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.
|