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THE LAST CAMP

Leveling a Necromancer on The Last Camp from 1 to 65.

The Necromancer is the strongest solo class in EQ. Three full DoT lines stacking simultaneously, fear-snare-kite for outdoor mobs, root-rot for indoor, pet-tank for tougher fights, lifetap for self-sustain, Feign Death from level 35 for split-pulling and panic-escape. No other class has this many tools for soloing every encounter.

The Necromancer is also the longest-prep class. Setup time per fight is 8-12 seconds (DoTs stacking, pet positioning, lifetap timing). In groups you're the second-best DPS class behind Wizards-burning-Manaburn — sustained DoT damage with constant lifetap mana feed for the group. From 35 onward you Feign-Death pull alongside Monks and SKs. Stand at the edge of every camp and dump black magic into things until they die slowly.

At a glance

Field Value
Solo strength Strongest in game (DoT, fear-kite, root-rot, pet, FD, lifetap)
Group demand High (sustained DPS + mana feed + corpse summon)
Hardest tier 1-15 (no real DoT potency, no FD)
Easiest tier 24+ (Fear lands, full kite kit)
The Last Camp race options All 16 (per server doctrine — see race notes below)

Tier-by-tier

1-10 (Newbie)

  • Solo: Newbie yard. Cast first DoT and pet, kill greens.
  • Group: Light grouping at 8-10.
  • Common race-class start: Canonical Necromancer races (Human, Dark Elf, Erudite, Iksar, Gnome, Froglok in some eras) start in racial city. The Last Camp-only combos like Halfling Necromancer start in Rivervale — faction-hostile to most undead-friendly hubs; you'll travel to Neriak/Cabilis/Paineel for spell vendors. Wood Elf Necromancer is exotic — start in Kelethin, travel to Felwithe/Erudin first. Erudite Necromancers start in Paineel — perfect Necro home.
  • Bind at hometown.
  • Pet at 1, lifetap at 1, first DoT at 4 — game's earliest full caster kit.
  • Skill up Conjuration (pet recasts) + Alteration (lifetap) + Evocation (nukes).

10-20

  • Solo: Crushbone Keep, Nektulos Forest, Innothule Swamp, Field of Bone (Iksar).
  • Group: Same zones; Necromancers welcome at this tier.
  • Camps: Crushbone outer, Nektulos undead, FoB burynai.
  • Gear: Manaregen jewelry, INT focus cloth.
  • Pet upgrades every 4 levels — keep current. Send-and-DoT cycle.
  • Twitch (lifetap mana transfer) helps groups; learn it early.

20-30

  • Solo: Oasis (fear-kite from 24+), Estate of Unrest, Lake of Ill Omen.
  • Group: Befallen, Sol A, Upper Guk.
  • Camps: Oasis spectres (fear-kite), UGuk priest, Befallen book.
  • Gear: Cloak of Flames, INT focus jewelry, mana 4-6.
  • Fear at 24 — game-changer. Fear-snare-DoT cycle now solos any non-summoning mob.
  • Practice fear-kiting in Oasis — fear, snare, run backward, DoT, repeat.

30-40

  • Solo: Oasis, Kithicor Forest (dangerous but rewarding), Lake of Ill Omen deep, Upper Guk for root-rot.
  • Group: Lower Guk entry, Sol B, Mistmoore, Upper Guk.
  • Camps: UGuk solo rot-DoT loop, LGuk frenzied, Sol B kobolds.
  • Gear: FBSS, Fungi if accessible, mana 6-8 jewelry, INT focus.
  • Feign Death at 35 — split-pull dungeons, escape trains. Pair with Monks.
  • Lifetap upgrades every 3-4 levels — keep current.

40-50

  • Solo: Karnor's Castle outskirts (root-rot Sarnak), Burning Woods (fear-kite scaled wolves), Overthere.
  • Group: Lower Guk deep, Sol B interior, Karnor's Castle, Chardok.
  • Camps: Karnor's outer rot-DoT, BW dragon eggs, KC torchbearers.
  • Gear: Fungi, Cloak of Flames, mana 8-10 jewelry. Begin Epic 1.0 prep.
  • Begin Necromancer Epic 1.0 (Scythe of the Shadowed Soul) — Plane of Fear and Hate parts.

50-60

60-65 (PoP cap)

  • Solo: Plane of Fire outer (DoT-resist matters less here than the others), Plane of Storms corners.
  • Group: Plane of Valor, Halls of Honor, Bastion of Thunder.
  • Raids: Plane of Time progression (sustained DoT seat is huge), elemental planes, all PoP gods.
  • Gear: PoP elemental Necro gear, Time silk, top mana focus.
  • Burn AA on Death's Fury + Quick Damage + Mental Clarity + Gather Corpse first.

The Last Camp any-race-class race notes

Canonical Necromancer races (Human, Dark Elf, Erudite, Iksar, Gnome) all worship Cazic, Innoruuk, or Bertoxxulous and have racial Necro guilds. The Last Camp unlocks Necromancer for every race. Halfling Necromancer is the strangest combo — start in Rivervale, faction-hostile to most undead-friendly cities, must travel to Neriak / Cabilis / Paineel for spell vendors. Plan that travel by level 12.

Wood Elf and High Elf Necromancers face the same friction — Tunare-faction starting cities and evil-faction spell vendors. Erudite Necromancer is the canonical optimal pick — start in Paineel, straight to Toxxulia Forest and The Hole progression with no faction friction. Vah Shir Necromancer is exotic — start in Shar Vahl (Luclin), long travel for high-tier spells.

Equipment goals per tier

Tier Weapon target Armor target Notes
1-10 Wooden hammer for skill Cloth, INT focus Bind at home, scribe DoTs early
10-20 Manastone if accessible INT cloth, mana 2-4 jewelry Twitch in groups
20-40 Quested INT 1H, fear/snare focus Fine cloth, FBSS, Cloak of Flames Fear-kite outdoor
40-60 Scythe of the Shadowed Soul (Epic) Fungi, Velious silk, mana 8-10 jewelry Epic by 55
60-65 PoP elemental focus, Time-tier 1H Elemental Necro gear, Time silk Death's Fury AA priority

Common mistakes

  • Forgetting to twitch in groups — that's group-economy currency and friendship.
  • Fearing in dungeons with patrols — you'll train the zone. Outdoor fear only.
  • Skipping pet — your pet is your tank for the deep root-rot rotation.
  • Standing in melee with low HP — DoT-cast and step back, no melee.
  • Starting DoT cycle on a mob you can't outlast — count mana before commit.
  • Forgetting to recall corpse with Gather Corpse AA — saves party time on raid wipes.

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