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

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! 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.

Soul Power: X

Triggers in Y 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 standardly.
 * If the Class Talent is active: The Dead status doesn't prevent you from using ANY skill standardly.

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.

Duration: X turn(s)

Category: Debuff, Magic, Curse
 * }

Standard Use

 * Target any player.
 * If they are alive: 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. This effect can stack under different Debuffs and cannot be extended.
 * If they are Dead: Nothing occurs besides this skill going on cooldown.

Passive Effect

 * Soul Power is stored in this skill.
 * After a Drain Soul Curse connected to this skill activates and wears off, if the player the Curse drained is Dead, this skill's cooldown resets.
 * If the Class Talent is active: After a Drain Soul Curse connected to this skill and draining another player activates and wears off, if both you and the player the Curse drained are Dead, you gain 1 extra Soul Power, Soul Speed for 6 turns, and a Soulstone, and you are revived.

Standard Use

 * Up to 1 Skeleton, 1 Zombie, and 1 Specter (or instead, an upgraded form for each) can be summoned (gained as an Unremovable 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 the generic STD-givers (2) pool.
 * Rotting Corrupter: A random enemy player is given Zombie Infection for 2 turns. If the target is Dead, you gain 1 Soul Power instead.
 * 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 removable Magic Debuff if possible.
 * 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, a random enemy player is attacked; if they currently have no Drain Soul Curse from you, they are Incapacitated. If they do have a Drain Soul Curse from you, they are 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.)
 * If the Class Talent is active: When you use Command Undead to target another player with a Skeleton or Zombie type minion, the target receives the Dark Touch effect for 3 turns.
 * Dark Touch: If you die with this effect, a temporary random Undead Minion (a minion as a Buff which could be any Army Of The Dead minion) is summoned for the player who gave you this effect, and you lose this effect. The minion will have 7 Effects Phases of duration, activating first on the 1st Effects Phase after it is summoned and second on the 7th Effects Phase after it is summoned. For both activations, the minion's target will be a random other player if it's a Skeleton or Zombie variant and will be the player who gave you Dark Touch if it's a Specter variant. Dark Touch can stack under different Debuffs.

Strengths

 * You can use your Necromancer skills even while Dead.
 * Even if you fail in getting SP with Drain Soul, you will get +1 SP every 8 turns thanks to Master of Death.
 * Skeletons have a static knockback amount, allowing for guaranteed same-spacing.
 * Skeleton Thief can steal a lot of Rupees and items if summoned early enough in the game.
 * Skeleton Knight's Defective Dice can prevent a huge amount of space gain by Warlocks and Paladins and potentially stall them for many turns in the endgame.
 * Zombies apply a slowing Disease.
 * Rotting Corrupter can be used to build your minion army more quickly and store more resources for the endgame.
 * Starving Ghoul can disrupt a Food stockpile.
 * Specters give Ethereal Gems which can be used to make Ethereal Gloves and Spirit Slippers. The Gloves can be used to revive yourself among other uses, while the Slippers can be repeatedly brought off cooldown with new Ethereal Gems and used to sprint to the finish line.
 * Chilling Ghost's Faerie Frost can prevent risk with the Time Bomb and prevent losing spaces if you are being shot at by a player with Hypno Glasses (at the cost of dying.)
 * Cleansing Spirit can remove Diseases like Gonorrhea and remove Poisons like Pufferfish Poison.
 * Spectral Cleric can remove Curses and can remove Temporarily Denied when past the finish line.
 * Shimmering Soul has strong magic synergy.
 * In very long games, full level minions with Undead Haste can be very strong.

Weaknesses

 * Weak in early game.
 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * Reincarnation in your Resurrection Phase can suddenly and unexpectedly cause you to become unable to act.
 * If a kill opportunity suddenly pops up, using Drain Soul will cause a slight delay that can allow a player to escape danger.
 * If you are slightly too slow with Drain Soul and the target dies before you use it, you'll typically have to wait 3 turns before getting another draining opportunity.
 * Being constantly on the lookout for Drain Soul opportunities can take up a lot of mental resources useful for other strategizing.
 * You require Boots and Gloves to make the most out of your Ethereal Gems; a Gem's utility is much more situational otherwise. For this reason, Saboteurs and Quantum Physicists can effectively counter much of Necromancer's strength. If you're poor enough, Warlock's Goldfiend can make it difficult for you to even purchase Boots or Gloves at The Market.
 * Paladins and Priests can remove Drain Soul from themselves (and other players in the case of Paladin), and a Paladin will gain Empowered Dice.
 * Evil Barrier and various Curses can prevent you from removing Temporarily Denied with your Spectral Cleric at a crucial moment.
 * In an FFA game, some Skeleton and Zombie Minions have require good luck to be useful without Command Undead.
 * Enemy players can view your SP through your Master Of Death Buff tooltip and can also see turn counters for your Undead Minion Buffs.
 * If there's not enough predictable death occurring throughout a game, your endgame strength can be underwhelming.
 * In very long games, space gain from Spirit Slippers can become underwhelming.

Strategies

 * Being able to determine when people are going to die is important to get SP and raise your minions faster; this is especially important early game. Pay attention when players get in a duel, get inside of Schrödinger's Box, go inside the Pyramid, have AIDS or untreated Malaria or are Dehydrated, etc.
 * Situationally, it can be a good strategy to kill yourself with ACME Rocket, ACME TNT, Dark Sacrifice or launching yourself with the Catapult while draining your own soul. You'll die, but you'll lose your Diseases, and you can kill others/move forward/apply Debuffs to enemies/gain Life Insurance in addition to gaining 1 SP.
 * If you think you're going to die soon and you can't prevent it (e.g. you're Dehydrated, have AIDS, have Jinxed Jewel Of Death or Pipe Bomb, are about to be the target of Diss Card: Death, etc.), drain your own soul.
 * Ethereal Gem can be combined with Boots or Gloves or used on your ACME Rocket or Charged Light Wand/Orb/Staff with Revive. (Beware that the Ethereal enchantment will prevent recharging at The Magic Shop if you don't have a means to remove it (i.e. with Enchant or Balm Of Anubis.)) Spirit Slippers in particular can be used for sprinting.
 * If the Adventure Time reference event is chosen, you can get an Orb for use with Shimmering Soul.
 * If the Dr. Who reference event is chosen, you can gain Boots and Gloves repeatedly without use of a Wildcard, so your Specter's strength is more secure.
 * If the Board Game Of Thrones reference event is chosen, you can gain Boots and Gloves by becoming a Stark or become a Targaryen to have some sort of defense for your Boots and Gloves against Saboteur.
 * If the Interdimensional Portal Gun reference event is chosen, Chilling Ghost can prevent losing spaces while getting the max reward from Fantasy World.

Dual-Class Synergies

 * TBD