Necromancer Tips

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  • Monkey Face
    Adept
    • Feb 2009
    • 244

    Necromancer Tips

    I've started playing some of the new classes and the Necromancer has been giving me problems in the early play. Unlike with the mage, the primary early spell, the Nether Bolt, is only effective against some monsters. The weaponry isn't very good and given that you play better in the dark, it's harder to see monsters at a distance to use archery or distance spell casting.

    I'm wondering if anyone has tips for the Necromancer that they would like to share?
  • Oraticus
    Apprentice
    • Sep 2014
    • 84

    #2
    I would dearly like to get some tips on this as well. I just got owned by a homunculus I couldn't see creeping up on me in the dark. Necromancers need to be in the dark for spell success, but they're at a disadvantage there? Why does everything in the game have night vision, but the character build dependent on it has to hope that they find early telepathy?

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    • Sphara
      Knight
      • Oct 2016
      • 504

      #3
      Early game is tough, no doubt about it.

      Necromancer gets better and better night vision as the game progresses. All you can do at the beginning is to pick a race that has some infravision. That helps a little. Early +Light-artifacts are gonna make you curse, especially if you play with randarts.

      Some evil monsters are true pain for a necromancer. Early minor demons and orc packs take a long time to kill. Large Kobolds also, those take more than a dozen Nether Bolts to kill. Use archery if it is humanly possible. For melee, the best way is to get as heavy early weapon as possible, because you're gonna have just one attack anyway. Resort to wands. You need all the tricks to get past the early game.

      Nether Bolt gets pretty damaging once you level up, but it remains a single target spell. Noxious Fumes does a good damage but keep Potions of Neutralize Poisons around, since just a few casts poison yourself for a long time. Getting closer to midgame, Disenchant will become your biggest killer spell and Warg Form will be giving you +2 attacks, which significantly beefs you up.

      Comment

      • wobbly
        Prophet
        • May 2012
        • 2633

        #4
        Homoculi show up to read minds. Worth noting where they are and walking away from so they don't wake up. Curing staves are worth keeping for poison. If you can get the hps/AC to risk being next to bruisers then the combination of skeletons and trolls in a room gives you infinite hps+SPs with the right spells. Most p are suseptible to poison and have low-ish hps.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          Perhaps necros need a darkness storm spell/beam spell, but make more monsters resist darkness? Almost none do noe, because there are no spells doing big damage.

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          • DrWho42
            Adept
            • May 2019
            • 192

            #6
            angband tips & tricks
            avatar by chuckdrawsthings. thanks chuck!

            bootleg fishcenterlive

            🌲link🌲tree🌲

            Comment

            • Oraticus
              Apprentice
              • Sep 2014
              • 84

              #7
              Originally posted by wobbly
              Homoculi show up to read minds. Worth noting where they are and walking away from so they don't wake up. Curing staves are worth keeping for poison. If you can get the hps/AC to risk being next to bruisers then the combination of skeletons and trolls in a room gives you infinite hps+SPs with the right spells. Most p are suseptible to poison and have low-ish hps.
              Originally posted by DrWho42
              angband tips & tricks
              Lol, honestly I was a bit bitter 'cause I got a cave floor, and between me and the downstairs was a sabertooth tiger. Fighting it was an exercise in mind-numbing frustration because I got, at most, one round at range to blast it due to it's speed and me having no sight range to save my life. Phase door wasn't landing me near the stairs either, though, so I finally managed to nether bolt the tiger into oblivion after 20+ phase door scrolls, and the homunculi snuck up and para-locked me. I was salty about that last night. :P

              I'm sure a necromancer build pays for itself later on, but the initial run is an utter slog. I was doing my best to maintain a wand offense (I realized that was a necessity quite quickly), but the levels just weren't giving me what I needed. Just a tough run with an initially underwhelming class.

              Comment

              • wobbly
                Prophet
                • May 2012
                • 2633

                #8
                A few things to keep in mind is seeing is often better then good fail rates, only the square you are standing on needs to be dark & light wands don't light up the square you are on.

                Last time I played one I was selectively lighting/darkening the area. Which was a pain, but better then not being able to see.

                Comment

                • Oraticus
                  Apprentice
                  • Sep 2014
                  • 84

                  #9
                  Originally posted by wobbly
                  A few things to keep in mind is seeing is often better then good fail rates, only the square you are standing on needs to be dark & light wands don't light up the square you are on.

                  Last time I played one I was selectively lighting/darkening the area. Which was a pain, but better then not being able to see.
                  That's actually a good idea, but a terrible play style. :P Use wands of light/dark as on/off switches?

                  There is the argument that you can just blind-fire down hallways (which I did a lot of), but my specific death came in a cave floor. Most characters greatly detest caves, but they're death traps for an early necro who can't see, can't risk lighting things up, can't control monster pathing, can't rely on phase door taking them somewhere safe, and just have piddly damage thanks to a broad range of nether resist. I'll have to see if stacking some infra gear early on helps an early, helpless necro.

                  Also, as an aside, it'd be nice if monster memory listed partial resists.

                  Comment

                  • Huqhox
                    Adept
                    • Apr 2016
                    • 145

                    #10
                    I am wondering about the broad range of nether resistance. As I understand nether, it's essentially a 'death element', roughly equivalent to doing necrotic damage in D&D

                    If that's the case, I'm not sure why general 'evil' monsters should resist it; orcs etc should still be vulnerable to necrotic damage. Maybe it needs to be restricted to undead being resistant?

                    At the moment it feels like it's positioned to be the opposite of Orb for priests; but that does damage across the board and extra to evil (and is a ball) so is far far more powerful and useful, even if it comes at a later level
                    "This has not been a recording"

                    Comment

                    • Monkey Face
                      Adept
                      • Feb 2009
                      • 244

                      #11
                      So far in the earlier levels it seems as evil monsters resist but that undead monsters are completely immune to nether bolt.

                      Comment

                      • Huqhox
                        Adept
                        • Apr 2016
                        • 145

                        #12
                        Indeed and the immunity of undead is expected - but you don't meet many in early levels and nothing too tricky. But you do encounter a *lot* of evil monsters, some of them quite tough and almost impossible to despatch if they are resistant to your main ranged attack.

                        Perhaps this needs a little rebalancing? I don't think it would break anything if evil creatures weren't resistant
                        "This has not been a recording"

                        Comment

                        • Vorczar
                          Rookie
                          • Jul 2019
                          • 10

                          #13
                          I played a necro into level 40 before Glaurung got me out of level.
                          In the early levels I used bat-form and stealth to find good targets or run from others. You get drain-undead for 0 mana pretty early, that's a great type-specific spell.

                          Main spell for damage was definitely disenchant bolt, but it is costly. Buying a helm of intelligence, finding a good ring, and judicious use of Restore Mana potions helped. Finding a room with an undead to drain every other round while bolting the living also made me feel pretty bad ass.

                          I thought i was clever to get a Stealth lantern and drain it before wearing it around. Unluckily one of my best items, a cloak of resist nexus and confusion also had +1 light.

                          At higher levels, necro was awesome. I killed so many uniques out of level by getting them alone and draining their life.

                          - Vorczar
                          Heretic of Rodcet Nife

                          Comment

                          • Oraticus
                            Apprentice
                            • Sep 2014
                            • 84

                            #14
                            Originally posted by Vorczar
                            I played a necro into level 40 before Glaurung got me out of level.
                            In the early levels I used bat-form and stealth to find good targets or run from others. You get drain-undead for 0 mana pretty early, that's a great type-specific spell.

                            Main spell for damage was definitely disenchant bolt, but it is costly. Buying a helm of intelligence, finding a good ring, and judicious use of Restore Mana potions helped. Finding a room with an undead to drain every other round while bolting the living also made me feel pretty bad ass.

                            I thought i was clever to get a Stealth lantern and drain it before wearing it around. Unluckily one of my best items, a cloak of resist nexus and confusion also had +1 light.

                            At higher levels, necro was awesome. I killed so many uniques out of level by getting them alone and draining their life.

                            - Vorczar
                            Heretic of Rodcet Nife
                            Ok, I do give you points for cleverness on draining the stealth lamp! Still a bummer to leave all those artifact lights on the floor... but nicely done with a slot I'd figured wouldn't be filled!

                            Comment

                            • Chud
                              Swordsman
                              • Jun 2010
                              • 309

                              #15
                              Woo hoo, just won with my most recent mage (I think mages are the easiest by a fair margin)! Now I'm starting a half elf necromancer to see what I can make of it... hopefully I can survive long enough to be able to kill some things, eventually... :-)

                              Comment

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