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Necromancer

From Vanguard WikiSpheres

Description

Masters of unlife after death, Necromancers have the power to raise undead minions from the remains of fallen opponents, hurl spears of bone at enemies, or cause the corpse of a dead enemy to explode with force or spew poison gas. Necromancers can also summon a powerful abomination that will act as a constant companion to their masters. Abominations can equip items, gain levels and grow in power and size as their master gains increasing power.

Info

Available Races
Kojan Qalia Thestra
Goblin Dark Elf Thestran Human
Kojani Human Gnome Vulmane
Kurashasa
Qaliathari Human
Starting Attributes
Attribute Value
Strength: 30
Constitution: 25
Dexterity: 20
Vitality: 35
Wisdom:50
Intelligence: 50


Skills

Weapon Types
Two-handed Blunt, One-handed Piercing, One-handed Blunt, Hand to Hand
Spell Schools
Conjuration, Alteration, Evocation
Combat
Block, Dodge
Perception and Concealment
Awareness, Combat Awareness, Detection, Counterspelling, Spell Identification

Spells

Mechanics

Pet

Necromancers, starting at level 4, can summon a vile abomination to aid them in combat. These creatures are under a considerable amount of control by the necromancer, accepting commands such as Attack, Guard, and Sneer (a taunting action that increases agro towards the abomination). The pet's health is monitored by a bar directly under the necromancer's own health, energy and endurance bar. Health can be transferred from the necromancer to his abomination, and energy can be harvested from corpses for both the necromancer and pet.

Here is an image of the pet command window: Image:pet-command.jpg

From left to right the commands are:

Attack
Commands your pet to attack your current offensive target.
Follow
Commands your pet to follow you.
Back Off
Commands your pet to stop attacking.
Stay
Commands your pet to stay in its current position.
Dismiss
Dismisses your pet.
Always Assist
Commands your pet to change targets and always assist you when you attack an enemy.
Guard
Commands your pet to defend you.
Defend Self
Commands your pet to stop defending itself when it is attacked.


At level 10, necromancers learn an ability that harvests parts from corpses to be grafted to the abomination. These grafts can be accessed via the backpack icon on this window:

Image:abomination-sneer-grafts.jpg

The Sneer ability, represented by the skull icon, allows you to command the abomination to taunt an enemy, thus drawing agro off of you onto your pet.

Necromancers can also name their pets with the /petname command.

Possible Abomination Grafts

Offensive Spells

Necromancers have a decent arsenal of offensive spells. Their direct damage (DD ie one time damage) spells are powerful, but it is in their damage-over-time spells (DOTs) where they really pack a punch. Coupled with their debilitating debuffs, necromancers can deal a good bit of damage.

Buffs

Starting at level 1, the necromancer receives a constitution and intelligence buffing spell, which helps to increase spell damage output.

Debuffs

Several of the necromancer's debuffs are coupled with damaging spells. An example is the Torment spell line. This spell causes a 50% movement speed decrease as well as a DOT. The other debuff spell line received early on is Crippling Blight, which lowers an enemy's damage for a time.


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