This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

Difference between revisions of "Sesserdrix's All in One Necromancer Strategy Guide"

From Project 1999 Wiki
Jump to: navigation, search
(Aviak Fortress)
(Getting Your Key)
Line 734: Line 734:
 
When in [[Lake of Ill Omen]] to earn your Prod, the second required piece, you will want to head to the Sarnak Fortress. Go in through the main gate, up the ramp, and on the main platform, there is a doorway you can go into. Go into this, and down the hall, weaving through various turns, until you come to a large room with what seems like hundreds of Sarnaks. The enemy you want will be standing by the Throne at the center of the wall opposite your entrance (2 hour respawn timer on the dot, 100% drop chance). Invisibility up to near him, and get into a corner. From here, you're going to engage some of the surrounding Sarnaks to lighten the burden on the pull. Kill whatever Sarnaks you can, taking careful note to root. When you engage the main enemy, be certain to root him, and engage with your pet. Again, your pet will likely die tanking this guy, as you will get additional adds. Use this time to root up everything you have engaged, and apply DoTs to the main target. Your primary goal is to knock out the main target, loot his spear, and then Feign Death. Once you're Feigned, stand up and use CoS, and get out of there however you wish.
 
When in [[Lake of Ill Omen]] to earn your Prod, the second required piece, you will want to head to the Sarnak Fortress. Go in through the main gate, up the ramp, and on the main platform, there is a doorway you can go into. Go into this, and down the hall, weaving through various turns, until you come to a large room with what seems like hundreds of Sarnaks. The enemy you want will be standing by the Throne at the center of the wall opposite your entrance (2 hour respawn timer on the dot, 100% drop chance). Invisibility up to near him, and get into a corner. From here, you're going to engage some of the surrounding Sarnaks to lighten the burden on the pull. Kill whatever Sarnaks you can, taking careful note to root. When you engage the main enemy, be certain to root him, and engage with your pet. Again, your pet will likely die tanking this guy, as you will get additional adds. Use this time to root up everything you have engaged, and apply DoTs to the main target. Your primary goal is to knock out the main target, loot his spear, and then Feign Death. Once you're Feigned, stand up and use CoS, and get out of there however you wish.
  
----
+
 
 +
======Zoning In======
  
 
When entering Charasis, there are 2 adds that are close to you, and can aggro you. For this reason, it is best that you enter the zone with Quivering Veil/Harmshield at the ready, and Invis vs. Undead on. Why Invis vs Undead, I hear you ask? Because the front door can have living or undead mobs, and the undead ones Harm Touch for about 700 damage. For this reason, be sure you also have Manaskin on as you enter, as well as Dead Man Floating. As soon as you enter, fully buffed, turn 180 degrees to face North, run up to the stairs, and off the side. Levitate down and hug the north wall.
 
When entering Charasis, there are 2 adds that are close to you, and can aggro you. For this reason, it is best that you enter the zone with Quivering Veil/Harmshield at the ready, and Invis vs. Undead on. Why Invis vs Undead, I hear you ask? Because the front door can have living or undead mobs, and the undead ones Harm Touch for about 700 damage. For this reason, be sure you also have Manaskin on as you enter, as well as Dead Man Floating. As soon as you enter, fully buffed, turn 180 degrees to face North, run up to the stairs, and off the side. Levitate down and hug the north wall.
Line 744: Line 745:
 
Two mobs will patrol around the central temple. One will sit on the temple. One from each hall, west and east, will come in, up the temple, and then back into the wings on each side. Within each wing are 3 mobs, up to 4 counting patrols.
 
Two mobs will patrol around the central temple. One will sit on the temple. One from each hall, west and east, will come in, up the temple, and then back into the wings on each side. Within each wing are 3 mobs, up to 4 counting patrols.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
ALL SKELETONS HARM TOUCH.
+
ALMOST ALL SKELETONS HARM TOUCH.
  
Okay, I think I have emphasized this point well enough. All skeletons Harm Touch. This will effectively fuck your day up. So, we need to play very smart. They will cut through a full Manaskin and then some. You are going to always be on the verge of death if you are not playing with full focus and careful calculation to each move.
+
Okay, I think I have emphasized this point well enough. Almost all skeletons Harm Touch. This will effectively fuck your day up. So, we need to play very smart. They will cut through a full Manaskin and then some. You are going to always be on the verge of death if you are not playing with full focus and careful calculation to each move.
  
 
Now, each of the side rooms can be pulled, but require a pet to do so safely. This means of the 5 in the center, 3 are killable.
 
Now, each of the side rooms can be pulled, but require a pet to do so safely. This means of the 5 in the center, 3 are killable.

Revision as of 09:25, 11 April 2014

Contents

Spectres.png

Section 1: Introduction

Welcome fellow Necromancers to Sesserdrix's All in One Necromancer Strategy Guide! For those of you who knew of my previous guide, Uteunayr's Necromancer Soloing and Strategy Guide, I am writing this as an expanded and far more concise and clear version of my Necromancer Guide. You will notice the addition of a number of new camping locations, a new format for each camp to tell you what each is, and more resources.

It is my goal to create a repository for all my knowledge of the Necromancer class that I have acquired from my experience here on Project 1999.

This is not a quick glance guide. This guide is made to offer as much detail as possible on as many things as possible so that you, as a necromancer, are totally prepared for the challenges ahead. If you wish to learn to play a necromancer all on your own, I do not recommend reading this guide.

This is not a speed run guide. Some of these spots will be slow, and safe. Others will be dangerous, and fast. If the spot is slow, I am certain there are places out there you can go for faster EXP. If a spot is too fast, I am sure there are spots out there that are slower. This guide is derived from my experience over leveling a number of necromancers on Project 1999.

This is a Kunark-era guide. No spots or information relating to Velious is currently in this guide.

About the Author

I am Sesserdrix Daudsormr, Iksar Necromancer of the god Rodcet Nife in the guild <Bregan D'Aerth>. I am also Uteunayr Seidsvar, Dark Elf Necromancer, but my focus is now upon Sesserdrix as my main.

I have a great respect for what can be shown with empirical evidence. If you believe that something I put in this guide is not factual, and you have proof for it, by all means, please share.

I am always open to talking to anyone. If you need a hand, or something doesn't quite make sense, send me a tell in-game. I have been known to show up at the camps on this guide and offer whatever assistance I can to readers. If I am busy, I'll let you know, so do not worry about bothering me.

I offer sincere appreciation to the people of this server that continue to make the game community a positive and strong one, in which all players can get that feeling of classic once again.

Section 2: Creating Your Necromancer

This section serves one ultimate purpose: For me to offer you the insights of someone who has leveled two necromancers to 60, so that you fully understand the decision you make in creating your necromancer. The choices you make now will shape the way the game unfolds for you in major ways.

Why Necromancer?

Before we ask "Why necromancer?", we should first ask ourselves "What is a necromancer?" Necromancy is a magic present in many fantasy settings, but within each, it varies considerably. Necromancy to many was merely a form of divination through contact with the souls of the dead. However, as time went on, it became more associated with control of the dead. Nevertheless, not every game or story subscribed to this perception, and instead presented a different view of necromancy. What I present here is the view of necromancy that informed many of the early design decisions that we play with now on Project 1999.

Necromancy is the Arcane Magic of Life. Necromancy is not a magic that is simply about death, or communing with the death, but rather, about the uses of the energy of life. In the early lore of EverQuest, it was the gods themselves that created the life which inhabits Norrath. Life is something that is inherently divine, something that is natural. Clerics, Paladins, Druids, Shamans, Rangers, all of these access this natural divine magic to create life and heal the wounds of the living.

Necromancy is far from a divine magic. Instead, it is arcane, along with wizards, enchanters, and magicians. Unlike these, however, necromancy seeks to tap into the divine energy of life with arcane magic. Rather than having the power gifted upon you by your loyalty or piety to a deity, necromancers seek to tap the divine without the help of the gods.

But it still is not a divine magic, and as such, it does not create life. Instead the necromancer becomes a conduit of the energy of life, channeling it from some, and into others. The necromancer drains the life of his or her enemies, and pours that life into their friends. The necromancer burns away their own flesh, sacrificing their own life energy for more arcane power, which can then be given to allies. The necromancer can sacrifice the weak, and use their entire life's energy to return others to life like a cleric. The Necromancer taps into the very nature of the Divine.

The necromancer is, therefore, a very scary thing to many. The power of necromancy is seductive, and has been a tool for many an evil person to enhance their powers. Nevertheless, the magic itself is not inherently evil. The user of the magic may find ways to use the power for evil, and the righteous user may become seduced by the power, as power corrupts... But necromancy is merely a powerful magic. It is well within the power of the necromancer to transfer their own life into others. To strike down, as a wizard would, the evil things of the world, but rather than wasting their life energy, instead capturing it and using it to mend the wounds of those the wicked had harmed.

You have great power at your hands as a necromancer... Now how will you use it?

Practically in Project 1999, you want to play a necromancer for a few reasons. As a necromancer, you are a very strong solo class. Additionally, you are a very cheap solo class. You have great utility for groups, but you will struggle against the legacy of many bad necromancers who did not understand how to group well. You will have a variety of different strategies to overcome any obstacle.

You will have access to a great deal of survivability tools. You will be the most independent class in the game, as you have abilities that tap many aspects of the game. You will have the ability to rez, albeit with a costly material component. You will be able to offer small group patch heals. You will provide for your team's clerics and enchanters a good amount of mana. You will provide CC, snares, self-heals, and pets for additional DPS.

Pick a necromancer if you want to spend a majority of your time soloing, but can still offer strong tools to a group or raid.

Pick a necromancer if you want this power.

Your Necromancer's Race

There are a number of races available to a necromancer, and some will offer distinct advantages.

Human is a standard race for a game like EverQuest. You will lack low-light vision, and you will have moderate stats in all categories. Among the most unique things a Human Necromancer can bring is worshiping Bertoxxulous (if you're into lore), and having an awesome guildhall in Qeynos.

Gnome is a favorite choice for a lot of necromancers. Gnomes have reasonable stats for a Necromancer, but more importantly, access to Tinker. Tinker provides a gnome-only tradeskill that lets you craft a number of nice items. The most notable for a necromancer is Stalking Probe, as it summons an eye minion that you can then consume for health using lifetap. If you are not a gnome, you can still purchase these. In Velious, Holgresh Elder Beads will provide the same ability, without being expended.

Erudite offers an interesting advantage through some high level quests. Erudite Necromancers over level 50 or so have access to doing some quests in Paineel that give them some ERU/NEC only shoulders with a great deal of mana.

Dark Elf offers the ability to Hide, although it only provides invisibility rather than invisibility versus undead as it once did. Additionally, you get access to questing Reaper of the Dead.

Iksar is the ideal min-max race for a new necromancer. Iksar has the ability to Forage, has additional AC, but most importantly, has regeneration. Regeneration is something that I find hard to compare to something else. It is something that creeps up on you as a necromancer, as you don't really notice it until you're 49+. What is so good about regeneration is that it curbs off your HP loss from the "lich" spells. These spells reduce your HP and give you a lot of Mana. To curb the HP loss, you use "lifetaps" to get your health back. But using lifetaps is very low damage for the high mana it costs. This means that having regeneration makes you able to kill more stuff because you need to lifetap less.

Iksars get an experience penalty, but in return for that penalty, you get a power that no other necromancer has, or ever can rival with gear, that makes you kill more stuff. I cannot stress to you enough how big a deal being an Iksar is, and how irreplaceable the regeneration trait is. I played Uteunayr up to level 60 as a Dark Elf, and rolled a second necromancer, Sesserdrix, just because for regeneration.

Statistic Allocation

There is a big choice in Necromancers about your statistics. However, I believe there is a best choice, and it is based on a few truths about necromancer statistics at max level:

  • 1) Under 200 intelligence, 1 Intelligence = 10 Mana.
  • 2) Over 200 Intelligence, 1 Intelligence = 6 Mana.
  • 3) Over 255 Intelligence, you can gain no more intelligence, and therefore no mana.
  • 4) Under 200 Stamina, 1 Stamina = 2 Health.

Based on this, lets think through your gearing. Generally, necromancers can gear more heavily towards HP to alleviate the pressure on how often they need to Lifetap, and it makes soloing easier. When gearing for HP, you will not necessarily be capping your intelligence. But that does not mean you will have your intelligence under 200.

However, so long as your Intelligence never caps at 255, you will always do better by selecting 25 Int/5 Stamina. Even when over 200, Intelligence provides 3:1 relative to HP. The only time when you would want to have Stamina as a starting stat (25 Stam/5 Int) is if you expect that by gear alone, you can cap to 255 Int, and so the 20 lost int would be useless on you anyway.

As of Kunark, this isn't terribly likely that you'll cap in this way. As of Velious, it is more likely. Look through the gear that Necromancers get, and make your own decisions. But as of Kunark, I recommend the 25/5 split, with the possible exception of if you're an Erudite, as you're made of intelligence, and will hit 255 cap with relative ease in high end Kunark and Velious gear.

Section 3: Solo Leveling Guide

Greetings fellow necromancers!

This is the longest section in this necromancer guide. Unlike my last guide, I will not be breaking up my leveling guide into strategy types and level range. Instead, I will offer you an overview of the three major strategies that necromancers utilize, and then offer a detailed breakdown of a large number of camps for every level range.

However, before getting into the strategies a necromancer can make use of, I feel there are some notes that need to be made and understood for you to get the best out of your experience as a necromancer. These are both mechanical notes about how the game functions, and also courtesy points that you should keep in mind during your time in Norrath.

Notes

  • 1) If your pet deals over half (>50%) of the damage, they will eat half of the experience.
  • 2) A creature that is in motion at the moment of the tick will take only 66% of DoT damage. It does not matter if the creature was in motion between the ticks, so long as the creature has stopped for the tick of the DoT. So for example: If your pet stuns the target, so that the target is stunned at the moment of the tick, the target is still and will take a full 100% damage.
  • 3) If a target is Feared, Rule 2 does not apply.
  • 4) Roots spells have a chance to break when the mob takes direct damage from spells, and less so with direct damage from melee. Some roots simply randomly break.
  • 5) Lifetap DoTs will continue to heal you after the target of the DoT was killed.
  • 6) Respawn timers begin at the death of the mob. If you have two enemies you are camping, the faster you kill the second one, the more likely it is to respawn close to the first. Allow some time between the two kills to keep the spawn timers separated.
  • 7) Make a druid friend. Seriously. Find a druid, and become his or her best friend. Druids are your key to wolf form, ports, heals, regrowth, and so many other things.
  • 8) Don't be mean about camps. Become familiar with the fact that if you have multiple camps, you do need to share.
  • 9) In this guide, I will refer to "AFK Camp" and "Active Camp". An "AFK Camp" is one in which you will kill all the mobs before other mobs respawn, giving you time to AFK between respawns. An "Active Camp" is one in which you will always have something else to kill, so your only downtime will be getting back mana.
  • 10) Do not have on /anon or /roleplay when you are camping a spot. This allows other players to do a /who <zone> to check if there is someone likely camping a spot. This prevents people from running out to the camp, and pestering you about it. Additionally, it reduces the chance of camp conflicts, and it helps in camp dispute resolution. It helps everyone, yourself included.

Necromancer Strategies

Fear Kiting

Fear Kiting is one of the most widely used strategies for necromancers, as we gain access to the key pieces early on. You fear kite, in the simplest way, by placing down your level's version of a Magical Snare (Darkness), which will snare the target's movement speed, as well as tick for some damage. Then, you fear the target to keep yourself from getting killed. Remember, the DoTs you place will do full damage so long as the target is feared.

Your first Fear will last for 3 ticks, and then drop. So cast Fear on the target, and it will run. Your DoTs will provide you with feedback about how many ticks have passed. After the third tick of Darkness since your fear was applied, you should reapply fear to keep it locked down.

When you pull an enemy, you want to cast your spells like:

Darkness -> Other DoT -> Fear -> Other DoTs.

Now, if you've casted these, these will be your ticks that pop up in your log. They were applied in that order, that means on the 4th tick when Fear would break, Darkness and the first first Other DoT will do full damage (as the target will still be feared), but the DoT that was placed after the Fear will tick for only 2/3rds damage because it was applied after fear, and ticks when the creature is no longer feared.

If you feel mana starved, let the fear drop before reapplying. If you are not, reapply Fear between the 3rd and 4th tick since fear to reapply it before it drops off for consistent damage.

If you feel you are getting resisted, reapply Fear often to make sure you force the Fear through and keep it going.

Remember that you will lose XP if you don't do over half the DPS on the target. For this reason, buffing your pet is not incredibly vital at this stage. Think of your pet as simply another DoT. You need to make sure you pile on enough DoTs or damage to do half. The best way to test is to look up the enemy's health, or to do a test run without your pet. Figure out just how much you need to push to reach 50%.

In the section following these strategies, you'll read more about strength of different DoT types. The strength of Fear kiting as a strategy is that you have freedom to use any type of DoT you want. Direct damage does not break fear, like it does with rooting. Additionally, you are able to utilize your pet better than in the other two styles. This allows your pet to do a large chunk of damage, and puts less of a DPS burden on your mana pool.

Root Rotting

Root Rotting is incredibly simple. You apply root to a mob to limit their movement, and then you apply DoTs to the enemy. This is very useful when dealing with enemies indoors, or really anytime when you have limited space in which to work.

The risks of root rotting are numerous, however. You cannot use every DoT. The Magical Snare line (Darkness) does not stack with root. Additionally, some of your DoTs come with a direct damage component, which makes them risky choices.

These spells are risky choices because direct damage has a chance to break your roots. Roots are simply fair inconsistent in how long they want to hold until Paralyzing Earth at 49, which is a fairly stable 3 minute root.

Additionally, root rotting means all the damage comes from your DoTs. You cannot use a pet, as your pet will take melee hits, and skeletons are frail. This puts a heavy strain on your mana pool, and so root rotting becomes increasingly effective the stronger versions of the Lich spell line you have.

While root rotting, be certain you keep a close watch on DoT ticks so that roots don't break. Unlike with fear kiting, if roots breaks, the mob will not be snared. For this reason, it also becomes worth it to start investing in the material components for your Skin spells like Diamondskin, Leatherskin, and Manaskin, which give you a protective absorption barrier.

Your best DoTs for Root Rotting will be Magical DPS, Fire DPS, and Magical Leech. See the next section for more on DoTs. Since you do not get a Magical DPS DoT until 51, nor a strong Roots spell until 49, and a strong Lich spell until 49, you probably will not do too much root rotting at earlier levels.

Charming

Charming as a means of killing enemies is something that will be very familiar to those of you who have played an enchanter or a druid before. The idea behind charming is to make your enemies kill each other, and letting you reap the experience from their hard work.

Starting at level 20, we get our first undead charm spell, Dominate Undead. Using it, we gain control of the enemy as a pet, and can order him or her to do things for us. Then, we'd have our enemy weaken the other, possibly kill it, and we get the reward.

Now, there are a few ways you can do this. The first way is that you can just let your charm pet do everything. It is a NPC, so it is much stronger than any skeleton you can summon. However, it will still steal experience from you.

The second way is what I will recommend in this guide. In this, you charm an enemy, and make it fight a similarly powerful enemy. Keeping the non-charmed one rooted, you then break your charm using invisibility (from Circlet of Shadow) and quickly use a direct damage spell to kill your previous pet. Then, you do the same to the one that was not charmed. This lets you kill both, and get full experience for both.

Charms, like roots, will randomly break. But they do not break because of a DoT type, but just due to random chance. So they are inconsistent. For this reason, when charming, be certain to set your pet to guard further away from you. Try to use pathing complexity to your advantage so that enemies have to run complex paths to get to you. But yeah, I can't emphasize this enough: stay away from your pet. This isn't a necromancer pet summon, this is a charmed mob. The charmed mob will obliterate you.

Screaming Terror is a mezmerize spell. It breaks when damage is done to the target, or after 3 ticks. Even dot ticks will break this mez. But this spell will be your best friend when charming, as it lets you stun an enemy that has broken out, and give you the time to re-cast your charm. Unlike roots, it will not hold for a long time, so you can get your pet back into action.

This makes charming far more efficient after level 24. However, you also need a strong Skin spell, and the last one is the only particularly strong one is at 52. You also want a quick execution spell. You have plenty of fast lifetaps at low level, but they become increasingly rougher to cast until you get Deflux at 54. So, charming can be done at earlier levels, but it becomes significantly better as time goes on.

It is also particularly useful in close corridors, unlike fear kiting.

Understanding Your Dots

This section is here to give you an overview of your main way of dealing damage: the DoT. A DoT refers to a spell that deals Damage over Time. They come in a wide variety of styles, they each behave and serve different purposes. This is important to understand, even if you don't have all of these DoTs at the moment.

When judging a DoT, you need to look at a few aspects of the DoT:

  • 1) What is the DoT's Damage Per Mana (DPM)?
  • 2) How many ticks does the DoT have?
  • 3) Does it provide a specific utility?
  • 4) How many ticks do you expect to get off in the situation you're encountering?

Necromancers have 7 different DoT lines, each with its' own unique advantages. They are as follows:

Magical Leech - This spell line starts with Leach, Vampiric Curse, Bond of Death, and then finally Vexing Mordinia. Unlike the other DoTs, this spell line's damage converts into Health, and does so more efficiently than with Lifetap spells.

  • 1) DPM: Vexing will do 111 damage for 450 mana, producing 2.22 DPM.
  • 2) Ticks: It ticks 9 times.
  • 3) Utility: It heals you every tick of damage it does. Comparable Direct Damage Lifetaps, this will provide better healing for your mana, but it will take time to get the healing.
  • 4) Best Use: This DoT is best used when you are not in immediate pressure situations that require a burst heal. Strong for when you're dying and trying not to.

Magical Snare - This spell line is one that is fundamental to fear kiting. It begins with Clinging Darkness, and then Engulfing Darkness, Dooming Darkness, Cascading Darkness, and finally Devouring Darkness.

  • 1) DPM: Devouring Darkness will do 1391 damage for 400 mana, producing 3.4775 DPM.
  • 2) Ticks: It ticks 13 times.
  • 3) Utility: It provides a Snare.
  • 4) Best Use: This DoT is best used to snare the enemy, rather than to deal damage. Strong for grouping and fear kiting.

Magical DPS - There is only one spell in this line on Project 1999, and that is Splurt.

  • 1) DPM: This singular spell does 1485 damage for 240 mana, producing 6.1875 DPM.
  • 2) Ticks: It ticks 16 times, increasing in damage each tick.
  • 3) Utility: No utility is provided.
  • 4) Best Use: This DoT is best used in long, drawn out fights. Strong for root rotting and fear kiting.

Fire DPS - This spell line is vital to efficient damage. It starts with Heat Blood, into Boil Blood, to Ignite Blood, and lastly into Pyrocruor. This DoT is Fire based, if you didn't catch that yet.

  • 1) DPM: Pyrocruor will do 1998 damage for 400 mana, producing 4.995 DPM.
  • 2) Ticks: It ticks 18 times.
  • 3) Utility: No utility is provided.
  • 4) Best Use: This DoT is best used in long, drawn out fights. Strong for root rotting and fear kiting.

Poison DPS - This line begins as a DD only with Poison Bolt and Shock of Poison, but at 34 it becomes a DoT with Venom of the Snake and Envenomed Bolt. It always comes with a Direct Damage component, and tends to tick very hard for a short time.

  • 1) DPM: Envenomed Bolt deals 1132 damage for 320 mana, producing 3.5375 DPM.
  • 2) Ticks: It ticks 7 times.
  • 3) Utility: No utility is provided.
  • 4) Best Use: This DoT is best used in short, quick fights. Strong for fear kiting and grouping.

Disease DPS - This spell line begins early with Disease Cloud, Infectious Cloud, Scourge, and finally Plague. It will deal a Direct Damage component as it is placed, with the ability to break roots.

  • 1) DPM: Plague deals 1215 damage for 300 mana, producing 4.05 DPM.
  • 2) Ticks: It ticks 21 times.
  • 3) Utility: It provides no utility.
  • 4) Best Use: This DoT is best used in long, drawn out fights. Strong for fear kiting.

Disease Debuff - This spell line is a disease spell that also applies an AC and Strength debuff on your enemy. It begins with Heart Flutter, then Asystole, and finally Cessation of Cor.

  • 1) DPM: Cessation of Cor will do 1000 damage for 250 mana, producing 4.0 DPM.
  • 2) Ticks: It ticks 10 times.
  • 3) Utility: It provides a Strength and AC debuff, so the enemy will not hit as hard, and will have a lowered defense.
  • 4) Best Use: This DoT is best used when you need a moderate chunk of damage in a moderate length fight. Strong for root rotting, fear kiting, or grouping.

The Soloing Spots

The First 12 Levels

Many of the creatures at this level are not sufficiently strong to destroy you that fast, nor do they have multiple attacks. For this reason, it is possible to lifetap tank. By this, I mean that you can simply take melee attacks while spamming Lifetap abilities. By lifetap, I refer to the spell line that deals damage and heals you for the damage done.

The other style is close, but you basically will let your pet fight the mob until the pet is low health, and then you step in and tank the mob until your pet is healed. Be wary, you risk losing XP to Necro Note 1's rule.

If you already have some platinum to your name, you can get these levels with relative ease by pumping out quest turn ins. Quest turn ins like Deathfist Slashed Belts, Orc Scalp Collecting, Bone Chips Quests will help you immensely get through these levels, however, you'll probably need Wolf Form from your druid friend to do these.

These levels are slow and grueling, and there is really no perfect spot. I suggest finding whatever way through this you can. If you have access to power leveling, these are the levels to push through. You do not have the mana sustainability to effectively fear kite, you do not have roots, nor a charm. You're going to be blundering around getting any experience you can.

These levels just suck. Just push through the best you can.

The Long Road to 60

Locations

  • 12-16 - Oasis of Marr (Active) - Misty Storyswapper (AFK)
  • 16-20 - Kurns Tower (Active)
  • 20-24 - Aviak Guards (AFK)
  • 24-27 - Aviak Fortress (Active) - Cordelia Minster (AFK)
  • 27-31 - Splitpaw (Active) - Travis Two-Tone/Dark Deathsinger/Drizda Tunesinger (AFK)
  • 31-34 - Halfling Guards in Misty (Active)
  • 34-37 - Druid Rings (AFK) - Dwarves (AFK) - Toll Booth (AFK)
  • 37-44 - Specres (Active)
  • 44-49 - Bloodgills (Active)

Locations Explanations

All locations will offer the following information:

Name: <Camp Name>

Camp Type: <AFK/Active Camp>

Camp Strengths: <Why here? Experience? Money?>

Strategy: <Fear Kiting/Root Rotting/Charming>

Zone: <Zone name> (</who code>)

Description: An overview of the camp.

12-16

Misty Storyswapper

Name: Misty Storyswapper

Camp Type: AFK Camp

Camp Strengths: Experience, moderate money.

Strategy: Fear Kiting

Zone: Western Karana (qey2hh1)

Youtube Video Link:

Description: Misty is a bard in the north-western village in Western Karana. She is outside of one of the buildings. Also outside in the village is a low level guard. She is a level 13-15 bard. Bards have remarkably low HP, but they can still hurt you. It will not be unusual for you to be fighting Misty when she is a red con.

She will be rough when you first get there, but you can kill her. You may decide that instead of pulling with Darkness to start the fear kite, that you send in your pet to let him get a bit of aggro. Just note that she will rock your pet.

I suggest sitting and pulling to the hill to the north of the village. This will give you plenty of room to fear kite. Now, you may ask why I suggest you go to the north, when there is so much room down in the village. The answer is that there is a guard that patrols into the village that you want to avoid. You avoid him by not sitting out in the open.

Additionally, there is a merchant behind Misty's building which will sell to you at night. There is a separate vendor during the day and during the night.

Oasis of Marr

Name: Oasis of Marr

Camp Type: Active Camp

Camp Strengths: Experience.

Strategy: Fear Kiting.

Zone: Oasis of Marr (oasis)

Youtube Video Link:

Description: The Oasis of Marr is situated on the eastern shores of Antonica. It is between North and South Ro, north of Innothule Swamp and Grobb, and south of Freeport and Neriak.

The Oasis is filled with many low health crocodiles that wander around the beach. If you head to the southern end of the shore, near the large mountainous walls, their numbers will thin out enough that you can sit down and meditate without too many patrolling enemies getting in your way. Additionally, the aggro range of many of the creatures here are low.

There is a huge danger here though, and his name is Cazel. Be careful of him. He will wreck you. He will one shot you. Additionally, you'll be dealing with some resist issues. If you truly are not comfortable, or can't find enough mobs that are not red to you, you can go back up to Northern Desert of Ro and kill some patrolling enemies.

Overall, just grab a mob, and fear kite it. Take this time, reflect upon how to maximize your outputs with fear kiting. Start to learn the way the enemies path, the way they run one direction, and will often turn. You want to get a feeling for how things move in the game while feared, and in the Oasis of Marr, the risk is very low. Focus on this, because understanding and getting a feeling for how mobs path will be essential to leveling up.

Levels 16-20

Kurn's Tower

Name: Kurn's Tower.

Camp Type: Active Camp.

Camp Strengths: Experience, Bone Chips, All Undead.

Strategy: Fear Kiting, Root Rotting, Pet Tanking.

Zone: Kurn's Tower (kurns).

Youtube Video Link:

Description: Kurn's Tower is simply a playground for necromancers. To truly abuse this zone, be sure you're using your anti-undead spells. Make sure you have researched "Hungry Earth", not only for root rotting, but also to keep the enemy off of you. Additionally, you can let your pet tank.

When you have hit 16, you also have Shieldskin. Many people overlook these spells at low levels because they have a material component... Do not listen to this reflex! Use these spells. It will save your life and help you get off the spells you need at times.

Spook the Dead is a cheap Fear spell that will hit undead. Fear kiting indoors is always a pretty shaky proposition. You can use Hungry Earth to stop the feared undead from going too far and grabbing adds. Remember that Hungry Earth roots the target, and will cause him to fight your pet. So, if you can, instead use Numb the Dead to prevent other undead from aggroing onto your feared enemy.

Your Circlet of Shadow

Congratulations on Level 20! If you are unfortunate enough not to have a Circlet of Shadow (and who can blame you, they are expensive!), put all your focus into getting this item. Stop worrying about leveling, and start looking around for ways to make money. The next section will offer some reasonable source of income, but look around for other ways to make money too.

This item is clickable from inventory and provides an instant-cast invisibility. This item is perhaps the most valuable clickable item a Necromancer has besides Journeyman's Boots. The boots are a close second, but the Circlet is still more important. I know it is tough to find the funds if you are new, but do whatever you can.

There are so many useful things you can do with this item. Perhaps the single most important use of this item is simply mobility. Never fear walking through dangerous territory ever again. Invis going to break? Just click it again. There's no limit to the number of times! There's no cooldown. Keep yourself blanketed in invisibility, and never worry about a giant walking up on you, a guard getting you when your invisibility breaks.

Second thing this item lets you do is helpful in bad situations. Lets say you pull three mobs by accident, and you're getting beaten down. Your reaction will be to Feign Death, of course, but then what... You sit there... And you wait. And you wait. And finally, after a while, the enemies will return from whence they came. But, with the power of Circlet of Shadow, you can stand up immediately after Feign Death, click your cap, and sit down and meditate. Note, if your enemies can see through invisibility, you cannot do this, as they will re-aggro you.

This item will also make it so you don't have to memorize Gather Shadows again to go invisible, and can instead use those spell gems for other spells. So you can be invisible at all times without needing to re-cast it over and over. This saves mana, time, and a gem slot.

This item is insanely valuable, and it gets nerfed when Velious hits. Note, Circlet of Shadow is unnerfed, Circlet of Shadows is nerfed.

Levels 20-24

Aviak Guards

Name: Aviak Guards.

Camp Type: AFK Camp.

Camp Strengths: Experience, Money.

Strategy: Fear Kiting.

Zone: Lake Rathetear (lakerathe)

Youtube Video Link:

Description: Lake Rathetear hosts a number of islands and banks alongside a huge water zone. Adjacent to this zone is The Arena, and outside of this are two Aviak Guards. These guards are a popular, and very good spot. You will need to struggle a bit at first in breaking these guys. The best advice I can offer is to send in your pet, fear one of them, and quickly burn down the second. Once one is dead, zone into The Arena quickly to clear your aggro. Head back, and now you have a split camp. This will be much easier when you have Screaming Terror.

This is a great spot because if anything goes wrong, you can simply run into The Arena to escape combat. Further, across the lake, on the north-east side of the zone, is a group of ogre merchants who tend to sell to you. I cannot confirm if it works for an Iksar, but since I was a Dark Elf, I had reasonable reputation with them to vendor off all the bronze weapons I found. Once you have stocked up on bronze weapons from the guards, sell them to these guys, and swim back. This is a great way to get your swim skill up, line your pockets, and gain experience. Additionally, you can buy back a bronze weapon, as this will clear out your copper/silver/gold before platinum, and then sell it right back to convert your change into platinum. This is a really helpful way to bank while in the wilds.

Always try to position yourself so you're pulling them into The Arena zone line cave, to avoid the water banks. There are additional aviaks, as well as one of the locations Prince Kyrmt Keroppi patrols to. If you pull them into the zone line cave to The Arena, you're pretty safe.

Levels 24-31

Weaker Bard

Name: Cordelia Minster.

Camp Type: AFK Camp.

Camp Strengths: Experience.

Strategy: Fear Kiting.

Zone: North Karana.

Youtube Video Link: Cordelia Minster

Description: Cordelia Minster spawns near the North Karana Wizard Spires. She spawns and then after some time, patrols north to the Gypsy Camp, and to a house near the zone line to West Karana. When first breaking this camp, you must find her, kill her, and then camp the Spires where she spawns. There are guards nearby. So you must pull her away from the Spires and into the fields to the west of the spires before fear kiting her. Specifically, a guard does patrol from the bridge up toward the north end of the spires. Do not let this guard see you, as he is a red con to you at 24.

Remember that if you need to run away, you have a zoneline directly to the south over the bridge. Just be certain to use your Circlet of Shadow before running over the bridge, otherwise you'll get immediate aggro on the guards of the bridge. Better to go through invisible and let them aggro when your train follows you.

This camp is "lower" for this range. If you wish a harder bard, look into:

Stronger Bards

Name: Travis Two Tone, Drizda Tunesinger, Dark Deathsinger.

Camp Type: AFK Camps.

Camp Strengths: Experience.

Strategy: Fear Kiting.

Zone: Nektulos Forest, The Feerrott, Innothule Swamp (respectively).

Youtube Video Link:

Description: Travis Two Tone in Nektulos Forest is somewhat near a DE Guard that pats toward the EC Zone line. Pull him West and over the hill next to him, and then fear, and he will path in the ditch. This keeps him secure, and you safe.

Dark Deathsinger is near Grobb, so be careful of Troll Guards if you are KOS, and in case they decide to KS you.

Drizda Tunesinger is well out of the way in The Feerrott. Fear kite with ease of mind and disregard for your surroundings.

Aviak Fortress

Name: Aviak egret, Aviak rook, Aviak darter, Aviak avocet.

Camp Type: Active Camp.

Camp Strengths: Experience.

Strategy: Fear Kiting.

Zone: Southern Plains of Karana.

Youtube Video Link: Aviak Fortress

Description: Aviak Fortress, also referred to as KFC, is in . This camp is not an AFK Camp, as Cordelia Minster is, but rather, it is quite active. There are a great number of enemies, and they vary across a wide range of levels. Coming here at 24, you'll run into greens, light blues, blues, whites, yellows, and reds, all from the same camp.

First thing to know is that these things are indifferent to you, so you are free to run around them and near them all you like. However, they will help each other out in combat if they see you killing them. This makes your main difficulty in this camp being the ability to weave in and out of the red mobs and yellow mobs (unless you want to kill the yellows) to successfully fear kite without drawing their ire. Doing this is simply a process of looking at where the Avocets (the reds) are, and avoiding them to the best of your ability. Do not engage something in immediate proximity to an Avocet, and be ready to FD if you are testing out the aggro range.

Further, note that the reds, and indeed, greens, blues, whites, and the rest, will patrol around the outside of KFC, up in the hills and the plains. Each of the bird outposts surrounding KFC will have an Avocet on top of them, so be careful around those. Just watch your back, and keep your eyes open. Your feared mob will run wild, and you need to handle that well.

When you first get here at around level 24, you will see some enemies are green (Egrets, which you may often have to kill just to open up their spawn point), all the way to red, as I mentioned. As you level up, around 27, you'll see Avocets become Yellow/Red, so by 28, they should be White/Yellow. This means that this camp can remain more than reasonable for a decent amount of time.

Additional Points on Aviaks:

First: In my video guide, I refer to a Feign Death pull, and say I will show one. And then I forget about it. I remember after the next kill, and I forget about it again. So instead of redo an entire video, just accept I have shitty memory and read this:

If you Darkness an enemy, and you feel your Fear is too inconsistent on them (such as with a Yellow) to rely upon, you can Feign Death right after the Darkness. This will drop your aggro, and make it attack your pet. So, you can then stand back up, and cast Fear in safety.

Second: If you climb up KFC, and run around the outside of the central fort, you can find Krak Windchaser. He is an Indifferent to everyone merchant. Even Iksar Necromancers can vendor here. Sell off whatever you need.

Splitpaw Exterior

Name: A Tesch Mas Gnoll.

Camp Type: AFK Camp.

Camp Strengths: Experience.

Strategy: Fear Kiting.

Zone: Southern Plains of Karana.

Youtube Video Link:

Description: If you want more consistent experience without weeding through the different cons of Aviak Fortress, directly to the north of the Aviak Fortress is Splitpaw, with 3 talons jutting out of the ground. The gnolls will range from level 26-28. There are 4 outside: one by each talon, and one that patrols from the southern most to the middle talon. In pulling these guys, grab the patrolling enemy while he is between spires, and drag him away. Once he is dead, move through the pillars themselves.

Treants

Name: A Treant.

Camp Type: AFK Camp.

Camp Strengths: Money.

Strategy: Fear Kiting.

Zone: Southern Plains of Karana.

Youtube Video Link:

Description: These mobs spawn in the far north-east corner of South Karana. These two mobs stand near each other, but are not within social aggro of one another. You can more than easily pull and start a fear kite, but you'll run into one issue: they are spellcasters. Quite nasty spellcasters, in fact. So you may find some trouble in the camp at first. You may also consider casting Fear before Darkness, so that way the Treants do not get to cast on you at all.

You lose some reps here, but you gain some really solid loot. This is a great cash camp, but it is a rough one to hold due to them being spellcasters.

Your Journeyman's Boots

If you do not yet have Journeyman's Boots, now is the time. Although you may be able to manage Halfling guards just fine, it is incredibly valuable to spend your time to get this. You can attempt to camp the ancient cyclops for the quest item, or pay for a MQ (multi-quest in which someone with a no-drop quest item turns it in, and then you turn in the rest of the items and get the full reward). Please note that the GMs will not support MQ losses anymore. You must find a reliable, trustworthy trader who is not going to rip you off. Show the money, don't pay until you have the boots, unless the trader is of a guild you know cares about their reputation.

Levels 31-34

Halfling Guards in Misty Thicket... Basically, in Misty Thicket, there is a Wall. When facing it (from Rivervale), go left along the wall. You will see a ramp up to the top of the wall, and a guard house along the wall just before hitting the edge of the zone. Inside this house is a guard, however...

DANGER: There is Ella Foodcrafter, who runs from Rivervale up to the entrance of the gate along the wall. She is level 50, and will obliterate your skull. DO NOT MESS WITH HER.

To avoid Ella and still get experience: Pull the guard out by sending your pet in, and backing him out, and drag the guard up to the zone wall. Fear as close to the wall as you can. Let fear break, let him get close, and fear him again. NEVER let him wander far from your view. If he wanders, you're going to get Ella'd in the skull.

Once this add is dead, move down the wall to the ramp going up onto it. The wall will curve outward, and there is another guardhouse. On top of this house, you can see another guard. Send your pet to the guard to engage (the pet will clip up the wall), and then back it off, and run all the way up to the zone wall, and fear kite him just like the first guard.

Once you've seen and killed both of these guys, I suggest killing this guard first, and the guardhouse guard second. I described them in this order so you can get a look at them both going down the wall, but if you kill them starting with the one on top of the guardhouse, and then kill the one that is inside the northern guardhouse, you can meditate on the wall overlooking the southern guard pop. The guard I described first is inside a building, so it is not as easy to see him to pull.

Their spears are valuable, but it is difficult to find places to sell. The closest, I believe, is West Commonlands druid rings.

Once you hit 34, you will get a very welcomed set of new spells: Call of Bones, and Invoke Fear. Invoke Fear is a 7 tick fear, that drops on the 8th. Same principles apply as lined out with Fear earlier. Call of Bones is your first skeleton form, and will make your mana regenerate quickly. With this greater mana regeneration, you're going to be able to handle a great deal more. But first!

Vira's "Reclaim Energy" Quest

Now that you are level 34 (you can do this part at 33 if you wish), you can do a quest for another useful clickable item. In the Temple of Solusek Ro, there are a number of class drive quests. The Necromancer quests are useful if you are still gearing up, but they are not the main focus. At this point, you can begin to do the quests from Vira. She is a Magician quest giver, but anyone can do these quests. All four quests reward an item that can be clicked from inventory to Reclaim Energy on your pet instantly. This saves you time from memorizing it repeatedly. This is not as essential as the Circlet of Shadow or Journeyman's Boots, but if you have some time, and feel like getting it, I recommend it. To look at each of the quests, go to Vira's page by clicking on her name, and look at the four quests she offers. No one of the items is any better than the other, so look for the quest that requires items you can get the easiest.

Levels 34-37

AFK Camps

Toll Booth Guards! This is perhaps the most relaxing camp for the XP payout. Basically, you have two guards side by side. Now begins more advanced necro pulling tactics.

Respawn Timer: 6 minutes per guard

Toll Booth ----------------

Guard A -------- Guard B.

On guard A, you're going to cast "Screaming Terror". This spell stuns and mezes a target for 2 ticks. STing Guard A will cause Guard B to charge you. Run away. Let the guard get after you (out of range of Guard A), and send your pet in. Once your pet has hit Guard B, Feign Death. This will wipe your threat on Guard A, and leave you with Guard B.

Fear kite him, and kill him. Wait about 2 minutes, and do the same to guard A. From this point on, whenever one pops, kill it immediately and you wont need to fear for getting adds.

Afk 2-3 minutes, kill. Kill. Afk 2-3 minutes, etc.


WC Druids! Located at the West Commonland Druid Rings are 2 druids. You can split these in the exact same way I describe Toll Booth Guards, but you need to work around a few more complications.

First off, these druids are slightly lower level, so they are not as solid as Toll Booth.

Secondly, they are spellcasters. So when you Feign Death to wipe aggro on the second druid that you hit with Screaming Terror, you need to stand up quickly or else they will land a spell. It is best to watch the druid you pull, and Feign Death immediately after you get hit with a spell.

Third, they are spellcasters. So you will get DoTs on you, and they will hurt. I would recommend using "junk buffs". This means, basically, to put a few buffs on yourself that you don't care about in your first few spell slots, and then buffing. Then, once you're buffed, you click off the "junk buffs", leaving your early spell slots open. Now, any DoT that the druid places on you will go into the early buff slots, and you can target yourself, and Cancel Magic to get rid of them. You want to do this buff arrangement because Cancel Magic will always start with the first effect on your list. So, it is best for you to arrange so that the things you want to dispel land there.

I highly recommend that when you Screaming Terror to pull, you run over the hill toward the wizard spires, and get the druid you pulled over that hill before Feign Deathing. This will provide you line of sight from the other druid, so if your Feign Death break goes wrong, you wont get attacked immediately by the second druid, as they can't see you to cast.

Luckily, once you get one feared, they are cake. The advantage to this camp over the others is the money. The druid at the rings will sell to you, and you can vendor the druid's fine steel and crap. Solid money income with modest EXP relative to tollbooth.


Dwarven Travellers in West Commonlands are standing in front of the inn near the Toll Booth. It is the same procedure. Screaming Terror one, pull the other, Feign Death, and then fear kite.

Find yourself getting bored? Are multiple of these AFK camps open? Try to do more than one if you're brave!

Levels 37-44

Respawn Timer: 16minutes and 30 seconds per Spectre

Spectres... These guys are your bitch. I exclusively camp Oasis specs due to the convenience of the spot. These dudes are very easy to kill, and there are plenty of them.

When you begin on spectres, you want to do this in the following way:

1) Send your pet at the spectre.

2) Cast Darkness. Spectre has LOS on you, so before it completes:

3) Click "Back" on your pet window, so he drags the Spec into range.

4) Darkness hits, you have threat.

5) Run to the bottom of the hill on Spectre Island. Once the Spectre is on the bottom part of the ramp, Panic the Dead him, which is a cheap Fear for a long duration.

6) Load him up with Blood, Vampiric Curse. Use Expel Undead style spells (Undead only DD) as needed, make sure your Evocation skill is going up. You want 150+ before level 39.

7) Once you are 39, instead of Blood, apply Venom of the Snake, and use 1 Expel Undead (the level 39 version), as those two together can be efficient enough. In addition, once you are 39, keep up Augment Death as much as you can.

DoT Overview

Spectres have approximately 1.5k health. This is where knowing your dots comes in handy.

  • Dooming Darkness: Ticks for 20, 15 times, 300 damage.
  • Venom of the Snake: 40 DD + Ticks for 59, 7 ticks, 453 damage.
  • Boil Blood: Ticks for 24, 18+ times (depending on level), 432 damage.
  • Vampiric Curse: Ticks for 20, 9 times. 180 damage.

Using these DoTs, you must do half of 1.5k. Remember that dots have different durations. For example, Boil Blood takes a long time to run its course, but can do a plentiful amount of damage over that time, but in small amounts.

I describe in the following space what dots I tend to use, but just remember the damage numbers above is what you are dealing with until you hit 44 and get Asystole.

Spectres are on a 16 minute respawn timer. This means if you can kill 1 spectre every 4 minutes, and meditate back the mana and sustain health, you can take all 4. You can manage all 4 in 16 minutes until 39, at which point you can also pull the tower. To pull tower, move up the tower to the door, look inside (dont move inside or move infront of the door, be next to it and turn camera) and target the spec by the firepot. Send in your pet and have your pet pull for you. Back it off, and do the steps outlined above.

At 44, you may be able to sustain upstairs Spectres. This is a three pull. Spectres' scythes stick out of the upstairs. You can target them, and Rest the Dead (Lull) them. Do this to 2, and send your pet in for the 3rd without going up the ladder. Pull him out.

Note, while a spectre is going from High to Low elevation, they will clip up, and drop. During this time, you cannot land a fear. Apply dots, wait for it to end. You will need to drag him around the platform to make it so he lands fully to fear kite him.

However, at 44, you can also continue on to the next location. You don't have to leave spectres immediately, but bloodgills are a solid alternative.

Levels 44-49

Respawn Timer: 13minutes per Bloodgill Goblin

Bloodgills are located in Lake of Ill Omen. You now have Dead Man Floating, which allows you to breath underwater, levitate, and have massive poison resistance. Use this to swim under the lake and fight Bloodgills.

There is really no trick here. These guys have the exact same health as Spectres, except now you need to use Invoke Fear rather than Panic the Dead, and you cannot DD them. However, with Asystole and Venom of the Snake, you should have no issue beating out the pet for XP (Necro Note 2).

Simply grab one with Darkness, dot it up, fear it, and sit back and laugh.

Levels 49-55: Root Rot

Your Worker's Sledgemallet

You are now level 49. You have access to Cajole Undead. Go to The Overthere, and use it on the Undead Foreman (making him Amiable to you), and give him 1 Jade to get a Worker Sledgemallet. For extra security, you can root the Undead Foreman first, and then Charm him, this way if charm breaks, you do not get your face stomped. If you don't know what that is, trust me... This is such a useful item, that I felt it was necessary to put a side note in a leveling guide for it. When you attack something, you have a chance to be ported to The Overthere. Be aware that the item is Giant size and will require a bag. Many use Large Sewing Kit or Shralok Pack while they are still saving up for Bag of the Tinkerers. Also be aware that the warp in point is on top of a boat, and there is a hole you can fall into. Try not to. If you do, gate or aggro a skeleton and get it to clip through the wall to fight you, so you can OT hammer off of it.

Locations

  • 49-51 - Bloodgills (Active)
  • 51-55 - Nobles (AFK)
  • 55-58 - Optional: City of Mist (AFK)

Locations Explanations

Levels 49-51

Bloodgills are the same thing you were hunting before, only this time, you have new mechanics to kill them with. Dismiss that pet, and keep it down, now you get to wreck them.

Bloodgills have the same amount of health as Spectres, around 1.5k. This means Ignite Blood alone will do 2/3rds of their health total. Further, Ignite Blood is a safe dot, so you risk nothing. With Asystole, you will have no problem killing any of these. You can take down as many as you want.

Levels 51-55

Congratulations on being 51. Now get Splurt, and get your ass to HHK.

On the 2nd floor of Highhold Keep are Nobles. These are 2 Nobles inside of a gambling room. Walk up the stairs onto the second floor, turn left. To your right there is a room with 2 bards, a guard, and a woman named Isabella (if she hasn't moved). She is on NFP faction, but screw faction. You're a necromancer. Deal with it later by killing Lucan D'Lere two times (truly, you can go from as deep into KOS as possible to Amiable with the guards in NFP by killing Lucan twice).

Isabella will patrol from the room with the 2 bards (Starr and Storm), around the second floor, and into the Noble room. The Noble room is found by taking another left (with the bard room at your right), and going down that hallway. Outside of the room, there is a dresser backed against the end of this hallway. Snuggle yourself up against that dresser, and get comfy. That's your home for many, many hours.

Make sure you have Manaskin or some spell similar on you to absorb damage, and then cast Paralyzing Earth on one of the nobles. His friend will charge you. As soon as you can, cast Feign Death. Just wait for the noble that charged you to patrol back. The existence of Roots on the target wont give you aggro when you get up. So wait for the noble to patrol back, stand up, and roots the second noble that had just charged you. Both are now secured.

DANGER: Isabella patrols into the room through the other end of the hallway from the dresser. You can always tell she is about to patrol because she says 3 lines including: "Stop looking at me!". When she says her 3rd line, she is about 3-4 seconds from turning the corner, and walking down the hall at you. AS SOON as she hits the corner, you aim at her, and cast Roots. IMMEDIATELY. Do not be slow on this. It is easy to tab target her if you're looking down the hall.

With both nobles secured, and presumably Isabella is under control or not there, you want to Splurt + Ignite Blood the Noble that you rooted first. And let them tick. This will bring them to around 10% HP, which you can use Lifetap, or consider Necro Note #5 and apply a Life Drain that benefits you even after the target is dead.

Give about 30 seconds to 1 minute, reapply Paralyzing Earth as needed, and then begin on the next dude. The reason for this minute delay is so that when they spawn, they spawn a few minutes apart, meaning every spawn is independent of the other spawn, and you do not risk an add. Be aware that doing more DPS on the first spawn, and slow and steady DPS on the second will cause the gap between their spawns to increase. Using slow and steady DPS on the first, but bursting the second will cause the gap between them to shrink. This is camp management, and it is something we all need to (if we have not already) learn to master. This is just like the Toll Booth guards at level 34-37, except you have Isabella.

Kill Isabella in exactly the same way, just root rot her in the hallway.

This zone gives you what feels like double XP all the time because of the zone's high ZEM. It remains solid all the way to 55, at which point, your world will change again.

Bards with Nobles

You may find yourself with downtime killing just the three. I noticed significant downtime when leveling up an Iksar Necromancer, relative to a Non-Iksar. The reason for this is because of Lich's mana efficiency. So what you can do if you feel you have too much mana, is to pull the bards in the same way you pulled the Nobles, and kill one of them. Leave the other rooted, and get back to the dresser near Nobles, and feign death. This wipes your aggro from the remaining bard. Stand up and use Circlet of Shadows, so you can meditate.

The bards have a 20 minute respawn timer, so you need to fit killing 1 bard in every 20 minutes, ideally faster so the respawn doesn't happen during a kill. For non-Iksar, this will tax your mana pool and your focus (as well as make you hate level 30 guards that still aggro you).

For an Iksar, this should be a cake walk. If you are an Iksar, you may also consider the Upstairs Noble, or the Captain down at the gates, and leaving no more than a 10 minute gap between bard kills. This gives you about 7 enemies to maintain. Note that you are taking multiple camps, and by decency, should share if someone else comes along. Be a decent person. If no one else is there, this will maximize your experience, but it will tax your mana. Remember though, always keep the noble kills happening on time. Do not break that schedule. The rest is just extra icing on the cake.

Levels 55-58: Optional Deviation

I recommend that at 55, you should move past the root rotting strategy and fully embrace the speed and efficiency of charm killing. Nevertheless, when I leveled up my first Necromancer, I did not do that. I feel that it is worth mentioning that there is a spot to continue the root rot for a sizable chunk of levels. This spot is City of Mist.

Please keep in mind that this is for Root Rotting. Many people charm kill on the 2nd floor, but I have never done so, and will therefore not have a guide for doing so. But I have root rotted here, so I shall offer this optional place for one to go when one prefers a less thought intensive camp as charm killing in Charasis Basement.

When you enter City of Mist, you must get up to the 2nd floor. You can have a rogue pick the lock for you behind moat, or you will have to use some ninja parkour to do it. You will first want to locate temple, which is through the first gate you come to, and to your right. When you get to temple, there is an aztec designed temple, with a small hall cut into it, with a door. Opening that door, you have a door in front of you. Open this second door, and you'll go up a series of ramps to the top of the temple. From here, you can lull the undead, or kill them as you wish, but you must levitate yourself, invis yourself, and then using the edge of the supports that hold up the canopy roof, you will levitate towards the hanging banner on the wall between you and the wall. Your goal is to levitate on top of the beam holding up the banner. Once there, click off your levitation, and watch the patrols. Stay invis, possibly FD, and watch for the patrols. When a patrol is past you, with no encumberance, jump up towards the door that enemies patrol in and out of. You will jump up, and land (Note: Player jumping was eventually nerfed as EQ went on, and you cannot do this any longer on live because of it. Such a nerf may come to P99 depending on when Verant implemented it). Immediately, you want to get to a safe spot, as much as you can, and levitate again. Once levitated, you can go on top of the canopy on Temple, and run up the spire, and sit on top of the house that you're next to, or you can run over on top of the arena, and get there the same way.

Once you're there, you will see a ghostly staircase going from Floor 2 (hidden wall entrance) up to Floor 3. On this, there are 3 oozes. One ooze will always stay on the bend of the ramp, while the other two will patrol up and down. One of these slightly favors the closer, downward ramp, and the other favors the upper ramp, but both can be next to each other at the same time.

Your goal here is to root rot these three guys, starting with the two patrols, and then the third. These are oozes, so they have significant HP regen, and can take a beating. I generally went through 2x Splurt, 2x Ignite Blood + something, with 2 applications of Para roots each. Be sure to keep both locked down. If they begin running for you, and you are on top of the house, you will train the zone, and that is not cool. Control your mobs, do not be that guy. If you have *ANY* reason to believe something is out of control, feign death immediately.

Once the three oozes are dead, you can go down to the cloud walkway, and into the northern wall interior. One mob, generally an ooze, will stand in there. A second add that patrols spawns just at this hidden wall, and then patrols. A third will patrol up from the further end of the hallway.

You can kill this ooze, and these other two patrols, attempting to stagger their deaths so they respawn in a broken sense, so you can take them on one at a time. These undead will not be as tough to kill, but not much easier. Once all three are dead, go back out to the cloud platform, and move up to the bend, and levitate onto the house, and meditate.

This will net you about 6 kills (around 1.5-2%) every half-hour. It is very inefficient in comparison to Charasis basement which utilizes charm killing, which I will talk about... Now.

Levels 55-60: Charming

Locations

Locations Explanations

Levels 55-58

City of Mist

City of Mist is located in the Emerald Jungle, adjacent to Trakanon's Teeth and Field of Bone. It is an open dungeon, unlike Charasis, and it is an easier dungeon than Charasis. For this reason, I have added this as an optional stage inbetween moving from Nobles to Charasis. Additionally, you can also follow the previous 55-58 section under Root Rotting for how to root rot City of Mist. This section is specifically for charming.

The first thing is that you need to get up to the Second Floor. To get there, enter the zone, and invis up. Go in through the gates, and hang to the right, until you get to "Temple". At the center of the pyramid like structure is a doorway you can go through to enter. Go inside, and through the door immediately in front of you. You'll now be on a ramp that goes up, turns right, up, turns right, until you reach the top of the Temple. Two undead stand there. Use your undead lull spell, Rest the Dead, to calm them, and then go up. Turn to your right, and you'll see a banner hanging off the wall. Additionally, you'll see angled support beams holding up the ceiling. Cast Dead Man Floating (DMF) on yourself, and get up on the angular beam until you're crouched. Then, levitate out from the top of the temple, and stop on the barrier. Click off your DMF, and then jump onto the second floor with invis on. Be careful of patrolling undead.

Once you're on the second floor, find a safe point inbetween patrols, and levitate yourself again, and invis up. Run over on top of the arena, or to some other safe place, and prepare yourself to charm.

Load up Thrall of Bones, Screaming Terror, Paralyzing Earth, your Lifetap, and so on. Then, pick an undead, and charm it. Use it to beat down an enemy. Now, when you're breaking the camp, it may be better for you to simply let your charm pet kill the mob. However, once you've broken the camp in, you will start getting both of the enemies to sub-6%, and then breaking it, and using Deflux to last-hit both of them. The reason why you may want to let your charm pet kill your enemy is that when you break your charm pet, he will run at you. However, if you're on top of the arena, or somewhere else that is safe, the mob will path in a crazy way and train the zone. And training the zone is bad.

Your goal is to kill your way in a big circle along the wall. You'll see that there are a bunch of doors that go inside the city walls, but between them is ring you can move along, and charm through.

Things here are not as dangerous as Charasis, but experience isn't as good as it is at Charasis. This place is also cheaper than Charasis. But it is also more contested than Charasis since shamans love to solo up on the walls.

Levels 55-60

Charasis

Charasis is a dungeon also known as Howling Stones. You must get a key if you wish to enter.

Getting Your Key

To get your Key to Charasis, you need to kill two particular mobs for a drop from each. I will leave the details of who you turn into, and that location to the guide on the Key to Charasis quest. What I seek to offer you is some brief notes in soloing these mobs as a Necromancer.

When going into Kaesora to fight Xalgoz, you will find that he is surrounded by friends. I would be lying to say that this fight is an absolute roflstomp, so it is worth using some strategy, as Xalgoz dishes out some poisons, and can wreck your pet.

First thing to note is that you are seeking a dagger from him. He will dual wield these, and have 2. You can find a partner to help you, without either of you being left out. You should utilize Numb the Dead to stifle the aggression of the surrounding enemies. I killed those outside of Xalgoz's temple with Paralyzing Roots and some standard DoTs for level 54. Once all these were cleared, including those a decent distance away (as healers can heal through walls), use [Numb the Dead] on the enemies in his room, and engage Xalgoz. Pull him out to you, and then have your Warrior pet engage. Your Warrior pet is going to get his shit pushed in. The goal right now is to Paralyzing Roots Xalgoz, stack up as many DoTs as you can, and then find the best place to hide outside of Line of Sight. This will prevent his spellcasting from hitting you, while letting you do some DPS. When your pet drops, and you're hidden, summon another and send it out. The more you clear before engaging Xalgoz, the safer, and easier it is to line of sight him. All around not too difficult if you are patient.

When in Lake of Ill Omen to earn your Prod, the second required piece, you will want to head to the Sarnak Fortress. Go in through the main gate, up the ramp, and on the main platform, there is a doorway you can go into. Go into this, and down the hall, weaving through various turns, until you come to a large room with what seems like hundreds of Sarnaks. The enemy you want will be standing by the Throne at the center of the wall opposite your entrance (2 hour respawn timer on the dot, 100% drop chance). Invisibility up to near him, and get into a corner. From here, you're going to engage some of the surrounding Sarnaks to lighten the burden on the pull. Kill whatever Sarnaks you can, taking careful note to root. When you engage the main enemy, be certain to root him, and engage with your pet. Again, your pet will likely die tanking this guy, as you will get additional adds. Use this time to root up everything you have engaged, and apply DoTs to the main target. Your primary goal is to knock out the main target, loot his spear, and then Feign Death. Once you're Feigned, stand up and use CoS, and get out of there however you wish.


Zoning In

When entering Charasis, there are 2 adds that are close to you, and can aggro you. For this reason, it is best that you enter the zone with Quivering Veil/Harmshield at the ready, and Invis vs. Undead on. Why Invis vs Undead, I hear you ask? Because the front door can have living or undead mobs, and the undead ones Harm Touch for about 700 damage. For this reason, be sure you also have Manaskin on as you enter, as well as Dead Man Floating. As soon as you enter, fully buffed, turn 180 degrees to face North, run up to the stairs, and off the side. Levitate down and hug the north wall.

The north wall has a pile of dirt against it. The north side is a 100% safe spot. No matter how close an add seems, you cannot get aggro there. From here, you begin.

Your spells should have: Deflux, Vexing, Screaming Terror, Thrall of Bones, Paralyzing Roots, Quivering Veil, Feign Death. This leaves one spell slot to shift through Lich/Manaskin (and other buffs)/DD spells, etc. Spellbook these. Do not unmem any of the main 7, except maybe Vexing (or Bond of Death, if you dont have Vexing yet).

Two mobs will patrol around the central temple. One will sit on the temple. One from each hall, west and east, will come in, up the temple, and then back into the wings on each side. Within each wing are 3 mobs, up to 4 counting patrols.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

ALMOST ALL SKELETONS HARM TOUCH.

Okay, I think I have emphasized this point well enough. Almost all skeletons Harm Touch. This will effectively fuck your day up. So, we need to play very smart. They will cut through a full Manaskin and then some. You are going to always be on the verge of death if you are not playing with full focus and careful calculation to each move.

Now, each of the side rooms can be pulled, but require a pet to do so safely. This means of the 5 in the center, 3 are killable.

You will also notice that some are skeleton, some are living. You need to strike a balance because you cannot mind control the living. This requires you to adjust your gameplay to maximize the resources you have.

Managing Your Resources

The resources you have at hand are important to utilize. For example, if 2 of the patrols are undead, and the temple add is living, you have a situation to handle. First off, begin by using Thrall of Bones on the undead target to make it a pet. Now, this is a vulnerable moment, because the pet has a Harm Touch loaded, and your charm can break at any moment. So your first goal is to aim and send it at the nearest living target. Send it, watch the HT.

Now, you must apply Paralyzing Earth to the target your pet is fighting. This is in case of charm breaking, this allows you to Screaming Terror (short term CC) and then Re-Charm the pet without 2 adds attacking you. On a brief aside, you use Screaming Terror before Charm so that way the target does not attack and interrupt your charm. You do not roots because if you roots and then Charm, your add is rooted. Screaming Terror is short term, so you can ST, and then Charm, and it will break shortly after allowing your pet to move.

So you have your pet, he has discharged a HT and the target is rooted. You have to consider a few things:

  • 1) Is your pet higher level? Is your pet a DB con, while the target is LB? If so, it means your pet has the advantage. This will mean your pet should end the fight with more HP than the other target. Is he lower level? Than your pet will die too fast. In this case, you will lose your skeleton too fast to fight the other living add. To solve this, apply some assisting dots to the target, or even use Augment Death on your skeleton pet. Note that Augmenting your skeleton will make him badass when he comes after you if charm breaks.
  • 2) How many more skeletons are there? Can you afford to throw this one away and kill it in a 1 on 1? Or do you need it for longer? If you can throw it away, no problem. If you need it to stay for longer, you must employ a few strategies.

These strategies include the way you do the following:

  • 1) Break charm, and root the pet you once had. Then feign death. So long as you are feign deathed, the pet is held in place, and is trying to patrol home. While doing this, he heals 5% a tick.
  • 2) Apply more dots to the enemy target so that your pet kills it faster.

Continuing on...

When either your pet or your target is sub 10% health, you need to start adjusting. I have found that 6% is the amount of damage a Deflux will do to most of them. So, when a target is sub 10%, start being careful. Sub 6%, you must act.

How do you act? Simple. You target your pet, and you use Circlet of Shadow to invis. Once you are invised, your pet will break and combat ends between pets. XP tables are gone. Now, two possibilities exist:

Execution Strategies
  • 1) You need your pet back, and to kill the rooted one. In this case, you cast Screaming Terror on the previous pet that is charging you. While he is Terrored, you Deflux the rooted one, killing it, and re-charming the pet.
  • 2) You need to kill your pet, and then the rooted one. In this case, Deflux your pet as it runs to you to kill it, and then DOT up the rooted target.

Okay, so you do this, and you manage to clear out the 3 mobs in the room that are main basement. You still have 1 patrol on each wing. This is very difficult to do, and generally you'll be using one of the wing patrolling adds to kill one of the main room adds, leaving 1 patrol up. Assuming you leave up and undead patrol, you MC that.

Target an add in the wing, and send your skelly in. It will get railed on by harm touches. Back it off, and Para roots. Back off just a bit, just enough that the pile is just in front of the last skeleton, and para roots another. Back off just a bit again, and para roots another. The key here is to be sure that the adds are para rooted nearby each other.

DANGER: The worst thing that can happen is for you to send your pet in, and once it aggros stuff, it breaks MC, and all of them come for you. In this case, use pathing to your advantage. Run up toward North Wall, make them have to go pathing crazy, and FD near North Wall. /q your aggro (by which I mean, type /q to quit out and clear all aggro).

So, you have backed your pet out, and you have a row of 4 skeletons, all near each other, and at the end, your skeleton pet. Your skeleton fights the end of the line, and you simply Deflux kill whichever gets lowest by using the aforementioned execution strategies. From here, you simply reapply Para Roots as needed, and MC one add at a time, working through the batch. Always use Circlet of Shadow to break just before it dies. Go through the crowd.

SPECIAL NOTE: On any wing in which you have no pet and need to pull, you can target a skeleton that is inside the room. Now, the spell will grab threat before the skeleton you petted will. This means that the adds in the room are going for you first, and their HTs are aimed at you. In this case, back off, use Quivering Veil/Harmshield to soak any HTs, and use the 18 seconds to get your pet aggro. Click it off and apply Roots as needed.

Alrighty, well... I think that's about it for basement. Take it slow. Start on just the main room... Then add a wing... Then the second. Work your way into it. This is an incredibly dangerous place that requires 100% focus at all times, as well as a good bit of forethought to make sure you always have a pet up. Always be ready to break your pet and ST him so that you get full XP for each kill. Remember, your pet is doing 95% of the damage, and then you are dropping your control, making him not your pet so that Necro Note 2 doesn't kick into effect, and you get full XP for both kills. This is highly efficient, but as you will see, requires great focus.

Grouping As A Necromancer

I have, up to this point, offered as much detail as possible into the soloing strategies for leveling up as a Necromancer. You will find as a Necromancer, that people often do not want you for groups, but this comes out of, most of the time, simply bad past experiences.

It does not mean, however, that you will never end up grouping. When grouping, if the Necromancer knows how to do it, the Necromancer will be nothing short of an invaluable asset to his or her group. It is my goal to offer some thoughts and a general strategy while playing a Necromancer in a group that can help make you stand out, and show people just how good Necromancers can be when played right.

  • 1) You are not Soloing while in a group. Break this mindset. Your tactics, your training for soloing are nothing anymore.
  • 2) You are not a DPS, you are a Support. Your DoTs are very inefficient when they drop off early, and your fastest DoT (poison) takes 42 seconds to run its course. The vast majority of the time, the enemy will be dead before your spells reach efficiency.
  • 3) Understand your CC. As a Necromancer, you have access to three big ones: Screaming Terror, Roots, and Fear. Unless specifically asked, do not Fear. In tight situations in a dungeon, Fear will only let the enemy get his friends. Roots is often desirable, but not if your group desires more snares than roots. Screaming Terror is good in a pinch, but remember it is a short term mez. It will break if damage is done to it.
  • 4) You are a Snarer. One of the main jobs a Necromancer falls into is in applying Darkness, which is among the strongest snares in the game, and it comes with some damage on top of it. It is generally best to stick to Dooming Darkness, even if you have a higher level version, because the later Darkness spells do not increase the snare by enough to make the greater mana and cast time worth it when in a fast pulling group.
  • 5) Inform your healer to not heal you unless you're in threat of death. Use your lifetaps to return health, as it is a lot easier for you to get mana than your healer.
  • 6) You are a Mana Battery. As a Necromancer, by and large your job in a group is as a Mana Generator. You will going to have Lich on, burning your Health into Mana, and casting the "Subversion" spell line to restore mana to the part of the group that needs it most. Cleric is at 30m? Twitch him! Enchanter at 20m? Twitch him! Do everything you can to make sure mana is flowing so there is less downtime. Avoid twitching immediately as mana permits, and instead twitch when the healer/enchanter needs it, or when you're about to cap mana, so this way you have stores of mana to unload in an emergency. You are the battery of the group, you are the grease on the wheels of your team. You make the CC and the Heals flow faster, then you'll see that the puller needs to stop for mana breaks less, and the experience flows faster. Be sure to never be at 100% mana, and at the same time, try to always have some stored in case of emergency.
  • 7) You are a patch-healer. Use spells like Shadowbond and Shadow Compact to deliver a smooth flow of heals onto the target. This spell line costs very little mana, and can help alleviate the amount of healing the Healer must do. If you keep your first Buff Slot open, you can even Cancel Magic the negative recourse of the spell, creating some very mana efficient patch healing.

When you tie all of this together, you get a picture of Necromancer truly being a support, rather than a DPS. Since our spells are very inefficient if they do not run their own course, in most group cases, enemies will die too fast for our DPS to be efficient. What we do instead is to channel Mana into Clerics/Enchanters as needed to keep the group working, channel our Health into group members who are hurt, and burn our own health to make us do all this more efficiently. We get that health back through periodic lifetaps.

Remember... You are not soloing. Your job is to make the group more efficient.

Additional Necromancer Information

This section is for additional information that applies to Necromancers, anything that I can think of that can help you out. Feel free to offer suggestions!

Reputation Repair

Now you're level 60. You've spent 60 levels prancing through Norrath on the wings of not giving a shit about your reputation. Everything to you was experience, and everything to you was a source of health to drain. Looking at a guard, you did not think "Wow, look at that badass guard that just saved me from this griffin!", you thought "Wow, look at that experience pinata carrying 20pp of Fine Steel." Truly, this is one of the best parts about being a Necromancer.

And while this is truly great fun, and by no means has to end when you're 60, you may decide that now that you're level 60, you don't need to look at everything as potential experience... You have access to new ways of making money and maybe you don't care about that fine steel any longer. Maybe you'd like to have the reputation to do some important quest-lines. Or maybe you just want to walk around cities without getting pestered by annoying weak citizens thinking that they can take you out, and you really just don't want to expend the time or mana killing them.

Whatever your reason, you may want to repair your reputation. What I offer here is a basic layout of some ways to repair certain reputations without shafting your Evil reputations that you've come to know and love.

Freeport, HighPass, & Qeynos

Repairing these reps are quite fundamental to some important quest lines that you may find beneficial, such as questing out your own SoulFire to have some Complete Heals in your inventory. There are a number of ways you can repair the reputation, and many ways cause you to lose reputation with other reps. So, what I offer here is a path that will result in Max Warmly in North Freeport, West/East Freeport, Highkeep, Karana Residents, Qeynos Guards, Corrupt Qeynos Guards, Qeynos Cleric/Paladin Guild, Good Freeport merchants, and Qeynos Merchants. Your reputation with Bloodsabers (the Qeynos Evil guild) will be preserved, as well as the Freeport Evil guild.

Sir Lucan

This will repair your rep with North Freeport.

Kill Sir Lucan D'Lere three times or so. This gives you a huge faction hit to the North Freeport Paladins/Clerics, and will destroy your West/East Freeport reputation, in addition to some evil merchants. Lucan spawns every 8 hours, you might need some friends, but generally you can just tag the guy for the faction while others kill him for the SoulFire piece. Just keep helping until you can't go any higher. It doesn't take too long.

Brandy

This will repair your rep with Qeynos Guards, Qeynos Merchants, and Freeport Merchants.

If you're like me, a lot of merchants don't like you. Luckily, there's a solution! Grab a druid buddy with Group Wolf Form, and travel to Qeynos. In Qeynos, go to the docks on the southern side. Get wolf formed in the zone, and then go invisible. There are guild masters of the Order of Three (the Qeynos casters guild) who do not like you at all, even with wolf form, that patrol around the docks area. Have your druid friend to go the tavern near the docks and purchase you an insane amount of Brandy. I'm talking 30 stacks. Then, once stocked, you're going to do Rohand's Brandy.

You want to stand at the top of the steps inside Rohand's building while in wolf form. An Enchanter guild master (level 61) patrols around outside of the inn, but if you're at the top of the steps, just inside tradin range with Rohand, you will be safe. Be sure to bind nearby and be prepared in case you don't position well.

Then, turn in Brandy. You can only do it one at a time. Turn in more, and more, until you're out. When you run out, invis up, go to the nearby tavern, and buy more. You may have to turn in an insane amount of brandy. When you're Amiable to Rohand in Wolf Form, you should be free to drop wolf form and continue without your druid friend. Once you are capped on Coalition Tradefolk reputation, you're set.

Silver Bars

This will repair your rep with Qeynos Clerics, Qeynos Paladins, and Karana Residents.

This rep is tricky. If you want to get this rep up easily, you can give Lashun Novashine 2 gold over and over. But you will lose Bloodsabers reputation. I did not want to lose Bloodsabers, because I believe they have the coolest evil lair in all of Norrath. So, I had to find another way.

In North Karana is a man named Fixxin Followig. First, get your trusty Druid friend, and wolf form up in North Karana. Find Fixxin in the north of the zone patrolling in a rectangle across the northern side of the zone. Be wary of the two very high level treants that may or may not want you dead. When you find Fixxin, find out your reputation. Fixxin is on Karana Residents, and for me, he was Threatening con.

Once that's done, you head back toward the Qeynos area. Moonstones is a quest and an item that is associated with the Gnoll Fang questline in Qeynos. The basic rundown is that new players like to kill gnolls in Blackburrow, and loot Gnoll Fang. They then turn them in, and from their turn in, they get an insane amount of experience all the way up to level 20. However, once turned in, they receive a Moonstone. The Moonstone turns in to McNeal Jocub for negligible experience, and more importantly, reputation.

Most low level players are not attached to their Moonstones, and for good reason: The experience is crap, and the pay out is crap. If you offer them 1-2pp a piece, you can turn them in, and get reputation with Qeynos Guards/Priests of Life/Knights of Thunder/Karana Residents. I turned in about 80 for safety. You can turn these in 4 at a time.

I then stocked up on literally thousands of Silver Bars, at 10pp a stack. I was ported by my Druid buddy out to North Karana, wolf formed up, and I conned apprehensive. I turned in about 1000 Silver Bars, and was able to turn them in without wolf form. I ended up turning in around 2500 Silver Bars to cap my Priests of Life/Knights of Thunder reputation, which was at absolute 0 at the start. You can only turn these in 1 at a time, and you get a book that is lore for doing so. Keep the book in your inventory so you do not have to keep deleting the book.

Further, Fixxin walks really fast, and he can be annoying. I recommend casting Paralyzing Earth on him, and then Feign Deathing, and standing up immediately to refresh your con. Then you get 3 minutes of turn ins (about 50) before needing to redo the roots.

Orc Scalps

This will fix up your West and East Freeport, your Corrupt Qeynos Guards, and your Highpass Merchants and Guard rep.

I have not done this yet on Uteunayr, so I do not know how my reputation looks in Wolf Form to the quest giver, but the basics of this is to do the Orc Scalp Collecting quest. Orc Scalps generally sell for 10pp a pop in EC, and are a great source of income for new players. Collect these, and turn them in to Captain Ashlan to gain nothing but positive rep with the evil/corrupt guards/merchants in Qeynos, Highpass, and Freeport.

Levant Locations

Antonica

West Freeport: (335, 181) Outside the gates, towards Toxdil's Tunnel.

North Freeport: (-296, 221) Just up the hill from West Freeport near the jewelcrafter building. Guards patrol at Levant point.

East Freeport: (-1097, -648) Outside town near the Nro zone line. You're facing towards town when you exit the load screen.

East Commons: (9, -1485) On the desert near West Freeport.

North Ro: (3538, 299) Right at the start of the path in front of the Inn. Guards are nearby, and can aggro onto you.

Oasis of Marr: (490, 904) Near Orc Alley, down the way from gypsies.

South Ro: (1265, 286) On the first dune in from Oasis.

Innothule Swamp: (-2192, -588) Just north of Grobb, towards Guk. Within sight of Grobb.

Upper Guk: (-36, 7) Innothule Swamp zone line.

Ruins of Old Guk: (1197, -217) Central zone line to Upper Guk.

Grobb: (-100, 0) Near the entrance to Innothule Swamp.

The Feerrott: (1091, 902) Just outside of Ogguk, to the South.

Ogguk: (-345, -99) At the entrance from The Feerrott.

Lost Temple of Cazic-Thule: (80, -80) At the entrance to The Feerrott.

Plane of Fear: (-1139, 1282) Near the South-West wall.

Rathe Mountains: (3825, 1831) Near the gypsy camp around the Lake Rathe zoneline.

Lake Rathetear: (4183, 1213) Right at the SK zone line.

The Arena: (-41, 461) Center of the arena, on the platform.

South Karana: (2346, 1293) Near the bridge to NK.

Infected Paw (-79, -7) At the entrance. There are some mobs nearby.

North Karana: (-284, -382) Near the Qeynos direction sign at the Gypsy camp far north of Spires.

West Karana: (12, -638) At the zone line to Qeynos Hills. Be wary, a guard and a werewolf patrol through this point.

Qeynos Hills: (508, 83) At the crossroads of roads from Qeynos, West Karana, and Surefall Glade. Higher level guard patrols here.

Qeynos Catacombs: (214, -315) Inside the Shrine of the Plaguebringer, next to the zone line to South Qeynos. The zone line is East of the Levant point.

North Qeynos: (678, 114) Just outside of the gates. Some guards nearby, don't patrol to the spot.

South Qeynos: (14, 186) On the docks to Erudin near the hanging fish.

Surefall Glade: (-66, 137) At the mouth of the cave that opens up into the Glade. There is a guard around the corner.

Blackburrow: (-158, 38) At the Qeynos Hills exit.

Everfrost Peaks: (3139, 682) Near the ramp up into Halas. Can see guards, but not in aggro range.

Permafrost: (0, 0) There are adds that aggro. Be sure you have mana or FD to handle them. Weak adds, but sucks. Follow the South-East tunnel to get to the exit.

Halas: (0, 0) Right next to the Halas sign by two guards. You will aggro these guards. Level 40. Have FD ready.

Plane of Hate: (-375, -353) At the zone in house.

Eastern Plains of Karana: (0, 0) At the crossroads, to the East of the bridge from Northern Plains of Karana.

Gorge of King Xorbb: (-512, -21) Just north of the zone line to Eastern Plains of Karana.

Runnyeye Citadel: (-109, -22) At the zone line to Gorge of King Xorbb.

Misty Thicket: (0, 0) On the Runnyeye side of the wall, just North of the gate.

High Keep: (-16, 88) Between the two zone lines to Highpass Hold.

Highpass Hold: (-14, -104) between the two zone lines to Highkeep. You are in aggro range of the guards.

Kithicor Forest: (1889, 3828) Just outside of the hobbit hole that leads to River Vale. Potentially dangerous at night.

Rivervale: (2, 45) At the zone line to Misty Thicket. You are near guards, but almost near the guards.

West Commonlands: (209, -1334) You come out just right (facing inward) of the path from the East Commonlands zone line.

Befallen: (-75, 35) At the zone line. Be wary of an undead the sometimes patrols here. But you're at least 55. You should be fine.

Nektulos Forest: (2055, -701) Near the newbie log that is closer to the entrance of Neriak.

Neriak Foreign: (-3, 157) At the entrance, near the zone line to Nektulos Forest.

Neriak Commons: (3, -500) Up the cliff from the Priest of Discord at the zone in.

Neriak Third Gate: (892, 969) Near the symbol of Innoruuk's eye between Cleric guild and the city.

Lavastorm: (-1843, 153) Near the zone line to Nektulos Forest.

Temple of Sol Ro: (269, 8) At the zone line to Lavastorm.

Najena: (-13, 856) At the zone line to Lavastorm.

Nagafen's Lair: (-424, -263) At the zone line to Lavastorm. Be careful of enemies. None patrol, just a dangerous place.

Solusek's Eye: (-476, -486) At the zone line to Lavastorm. Be careful of enemies here.

Ocean of Tears: (390, -9200) At the foot of the dock on Sister Isle, right next to a Sister.

Odus

Erud's Crossing: (-1766, 795) Near the kerran village and kerran docks.

Erudin: (109, -309) On the docks. Guard patrols here, but guards are weak.

Erudin Palace: (712, 807) On the entrance pad.

Toxxulia Forest: (2295, 203) At Erudin's doorstep, within aggro range of the lowbie, high level guards. They can very easily aggro you when you land. Have FD/Harmshield ready.

Kerra Isle: (474, -859) Right at the entrance.

Paineel: (800, 200) At the exit to Toxxulia Forest.

The Hole: (640, -1049) At the entrance from Paineel, on the platform before the elementals.

Kunark

Timorous Deep: (-5392, 2194) Chessboard island. Safe landing spot. You're about 7000 away from the Firepots to the South-South West.

Charasis, Howling Stones: (0, 0) At the zone in. Two enemies patrol. Random between living/undead. Undead Harm Touch. Be prepared, ideally have Manaskin up.

Skyfire: (-1140, -4290) At the zone line to OT.

Overthere: (-3500, 1450) North of the Frontier Mountain zone line, overlooking the field.

Droga: (1375, 290) In the first room near the exit to Frontier Mountains. There are adds nearby.

Mines of Nurga: (-2000, -1762) At the Frontier Mountains zone line. Zone line is to the East.

Frontier Mountains: (-633, -4286) Near Lake of Ill Omen zone line, facing it. Also directly south in the corner of the map is the Dreadlands zone line.

Chardok: (120, 860) Between two spawns at the zone out point. This is a dangerous Levant.

Burning Wood: (-4942, -821) Facing north with Dreadlands ZL directly south.

Dreadlands: (2806, 9565) Just South East of the Wizard Spires, and West of the Druid rings.

Karnor's Castle: (18, 302) Between the two zone in points. Be wary of enemies.

Crypt of Dalnir

Warslik Woods: (-1429, -568) Down the path from Cabilis. Seems safe from guard patrols. Cab to the South.

Lake of Ill Omen: (5747, -5383) Outside of the Cabilis patio area, in safety. Within eyeshot of Cabilis.

Firiona Vie: (-2392, 1440) Standing on a hill overlooking Firiona Vie. No guards.

West Cabilis: (-783, 767) At the Lake of Ill Omen zone line.

East Cabilis: (1362, -417) At the zone line to Field of Bone.

Kurn's Tower

Field of Bone

Swamp of No Hope: (2761, 2945) Directly in front of the Cabilis gates. Be careful.

Kaesora

City of Mist

Emerald Jungle: (-1223, 4648) Just outside of the Field of Bone zone line if you turn around and head West.

Trakanon's Teeth: (3868, 1486) In the far north of the zone, just south of the zone line to Emerald Jungle.

Old Sebilis

Faydwer

North Kaladim: (414, -267) Just around the bend from the zone line. There is a guard between you and the zone line. He is not near enough to aggro at 60.

South Kaladim: (-18, -2) At the zone line to Butcherblock Mountains. Be wary that two guards patrol near the Levant point.

Crushbone: (-644, 158) At the zone line to Greater Faydark.

Butcherblock Mountains: (2550, -700) To the south east of Kaladim, over the hill.

Greater Faydark: (-20, 10) Near the bottom of a lift to Kelethin. A guard is out of range for a level 60. A second lift is over the hill to the North West.

North Felwithe: (-25, 94) Near the zone line to Greater Faydark. Guards patrol here.

South Felwithe: (320, -790) Just outside the cave with the zone line to North Felwithe. You are in aggro range of a guard patrol.

Kedge Keep: (14, 100) In a caged room a decent distance from the entrance. You are underwater, obviously. There can be patrols. To get to the exit, open the gate, swim out, and straight up, and the exit is to the North.

Dagnor's Cauldron: (2815, 320) Near the zone line to Butcherblock Mountains.

Estate of Unrest: (-38, 52) Near the zone line to Dagnor's Cauldron. Head west to find the zone line.

Castle Mistmoore: (-295, 123) At the zone line to Lesser Faydark.

Lesser Faydark: (-108, -1768) Near the Shadow Men camp. The closest zone wall is to the East, and you can get to the Ak'Anon & Greater Faydark zone line by heading north.

Steamfont Mountains: (160, -273) Near the windmills. Ak'anon is to the south-west.

Ak'Anon: (47, -35) At the zone line to Steamfont Mountains.

Words To Look For

The words listed here are the Words that create spells that can only be researched. This means that these Words are required for the spell. These are important to gather up, and save for yourself and your fellow Necromancers.

Conclusion

That is everything! While there are certainly different places to go at each level range, these spots are the spots I have always gone to, and that I most prefer to go to. This guide will be outdated with Velious, which adds a variety of great locations. However, if you want a solid leveling progression that maximizes your experience, by letting you experience many different styles of playing your necromancer, than you will not go wrong by following this guide.

For those of you that do use this guide, I hope it worked out well. I hope the detail I offered has helped save you a vast number of deaths, and made the game all the more rewarding. I hope I'll end up seeing you all out there in the fields and dungeons killing all varieties of awesome things, because as necromancers, we are close to the most independent class out there. Enjoy it. Master it.

Good hunting!