3 Kingdoms MUD Wiki

READ MORE

3 Kingdoms MUD Wiki
Advertisement

All words that appear in bold have in-game files which can be accessed by typing “info <topic>” once you’ve joined the guild. There is also an extensive player-written library for Necromancers accessible with the necro command.

About the guild[]

The path of the Necromancer follows that of powerful magic. Ancient energies and ethereal forces are yours to command. Take a step toward immortality with the powers of the undead. Darkness and light combine to create devastating spells and awe-inspiring powers. The intensity of your guild experience will forever shape the rest of your life.

The Necromancer guild is an intense experience, make no mistake about it. There is a lot to take in and a lot to manage, but the rewards are one of the deepest guilds in 3-Kingdoms. It is *HIGHLY* recommended to read through this entire guide at least once before going back and re-reading it as some concepts will get in-depth explanations later.

The core of the Necromancer guild is focused on a few things: spells, powers, forms, and corpses. We'll delve into each later.

Location[]

The Necromancer guild is located in Eastern Fantasy (Wayhaven portal, 15e, leave, 4e, 2ne, portal). This should not be confused with the former Necromancer guild hall location in the nearby Katin area; that is not the current guild hall.

Within the guild hall, many directions are given based on the Receiving Room (a further 8n from the above directions), which is the room you will end up in using the teleport power.

Quick start guide[]

  • chat: chat on the guild line
  • info: access the guild help files
  • necro: access the guild library
  • spells: shows your current spell layout.
  • powers: show available necromancer powers as well what you have currently memorized.
  • preserve: with a big of ginseng and goldenrod (for sale in the guild) you can preserve a corpse which makes it lighter and last indefinitely.
  • absorb: Consumes a corpse to heal necro points (NP) and spell points (SP).
  • absorb prime: Consumes a corpse to heal hit points (HP).
  • comtrance: Sets up a command to use every round of combat.
  • shadowsave: Sets up a command to use when you are below a certain percentage of hit points.

Corpses[]

Spells[]

Powers[]

Forms[]

Circle 1 -4[]

You've likely skipped circle 1 and went straight to circle 2 because you were recruited.

At this point, there's a few things to do before you run out and jump into a fight. First is to allocate your spell stars. There are ten schools corresponding to the mud damage types. Each time you go up a circle, you'll get a spell star to spend. Each star increase how powerful your invoke is with that school and, later, how effective protection is against that damage type. How many stars you can put into a single school as well as how many schools you can learn are a function of your circle and varies among the Necromancer forms (subguilds).

Donates[]

Tips[]

  • There's no "best" form.
Advertisement