The Necromancer Guild

EXP NEEDED TO START AND HAVE FUN AS A NECRO : EXP 0

(Best newbie guild around...BUT not the best to get into parties!!!!)

Guild duties: Rate and more rate. Thats the reason for being a necro. Although the guild has been going under so many changes that the stability of the guild could blow sky high. One change make loads of members reinc into the guild and another change can make loads more reinc out of the guild. However do not be put off in being a necro. You still can do loads more rate. Necros mainly let their poor undeads do the fighting for them. All the necro does is just sit on his/her lazy fat ass and heal the undead. The more undeads the necro has, the less the rate but the more damage they will do. However the necro guild heavily relys on being a solo guild.

Sub Guilds:

Note: each sub is 5 lvls each, you can take all subs, but if using frank and wishing to control it, its important to take advanced_undeads sub.

Advanced_undeads - This sub we get a powerful undead. The necromancers dream, the frankenstein. We also get to work on a powerful blasting spirit. The skills are expensive, but worth the trouble.

Masters_of_death - This sub specializes in making undead golems more powerful, by hitting harder or taking less damage. We also get skills to boost other undead spells.

Unholy_protectors - Critical for necormancers who wish to take on large foes. We can now prot our undeads against physical and magical attacks. Useful for vampires as well.

Guild Benefits: As I said before rate and lots of exp. Necros do not have to throw themselves much in combat and this guild has easily over taken the mage guild for a lowbie starter guild. Since the necro does not attack himself as much as the undead, if the undead dies....so what? make a new one.

However when a undead dies necros still loose some exp, however they don't get the scars and don't need a ress either. However it can be really unfair if a necro and its undeads die. Resulting in a huge loss of exp. Since necros solo they can explore a lot more than other guild members being ranger, mage and monk. Since aggros always attack undeads.

Guild disadvantages: Pkilling and tunning. A necro has so little hp that a shuriken from a samurai can take a necro out. Necros don't have any defense spells either and I don't know if they can make their servants attack others as before undeads would turn on the necromancer itself rather than attack another person. Plus undeads can be killed to try and get the undeads eq. However due to tunning undeads or servant or franks can not wear eq and plus if they were carrying anything it goes to pod anyway.

A HUGE dis-advantage is the summon horde spell. Got your undeads stunned by a turbo? or is the undead lost with a mad pkiller nut trying to look for undeads to kill? well trying to go to pod and summon the horde...it ll take AGES. Whats worse is the not all franks and undeads can follow into some rooms and some monsters will bug and attack you rather than the undead, this means its off to pod, tie frank and go out and walk to area then off to pod again.

This is a pain for newbies and lowbies and a slight annoyance for midbies and highbies. Not many midbies and highbies are necros anymore because they are worried if there are any more tunes comming in. The tunes had effected the highbies and midbies to a large rate. It still seems that newbies are better off.

Solo Ability : Necros get the best and the worst of soloing. A lot of 18k to 400k fall before a necro with a servant or frank. However remember servants like to suck some exp and undeads also. Necromancers can explore a lot easier than other guilds to. This is because the necromancer is usually behind their undead.

Necromancers can make one of the best rates since they don't need to regen so much unless they don't use a servant and with a frank it still is possible to down a 1 meg, it justs takes a lot longer. The dis-advantage to being a greedy rate gobbler is that life as a necromancer is down right boring. This is because you cant see the damage messages a necro's undead can cause. If it was not for this. Then everyone in the mud would nearly be a necro even if they could not sustain a good rate.

Party Ability : It its REALLY difficult for newbie, lowbie necros to party with other guilds. Since servants don't resist damage much and undeads are not boosted so well. Necromancers have little HP as well so they have a hard time in EQ parties if they are using spirits to blast. However the big benefit is if a necro has a frank. It can be used to tank exp monsters in parties. I for one usually set these up. A frank can even do EQ however its safer to do EQ parties with just a group of necros. Its a real big shame that undeads don't block areas anymore.

I should at wish frank could, because it can't soak up damage so well as a real good boosted undead. If a frank could block areas then necros would party a lot more together or with other guilds. However undeads were getting too powerful since some boosted undeads with EQ could tank 3 meg monsters no problem. Besides that franks are mainly really good for tanking if Maxxed. If a necro does not have a frank then there is no reason why they can not party together with other necros.


Finances : Very good...the best for now. So undeads are not as powerful as they used to be and perhaps servants can't even resist catching colds. However moneywise if some necros have fig servants or monks. Then 18k monsters who carry eq can drop like files. Plus fig servants can carry a good amount of items. Plus who cares if a necro has to walk to the shops to sell the eq. They can just store them in a pod.

Offencies and Defenses for Pkilling : Ack! Necros have had HUGE problems from being pkilled and even their undeads suffer since some greedy players keep trying to kill their undead golems to grab their eq. Before if a necro tried to make their frank attack someone else then the frank would just decide to turn on the necro itself.

Plus if someone decided to blast the necro then the undeads would not automatically protect its master. The best defense usually for necros is to head to the plane of dead. No one in their right mind would relocate to a necro in the pod or its instant death. Not even a crazed midbie or highbie would go there. Unless they are a necro themselves of course.

Overall Conclusions : Very good! Perhaps the best for now. So undeads are not as powerful as they used to be and perhaps servants can't even resist catching colds. However moneywise if some necros have fig servants or monks. Then 18k monsters who carry eq can drop like files. Plus fig servants can carry a good amount of items. Plus who cares if a necro has to walk to the shops to sell the eq. They can just store them in a pod.