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Difference between revisions of "Sesserdrix's All in One Necromancer Strategy Guide"
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Lets say you charm a second pet, and engage a mob with only 20% left. Now, if your new charmed pet deals 50% of the 20% (lets just say the charmed mob brings the enemy down to 9%), the charmed pet will take 50% experience unless you break it. However, if you use an undead direct damage, and do over half at the time of the new pet, you will have the greater than half, and get full. | Lets say you charm a second pet, and engage a mob with only 20% left. Now, if your new charmed pet deals 50% of the 20% (lets just say the charmed mob brings the enemy down to 9%), the charmed pet will take 50% experience unless you break it. However, if you use an undead direct damage, and do over half at the time of the new pet, you will have the greater than half, and get full. | ||
− | When going into the wings, you want to slide up to the sides of the archway without passing through, and click at the sides. There are enemies just inside each arch way that you can click. | + | When going into the wings, you want to slide up to the sides of the archway without passing through, and click at the sides. There are enemies just inside each arch way that you can click. Select one, send you pet, and back your pet off. |
− | + | Depending on the composition of the enemies, you can do one of two things. If you have plenty of undead, root all the mobs you get on top of one another. This will allow for every enemy to attack your charmed pet, making them die faster so you clear the wing faster. The faster you clear the wing, the sooner you can engage the wing on a respawn without getting only a half-popped wing. | |
+ | |||
+ | If you don't have a lot of undead in the pack, but a lot of living stuff, you may want to form a conga line. While backing your pet off, root an undead. Back off, and reengage another enemy quickly. You want to cause a small space to separate the enemies. Root a living, and do the back off and reengage again. This will cause them to form a conga line, letting your pet tank one at a time. This lets you keep your undead mob up for a good bit longer, as it isn't getting plowed by the swarm of them. It's all about judging what you can get away with when you engage a wing. | ||
Lets say you approach a wing and you don't have a pet to pull. You can target a skeleton that is inside the room, and charm it. Now, the spell will grab threat before the skeleton you charmed 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 of Xarn]]/[[Harmshield]] to soak any HTs, and use the 18 seconds to make your pet hit them all. Click it off and apply Roots as needed. | Lets say you approach a wing and you don't have a pet to pull. You can target a skeleton that is inside the room, and charm it. Now, the spell will grab threat before the skeleton you charmed 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 of Xarn]]/[[Harmshield]] to soak any HTs, and use the 18 seconds to make your pet hit them all. 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 things can go bad very quickly. You can curb the chances with clever planning. Always be ready to break your pet and [[Screaming Terror]] (if >6% HP) or [[Deflux]] (if =<6% hp) him so that you get full XP for each kill. | + | 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. As you get better and better at it, start going deeper into the wings and take up more and more of the basement. |
+ | |||
+ | This is an incredibly dangerous place that requires 100% focus at all times, as things can go bad very quickly. You can curb the chances with clever planning. Always be ready to break your pet and [[Screaming Terror]] (if >6% HP) or [[Deflux]] (if =<6% hp) him so that you get full XP for each kill. | ||
Remember that the essence of charming is that your charm is doing 95% of the damage for very little mana, and then you get to kill your own pet and the enemy for 2 kills for very little mana cost. | Remember that the essence of charming is that your charm is doing 95% of the damage for very little mana, and then you get to kill your own pet and the enemy for 2 kills for very little mana cost. |
Revision as of 12:25, 1 May 2014
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 reasons for creating, and some insights into creating your necromancer so that you fully understand the decisions you make in character creation. The choices you make in character creation now will shape the way the game unfolds for you in major ways, and once they are done, you can't go back and change them. So I think it is important that you have a good grasp on it.
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 in EverQuest 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... It is up to you to use it well.
That's the fluffy side of what a necromancer is, but practically on Project 1999, you would want to play a necromancer for a few reasons. As a necromancer, you are an incredibly strong solo class. Additionally, you are a very cheap (money wise) solo class. You have great utility to bring to groups, but you will struggle against the legacy of many bad necromancers who did not understand how to play in a group. You will have a variety of different strategies to overcome any obstacle you meet in the world.
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 return people from the dead with an experience return, 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 support tools to a group or raid.
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 Tinkering. 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. I urge you that if you care about producing the best output you can, that you should go Iksar.
Ultimately, make the choice you will be happiest with. If your subjective value given to recreating your classic character is greater than the value you place on the numerical advantage offered by Iksar, go with your classic character. I just want you, the reader, to make an informed decision so that if you choose to go Non-Iksar, you do it for the right reasons, not because you didn't know that what Iksar offers is a major output advantage.
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.
This strategy is very strong for situations in which you need complete control over where the mob is, and where it is going. Fear kiting is more efficient, as your pet is dealing just under 50% of the damage when done well, and Charm killing is more efficient as you get a pet to do 95% of the damage needed, but it is limited to undead.
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.
This is the most efficient you'll get when it comes to killing things, but you are limited to places where there are undead of comparable levels to what you want to kill.
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 999 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. Additionally, it is incredibly difficult to resist (-200 MR).
- 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: It is difficult to resist (-100 MR).
- 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: It is difficult to resist (-100 FR).
- 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 - Misty Storyswapper (AFK), Oasis of Marr (Active), Sisters (Active).
- 16-20 - Kurns Tower (Active), Orc Alley (Active).
- 20-24 - Crag Spiders (Active), Aviak Guards (AFK).
- 24-31 - Cordelia Minster (AFK), Stronger Bards (AFK), Aviak Fortress (Active), Splitpaw Exterior (Active), Treants (AFK), Sister's Isle (AFK).
- 31-34 - Halfling Guards(Active).
- 34-37 - Toll Booth (AFK), WC Druid Rings (AFK), EC Druids (AFK), Dwarves (AFK).
- 37-44 - Oasis Specres (Active), Feerrott Spectres (Active).
- 44-51 - City of Mist (Active), Ogguk Guards (Active), Bloodgills (Active).
- 51-55 - Felwithe Guards (Active), Neriak Guards (Active), Lower Guk (Active), Nobles (AFK), Bards (AFK)
- 55-60 - City of Mist: Cloud Stairs (AFK), City of Mist: Ramparts (Active), Howling Stones: Entrance (Active), Howling Stones: Basement (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.
Sisters
Name: Jayla Nybright and her Sisters.
Camp Type: Active.
Camp Strengths: Experience, money.
Strategy: Fear Kiting.
Zone: Lesser Faydark (lfaydark)
Youtube Video Link:
Description: These sisters are a great place to go for new players. You can single pull them without social aggro, they drop bronze weaponry, you are near a zone line, and you can go over to Steamfont Mountains to vendor at the druid rings. However, at the time of this being added in, it is already a contested camp. Many people go to this camp for all the great advantages it offers.
Simply pull one out, fear her, and DoT her up. If you get overwhelmed, zone to Mistmoore which is to your south-west from the camp.
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.
Orc Alley
Name: Orc Alley
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Fear Kiting.
Zone: Oasis of Marr (oasis).
Youtube Video Link:
Description: This camp is found on the far western part of the Oasis of Marr. Often, groups will camp at the invisible wall, but the area to the north and the south of the alley itself are generally jam packed with orcs. There is no truly "safe" spot to sit that I have ever been able to find, so you must be constantly aware of your surroundings while tagging and soloing down these orcs. Be wary of "a orc warrior", as that enemy is around level 20, whereas "an orc warrior" is more around level 15.
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
Crag Spiders
Name: Crag Spiders.
Camp Type: Active Camp.
Camp Strengths: Experience, moderate money.
Strategy: Fear Kiting.
Zone: Eastern Plains of Karana.
Youtube Video Link:
Description: In Eastern Karana, a crag spiders spawn at the bottom of the ramp that leads up to Highpass. These spiders drop an abundant amount of Spider Silk, allowing for you to stock up and sell out. This is not as profitable as being able to vendor bronze, but it is valuable.
The basic idea here is to sit on the ramp, or around the ramp, and to run out and grab a crag spider, pull it back and out of the area where the most of them patrol, and fear kite it. These guys do poison, so if they hit you, you will lose some health, and they can do some damage to your pet. There's truly nothing complicated about this camp. It's fairly standard and easy.
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.
Sister Isle
Name: Sisters
Camp Type: AFK Camp.
Camp Strengths: Experience, Money.
Strategy: Fear Kiting.
Zone: Ocean of Tears.
Youtube Video Link:
Description: Sisters are located on one of the islands your boat stops at on the way from East Freeport to Butcherblock Mountains. You will notice it has wood elves on it, which should tell you you're there. Jump off the boat, cast invisibility on yourself, and find a nice spot on the island away from others. Simply pull them one at a time, and fear kite them away from the rest. These are solid experience, and can earn you some very good experience.
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
Name: Halfling Guards
Camp Type: AFK Camp.
Camp Strengths: Experience, Money.
Strategy: Fear Kiting.
Zone: Misty Thicket.
Youtube Video Link:
Description: The first big thing to know is that this camp is smack dab in the center of the zone, and a level 50 druid named Ella Foodcrafter runs past you often. The challenge is to work around her. She will destroy you.
The two guards of interest are located on the northern part of the wall. Approaching the wall from Rivervale, you'll see it stretches all the way north and south. When you approach it, turn left and head south down the wall. Take note of the guard tower to the left of the small archway in the wall. This tower has one of the spawns. While walking south along the wall, note also the ramp that leads up to the top of the wall. Lastly, near the southern zone wall, you'll see another guard house.
Once you've seen these two spawns, head up the ramp onto the wall overlooking the first guard tower. On top, you'll see a guard. Send in your pet to engage, and then back it off. Sprint down the ramp, and all the way south to the Zone Wall. Once you're up against the wall, snare him, and fear kite him. However, you should not keep him feared 100% of the time, lest he path into the way of Ella. Instead, let fear drop, let him run back to kill you, and then re-fear when he gets near you.
Once he is dead, he drops a spear which can be sold nicely. You may have to run as far back as West Commonlands to vendor to the Druid Rings merchant. Nevertheless, now that the first is dead, position your camera so you can look inside the guard tower you were fear kiting near. Target the guy inside, and pull him out with your pet again. Darkness and fear him as close to the zone wall as you can, and kill him.
Vira's "Reclaim Energy" Quest
Congratulations on 34! You will get a very welcomed set of new spells: Call of Bones, and Invoke Fear. Invoke Fear is a 7 tick fear, and 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. However, you also can now get another vital piece of the necromancer arsenal!
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
Toll Booth Guards
Name: Freeport Toll Booth that you totally can't walk around.
Camp Type: AFK Camp.
Camp Strengths: Experience.
Strategy: Fear Kiting.
Zone: West Commonlands
Youtube Video Link:
Description: 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. Not that much harder, but more advanced than just casting Darkness.
On one of the guards, you're going to cast "Screaming Terror". This spell stuns and mezes a target for 3 ticks. Casting Screaming Terror will pull the other guard to you. You will want to wait until the guard that is charging you is out of range of the other guard, and then engage him with your pet. Once your pet has engaged, you need to Feign Death before the Screaming Terror ends. The mob, still being on his spawn point, will reset his hate list so you are not on it when you Feign Death. Then, you can stand up, and then save your pet from getting destroyed.
Then, just Fear Kite the one guard. Once the first guard is dead, wait about 2 minutes. Doing this spreads out their respawn timers. From this point on, whenever one pops, kill it immediately and you wont need to fear for getting adds.
WC Druids
Name: Druids
Camp Type: AFK Camp.
Camp Strengths: Experience, Money.
Strategy: Fear Kiting.
Zone: West Commonlands.
Youtube Video Link:
Description: 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.
Be wary of patrolling griffins and giants. They are rare, but they can catch you by surprise because they are so rare.
EC Druids
Name: Druids
Camp Type: AFK Camp.
Camp Strengths: Experience, Money.
Strategy: Fear Kiting.
Zone: West Commonlands.
Youtube Video Link:
Description: You can find these druids around (420, 3800) near the West Commonlands zone line. They are very similar, if not identical to, the druids in WC. So, read that description, and use it. The disadvantage of these druids is that you do not have a friendly merchant three feet away from you. But hey, they are still good money, and good experience.
Dwarven Travelers
Name: Dwarves
Camp Type: AFK Camp.
Camp Strengths: Experience.
Strategy: Fear Kiting.
Zone: West Commonlands.
Youtube Video Link:
Description: These guys are standing in front of the inn near the Toll Booth often called the Dwarf Inn because of these two enemies. It is the same procedure. Screaming Terror one, pull the other, Feign Death, and then fear kite. Do note that these guys will hurt your merchant reputation, if you had any. You're going to lose a lot of faction, a lot of reputation, while you're leveling. These guys are no different.
Levels 37-44
Oasis Spectres
Name: Specs
Camp Type: Active Camp.
Camp Strengths: Experience, Money, All Undead.
Strategy: Fear Kiting.
Zone: Oasis of Marr (oasis).
Youtube Video Link:
Description: When engaging Spectres, you need to keep in mind that they are instant-cast spellcasters, able to fling lifetaps. So, your goal will be to keep them locked down with fear as much as possible. However, when you're at the Oasis Camp, you will approach them from a ramp. Send your pet in to engage the spectre, and then back the pet off to get the spectre over the edge of the ramp. Then, Darkness to snap aggro, pull him as close to the bottom of the ramp as you can, and cast your undead fear, Panic the Dead.
Since these guys are undead, you can do some considerable damage with your undead direct-damage spells for relatively cheap mana. This will also help you work on your Evocation if you do not have it trained. Additionally, you want to use short, hard hitting dots, primarily Venom of the Snake.
Simply move in a circle around the island, killing one after the other. Once the camp is broken, and all four are dead, you don't need to pull down the ramp anymore, you can just kill them up top. However, if you find that you can't quite push all 4 down, just keep pulling down the hill for safety.
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.
If you find you're not pulling enough, you can pull tower. To pull tower, move up the tower to the door, look inside (dont move inside or move in front of the door, be next to it and turn camera) and target the spectre by the firepot just inside the door. Send in your pet and have your pet pull for you. Back it off, darkness, fear, and all that fun stuff..
If you really want to kill the upstairs ones, you can target them by their scythes that stick out of the top of the tower. Using this, you can cast Rest the Dead to lull them, and then use either Cancel Magic or your pet to pull him to you.
Feerrott Spectres
Name: Specs
Camp Type: Active Camp.
Camp Strengths: Experience, Money, All Undead.
Strategy: Fear Kiting.
Zone: The Feerrott.
Youtube Video Link:
Description: These are located in the far south-western corner of the zone. Near a small tree on the southern zone wall, there is a fake wall that you can walk through. Inside will be two spectres, and a long cave system that leads to the portal to the Plane of Fear in which Cazic-Thule resides. You can screaming terror to split these two, or rest the dead, or however you like. The execution is the same as Oasis spectres, although these are not on the same long respawn timer, and should come back faster.
Levels 44-51
City of Mist
Name: Arena.
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Charming.
Zone: City of Mist (citymist)
Youtube Video Link:
Description: In the center of the City of Mist is an arena. On each side is a door into the arena itself. Around the arena are a number of enemies. You can try to Rest the Dead to have an easy break, but it can be resisted and end up pulling a bunch of them.
You will have a far easier time doing this at 49, but it is conceivable to do earlier than that. Use your charm spell to grab one of the undead inside, and back it out. He will likely aggro others around him. While backing out, root the mobs that are attacking your charm. Rest the Dead will help significantly in making this easier, due to the inconsistency of Root.
Then you just charm kill until they are low, break it with your Circlet of Shadow, and then last-hit them with a lifetap.
Ogguk Guards
Name: Ogguk Bashers.
Camp Type: Active Camp.
Camp Strengths: Experience, Money, Crude Steins.
Strategy: Fear Kiting, Root Rotting.
Zone: Ogguk (oggok)
Youtube Video Link:
Description: Killing these is simple enough. They are warriors. Darkness, pull to the zone line until you know where they all are, and fear kite them. When you're 49, you can root rot them in place. These guys vary in level significantly, drop Fine Steel, and Crude Steins.
Bloodgills
Name: a bloodgill goblin.
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Fear Kiting, Root Rotting.
Zone: Lake of Ill Omen (lakeofillomen)
Youtube Video Link:
Description: You now have Dead Man Floating, which allows you to breath underwater, levitate, and have massive poison resistance. Use this to swim under the water of the lake of ill omen to 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 use your undead only direct damage spells. However, with Asystole and Venom of the Snake, you should have no issue beating out the pet for XP.
Simply grab one with Darkness, dot it up, fear it, and sit back and laugh. There are four by the front door (on the western side of the building), as well as more on top of the structure, 2 at each corner. This gives you more than enough to kill to be constantly engaged. For the 2 on the corners, you will need to screaming terror pull some of them.
At level 49, you'll be able to start root rotting them more effectively than you could before. Additionally, you'll have Ignite Blood to do a lot of push over a long time, so you no longer need to worry about using a spell like Venom of the Snake which can break roots with its' direct damage component.
Levels 51-54
Felwithe Guards
Name: Felwithe Paladins and Clerics.
Camp Type: Active Camp.
Camp Strengths: Experience, Money.
Strategy: Fear kiting, root rotting.
Zone: Felwithe (felwitheb)
Youtube Video Link:
Description: Felwithe guards are a great source of experience for you, and a way for you to continue to use your necromancer abilities. There are a few ways in which you can do this, but first it is important to understand that you're fighting paladins and clerics, and so your enemies heal. So, you will want to be fear kiting. However, you can also root rot if you're careful.
For fear kiting, simply pull the guard to the zone line, line of sight them quickly so they path to you, and then engage with your pet. Darkness, fear, and kill them. You may wish to use your short duration fear so you can keep control of the enemy, and have him reset back to you near the zone line. Once it is broken, this wont be as big of an issue, but your first Fear gives you a lot more control, even if it is more upkeep.
For root rotting, you rot just like you would any other mob, but now, you need to have Screaming Terror ready. When you see the blue lights fall from their hands, cast Screaming Terror fast. This will stun the target, and stop their spellcasting. However, your DoT will knock them out of it, so you'll need to be ready again. This is not a very effective strategy, and you should try to use your pet in fear kiting more than this.
Neriak Guards
Name: Guards with Overly Complicated Names
Camp Type: Active.
Camp Strengths: Experience, Money.
Strategy: Fear kiting, root rotting.
Zone: Neriak Commons (neriakb)
Youtube Video Link:
Description: There are a number of guards in Neriak just past the Priest of Discord. Your goal will be to grab them, and pull one back to the zone line. They will path up the spiral stairs, and then you can use short duration fears to fear kite indoors. Alternatively, once they are up there, you can root rot.
The challenge you will face is that there are a number of guards all in a small area, so you will need to get more creative with your pulls. Lets say you invis in, you'll see the three in the guardhouse. You will need to root, FD, wait, stand, root, FD, stand, and run the third back to the zone line, root, FD, stand and then kill the 3rd guy you pulled. This is a large mana investment. Duoing with a Monk helps, as they can peel these guys a lot smoother than you ever could as a necromancer.
These guys are awesome experience more than anything else due to experience bonus the zone offers.
Lower Guk
Name: Undead Frogloks
Camp Type: Active Camp.
Camp Strengths: Experience, Money.
Strategy: Charming.
Zone: Lower Guk (gukbottom)
Youtube Video Link:
Description: Coming soon.
Nobles
Name: Nobles
Camp Type: AFK.
Camp Strengths: Experience.
Strategy: Root rotting.
Zone: Highpass Keep (highkeep)
Youtube Video Link:
Description: On the second floor of Highpass Keep you will find 2 nobles inside of a gambling room. Your goal here will be to avoid guards, root rot the nobles, and not get caught unawares by Isabella. Isabella patrols from the room with two bards opposite, to the Noble's room. So, look at the two doorways into the gambling room, and in the main hallway outside, you'll see a small dresser. Sit by that, or on top of that, with your vision looking at the two nobles, as well as down the hall. When Isabella comes around that corner, you stop everything and cast Paralyzing Earth.
The main way of breaking will be similar to screaming terror, but using root. Paralyzing Earth one of the two, and the other will charge you. Feign death and let him reset. And once reset, stand up. Since Roots doesn't do damage, it won't reengage when you stand up. Root the other, and then start rotting the one you rooted first using Splurt, Ignite Blood, and Bond of Death as needed.
Isabella is slightly lower level. Just root her and kill her as well.
These start to light blue out at 54, so you should probably move on to a different camp. Keep in mind when comparing EXP, that 54 is a double hell level, so it will feel very stagnant, wherever you go.
Getting Your Keys
There are 2 big dungeons at the end of Kunark era which require keys. The first is the Key to Charasis and the other is Trakanon Idol. The Key to Charasis will be easy enough to obtain for you as a necromancer, but the Trakanon Idol will require the help of your druid buddy (if druid track ever becomes useful) or a ranger buddy. Since Trakanon's Idol is pretty simple, but not something that particularly taps into what you do as a necromancer, I'll just describe the Key to Charasis, which is also the more important for us.
To get your Key to Charasis, you need to kill two particular mobs for a drop from Kaesora and Lake of Ill Omen.
When going into Kaesora to fight Xalgoz, you will find that he is surrounded by undead 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. However, this isn't a fight that will be too painful for you if you're careful.
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 your DoTs burn him down. 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.
Loot one of Xalgoz's daggers for the first piece.
When in Lake of Ill Omen to earn your Prod, the second required piece, you will want to head to the Sarnak Fortress near the Frontier Mountains zone line. 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 named, be certain to root him, and engage with your pet. Again, your pet will likely die tanking this guy, as you will probably get additional adds fighting in his room. 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.
Additionally, while you wait, you can kill the sarnaks for a chance at a Bracer of the Hidden, which is a valuable clickie item, but also very useful for a necromancer, allowing you to keep your top buff slot filled with the clickie effect which can be easily removed for necromancer healing, or for dispelling offensive DoTs against spellcasters.
Levels 54-60
City of Mist: Cloud Stairs
Name: City of Mist.
Camp Type: AFK Camp.
Camp Strengths: Experience.
Strategy: Root rotting.
Zone: City of Mist (cityofmist)
Description: This camp is found on the second floor of City of Mist, and it leads up to the third floor. To get to it, you need to do some levitation tricks. Go into the City, through the main gate, and go to the right. Find the "temple" area. When you're there, you'll see a blocky pyramid, with a way to go inside. Go down the ramp and open the door, and go through the door directly in front of you. Go up the ramps, and you'll end up on top of the pyramid with two undead mobs. Use your undead lull spell to get past them.
Once on the top, look to your right. You'll see the supports of the roof are angled. Step up onto them, and look to the banner hanging off the wall. Levitate over onto the banner while invisible. Click off Dead Man Floating, and when looking at the wall, near the door, jump up onto it. Then, get Dead Man Floating up again, and levitate on top of the pyramid's roof. You'll see it has a spire. Run up it, and then get on top of the structure that the Pyramid is pushed up against. On the other side of it, you'll see a cloudy staircase.
On this staircase are 3 oozes. One is always at the bend, one patrols from the top stairs, all the way up, down to half way along the bottom stairs. The other goes all the way down the bottom stairs, and a bit up the top. Simply root these guys, and burn them down with your DoTs. The more you can stack, the better, as the faster these die, the less regen they get to counteract your DoTs. So stack up Asystole (or Cessation of Cor), Bond of Death, Ignite and Splurt to push them down.
Once all 3 are done, you can go to the bottom of the stairs, and walk through the fake wall. Inside is 1 stationary enemy, usually an ooze, and two patrolling enemies will come through. One will come from the door (behind you), and one from the ramp (in front of you). So, while root rotting, keep an eye out. You need to be paranoid here. But once they are dead, go up the cloud stairs, levitate back to the top of the building, and meditate to full before respawns.
City of Mist: Ramparts
Name: City of Mist.
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Charming.
Zone: City of Mist (cityofmist)
Description: Just as with the previous camp, this one is also on the 2nd floor of City of Mist. So, just as I described in the previous entry, get up on top of the house on 2nd floor. However, instead of killing the oozes, you're going to charm and kill your way across the ramparts. You see the door below you, that goes into the building you're standing on? There are others like that all around this second floor, and connecting them are walkways on the top of walls. A large square is the shape the center of these walls take. Your goal is to charm the undead on the wall, and kill the living creatures with them. Again, burn them down equally, and one shot them to finish them off.
A large number of enemies will patrol through the buildings, in an outer square that goes through the buildings. Always keep your eyes open, and on the doors. Always have Screaming Terror ready, and be trigger happy with it. Always use levitate to your advantage to make them path. However, it is *very* easy to cause a train in this zone. If you ever levitate away, Feign Death immediately. Once you're feign deathed, type /q to quit out. This will reset all of your aggro. It is reasonable for you to want to survive, but your survival cannot come at the destruction of everyone else in the zone. So, Feign Death immediately after levitating.
This camp is a lot more forgiving than Charasis, as you wont have to deal with harm touches. But at the same time, you wont get as much experience as you would from Charasis in this camp.
Howling Stones: Entrance
Name: Charasis Entrance.
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Root rotting.
Zone: Howling Stones (charasis)
Description: Howling Stones is a zone that we as necromancers do very well in. However, it does have some very dangerous challenges that are worth being noted. When you enter Charasis, you will have 2 mobs patrolling around the entrance. These can be skeletons, or they can be living creatures. Please note:
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
SKELETONS HARM TOUCH
By the way, did I mention that skeletons harm touch? These will hit you for a heavy amount, and two will be enough to kill an unprepared necromancer. It is recommended that you enter with Shield of the Magi and Manaskin on. Clear out these two, and then you will be able to examine camp better.
From the center, there are 4 staircases. The East staircase is mostly fake, and you will fall through. Additionally, the East wing has a helot skeleton patrol out onto its' platform. This is an incredibly strong enemy, and not one to mess with right now. So, most of your time will be on the North, West, and South platform. Near each door are two golems. You want to Screaming Terror to pull them, splitting them, and then root rot. I have noticed that I get the best chances of wiping them out in one set of ticks if I apply Plague first, and then reroot as needed, followed by Ignite Blood, Splurt, Asystole/Cessation of Cor. Kill two, and sit on that platform, and do the same to the next two.
Watch the timers from the center so the two patrolling enemies don't pop on you.
Howling Stones: Basement
Name: Charasis Basement.
Camp Type: Active Camp.
Camp Strengths: Experience.
Strategy: Charming.
Zone: Howling Stones (charasis)
Description: This camp is a bit nuts, but it is sort of the pinnacle of our soloing style. You need to blend clever root rotting with aggressive charm killing to keep down the camp, all the while random chaos will ensue from charm breaks, low HP, and repops.
First thing to know is that the far north wall, on the hill of dirt, if you are pressed up to the wall, you are 100% safe from aggro. Mobs will patrol near you, but never attack you if you are sitting against the north wall.
You need to be good at utilizing your resources for this camp. For example, if 2 of the patrols are undead, and the other 3 adds are living, you have a situation to handle. First off, you need to recognize that you are in a weaker position. You cannot charm the living ones, only the dead ones. Additionally, you need one dead one if you want the safest means of engaging the wings once the center is clear. So, you have 1 undead to push you through 3 living, and you need to avoid the undead. Be sure to root, to stack DoTs on the enemy of your charmed pet to make sure your charmed pet survives the fight.
Additionally, you can, after a kill, memblur your pet with Rest The Dead, or by Screaming Terror and then Feign Death. Do this, and the pet will regenerate 5% health per tick. Then you can recharm it, and continue on.
Every time you charm a creature, remember that it has a Harm Touch that it needs to expend. Always be ready to engage it. Do not charm a mob if you can't make it blow it's Harm Touch on a mob immediately. You do not want it to break and Harm Touch your face.
In Howling Stones basement, the magic number to look for is 6%. For the vast majority of enemies, if their health total hits 6%, one Deflux will kill them. So when you see your pet and its' target both reach low health, break with Circlet and cast Deflux to finish off your pet.
Lets say you charm a second pet, and engage a mob with only 20% left. Now, if your new charmed pet deals 50% of the 20% (lets just say the charmed mob brings the enemy down to 9%), the charmed pet will take 50% experience unless you break it. However, if you use an undead direct damage, and do over half at the time of the new pet, you will have the greater than half, and get full.
When going into the wings, you want to slide up to the sides of the archway without passing through, and click at the sides. There are enemies just inside each arch way that you can click. Select one, send you pet, and back your pet off.
Depending on the composition of the enemies, you can do one of two things. If you have plenty of undead, root all the mobs you get on top of one another. This will allow for every enemy to attack your charmed pet, making them die faster so you clear the wing faster. The faster you clear the wing, the sooner you can engage the wing on a respawn without getting only a half-popped wing.
If you don't have a lot of undead in the pack, but a lot of living stuff, you may want to form a conga line. While backing your pet off, root an undead. Back off, and reengage another enemy quickly. You want to cause a small space to separate the enemies. Root a living, and do the back off and reengage again. This will cause them to form a conga line, letting your pet tank one at a time. This lets you keep your undead mob up for a good bit longer, as it isn't getting plowed by the swarm of them. It's all about judging what you can get away with when you engage a wing.
Lets say you approach a wing and you don't have a pet to pull. You can target a skeleton that is inside the room, and charm it. Now, the spell will grab threat before the skeleton you charmed 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 of Xarn/Harmshield to soak any HTs, and use the 18 seconds to make your pet hit them all. 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. As you get better and better at it, start going deeper into the wings and take up more and more of the basement.
This is an incredibly dangerous place that requires 100% focus at all times, as things can go bad very quickly. You can curb the chances with clever planning. Always be ready to break your pet and Screaming Terror (if >6% HP) or Deflux (if =<6% hp) him so that you get full XP for each kill.
Remember that the essence of charming is that your charm is doing 95% of the damage for very little mana, and then you get to kill your own pet and the enemy for 2 kills for very little mana cost.
Conclusion
Congratulations! You're level 60! You may ask, "Well Sesserdrix, now what? I'm 60, what is there to do?" Tons! If you haven't already, look into joining a guild. Work on reputation and do some of the great quests in this game. Learn tradeskills and give stuff away to new players. Find other necromancers and help them out. Heck, roll another necromancer! Might find it even more fun the second time now that you have a much more thorough grasp on the class. I sure did! You could also try new camp locations.
The next section will offer a detailed description of what it is that we necromancers can bring to a grouping environment. After that, the following sections of this guide will offer miscellaneous information about necromancers, resources that you will hopefully find useful!
Section 4: 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.
Section 5: 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
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.
Blackburrow: (-158, 38) At the Qeynos Hills exit.
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.
Eastern Plains of Karana: (0, 0) At the crossroads, to the East of the bridge from Northern Plains of Karana.
Everfrost Peaks: (3139, 682) Near the ramp up into Halas. Can see guards, but not in aggro range.
Gorge of King Xorbb: (-512, -21) Just north of the zone line to Eastern Plains of Karana.
Grobb: (-100, 0) Near the entrance to Innothule Swamp.
Halas: (0, 0) Right next to the Halas sign by two guards. You will aggro these guards. Level 40. Have FD ready.
Highpass: (-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.
Infected Paw (-79, -7) At the entrance. There are some mobs nearby.
Innothule Swamp: (-2192, -588) Just north of Grobb, towards Guk. Within sight of Grobb.
Kithicor Forest: (1889, 3828) Just outside of the hobbit hole that leads to River Vale. Potentially dangerous at night.
Lavastorm: (-1843, 153) Near the zone line to Nektulos Forest.
Lake Rathetear: (4183, 1213) Right at the SK zone line.
Lost Temple of Cazic-Thule: (80, -80) At the entrance to The Feerrott.
Misty Thicket: (0, 0) On the Runnyeye side of the wall, just North of the gate.
Nagafen's Lair: (-424, -263) At the zone line to Lavastorm. Be careful of enemies. None patrol, just a dangerous place.
Najena: (-13, 856) At the zone line to Lavastorm.
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.
North Freeport: (-296, 221) Just up the hill from West Freeport near the jewelcrafter building. Guards patrol at Levant point.
North Qeynos: (678, 114) Just outside of the gates. Some guards nearby, don't patrol to the spot.
Northern Desert of Ro: (3538, 299) Right at the start of the path in front of the Inn. Guards are nearby, and can aggro onto you.
Northern Plains of Karana: (-284, -382) Near the Qeynos direction sign at the Gypsy camp far north of Spires.
Oasis of Marr: (490, 904) Near Orc Alley, down the way from gypsies.
Ocean of Tears: (390, -9200) At the foot of the dock on Sister Isle, right next to a Sister.
Ogguk: (-345, -99) At the entrance from The Feerrott.
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.
Plane of Fear: (-1139, 1282) Near the South-West wall.
Plane of Hate: (-375, -353) At the zone in house.
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.
Qeynos Hills: (508, 83) At the crossroads of roads from Qeynos, West Karana, and Surefall Glade. Higher level guard patrols here.
Rathe Mountains: (3825, 1831) Near the gypsy camp around the Lake Rathe zoneline.
Rivervale: (2, 45) At the zone line to Misty Thicket. You are near guards, but almost near the guards.
Ruins of Old Guk: (1197, -217) Central zone line to Upper Guk.
Runnyeye Citadel: (-109, -22) At the zone line to Gorge of King Xorbb.
Solusek's Eye: (-476, -486) At the zone line to Lavastorm. Be careful of enemies here.
South Qeynos: (14, 186) On the docks to Erudin near the hanging fish.
Southern Desert of Ro: (1265, 286) On the first dune in from Oasis.
Southern Plains of Karana: (2346, 1293) Near the bridge to NK.
Surefall Glade: (-66, 137) At the mouth of the cave that opens up into the Glade. There is a guard around the corner.
Temple of Sol Ro: (269, 8) At the zone line to Lavastorm.
The Arena: (-41, 461) Center of the arena, on the platform.
The Feerrott: (1091, 902) Just outside of Ogguk, to the South.
Upper Guk: (-36, 7) Innothule Swamp zone line.
West Commonlands: (209, -1334) You come out just right (facing inward) of the path from the East Commonlands zone line.
West Freeport: (335, 181) Outside the gates, towards Toxdil's Tunnel.
Western Plains of Karana: (12, -638) At the zone line to Qeynos Hills. Be wary, a guard and a werewolf patrol through this point.
Faydwer
Ak'Anon: (47, -35) At the zone line to Steamfont Mountains.
Butcherblock Mountains: (2550, -700) To the south east of Kaladim, over the hill.
Castle Mistmoore: (-295, 123) At the zone line to Lesser Faydark.
Crushbone: (-644, 158) At the zone line to Greater Faydark.
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.
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.
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.
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.
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.
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.
Steamfont Mountains: (160, -273) Near the windmills. Ak'anon is to the south-west.
Kunark
Burning Wood: (-4942, -821) Facing north with Dreadlands ZL directly south.
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.
Chardok: (120, 860) Between two spawns at the zone out point. This is a dangerous Levant.
City of Mist
Crypt of Dalnir
Dreadlands: (2806, 9565) Just South East of the Wizard Spires, and West of the Druid rings.
Droga: (1375, 290) In the first room near the exit to Frontier Mountains. There are adds nearby.
East Cabilis: (1362, -417) At the zone line to Field of Bone.
Emerald Jungle: (-1223, 4648) Just outside of the Field of Bone zone line if you turn around and head West.
Field of Bone
Firiona Vie: (-2392, 1440) Standing on a hill overlooking Firiona Vie. No guards.
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.
Kaesora
Karnor's Castle: (18, 302) Between the two zone in points. Be wary of enemies.
Kurn's Tower
Lake of Ill Omen: (5747, -5383) Outside of the Cabilis patio area, in safety. Within eyeshot of Cabilis.
Mines of Nurga: (-2000, -1762) At the Frontier Mountains zone line. Zone line is to the East.
Old Sebilis
Overthere: (-3500, 1450) North of the Frontier Mountain zone line, overlooking the field.
Skyfire: (-1140, -4290) At the zone line to OT.
Swamp of No Hope: (2761, 2945) Directly in front of the Cabilis gates. Be careful.
Timorous Deep: (-5392, 2194) Chessboard island. Safe landing spot. You're about 7000 away from the Firepots to the South-South West.
Trakanon's Teeth: (3868, 1486) In the far north of the zone, just south of the zone line to Emerald Jungle.
Warslik Woods: (-1429, -568) Down the path from Cabilis. Seems safe from guard patrols. Cab to the South.
West Cabilis: (-783, 767) At the Lake of Ill Omen zone line.
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.
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.
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.
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.
- Words of Abatement
- Words of Absorption
- Words of Acquisition (Azia)
- Words of Acquisition (Beza)
- Words of Allure
- Words of Burnishing
- Words of Cazic-Thule
- Words of Dark Paths
- Words of Detachment
- Words of Efficacy
- Words of Endurance
- Words of the Ethereal
- Words of Grappling
- Words of Haunting
- Words of the Incorporeal
- Words of Materials
- Words of Motion
- Words of Neglect
- Words of Odus
- Words of Possession
- Words of the Psyche
- Words of Purification
- Words of Radiance
- Words of Recluse
- Words of Refuge
- Words of Requisition
- Words of the Sentient (Beza)
- Words of Spirit
- Words of The Spoken
- Words of the Suffering
Section 6: 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!