Necromancers are among the most hated of people, ever since the Scourge showed up. Though they weren't liked before, even more people actively hunt Necromancers nowadays. Raising the dead is just part of the job, however. Talking to ghosts is another important part of the job, as is dodging people with torches and pitchforks who don't understand the art and science of the insane wonders that are the Undead.
Necromancers are people who are best friends with ghosts and skeletons and other Undead. Undead, of course, are what people call things that were once alive and then died, but have suddenly and inexplicably (to them at least) started moving again. Some Necromancers who study the living theorize that this may due to the Undead's tendency to slaughter and eat the living, but this idea has recieved little support.
Necromancy was recorded as early as the War of the Ancients, used by Dreadlords to fight the Night Elves. However, most Necromancy known nowadays comes from the Second and Third Wars, more so the latter than the former. During the Second War, Gul'Dan created the skeletal Death Knights from the remains of Human Knights and the souls of Orcs. During the Third War the Undead Scourge, commanded by the Lich King and former Orc Shaman Ner'Zhul, ravaged Lordaeron. Among his lieutenants were his champion Arthas (a former paladin and one of the new type of Death Knight), his assistant Kel'Thuzad (a former necromancer who became a Lich, the only non-Orc to do so), and Anub'Arak (formerly a king of Azjol'Nerub, now a guardian of Icecrown, and still a giant talking beetle). Many experienced unspeakable horrors throughout the march of the Scourge, whether they were survivers or victims.
Necromancers were used by the Scourge extensively for their ability to weaken enemies and their classic power to raise skeletons to fight for the Scourge. Trained in the Scholomance in the ruins of Caer Darrow, Necromancers continue to serve the Scourge. While this has obvious evil connotations, there are examples of good Necromancers in the world. Ramdor the Mad, for example, helps the souls of the dead to rest. Abercrombie is a kindly old man on the edge of Ravenwood Cemetery who, while known for his occasional Abomination attack on Darkshire, has become more complacent since the second death of his wife and subsequent capture of his still-living heart. However, neither are particularly willing to spread their knowledge after seeing the pain it can cause (or due to being unable to as a result of placing their heart into their wife's corpse in a vain attempt to revive her).
There are occasional tales of a man who lives in the middle of the ocean who was once a hero but has fallen into the Necromantic arts. Some say he will teach the eager the ways of the Necromancer if they prove his worth. As such there is always a crowd of approximately fifty people surrounding his house and his small castle build by skeleton labour. They say he has a beautiful elven bride, but she too may be Undead.
Necromancers are people who commune with the dead. As such, a lot of their abilities revolve around dead stuff. Like Hunters and Warlocks they can have pets. Unlike Hunters and Warlocks, the pets of a Necromancer are constructed, and therefore a Necromancer often puts personal touches on their masterpieces. Creating Undead servants requires reagents, and more powerful constructs require more materials. Fresh corpses can be raised for Zombies, whereas the far more complex Abominations require much more flesh and therefore more bodies. Skeletons are special pets; they can be clothed and armed. The most experienced of Necromancers can create skeletal Warriors, Rogues, Mages, and Hunters.
However, while much focus has been placed on the power to create Undead, Necromancers have other, vastly different abilities as well. They have the power to see ghosts and can use their abilities to bring spirits back to their bodies (teleports the ghost) or banish a phantom temporarily (back to the graveyard; corpse running = no-no). In addition, Necromancers have special powers to deal with the Undead monstrosities unleashed by less altruistic folk. They can also call on fallen spirits who wish to aid their kin, and can lift curses and counter-act poisons and diseases.
To unlock the Necromancer Hero Class, at least one character per account must complete a conversation quest with The Fallen One <Forgotten Hero> on the Broken Isles.
After unlocking the Necromancer Hero Class, the player can create one Necromancer character per realm. This follows standard Hero Class rules.
After creating a Necromancer, the player must go through standard introductory quests that take place on an island. By the end of the quest chain they will have gained the Guidance ability See Ghosts (Passive), the Command ability Bind Ghost, and the Animate ability Summon Ghost. They will also gain their Guardian Spirit, which is a ghost of the same Gender and Race as the Necromancer (except Undead, which use Human ghosts).
The Guardian Spirit is used for a number of Guidance abilities, such as healing and ressurection. It is also used for summoning; the Necromancer gives a physical form to the Guardian Spirit, who loses its ability to support the Necromancer as a healer and instead takes on a role specified by the form it takes. These 'bindings' are done during quests, after which the Guardian Spirit can take that form as long as a simple item is in the Necromancer's inventory (like Shaman Totems). Skeleton Forms can be equipped with items to increase their effectiveness; these cannot be taken by others upon the defeat of the pet.
While all races have the potential to become a Necromancer, in order to make an Orc Necromancer the player must first unlock the Necromancer Hero Class and complete a series of quests in Caverns of Time: Eldre'Thalas
Like all Cloth classes, Necromancers have access to weapons that can be used either to strike or to assist in their spells.
- Swords (1-handed)
- Maces (1-handed)
Talents & AbilitiesEdit
Guidance abilities are the Necromancer equivalent to the Holy spec of Priests or Paladins. For a large number of the more powerful abilities the Necromnacer must envoke their Guiding Spirit, who will be the one to actually use the ability. In this way the Necromancer can multi-task, though be aware that you still pay the mana cost. The passive ability See Ghosts and the Track Undead abilities are here, along with
The Command tree consists of the powers born from the Necromancer's sway over spirits. There are spells to remove the soul from Humanoids (Displace Soul), summon (Summon Ghost) or banish (Exorcise Ghost), or even restrain (Bind Ghost) the dead. A high level talent is Spirit of Vengeance, which turns the Necromancer into an invisible, invulnerable Spirit on death which has limited abilities but has a powerful attack that deals incredible damage. This attack does extra damage if the enemy is attacked from behind while out of combat. This effect lasts 15 seconds.
These are the abilities regarding the manifestation of spirits in otherwise inanimate objects. Put simply, this is the Pet Spec. Improvements for Undead and other summons.