Necromancer
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.
Contents
Preferred Races
Hill Orc, Demonspawn, Deep Elf, Deep Dwarf, Vampire, and Mummy are the recommended races if you pick a Necromancer Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
Available Spells:
Necromancers start with the Pain spell memorised, and can also memorise Animate Skeleton from turn 1.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Necromancy: 4
Choosing Necromancer adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
Necromancers have the fairly useful abiltiy to create allies with Animate Skeleton, and later Animate Dead.
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. While both spells work well enough at dealing damage, there's persists some need to "get the ball rolling" in order to actually start rising th undead. Therefore, Necromancers are encouraged to have another means of killing in a timely manner.
Of note, Necromancers started with the incredibly strong spell Borgnjor's Vile Clutch in 0.21. This contributed to the speed (and thus score) of the currently highest-scoring game, a Gnoll Necromancer of Cheibriados.
Tips and Tricks
- Pain branded weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.
- Necromancers are fairly restricted in religious choice, as all the 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.
History
- Prior to 0.27, Necromancers started with the Book of Necromancy; Necromancers recieved no change to their spell lists.
- 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.
- 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. The removal of this spell gives Necromancers no way to deal with incorporeal undead using their starting spells. 0.21 also introduced Borgnjor's Vile Clutch, which was nerfed and removed from the Necromancer start in the following update.
- Prior to 0.14, Necromancers started with only 1 level of Spellcasting.
Backgrounds | |
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Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |