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The Necromancer is a cloth wearing priest class of Arawn, lord of the underworld. Due to their allegiance to their dark master, they are granted spellcasting and combat prowess that is welcomed by Albion.

Unlike other casters, a Necromancer is powerless until it calls upon the dark magic of Arawn to transform itself into a fearsome servant controlled by an ethereal "shade". All their spells are cast through their servant (or pet). They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc.

In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where it can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy, floating ghost that cannot be targeted or damaged by melee or spells.

When the pet is killed or released in combat, the Necromancer returns to mortal form, alive, but with a a very small amount of health. If the pet is not injured or in combat when released, the Necromancer comes back from shade mode with no loss of health. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.

Necromancers have the ability to do damage, and the pain it inflicts brings them a surge of power or restores life to their servant. They don't drain power or life directly from their target, but they receive a portion of damage back as power or servant life.

Due to their dual shade/servant nature the casting cycle of the necromancer is unique. All spells are cast through the servant with two delays: one for the shade command and a second for the actual pet casting. Up to two spells may be in the queue at one time. Some melee oriented spells are uninterruptible and are cast instantly by the servant after the command delay. Most ranged spells have long casting delays and are interruptible unless commanded during the effect of the Facilitate Painworking spell. This spell gives the necromancer a six second window in which to cast without normal interruption.

Attributes[]

Briton 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Avalonian 80 + 45 60 + 23 70 + 15 45456060602% Crush3% Slash5% Spirit
Saracen 60 + 45 80 + 23 60 + 15 50506060602% Slash3% Thrust5% Heat
Inconnu 70 + 45 70 + 23 50 + 15 50606060602% Crush3% Thrust5% Heat5% Spirit

The following attributes increase with every first, second or third level up starting at level 6:

  • Primary Attribute: Intelligence (45 points at level 50)
  • Secondary Attribute: Dexterity (23 points at level 50)
  • Tertiary Attribute: Quickness (15 points at level 50)

Due to the nature of the Necromancer, base Intelligence and Dexterity (to some extent) are the only Attributes that matter (Quickness is useless) when creating your character. Also Racial Resists do transfer so do worry about them. Because of this Choosing the Inconnu class will be your best choice due to their high Intellegence and Dexterity.

When creating your Necromancer you have 30 Starting Attributes you can spend. The following distributions are often used:

Option 1: Balanced
15 Intelligence
10 Dexterity

Option 2: Highest Direct Damage
18 Intelligence
1 Dexterity

Buffs[]

No Pet With Pet
Buff Human Shade Pet
/29.png Base Con hit points nothing defense
/19.png Base Str encumbrance encumbrance defense
/69.png Spec Con hit points, encumbrance encumbrance defense
/24.png Base Dex cast speed cast speed defense, cast speed
/74.png Spec Dex cast speed cast speed defense, cast speed
/79.png Int spell damage spell damage nothing
/14.png Base AF defense nothing defense
/344.png Spec AF defense nothing nothing

Abilities & Specialization[]

Sprint

Magic
Deathsight
Painworking
Death Servant

Armor
Cloth

Weapon
Staves

Master Levels
Convoker
Stormlord

Sub Classes
Acolyte
Elementalist
Fighter
Mage
Rogue

Alchemy
Armorcraft
Basic Crafting
Fletching
Spellcrafting
Tailoring
Weaponcraft
Siegecraft

Realm Abilities[]

PvE[]

Primary Realm Abilities Secondary Realm Abilities Useless Realm Abilities

Augmented Acuity
Mastery of Focus
Mastery of Magery
Wild Power

Augmented Dexterity
Ethereal Bond
Long Wind
Serenity
Toughness

Augmented Strength
Lifter
Mastery of Pain
Veil Recovery

Mystic Crystal Lore
Negative Maelstrom
Purge
Raging Power

First Aid
Ichor of the Deep
Mastery of Concentration
Second Wind
The Empty Mind

PvP[]

Primary Realm Abilities Secondary Realm Abilities Useless Realm Abilities

Augmented Acuity
Long Wind
Mastery of Focus
Mastery of Magery
Wild Power

Augmented Dexterity
Serenity
Toughness

Augmented Strength
Ethereal Bond
Lifter
Mastery of Pain
Veil Recovery

Ichor of the Deep
Purge
The Empty Mind

Negative Maelstrom

First Aid
Mastery of Concentration
Mystic Crystal Lore
Raging Power
Second Wind

Realm Rank 5 Ability[]

Name Call of Darkness
Reuse 15 minutes
Effect

When used, the Necromancer gains a buff that lasts 15 minutes. The buff will cause the Necromancer's next Pet Summon spell to have a 3 second cast time. Cast is uninteruptible and caster is immune to stun and mezz while casting.

Master Level Paths[]

Convoker
Stormlord

Champion Levels[]

Useful Artifacts[]

Weapons[]

Staffs: Staff of the God / Tartaros Gift / Traldors Oracle

Armor[]

Chest: (None)

Sleeves:

Helmet:

Leggins: (None)

Gloves: Maddening Scalars

Boots: (None)

Jewelry[]

Necklace: (None)

Cloak: (None)

Jewel: Tablet of Atlantis / Erinys Charm / Stone of Atlantis / Egg of Youth / Eerie Stone of Darkness / Dream Sphere

Belt: Jasina's Sash

Rings: Ring of Dances

Bracer: Band of Stars / Bracer of Zo'arkat

Other Useful Items (being worked on)[]

Weapons[]

Staffs: (None)

Armor[]

Chest: (None)

Sleeves: (None)

Helmet: (None)

Leggins: (None)

Gloves: (None)

Boots: (None)

Jewelry[]

Necklace: (None)

Cloak: (None)

Jewel: (None)

Belt: (None)

Rings: (None)

Bracer: (None)

Mythirians: (None)


Tactics[]

PVE[]

RVR[]

Necromancer's are an extremely versitle class in RvR. In tank Heavy groups the armor debuff they recive turns emeny players into butter. In hybrid groups they can play almost any role. And in magic heavy groups they are great to take the beating while still being able to use magic, which in turn frees up other casters. The necromancer can transfer power when needed to healing, and other magic based classes. But, the necromancer is not without offense they are given a strong base lifetap spell to help them slay their foe's. The best pets to use in RVR are the lesser zombie servant or the zombie servant. Those pets can't be mezzed which gives the Necromancer a nice advantage.


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