; background-color:#fffff2;" | 3
| style="text-align: right; background-color:#fffff2;" | 3
| style="text-align: right; background-color:#fffff2;" | 8
|-
| style="background-color:#fffff2;" | lore
| style="background-color:#fffff2;" | 2nd Lore
| style="text-align: right; background-color:#fffff2;" | 2
| style="text-align: right; background-color:#fffff2;" | 2
| style="text-align: right; background-color:#fffff2;" | 2
| style="text-align: right; background-color:#fffff2;" | 3
| style="text-align: right; background-color:#fffff2;" | 3
| style="text-align: right; background-color:#fffff2;" | 8
|-
| style="background-color:#fff2f2;" | weapons
| style="background-color:#fff2f2;" | {{Skill|Small Edged|Small Edged}}
| style="text-align: right; background-color:#fff2f2;" | 1
| style="text-align: right; background-color:#fff2f2;" | 2
| style="text-align: right; background-color:#fff2f2;" | 2
| style="text-align: right; background-color:#fff2f2;" | 2
| style="text-align: right; background-color:#fff2f2;" | 2
| style="text-align: right; background-color:#fff2f2;" | 5
|-
| style="background-color:#f2f2ff;" | armor
| style="background-color:#f2f2ff;" | 1st Armor
| style="text-align: right; background-color:#f2f2ff;" | 1
| style="text-align: right; background-color:#f2f2ff;" | 2
| style="text-align: right; background-color:#f2f2ff;" | 2
| style="text-align: right; background-color:#f2f2ff;" | 2
| style="text-align: right; background-color:#f2f2ff;" | 3
| style="text-align: right; background-color:#f2f2ff;" | 8
|}
[[Thanatology]] is a hard requirement (does not count toward Nth survival requirements).<br/>
[[Targeted Magic]] is a soft requirement (can be used toward Nth magic requirements).<br/>
<br />
<br />
==Miscellaneous Notes==
===Surviving===
The best way for a Necromancer to survive is to never let society know he's a Necromancer to begin with. If a Necromancer has reached the point where he needs to actively thwart scrying, he is already operating from a position of weakness.


==Necromancer Guild Lore==
===Avoiding Necromancers===
Armifer will go into the mechanical reasons to avoid Necromancers when the guild is closer to release.


===[[Necromancer_official_lore_posts|Necromancer Official Lore Posts]]===
===Racial Issues===
''Will there still be racial weaknesses/strengths against Necromancers?''
No. Armifer would argue that a [[Rakash]] or Prydaen that cares at all about his culture becoming a Necromancer is terrible roleplaying, but there's likely to be members of those species who are so dead inside that they feel nothing for the plight of their fathers. You can do it if you want.


===[[Necromancer Guild Visions]]===
''I recall hearing something about how Prydaens would be more vulnerable to Necromancy magic or something. Is this true?''
===[[Necromancer History|Necromancer Historical Timeline]]===
There was a single spell planned wherein one of the quirks of the spell was that Rakash and Prydaen were more vulnerable to it. That spell is no longer planned for release.
====[[Prydaen]] Cultural Issues====
"I feel we need to be clear on definitions here. One can in theory join the Necromancer guild and never create a [[Risen]] or in any other way fool with animating the undead. It is the animation of the undead, particularly Prydaen undead that offends the Three. How you personally choose to react, I leave to each of you individually, but shunning is most certainly a good and viable route. As for Judging of those who are necromancers or who deliberately and knowingly aid necromancers, that is again done only by the Three. Most likely any Prydaen Necromancer that has gone to the point of animating the dead has already gotten on the bad side of the Three as well as the 13 from that act. Those aiding a necromancer on the other hand are a whole other matter. They are certainly going to end up shunned. They will most likely find themselves in conflict with those that oppose the necromancer in question. However, since we are talking about random, unnamed Necromancers here in [[Kermoria|the east]] that are not necessarily event attacking Prydaens, let alone attempting to take over lands we are holding as our own, that doesn't quite equal the crime of a situation such as aiding [[Lyras]]. Lyras declared direct war on all in and around [[Eu|Eu's]] Lands. She is a racial enemy without a doubt. While many of you will no doubt take out your anger towards her on any necromancer that comes along (and you are more than welcome to do so) that does not mean that they are viewed the same in the eyes of the Three. Eh, who can really fathom the workings of the minds of Gods?


===[[Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41|Death and the Soul]]===
"On a final note, I know many view the [[Claw of Tenemlor]] as the judges of necromancy. It is true that they are often sent by [[Tenemlor]] to seek out those Prydaen souls that might have been tainted and to deal with them as needed. However, understand that they cannot declare anyone [[Cemsiat]]. Rather they simply attempt to remove the taint. [[Cusave]] did this for [[Bluewither]] by slaying the [[Mawitherarra|blood doll]] and removing the link to her soul. Declaring someone Cemsiat means marking them and kicking them out of the race to attempt to atone for their crimes. The Claw of Tenemlor is a bit more direct in their actions. So long as they act in accordance with Tenemlor's will and at her direction, striking down a tainted soul will not yield a claim of Cemsiat upon themselves as Tenemlor will not punish them for doing as she directs. But aside from that they have no actual authority among the Kin. They are not true judges of crimes, just a group of warriors seeking to remove taints from the souls of the Kin that they move among. Hopefully this helps clear some things up."


===[[A treatise on Extraplanar Life]]===
--GM Oolan Jeel




===Slip===
<tt>[[SLIP]]</tt> is being retooled as a Survival Primary verb. [[Thief|Thieves]] retain the most options of any guild, but it will be open to Thieves, Necromancers, and [[Ranger|Rangers]]. ([[Bard|Bards]] will retain their coin tricks.) Most of the shared abilities are completely new abilities.


{{RefAl|a=y}}
Thieves will be the only ones to be taught <tt>SLIP</tt> by the GLs, others must be taught by somebody who already knows the ability (regardless of guild).
* [[Necromancer Timeline]]
[[Category:Guilds]]
{{Cat|Guilds}}

Latest revision as of 15:46, 21 December 2024

Returning players may want to read the page for Returning Players before continuing.
You may wish to check out the new player guide for this guild.
Please read the Secrets and Spoiler Policy before editing this page.



Necromancer Guild
Necromancer

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Primary Skillset: Survival
Secondary Skillsets: Lore, Magic
Tertiary Skillsets: Armor, Weapon
Special Abilities: Risen
Mana Type: Necromantic
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage

Necromancer refers to a diverse group of Arcane magic users that utilize a collection of sorceries -- including blood magic, alchemy and the animation of the undead -- to further their evil and selfish goals. They are universally shunned by society and by the gods, being viewed as abominations and monsters that prey on the innocent and sell their souls into damnation for power.

Necromancers are broken into three ideological camps. Player character Necromancers begin by affiliating with the Philosophers of the Knife, which are unique in that they pursue "the Great Work": the use of necromancy to find eternal life. Often they hide themselves in crowds, like wolves among sheep, while others eschew society entirely and rule in the hinterlands. A group of radical holy men, the Hounds of Rutilor, are dedicated to the Philosophers' annihilation, and will hunt down any Necromancer they find openly practicing within their reach.

Necromancers are intended by design to be an advanced option for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.

Players reading this page may also wish to note that the majority of this information is not considered commonly known in-character to non-Necromancers.


Official Information

Skillsets

  • Survival Primary
  • Magic and Lore Secondary
  • Armor and Weapons Tertiary

Guildhalls

  • The majority of guildleaders and guild locations are not common knowledge. As such, they are not included in this list unless that changes.
  • Each guildhall is associated with certain ideologies. Necromancers of a rejected ideology will not be allowed entry.
Zoluren
The Triumphant Zamidren Book initiates and leads nascent Philosophers of the Knife from his hidden lair somewhere in Zoluren.

Necromancer Ideologies

Crafting Affiliation

Guilded necromancers receive two free technique slots in the Poison discipline of the Alchemy skill and one free technique slot in the Carving discipline of the Engineering skill.

See: Crafting

Guild Abilities

Arcane Magic

Necromancers use necromancy which is a subset of sorcery also referred to as "ontologic sorcery" by Philosophers. Necromancy by definition uses some Life mana in the mix along with either Elemental and/or Lunar. Necromancers have access to the Animation, Blood Magic, Corruption, Synthetic Creation, and Transcendental Necromancy spellbooks. Redeemed necromancers get access to an additional spellbook, Anabasis.

To do this effectively, Necromancers utilize something colloquially known as Arcane or Necromantic mana. This is not actually a distinct mana type, but a freakishly bizarre, illusory aggregate they perceive as the result of substantial and imperfect alterations to the Necromancer's nervous system done when they attempt to attune themselves to Lunar, Elemental, and Life mana all at once.

Due to the process through which they become attuned, young Necromancers appear to be attuned to Life, Lunar, or Elemental mana until they become so corrupted (i.e. possess enough Divine Outrage) that their Arcane attunement shows through. This mana type is determined randomly and is not meant to make any particular statement about the character, but does determine which fake spell preparation they can learn from Markat.

Sorcery and Sorcerous Casting

Necromantic spell patterns are designed to account for deranged movements of their "fifth frequency," but the lack of true multi-attunement perception means they can suffer like other people when casting outside their normal environment.

  • Lunar, Elemental, Life: Low risk, equivalent to any other guild's best combination.
  • Unsullied and Redeemed necromancers can also cast Holy magic with low risk, equivalent to any other guild's best combination.
  • For Forsaken necromancers Holy is extremely risky to impossible, with additional negative effects.

While AP spells are legal according to society, a Necromancer's AP spells are still considered sorcery for purposes of spells that defend against it, such as Protection from Evil.

Magical Feats

Necromancers automatically learn the Alternate Preparation feat for free upon joining and gain access to a spell prep that is appropriate for the mana type they appear to have. This prep is learned and used by speaking to Markat and toggling it on.

Necromancer Spell Slot Progression

As a magic secondary guild, Necromancers gain spell slots in the following way.

Circle Range Secondary
1-20 Every Circle
21-100 Every 2 Circles
101-150 Every 3 Circles
151-200 None

Spell Tree

ObfuscationPetrifying VisionsEyes of the BlindVisions of DarknessRite of ContritionRite of GraceLiturgyQuicken the EarthCall from BeyondNecrotic ReconstructionGhoulfleshReverse PutrefactionSpiteful RebirthCovetous RebirthCall from WithinAcid SplashViscous SolutionVivisectionUniversal SolventAlkahest EdgeResearcher's InsightPhilosopher's PreservationIvory MaskKura-SilmaButcher's EyeCalcified HideWorm's MistChirurgiaHeighten PainSiphon VitalityConsume FleshDevourBlood BurstResectionEbon Blood of the ScorpionSolace (spell)Emuin's CandlelightBook BurningRite of ForbearanceRelightNecromancer Spell Tree Colored by Magic skill.png
About this image

Thanatology

Thanatology represents a corrupted form of an Empathic Transference link and is the means by which a Necromancer may perform a number of rituals and types of magic, including healing themselves and creating undead. Necromancers presently have a number of Thanatological rituals available to them:

RitualPurpose
Arise ritualPrepares a corpse to become a CFB zombie.
Awaken ritualSummons a previously created Risen.
Butchery ritualGets body parts for Risen.
Consume ritualPrepares a corpse to be used as fuel for necromantic healing.
Creation ritualFinal step to create a Risen.
Cut ritualPrerequisite for some Blood Magic and Animation spells.
Dissection ritualTeaches Thanatology and First Aid.
Entry ritualGain entry into a Necromancer guildhall.
Fetish ritualTurns harvested material into a (control) fetish for a new Risen.
Harvest ritualGathers "material" to be used later. Teaches Thanatology and Skinning.
Preserve ritualExtends time before a corpse decays. Teaches Thanatology and First Aid.

States of Being

These represent deliberate and knowing changes in the path of a necromancer:

  • Unsullied
  • Forsaken
  • Redeemed
  • Lichdom
  • Transcendence

Outrage

Two kinds of Outrage exist: Divine Outrage and Social Outrage. These meters are not linked to each other.

  1. Divine Outrage is a measure of how corrupted the Necromancer is and how much ire the Immortals currently feel toward them. Certain actions, such as creating undead and using Transcendental Necromancy spells, build Divine Outrage and will render the Necromancer more and more corrupt which may have deleterious effects if not managed. As you circle, there is a rising "floor" which your Divine Outrage may not drop lower than, meaning you will eventually be rendered too corrupt to gain favors, be healed by Empaths, have beneficial Holy spells used on you, and more. Forsaken Necromancers risk Divine Outrage for hanging around holy spots.
  2. Social Outrage is a measure of how uneasy the local towns folk and authorities are. Certain actions taken inside justice areas, such as attempting to interact with an NPC with a Transcendental Necromancy spell up, will give you Social Outrage and temporarily prevent you from using town services including banks, vaults, or shopkeepers.
  • Related to Social Outrage, Forsaken Necromancers have a tolerance meter for town called Suspicion that slowly builds up in normal situations. While in a justice area, this meter builds towards an accusation. While outside of a justice area, this meter drains away. Unsullied and Redeemed Necromancers are exempt from this.

Both Divine and Social Outrage may drain for up to 2.5 hours per day in Prime and Platinum, and 8 hours per day in The Fallen.

Necromancers and Consent Policy

There is no longer any conceptual difference between a Necromancer and any other guild as far as policy goes. There is no more additional grey area or burden of proof for harassment. Necromancers do not get a blank check for mayhem, and you may not harass or kill a PC without consent simply because they are a Necromancer.

With regards to Risen, they are fair game to attack by anyone regardless of the PvP status of the Necromancer. This grants the Necromancer consent for that conflict, which ends if either party dies.

Risen

A Risen is an undead creature created by a Necromancer to do their bidding and is the primary ability of the guild. Temporary Risen for use in combat may be created with the Call from Beyond spell, while permanent Risen are slated to have other non-combat applications.

Slip

Level Required What it does
Level 30 Ability to Slip personal objects to/from personal containers.
Level 40 Ability to Slip worn items on and off.
Level 50 Ability to Slip items from the ground to one's possession.
Level 60 Ability to Slip into hiding and stalk a target at same time.
Level 70 Ability to Slip into hiding and sneak a direction at same time.

Note: The intended function is to perform similarly to picking up items in invisibility, it has to be restricted to avoid abuse. Dropping your own items of course will be less restricted.

To learn SLIP, you must be taught by somebody who already knows SLIP (SLIP TEACH <target>, need 100 teaching skill).

Success at Slip involves the stealth skill.

Circle Requirements

Skillset Skill 1-10 11-30 31-70 71-100 101-150 151-200
survival Thanatology 3 4 4 5 6 15
survival 1st Survival 4 4 5 5 6 15
survival 2nd Survival 4 4 5 5 6 15
survival 3rd Survival 3 4 4 5 5 13
survival 4th Survival 3 4 4 5 5 13
survival 5th Survival 3 4 4 5 5 13
survival 6th Survival 3 3 4 4 5 13
survival 7th Survival 2 3 3 4 4 10
magic Targeted Magic 2 2 3 4 5 13
magic 1st Magic 3 4 4 5 6 15
magic 2nd Magic 3 3 4 5 6 15
magic 3rd Magic 2 3 3 4 5 13
magic 4th Magic 2 3 3 4 5 13
magic 5th Magic 0 0 3 4 5 13
lore 1st Lore 2 2 3 3 3 8
lore 2nd Lore 2 2 2 3 3 8
weapons Small Edged 1 2 2 2 2 5
armor 1st Armor 1 2 2 2 3 8

Thanatology is a hard requirement (does not count toward Nth survival requirements).
Targeted Magic is a soft requirement (can be used toward Nth magic requirements).

Necromancer Guild Lore

Necromancer Official Lore Posts

Necromancer Guild Visions

Necromancer Historical Timeline

Death and the Soul

A treatise on Extraplanar Life

Related Forum Posts

Click here to search for related posts.

Additional Information