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Necromancer Guild

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Primary Skillset: Survival
Secondary Skillsets: Lore, Magic
Tertiary Skillsets: Armor, Weapon
Special Abilities: Risen
Mana Type: Arcane
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

Guild crest


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


NOTE: The majority of guildleaders and guild locations are not common knowledge. As such, they are not included in this list unless that changes.

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 or Lunar. Necromancers have access to the Animation, Blood Magic, Corruption, Synthetic Creation, and Transcendental Necromancy spellbooks.

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.
  • Holy: Extremely risky to impossible, with additional negative effects for Forsaken Necromancers.

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

Quicken the Earth (Utility)Heighten Pain (Debilitation)Acid Splash (Targeted Magic)Obfuscation (Augmentation)Necrotic Reconstruction (Utility)Call from Beyond (Utility)Ivory Mask (Augmentation)Siphon Vitality (Targeted Magic)Researcher's Insight (Augmentation)Viscous Solution (Debilitation)Vivisection (Targeted Magic)Visions of Darkness (Debilitation)Petrifying Visions (Debilitation)Reverse Putrefaction (Augmentation)Kura-Silma (Augmentation)Butcher's Eye (Augmentation)Blood Burst (Targeted Magic)Consume Flesh (Utility)Universal Solvent (Targeted Magic)Alkahest Edge (Targeted Magic)Eyes of the Blind (Utility)Calcified Hide (Warding)Worm's Mist (Warding)Philosopher's Preservation (Augmentation)Chiurgia (Augmentation)Devour (Utility)Rite of Grace (Utility)Rite of Contrition (Utility)Spiteful Rebirth (Utility)Covetous Rebirth (Utility)Liturgy (Utility)Necromancer Spells.png
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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:

  • Entry: Allows quick entrance to the guild if performed within a nearby area.
  • Preserve: Temporarily prevents a corpse from decaying.
  • Harvest: Creates a piece of fetish material from a preserved corpse.
  • Fetish: Taught at 3rd or 4th level.
  • Cut: Ritualistically draws blood without leaving a wound, allowing certain spells or abilities to be used.
  • Dissect: Dissects the corpse of something recently alive or undead to discern something about its anatomy or composition.
  • Consume: Prepares a corpse to be used as fodder for Consume Flesh or Devour.
  • Arise: Prepares a corpse to be raised as one of the undead.


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 (eventually) 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.


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.

Circle Requirements

Circle Small Edged First Armor 1st-2nd Survival 3rd-5th Survival 6th Survival 7th Survival Thana- tology 1st Lore 2nd Lore 1st Magic 2nd Magic 3rd Magic 4th Magic 5th Magic TM
1-10 1 1 4 3 3 2 3 2 2 3 3 2 2 0 2
11-30 2 2 4 4 3 3 4 2 2 4 3 3 3 0 2
31-70 2 2 5 4 4 3 4 3 2 4 4 3 3 3 3
71-100 2 2 5 5 4 4 5 3 3 5 5 4 4 4 4
101-150 2 3 6 5 5 4 6 3 3 6 6 5 5 5 5
151-200 5 8 15 13 13 10 15 8 8 15 15 13 13 13 13

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.

See also