Difference between revisions of "Necromancer"

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{{For|the Wizard rank of the same name in vanilla NetHack|Wizard#Rank_titles}}
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{{For|the Elvish Quest Nemesis|Necromancer (Quest Nemesis)}}
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The '''Necromancer''' is a [[role]] specific to ''[[SLASH'EM]]''. Necromancers specialize in the command of [[undead]] pets. All necromancers follow the [[chaotic]] god, [[Gothuulbe]].
 
The '''Necromancer''' is a [[role]] specific to ''[[SLASH'EM]]''. Necromancers specialize in the command of [[undead]] pets. All necromancers follow the [[chaotic]] god, [[Gothuulbe]].
  
The necromancer role is quite similar to the wizard role. Like the wizards, the necromancers are relatively poor fighters with low [[HP]] and [[strength]], but good [[spell]]casters. The necromancers remain restricted in all categories except attack spells and matter spells.
+
The necromancer role is quite similar to the wizard role. Like the wizards, the necromancers are relatively poor fighters with low [[HP]] and [[strength]], but good [[spell]]casters. The necromancers remain restricted in all categories except attack spells and matter spells. They can be a [[Human (starting race)|human]], [[Orc (starting race)|orc]], [[Doppelganger (starting race)|doppelganger]], [[Drow|drow]] or [[Vampire (starting race)|vampire]].
 
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A necromancer will start with a [[pet (SLASH'EM)|pet]], which is always a tame [[ghoul]]. A ghoul is very slow (at speed 6, moving half as fast as you) and eats only old corpses. according to the guide book:
A necromancer will start with a [[pet (SLASH'EM)|pet]], which is always a tame [[ghoul]]. A ghoul is very slow (at speed 6, moving half as fast as you) and eats only old corpses.
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{{guidebook|Necromancers have delved into the darkest of the magical lore, and mastered some of the most forbidden of the magical lore. Many have fallen to the armies of the undead that they are capable of bringing forth and controlling.}}
  
 
== Starting equipment ==
 
== Starting equipment ==
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== Abilities ==
 
== Abilities ==
Like the [[priests]], the necromancers can naturally recognize the [[BUC|blessed or cursed status]] of each object. (This ability is especially important to a necromancer because undead pets will not avoid cursed objects; they avoid blessed objects instead.) Use this ability to salvage [[weapon]]s and [[armor]] from the dungeon, avoiding cursed armor.
+
Like the [[Priest]], the necromancers can naturally recognize the [[BUC|blessed or cursed status]] of each object. (This ability is especially important to a necromancer because undead pets will not avoid cursed objects; they avoid blessed objects instead.) Use this ability to salvage [[weapon]]s and [[armor]] from the dungeon, avoiding cursed armor.
  
 
Each necromancer begins with two intrinsics, [[level-drain resistance]] and [[immunity to sickness]]. At experience level 3, the necromancer gains intrinsic [[warning against undead]], which provides detection of all undead monsters on the level (and allows you to know the location of your undead army).
 
Each necromancer begins with two intrinsics, [[level-drain resistance]] and [[immunity to sickness]]. At experience level 3, the necromancer gains intrinsic [[warning against undead]], which provides detection of all undead monsters on the level (and allows you to know the location of your undead army).
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|
 
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* ''Weapons:'' [[dagger|dagger]], [[staff|quarterstaff]], [[dart]]
 
* ''Weapons:'' [[dagger|dagger]], [[staff|quarterstaff]], [[dart]]
* ''Spells:'' [[matter spells|matter]], [[attack spells|attack]]
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* ''Spells:'' [[Spellcasting_(SLASH'EM)#Matter_spells|matter]], [[Spellcasting_(SLASH'EM)#Attack_spells|attack]]
 
|}
 
|}
  
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==Strategy==
 
==Strategy==
To play a necromancer, you need to learn to leverage the role's skills and techniques. Otherwise, you would be playing a weak fighter or subpar wizard.
+
Necromancers are one of the more difficult roles to play. Most of the role's skills and techniques that matter don't make a big difference until late in the game; until then, you are playing a weak fighter or subpar wizard who can eat old corpses and make weak zombie pets in the mines.
 
 
The necromancer is not an easy role to start. You begin with 100% failure rate in both [[summon undead]] and [[command undead]]. Fortunately you have one option that sometimes works, the technique of [[raise zombies]], which produces [[pet]]s from [[corpse]]s. Unfortunately the technique fails if you use the wrong type of corpse or position the corpse on the wrong [[square]].
 
 
 
The necromancer's real strengths emerge as the game unfolds.  First, their first sacrifice gift, [[Serpent's Tooth]], is an excellent melee dagger weapon that will increase your striking power exponentially through [[poison]] damage.  Completion of the [[necromancer quest]] will yield an even better weapon, the [[Great Dagger of Glaurgnaa]], which drains enemies just like [[Stormbringer]] and grants magic resistance when carried.  Between the two of these weapons, you should be able to find a weak point on most opponents (other than the undead and the fungal)--poisoning the demons in Gehennom, draining the [[angelic beings]] and [[elementals]] in the [[planes]]. 
 
 
 
Later still, you can [[wish]] or possibly have bestowed on you by your [[god]] the fantastic [[chaotic]] [[club]] [[Bat from Hell]]. Since the necromancer can become [[skilled]] in club, this becomes one of the preferred weapons for cleaning out Gehennom.
 
 
 
Two of the necromancer's main assets only become apparent in the late/endgame: the class's natural immunity to [[sickness]] and [[drain life]] attacks.  Although sickness is a minor concern early on (though it's nice not having to worry about [[tainted]] meat after clearing out a roomful of [[giants]]), it is the primary weapon of three late game figures: [[Juiblex]], [[Demogorgon]], and [[Pestilence]].  Your sickness resistance makes you completely immune to Juiblex (necromancers are encouraged to nap in Juiblex's belly) and eliminates most of the problems you will have with Demogorgon and Pestilence.  Although this may seem like a limited domain of application, consider that Demogorgon and Pestilence are probably the two most dangerous figures in SLASH'EM.  Sickness resistance almost nullifies the considerable threat they pose to your ascendable characters.
 
 
 
Drain resistance isn't bad, either.  It certainly takes away the stress of dealing with [[graveyards]] full of [[wraiths]] and [[vampires]], and more or less eliminates the need to genocide [[V]] (though watch out for those [[star vampires]]; they're still going to go after your brain).  Eventually you'll find monsters zapping wands of draining at you, too; the necromancer has nothing to fear from this attack, which will bounce off ([[Boing!]]) like a [[wand of striking]] against [[magic resistance]].
 
 
 
===Of weapon and spell skills===
 
Necromancers should dump their [[quarterstaff]] as soon as they find any kind of [[dagger]] or a [[dwarvish mattock]] ("broad pick"). [[Drow|Droven]] necromancers may want to unwield their quarterstaff at turn 1, and fight bare-handed until they find a dagger or dwarvish mattock.
 
 
 
First enhance your [[skill]] in dagger and pick-axe, then enhance your spellcasting skills. To save skill slots, you should never enhance your [[dart]] skill. You may wield a dagger for melee, but a dwarvish mattock is the better melee weapon. Do collect daggers and throw them as ranged weapons.
 
 
 
Spellcasting will become easier as you gain experience levels. You should find and wear armor, though it will interfere with spellcasting. To cast a spell, use the "A" command to take off your body armor and shield.
 
  
Necromancers can eventually become extremely powerful offensive magicians, attaining expert in both Attack and Matter magics.  Be sure to practice these skills as often as possible (while balancing your early game magic use against your lack of food). If you can find an early [[spellbook of flame sphere]] or [[spellbook of freeze sphere]], you may wish to use them to attack [[shopkeepers]]. Hide around the corner of their shop and summon a score of spheres in succession; the shopkeeper will not leave his store.  Since you are chaotic you will suffer no penalty for murder (though you will be penalized if you rob the store without killing the shopkeeper--go figure).
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Your starting spells of [[Spellbook of summon undead|summon undead]] and [[Spellbook of command undead|command undead]] are unhelpful in the beginning as you will likely a 100% failure rate for all of the early game and most of the midgame. Play the early game like a tank, putting on all armor that isn't cursed and training [[dagger]] skill to get the bonus to-hit and [[multishot]] benefit. A [[Drow]], by contrast, should train daggers by throwing them, but fight bare-handed in melee to take advantage of the sleep attack. You will frequently need to run away from fights and use Elbereth to survive at the beginning. Use your [[wand of draining]] in emergencies, but be judicious; once it's used up, you're on your own. Also, save fortune cookies and the like to tame dogs and cats, and keep a [[lichen]] corpse around to pacify them in an emergency.
  
===Of the first ghoul===
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Head first for the mall and buy or steal any decent weapons, armor, rings (200/300 cost), and wands you find. If you find any potions of gain level, dip your [[pick-axe]] to get a [[dwarvish mattock]]. Go ahead and train skill in this until you find an altar to get your first sacrifice gift, the inimitable [[Serpent's Tongue]]. Once you have cleared out the mall of goodies, head for the mines.
You might want to abandon your [[ghoul]] because it is slow. It is dangerous to explore the dungeon while petless (especially if you have [[AC]]:10 and lack a useable attack spell), though, so try to retain your ghoul until you [[tame]] one or more faster pets, such as [[cat]]s or [[dog]]s.
 
  
To retain your ghoul, allow it to follow you into a corridor; then when you find a room, wait in that room until the ghoul arrives. You may want to search for hidden [[door]]s and [[closet]]s while you wait.  Keep an eye out for a [[magic whistle]], which will speed up the necromancer considerably and make your undead army much more manageable.
+
The [[raise zombies]] technique can help marginally in the mines, mostly by distracting foes and providing something to dodge behind when tough enemies come your way. If you find yourself surrounded by dead humanoids and satiated, place one in each square around you and activate the technique. Zombies can be created from kobolds, gnomes, dwarves, elves, orcs (including goblins), humans, ettins, and giants, although by the time you see the latter two they are probably not going to be much help to you. In general, all other humanoids will become ghouls or ghasts. Ghouls and ghasts are stronger than most early zombies, which means hobbit corpses are particularly good for raising. [[Vampire (starting race)|Vampire]] necromancers can raise drained corpses, but will likely find them too slow to keep up with the frenetic pace of the vampire's early game without a [[magic whistle]].
  
Ghouls and [[ghast]]s only eat old corpses. This means that you have an opportunity to do something with each fresh corpse, before your ghoul tries for it. With a prepared technique of raise zombies and a suitable group of corpses, you might try to raise them--though in the early game nutrition should come first. A gnome zombie is rarely worth the time it takes to shamble into a fight.
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If you're lucky enough to find an altar to Gothuulbe in the mines, camp out and sacrifice for [[Serpent's Tongue]]. Look for [[scroll of enchant weapon|scrolls of enchant weapon]] and get this up to +6/+7 as soon as possible, as it will do double damage on the enchantment bonus. If not, head back up to the main dungeon and make your way to [[sokoban]]. Be sure to fully explore every level until you find an altar. If you haven't found one by level 19, you can always use the guaranteed co-aligned altar in the [[Lawful Quest]], but it may be difficult to survive against the killer rations, piles of killer coins, and werecreatures you'll meet there if the altar ends up far from the entry portal. Don't attempt your role quest yet; [[Maugneshaagar]] is a powerful foe, and the [[Great Dagger of Glaurgnaa]] is not as good a weapon as a well-enchanted [[Serpent's Tongue]]. After you get your artifact weapon, head to [[One-Eyed Sam]]'s black market and clear it out. By the time you have done that, and used all the [[scroll of enchant weapon|scrolls of enchant weapon]] and [[scroll of enchant armor|enchant armor]], you should be strong enough to try some of the other branches, including [[Grund's Stronghold]] (don't attempt without [[fire resistance]]), the [[Chaotic Quest]] (don't go without a [[wand of fire]] or [[wand of lightning|lightning]]), the [[Wyrm Caves]], and the [[Necromancer quest]].
  
Your ghoul will eventually starve to death unless it occasionally eats something. Good candidates to feed your ghoul are any corpse while you are satiated, poisonous corpses, [[dog]] and [[cat]] corpses, and the corpses of other undead. Linger around the corpse until your ghoul eats it. If your ghoul is too hungry and you do not want it to starve, you can also give it a [[lizard corpse]] from your inventory.  Alternatively, if the ghoul does starve, you can track down his corpse and resuscitate it with the raise zombies technique.
+
The [[Necromancer quest]] will yield the [[Great Dagger of Glaurgnaa]], which drains enemies just as [[Stormbringer]] does, grants magic resistance when carried, and most importantly provides a magic power boost when #invoked, much like [[The Mitre of Holiness]]. If you have managed to get DSM by this time, you may switch to spellcasting mode, and the Great Dagger will be a huge boon as you will find yourself running out of magic power frequently due to the Necromancer's low power growth. The Great Dagger will also make a good weapon against poison-resistant foes, however, you should try to sacrifice for a better weapon such as [[Doomblade]], [[Bat from Hell]], [[Frost Brand]], or [[Fire Brand]]. Whichever you make your primary weapon, do advance the relevant skill to max.
  
===Leading an undead army===
+
By the endgame, the Necromancer will have become quite formidable. The class's natural immunity to [[sickness]] takes the sting away from usually fearsome opponents such as [[Demogorgon]] and [[Pestilence]]. Innate [[drain resistance]] means you don't have to waste a valuable armor, amulet, or weapon slot on it, not to mention making the [[Guild of Disgruntled Adventurers]], the [[Wyrm Caves]], and [[The Lost Tomb]] significantly easier. By the time you have gotten your spellcasting mojo on, your starting spells of command undead and summon undead become extremely useful, and can net you an army of powerful pets. Your [[sigil of tempest]] technique will make ordinary ray attacks such as [[magic missile]] and [[cone of cold]] into powerful area attacks. Necromancers can eventually become extremely powerful offensive magicians, attaining expert in both [[attack spells|attack]] and [[matter spells]].
Eventually, you will have leadership of group of ghouls, ghasts, [[zombie]]s and other undead. Employment of this group of pets is important to your survival, especially in the early game when your armor is scant. Ghouls and the more powerful zombie classes (human, ettin, giant) will make the difference in your early battles.
 
  
A ghast or a zombie is equally slow as a ghoul, so be wary of wandering too far from your undead army. At your third experience level, you always detect all undead on the level. You may want to set the [[hilite_pets]] option to more easily know which ones fight for you.
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A good [[ascension kit]] for a Necromancer is:
 +
*+7 [[Bat from Hell]], [[Doomblade]], [[Frost Brand]], [[Fire Brand]], or [[Serpent's Tongue]], with the [[Great Dagger of Glaurgnaa]] as a backup weapon
 +
*One of the following: +5 [[speed boots]] for the extra attacks, +7 [[elven boots]] for the AC, +5 [[jumping boots]] for the extra movement, or +5 fireproof [[water walking boots]] to survive [[create pool]] spells
 +
*+7 [[cloak of magic resistance]] (enchant an [[elven cloak]] to +7 and then [[upgrading objects|upgrade]] it)
 +
*+5 [[gauntlets of dexterity]]
 +
*+5 [[silver dragon scale mail]] for the reflection
 +
*+5 [[helm of brilliance]]
 +
*an [[amulet of life saving]] or [[amulet of flying|flying]], or an [[amulet of reflection]] if opting for body armor other than SDSM
 +
*All the other items (rings, wands, tools, etc.) in a standard ascension kit
  
Use your pets in battle. Displace or walk around your pets so that they form a barrier between you and hostile monsters. Your opponents die sooner if multiple pets attack them.  Even if you have only weaker creatures that seem unable to hit or damage, the diversion that they create will give you time to flank your opponents and strike with attack magic.
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==NetHack==
 +
In NetHack, "Necromancer" is the [[Rank|rank title]] given to a [[wizard]] between level 22 and level 25.
  
Zombies do not eat anything, so do not worry about feeding them. If you have enough pets, ghouls and ghasts should last long enough before they starve.
+
==See also==
 
 
As you advance in SLASH'EM, you will encounter two realities: that monsters will kill some of your pets, and that you may not be able to lead larger groups down the stairs. Bring some, if not all, pets to each new level, and create more pets.
 
 
 
Undead pets can also stop next to [[shopkeeper]]s and attempt to fight, while always missing. You may have to abandon such pets. You can also attempt to "push" them out of the shop by trying to displace them; this will cause them to move. However, keeping it away from the shopkeeper and leading it out of the shop is more difficult.
 
 
 
In the late game, undead pets will be almost useless (especially in the event that you choose to genocide [[L]]).  If you like to bring pets into Gehennom, consider the tame demons that will be assigned to you by Gothuulbe when you sacrifice at his [[altar]].
 
 
 
===Managing your food===
 
Without any [[food]] in your inventory, you should #[[pray]] as soon as you reach the [[Weak]] state, so that your [[god]] can fix your stomach. Even if you find a food ration in the first room or level, you may wish to hold off on eating it for a few hunger cycles by praying until you secure a steady supply of food. You may need to avoid praying at other times, so that the prayer timeout does not interfere with your pious diet.
 
 
 
If, early on, you find food items with relatively little [[nutrition]] value, you may want to save them to tame [[pet (SLASH'EM)|pet]]s, to join some domesticated followers to your undead followers. Collect things like [[holy wafer]]s and [[sprig of wolfsbane|sprigs of wolfsbane]] to tame pets.
 
 
 
== NetHack ==
 
In NetHack, "Necromancer" is the [[rank title]] given to a [[wizard]] between level 22 and level 25.
 
 
 
== Links ==
 
 
* [[Necromancer quest]]
 
* [[Necromancer quest]]
* [[raise zombies]]
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* [[Raise zombies]]
 
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{{slashem-7E7}}
 
[[Category:SLASH'EM roles]]
 
[[Category:SLASH'EM roles]]

Latest revision as of 23:32, 14 October 2019

For the Wizard rank of the same name in vanilla NetHack, see Wizard#Rank_titles.
For the Elvish Quest Nemesis, see Necromancer (Quest Nemesis).

The Necromancer is a role specific to SLASH'EM. Necromancers specialize in the command of undead pets. All necromancers follow the chaotic god, Gothuulbe.

The necromancer role is quite similar to the wizard role. Like the wizards, the necromancers are relatively poor fighters with low HP and strength, but good spellcasters. The necromancers remain restricted in all categories except attack spells and matter spells. They can be a human, orc, doppelganger, drow or vampire. A necromancer will start with a pet, which is always a tame ghoul. A ghoul is very slow (at speed 6, moving half as fast as you) and eats only old corpses. according to the guide book:

Necromancers have delved into the darkest of the magical lore, and mastered some of the most forbidden of the magical lore. Many have fallen to the armies of the undead that they are capable of bringing forth and controlling.


Starting equipment

The starting inventory lacks both food and armor. You may need use prayer to delay starvation.

Abilities

Like the Priest, the necromancers can naturally recognize the blessed or cursed status of each object. (This ability is especially important to a necromancer because undead pets will not avoid cursed objects; they avoid blessed objects instead.) Use this ability to salvage weapons and armor from the dungeon, avoiding cursed armor.

Each necromancer begins with two intrinsics, level-drain resistance and immunity to sickness. At experience level 3, the necromancer gains intrinsic warning against undead, which provides detection of all undead monsters on the level (and allows you to know the location of your undead army).

Skills

The necromancer begins with Basic skill in quarterstaff, pick-axe and attack spells. Those that enter the dungeon with a spellbook from the matter category, also begin with Basic skill in matter spells.

Necromancer skills
Max Skills
Basic
Skilled
Expert

Techniques

Level Technique
1 reinforce memory
1 raise zombies
10 power surge
15 sigil of tempest

Rank titles

Level Title
1-2 Gravedigger
3-5 Embalmer
6-9 Mortician
10-13 Zombie Lord
14-17 Ghoul Master
18-25 Necromancer
26-29 Undead Master
30 Lich Lord

Strategy

Necromancers are one of the more difficult roles to play. Most of the role's skills and techniques that matter don't make a big difference until late in the game; until then, you are playing a weak fighter or subpar wizard who can eat old corpses and make weak zombie pets in the mines.

Your starting spells of summon undead and command undead are unhelpful in the beginning as you will likely a 100% failure rate for all of the early game and most of the midgame. Play the early game like a tank, putting on all armor that isn't cursed and training dagger skill to get the bonus to-hit and multishot benefit. A Drow, by contrast, should train daggers by throwing them, but fight bare-handed in melee to take advantage of the sleep attack. You will frequently need to run away from fights and use Elbereth to survive at the beginning. Use your wand of draining in emergencies, but be judicious; once it's used up, you're on your own. Also, save fortune cookies and the like to tame dogs and cats, and keep a lichen corpse around to pacify them in an emergency.

Head first for the mall and buy or steal any decent weapons, armor, rings (200/300 cost), and wands you find. If you find any potions of gain level, dip your pick-axe to get a dwarvish mattock. Go ahead and train skill in this until you find an altar to get your first sacrifice gift, the inimitable Serpent's Tongue. Once you have cleared out the mall of goodies, head for the mines.

The raise zombies technique can help marginally in the mines, mostly by distracting foes and providing something to dodge behind when tough enemies come your way. If you find yourself surrounded by dead humanoids and satiated, place one in each square around you and activate the technique. Zombies can be created from kobolds, gnomes, dwarves, elves, orcs (including goblins), humans, ettins, and giants, although by the time you see the latter two they are probably not going to be much help to you. In general, all other humanoids will become ghouls or ghasts. Ghouls and ghasts are stronger than most early zombies, which means hobbit corpses are particularly good for raising. Vampire necromancers can raise drained corpses, but will likely find them too slow to keep up with the frenetic pace of the vampire's early game without a magic whistle.

If you're lucky enough to find an altar to Gothuulbe in the mines, camp out and sacrifice for Serpent's Tongue. Look for scrolls of enchant weapon and get this up to +6/+7 as soon as possible, as it will do double damage on the enchantment bonus. If not, head back up to the main dungeon and make your way to sokoban. Be sure to fully explore every level until you find an altar. If you haven't found one by level 19, you can always use the guaranteed co-aligned altar in the Lawful Quest, but it may be difficult to survive against the killer rations, piles of killer coins, and werecreatures you'll meet there if the altar ends up far from the entry portal. Don't attempt your role quest yet; Maugneshaagar is a powerful foe, and the Great Dagger of Glaurgnaa is not as good a weapon as a well-enchanted Serpent's Tongue. After you get your artifact weapon, head to One-Eyed Sam's black market and clear it out. By the time you have done that, and used all the scrolls of enchant weapon and enchant armor, you should be strong enough to try some of the other branches, including Grund's Stronghold (don't attempt without fire resistance), the Chaotic Quest (don't go without a wand of fire or lightning), the Wyrm Caves, and the Necromancer quest.

The Necromancer quest will yield the Great Dagger of Glaurgnaa, which drains enemies just as Stormbringer does, grants magic resistance when carried, and most importantly provides a magic power boost when #invoked, much like The Mitre of Holiness. If you have managed to get DSM by this time, you may switch to spellcasting mode, and the Great Dagger will be a huge boon as you will find yourself running out of magic power frequently due to the Necromancer's low power growth. The Great Dagger will also make a good weapon against poison-resistant foes, however, you should try to sacrifice for a better weapon such as Doomblade, Bat from Hell, Frost Brand, or Fire Brand. Whichever you make your primary weapon, do advance the relevant skill to max.

By the endgame, the Necromancer will have become quite formidable. The class's natural immunity to sickness takes the sting away from usually fearsome opponents such as Demogorgon and Pestilence. Innate drain resistance means you don't have to waste a valuable armor, amulet, or weapon slot on it, not to mention making the Guild of Disgruntled Adventurers, the Wyrm Caves, and The Lost Tomb significantly easier. By the time you have gotten your spellcasting mojo on, your starting spells of command undead and summon undead become extremely useful, and can net you an army of powerful pets. Your sigil of tempest technique will make ordinary ray attacks such as magic missile and cone of cold into powerful area attacks. Necromancers can eventually become extremely powerful offensive magicians, attaining expert in both attack and matter spells.

A good ascension kit for a Necromancer is:

NetHack

In NetHack, "Necromancer" is the rank title given to a wizard between level 22 and level 25.

See also