Necromancer
After you choose the gender and race of your character, you need to create a Custom Class for the purpose. The Necromancers hate Vampires, Liches, and Mages Guild members.
Custom Class
Specialization:
- Magic
Attributes:
- Intelligence
- Willpower
Major Skills:
- Athletics: Athletics is the skill that determines how quickly you run and swim. As your level increases, your Fatigue regenerates progressively faster when running.
- Blunt: Blunt is the skill that governs how well your character can use crushing weapons, such as maces, hammers, and axes. Improving your blunt skill allows you to deliver more damage with crushing weapons, and gives you access to power attacks.
- Alteration: Alteration is the magic of altering the physical world. It provides many useful effects that can make up for other character weaknesses, for example: Open can be used instead of Security to open locks; Feather can be used if your Strength is too weak; Shield can be used instead of armor. In addition, Water Breathing and Water Walking provide valuable capabilities.
- Start Spells:
- Open Very Easy Lock
- Protect
- Start Spells:
- Conjuration: Conjuration magic is the art of summoning creatures from other planes, creating magical weapons and armor, and repelling undead creatures. Summoning creatures is particularly useful, providing the spellcaster with an ally in combat. A wide range of different creatures can be summoned, depending upon the spellcaster’s ability.
- Start Spells:
- Turn Undead
- Summon Skeleton
- Start Spells:
- Destruction: Destruction magic provides many means of inflicting damage on enemies. Destruction spells use elements (fire, frost, or shock) and pure magic to damage health; an enemy’s fatigue, magicka, skills, attributes, weapons, and armor can also be reduced either permanently or temporarily. Weaknesses can even be inflicted on enemies, amplifying the effects of subsequent spells.
- Start Spells:
- Cold Touch
- Flare
- Shocking Touch
- Start Spells:
- Restoration: Restoration involves the magical healing or augmentation of living tissue. You can cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks. You can heal yourself while or after fighting with this type of spell.
- Start Spells:
- Absorb Health
- Heal Minor Wounds
- Start Spells:
- Sneak: The Sneak skill allows you to move around undetected, pick pockets, and do more damage to targets if you attack while sneaking.
Equipment
Use these codes to have the uniform and weapon of necromancer from the start.
Weapons
- Rusty Iron Mace: player.AddItem 00090614 1
Clothing
- Necromancer’s Robes: player.AddItem 001885C9 1
- Necromancer’s Hood: player.AddItem 001885CB 1
- Buckled Shoes: player.AddItem 00028733 1
Suggested Home Locations for a Necromancer
- Obtained From: Free
- Upgrades Purchased From: Don’t have
- Total Cost of All Upgrades: Don’t have
You can get a permanent free room and storage at White Stallion Lodge.
If you travel to Leyawiin you will hear rumors about Mazoga. Her quest line can be started by speaking to Count Marius Caro at Leyawiin Castle County Hall.
One reward for completing the second of the two quests is the key to the White Stallion Lodge. You can sleep in the lodge and all the containers in the building can safely be used for storage.
Your friendly Orc roommate will only eat the food, and will often leave to hunt Black Bow Bandits. You can follow her to Rockmilk Cave, Undertow Cavern, and Telepe to fight together.
- Obtained From: Vinicia Melissaeia (disposition 50+) – 2,000 Gold
- Upgrades Purchased From: Sergius Verus
- Total Cost of All Upgrades: 2,000 Gold
The Shack for Sale in the Imperial City is located in the Waterfront District, and is nothing more than a small pitiful shack, though it does have a bed where you can sleep and level up.
The upgrades are rather pathetic as well, but you will likely need the storage extension, because the basic house comes with zero containers. The Kitchen Area upgrade also adds some storage. The crate outside the house is not safe for storage.
It is also perfect if you have a large bounty and need to avoid all guards until you can meet up with a Doyen. You can fast-travel to Dzonot Cave just west of the Temple District, and from there it is only a short swim to your house. See the Shack for Sale article for additional information.
- Obtained From: Count Marius Caro (disposition 60+) – 7,000 Gold
- Upgrades Purchased From: Gundalas
- Total Cost of All Upgrades: 7,000 Gold
The house in Leyawiin is on the east side of town next to the castle, where many other homes are. It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus.
The interior of the home is rather bland and unimpressive, even after all interior upgrades have been acquired. Considering the price of the property and its size (barely larger than the Bravil shack yet 3,000 gold more expensive), it is debatable whether this house is worth the 7,000 gold you will have to spend on it.
Deepscorn Hollow – The best suggestion
- Obtained From: Vile Lair official download
- Upgrades Purchased From: Rowley Eardwulf
- Total Cost of All Upgrades: 15,250 Gold
The quest (Deepscorn Hollow (quest)) must be completed to actually own it. It is tailored for “evil” or “criminal” characters.
This house is for those that wish to live like the Dark Brotherhood but do things their own way. The lair is in a very hard-to-reach area of the map in a swampy area, and is decorated with interesting and morbid items.
When the upgrades are completed, you have the perfect house for a vampire assassin. The Shrine of Sithis can cure illnesses if your Infamy is too high to use temples, and the Font of Renewal can cure vampirism.
It offers many poisonous plants, some unique. You can even send out a Dark Minion to “kill in the name of Sithis” for you, storing the items of the victim in the lair’s chest, though this will earn you an infamy point.
It is possible to obtain and use all the lair’s benefits except the Shrine of Sithis and sending the Dark Minion out without earning any infamy points. The Gray Cowl of Nocturnal may be used to circumvent these restrictions, but a character concerned with keeping infamy at zero is unlikely to have obtained the cowl.