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Metaclass Mage
Locked Yes
Starting Life 100
Life Rating -3
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic +5
Willpower +3
Cunning +1


While most magic is viewed with suspicion since the Spellblaze, the stigma surrounding the black art of Necromancy has been around since time immemorial. These dark spellcasters extinguish life, twist death, and raise armies of undead monsters to sate their lust for power and pursue their ultimate goal: Eternal life. Their most important stats are: Magic and Willpower

Starting Equipment

  • Elm staff
  • Brass lantern
  • Linen robe

Starting Talents

Talent Categories

Type Name Mastery Locked Talents
Spell Animus 1.3 No Consume Soul Animus Hoarder Animus Purge Essence of the Dead
Spell Grave 1.3 No Chill of the Tomb Will o' the Wisp Cold Flames Vampiric Gift
Spell Necrosis 1.3 No Blurred Mortality Impending Doom Undeath Link Lichform
Spell Necrotic Minions 1.3 Yes Create Minions Aura Mastery Surge of Undeath Dark Empathy
Spell Nightfall 1.3 No Invoke Darkness Circle of Death Fear the Night Rigor Mortis
Spell Advanced Necrotic Minions 1.3 Yes Undead Explosion Assemble Sacrifice Minion Mastery
Spell Ice 1.2 Yes Ice Shards Frozen Ground Shatter Uttercold
Spell Shades 1.3 Yes Shadow Tunnel Curse of the Meek Forgery of Haze Frostdusk
Type Name Mastery Locked Talents
Cunning Survival 0.9 No Heightened Senses Charm Mastery Piercing Sight Evasion
Spell Conveyance 1.2 No Phase Door Teleport Displacement Shield Probability Travel
Spell Divination 1.2 No Arcane Eye Keen Senses Vision Premonition

Survival (0.9 mastery)
Ice (1.20 mastery, locked, requires achievement)
Conveyance (1.20 mastery)
Divination (1.20 mastery)
Necrotic minions (1.30 mastery)
Advanced necrotic minions (1.30 mastery, locked)
Nightfall (1.30 mastery)
Shades (1.30 mastery, locked)
Necrosis (1.30 mastery)
Grave (1.30 mastery)


The Necromancer is a mage who specializes in the magic of death. They can raise the bodies and souls of the dead into undead minions, enthralled slaves which fight until destroyed. They can also deal damage directly, using darkness- and cold-based spells.

The class plays like a combination of Archmage and Summoner. Both aspects are independently powerful; it is perfectly viable to blast foes with spells, or to hide behind a wall of ravenous flesh and bone, or both at once.

Watch out for skeleton mage minions; they will fire beam spells at enemies without regard for friendly units who are in the way (including you). Don't stand between a skeleton mage and a monster. You might consider disposing of them before that can happen; various means are available (exploding them, integrating them into a bone giant, or simply bashing their skulls in).

If you have unlocked the Ice spell tree (Cryomancer), it will be available (locked). The Ice talents can complement your Grave spells (Chill of the Tomb, Cold Flames). If you're emphasizing direct damage over minions, this may be a tree worth investing in. (Needs testing!)

Minion users will almost certainly want to grab the Advanced necrotic minions tree ASAP.

Vampiric Gift, if you can afford the mana to sustain it, grants a potentially huge amount of self-healing. Healing your minions is more challenging; the best way is to be a Ghoul and Retch on them. Failing that, you should probably consider them disposable.


Classes with a non-white background need to be unlocked or may have other requirements
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator