Necromancy Skill
Necromancy, the dark art of working with the dead and the undead, will absolutely damage your karma. Many players have accepted that in order to gain the powers that come with it.
Much like Magery, you need a necromancer spellbook for necromancy spells. You also need reagents specific to necromancy. They can be bought from the necromancer NPC. The necromancer reagents are: batwing, daemon blood, grave dust, nox crystal and pig iron.
Casting necromancy spells lowers your karma. Once your karma drops below zero you are officially evil, and many creatures on the good side will attack you on sight. Players usually train necromancy just to get it out of the way. If they don't want to stay evil, they work on raising their karma once the training is done.
Once your karma drops below zero it becomes locked. Nothing you do will raise it. To unlock your karma, single click on an ankh and pick the "unlock karma" option.
Necromancy spells are affected by faster casting and faster cast recovery equipment, up to 2 fc and 8 fcr.
Necromancy's companion skill is Spirit Speak. The effect of several necromancy spells depends on your spirit speak skill. On top of that, necromancers lean heavily on spirit speak to heal themselves.
- Animate Dead - The raised creature takes a form based on the fame and body of the original creature. You cannot give the raised creature commands, but it will tend to follow you and it will attack everything except people. You can have at most 3 raised creatures at once. Creating another one makes an existing one crumble. A raised creature slowly loses health over time. Raised creatures do not take up a follower slot.
- Blood Oath - This spell affects the caster as much as the target. Damage you take will also hurt the target.
- Evil Omen - Lowers the target's resistance to magic by 40 and increases the effect of your next attack.
- Lich Form - While in lich form you are immune to bleed attacks. In exchange your Fire resist drops by 25%.
- Wraith Form - While in wraith form you are immune to bleed attacks. Your Physical resist rises by 10%, your fire resist drops by 25% and all your other resists drop by 5%.
- Exorcism - The Exorcism spell removes ghosts (dead players) from your surroundings. Ghosts that still have a corpse and "friendly" ghosts from your guild are not affected. This spell works in most dungeons except Doom and out in the open, but it does not work in guarded cities.
- Summon Familiar - Details for the summoned creature:
- Horde Minion: Serves as a pack animal that can carry 550 stones. It will automatically pick things up off the ground.
- Shadow Wisp: Every now and then it "glows", adding up to 16 mana to you and your allies. If you have negative karma you can take mana from it, and the lower your karma the more mana you get.
- Dark Wolf: Adds to your stamina every 2 seconds.
- Death Adder: Attacks with greater and deadly poison on every hit. Double clicking on snakes lets you charm them. When you pick a charmed snake, it attacks your target.
- Vampire Bat: The life drained by the vampire bat's attack is added to you.
Lich form and the shadow wisp are useful for training necromancy. While training necromancy, wearing lower mana cost equipment helps. If you don't want to lose money you can use lower reagent cost. Faster cast recovery can also speed things up.
The spells to cast at each level:
- 20 - 60: Pain Spike; while casting pain spike you can train 3 skills at once: necromancy, spirit speak (it rises automatically while you cast pain spike on yourself) and, if you use bandages, Healing. This spell only costs 5 mana, which makes it very efficient for training purposes.
- 60 - 80: Horrific Beast
- 80 - 99: Lich Form
- 99 - 120: Vampiric Embrace