Necromancer

The Necromancer summons skeletons that fight alongside their master. Number and power of skeletons depend on Necromancer's equipment and skills.

## Summonable Skeleton Types

**Base stats:**

**Friendly Skeleton:** 10hp, 4.8 damage, 4 defence, 0.54 attack speed, 7 evade.

**Skeleton Guard:** 13hp, 3 damage, 6 defence, 0.41 attack speed, 5 evade.

Is targeted by all enemies upon summon and until death.

**Skeleton Warrior:** 8hp, 6.5 damage, 4 defence, 0.63 attack speed, 10 evade.

**Skeleton Archer:** 8 attack, 0.5 attack speed (no defensive stats as they can not be targeted by enemies).

Only spawns if 4 melee skeletons are already summoned.

**Skeleton Mage:** 8 attack, 0.5 attack speed (no defensive stats as they can not be targeted by enemies).

Only spawns if 4 melee skeletons are already summoned.

## Stats

Stat List
(Base Health and Damage values are multiplied by \*1 + Skeleton Level value\*.
 Max Skeletons
 Summon Quality
 Magic HP
 Attack Speed
 Regen per Sec
 Evasion

* **Attack Speed:** Increases the speed of summoning skeletons (NOT the speed that they attack though!). If you reach skeleton capacity, the Necromancer will do an attack instead (also affected by Attack Speed).
* **Skeleton Level:** Skeleton base health and damage values are multiplied by (1 + SkLvl). Health is rounded up. Damage's rounding seems inconsistent.
* **Summon Quality:** Increases the chance Friendly Skeletons will spawn as Guards or Warriors instead, and also for Archers to spawn as Mages. Going over 100% has no benefit.
* Virtually all stats from gear (except anything with "Skeleton" in the stat name) do not affect your skeletal minions.

## Equipment

The Necromancer has a grimoire slot, an amulet slot, and two ring slots unlocked initially. If an Arsenal is placed, the shield slot is also unlocked.

## Tips

* General Tips:
	+ Although the Necromancer is unlocked after you build the Crypt, you may want to wait to use it until you build the Intel Center (unlocks desert), since the first two landscape cards are not so useful for the Necromancer.
	+ Try to minimize your deck size. In the deck building menu, choose only the cards you definitely need. For example, 10/15 is ok (if not enough) to defeat the final boss. It is true for any build in any rogue-like deck-building game, but more so for unique classes like the Necromancer.
* Do NOT use the Outpost as the guards present will refuse to fight alongside the Necromancer, and will instead bombard both sides with arrows, making the battle much more dangerous.

* Important stats for the Necromancer are Skeleton Level, Summon Quality, Max Skeleton, and Attack Speed.
	+ Skeleton Level is the most prioritized stat, as it directly affects the power of your army. At least it should be higher than the current loop number.
	+ Summon Quality is also important to strengthen skeletons, though you should not sacrifice Skeleton Level. 30% - 50% are reasonable amounts for boss fights.
	+ Max Skeleton: 2 - 3 are ok for common fights but aim for 4 for boss fights.
	+ Attack Speed (= summoning speed) from gears is negligible, so use Forest and Thickets (see below) to increase this stat. This should also be focused on for a fair amount so you can snowball summons faster.
* Landscape cards:
	+ Forest and Thickets are must-have for Necromancers, as their summoning speed is based directly on Attack Speed. Additionally, when you inevitably spawn A Village?, the Wooden Warrior enemies it spawns can only deal damage when directly attacked. Since the Necromancer will be spending the whole battle summoning and re-summoning his skeletons, you'll never take damage from these encounters. Free EXP and gear!
		- Combine this with Regeneration for free healing as well. Even better if you have the Residual Heat Trait that heals you each time a skeleton dies.
	+ Desert and Sand Dunes are extremely useful to Necromancers. Their HP reduction effect does not affect Magic HP! Plus without the ability to equip Armor, your max HP is already pretty low and you mostly rely on Magic HP anyway, which further incentivizes a desert build.
	+ River and Suburbs(/Towns) are also very useful like other classes.
	+ Rocks and Mountains are not so useful, for the exact opposite reasons of Desert/Sand Dunes. In addition, if you use the Ancestral Crypt, you have an alternative method to increase your max HP. You might however find Mountains helpful if you choose the Arsenal as the golden card.
	+ Arguably Meadows is the worst landscape card for the Necromancer.

* Using the Ancestral Crypt golden card/tile has no downside, as the Necromancer cannot equip HP-boosting armor.
	+ Pros:
		- Since your max HP increases in proportion to the number of defeated enemies, it scales better to the loop counts than most Arsenal builds.
			* Defeat enemies that have souls, as they are the only ones capable of increasing your max HP. For example, the Spider Cocoon card is less useful for this build, since spiders do not have souls.
		- The resurrection is a powerful safeguard in most situations. Since the HP of enemies remain lost even after you are resurrected, it also works as a kind of weapon.
		- As a bonus, the Ancestral Crypt is lore-wise suitable to the Necromancer.
	+ Cons
		- Sometimes you are unlucky and may find it hard to get good gear with important stats (such as Max Skeleton).
		- The resurrection is useless if you do not gear up properly and die quickly.
* Using the Arsenal golden card/tile unlocks the ability to equip Shields, which will boost the Necromancer's Defense.
	+ Since high-quality shields may have stats to strengthen your skeletons, the Arsenal build is more stable for collecting good gears than the Ancestral Crypt build.