Difference between revisions of "Necromancer"

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''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].''  
 
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].''  
 
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}
 
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}
 
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]].  
 
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]].  
  
==Preferred Races==
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==Preferred Species==
 
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[[Hill Orc]], [[Djinni]], [[Demonspawn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.
[[Hill Orc]], [[Demonspawn]], [[Deep Elf]], [[Deep Dwarf]], [[Vampire]], and [[Mummy]] are the recommended races if you pick a Necromancer Background.
 
  
 
==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
 
*+0 [[robe]]
 
*+0 [[robe]]
 +
*[[Potion of magic]]
  
 
'''Available Spells:'''
 
'''Available Spells:'''
*[[Pain]]
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*[[Necrotise]]
*[[Animate Skeleton]]
 
 
*[[Vampiric Draining]]
 
*[[Vampiric Draining]]
 
*[[Animate Dead]]
 
*[[Animate Dead]]
*[[Agony]]
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*[[Curse of Agony]]
  
Necromancers start with the [[Pain]] spell memorised, and can also memorise [[Animate Skeleton]] from turn 1.
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Necromancers start with [[Necrotise]] memorised.
  
 
==Starting Skills and Stats==
 
==Starting Skills and Stats==
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==Strategy==
 
==Strategy==
Necromancers have the fairly useful abiltiy to create allies with [[Animate Skeleton]], and later [[Animate Dead]]. They have a few conventionally offensive spells, but they aren't very impressive.
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Necromancers have the fairly useful ability to create allies with [[Necrotise]], and later [[Animate Dead]]. They have a few conventionally offensive spells, but they aren't the main focus.
  
 
===Spell Details===
 
===Spell Details===
[[Pain]] is also a passible offensive spell; one that checks for [[willpower]] rather than [[evasion]]. [[Vampiric Draining]] is particularlly attractive to [[Deep Dwarves]] due to its ability to steal [[HP]], though its damage alone makes it an initally strong spell.  
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[[Necrotise]] is a passable offensive spell; one that checks for [[willpower]] rather than [[evasion]]. The skeletons it creates are rather ineffectual, but can assist in disengaging from battles by swapping with them. [[Vampiric Draining]] is most known for its ability to steal [[HP]]. The damage is respectable on its own, at least when you first get the spell.
  
Animate Skeleton raises any [[corpse]]s that drop. For 1 MP, you get a friendly ally that will distract enemies (even to the point of [[stab]]ing), that deals almost as much damage as if it were alive. Unfortunately, they don't last long; but don't let that deterr you. Animate Dead is much better in combat (raising all corpes in sight), creating overall stronger zombies in the process.
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[[Animate Dead]] is the Necromancer’s first real snowballing spell, letting them gather up a swarm of allies to assist them in the next encounter they may face. While the damage of most early game zombified monsters is unimpressive, having an [[out of depth]] [[wyvern]] or [[hydra]] at your side can even the odds quite a bit. Recasting Animate Dead will crumble all existing zombies.
  
While all four mentioned spells work well enough for dealing damage, there always persists some need to "get the ball rolling" to actually start rising the undead, even as Necromancy's offensive spells dwindle. Therefore, Necromancers are encouraged to develop other means of killing.  
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While the aformentioned spells work well enough for dealing damage, there always persists some need to "get the ball rolling" to actually start rising the undead, even as Necromancy's offensive spells dwindle. Therefore, Necromancers are encouraged to develop other means of killing. Most often, this will be a simple weapon skill, but low-level ally-sparing damage spells like [[Frozen Ramparts]] or [[Scorch]] are also excellent.
  
[[Agony]] greatly softens targets by [[torment|halving their HP]], though also relies on a willpower check to succeed, as well being limited to 1 range. It's one of the few level 5 spells left in the book, and its a heavy commitment.
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[[Curse of Agony]] greatly softens targets by [[torment|halving their HP]], though it requires a willpower check to succeed, as well as a melee attack to apply. It's one of the few level 5 spells left in a starting kit, so it’s a heavy commitment for potentially not a huge reward. Necromancers who found the tools to hone in on their craft (such as [[Borgnjor's Vile Clutch]] or [[Anguish]]) don't need to rely on [[Curse of Agony]], but those who find themselves engaging in melee combat often may appreciate a way to soften very high HP monsters.
  
 
===Tips and Tricks===
 
===Tips and Tricks===
 
*[[Pain brand]]ed weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.
 
*[[Pain brand]]ed weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.
 
*Necromancers are somewhat restricted in religious choice, as all three [[good gods|good-aligned gods]] (and [[Trog]]) punish the use of Necromancy. Luckily, none of the three major "magic" gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them.
 
*Necromancers are somewhat restricted in religious choice, as all three [[good gods|good-aligned gods]] (and [[Trog]]) punish the use of Necromancy. Luckily, none of the three major "magic" gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them.
**Kiku is an extremely obvious choice for Necromancers. Kiku relies on Necromancy skill, with Ne having a head start in said school. In turn, the god provides on-demand corpses (one of the biggest weaknesses of Necromancy) and various further spells. However, both the god and background provide many redundant spells. Kiku isn't necessary for Necromancers, and picking Necromancer isn't necessary for Kiku, but both are helpful to each other.
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**Kiku is an extremely obvious choice for Necromancers. Kiku relies on Necromancy skill, with Ne having a head start in said school. In turn, the god provides on-demand fodder to use necromantic magic on (countering one of the biggest weaknesses of Necromancy), along with a variety of higher level spells. However, both the god and background provide a few redundant spells. Kiku isn't necessary for Necromancers, and picking Necromancer isn't necessary for Kiku, but they have great synergy.
  
 
==History==
 
==History==
*Prior to [[0.27]], Necromancers started with the [[Book of Necromancy]]; Necromancers recieved no change to their spell lists.
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{{CBA|0.32|Necromancers will start with a [[dagger]] and replace [[Necrotise]] with [[Soul Splinter]]. They will also start with [[Grave Claw]].}}
*Prior to the removal of [[Regeneration]] in [[0.26]], Necromancers had access to that spell. In addition, the removal of [[food]] made [[Animate Dead]] less punishing to cast.
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*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]]. [[Pain]] and [[Animate Skeleton]] were removed and merged into [[Necrotise]], and [[Animate Dead]] was reworked to no longer demand corpses and to generate infinite duration allies.
 +
*Prior to [[0.27]], Necromancers started with the [[Book of Necromancy]]; Necromancers received no change to their spell lists.
 +
*Prior to [[0.26]], Necromancers started with [[Regeneration]]. In addition, the removal of [[food]] made [[Animate Dead]] less punishing to cast. However, both necromancy spells now create much shorter lived zombies.
 
*Prior to [[0.25]], [[Agony]] was able to target enemies from afar.
 
*Prior to [[0.25]], [[Agony]] was able to target enemies from afar.
*Prior to [[0.24]], [[Fedhas Madash]] disaproved the use of Necromancy.
 
 
*Prior to [[0.21]], the [[Book of Necromancy]] had [[Control Undead]]. 0.21 also introduced [[Borgnjor's Vile Clutch]], which was nerfed and removed from the Necromancer start in the following update. The removal of both spells gave Necromancers no way to deal with incorporeal undead using starting spells alone.
 
*Prior to [[0.21]], the [[Book of Necromancy]] had [[Control Undead]]. 0.21 also introduced [[Borgnjor's Vile Clutch]], which was nerfed and removed from the Necromancer start in the following update. The removal of both spells gave Necromancers no way to deal with incorporeal undead using starting spells alone.
 
*Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.
 
*Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.

Latest revision as of 00:00, 6 July 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

This page is about the player background. For the monster, see Necromancer (monster).

The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.

Necromancers are magicians who specialise in the less pleasant side of magic - that involving death and the undead.

Preferred Species

Hill Orc, Djinni, Demonspawn, Deep Elf, Vampire, and Mummy are the recommended species if you pick a Necromancer Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Necromancers start with Necrotise memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Necromancer adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Necromancers have the fairly useful ability to create allies with Necrotise, and later Animate Dead. They have a few conventionally offensive spells, but they aren't the main focus.

Spell Details

Necrotise is a passable offensive spell; one that checks for willpower rather than evasion. The skeletons it creates are rather ineffectual, but can assist in disengaging from battles by swapping with them. Vampiric Draining is most known for its ability to steal HP. The damage is respectable on its own, at least when you first get the spell.

Animate Dead is the Necromancer’s first real snowballing spell, letting them gather up a swarm of allies to assist them in the next encounter they may face. While the damage of most early game zombified monsters is unimpressive, having an out of depth wyvern or hydra at your side can even the odds quite a bit. Recasting Animate Dead will crumble all existing zombies.

While the aformentioned spells work well enough for dealing damage, there always persists some need to "get the ball rolling" to actually start rising the undead, even as Necromancy's offensive spells dwindle. Therefore, Necromancers are encouraged to develop other means of killing. Most often, this will be a simple weapon skill, but low-level ally-sparing damage spells like Frozen Ramparts or Scorch are also excellent.

Curse of Agony greatly softens targets by halving their HP, though it requires a willpower check to succeed, as well as a melee attack to apply. It's one of the few level 5 spells left in a starting kit, so it’s a heavy commitment for potentially not a huge reward. Necromancers who found the tools to hone in on their craft (such as Borgnjor's Vile Clutch or Anguish) don't need to rely on Curse of Agony, but those who find themselves engaging in melee combat often may appreciate a way to soften very high HP monsters.

Tips and Tricks

  • Pain branded weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.
  • Necromancers are somewhat restricted in religious choice, as all three good-aligned gods (and Trog) punish the use of Necromancy. Luckily, none of the three major "magic" gods (Sif Muna, Vehumet, and Kikubaaqudgha) are among them.
    • Kiku is an extremely obvious choice for Necromancers. Kiku relies on Necromancy skill, with Ne having a head start in said school. In turn, the god provides on-demand fodder to use necromantic magic on (countering one of the biggest weaknesses of Necromancy), along with a variety of higher level spells. However, both the god and background provide a few redundant spells. Kiku isn't necessary for Necromancers, and picking Necromancer isn't necessary for Kiku, but they have great synergy.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver