Necromancer M Portrait.png

"A dark magic-user who commands the dead. Their powerful magical attacks are a thing to fear."

Necromancer F Portrait.png

Overview[edit | edit source]

Specializes in boosting the Undead units & zombies with Necromancy being the only way to heal such units. Necromancers are essentially improved Wizards, boasting significantly higher INT to go with their unique Necromancy command. Necromancy is nearly unobtainable until the Palace of the Dead, but once gotten it offers a fairly interesting variety of effects. While the 'Curse' series is of dubious use, 'Life Force' turns the Necromancer into a potent self sustained caster and 'Horrific Love' can be very powerful, even though the Bewitched status seems to be much less effective when used by the player. This is the fastest mage type in the game in terms of RT. Necromancers are good if you are enthusiastic about having your own undead army, but even without Undead units or Necromancy this class largely surpasses the Wizard, being an effective mage in several ways.

Can be Used by: Humans

How to Unlock: Receive 3 Classmarks upon recruiting Cressida. Are also rare drops by certain enemy Necromancers in the Palace of the Dead

Notable Characters:


Basic Ability:

Move Move Type Jump (up/down) Base RT Melee(empty) Ranged (empty)
3 Slow 1/2 22 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 228
MP 232
STR +103
VIT +115
DEX +114
AGI +112
AVD +113
INT +132
MND +117
RES +142

Skills[edit | edit source]

Skill Lvl SP Cost TP Cost Notes/Use
Necromancy 1 50 MP All necromancy spells
Elemental Magic 1 Transfer MP Missile, Indirect, Utility
Dark Magic 1 Transfer MP Missile, Indirect, Drain, Utility
Master Undead 1 220 40 Attempts to recruit Undead units
Animate Dead 3 120 30 Revives Stilled Undead units with full HP
Condemn 15 390 50 Prevents revival of all units for several turns.
Consecrate Dead 22 540 50 Prevents a stilled Undead unit from auto-reviving
Meditate 1 Transfer 15 Gives 5-10 MP per Rank to unit. (must be obtained from a separate class)

Abilities[edit | edit source]

Skill Lvl Cost Notes/Use
Fortify I-II 9/18 120/370 Increases DEF stat by 10/20%
Spellcraft I-IV 6/19/31/44 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 6/18/30/42 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580 Increases melee accuracy by 10/20/30%
Trueflight I-IV 9/19/31 120/390/600/790 Increases ranged accuracy by 10/20/30/40%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-III 9/19/31 120/390/600 Increases melee avoidance by 10/20/30%
Sidestep I-III 11/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 8/19/33 200/420/610 Increases HP stat by 10/20/30%
Insight I-IV 7/19/31/43 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 9/19/29/39 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 9/20/31/42 200/420/610/790 Reduces MP costs by 5/10/15/20%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I 11 220 Allows movement through water at cost of 2 Move while in water.
Absorb MP I-II 18/35 390/660 Absorb 20/40% of MP spent by enemies on equipped unit

Transferable[edit | edit source]

Skill Notes/Use
Trajectory Highlights path of ranged attacks.
Tactician I-II Increases TP accumulation by 20/40%
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks back
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100


References[edit | edit source]

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