Mortaneth's Necromancer Guide 1.1
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Index

I. Getting Started
A. Character Creation
B. The Days of a Disciple
C. Character Planning

II. General Information
A. Useful Tips
B. Bugs/issues to look out for
C. Fascilitate Painworking
D. Fighting Strategies

III. Data
A. Where to Hunt
B. Why not group?
C. What stats transfer and when?
D. Realm Abilities
E. Master Levels
1. Convoker
2. Stormlord

IV. Conclusion

V. References

I. Getting Started

A. Character Creation

First things first, you've got to select a race. The only things that matter here are starting stats.
Some people may select a race based on appearance, I have for other classes. But with a necromancer
appearance really doesn't matter since you'll be in shade form 90% of the time. So let's take a look at
starting stats. In
blue are your primary concerns, and in red are the stats that are worthless to you.

Race Str Con Dex Qui Int Pie Emp Cha
Briton 60 60 60 60 60 60 60 60
Inconnu 50 60 70 50 70 60 60 60
Saracen 50 50 80 60 60 60 60 60

Intelligence and Dexterity are your primary concerns here. Just like any other caster in the game, a Necromancer's total power is governed by his/her Intelligence. Likewise, casting speed is governed by Dexterity. Just in case you don't know and are interested, Piety, Empathy, and Charisma will do nothing for a Necro. Quickness is your physical attack speed (which you will never use.) Necros do benefit from Strength and Constitution, but very little. For a Necro, Strength will really only increase your carrying capacity. Don't waste points on it, it's not worth it. Constitution, like all classes, governs the amount of health your character has. Necros benefit from this even less than other casters. Your pet will be taking all the hits, and a few extra Con is not going to turn the tide of a battle in your favor once your pet dies, trust me.

Ok, now we know what's important and what does what, now how do we apply our 30 bonus points? Although Intelligence is important, you'll very rarely be wishing you had more power, so don't waste points going too high, but don't neglect it either. Any combination between Int and Dex is fine. The template I chose was based on a better balance, rather than a little extra strength in one area. I chose Inconnu and distributed my points evenly between Int, Dex, and Str. I added 10 to Str just for the added weight capacity so I wouldn't be making as many trips to town. What I enjoy most about the Necro is the lack of downtime between fights, so I wanted to be spending little time going back to town to empty my inventory. However, I recommend raising Dex an extra 5 points instead.

Last step of character creation is to select a starting town. As Briton and Saracen you will have 2 choices, 1 of them being Caer Gothwaite. With an Inconnu, this is your only choice, but no matter as it is the choice I recommend. Caer Gothwaite has a trainer for every class as well as any merchant you could possibly need. For the first 5 levels you should be fighting outside here anyway, so returning to town will be less of an inconvenience.

B. The Days of a Disciple

Unlike most classes, Necromancers start off being very close to the class they will become at level 5. The only difference in a Disciple and Necromancer in terms of abilities is the amount of spells at your disposal. Four of your 6 total spell lines will be unavailable until level 5, just like other casters, but the core of the Necromancer, the pet, remains constant.

To get from level 1 to level 5 in the quickest and easiest way, you'll be fighting just in front of Caer Gothwaite. Just kill anything blue-yellow that you can find. This will mostly be made up of skeletons (moldy, puny, soggy) and headless dead. Don't get discouraged, these are probably the most difficult 5 levels a Necromancer will ever face.

C. Character Planning

Once you've reached level 5, it's time to become a Necromancer. After you join the Temple of Arawn, you will be needing to train. Choosing a specialization line for a Necromancer is far easier than other caster classes. Much like other casters, you have different strengths in each line and deciding on one means selecting the one best for the style of play you want out of the class.

For a Necromancer, there is 1 spell line that tips the scales in favor of Deathsight Mastery, the Vacuum line, or Powerdrain. Any Necromancer that doesn't choose Deathsight is crippling their character at what it's known for: Its speed at leveling. I will say, however, that Death Servant necros are the best at powerleveling other characters. They are capable of taking on a number of orange or red mobs simultaneously where a Deathsight necro cannot. The downside to Death Servant vs. Deathsight is having to recover power after every few fights. This is where you really need a bot, not only for the extra buffs, but so you can /duel them and tap them up for power.

Endless pulling relies almost entirely on the Vacuum line, after all, it's what keeps you from having to rest up after each kill. But almost as equally important is your lifedrain shout, or the "of the Dead" series. This is what will keep you alive against the tougher enemies that you have to enter a little melee with. Don't get me wrong, the other lines have impressive and useful spells, but they shy in comparison to your Powerdrain and Lifedrain shout. First let's take a look at the spell lines you have to choose from.

Deathsight Levels Range/
Radius
Pow Cost Shade
Cast Time
Pet
Cast Time
Effect
Lifedrain 1 4 8 13 19
25 32 40 50
1500 2 3 5 8 12
15 20 25 33
Instant 3.0 sec Damages target for 5-179 damage
with pet healed for 30%
of damage dealt
AF Debuff 2 5 9 14
21 29 39 49
1500 2 4 6 9
13 18 25 32
Instant 3.0 sec Reduces target's armor factor
by 12-52 for 30sec.
Pet DEX Buff 3 7 12 18
26 35 45
- 2 4 7 10
16 19 24
Instant 3.0 sec Increases pet's dexterity
by 13-48 for 20min.
Deathsight Mastery
Powerdrain 1 3 7 12
18 25 34 44
1500 2 3 5 8
11 15 21 28
Instant 3.0 sec Damages target and replenishes
caster's power with amount equal
to target's level.
Lifedrain 2 6 10 16
23 31 39 47
500 1 3 5 7
10 12 15 17
3.0 sec Instant Damages target for 5-98 damage
with pet healed for 50%
of damage dealt
Power Transfer 4 8 11 15
21 28 35 45
1500 3 5 7 9
13 17 22 29
Instant 3.0 sec Depletes caster's power to replenish
target's. Amount from 16-102.
AF Debuff 5 9 14 22
30 40 50
1500 4 6 9 13
19 25 33
Instant 3.0 sec Reduces target's armor factor
by 32-250 for 30sec.
Damage Absorb 29 38 48 1500 18 24 31 Instant 3.0 sec Increases target's armor absorb
by 3%, 6%, and 9%.

Painworking Levels Range/
Radius
Pow Cost Shade
Cast Time
Pet
Cast Time
Effect
CON Debuff 1 4 7 11 17
23 29 36 46
1500 1 3 4 6 9
11 14 17 22
Instant Instant Reduces target's constitution
by 10-46 for 30sec.
Snare 2 5 8 12 16
22 30 39 49
1500 2 4 5 8 10
13 19 25 32
Instant 2.5 sec Reduces target's movement speed
by 50% for 12-73sec.
(Effect is lost when target is attacked)
Fascilitate
Painworking
3 - 0 Instant Instant Caster's pet can cast spells
uninterrupted for 6sec.
Usable once every 30sec.
Painworking Mastery
Damage Over Time 1 4 8 12 16
21 27 35 44
350
Point Blank Radius
2 3 5 8 10
13 17 22 28
Instant 3.0 sec Deals 2-79 damage every 5sec
for 20sec. per target hit.(4x pulse)
Damage Over Time 3 7 13 19
26 34 41 50
500 2 3 6 8
11 13 15 18
3.0 sec Instant Deals 4-66 damage every 5sec
for 20sec. (4x pulse)
STR/CON Debuff 2 6 11 18
25 33 43
1500
and 350 Radius
3 5 9 15
20 27 36
Instant Instant Reduces targets' strength and
constitution by 16-66 for 30sec.
Snare 5 10 15 22
30 39 49
1500
and 350 Radius
4 6 9 13
19 25 32
Instant 3.0 sec Reduces targets' movement speed
by 50% for 8-15sec.
Pet STR/CON Buff 9 14 17
24 32 42
- 8 11 14
19 26 35
Instant 3.0 sec Increases pet's strength and
constitution by 17-43 for 20min.

Death Servant Levels Range/
Radius
Pow Cost Shade
Cast Time
Pet
Cast Time
Effect
Summon Shade (Pet) 1 4 7 12
20 32 45
- 10% 20.0 sec - Summons a pet and morphs
caster into an invulnerable shade.
Pet Heal Over Time 2 5 10 17
25 33 40 50
- 2 4 6 10
15 21 25 33
3.0 sec Instant Heals pet for 4-76 health over
a span of 15sec.
Pet STR Buff 3 6 11 16
23 31 41
- 2 3 5 8
12 15 20
3.0 sec Instant Increases pet's strength
by 12-42 for 20min.
Death Servant Mastery
Damage 1 3 8 14 19
25 31 38 45
500 2 3 5 9 12
15 19 24 29
3.0 sec Instant Damages target for 4-117 damage.
Damage Shield 2 5 7 12
18 24 32 44
- 2 4 5 8
11 15 20 28
3.0 sec Instant Deals 1-21 damage per second
to each physical attacker on pet.
Pet DEX/QUI Buff 4 9 15 21
29 36 48
- 4 8 12 17
24 30 41
3.0 sec Instant Increases pet's dexterity and
quickness by 13-48 for 20min.
Damage 6 10 13 17
23 30 37 47
350
Point Blank Radius
4 6 8 10
14 19 23 30
Instant 3.0 sec Damages nearby targets for
31-219 damage.

To date, I've played 3 Necromancers, all 3 being Deathsight specced, but I do plan on respeccing my 3rd to Death Servant at 40 to see how it fairs. I feel the PBAoE and Damage Shield may prove useful in keep defense, which is what I would use my alternate necro for.

Ever since I started playing DAoC at release, people have said not to do split specs on casters, this was also before the bonus points and mini-dings (half levels) from 40-50. I played a Void Eldritch back then, and even then I didn't see a need for a 100% spec without an important spell at lvl 50 to go for. But seeing as how I wanted a few minor abilities other than my primary spec line, but without suffering, I chose the "lag method." This is the method of training your primary spec every level, but not up to your current level. Usually you stay 1-2 levels behind your current level. Of course, this means you will get your spec spells 1-2 levels later, but you adapt it to your needs. As a necro, I feel my Deathsight spec spells can wait for 1 level to have a few bonus abilities. These abilities won't serve you much in PvE, but help out in RvR, which I like to do quite often.

If you don't plan on RvRing until in your 40s or later, then don't bother with the "lag method." For instance, my Eldritch was all Void, but I wanted the AoE mez and Nearsight from the Way of the Sun line. So at level 40, I would have had 39 Void and 8 Light. Even before half-levels, this would have given me plenty of points to get my final bolt at 46 (char level 47) and then build Light even more. I chose the same method with my Necromancer, lagging 1 level behind in Deathsight, to allow my AoE snare, Pet STR/CON buff, and PBAoE DoT for uncovering stealthers in RvR. Not to mention my AoE STR/CON debuff to cripple my enemies. This is the path I choose because you sacrifice a little and gain a lot. I offer this only as an option, but whatever you do, spec Deathsight until at least 40
or you will regret it.

II. General Information

A. Useful tips

1. Use Powerdrain whenever possible and Lifedrain when health is low. Pretty much common sense.
2. Don't waste money or time with items giving QUI or items with procs, they are useless as a shade.
3. Once INT and DEX are capped and the cap bonuses for them are capped, go for CON, extra pet health is always good.
4. INT is easy to cap, caster items giving this stat are a dime a dozen, look for DEX bonuses as they will
increase the frequency of your shouts.
5. When buying items, you want INT, DEX, CON, Power, Health, Resists, and then +caps for all those you can.
6. Get at least 1 item with a usable DD charge and hotkey it. I have a nice Darkstrike cloak and I've saved my life with 3 of the 10 initial charges already. It does 15% dmg so I can usually finish off a mob that is almost dead if my pet dies. I can't stress the importance of having at least 1 charged item.
7. In RvR, keep pet on Passive, especially when moving locations.

B. Bugs/Issues to look out for

Everyone knows the Necromancer has been plagued with bugs since the release of Shrouded Isles. Mythic is slowly answering our pleas and many bugs have been fixed, such as:

1. CON from armor now affects the pet
2. Melee resists now transfer to pet
3. Many (not all by far) Fascilitate Painworking issues have been solved
4. Many RAs and MAs are now functioning for necros
5. Pets now give feedback regarding the amount of damage they are dealing/taking
6. We now have a mez remover spell for our pets

But there are many that still have not been:

1. Necromancer armor condition degrades at a faster rate than other casters as it seems to be based off of when the pet is attacked, and well, since necros are warrior-mages, our pets get hit a lot more than other casters.
2. There are certain situations where the pet will not be able to see the target when there is no relevant reason for it not to. These LOS issues have yet to be remedied.
3. Alchemist armor bonuses such as offensive and defensive procs are useless to necromancers, as well as health and
power potions save for times such as just being rezzed.
4. STR and QUI do not help the pet (or necro) in any way.
5. There are still many issues with the spell queue system for necros
6. Necro pets take full duration of Stun, Mez, and Root, and are not granted a 60 second immunity after having such an effect.
7. Blue con pets yields to faster deaths in RvR situations (usually larger battles) than other classes.
8. Racial resists still do not transfer to pet
9. Base stats do not transfer
10. Bonuses from buffs (DEX, CON, STR, QUI) cast on shade do not transfer. They can, however, be cast on the pet separately, but this yields to more Concentration usage for clerics/friars.
11. ToA item bonuses such as + % weapon damage, spell duration, and spell range do nothing for the necro and do not transfer to pet.

C. Fascilitate Painworking

Fascilitate Painworking works much like Quickcast for all other casters, only it's a little more buggy. If you've played a necro, but haven't figured out FP yet, there are many times that it just doesn't take effect. This happens because of the way a necro's spell queue works. You can only have 2 spells in queue for yourself and 2 in queue for your pet. This means while your pet is casting one spell, you can put another in its queue. Even still while it's casting its first spell, you can start casting another with your shade and set one in your shade's queue to begin after finishing its current cast. This usually isn't that big of a problem, but FP is a shout for both the shade and the pet. The designers knew this and knew that with the way a Necromancer works, there wasn't much of a way around it, so they made FP's uninterruptable casting effect last for 6 seconds. Enough time for your pet to stop attacking, wait for the 3 second delay before able to cast a spell, and cast a 3 second spell uninterrupted. The pet's attack will force any spells cast during its attack phase into its queue to be performed after it has finished its melee round.

The reason FP will often fail is because of the way the queue works. If your pet is attacking and you have spells 1 & 2 in its queue, then hit spell 2 again, it will bump both spells in queue up 1 tier and place the new command in the bottom. Meaning instead of having spells 1 & 2 queued, you now have spells 2 & 2 queued without 1 ever being used. It was simply bumped out of the queue and forgotten. The same thing happens to FP and since the 30
second reuse timer is activated on the keystroke to enter FP into the queue, even if it is bumped out of the queue, it's unusable for 30 seconds. The trick is to let all spells out of your pet's queue (most efficiently done once the target reaches your pet and interrupts his final cast, entering your pet into its melee phase.) After your pet engages the target in melee, you use FP, and it will almost always work.

Now, even though Fascilitate Painworking is tricky to learn at first, it also has an upside. Since it lasts 6 seconds, if you time the keystrokes right, by hitting the spell key BEFORE FP hits your pet (sounds like a stun (thunder)) but after you hit the FP key, the pet will initiate FP immediately followed by the spell, nulling the need for a 3 second "cool-down" after melee. While the pet is casting the first spell, hit it again (or another pet casted spell) and he will get both off before FP wears off. It sounds more difficult than it actually is. The key is learning to "finger roll" your spells. For instance, my spell hotbar is set up as follows:

1. Fascilitate Painworking
2. Theft of Vim (Lifedrain)
3. Sorrow of the Dead (Lifedrain Shout)
4. Regenerate Body (Pet HoT)
5. Spirit Vacuum (Powerdrain)
6. Poison Wheeze (DoT Shout)
7. Expanding Death (DoT PBAoE)
8. Shroud of Pain (AoE Debuff)
9. Vortex of Anguish (AoE Snare)
10. Apparitions of Death (AF Debuff)

If I'm using FP, 1 lifedrain, and 1 powerdrain my "finger roll" would be 1-2...5. The speed is what you have to master to get it to work every time. To get an approximate timing on the 1-2 roll, a good way to time it would be the old "Shave and a haircut" bit. If you haven't heard it before, I'm sure you've heard the pattern knocked on your door. At any rate, it goes: "Shave and a haircut," and the reply after a short pause is "two bits." If you've ever seen Who Framed Roger Rabbit, you know what I'm talking about. On the 2 beats for "haircut" that's the timing your looking for on the 1-2 roll. The pause after "haircut" before "two bits" is about the same you'll need to wait to be in the middle of the first spell. It's really not needed since you can just watch for your pet to start to cast before you hit the 5 in my example. Hope this helps.

D. Fighting Strategies

Using the list above as a reference, I'll tell you my usual fighting techniques for different color cons. This is usually on spirit vulnerable mobs, so it would vary on other creatures.

1. Blues - 5, 5, 5, 5 dead
2. Yellows - 5, 5, 5, 5, 3, 3 dead
3. Oranges - 5, 5, 5, 5, 3, 3, 3, 3 dead
(See the pattern here?)
4. Reds - 5, 5, 5, 5, 4, 1-2, 5, 3, (3) dead

The 5s may be less on faster creatures or if I'm closer, and are usually more on mobs that cast. Gray ghosts, for example, I could take down oranges and never have to melee unless resisted.  If I'm low on health on a pull, the pattern would be:

1. Blues - 2, 5, 5, 5 dead
2. Yellows - 2, 5, 5, 5, 3, 3 dead
3. Oranges - 2, 5, 5, 5, 3, 3, 3, 3 dead
4. Reds - 2, 5, 5, 5, 4, 1-2, 5, 3, (3) dead

I think you can note the difference. I rarely use any spells other than those 4, and mostly just 2 will do it. I powerdrain until the target reaches me, then lifedrain shout, occasionally pulling with a lifedrain when low on health.

III. Data

A. Where to hunt

Level Monster Location Tips
5-8 Undead Filidhs Camelot Hills 53k, 48k None
8-10 Undead Druids
Camelot Hills 53k, 48k
(Also just South of West Downs in Salisbury Plains)
None
10-12 Malevolent Disciples Tomb of Mithra Be careful in the Disciple
room, it's difficult avoiding aggro
at the room's entrance.
12-14 Disturbed Presences E/SE of Caer Ulfwych in Camp. Forest
(near Green Witch before Keltoi)
The spawns are spread out and
it can be dangerous to fight here.
12-16 Mud Golems

Sodden Warriors, Waterbloated Corpses,
Corpse Lights, and Buggane

SW of Caer Witrin in Avalon Marsh

NE of Anniogel in Isle of Glass

Mud Golems are easy but around
level 15 they can get a little slow.
I finished my level off with the
2nd listing here.
16-18 Small Skeletal Centurions On road to Roman Villa in Cornwall
SW of Cornwall Station
They spawn in pairs astride the
road to the Roman Villa. Sometimes
they social. Be careful not to stand
too close.
18-23 Haunted Appletrees Avalon Isle at 38k, 57k and 58k, 48k
(Just to right of road after entering Av. Isle
and along S shore after grey ghosts/apple flies)
Although not spirit vulnerable, these
are rather easy kills. Avoid killing
the Seedsman as he "plants" the trees.
If you notice trees not spawning, kill
the Seedsman and let him spawn
seedlings. Don't attack and they will
turn into appletrees.
23-29 Gray Ghosts Avalon Isle at 46k, 61k
(Along S shore after entering Av. Isle)
They occasionally social, but are
fairly easy to deal with. They try
to nuke and you can usually get, 4-6
casts off before melee, which is often
enough to kill them. Beware of casting
adds. If you notice 1 casting, ignore
the one you pulled and cast on the nuker
to interrupt him.
29-31 Giant Skeletons/Faerie Frogs Salisbury Plains at 65k, 57k
(In Stone Ring in SE corner of Salis
Head SE from West Downs until you reach river
then follow river S until you pass broken bridge)
Giant Skels spawn at night and Faerie
Frogs of the day. Frogs aren't spirit
vulnerable but their Eyes can be turned
in for extra experience. Don't bother
with loot except for magic drops, Eyes,
and coin here, or you will be encumbered
fast. Frogs occasionally social and skels
are aggro. Stay outside the ring at night.
31-34 Dunters Lyonesse at 57k, 45k
(Follow road S/SW/W from the Yarleys in
Western Cornwall. Enter Lyonesse, follow road
to water, then veer S until you see dunters)
Dunters are some of the easiest kills in
the game. There's little to watch out for
and it gets rather boring and mindless
fighting here after a while. But drops and
experience are good.

Dunter Head - kill task quest xp

34-39 Danaoin Clerks Lyonesse at 46k, 13k
(Follow road S/SW/W from Yarleys in
Western Cornwall. Enter Lyoness, follow road
to water, then veer N. Follow water's edge
until you see trees, veer right of trees and right of
villa.  Follow water until clerks are seen near
standing stones)
Clerks rarely social, but it happens. It's
usually the lower level ones that social
but it's never been a prob for me. Money,
loot, and experience are all good here.

Danaoin Poison - kill task quest xp

39-44 Danaoin Fishermen/Danaoin Farmers Lyonesse at 33k, 10k
(Head to clerks. Head further NW or follow
water.)
Pretty much identical to clerks but higher
level.

Danaoin Fishing Fly - kill task quest xp
Danaoin Harvest List - kill task quest xp

40-44 Fallen Warriors Stonehenge Barrows
(Head S of West Downs and you will see Stonehenge.
Go into middle of the ring to enter the Barrows.
Enter first room of Barrows, go left/W, take next
left/S, then go right/W. Fallen Warriors spawn
along N and S walls.)
Barrows is usually camped, but when you
can get even half of this room to yourself
you'll stay pretty busy. They VERY rarely
social and they're easy to take down. Just
watch out for line of sight issues in this room.
40-43 Various Caer Caddug mobs

(Knights, Bodyguards, Priests, Seers
Footmen, Equerries, etc.)

Avalon Isle
(Take horse to Wearyall Village, jump off at
or head to Avalon City, then head NE.)
The mobs wander around the wooded
areas surrounding the Caer. The best
spots are the 2 stone circles, the entrance
to the Caer, and inside in the courtyard.
Just beware of Lord Caddug in the large
center building.
42-45 Danaoin Sailors Lyonesse at 18k, 9k
(Head to fishermen. Head W through water
until you find islands that contain sailors)
None
44-48 Malefic Phantoms/Spectral Essences/Vigilant Souls

Spiritual Advisors

Stonehenge Barrows
(Room just N of Fallen Warriors. Vigilant Souls
may also be found by heading W of FW room
and climbing stairs to 2nd level.)

(Proceed W in FW room and climb stairs.
Follow halls Northward to the end.
May also go 2 rooms N from FW 1st floor, 1 W, then climb stairs)

These can be fought along with Fallen
Warriors since the rooms are adjacent.
But I don't recommend fighting solely in
this room, unless you have the whole thing to yourself.

Advisors are good experience and loot,
but the spawn rates are too slow and
spread out to really accomodate a necromancer.

45-48 Pikemen Lyonesse at 36k, 36k
(Head to dunters, then follow road NW, pikemen
should be on left)
None
47-50 Priests of Arawn Lyonesse at 35k, 40k
(Go to pikemen, then head S, Priests are near)
None
47-50 "Zone Trash" Entrance of Avalon City
(Located NE of Wearyall at 29k, 34k in Avalon
Isle)
None
48-50 Grannies ??? Watch for Hibby (and even Mid) gankers here.
They know Grannies are a good farming
spot and look here often. Best done for
late night hunting.

B. Why not group?

You could easily get a group for some hunting, but in all honesty, unless it's a really well-balanced group, you'd probably get experience faster soloing. Most (but not all) groups still have to take short breaks. Good necromancers don't 99% of the time. If you're after loot or just the companionship, then by all means group away. But if it's the fastest experience possible you're after, don't waste the time. I know necromancers that have gone from level 1 to 50 in 3 days soloing. Of course they're powergamers and I can't do that on my schedule, but it shows it is possible. Group all you want, but for me, solo is the only way to fly.

C. What transfers and when?

Following is a list of all the stats, what they do for you, and when (if at all) they effect your pet. Negative aspects (such as not effecting pet where it should) are in red. Attributes that have NO beneficial effect are also in red.

Necromancer Base Stats
Spell Bonus Effect on Player Effect on Pet Transfers
Strength Carrying Capacity None Never
Constitution Player Health None Never
Dexterity Casting Speed
(Shade-cast pet shouts only)
None Never
Quickness Melee Speed
(Physical form only)
None Never
Intelligence Power and Spell Damage None
(Pet uses player's power
pool and damage variance)
Not Needed
Melee Resists Governs damage taken from that type of melee attack
(Physical form only)
None Never
Magic Resists Governs damage taken from that type of magic attack
(Physical form only)
None Never

Stats From Spells (Buffs)
Stat Effect on Player Effect on Pet Transfers
Strength Carrying Capacity Pet Melee Accuracy
and Damage
Only when cast on pet
Constitution Player Health Pet Health Only when cast on pet
Dexterity Casting Speed
(Shade-cast pet shouts)
Casting Speed
(Pet-cast shade shouts)
Only when cast on pet
Quickness Melee Speed
(Physical form only)
Pet Melee Speed Only when cast on pet
Acuity
(Intelligence)
Power and Spell Damage None
(Pet uses player's power
pool and damage variance)
Not Needed
Armor Factor Decreases damage taken from all melee attacks
(Physical form only)
Decreases damage taken from all melee attacks Only when cast on pet
Armor Absorb Absorbs some damage taken from all melee attacks
(Physical form only)
Absorbs some damage taken from all melee attack Only when cast on pet
Haste Melee Speed
(Physical form only)
Pet Melee Speed Only when cast on pet
Damage Add Melee Damage Bonus
(Physical form only)
Pet Melee Damage Bonus Only when cast on pet
All Group Buffs and Chants Grants given effect
(Many may only give benefit when in physical form)
Grants given effect When cast on group and pet is within range

Item Bonuses
Item Bonus Effect on Player Effect on Pet Transfers
Strength Carrying Capacity None Never
Constitution Player Health Pet Health On Summon
Dexterity Casting Speed
(Shade-cast pet shouts)
Casting Speed
(Pet-cast shade shouts)
Always
Quickness Melee Speed
(Physical form only)
None Never
Intelligence
and Acuity
Power and Spell Damage None
(Pet uses player's power
pool and damage variance)
Not Needed
Hit Points Player Health Pet Health On Summon
Power Points Power Pool None
(Pet uses player's power pool)
Not Needed
+% Power Pool Power Pool None
(Pet uses player's power pool)
Not Needed
Melee Resists Governs damage taken from that type of melee attack
(Physical form only)
Governs damage taken from that type of melee attack Always
Magic Resists Governs damage taken from that type of magic attack
(Physical form only)
Governs damage taken from that type of magic attack Always
Armor Factor Decreases damage taken from all melee attacks
(Physical form only)
Decreases damage taken from all melee attacks Always
+% Style Damage None None Never
+% Weapon Speed Melee Speed
(Physical form only)
Pet Melee Speed Always
+% Casting Speed Casting Speed
(Shade-cast pet shouts)
None Never
+% Spell Range None None Never
+% Spell Damage Spell Damage None
(Pet uses player's damage variance)
Not Needed
+% Spell Duration None None Never
+% Buff Effectiveness Bonus to Buffs None
(Pet uses player's spell effictiveness)
Not Needed
+% Debuff Effectiveness Bonus to Debuffs None
(Pet uses player's spell effictiveness)
Not Needed

D. Realm Abilities

In case you're new to the game or haven't played in a while, you can give this section a look to see how to further specialize your character. If you already know all of this, skip the next paragraph and just head to the chart for a look at what Realm Abilities are available to necromancers.

There are 3 different major ways to specialize your character.  This allows you to make your character really unique.  The first, and most accessible way is, of course, the skills/spells you choose to focus on.  In our case, being a caster, that would be spells.  You do this by gaining levels and using those Specialization Points to define your path into the arcane arts. The next way is by advancing in RvR or player vs. player combat. Sure, it's a lot more fun than killing monsters and doing the old level grind, but you benefit from it as well. In past months they've added the ability to gain experience and coin from killing players. You also gain Bounty Points and Guild Bounty Points, assuming you're in a guild. The Guild BPs can be used for anything from paying rent on the guild house to claiming, upgrading, and retaining control of a keep in the frontier.  Your personal BPs can be used to pay rent on your own house, buy items such as water-breathing crystals and healing crystals for health, power, and endurance. But even better are Realm Points. These are permanent and are never spent. During the first months of DAoC's release, Realm Points did nothing and were really only used as a score for how well you've done in RvR.  Today, it is still a proclamation of your skills, but reaching predefined amounts of Realm Points increases your Realm Level. This isn't the level that judges your character's statistics, but rather it tells your enemies how strong of a foe they're up against as your title changes every 10 Realm Levels, which are called Realm Ranks.  It's pretty much just experience for the RvR world. The best part of this, however, is that sometime back, Mythic started awarding 1 Realm Skill Point at ever Realm Level. You can use these points to choose new abilities that are available to a number of classes in all 3 realms in different combinations. The great thing about these Realm Abilities is that they aren't linear.  You can go through the list and choose any ability you want, assuming you meet the requirements for it. These requirements are rare and usually only exist for more powerful abilities in the form of a minimum level required to gain this power.  Read the following chart for more information. Just to finish up on the topic: the third way to specialize your character to an even more unique state is your Master Level path. We'll take a look at those in the next section.

Passive Abilities
(Always On)
Ability Description Level 1 Level 2 Level 3 Level 4 Level 5 Level
Requirement
Cost That Level
(Total Cost)
1 3
(4)
6
(10)
10
(20)
14
(34)
1
Augmented Strength Increases STR by listed amount 4 12 22 34 48 1
Augmented Dexterity Increases DEX by listed amount 4 12 22 34 48 1
Augmented Acuity Increases INT by listed amount 4 12 22 34 48 1
Long Wind Decreases amount of END taken
per tick from sprinting by
listed amount
1 2 3 4 5 1
Serenity Increases POW recovered per
tick by listed amount
1 2 3 5 7 1
Toughness Increases max HP by listed amount 25 75 150 250 400 40
Ethereal Bond Increases max POW by listed amount 15 40 75 130 200 1
Lifter Increases carrying capacity by listed %
(Also increases any controlled siege ram
move speedby listed %)
10% 25% 45% 70% 95% 1
Veil Recovery Decreases duration of rez illness by listed % 10% 20% 40% 60% 80% 1
Mastery of Pain Increases chance to score a critical hit in
melee combat by listed %
(Works for necro pets)
3% 9% 17% 27% 39% 1
Wild Power Increases chance to score a critical hit
with all damage spells by listed %
(Includes DoTs and lifedrains)
3% 9% 17% 27% 39% 1
Mastery of Magery Increases damage to all damage spells
by the listed %
(Includes DoTs and lifedrains)
2% 4% 7% 11% 15% 1
Mastery of Focus Increases casting level of all spells for
resistance purposes by listed amount
(Caps at lvl 50)
3 9 17 27 39 40

Active Abilities
(Activated Skills/Spells)
Ability Description Level 1 Level 2 Level 3 Level
Requirement
Reuse Timer
Cost That Level
(Total Cost)
5 10
(15)
15
(30)
1
First Aid Replenishes pet's health by listed %
(Cannot be used in combat)
25% 60% 100% 1 3 min
Second Wind Recovers 100% endurance 15 min 5 min 2 min 1 Reusable after
listed amount
Mastery of Concentration Makes next spell cast 100%
uninterruptable but reduces the
spell's effect by listed %
75%
reduction
50%
reduction
25%
reduction
1 10 min
The Empty Mind Increases all resistances by listed %
(Does not affect crowd control durations)
10% 20% 30% 1 10 min
Mystic Crystal Lore Replenishes power by listed %
(Cannot be used in combat)
25% 60% 100% 1 3 min
Raging Power Replenishes power by listed %
(Usable in combat)
25% 50% 80% 1 10 min
Negative Maelstrom 1500 range, 300 radius GTAoE DoT
6 ticks over 30 seconds at listed amounts
2 sec cast time uninterruptable
20
40
60
80
100
120
(Total = 420 dmg)
40
80
120
160
200
240
(Total = 840 dmg)
60
120
180
240
300
360
(Total = 1260 dmg)
40 15 min
Ichor of the Deep 1500 range, 500 radius AoE
spirit-based root + damage
for listed damage and duration
150 dmg
10 sec root
400 dmg
20 sec root
600 dmg
30 sec root
40 10 min
Call of Darkness Once activated this "buff" will remain
on the caster for 15 minutes, until
death, or until a pet is summoned
(Makes next pet summoned have a
casting time of only 3.0sec)
FREE FREE FREE RR 5 15 min

E. Master Levels

The final way to specialize your character is your Master Level path. If you have ToA and are at least level 40, you can begin your quest to take on the Trials. However, I suggest getting level 50 first. Most of the Trials require a group or even a battle group to complete, even at 50. You must pass 10 Trials to receive your first Master Level and the skill that comes with it. Then you must complete 10 Trials every Master Level to move to the next tier for a total of 10 Master Levels. At each Master Level, you will receive a new ability based upon the Master Level path you chose to follow. Every class has 2 Master Level Paths to choose from out of a total of 8 Master Level Paths in all. Each class chooses from 2 that are closely associated with their role in the realm. For instance, a Wizard cannot take the path of Spymaster. The 8 Master Level paths are: Banelord, Battlemaster, Convoker, Perfector, Sojourner, Spymaster, Stormlord, and Warlord. The necromancer can choose to become either a Convoker or a Stormlord. Take a look at the following charts to get an idea which path is right for you. Don't worry about how difficult it will be as everyone must complete the same Trials, regardless of their Master Level Path.

1. Convoker

The Convoker is a student of the ancient Atlantean artificers. He uses his gifts to conjure both items and creatures to aid him in his battles. He can create items that will aid in sieges by helping his allies or damaging his foes. The pets can aid him and his allies both with intelligence and a strong arm for battle.

Convoker
Level Ability Description Cast Time Duration Reuse Radius
1 Summon Wood Summons 100 pieces of wood of random quality
that can be used for keep repairs only
Instant Until Log-out 5 min N/A
2 Prescience Node Summons a node caster's ground target that
can reveal any nearby stealthers
15 sec 10 min 5 min 1000
3 Power Trap Rune that detonates when an enemy enters
its radius, draining all power from enemies in range
4 sec 10 min
(Or until detonated)
5 min 750
4 Speedwarp Negates all speed buffs on enemies within range Instant 10 min 5 min 750
5 Summon Warcrystal Summons 10 of each special catapult ammunition
(Greek Fire, Ice Ball, Stoneshot, etc.)
13 sec Until Log-out 6 sec N/A
6 Battlewarder Summons a stationary pet at ground target that
attacks all enemies within range
3 sec Focus
(Drains power but remains
as long as caster is within
range, has power, and
doesn't cast any spells)
2 min 0
(Melee)
7 Dissonance Trap Rune that detonates when an enemy enters
its radius, doing damage to all enemies in range
3 sec 20 min
(Or until detonated)
5 min 300
8 Brittle Guard Summons a "bodyguard" that will intercept
the next melee attack performed on the caster's pet
(Can only be cast when pet is under control)
Instant Permanent
(Or until hit)
5 min N/A
9 Summon Mastery PBAoE buff that increases the level of all pets
within range for the purpose of damage variance
(Both offensive and defensive)

It's said that Necromancers do not have access
to this particular ability.

Instant 60 sec 2 min 300
10 Crystal Titan Summons a stationary purple con (at lvl 50) pet
at ground target that attacks all enemy players
within range
Instant 5 min 30 min 700

2. Stormlord

All storms are created at a ground target and are targettable entities.

The Stormlord brings forth the fury of the tempest upon his enemies. His Atlantean learned arts allow him to bring forth storms that diminish and damage his enemies in various areas of the battlefield. He can also use these gifts to control the storms of his opponents thereby diminishing their effect.

Stormlord
Level Ability Description Cast Time Duration Reuse Radius
1 Dazzling Array Storm that increases chance for enemies'
attacks to miss by 5% for all allies within
range
15 sec 10 min 5 min 350
2 Vacuum Vortex All storms within radius are pushed away
from the ground target at casting
3 sec N/A 5 sec 350
3 Enervating Gas Storm that drains 12 END per tick from
all enemies within range
15 sec 10 min 5 min 350
4 Inebriating Fumes Storm that reduces DEX and QUI
for all enemies within range
15 sec 10 min 5 min 350
5 Mental Siphon Storm that drains 5% POW per tick from
all enemies within range
15 sec 10 min 5 min 350
6 Focusing Winds Spell that holds target storm in its current
position
3 sec Focus
(Drains power but remains
as long as caster is within
range, has power, and
doesn't cast any spells)
5 sec N/A
7 Choking Vapors Storm that reduces STR and CON
for all enemies within range
15 sec 10 min 5 min 350
8 Sense Dulling Cloud Storm that reduces Acuity (INT, PIE, CHA)
for all enemies within range
15 sec 10 min 5 min 350
9 Energy Tempest Storm that damages all enemies within range
(DoT)
15 sec 10 min 5 min 350
10 Arcing Power Self buff that increases:
range on single target spells and
radius on AoE spells for the next spell cast
5 sec 30 sec
(Or until spell is cast)
5 min N/A

IV. Conclusion

If this guide has helped you, I'm glad. I realize I offer a lot of common knowledge and some obvious information here, but if there's 1 person that reads this guide that learns something from it, it's a job well done. I don't claim to know all there is about necromancers, or to be the best, but I offer my methods up for your disposal. Although hated and misunderstood by many players out there, necromancers are not RvR kings and are not indestructible. We are, however, PvE gods, and that's what being a necro is all about. The most common reasons for having a necro are powerleveling and farming. Those are 2 things we do very well. I hope you found the information offered here of use, and if you have anything to add, feel free to use and edit this guide as you please. I only ask that you give me credit for the original work. And with that, I bid thee adieu.

V. References

A. Race Stats and Information

1. DAoC Catacombs - http://daoc.catacombs.com/

B. Necromancer Spell Information

1. DAoC Catacombs - http://daoc.catacombs.com/
2. Classes of Camelot - http://www.classesofcamelot.com/

C. Necromancer Stat information

1. Necrognomicon - http://www.necrognomicon.com

D. Monster Locations

1. Personal Experience
2. Kirstena's Atlas - http://www.io.com/~caladin/kirstena/

E. Hunting References

1. Personal Experience
2. priortuck's Spirit Vulnerable Leveling Guide - http://vnboards.ign.com/message.asp?topic=47857483&replies=19
3. Mafiasgrim's Necromancer Leveling Guide - http://daocmrtt.tripod.com/home.html/id3.html