TorilMUD Necromancer Guide

By: Todrael

Necromancer Guide

These are some brief thoughts on spell uses and abilities of the Necromancer and Lich classes, as well as explanations about animating corpses and other useful information. Ssryth and Arilin also contributed some things I forgot or didn't know.


CONTENTS

  1. Starting Out
  2. Spells
  3. Undead
  4. Zoning
  5. Lich

1 - Starting Out

The Newbie Guide has a lot of information for starting players.

Three race options are presented to the Necromancer class: Human, Yuan-ti, and Drow.

Human

Humans are the only good-raced option available, and recently had their hometown changed to Baldur's Gate. Humans have bad mem times compared to the other choices, but have good hitpoints, and is the only race that can group with other goodraced people. Human necromancers can enter Waterdeep, and even group with Paladins if they want. Do not bring undead into Baldur's Gate. The guards are aggro to them.

Yuan-ti

Yuan-ti are very difficult to start as, sometimes impossible. Hyssk is extremely deadly, having a lot of high-level aggro mobs, deadly traps, and a costly exit method, having to purchase a slave to enter the turtle-ship leading to the mainland. Yuan-ti have great innates, high agility and intelligence, but they lose leg, foot, and ear equipment slots, a heavy loss at the higher end of the game. Luckily, they can see in the daylight, and they get a tail slot to make up for their other slot losses.

Drow

Drow are the best Necromancer race, in my opinion, and if you're willing to play an evil race. They have a very easy hometown, Dobluth Kyor, that a necro can exp in until much higher level, where everyone hangs out and is very populated by the evil races. Their ultravision is a hinderance, but mostly only for travel to other areas. A drow lich can see in the daylight.

Stats

Intelligence is best when at perfect. Con should be good or better. Strength and agility are nice to have, but not necessary. Wisdom is not needed at all, but some say it increases the rate at which you improve your skills. Charisma, power, and dex are not needed at all.

2 - Spells

All these spells are listed in 'help skill_necromancer'. This guide assumes you have already read the spell descriptions provided there.

1st Circle

Memming for the Zoner: I usually have 5 detect invis, 5 detect magics, and 3 magic missiles here. Not much else is useful at higher levels.

2nd Circle

4 minor creation, 2 invis, 3 protection from cold, and 3 protection from undead. These are very useful on many occassions when you need to cast them quickly, like if a white dragon walks in on your group or someone needs some quick food. (Food is currently disabled, but will likely be back)

3rd Circle

I mem 11 soul binds here. Need as many of these as I can get.

4th Circle

2 sleep, 3 dispel magic, 4 embalm, 2 animate shadow. Sleep is a great utility spell for taking mobs out of the picture, dispel magic is necessary in many places, and can save your life if you're poisoned or flying and need to escape from an area that doesn't allow it. 4 embalms are enough for what I call a 'perma-pres', preserving a corpse enough that it will never rot.

5th Circle

1 levitate, 2 feeblemind, 1 coldshield, 6 heal undead. When I need to, I take out the levitate and coldshield for either 2 more feebleminds or teleports. The heal undeads are what I use to keep myself at full hps, use them quite often.

6th Circle

7 nerve dance and 2 animate ghast. Not much useful in this circle other than those two spells.

7th Circle

6 beltyns, 1 dimension door, 1 animate wraith or protect undead. This gives plenty of primary fire power while keeping utility.

8th Circle

This circle I do a lot of switching around of spells. Most of the time, I keep 3 rain of blood and 4 life drains. While fighting zones full of undead mobs, that's switched to 7 rains. While fighting harder clerics that might take more than one run, I'll put in some blackmantles.

9th Circle

5 lich touch and 2 abi dalzim. I switch between abi dalzim and animate ghost whenever I need to animate. Keeping the damage in this circle is important to me, so the utility falls to the side.

10th Circle

4 rot, 1 banshee wail, 1 death pact. Overall, this gives me 15 direct damage and 9 area damage spells that can damage a multitude of targets, while leaving enough space for utility spells to help my group. Never need to mem more than one death pact, and banshee wail is usually too long casting to try twice, so rots dominate.

3 - Undead

Keeping your undead alive and keeping track of where they are and what they're doing at all times is something you must learn to do if you want to achieve the best results from the Necromancer class. Just as a warrior learns how to use sword and shield, we must know how, and when, to control our undead to our advantage, making them an extension of ourself even more than our spells or equipment.

3.1 - Animating Limitations

The first things to understand are the limitations put on animating mobs. Only non-undead mobs that have been killed can be animated. The 'con' command will tell you what type of undead you can raise from a certain living mob. There are several level limitations placed on necromancers as well.

A necromancer starts out being able to animate mobs up to 4 levels above him, but that limit increases as they gain in level, up to 9 levels above him at level 50. Trying to raise a mob above this limit will give you a message similar to 'This is too powerful to raise in that fashion'. Sometimes when attempting to animate a mob that is too powerful for you, you will instead summon a Shadow that is rather tough and will try to kill you. This is very rare, however.

Mobs that con 'need some luck' are 1 level above you, 'need lots of luck' are 2 levels above, 'need lots of luck and great eq' are 3 levels above, and 'Do you feel lucky, punk? are 4-5 levels above.

Another level limitation is based on the spell used. Every animation spell has a minimum level the mob must be to be raised as that type of undead. It is often 4 levels above the level where the necromancer receives the spell. The message if the mob was too low level is 'You failed to raise the corpse of <blah>.'

The final restriction is that only mobs that have had soul bind cast on them while they were alive can be animated as wraithform. Soul bind is easier to land if banshee wail/hex/curse have been cast first. The different wraithform undead are: shadows, wraiths, spectres, and ghosts. Also note that all of the spellcasting pets are wraithform (shadows, wraiths, ghosts). A corpse that has been soul bound will have a cyan glimmer at the end.

At any particular time, the amount of undead a single necromancer controls is limited by his level and the level of undead. This limit is you can control about 2.5 times your level in the level of undead (very rough estimate, not always accurate - the formula is more complex than this). All undead have a maximum level that they are raised as, based on the spell used, such as wraiths can only get up to level 40.

3.2 - Animating Tips

Preserving corpses is essential if you want to keep the undead you raise for any duration. For every 'hour' the spell says it preserves a corpse, that is one added minute to the duration of animation spells, which typically only last 10 minutes or so without preserves. At extremely low level this might not be worth it, but once you get above level 10, and especially once you can raise shadows or other pets that don't die easily, it's essential. Shadows, wraiths, and ghosts can all help to preserve corpses faster.

It's a good idea to always give shields to the undead that are classed warriors, but not weapons. I believe they don't proc or vamp if they're wielding a weapon, but shields let them shieldblock/shieldpunch and bash more effectively. Ghast are pretty good tanks this way.

Undead are not allowed in any hometown except Bloodstone, Dobluth Kyor, and Hyssk. They will be attacked by the elite guards in any other town, who will then kill you, so be sure to leave them outside when visiting places like Waterdeep or Gloomhaven. Baldur's Gate also does not allow undead, so don't bring any pets inside, or at the very least, don't let any guards see them.

Occassionally an undead will crumble the exact second you animate it. This is just a completely random occurance that can't really be prevented, and isn't caused by anything or other, except possibly low skill. Just move on and try to animate something else.

3.3 - Undead Info

Here is some information, not all of which is correct, but will be a good guideline when it comes to undead (Average hps are based on level 50 with max specialize/spellcast necromancy):

Animate Ghost:
HPs: 525 average
Special Info: Classed necromancer. Wraithform. 60% magic resist. Procs damage. Perm haste.
Proc: The ghost drains <mob>, who recoils in pain.
Min level corpse: 45, Level: 46, Max number: 1

Animate Spectre:
HPs: 450 average
Special Info: Classed warrior. Vamps hps. Wraithform. 60% magic resist. Procs slow.
Proc: The spectre tears into <mob>, leaving him quivering in fear!
Min level corpse: 40, Level: 45, Max number: 1

Animate Wraith:
HPs: 450 average
Special Info: Classed necromancer. Wraithform. 20% magic resist. Procs damage. Perm haste.
Proc: The wraith drains <mob>, who recoils in pain.
Min level corpse: 35, Level: 40, Max number: 3

Animate Ghast:
HPs: 575 average
Special Info: Classed warrior. Vamps hps. Procs slow.
Proc: As the ghast draws on <mob>'s life force, his movements become sluggish.
Min level corpse: 30, Level: 35?, Max number: 3

Animate Wight:
HPs: 500 average
Special Info: Classed warrior. Procs vamp hps and slow.
Proc: The wight contacts <mob>, who suddenly looks drained.
Min level corpse: 25, Level: 30?, Max number: 4

Animate Shadow:
HPs: 300 average
Special Info: Classed necromancer. Wraithform. Procs damage. Perm haste?
Proc: The shadow drains <mob>, who recoils in pain.
Min level corpse: 20, Level: 25?, Max number: 5

Animate Ghoul:
HPs: 425 average
Special Info: Classed warrior. Procs ray?
Proc: The ghoul digs its claws into <mob>, who suddenly looks pale.
Min level corpse: 15?, Level: 20?, Max number: 5

Animate Zombie:
HPs: 250 average
Special Info: Unclassed. No proc.
Min level corpse: 10?, Level: 15?, Max number: 6

Animate Skeleton:
HPs: 150 average
Special Info: Unclassed. No proc.
Min level corpse: 5?, Level: 10?, Max Number: 12

Of the spellcasting undead, each are classed Necromancer, and as such, have all of the same spells for their level. Example: a level 25 shadow will have all spells up to 5th circle for a necromancer, but not 6th circle or above. Spellcasting mobs receive spell mem slots just as players do. I know that my level 46 ghosts can cast 5 globes before needing to "mem" them back, which occurs naturally at the end of every tick. Not all spells are refreshed at this time if the undead used a significant amount of them, and they aren't refreshed while in combat.

A "wraithform" mob is one that is not solid, either a spirit or ghost-type undead. They cannot be bashed or tripped, nor can they use those abilities themselves. They cannot use any equipment except earrings, and they take significantly less melee damage than flesh mobs, which allows them to be excellent tanks even with bad AC.

3.4 - Controlling Undead

Controlling undead can be difficult. In combat, they tend to want to do whatever their AI thinks is best for fighting a mob.

Spellcaster undead will initially minor globe or major globe themselves, then cast coldshield if they are tanking. If they are fighting a cleric or mage, they will then either cast damage or feeblemind. They also sometimes cast blackmantle in combat. They will not spell themselves up outside of combat unless you order them to.

Warrior undead will attempt several of their skills at combat rounds, such as shieldpunch, bash, and sometimes hitall. If you're assisting them, they will hitall less, which means less chance that they will aggro other mobs in the room, and more ability for them to follow your commands. The lag on hitall is considerable, so it might take a while for them to process your commands if they're using it frequently. Undead bash fails often, but they're good at rescuing.

To order all of your pets to do the same command, use 'order followers <command>'.
Example: order followers cast 'rain'
To order a single pet to do something, it's best to use 'order 1.follower <command>', or 2.follower, etc.
Example: o 1.follower c 'haste' todrael;o 2.follower rescue todrael

To get rid of all of your pets, it's easiest to order them out of the room, then toggle follow twice. If they are in the same room as you when you toggle follow, they will attack you and try to kill you before they crumble. To get rid of a single pet, order it to consent you, then cast dispel magic on it, or order it to cast dispel magic on itself.

Sometimes as a Drow, your pets won't do what you want even though they're not in combat or anything. This could be because they can't see. Drow have Ultravision, which allows them to see in the dark, and currently undead only have Infravision, which only allows them to see red shapes in the dark. This means they can't assist you, target mobs, preserve corpses, or do other things you would think they could. You should carry a light in your container to pull out for these instances. Fighting in the dark can give you an advantage over mobs that don't have Ultra, so you might not want to have it out all the time.

Aliases are a necessity when controlling undead. For example, I have 'oce' aliased to 'order followers c 'bel' @enemy', where @enemy is a variable I have set as my current target. I have other aliases for having them haste people in the group, oc is 'order followers cast', ort is 'order followers rescue todrael', etc. Make any aliases you think will help you save time and work more efficiently with your undead.

4 - Zoning

In groups, a necromancer's primary function is to deal damage. Damage is increased by ordering pets to cast damage spells in between every time you cast your own damage spells. In almost all zones, I use 1 ghost and 2 wraiths, which is only possible at level 50. Below that, using 1 ghost and 1 wraith is generally best.

Our secondary function is to spellup all the hitters with globes and hastes, taking some load off the enchanter. Aliases work great for this.

Necromancers also have an easy time putting up levitates, protection from undead, or protection from cold on an entire group.

The spells I cast most often while zoning are banshee wail, death pact, rot, lich touch, and beltyns. Feeblemind is also something I often try. Spellup with globe/haste/pact, order followers cast 'bansh', order followers cast 'rain', cast 'bansh' is often how I start a fight, then switch to damage. I also use embalm quite a bit to help zones go faster by pressing my dead comrades.

An important thing to remember is to always keep your pets busy, either casting damage, or tanking something in the room. Backup spellbooks are also important in case you need to CR and can't get to your normal books. Put them in your storage cache in your hometown so they're easily accessible after death.

5 - Lich

Liching is a long and difficult quest that can only be completed once you acquire level 50 as a Necromancer. I will not reveal any important information about this quest to anyone that asks, but I've heard there are lots of people willing to help with that, no matter how much I disagree. There are detriments as well as great advantages to becoming a Lich. The detriments are that you are outcast from all hometowns except Bloodstone, Dobluth Kyor, Hyssk, and Viperstongue. As a human, a lich will only be able to enter Bloodstone and Viperstongue.

The advantages: Liches have no need to eat or drink, they do not age, magically or otherwise, they do not need to breathe underwater, they need no protection from gas on the plane of smoke, they're immune to lycanthropy, they currently have innate infravision which I have been told will become undead vision (see in all light conditions) instead of their race's sight, they can be affected by all spells that target undead (protect undead, heal undead, eradicate undead), gain extra spell slots for every circle, and gain additional spells over and above those they keep from the Necromancer repetoire. The spells you lose access to when you become a Lich are vampiric curse and boneshatter.

Spells
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