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(been hunting necromancers for quite a while now, and never looted moonlight rod in the same time that I looted about 6 boh, so I changed moonlight rod to rare now)
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| strategy = The most cost-effective way to hunt Necromancers is with a [[level]] 28+ [[druid]] or [[sorcerer]] and a couple of [[paladin]]s. The [[mage]] [[summon]]s a [[demon skeleton]] and stands behind it, and one of the [[paladin]]s (whichever one has more [[hit points]]) runs in, gets the Necro's attention, then ducks back behind the [[demon skeleton]]. The Necro will automatically [[retarget]] to the [[Demon Skeleton|DS]]. This is particularly effective because [[demon skeleton]]s are immune to the [[Poison]] the Necro uses and the [[Life Drain]] its [[summon]]s use. The [[paladin]]s shoot [[bolt]]s at the Necromancer until it is dead, while the mage attacks with [[HMM]]s.<br> If both [[paladins]] are about the same [[level]], they should take turns luring so the other one can heal a bit from damage taken during the lure. This will reduce the consumption of [[UH]]s. If you will be camping at the spawn for a long time, it is advisable to bring a supply [[bag]] with extra [[ammunition]] and [[HMM]]s, and a large quantity of [[food]]. Heal the [[demon skeleton]] whenever its [[hp]] bar turns red. This will be about every 20-30 Necros as the [[Demon Skeleton|DS]] does sustain a small amount of [[melee]] damage.<br> It would not be dangerous to bring only one [[paladin]], just expensive because the Necro heals itself often and it would take a lot more shots to kill it slowly.<br> There is really no practical way for a [[knight]] to participate in a Necro hunt because any attack [[runes]] (except, of course, [[Fire Field]] and [[Energy Field]]) would be ''much'' weaker in the hands of a [[knight]]. Furthermore, if a [[knight]] rushes towards the Necro to [[melee]] it, the Necro will retreat and be out of the range of the shooters.
 
| strategy = The most cost-effective way to hunt Necromancers is with a [[level]] 28+ [[druid]] or [[sorcerer]] and a couple of [[paladin]]s. The [[mage]] [[summon]]s a [[demon skeleton]] and stands behind it, and one of the [[paladin]]s (whichever one has more [[hit points]]) runs in, gets the Necro's attention, then ducks back behind the [[demon skeleton]]. The Necro will automatically [[retarget]] to the [[Demon Skeleton|DS]]. This is particularly effective because [[demon skeleton]]s are immune to the [[Poison]] the Necro uses and the [[Life Drain]] its [[summon]]s use. The [[paladin]]s shoot [[bolt]]s at the Necromancer until it is dead, while the mage attacks with [[HMM]]s.<br> If both [[paladins]] are about the same [[level]], they should take turns luring so the other one can heal a bit from damage taken during the lure. This will reduce the consumption of [[UH]]s. If you will be camping at the spawn for a long time, it is advisable to bring a supply [[bag]] with extra [[ammunition]] and [[HMM]]s, and a large quantity of [[food]]. Heal the [[demon skeleton]] whenever its [[hp]] bar turns red. This will be about every 20-30 Necros as the [[Demon Skeleton|DS]] does sustain a small amount of [[melee]] damage.<br> It would not be dangerous to bring only one [[paladin]], just expensive because the Necro heals itself often and it would take a lot more shots to kill it slowly.<br> There is really no practical way for a [[knight]] to participate in a Necro hunt because any attack [[runes]] (except, of course, [[Fire Field]] and [[Energy Field]]) would be ''much'' weaker in the hands of a [[knight]]. Furthermore, if a [[knight]] rushes towards the Necro to [[melee]] it, the Necro will retreat and be out of the range of the shooters.
 
If no [[paladin]]s are available, or if a mage REALLY wishes to go with a [[knight]], [[summon]]ing [[Fire Elemental]]s or [[Fire Devil]]s and trapping them using [[skeleton]]s and [[parcel]]s is a valid option, while a [[knight]] [[block]]s the Necro. This can be quite risky, as one [[summon]] from the Necro that gets near the [[FE]]s could easily move a [[parcel]], and all hell will break lose as the [[skeleton]]s and [[FE]]s run after the Necro.
 
If no [[paladin]]s are available, or if a mage REALLY wishes to go with a [[knight]], [[summon]]ing [[Fire Elemental]]s or [[Fire Devil]]s and trapping them using [[skeleton]]s and [[parcel]]s is a valid option, while a [[knight]] [[block]]s the Necro. This can be quite risky, as one [[summon]] from the Necro that gets near the [[FE]]s could easily move a [[parcel]], and all hell will break lose as the [[skeleton]]s and [[FE]]s run after the Necro.
| loot = 0-90 [[gp]], 0-5 [[Poison Arrow]], [[Green Mushroom]], [[Short Sword]], [[Scale Armor]], [[Katana]], [[Clerical Mace]], [[Mystic Turban]], [[Moonlight Rod]] (rare), [[Skull Staff]] (rare), [[Boots of Haste]] (very rare).
+
| loot = 0-90 [[gp]], 0-5 [[Poison Arrow]], [[Green Mushroom]], [[Short Sword]], [[Scale Armor]], [[Katana]], [[Clerical Mace]], [[Mystic Turban]] (rare), [[Moonlight Rod]] (rare), [[Skull Staff]] (rare), [[Boots of Haste]] (very rare).
 
|}}
 
|}}

Revision as of 09:33, 12 September 2007

latest?cb=20210420141254&path-prefix=en&format=original
You see Necromancer
"Taste the sweetness of death!"; "Your corpse will be mine."

Notes

Necromancers have a couple of really valuable items in their loot, Boots of Haste and Skull Staffs.

Abilities

Life Drain (50-100), Distance Poison attack (30-100), Poisons for 0-15 HP/turn, Self-Healing, Summons up to 2 Ghouls, Ghosts and Mummies

Damage Taken From Elements

Physical Bestiary Physical Icon Big
100%
Death Cursed Icon Big
100%
Holy Dazzled Icon Big
100%
Ice Freezing Icon Big
100%
Fire Burning Icon Big
100%
Energy Electrified Icon Big
100%
Earth Poisoned Icon Big
100%

Location

All the Tombs, Lich Hell, Drefia and Medusa Shield Quest room.

Strategy

The most cost-effective way to hunt Necromancers is with a level 28+ druid or sorcerer and a couple of paladins. The mage summons a demon skeleton and stands behind it, and one of the paladins (whichever one has more hit points) runs in, gets the Necro's attention, then ducks back behind the demon skeleton. The Necro will automatically retarget to the DS. This is particularly effective because demon skeletons are immune to the Poison the Necro uses and the Life Drain its summons use. The paladins shoot bolts at the Necromancer until it is dead, while the mage attacks with HMMs.
If both paladins are about the same level, they should take turns luring so the other one can heal a bit from damage taken during the lure. This will reduce the consumption of UHs. If you will be camping at the spawn for a long time, it is advisable to bring a supply bag with extra ammunition and HMMs, and a large quantity of food. Heal the demon skeleton whenever its hp bar turns red. This will be about every 20-30 Necros as the DS does sustain a small amount of melee damage.
It would not be dangerous to bring only one paladin, just expensive because the Necro heals itself often and it would take a lot more shots to kill it slowly.
There is really no practical way for a knight to participate in a Necro hunt because any attack runes (except, of course, Fire Field and Energy Field) would be much weaker in the hands of a knight. Furthermore, if a knight rushes towards the Necro to melee it, the Necro will retreat and be out of the range of the shooters. If no paladins are available, or if a mage REALLY wishes to go with a knight, summoning Fire Elementals or Fire Devils and trapping them using skeletons and parcels is a valid option, while a knight blocks the Necro. This can be quite risky, as one summon from the Necro that gets near the FEs could easily move a parcel, and all hell will break lose as the skeletons and FEs run after the Necro.