Finally got my first necro to 55 a few nights ago, and looking over the spell list on the wiki I noticed that a few spell "upgrades" don't seem like upgrades at all. Effect: Gather Shadows (Any Slot/Can Equip, Casting Time: Instant) at Level 20 AC: 10 Requires a. Cures a disease, removing 1 disease counter from the target. Class: NEC Class: NEC Decreases fire, poison and disease resist by 7 to 9. STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100 Please keep in mind that gear listed here may not be exhaustive, but they do tend to include the most useful of each category. View Full Version : ... what i would do in your case (i recently leveled a ikky necro) if you can't buy all your spells to 34, you should make a mule char and just do transfers. HP: +100 MANA: +75 The listed MR is the maximum, as cast by a 60 Necromancer. AC: 5 Words of Recluse Whilst necromancers don't get a lot of nukes, they still pack quite a punch and can be quite nice with a primary Specialization. STR: +3 INT: +2 Race: ALL, MAGIC ITEM WT: 0.5 Size: MEDIUM WT: 0.5 Size: MEDIUM AC: 5 Deals 97 to 104 damage to all targets around the caster. Class: NEC Effect: Flowing Thought I (Worn) Drains 332 to 338 health from the target. Class: NEC AC: 35 STA: +14 WIS: +14 INT: +14 HP: +100 MANA: +100 AC: 5 Shield on the caster that deals 9 to 12 damage to attackers. Increases the target's disease resistance by 40. AC: 45 AC: 5 SV MAGIC: +5 Wizards and Enchanters get Fetter which is cheaper and faster casting with the same duration, but yeah PE is the best for other classes. Slot: NECK Slot: PRIMARY Race: ALL, Slot: NECK Effect: Flames of Ro (Combat, Casting Time: Instant) INT: +4 HP: +15 Deals 5 damage per tick for 2 to 8 ticks. (-690hp & 3.28 dpm). Class: ALL Slot: WRIST SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Slot: PRIMARY SECONDARY WT: 0.4 Size: SMALL (7.579dpm..1819 Total), Absorbs 521 to 600 damage. CHA: +1 WIS: +1 INT: +1 SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 SV DISEASE: +10 SV POISON: +10 DEX: +10 STA: +10 INT: +13 MANA: +40 Deals 107 damage per tick for 13 ticks. SV FIRE: +8 SV COLD: +8 From their mana, they directly draw for spells, but their health pool a… Slot: HANDS Race: ALL, MAGIC ITEM Slot: SHOULDERS The chart shows the differences between Iksar and Non-Iksar, for each spell under the Lich spell line in the rows, while across the top of the chart in columns, it offers the different positions that effect the rate of health regeneration. Returns target player to life, restoring 93% experience. Effect: Flowing Thought I (Worn) Slot: PRIMARY Class: ALL Slot: CHEST (1.1-1.2 DPM). Slot: FINGER Class: NEC WIZ MAG ENC As an example, end game mana regen can reach 32 mana per tick while standing if playing during Kunark expansion or later and of course more while sitting. Slot: RANGE PRIMARY SECONDARY +Indicates vendor purchasable...not worth a damn. Deals 6 direct damage + 5 per tick for 2 to 7 ticks. STR: +9 STA: +9 HP: +50 AC: 5 Class: NEC WIZ MAG ENC STR: +10 STA: +15 HP: +100 MANA: +100 Effect: Light Healing (Any Slot, Casting Time: Instant) AC: 1 The caster loses 215 health to heal the target for 215 instantly. Deals 110 direct damage, and then 146 damage per tick for 8 ticks. AC: 5 AC: 6 Due to the mechanics of Lich, passively reducing our health every tick in exchange for a boost in mana per tick, necromancers are put into a position of having, in effect, two pools of mana. WT: 3.5 Size: LARGE AC: 4 AC: 4 AC: 4 Summons the target's corpse to the caster's location. AC: 5 Check Necromancer Equipment for the full list of gear usable by necromancers. Slot: BACK Decreases STR of targets in range by 22 to 30 for 100 ticks. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP STR: +5 STA: +6 INT: +5 MANA: +50 Deals 505 to 540 cold damage to the target. See also the Detailed Necromancer Gear Guide. 1) Pet Levels. Class: ALL SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Project1999 is an emulated server of the 1999 MMORPG EverQuest seeking to rebuild the 'classic' EverQuest experience. WIS: +5 INT: +9 WT: 3.5 Size: TINY Lich. WT: 0.0 Size: TINY Class: WAR CLR SHD BRD ROG NEC WIZ MAG ENC AC: 35 Restores targets mana by 60 at the cost of 200 mana. Slot: WAIST AC: 2 Race: ALL, MAGIC ITEM Class: WAR PAL SHD The caster loses 6 health per tick, and restores 4 mana per tick. Drains 207 to 226 health from the target. HP: +35 MANA: +50 DEX: +2 STA: +5 INT: +8 HP: +35 MANA: +10 STA: +8 HP: +75 Deals 88 to 94 damage to an undead target. Skill: 1H Blunt Atk Delay: 25 INT: +4 AC: 5 Charges: 1 This will mean decreased downtime, lowers the amount of time you need to lifetap, and generally more stable play. WIS: +4 INT: +4 Race: ALL, MAGIC ITEM NO DROP DEX: +5 INT: +5 AGI: +5 MANA: +10 Class: NEC Race: ALL, MAGIC ITEM LORE ITEM Slot: CHEST Just remember that both health and mana are effectively power to fuel your spells, but that each of them works differently: Mana is readily available, immediately exploitable resource to cast your spells, while Health is not immediately available, but makes your life much easier and safer. The cast time on Enstill is super fast compared to paralyzing earth. Necromancers cannot be agnostic, as their dark powers are directly linked to their worship of their god. Class: NEC All WARRIOR pets from Bone Walk up have the ability to Bash (stun/interrupt) and Kick. Race: ALL, MAGIC ITEM LORE ITEM NO DROP INT: +5 AGI: +5 WT: 0.4 Size: SMALL But, this is a very useful combination of spell + ability and it shouldn't be overlooked. Class: ALL Class: BRD NEC WIZ MAG ENC STR: +5 WIS: +5 INT: +10 MANA: +50 In one final battle, great mystic energies were released and an immense hole leading to unknown depths beneath the earth was created. Destroys target undead creature up to level 51. Class: ALL DEX: +10 INT: +8 MANA: +12 Deals for 100 damage per tick for 11 ticks. Slot: SECONDARY Slot: EAR Lastly there is Conjuration. WT: 0.5 Size: MEDIUM Slot: EAR INT: +10 HP: +25 MANA: +65 Effect: Allure of Death (Any Slot/Can Equip, Casting Time: Instant) at Level 20 Kunark is about Kunark era changes to gearing, and items that are found in Kunark content. Single Target Invisibility versus Undead. Race: ALL, MAGIC ITEM Minimal mana difference doesn't seem like a big deal. WT: 0.1 Size: SMALL Class: NEC Skill: 2H Blunt Atk Delay: 43 AC: 25 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 +69 to +75 HP, +16 to +18 AC, and +14 Magic Resist. AC: 5 Similarly, Trepidation only fears a target for 6 ticks, while my lvl 34 Fear lasts 7 ticks. Or you can jump to the spells section for a particular class. INT: +5 MANA: +40 WT: 5.0 Size: LARGE Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP The caster loses 10 health per tick, and restores 8 mana per tick. Slot: FINGER Effect: Regeneration (Worn) WT: 0.2 Size: TINY Focus Effect: Minion of Hate Race: ALL, MAGIC ITEM LORE ITEM NO DROP DMG: 14 If you combine a successful hide while you feign death then you can clear your aggro list safely. WT: 1.2 Size: SMALL Necromancer Masters of death, Necromancers can call upon corpses to serve as … Race: ALL, Slot: FACE WT: 0.1 Size: TINY Drains 132 to 150 health from the target. AC: 9 AGI: +14 HP: +5 SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6 WIS: +4 INT: +4 Race: ALL, MAGIC ITEM LORE ITEM Class: CLR DRU BRD SHM NEC WIZ MAG ENC Bleached Skeleton Illusion. SV MAGIC: +9 Effect: Scent of Darkness (Must Equip, Casting Time: 8.0) at Level 50 Race: ALL, MAGIC ITEM LORE ITEM Slot: SHOULDERS Race: ALL, MAGIC ITEM LORE ITEM NO DROP SV FIRE: +5 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +3 SV POISON: +5 Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20 AC: 5 Slot: FEET Class: ALL Slot: FEET AC: 5 Race: ALL, LORE ITEM Slot: FINGERS Duo Necromancer is OP as fuck. Slot: NECK AC: 5 Disease-based spell. Race: ALL, Slot: FINGER WT: 0.1 Size: TINY Slot: FINGER WT: 0.2 Size: TINY Race: HUM ERU DEF GNM IKS, MAGIC ITEM LORE ITEM (3.3 DPS; 2.5 DPM). AC: 2 Increases the caster for 21 per tick for 8 to 12 AC from project1999. Years later that necro spells project 1999 small group of Erudites discovered the lost art of Necromancy character in a small group Erudites. 8 ticks depths beneath the earth was created powerful mana regenerating abilities in the same time of... 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