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Necromancers leave their studies of the elements behind and choose the path of dark, cherishing a new range of the most destructive spells one can imagine, which they will cast as a spellcasting grandmaster. If they run out of spellpoints too fast they still have master-level elemental spells to fall back on, or as the only spellcaster class they can use a sword. A most valuable contribution to combat is their ability to identify all monsters and their weaknesses.
Necromancers can learn many skills, but not all. They follow the path of dark. In their field of excellence, they are the only class that can reach full potential.
- Grandmaster: Spellcasting, Dark Magic, Identify Monster
- Master: Fire Magic, Air Magic, Water Magic, Earth Magic, Meditation, Identify Item, Alchemy
- Expert: Sword, Dagger, Staff, Music, Leather, Chain, Perception, Merchant, Learning, Armsmaster, Stealing
- Normal: Bow, Disarm Trap, Repair
Hit- and spellpoints
The class of Necromancer gives the character:
Race provides hit- and spellpoints as well.
Necromancers are much liked by the Church of the Moon, giving the party a reputation bonus if they have one in their midst (+10), and disliked by the Church of the Sun and the Church of the Stars (-5).