Necromancy, or Death Magic, is the colloquial term used for one of the eight spheres of magic made available to some users of a Silvergate.
It uses a specific vital stat, Death Residue, labeled as just “Death” on the Interface. As with all magic, the stat is not visible until you obtain a Skill that uses it.
The classical view of a Necromancer is someone who needs lots of death to perform adequately due to their regeneration mechanics. Necromancers are typically relatively stingy in their Skill use, particularly on long and protracted engagements or dungeon dives.
Necromantic Skills are typically associated with Strength, Resilience, Fortitude, and Presence; few Skills are found outside those stats. It is heavily oriented toward debuffs, debilitating effects, and draining vitals into their own pool. Contrary to popular cultural expectations from Earth, necromancers typically do not summon the dead or otherwise. The only Skill known to do that is rare despite a low tier, strictly temporary, and particularly unwieldy.
The specific “flavor” of Necromancy comes from its regeneration mechanics. Like its common counterpart, Druidic or “life” magic, which shares the same stats, it has a very low regeneration rate.
Its Vital cap is relatively high and front-loaded:
Vital cap = 500 + Level×5 + Presence×3 + Resilience×3 + Strength×3 + Fortitude
However, the recovery rate of expended Death Residue is low:
Rate = (Intuition / 2000) per second
Whenever a Gater obtains a Skill that uses Death Residue, the next Skill in the lottery is invariable:
The use of this Skill instantly recovers an amount of vital equal to the sum of the rank of the dead Northworld creature and the current skill level of the Necromancer. It is never obtained first in the lottery, nor during Setup, and has never been found on a Skill Stone, so it is unknown if it does, in fact, unlock the vital.
The Skill cannot affect a Silvergater and, obviously, has never been used on an earth animal. It strictly applies to entities that have ranks, not levels. Entities that do not leave a corpse, like most Umbra, cannot be drained.
Any Skill or piece of gear that affects Intuition will increase the regeneration rate, but to not much effect. There is a specific Meditation skill that can be used to improve that significantly:
Other, more generic Meditations also greatly increase your regeneration rates for Power, but all Meditation skills are incredibly rare (see “Fanduk”).
Typical Necromancer skills:
Desecrate (tier 5 Presence): temporarily raises a dead enemy.
Decay Strength (tier 4 Strength): Strength debuff.
Drain Life (tier 3 Presence): health drain.
Sense Life and Death (tier 2 Perception - rare): accurately detects rank, level information, and death status.
Foretold Demise (tier 1 Intuition - rare): access full vitals and stats of any enemy, living or dead.
Special section on Locational Interference – Project Cartographers Eyes-Only
This section contains only highly speculative information and is not considered accurate. It is intended to serve as a discussion board for Cartographers involved in the Build Map project, not as a reference.
One current hypothesis for Necromantic locational interference is that such interference is highly temporary and not tied to any specific location.
Based on common superstitions among the Necromancer community that “it’s always better to run the lottery after winning,” that interference mechanic being suggested is:
Interference happens by proximity to an enemy corpse that has not yet been drained of its Death Residue and had a Necromantic skill that the Gater does not have yet.
Source: Discussion on Azrael Abode, an Earth website dedicated to necromantic magic