Varnarok

Beginner Guide: Necromancer

Master of Undeath

Necromancer

Why play a Necromancer?

Note that there is currently a rework of the Necromancer in progress, which as of the time of writing this guide, the full notes of which has not been publicised. Everything within is based on the currently playable version of Necromancer and therefore subject to change.


Necromancers are as quintessential to MMORPGs as Elves. Every MMORPG must have Elves and/or Necromancers to be a real MMORPG. That’s just how it is and you know I’m right. And it’s for good reason too, as Necromancers are usually a very strong solo class, especially for players who enjoy pet-focused spellcasters.


Necromancers are anti-undead specialized spell-casters with a wide variety of undead pets available to them, being even able to charm undead creatures.


They are able to give an undead enemy a lower aggro range, incapacitate undead and even cause fear in the undead and the living alike.


Being masters of undeath it is no surprise that several of their skills revolve around the balance life and death. They are able to sustain both themselves with Life Drains and their group with life transfer spells. If their group does not need their healing, they can instead choose to regenerate mana at the cost of their health points.


Necromancers rely on damage-over-time spells for the majority of their personal damage, and are able to sap strength from their enemies and give it to themselves.


They are one of the strongest solo classes in the game due to their pets and life drains. Should things go awry, they have access to Feign Death which is near-guaranteed to reset combat.


The crown jewel of the Necromancer is that as you advance in levels, you will sacrifice more and more of your humanity until finally becoming an Arch Lich.


In closing, pick Necromancer if you enjoy playing a pet-focused spell-caster that can solo extremely well and provide decent utility for your group.


Starter Quest: Night Harbor

Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”


Read the Weathered Note in your inventory. From the North Gate, enter the city and turn right, crossing the plaza the towards the large gate with a floating pink crystal above it. Head down the stairs and turn right at the bottom, passing through a keyhole shaped gate and across a small bridge. Turn right at the bridge and head down the sandy ramp into the valley and turn right towards the Concourse of Souls necropolis. Once inside, take the door on the left and then left at the junction. Go up the ramp take the first door on the left to enter the library, go all the way to the back and go up the stairs on the right then take a left once you reach the top. Marvion Hallows will be inside, hand him the Weathered Note.


TIP: This library is also where you can buy Necromancer spells and reagents.


Marvion will ask you to speak with Sekhmet. Head downstairs the way you came back to out into the entrance hall and turn left through the door behind the pillar. Head down the ramp until you reach the morgue, then turn right and head down another ramp to find Sekhmet. Hand him your Weathered Note and he will give you a Small Clay Jar with eight slots to fill with Incarnal Residue from the skeletons outside the necropolis in the valley.


Kill skeletons until you have eight residue, then place one in each slot of the Small Clay Jar and press combine, then return to the necropolis. Take the door on the right and turn left in the junction and Buckmarr Gorstagg will be in the small room at the end. Hand him the jar and he will reward you with a robe and give you Buckmarr’s List, asking you to collect four items:

  • Vibroplasmic Residue (from Stumbling Zombies in Shaded Dunes)
  • A Corrupted Heart (from Wandering Ghouls in Shaded Dunes or Sungreet Strand)
  • Ghostly Cloth Scraps (from ghosts in The Tomb of the Last Wyrmsbane)
  • A Wererat's Pelt (from wererats in Shaded Dunes)


Since all of these can be found in or around Shaded Dunes, you will head to the West Gate next. Exit the necropolis and run back up the sandy ramp that you took to get down into the valley, then once at the top continue straight forward along the cobblestone road. Turn left towards Seabreeze Park and keep going straight until you reach the park’s entrance, then turn right and keep going until you exit the city through the West Gate.


The closest objective is the Ghostly Cloth Scraps inside the Tomb of the Last Wyrmsbane, however this will require a group to complete. If you do not wish to seek a group first, continue along the cobblestone road out of the city until you reach Shaded Dunes. If you already have assistance ready however, the Tomb of the Last Wyrmsbane can be found by exiting the West Gate and turning right, then crossing the ruins diagonally until you reach a small camp with several burning torches outside. The dungeon is within the narrow passage in the cliff.


Inside Shaded Dunes, turn slightly to the left and head diagonally down towards the oases. After the second oasis will be an undead ruin and beyond that an island. Search for the Stumbling Zombies and Wandering Ghouls here and when you have the Vibroplasmic Residue and Corrupted Heart, turn yourself towards the ocean and head in that direction. You should see a small camp near the coast where you can find wererats for the Wererat Pelt. Once you have collected that as well, it is time to head into the dungeon for the Ghostly Cloth Scrap. Once you have that, return to Buckmarr in the necropolis and hand him all four items along with Buckmarr’s List.


Congratulations! You are now done with the Necromancer starter quest-line for now.

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