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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.
{{NecroDEV}}


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.
==Simu Posts on the Guild==


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.
[[Necromancer Guild Posts|Click here]], as there are quite a lot of them at this point.


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==


<br />
Roiling, tenuous shadows pour from the very depths of the eternal abyss. Their aim is to consume all life, to reduce the very earth to ash and ruin. Few are those willing to stand in the face of such evil. Fewer still are bold enough, twisted enough, and ambitious enough to dare attempting to control it.


==Official Information==
In this time when the Holy Church is screaming murder at the faintest hint of Necromancy, will you be able to keep your own dark secrets? Will you be able to bear the danger, the scorn, in return for the power? The table is being set, and the hour that the banquet will arrive is close at hand.
[[Image:NecromancerCrest.jpg|thumb|'''[[Guild Crests|Guild crest]]''']]
===Skillsets===


* Survival Primary<br />
Will you be ready?
* Magic and Lore Secondary<br />
* Armor and Weapons Tertiary<br />


===Guildhalls===
-GM Abasha (Necromancer Guild Advocate)
* 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 [[Entry ritual|allowed entry]].


;[[Zoluren]]
:The Triumphant [[Zamidren|Zamidren Book]] initiates and leads nascent Philosophers of the Knife from his [[Necromancer Guildhall (Zoluren)|hidden lair]] somewhere in Zoluren.


===Necromancer Ideologies===
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 />
*[[Philosophers of the Knife|The Philosophers of the Knife]]
*[[Perverse|The Perverse]]
*[[Redeemed|The Redeemed]]


===Crafting Affiliation===
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.<br>
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]]
==Ideologies==
===Ideology Overview===
Why?


==Guild Abilities==
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.


===[[Arcane Magic]]===
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:


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]].
* '''[[Perverse (Ideology)|The Perverse]]'''
* '''[[Redeemed (Ideology)|The Redeemed]]'''
* '''[[Philosophers of the Knife|The Philosophers of the Knife]]'''


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.
===Ideology Differences===
There's meant to be a level of symmetry between the Reedemed and the Philosophers, but they aren't quite the same.


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]].
''Both seem to believe their power will somehow change the world or aid races.''


====Sorcery and Sorcerous Casting====
There's a big difference here.


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.
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.


* Lunar, Elemental, Life: Low risk, equivalent to any other guild's best combination.
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.
* 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]].
===Changing Ideologies===
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).


====Magical Feats====
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.


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.
The Philosophers are a little different, and we'll discuss them in more detail as we get closer to the release of the guild.


====[[Spell_slot_progressions|Necromancer Spell Slot Progression]]====
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.
<br />
<br />
==Systems==
===[[Outrage]]===
The "necro-meters."
===[[Perversion]]===
The gradual decent to evil.
===[[Risen]]===
Long-term minions.
<br />
<br />
==Skills==
===Skillset===
Since there may be some confusion here:


As a magic secondary guild, Necromancers gain spell slots in the following way.
* Survival Primary<br />
* Magic and Lore secondary<br />
* Armor and Weapons tertiary<br />


{| class="wikitable" style="text-align:left"
The central skill for Necromancers will be [[Thanatology]], which will primarily be learned through [[Necromantic Rituals]].
|-
|'''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]]====
===Light Edged===
<imagemap>
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.
File:NecroSpells v3.png|frameless|upright=4
rect 1152 1418 1485 1471 [[Category:Anabasis spellbook]]
rect 1152 1046 1485 1099 [[Category:Corruption_spellbook]]
rect 1152 1120 1485 1173 [[Category:Animation_spellbook]]
rect 1152 1194 1485 1248 [[Category:Transcendental_Necromancy_spellbook]]
rect 1152 1269 1485 1322 [[Category:Blood_Magic_spellbook]]
rect 1152 1343 1485 1397 [[Category:Synthetic_Creation_spellbook]]
rect 901 1638 1061 1732 [[Ebon Blood of the Scorpion]]
rect 669 1638 829 1732 [[Emuin's Candlelight]]
rect 446 1638 606 1732 [[Solace_(spell)]]
rect 669 1762 829 1856 [[Rite of Forbearance]]
rect 914 894 1074 988 [[Chirurgia]]
rect 446 1203 606 1296 [[Viscous Solution]]
rect 446 916 606 1010 [[Consume Flesh]]
rect 669 916 829 1010 [[Devour]]
rect 226 916 386 1010 [[Siphon Vitality]]
rect 446 1047 606 1141 [[Blood Burst]]
rect 446 737 606 830 [[Ivory Mask]]
rect 7 916 167 1010 [[Heighten Pain]]
rect 7 1203 167 1296 [[Acid Splash]]
rect 446 1340 606 1433 [[Vivisection]]
rect 446 1469 606 1563 [[Researcher's Insight]]
rect 669 1340 829 1433 [[Alkahest Edge]]
rect 669 1203 829 1296 [[Universal Solvent]]
rect 669 737 829 830 [[Butcher's Eye]]
rect 669 575 829 668 [[Kura-Silma]]
rect 914 575 1074 668 [[Worm's Mist]]
rect 914 737 1074 830 [[Philosopher's Preservation]]
rect 914 413 1074 506 [[Calcified Hide]]
rect 1152 576 1312 669 [[Covetous Rebirth]]
rect 1152 413 1312 506 [[Spiteful Rebirth]]
rect 1160 81 1320 174 [[Liturgy]]
rect 914 144 1074 237 [[Rite of Contrition]]
rect 914 6 1074 100 [[Rite of Grace]]
rect 669 81 829 174 [[Eyes of the Blind]]
rect 446 6 606 100 [[Visions of Darkness]]
rect 446 144 606 237 [[Petrifying Visions]]
rect 6 81 166 174 [[Obfuscation]]
rect 210 413 370 506 [[Quicken the Earth]]
rect 446 284 606 377 [[Necrotic Reconstruction]]
rect 446 413 606 506 [[Call from Beyond]]
rect 669 413 829 506 [[Reverse Putrefaction]]
</imagemap>


===Creation Lore===
===[[Thanatology]]===
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:
The Necromancer creation system focus will likely be in Alchemy, though this is not set in stone yet.


{{#ask:[[guild association is::necromancer]][[Ability type is::ritual]]
There are currently no plans for any Necromancer-specific enchantments or techniques. [[Armifer|Armifer's]] intention is that they will not be able to produce anything guild-specific which will directly benefit other players.
| border="1" class="sortable"
<br />
|?ability effect is=Purpose
<br />
|format=table|link=all|headers=show|mainlabel=[[:Category:Thanatological rituals|Ritual]]|searchlabel=... further results|class=sortable wikitable smwtable|sep=,}}
==Magic==


===Mana Type===
===[[States of Being]]===
These represent deliberate and knowing changes in the path of a necromancer:
* Unsullied
* Forsaken
* [[Redeemed]]
* Lichdom
* Transcendence


===[[Outrage]]===
*Necromancers will have a certain mana type that they perceive as (pre-outrage getting to the point of them showing up corrupted). This will be static per the necro in question, and is determined randomly by character flag, sort of like the bard voice thing. Holy will not be one of the types a necro can show up as having, but everything else is possible. This mana type will be reflected in the character's default spell prep, as well as messaging for AP spells.
Two kinds of Outrage exist: Divine Outrage and Social Outrage. These meters are not linked to each other.


# '''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.
*ICly, a budding Necromancer probably wouldn't even know they can get away with pretending to be another type of caster (Lyras and company certainly don't), and certainly wouldn't make any long-term plans until after they attained attunement and figured out what was going on.
# '''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.
*Your "mana flavor" is with you and easily discernible right at 1st circle: toss an Energy Bolt at something and look at what color it is.


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.
*As your Divine Outrage and the necromantic corruption of your body increases, this becomes pretty dodgy and eventually your attunement to the Arcane overwhelms any affinity you have to the conventional mana frequencies. The Perverse would argue that's the point you become a real Necromancer.


====Necromancers and Consent Policy====
*There's four reasons why they did it this way.
**1: The fiction around Arcane mana and how Necromancers are doing what they do strongly encourages it.
**2: There's far less technical overhead.
**3: Being able to choose "flavors" would just lead to people wanting backsies on any choice, which generally annoys me and is contrary to the fiction of how attunement works.
**4: Even if you had the ability to switch "flavors," it would do nothing but hurt your chances to pass yourself off as Not a Necromancer.


*This is not part of an elaborate Necromancer disguise system or a meaningful statement about your character's Ultimate Magical Destiny -- it's an incidental form of misdirection that's merely meant to allow you to walk around the street and get some TM ranks without screaming out you're a Necromancer (Outrage notwithstanding).
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.
===Arcane Mana===
Attunement to Arcane mana involves some pretty substantial changes to how a Necromancer's nervous system works (in ye olde days, the Imperial Healers' Guild hypothesized that the social deviance of sorcerers was somehow linked to these changes to the brain -- fortunately, no one knows or cares about their pesudo-magical theories anymore). The goal of the procedure is to produce a magician that can see and operate with multiple types of mana at once.


===[[Risen]]===
It... doesn't quite work. Perhaps their method is still too crude and faulty, or perhaps the prohibition is wired even deeper into how the brain works than even they can manipulate, but the attempt always goes wrong. Even attuned to multiple mana types, in the Necromancer's perceptual sphere they superimpose upon each other into this freakish, aggregate, other kind of mana that does not really exist.


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


===[[Slip]]===
===[[:Category:Planned Necromancer Spells|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.


{| class="wikitable"
* 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.
!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}}).
* 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.


Success at Slip involves the {{skill|stealth}}.
* Most of a Necromancer's [[Targeted_Magic_skill|TM]] spells will likely fall into the Blood Magic spellbook, but it is possible that some will be found in the Corruption (see [[Venom (Spell)|Venom]]) and Animation books as well.


==Circle Requirements==
* Life-drain and sacrifice stuff is something that is heavy in Necromancy books.
{|class="wikitable sortable"

! Skillset
===Self Buffs Only===
! Skill
''I really don't want to hear people gwething for a Necro because their bone armor enchantment is out of charges.''
! style="text-align: right;" | 1-10

! style="text-align: right;" | 11-30
Ding ding ding. This also goes into the design decisions behind Transcendental Necromancy: all Necro spell buffs are self-cast only.
! style="text-align: right;" | 31-70

! style="text-align: right;" | 71-100
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.
! style="text-align: right;" | 101-150

! style="text-align: right;" | 151-200
===Spiritual Attacks===
|-
Directly meddling with the soul is specifically something that PC Necromancers will not do.
| style="background-color:#f2fff2;" | survival

| style="background-color:#f2fff2;" | {{Skill|Thanatology|Thanatology}}
If you ask the [[Clerics]], the heretical pursuit of immortality through necromancy proves itself worthless by the fact it cannot wield something as fundamental to man's ascent as his soul.
| style="text-align: right; background-color:#f2fff2;" | 3

| style="text-align: right; background-color:#f2fff2;" | 4
If you ask the Philosophers, they'd suggest that they hold far more respect for that little, transcendent spark of life than a bunch of maniacal priests who rip apart souls to power their spells.
| style="text-align: right; background-color:#f2fff2;" | 4

| style="text-align: right; background-color:#f2fff2;" | 5
===While Redeemed===
| style="text-align: right; background-color:#f2fff2;" | 6
Two of the four spellbooks are prohibited when you're Redeemed: Animation and Transcendental Necromancy.
| style="text-align: right; background-color:#f2fff2;" | 15

|-
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.
| style="background-color:#f2fff2;" | survival

| style="background-color:#f2fff2;" | 1st Survival
Corruption and Blood Magic spells can be used as normal.
| style="text-align: right; background-color:#f2fff2;" | 4

| style="text-align: right; background-color:#f2fff2;" | 4
===Sorcery===
| style="text-align: right; background-color:#f2fff2;" | 5
* 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; background-color:#f2fff2;" | 5

| style="text-align: right; background-color:#f2fff2;" | 6
* Necromancy is created by mixing Life mana with either Elemental or Lunar mana. Life mana is always used in the mix, [[Mana#Sorcery & Necromancy|by definition]].
| style="text-align: right; background-color:#f2fff2;" | 15

|-
* 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]].
| style="background-color:#f2fff2;" | survival

| style="background-color:#f2fff2;" | 2nd Survival
===Spellbook Overview===
| style="text-align: right; background-color:#f2fff2;" | 4
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.
| 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 />


==Necromancer Guild Lore==
Necromancers are not mechanistic and they usually are not magical theorists either.


===[[Necromancer_official_lore_posts|Necromancer Official Lore Posts]]===
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.


===[[Necromancer Guild Visions]]===
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.
===[[Necromancer History|Necromancer Historical Timeline]]===


===[[Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41|Death and the Soul]]===
The uninitiated have always tried to understand the deep secrets of the Necromancers, but have rarely ever brushed past the surface. Even the nature of the spellbooks the Necromancers use have been shrouded in mystery, with information frequently found lacking or entirely wrong. However, some facts have breached the veils of secrecy, and a general knowledge of each book has been acquired.<ref>[[Post:Books of Necromancy - 2/3/2009 - 21:33:14]]</ref>


===[[A treatise on Extraplanar Life]]===
* [[:Category:Animation Necromancy Spellbook|Animation Necromancy Spellbook]]
* [[:Category:Blood Magic Necromancy Spellbook|Blood Magic Necromancy Spellbook]]
* [[:Category:Corruption Necromancy Spellbook|Corruption Necromancy Spellbook]]
* [[:Category:Transcendental Necromancy Necromancy Spellbook|Transcendental Necromancy Necromancy Spellbook]]


==Combat==
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.


=== [[DragonRealms Policy#Consent|Consent]] / PvP ===
* Necromancers will not be able to select [[Profile command|PvP Closed stance]].
* Unless performing acts of obvious Necromantic flavor, standard Consent policy applies.
* Risen will always be fair game, though attacking a Risen will give consent to the owner.<ref>[[Post:Necromancers, Consent, and you. - 5/6/2009 - 1:31:27]]</ref>


{{RefAl|a=y}}
* [[Necromancer Timeline]]
{{Cat|Guilds}}
{{Cat|Guilds}}

Latest revision as of 12:33, 5 February 2021

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

Image copyright of Simutronics Corporation

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

Category:Anabasis spellbookCategory:Corruption spellbookCategory:Animation spellbookCategory:Transcendental Necromancy spellbookCategory:Blood Magic spellbookCategory:Synthetic Creation spellbookEbon Blood of the ScorpionEmuin's CandlelightSolace (spell)Rite of ForbearanceChirurgiaViscous SolutionConsume FleshDevourSiphon VitalityBlood BurstIvory MaskHeighten PainAcid SplashVivisectionResearcher's InsightAlkahest EdgeUniversal SolventButcher's EyeKura-SilmaWorm's MistPhilosopher's PreservationCalcified HideCovetous RebirthSpiteful RebirthLiturgyRite of ContritionRite of GraceEyes of the BlindVisions of DarknessPetrifying VisionsObfuscationQuicken the EarthNecrotic ReconstructionCall from BeyondReverse PutrefactionNecroSpells v3.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