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.}}
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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]]
*[[Book of Necromancy]]
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*[[Pain]]
*[[Ration]]
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*[[Animate Skeleton]]
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*[[Vampiric Draining]]
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*[[Animate Dead]]
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*[[Agony]]
  
 
Necromancers start with the [[Pain]] spell memorised, and can also memorise [[Animate Skeleton]] from turn 1.
 
Necromancers start with the [[Pain]] spell memorised, and can also memorise [[Animate Skeleton]] from turn 1.
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==Strategy==
 
==Strategy==
Necromancers have some extremely useful spells in their starter spellbook, including [[Regeneration]]. They are also the only background who start with the skills to make [[pain brand]] weapons useful.
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Necromancers have the fairly useful abiltiy to create allies with [[Animate Skeleton]], and later [[Animate Dead]]. They are also the only background who start with the skills to make [[pain brand]] weapons useful. [[Vampiric Draining]] makes this background particularlly viable to [[Deep Dwarves]], allowing them to regenerate [[HP]] without draining maximum [[MP]].
  
Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods (plus [[Trog]] and [[Fedhas Madash]]) punish the use of Necromancy severely. Luckily, none of the three major "magic" gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill, especially given that worshipping Kiku is likely to give you much more powerful offensive spells from his book gifts, as well as providing on-demand corpses which cover necromancy's biggest weakness.
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Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods punish the use of Necromancy severely. Luckily, none of the three major "magic" gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill, especially given that worshipping Kiku is likely to give you much more powerful offensive spells from his book gifts, as well as providing on-demand corpses, which cover necromancy's biggest weakness.
==History==
 
  
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 its starting spells. It also lacked [[Borgnjor's Vile Clutch]].
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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 [http://crawl.xtahua.com/crawl/morgue/Sapher/morgue-Sapher-20200818-102536.txt currently highest scoring game] (as of July 2021), a [[Gnoll]] Necromancer of [[Cheibrados]] .
  
Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.
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==History==
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*In [[0.27]], Necromancers are no logner tied to the [[Book of Necromancy]], keeping the same spells they had in the version prior.
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*Prior to the removal of [[Regeneration]] in [[0.26]], Necromancers had access to that spell. In addition, the removal of [[comestibles|food]] made
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*Prior to [[0.25]], [[Agony]] was able to target enemies from afar.
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*Prior to [[0.24]], [[Fedhas Madash]] disaproved the use of Necromancy.
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*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 its starting spells. 0.21 also introduced [[Borgnjor's Vile Clutch]], which was nerfed and removed from the Necromancer start in the following update.
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*Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.
  
 
{{backgrounds}}
 
{{backgrounds}}
 
[[Category:Backgrounds]]
 
[[Category:Backgrounds]]

Revision as of 22:22, 11 July 2021

Version 0.26: 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. Since many enemies later in the game have some form of life protection, a Necromancer will probably have to branch out into other schools before they start facing demons.

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.

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.

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. They are also the only background who start with the skills to make pain brand weapons useful. Vampiric Draining makes this background particularlly viable to Deep Dwarves, allowing them to regenerate HP without draining maximum MP.

Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods punish the use of Necromancy severely. Luckily, none of the three major "magic" gods (Sif Muna, Vehumet, and Kikubaaqudgha) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill, especially given that worshipping Kiku is likely to give you much more powerful offensive spells from his book gifts, as well as providing on-demand corpses, which cover necromancy's biggest weakness.

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 (as of July 2021), a Gnoll Necromancer of Cheibrados .

History

  • In 0.27, Necromancers are no logner tied to the Book of Necromancy, keeping the same spells they had in the version prior.
  • Prior to the removal of Regeneration in 0.26, Necromancers had access to that spell. In addition, the removal of food made
  • 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 its 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
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver