Current News
Submit News
News Archive
Press Desk
Infoceptor 4.0 Preview
Investigations
Opinions and Columns
Official Forums
Warcraft 3 TC
Customs and Mods
Strategies
BW Walkthrough
Related Files
Introduction
Units
Buildings
Related Files
Walkthrough
Strategies
Customs and Mods
Item Auctions
Expansion Set Coverage
Related Files
Customs and Mods
Pud Archives
Related Files
Fan Fiction
Fan Art
Music and Media
About Us
Annual Site Awards
Links
Privacy Policy
D2Network.de
Gangsters.org
Threshed.com
Yoshicraft

www.net-games.com



Complete Necromancer Guide:

Version: 1.03
Skill Level: Newbie to Veteran
Game Type: Any
Author: Wraithfighter
Objective: A Complete Guide of the Necromancer

Contents

  • Chapter 1: Introduction
  • Chapter 2: Equipment
  • Chapter 3: Poison and Bone Skill Tree
  • Chapter 4: Summoning Skill Tree
  • Chapter 5: Curses Skill Tree
  • Chapter 6: Experience and Skill Points
  • Chapter 7: How to Handle Bosses
  • Chapter 8:Neat Tricks
  • Chapter 9: Common Necro Types
  • Chapter 10: How to Deal with Certain Monster types

    Chapter 1: Introduction

    I consider myself to have mastered the early Necro skill tree. This type of thing happens when you have to do 3 different characters to find the best one. It is the basis for your late game, since the points are abundant and they must be chosen wisely. For the Necromancer is one of the most dependent class on their skill tree. Only the Sorceress matches the Necro in that area. Without skills the necromancer is useless. No early strength to equip anything good, so in the early game, the Necro is dependent on his minions. What you will see is my opinion on necros and I will stand by it.

    Before you read on I am assuming a few things about you.

    1. You are not an idiot.

    2. You are nervous about fighting hand to hand and want to avoid that as much as possible.

    3. You are not cheating in anyway, for example trainers, storing ume's lament on another character to give to your new Necro, stuff like that.

    4. You want to win.

    5. You are willing to run if necessary, but stand and fight if you can.

    Thank you.

    Chapter 2: Equipment

    The equipment is a very important thing for a Necro. Since you won't be doing much hand-to-hand fighting you should not be concerned about damage and defense rating. In some cases a rare light plate will be better than a rare Ornate armor, so be prepared to give the ornate armor up. And gamble, gamble, gamble. That is where I got a majority of my current necro's stuff.

    Weapons:
    The best weapon is a powerful weapon. Early on you will have to use a sword or bow or your trusty little wand, preferably with +3 to teeth. If you want to use a wand, good luck, because you won't be able to help your men in melee. I would suggest in the early game (The early game is Clvl 1-17) to use a bow to be able to help your men with out getting yourself hurt. As the character gets stronger, and so does the monsters, you should visit Akara, Drognan, Ormus, or Jamela to find a good wand with plenty of +x skills. At Clvl 18, you get bone spear, so find a wand with +2/3 to it. Since the only difference between a wands, yew wands, bone wands, and grim wands are the damage, don't let the kind of wand bother you. Also, take every wand in the wilderness you find, since +x to skill y modifiers are not magical. Find better wands, and if you find a Necromancer's Wand (magic modifier, +2 to all Necro skills) or an Ume's Lament (unique wand, +2 to Necro skills) stop there, it won't get better.

    Armor:
    At first, get what you find. Later on, you should try to find a rare or unique armor. A good early game armor is Arctic Furs (Set Quilted armor, 48 defense, +5 to all resistances), for it is very strong armor and is light with a + to all resist. If you find a Silks of the Victor (unique armor, +1 to all skills), PUT IT ON AND KEEP IT! The only armor with + to all skills, it is very rare and valuable. Other than that, + to resistances or + to mana armors are the best. Remember that, unless you are doing meleemancer fun, defense won't matter since it doesn't protect you while you are on the run. Finding rare armor is much more important than finding armor with good defense.

    Helmets:
    As always, find what you can in the early game and put it on. Later on, two helms are best. Either a Socketed Great Helm with 2 Perfect Skulls, or a Unique helm with + to all skills. The 2 skull great helm will regenerate mana quickly and your health will regenerate well too. This is a big thing for 2 reasons. One is the fact you will have to use far less potions than with out it, also there is the regenerate life aspect. If you get hurt in battle, but don't have any potions for the amount of damage you received just run away and let all the attention fall on your minions. This will let you survive much longer.

    Shields:
    The shields you use will basically be useless from a defense perspective, so you will just need them for more magical properties, and perhaps high blocking since blocking works while standing, attacking, spell casting, and running. If you get a Set Tower Shield, you have just hit the jackpot! Sigon's guard is the only shield with + to all skills, so this will help you a lot. A Socketed shield with 3 perfect diamonds can help you with your resistance situation, but only get one if you need it.

    Shields:
    Look for rare jewelry and hope you can find some that give plus to skills, like a necromancer's amulet, or stone of Jordan. Those are the ones to look for, but if you can't find either, just look for rare ones that give lots of useful stats.

    Glove and Boots:
    As always look for rare ones. Some give + to all skills, but they are uniques and you will probably never find one. As before, look for good gloves or boots with lots of magical properties and they will be good enough for most.

    Belts:
    Find belts that give 4 rows for potions and that have special properties that will help you. No real specifics in this category for what to wear, but what to put in is another story. The best assortment is 1 slot for Health potions, 2 slots for mana potions, and 1 slot for rejuvenation potions.

    Belts:
    This is the best possible Necro. Watch and be in awe

    Helm: Wormskull (Unique Bone Helm, +1 to all Necro skills)

    Amulet: Rare amulet with some of these modifiers: Necromancer's (+2 to Necro skills), of wizardry (+21-30 mana), Wyrm's (+41-60 mana), Vulpine (10% of damage goes to mana), Triumphant (+1 to mana after each kill), of regrowth (+5 to life regenerate) or Eye of Elitch (+1 to all skills).

    Armor: Rare Mage plate or SILKS OF THE VICTOR! (+1 to all skills)

    Rings: Rare rings or STONE OF JORDANS!(+1 to all skills each)

    Weapon: Rare wand with Necromancer's modifier or UME'S LAMENT! (+ 2 to all skills)

    Shield: Rare shield or SIGON'S GUARD! (+1 to all skills)

    Belt: Rare belt or NIGHTSMOKE! (50% Damage to mana)

    Gloves: Rare gloves or FROSTBURNS! (+40% to mana)

    Boots: Rare boots or TREADS OF CHTON! (Fastest run/walk, 50% of normal stamina drain)

    With all of the +skills modifiers, you can have a max of +9 TO ALL SKILLS! That will really help you out.

    Belts:
    Above all importance is how much the armor you have weighs. The heavier it is, the slower you go. With a heavy armor, you lose 10% speed and with medium armor you lose 5%. You definitely should take weight into consideration. Fortunately only the armor and shield have an weight, so the rest is up to you.

    Armor Name

    Weight of Armor

    Armor Defense

    Quilted Armor

    Light

    8-11

    Leather Armor

    Light

    14-17

    Hard Leather Armor

    Light

    21-24

    Studded Leather Armor

    Light

    32-35

    Ring Mail

    Medium

    45-48

    Scale Mail

    Heavy

    47-60

    Breast Plate

    Light

    65-68

    Chain Mail

    Medium

    72-75

    Splint Mail

    Medium

    90-95

    Light Plate

    Light

    90-107

    Field Plate

    Medium

    101-105

    Plate Mail

    Heavy

    108-116

    Gothic Plate

    Medium

    128-135

    Full Plate Mail

    Heavy

    150-161

    Ancient Armor

    Medium

    218-233

    Shield Weight

    Shield Name

    Shield Weight

    Shield Defense

    Shield Blocking

    Buckler

    Light

    4-6

    20

    Small Shield

    Light

    8-10

    25

    Large Shield

    Medium

    12-14

    32

    Kite Shield

    Light

    16-18

    28

    Spiked Shield

    Light

    15-25

    30

    Tower Shield

    Heavy

    22-24

    44

    Bone Shield

    Light

    10-30

    40

    Gothic Shield

    Medium

    30-35

    36

    Chapter 3: Poison and Bone Skills

    This would be your secondary skill tree, and you should pursue a few skills on it.

    Teeth: Fires tiny little projectiles that do little damage.

    Required Lvl:1

    Required Skills: None

    Suggested Points: 1

    Reason: Although teeth may seem like a useful spell since it is the only ranged attack a Necro has early on, you'd be better off with a bow and arrow. Only reason for putting a point in it is for the skills later on.

    Bone Armor: A defensive shield

    Required Lvl:1

    Required Skills: None

    Suggested points: 1

    Reason: You will need it early on, and there isn't much else to put points into in early levels. It will help you survive a lot in the early levels, but is useless after lvl 10. This will also help when going into unknown areas since there is no damage carry-over from the destruction of the bone armor. It could be the difference between a narrow escape and sure death.

    Poison Dagger: Enchanting poison damage into a dagger.

    Required lvl:6

    Required Skills: none

    Suggested points:1 or none

    Reason: You should get it as a prerequisite, and that is only if you want to get poison nova.

    Corpse Explosion: Makes a corpse a bomb.

    Required lvl:6

    Required Skills: Teeth

    Suggested points:3 or 4

    Reason: The first skill you need all game, you will learn to love this skill, because you can blow up a corpse and it deals 60-100% of the creatures life before it died. Very useful, but additional points become useless because it only increases in range. This skill can be a very handy panic button. For example, if your golem is being overwhelmed, you cast this a few times and a few monsters die.

    Bone Wall: Creates a Wall of Bone (no duh!)

    Required lvl:12

    Required Skills: Bone Armor

    Suggested points:1 or none

    Reason: If you get it, you will only use it for dire escapes from loads of enemies. I've found that it can be a very useful skill in the catacombs when your being chased by 5 banished you just cast this in front of a door and you can get a few seconds of a head start. Definitely get this if you go hardcore since it may save your life a few dozen times.

    Poison Explosion: CE except fixed poison damage

    Required lvl:18

    Required Skills: Corpse Explosion, Poison Dagger

    Suggested points: 1 or none

    Reason: Get it only if you want Poison Nova. Useless otherwise.

    Bone Spear: Fires a powerful piercing attack

    Required lvl:18

    Required Skills: Corpse Explosion

    Suggested points: 1 or 7+

    Reason: Some Necros, like mine, specialize in Bone Spear for the piercing effect. In truth, it has about the same damage : Mana ratio as Bone spirit, so either one will do. BUT SPECIALIZE IN ONLY ONE! I choose bone spear since it goes through an opponent, allowing you to hurt a bunch in one attack.

    Bone Prison: Creates a prison of bone around target

    Required lvl: 24

    Required Skills: Bone Wall, Bone Spear

    Suggested points: 0

    Reason: No point in using it unless you want to PK everyone. Too weak and too late.

    Poison Nova: Fires a ring of poison from you

    Required lvl: 30

    Required Skills: Poison Explosion

    Suggested points: 0 or 1

    Reason: The only nova skill you get, it is good for killing Fallen, Ratmen, or Fetish. They kill fallen in one second, leaving the shaman up for grabs. This is in nightmare, of course. If you don't want to use the skill points on the prerequisites, don't get it.

    Bone Spirit: Fires a guided missile of powerful damage

    Required lvl: 30

    Required skills: Bone Spear

    Suggested points: 0 or 7+

    Reason: the more powerful, yet more mana taxing, bone attack, it seeks a target and deals lots of damage to it. Use this or Bone Spear but not both.

    Chapter 4: Summoning Skills

    The main skill tree, you will learn to love the guys you get here.

    Raise Skeleton: Summons a weak little skeleton

    Required lvl: 1

    Required Skills: none

    Suggested points: 1

    Reason: Only good in the early game, these guys are necessary if you want to survive early, but skill points in this are useless after lvl 12. Get a wand if you want a 4 man army.

    Skeleton Mastery: Improves strength of your non-golem minions

    Required lvl: 1

    Required Skills: Raise Skeleton

    Suggested points: As many as you can spare

    Reason: This skill improves all of your minions other than your golems, and this includes revives, which are a late game beauty. Love it.

    Clay Golem: Your first golem, it can be summoned anywhere and is good only in early game.

    Required lvl: 6

    Required Skills: None

    Suggested points: 2

    Reason: Some say only one is needed, but a clay golem with only one point will start dying quickly after lvl 12. The monsters just get too tough. This is the only golem you will have until lvl 18, and that is too long a time.

    Golem Mastery: Improves your golems.

    Required lvl: 12

    Required Skills: Clay Golem

    Suggested points:10+

    Reason: This will increase the golem's defense, but not much else. A necessary skill, and put more in if your golem is dying too fast.

    Skeletal Mage: Creates a mage that can shoot cold, fire, lightning, or poison.

    Required lvl:12

    Required Skills: Raise Skeleton

    Suggested points:2 or 3

    Reason: Good backup for your golem, and the elemental damage is killer, but not good enough for a Clvl 40 skill.

    Blood Golem: Golem that shares damage and life steal.

    Required lvl:18

    Required Skills: Clay Golem

    Suggested points: 2

    Reason: A good skill, and you need it for taking on bosses with the BG/IM trick. Duriel is no match for this bad golem. With life steal, it can heal you, allowing you to be fighting fit quickly. Very useful.

    Summon Resist: Another passive, it increases your minions' resistances.

    Required lvl:24

    Required Skills: Golem Mastery

    Suggested points:3-4

    Reason: A good passive, and it is key later in the game, but there are lots of other places to put your points.

    Iron Golem: Golem summoned from item, getting defense and magical properties from item with thorns included.

    Required lvl: 24

    Required Skills: Blood Golem

    Suggested points: 2

    Reason: Good to use, and thorns only comes into affect at Slvl 2. Can be helpful, but you can sell magical items, and you have to use a metal item only.

    Fire Golem: Summons a golem of fire which heals itself on fire.

    Required lvl: 30

    Required Skills: Iron Golem

    Suggested points: As many as you can afford

    Reason: A great golem, fire only helps it, and deals a ton of damage too. Muy Kick ass. Also when it dies it deals massive fire damage.

    Revive: Revives a monster that was just killed

    Required lvl: 30

    Required Skills: Iron golem, Skeleton Mage

    Suggested points: as many as you want

    Reason: the men you revive are powerful, stronger than before, but have a lifespan of 3 minutes. So be wary when you put points into this skill. The more points, the more men you can revive, but you may never be able to sustain 10 at a time.

    Back to Strategies Page 2




  • Overview
    Stories Archive
    Submit Story

    Harbingers of Darkness
    Counterpoint
    Guardian of Tirisfal
    The Matriarch

    Most recent news