Necromancer new player guide: Difference between revisions

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Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.


Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worms Mist]] will even alert anyone in the room, so they won't even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.
Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm's Mist]] will even alert anyone in the room, so they won't even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.


Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researchers Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].
Spells you can cast in town are


===Lore Skills===
===Lore Skills===

Revision as of 12:35, 28 October 2014

This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.

Note: This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See Necromancer Policy for more details.

For details, rules, and the other pages involved, see Category:Newbie Guide Contest.

Start

Getting Started

Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.

Survival Skills

Necromancers are survivalists. Much of your training will be centered around this, though you will by no means want to neglect weapons and armor. Your bread and butter will be your Stealth and Evasion.

Introduction

Congratulations, you've decided you want to be part of the Elanthia's most unforgiving guild! Maybe you're a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.

The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it's a doomed enterprise. As the Necromancer progresses, they will undergo a few stages of advancement, some of which are by choice, some which are not.

States of Being

The first stage is Forsaken. By a certain set of actions, the Necromancer can draw the attention of the Immortals, and anger them sufficiently that they will no longer bestow favors to the Necromancer. While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you've built. For any other guild, this would be a pretty problematic endeavor, however, Necromancers, for all their weaknesses, also have some of the most impressive tools at their disposal.

The next stages of 'advancement' are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game.

The Redeemed are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed.

The Philosophers represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness?

The Perverse are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.

Avoiding Justice

All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you've been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that.

Signature Guild Abilities

First amongst those tools is the ability to heal their own wounds by magically consuming the bodies of their recent victims. This is done with the spell Consume Flesh and later, with Devour. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with Spiteful Rebirth. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.

The other spell is Call From Beyond, which will resurrect a recently slain creature as a zombie under your command. These zombies can be immensely powerful, and can be equipped with weapons and armor to make them even more potent in combat. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. But fear not, for now you are one step closer to pursuing the Great Work!

Training Thanatology

When you first start, the only ritual you know is PERFORM PRESERVE. This will train Thanatology and a First Aid, albeit slowly. It will only train if the creature presents a challenge. Until you unlock PERFORM ARISE, training Thanatology will be kind of a pain. if you're up to the task, you can pick up the spell Butchers Eye, which will boost Skinning and Thanatology, and train on more difficult critters, assuming you can kill them of course.

More information on rituals can be found at Necromantic Rituals.

Magic Skills

Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.

Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. Calcified Hide and Worm's Mist will even alert anyone in the room, so they won't even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.

Spells you can cast in town are Rite of Contrition, Obfuscation, Researchers Insight (though it will be obvious to other players that you are casting it), and Eyes of the Blind.

Lore Skills

Being Lore secondary, you'll want to use combat Tactics to your advantage. You'll also probably want to pick up a craft. Alchemy is a good choice, both because it'll give you access to healing remedies, as well as poisons once they're released. Furthermore, we have a spell to buff our ability in Alchemy, Researchers Insight.

Getting Started

You may have already looked at the Necromancer skill placement, and noticed that they are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Weapons and armor are good to train, but will not be your strongest tool.

Once you've joined the guild, you need a belt knife, which will allow you to PERFORM various rituals, as well as skin your enemies. A good first spell to pick is Obfuscation, though you may also want to pick up Acid Splash. As a good first early goal is to be able to train all your magics without needing classes, a perfectly valid spell progression may be Heighten Pain (Debilitation), Acid Splash (Targeted), Obfuscation (Augmentation), and then pick up Gauge Flow (Utility) and Manifest Force (Warding). These five spells will allow you to train all your magics.

The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.

What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. Small Edged and Small Blunt, Light Thrown and Bows all make good choices. The obvious choice for stealth and low hindrance armor is Cloth or Leather, though you can swap Chain or even Brigandine if you're not training stealth at the moment.

For stats, a good first goal is getting everything to 30. This will give you a good base. Next, you'll probably want to keep Reflex high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. Discipline will improve your ability to hide and your ability to target spells, as well as help in your Debilitation contests. Don't let any stat fall too far behind at first, until you have a better understanding of what they all do.

(more to come)