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Creation Guide
Necromancer's Realm Creation Guide
      Necromancers are often considered the most powerful characters in the world of Norrath. They are quite often feared and hated by nearly every race in the world. The vast majority of the time, your own race merely puts up with your existence because you happen to be like them. Choosing the right race to play, and where you put your bonus points is key if you are going to be a successful Necromancer.

      First, lets consider race. Your choices of races are as follows:
  • Dark Elf
  • Erudite
  • Gnome
  • Human
  • Iksar
      Let's begin with Dark Elf. First, Dark Elves are in their own little corner of the world known as Neriak. This is quite a confusing city to begin with, because there are no legible signs pointing you in the right direction, which makes finding your guild a bit difficult. The Nektulos Forest area, offers one of the better areas for leveling in the newbie levels through nearly level ten. And since you are a necromancer, you often find that you get better prices for things in your own city because everyone is afraid of necromancers there. Being a Dark Elf Necromancer is like every other necromancer class, in that generally everyone in Norrath generally hates you and if you want to travel to the more popular areas you have to work on faction.

      Next are the Erudites. Erudites are off on their own on the continent of Odus. They begin with very little interaction with other races due to their isolation on their island. On the positive side, Erudites get quite an intelligence bonus over the other Necromancer races, and they have close proximity to the new Legacy Of Yekesha zones, and a rather suitable low to mid level dungeon right next to the city(The Warrens). Their strength, however, is a little on the low side so you won't be able to carry as much as some of the other races. Paineel has inside the city zone one of thebest places in the game to get those much needed bonechips for your pets. This area also doubles as quite a nice newbie area, good enough to get you to level 4 and your new spells, but dwindles after that. You need to get out into Toxxullia Forest to continue your leveling. Erudites alone are not liked by many races, and being a necromancer, they like you even less. Again if you wish to travel to the more popular areas, faction work is needed. Let it be noted that Erudites cannot see in the dark, we would recommend a torch or greater lightstone until level eight.

      Gnomes are the little people of Norrath. They start in the city of Ak'Anon. This city is quite confusing, and is filled with water and constant clicking of the clockworks that are scattered throughout. The plus side to the city is, that you do not have to leave the city to get to level five. Creatures can be found within the mines, which also house your guild. Be warned, these mines are very difficult to navigate, and can be troubling for someone just learning the city. The best place to go is Steamfont, where you can go from one to twelve in this zone alone. On the down side, Dwarves cannot stand Necromancers, so in order for you to use the boat, heavy faction work is required. If you have Planes of Power, then traveling past the dwarves becomes a non-issue as you can just use the Plane of Knowledge book located in Steamfont to traverse the world.

      Next are Humans. They begin in Freeport, the world commerce center. This is the single most traveled city in Norrath, eventually everyone comes here for one reason or another. It is also, in our opinion, the best place in the game for trade skills. The newbie area for Humans is in East and West Freeport, just outside the city gates. These areas are very good for leveling early, due to the abundance of creatures in the zone. The down side to being Human, is that you, like the Erudites, are blind. Again a torch or greater lightstone is recommended until level eight. Humans get the advantage of having pretty well rounded stats to begin with, strength being the highest of all the Necromancer races. On the down side of having rounded stats, your starting intelligence is lower that all the other races aside from Iksar.

      Iksar are the last race to have Necromancy. As an Iksar, you begin in a city called Cabilis, or Old Sebilis. This city is filled with waterways, and is fairly easy to navigate. Iksar's begin with an innate ability of mastered swimming, as well as a hit point regeneration bonus. They do, however, have the lowest charisma of all the races and suffer an experience penalty. Yet another down side of being Iksar, is that you begin on Kunark, which is completely isolated from the rest of the world,with little to no chance of getting to the more popular areas, without tremendous faction work, due in part, to the fact that every race in Norrath hates the Iksar. Being an Iksar does have its advantages, you can level from one to sixty without ever having to leave your continent. It has three choices for newbie areas, in the Field of Bone, Lake of Ill Omen, and the Swamp of No Hope. Our recommendation is The Field of Bone, for the sheer number of creatures available to you.

      Now that you've chosen your race, you need to choose where to put those thirty bonus points.

      Here is what we have come up with regarding the individual abilities:

      Strength: This is the statistic that dictates how much you can carry, as well as your attack rating, and your armor class. It is important, because you have to be able to carry things about, as well as sometimes takethe brunt of the attack away from your pet to survive. Typically as a higher level Necromancer you won't be tanking for your pet, but it's good to be able to carry around several items. We recommend that you throw a few points into this one only if you feel that you need aditional strength to carry items around.

      Stamina: This statistic directly reflects how many hit points you have, as well as how long you can hold your breath underwater. This stat is also reflective of how many times that you can jump without becoming exhausted. Typically, adding points here is for the extra hit point bonus. At lower levels, this hit point bonus is minimal, but does become more valuable the higher in level you get. Our famous Lich lineof spells allows us to transfer health for mana, and with additional stamina, you have additonal hitpoints allowing you to Lich for a greater amount of time. We recommend that you throw a few points into this one.

      Dexterity: This statistic is the main factor in making weapons proc, as well as the speed of your defensive ability gain. This ability also allows you a greater chance to cast a spell even after being hit. This is a fairly important skill,but we recommend that you choose not to put any points into it, as you will not be meleeing a great deal during your life as a necromancer.

      Wisdom: This statistic aids in the learning of skills. If your wisdom is higher than your intelligence, that is. And if this is the case, you shouldn't be a necromancer in the first place. Obviously, we strongly recommend that you do not add any points to this one.

      Intelligence: This statistic is of utmost importance to all pure casters. First, this directly dictates how much mana you have. Second, this dictates how quickly you learn nearly all skills in the game. So as a bonus of having high intelligence, you also learn skills quicker. This is rather fair in our opinion. Intelligence is the statistic that we recommend putting the most points in for your necromancer. This is because of the fact that you're a pure caster, the more mana you have the better.

      Charisma: This statistic directly decides how much vendors pay for your items and how much You pay for theirs. This also has an affect on your charm undead spells as well. It is debated as to whether this dictates the duration as well as the resist rate of the spell. Many necromancers are of the feeling on charisma, "Everyone already hates you, so let them." We say, every little bit helps. Keep in mind, however, every necromancer begins with a low charisma, so even adding a few points may do very little to help your situation. We recommend adding a few points if you plan on charming alot in later levels, otherwise leave this one alone.

      This is a table showing how each of the races stack up on statistics:

Race Str Sta Dex Agi Wis Int Cha
Dark Elf 60 65 85 90 83 109 60
Erudite 60 70 80 70 83 117 70
Gnome 60 70 95 85 67 108 60
Human 75 75 85 75 75 85 75
Iksar 70 70 95 90 80 85 55


      The following table suggests how you divvy up your points in creating your new Necromancer. Keep in mind, that this is just a guide, and that we aren't forcing anything on you. Decide how you want your character. Make your necromancer as unique as you are. These are only the recommendations of wandering minds here at Necromancer's Realm.

Race Str Sta Dex Agi Wis Int Cha
Dark Elf 60 70 (65+5) 85 90 83 134 (109+25) 60
Erudite 60 80 (70+10) 80 70 83 137 (117+20) 70
Gnome 60 75 (70+5) 95 85 67 133 (108+25) 60
Human 75 80 (75+5) 85 75 75 110 (85+25) 75
Iksar 70 75 (70+5) 95 90 80 110 (85+25) 55


      Religion is the last thing that you get choose for your Necromancer, before the game breathes life into your character. You've got two choices here, which really are closely related. Bertoxxulous is one choice, the god of plague and disease. You can also choose to worship Innoruuk, the Prince of Hate. Either way, people already hate you, so whichever deity you choose to worship, won't affect you one way or the other. You work with the dead constantly, that's it, nothing else. I'm sure that with a little imagination, you can understand why neither choice affects yourcharacter adversely.

      And there you have it. Everything you wanted to know about the creation of your new necromancer. As we've said earlier, this is but a guide to guide your way. Have fun with your character and make it unique. because if every necromancer walked around with the exact same stats, the game would get boring quite quickly.