Necromancer

"Raise an army of the dead by draining souls!"

— Former Specialized Adventuring! Description

Necromancer is a class. It is only available during Expert Mode games.

This class received a major overhaul in Feb. 2017; the previous version can be found here.

Master Of Death

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * As a Necromancer, you are the Master Of Death. You gain 1 Soul Power every 8 turns. Necromancer skills can be used while dead.
 * As a Necromancer, you are the Master Of Death. You gain 1 Soul Power every 8 turns. Necromancer skills can be used while dead.

If the Class Talent is active: You can use ALL your Skills while dead.

Triggers in X turn(s).

Category: Buff
 * }

Effect

 * You instantly gain 4 Soul Power when you gain this effect. Then, you gain 1 Soul Power every 8 Effects Phases (beginning on the 8th Effects Phase after gaining this effect.)
 * The Dead status doesn't prevent you from using Necromancer skills.
 * If the Class Talent is active: The Dead status doesn't prevent you from using ANY skill.

Drain Soul

 * {| class="wikitable" style="text-align: left;

! Drain Soul (Curse) Tooltip
 * Your soul is being drained. If you die while under this Curse, PlayerName will steal a part of your soul and gain 1 Soul Power.
 * Your soul is being drained. If you die while under this Curse, PlayerName will steal a part of your soul and gain 1 Soul Power.

Category: Debuff, Magic, Curse
 * }

Standard Use

 * Target any player. Give them 2 turns of the Drain Soul Curse connected to this skill. (You can give this Curse to multiple players and to the same player multiple times simultaneously under different Debuffs.)
 * Drain Soul: When you die, the player with the Drain Soul skill connected to this Curse gains 1 Soul Power, also you lose this effect. Also, the connected Drain Soul skill's cooldown is reset.

Passive Effect

 * Soul Power is stored in this skill.

Standard Use

 * Up to 1 Skeleton, 1 Zombie, and 1 Specter (or instead, an upgraded form for each) can be summoned (gained as a Buff) at once due to Army Of The Dead. Each basic minion summon costs 2 Soul Power. Each upgraded minion summon costs 3 Soul Power, along with the corresponding basic minion Buff gained due to Army Of The Dead. (You cannot attempt to use 3 Soul Power and an upgraded minion to summon another upgraded minion or attempt to summon an upgraded minion without the corresponding basic minion.) (Any summon attempt with insufficient Soul Power fails and won't cost any Soul Power.) You can unsummon (losing the Buff) a basic minion to gain 1 Soul Power or an upgraded minion to gain 4 Soul Power.
 * The tooltips of all the minion Buffs are in the expandable chart above. Note that they all have visible turn counters in their tooltips listing how long until they next trigger. The detailed effects for when they activate in the Effects Phase are as follows:
 * Skeleton: A random enemy player is knocked back 6 spaces.
 * Skeleton Berserker: A random enemy player is knocked back 6 spaces and is given 3 turns of Bleeding.
 * Skeleton Thief: A random enemy player is knocked back 6 spaces. Also, you steal either 4 Rupees or a random item from that enemy.
 * Skeleton Knight: A random enemy player is knocked back 6 spaces and is given 1 turn of Temporary Defective Dice.
 * Bone Mage: A random enemy player is knocked back 6 spaces and is given 3 turns of Bone Mage Silence.
 * Zombie: A random enemy player is given Zombie Infection for 2 turns.
 * Burning Abomination: A random enemy player is given Zombie Infection for 2 turns. They also have a 50% chance to gain 1 turn of Fire.
 * Perverted Corpse: A random enemy player is given Zombie Infection for 2 turns. They also gain a random STD from a pool including the following:
 * Syphilis for 3 turns
 * Chlamydia for 3 turns
 * Herpes for 4 turns
 * Gonorrhea for 4 turns
 * Crabs for 2 turns
 * Oddly, none of the Debuffs gained from this effect have different duration due to being a -cubus.
 * This effect can extend previously existing Debuffs for each STD in the pool.
 * Rotting Corrupter: A random enemy player is given Zombie Infection for 2 turns. If the target is Dead, you also gain 1 Soul Power.
 * Starving Ghoul: A random enemy player is given Zombie Infection for 2 turns. Also, the Ghoul eats a random Food item the target has. (Effectively, the Food item is just removed from the game.)
 * Specter: You gain an Ethereal Gem.
 * Chilling Ghost: You gain an Ethereal Gem and Faerie Frost.
 * Cleansing Spirit: You gain an Ethereal Gem. Also, you lose a random Disease or Poison Debuff if possible.
 * Spectral Cleric: You gain an Ethereal Gem. Also, you lose a random Magic Debuff if possible. (Note that Doom and Fungal Doom are not removable.)
 * Shimmering Soul: You gain an Ethereal Gem.
 * This Buff also passively grants Magical Mind and Flow Of Magic. This part of the effect is not related to the Effects Phase.


 * Each minion summoned (or upgraded) with Army Of The Dead initially activates on the 3rd Effects Phase after being summoned (or upgraded) (or due to Command Undead.) It then activates every 6 Effects Phases (beginning on the 6th Effects Phase after the initial activation.) (If unsummoned and resummoned/reupgraded, a minion once again initially activates on the 3rd Effects Phase after being summoned (or upgraded), then begins the 6 Effects Phase cycle.)
 * You can use 4 Soul Power to activate Undead Haste for the rest of the game. This option changes the amount of Effects Phases between activations for all of your Army Of The Dead minions from 6 to 5.
 * A newly summoned (or upgraded) minion after activating Undead Haste will still activate initially on the 3rd Effects Phase after being summoned (or upgraded) before commencing with the 5 Effects Phase cycle.
 * A currently summoned minion when Undead Haste is activated will not be affected by Undead Haste until after that minion's next activation in the Effects Phase (or due to Command Undead.)


 * If the Class Talent is active: Choose to use the Talent. Then, target any player.
 * If the target is alive or you have less than 2 Soul Power: Nothing occurs besides the Talent option being reset and going on cooldown for 7 turns.
 * If the target is Dead and you have at least 2 Soul Power: Revive the target, give them Volatile Zombie, and lose 2 Soul Power. Also, the Talent option is reset and goes on cooldown for 7 turns.

Event Use

 * Use Army Of The Dead against the Bearded Phantom of the Archaeology Dig; if you succeed, you lose 1 Soul Power and gain the Bearded Phantom Buff for 5 turns. This effect can stack under different Buffs. (You fail if you have 0 Soul Power.)
 * Bearded Phantom: When this effect wears off, if no enemy player currently has a Drain Soul Curse from you, a random enemy player is Incapacitated. If at least 1 enemy player currently has a Drain Soul Curse from you, a random enemy player with a Drain Soul Curse from you is killed.
 * {| class="wikitable" style="text-align: left;

! Bearded Phantom Tooltip
 * You have enslaved a Bearded Phantom. It will soon randomly attack an enemy player! Go Beardy go!
 * You have enslaved a Bearded Phantom. It will soon randomly attack an enemy player! Go Beardy go!

Triggers in X turn(s).

Category: Buff, Magic
 * }

Standard Use

 * If not on cooldown: Choose one minion you currently have summoned due to Army Of The Dead. Then, target an enemy player if you chose any Skeleton type or Zombie type minion, or target any player if you chose any Specter type minion. For a Skeleton or Zombie type minion, the targeted player is instantly affected as though they were a random enemy being affected by the minion in the Effects Phase. For the Specter type, the targeted player is instantly affected as though they were you being affected by the minion in the Effects Phase. Either way, the chosen minion's activation cycle for the Effects Phase is reset so that its next activation occurs in 6/7 Effects Phases (or 5/6 if Undead Haste is active.)
 * If on cooldown: Use 1 Soul Power to lower this skill's cooldown by 6. (This option can be selected but does nothing if the skill is not on cooldown.)

Strengths

 * Full level minions with Undead Haste can be a serious threat for other players. For this reason, Necromancer is better in long games
 * You can use your skills while dead
 * If you fail in getting SP with Drain Soul, you will get +1 SP every 8 turns thanks to Master of Death
 * You can make harm to your opponents while also getting benefits for yourself (like getting healed, for example)

Weaknesses

 * Weak in early game
 * Lacks good spacing control
 * Ethereal Gem are situational

Strategies

 * Being able to determine when people is going to die is important to get SP and raise your minions faster. Pay attention when players get in a duel, get inside of the Schrödinger's Box, go inside the Pyramid, are sick or dehidrated, etc. A good strategy can be killing yourself with ACME Rocket, ACME TNT, or launching yourself in the Catapult while drying your own soul. This way you die, but you can kill others or moving forward. If you're going for this tactic, it's recommended that you get a Life Insurance in The Bank for getting extra money
 * If you think you're gonna die soon and you can't prevent it (For example if you're getting dehydrated, are very sick, you go on first place and one of your opponents use a Diss Card: Death, etc.) dry your own soul for getting extra SP
 * Ethereal Gem can be combined with Boots, Gloves, ACME Rocket or Charged Light Wand with revive for useful combinations.
 * You can get extra SP with the Rotting Corrupter minion, (and Command Undead)

Dual-Class Synergies

 * TBD