From ThresholdRPG Wiki

Guildmaster: Tsii
Location: Sable City
Required Stats: Intelligence 15, Wisdom 12
Unallowed: Dryad, Dwarf, Fae, Salamae, Scorpien, Skurriden

Sometimes referred to as deathsmiths or necromasters the Necromancers is one of the playable Guilds in the game Threshold. Masters of life and death, the necromancers have delved into the secret and arcane arts of understanding the body and all its hidden potential.

While the specific location of the necromancers guild is unknown, it is rumored to be located in Sable.

Necromancers are culled from the ranks of the Mages guild.


To become a Necromancer, you must create your character as a mage. You must also reach at least level 10/10 before you can even consider applying for membership. Necromancers tend to be a little higher level though when they are accepted, as it takes time to prove yourself worthy. As with all special sub-guilds, the quality of your role--playing is the main determining factor in whether or not you will be accepted by the Necromantic Elders.

Once you have met the minimum qualifications, or before that time if you feel certain this is the fate for you, you should seek out other Necromancers and speak to them about their way of life. Be wary, however, as many Necros are very private people that do not welcome strangers into their reclusive lives. If you can convince one to speak to you about their craft, he or she will be able to provide you with a deeper understanding of what it takes to join their cadre.


The guild of necromancers is very secretive of their research and specific abilities. They are known for being encased in undead flesh or wrapped to resemble mummies, as well as wearing armor made of bones. The faint smell of rot and decay follows the necromancer wherever he or she goes. The necromancer is the master of their own body, being able to force it to function long after the necromancer should have been killed.

Skilled necromancers have been able to raise the dead and infuse them with a form of pseudo-life, creating all manner of ghouls, skeletons, and zombies. Others will bind souls called from the land of dead in order to submit them to their will. Most of these become incorporeal monsters such as ghosts or wights. The most powerful necromancers can force a soul to inhabit a piece of armor, forcing the spirit to protect the armor's wearer.

Philosophy and Religion

"Of course I am more than just my body. My body is a tool I use to effect my will upon the world. And I shall use it - and improve it - however I wish." - Hobdart, the reaper of souls, 415

Necromancers tend to be ambitious individuals that will seek their goal at all costs. There are very few ethical lines a necromancer won't cross in the name of research. Most necromancers lean towards the evil ethos devoting themselves to one of the dark churches such as Set or Gethsemane. Others choose to learn mastery of the dead from the source itself and follow Mortis. However, necromancers are not required to be evil, or to follow Mortis and can come from almost any church or no church at all.

The profane art of necromancy is frowned upon by some people. Silvanites and Rangers take particular offense, seeing the art of necromancy as a perversion of life and corruption of the balance of nature. This is why you will never see a ranger and a necromancer partied together. Although theirs is less extreme than the offense taken by rangers and Silvanites, it is very rare for a necromancer to ally themselves with the forces of light.


A necromancer carries around a Grimoire of Spells, a Canopic Jar, and a natron pouch for use with her dark magic.