Necromancer is a primary guild that was completely reimagined and reimplemented by the wizstaff and returned to the game in 2010. It features powerful undead ('pets') built from bodyparts taken from slain foes and the ability to drain the life-force of enemies, channeling the energy into health, magic or endurance points for oneself or one's allies. It has two main paths of power: Puppet Master gives much more powerful pets and Deathmaster gives much more powerful drains.
Leader bonus: 2 Int, 3 Wis
Champion bonus: 2 Int, 3 Wis. Avoids the nasty necromantic fumble effects.
Guild choices for: Necromancer
Prevented from joining: Biomancer
Primary Guilds: Alchemist, Assassin, Cultist, Fallen, Mage, Merchant
Secondary Guilds: Cryomancer, Dakini, Deathmaster, Discordian, Hekau, Puppet Master, Telemancer, Toximancer, Vodounist
Stat potential:
Str: none (0/7)
Agi: none (0/7)
Dex: little (2/7)
Con: little (2/7)
Int: small (3/7)
Wis: tiny (1/7)
Per: little (2/7)
Cha: none (0/7)
Point Potential:
HP: little (2/7) HPR: little (2/7)
SP: average (4/7) SPR: average (4/7)
EP: little (2/7) EPR: little (2/7)
Category Bonuses:
Necromantic skill: small (3/7)
Healing skill: tiny (1/7)
Healing hermetic spell: tiny (1/7)
Necromantic hermetic spell: small (3/7)
Race Matches:
Good: Arcanus, Boelir, Dragon, Gremlin, Human, Jinn, Kreen, Myconoid, Satyr, Titan, Vampire, and Vulpin.
Average: Argus, Centaur, Changeling, Elf, Gnome, Goblin, and Hephestian.