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Cool :)

Author: BandWidth ()
Date: 2000-04-12 00:00:00

On 4/12/00 at 15:08 Sid6.9 wrote:
>COMPREHENSIVE REVIEW OF THE NECROMANCER

>
>Overview of the character…

> The Necromancer is a man skilled in the arts of the Undead, from raising skeletal warriors from vanquished foes, to calling upon the deeds of Golem warriors to fight his battles, to calling upon the magical powers of Skeletal Mages. This person is skilled in manipulation of using these creatures to do his fighting, so in essence he remains behind the scenes, while his warriors do his fighting. The Necromancer, can, as well, call upon the use of his unwitting knowledge of Curses to assist in vanquishing his foes or boost his undead armies. The Necromancers early skills as well do not stop there, as he has several defensive skills for which he can call upon from the lands of the dead to protect himself should his undead warriors fail in their task of destroying the enemy.

> This review of the Necromancer will detail each skill level, and for what it is used for, and what advantages you will receive for using these skills. Further more, the author will give advice for any persons wishing to be Necromancers themselves, so when they enter the lands of the demons they will not be ill-prepared for the eventual terrors they will encounter. This writing is not the end all or be all of the use of the Necromancer, but a guide to help you get started in using him. Be wise and pay heed to these words, for they will help you in getting started…

>Skills of the Necromancer-

> RAISE SKELETON- The first skill you will want (Or should I say have through the use of a wand you start off with) is raise skeleton. How does the raise skeleton skill work? Well when you vanquish a foe his corpse will lay on the ground. You select your skill and by depressing the right button of your mouse, with the cursor on or near the deceased foe, a skeleton warrior will pop out of its body and be yours. Now you cannot control him by means of telling him where to attack, for he is his own being. But he will be sworn to protect you and when other creatures of pure distaste for you approach. He will counter them by attacking, leaving you free to run away like a schoolgirl, assist your minion in attacking the foe, or stand back in pride as your skeletal warrior destroys the enemy. The decision is of course yours. As you move up and gain more experience you can get more skeletal warriors with each skill point you place into this skill. For each one, you get another skeleton warrior. So a 1 skill level means 1 skeleton to have, 2 means 2 skeletons, 3 is 3 and so on and so forth. Also, when you create a skeleton you will receive a picture of him at the top but without a health bar, and a number letting you know how many Skeletal warriors you have left. This is unfortunate, for you will never know when your skeleton is low on health until he is destroyed. As a means as well, you can have him healed only by Akara the Medicine women in town, nothing else with heal him but time away from battling…

> MASTERY SKELETON- This skill is useful for when you are increasing in levels and notice your skeletal warriors are dying to fast to serve their purpose. If and when that happens, by placing your skill points in this skill you will bolster your skeletons armor, attack, and speed by up to 15-20% with each mastery skill point. Very effective since your skeletons are your first lines of defense from your enemies, use this skill later on during your fights, for putting it in early will be unnecessary…

> CLAY GOLEM- At times of a most dire need for a warrior with the strength and brute power to destroy your enemies, you may want to get a GOLEM to fight for your needs. When you are able to place a skill point in this skill do so, you will be thankful you did. To create a Clay Golem, select the skill (After you put a point there) and right click anywhere anytime. You will receive a Clay Golem from the earth from which he is created. Now while slow, this creature of darkness, is very forbidding at over 100 hit points to start as well as 20 damage to foes. You will receive a picture of him at the top with a health bar. In times where he is in the red, you can create another Golem in his place, for you can only have 1 Golem with each skill point. But with each skill point you place in there you will increase attributes of the Golem that Mastery Golem does not, and should be. As like the skeletons, you cannot control his every move, but as long as he lives he will follow you around to where ever you go. Also like the Skeletons, you unfortunately cannot heal Golems yourself, but Akara the Medicine Women can whenever you visit her. Time will heal his wounds as well…

>MASTERY GOLEM- Exactly like your Mastery of Skeletons, he will increase in power, armor and speed as well. It is advised to do this early on, for you will see the difference almost immediately as opposed to the skeletons. A Necromancer is used to over running his enemies with his undead minions, but, you cannot overrun them without them having the power to do so…

>SKELETAL MAGE- When you are allowed to get a Skeletal Mage, usually after you have 2 raise Skeletal skill points, one in Mastery Skeleton, and one in Raise Clay Golem, then you will be allowed to place a point in Skeletal Mage. This spell is very useful by means of it allows you to raise a Skeletal Mage by the same means as a normal Skeleton, except he has uses of the four types of magic. The four types are Poison, Electric Shock, Ice, and finally Fire. Now like your normal Skeletal warriors, these too cannot be controlled manually, but will follow you around and when enemies approach will get behind you and deliver these spell types at them. Now you will not know what type of spell you will get until you raise these undead warriors from their deceased hosts, but I promise that all 4 skills these mages know will benefit your needs greatly. As like the Raise Skeletal skill, with every point you place here in this skill will grant you another Skeletal Mage. Also, and most importantly, with every skill point put in Mastery Skeleton, not only affects your normal Skeleton warriors, but to upgrade your Skeletal Mage abilities as well, to include range of spells. You also receive a picture of your warriors with a number below it denoting how many warriors you have. Sadly you do not have a health bar with your Skeletal Mages as well…

>
>This here ends your lesson with the Undead skills the Necromancer can learn in the early going. There are several others as well, but the Evil Blizzard Empire would not allow this Necromancer a taste of those Undead skills. We shall all learn these skills together.

>The next level of skills we will discuss is our Curses

>AMPLIFY- A very useful curse that when cast on a group of enemies will decrease their armor rating, allowing you more critical strikes with your undead army. For each skill point you place in this skill, you will greatly decrease the opponents chances of winning, increase the cast length and range of cast…

>WEAKEN- When you cast this curse on an enemy, it will do what Amplify Damage does, but in reverse. Now when the creature attacks, his attack is now decreased greatly. And that will help your units survive longer. This skill only lasts for a short time, so multiple castings of this curse is necessary, but when you up this skill in more points, the duration, casting range and decrease opponents attacks…

>DIM SIGHT- Like it’s said, to a blind man who can not see the piece of cheese, so shall the mouse have it. This curse will do just that, you will blind your foes, so they will be unable to see your foes before it is too late. This curse is not effective however on foes that are already attacking. But rather, is effective on others that may be approaching. As like the others, as you increase this skill so do you increase duration of spell and cast range…

>TERROR- When you have too many enemies approaching you and want to rid yourself of them coming, you can curse them with Terror and watch them run away screaming like little girls. When you do, they will turn tail and run for a brief amount of time, but be warned the will return again, to try and vanquish your evil soul from the earth. As before, when you up this skill so does the duration and casting range…

>IRONMAIDEN (No, not the rock band)- This curse, like in the ancient times was used to place people into a metal sarcophagus and insert metal spikes inside. When the person, inside this Iron Maiden, would move, they would cause self-inflicted wounds hurting themselves. The same can be said from the skill the Necromancers now employ with this curse. When it is cast on a creature of pure distaste, for every attack he sends, he will as well take the same damage from that attack, in essence, killing himself. Now while this spell has advantages, it does have disadvantages. For you can only cast it on one creature and must target that creature for the curse to take affect. As well, spell length is very short. But as you increase this skill so does the duration and damage the monster will take to itself for attacking…

>This is the end of the curses section, once again the Evil that is Blizz refused to let this Necromancer see what further curses would be available to him. Hopefully there is the curse of letting a thousand squirrels run around in your pants, then I can cast it upon myself...

>Now we will delve into the seamy underbelly of skills your Necromancer can learn to reek havoc on your foes should they defeat your army of darkness, or to assist your minions. Like I have stated, you can still kill your foes your self as well with these skills of his…

>Defensive Skills-

>POISION- This skill will allow you to poison a weapon you may have. When you cast it, then hit your opponent with your weapon he shall be poisoned. And will start to die slowly from it as you laugh in his treacherous face to never face a Necromancer again. After he dies, you can create a Skeletal warrior and laugh at him some more as now he does your bidding. As you increase this skill you increase the length the poison lasts as well as strength…

>TEETH- A skill that is a Necromancers only means of physical offense outside of his minions and general attacking hand to hand. When casting this skill 2 Teeth will shot out of your soul and out into the wilderness, squiggling as the move outwards. If these Teeth should strike a foe, he will take a blow that will weaken him 1-4 hit points. As you increase this skill however, you will be more Teeth, for a 1st level you only get 2, for 2 skill you add another, and so on and so forth. Also the strength of this skills attack will increase, from 2 skill 2-5, 3 skill 3-6 and so on and so forth. Also range is affected as well. The one true thing that makes this spell one of the most effective in the arsenal of the Necromancer is it’s low cost of mana to cast…

>BONE ARMOR- A highly needed skill you will need in later stages of the world. This skill will grant you a armor that will spin around you at first level skill and will protect against attacks, although the attacks will still get through the gaps in the armor, still ranged attacks may hit the armor protecting you from them. This skill lasts indecently when cast, unless drained by getting hit from foes attacks, and your mana will regenerate quickly making this defensive spell a much needed addition to the Necromancers arsenal. With every increase in this skill so do you increase the effectiveness of the armor, and strength to attacks taking…

>CORPSE EXPLOSION- A devastating skill that not only causes major damage to your enemies but to your minions as well. When you attribute this skill, lead the offensive units by a corpse, or use one that dies next to them. Right click on said corpse, and he will explode sending bone and body parts over your troops and the enemies. As you raise up in this skill, so will the range and damage of the explosion.

>BONE WALL- A wall of bones is deployed when calling upon this effective means of keeping your enemies from touching you. Upon calling it, a wall develops in the spot where you cast this. At 20 hit points, this wall will keep enemies at bay for a short time, and with the wall staying for 26 seconds can give you that much needed advantage to destroy the unholy terrors that walk the land. With every skill point that you designate to the bone wall, it will strengthen the wall, increase its hit points, and increase the lasting duration by 3 seconds…

>These defensive skills are the final means for the Necromancer you are too keep your enemies from destroying you, but remember, these skills should be used for their means of defense and not as a means of offense, that’s why you have your minions for. But they are a fall back position. There are 5 other defensive skills as well that Blizz the Evil will not allow my Necromancer to learn, but rest assured my brothers of pale skin color, you and I shall learn these when Blizz is ready to unleash us upon the rest of the waiting world…

>
>This next section is devoted to teach you some basic rules for the Necromancer, so to let you have an easier time in developing your own character. This is not the end all of strategy guides, just a means for you to get started, you can determine for yourself, which is best for you…

>When you start out, you will have one active spell being the Raise Skeleton, but that is given to you by the means of a wand that gives the Necromancer a Raise Skeleton skill point. Take away the wand, and you have no skills. This is where you start, you will have no money and will only have a shield and this wand. When you venture into the first wilderness, use your wand to kill the first creature, then using your Raise Skeleton skill raise one from the creature you’ve destroyed. This skeleton will serve you throughout the land, and if outnumbered will die, but lasts for quite sometime. During this time of exploring the wilderness you will gain 2 levels. For the first level, place one point in the Raise Skeleton skill and the other in Mastery Skeletons. This way when you get to your next level, you can get a Clay Golem (Who lasts an ungodly amount of time).

>When you are in first cave, be sure to keep your distance and let your 2 skeletons battle the minions there. Be sure if you run across any Fallen Shamans that you personally take them out quickly (Fallen Shamans will continually raise the dead Fallens you kill). After you have killed all the monsters in the cave, you will be rewarded by learning a skill when you go back to Akara The Medicine Women when you return to her. Also you should go up to level 4 during this time. Use the Level 4 skill you learn to be placed in your bone armor, and the other into vampire. This will make your character with a nice lean arsenal of 2 Skeletons and a Golem, with a defensive spell in Bone Armor and an offensive one in the Vampires when you go to venture into the next wilderness. Also, you should have dropped that wand by know and gotten a saber/ sword/ armor/ cap/ boots/ belt/ gloves of some variety. The wand only gets you so far and has a weak attack. But keep it on you, for you may need that third Skeleton when you are in dire straits from several foes.

>Some other things to keep in mind with playing as the Necromancer…

>Hold on to gold like it’s a lifeline, your high end wands that will increase the Necromancers spells are very high priced. Also finding staffs or wands is one difficult task, and if you do happen to find one, usually is a great addition, although finding one early on will be difficult…

>If you happen to need to escape from bad guys that have beaten you back, run away from the enemies and before you go back to town, raise skeletons and skeleton mages before returning, it you don’t, when you return those dead bodies of slain creatures will disappear there-by leaving you without you prized warriors…

>If you have skeletons and skeletal mages that have been in battle for a lengthy time, and you have the mana resource and bodies scattered around, make sure to make fresh Skeletons and Skeleton Mages. You don’t want to go into a major battle with weakened Skeletons that could die after being hit only once. As a matter of fact get used to making new skeletons off the get go. After the skeleton has killed a few monsters, make a new one. It won’t hurt you since mana is replaced at a fast pace, this is very important when you run into a Unique with his minions, or a group of Champion Monsters, to have a fresh skeleton as opposed to the worn a tattered one…

>Also when you have defeated the second mission, you have the ability to hire NPC Rogues from the war chieftain in town. She is near the center and has a wide range variety to choose from. I suggest choosing a fire or ice enhanced Rogue, since you have neither capability to perform yourself…

>When you are in the caves or in the underground areas of the Wilderness, use your Golem to block the doorways. He will not move and as long as you recreate one where he is standing at the door, another fresh one will appear, and with having your skeletal mages and Rogue behind you will definently give you the upper hand…

>When you are outnumbered or run out of bodies to produce warriors, use the Bone Wall to escape. A low level Bone Wall is not that great for keeping foes away from you, but it will allow you to escape until you are able to throw a few more skill points into it…

>Using the throwing potions as well is useless, as your Necromancer has all of those Potions as Skills. It would be fruitless to use a poison potion when you already have the skill. Or the fulminating potion when you have your Curses, or using exploding potions when you have the Corpse Explosion skill. Also, get rejuvenation potions or hold on to ones you find. Generally hold on to health potions more, since mana is auto regenerated. Although having a few Mana potions is handy in those tight situations, but for just general going over the landscape you will find the need for these potions unnecessary…

>When you go up each level you get the option of putting points into 4 characteristics. They are much the same as the original. They are Strength, Dexterity, Health, and Energy. Put more emphasis on Dexterity and Energy. You need the Dexterity to use spells more effectively and Energy for casting spells. You shouldn’t need to bolster strength at all, as the Necromancer is not intended to be a hand to hand creature. Instead look at Health next for if you do get into trouble. Strength should be the last thing you bolster, if at all.

>

>
>I could continue with help, but from here on in, it’s what you deem you want to do. I don’t want to spoil any surprises for the Necromancers of the world, but if you follow these example, you should be fine until you reach Tristram, and then, you should be level 10.
>

>Sid6.9- "If weird was a person, he'd be me!" :-)



BandWidth

President and Beloved Leader



Comprehensive look at the Necromancer - Sid6.9 - 2000-04-12 00:00:00
-Cool :) - BandWidth - 2000-04-12 00:00:00
-Neato :) - rRaminrodt - 2000-04-12 00:00:00
-cool. - Tridus - 2000-04-12 00:00:00