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So As I have been playing, I have found my Necromancer to be a little less useful then other characters. This is mainly because he tends to run out of mana fairly quickly, and then becomes useless to me. He is currently level 34, upgraded to a Lich, has meditation at level 6 and is an expert in it. And his current MP is 334. I just run out so fast. Should his MP be higher at this level? I was kind of thinking maybe I could replace him with either a Minotuar or maybe a Vampire to get more healing and better melee combat. I use the level 50 Dark Elf, so she can cover a lot of the elemental casting. I know in eariler MM games, the wizard was vital though, so not sure if that would work. Any advice would be appericated.
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Kyle_Gesin: So As I have been playing, I have found my Necromancer to be a little less useful then other characters. This is mainly because he tends to run out of mana fairly quickly, and then becomes useless to me. He is currently level 34, upgraded to a Lich, has meditation at level 6 and is an expert in it. And his current MP is 334. I just run out so fast. Should his MP be higher at this level? I was kind of thinking maybe I could replace him with either a Minotuar or maybe a Vampire to get more healing and better melee combat. I use the level 50 Dark Elf, so she can cover a lot of the elemental casting. I know in eariler MM games, the wizard was vital though, so not sure if that would work. Any advice would be appericated.
It sounds like you are talking about MM8. Please remember to specify which game you are asking about; this subforum covers all 9 might and magic games.

On to your question:
One thing to remember is that the Necromancer gets a lot of magic points, but dark magic spells cost a LOT of magic points. If he's constantly casting magic, especially the high damage dark magic, then yes, he's going to run out. Give him a bow so he has something to do when he's out of magic or when you are facing weaker enemies. Poison Cloud costs 15 mana per cast, so you only get 22 casts before running out. Dragon's Breath costs a whopping 50 mana per cast, so you only get 6!

I strongly suggest keeping a Necromancer in the party, because only they have access to GM elemental magics. The biggest ones (in my mind) are GM Town Portal (can TP even when enemies are around), GM Enchant Item (chance of getting the really good enchantments), and Lloyd's Beacon. GM Invisibility has a duration in hours, which really relieves the time pressure of that spell and allows you to get all sorts of places without fighting. The Dark Elf doesn't have access to any of these tiers of magic.

Your necromancer is a lich, so push for GM Water Magic quickly. You'll be able to use Lloyd's Beacon to mark your current position, then you can Town Portal to Shadowspire for a spell point refill, then beacon back to your marked position and keep on adventuring. The necromancer solves a lot of logistics problems for you, and is one of two character classes I would pretty much always want to have around (the other being a cleric).

Keep adding to the meditation skill, eventually GM it, and your necromancer will have a lot more spell points available. In the meantime, just manage your spell point usage. Use some cheaper, lower damage spells to help conserve points. The Necromancer really comes into his own late in the game, when he's got a lot more spell points and a lot of skill points in Dark Magic; he can easily nail a group of enemies for several hundred damage with a single Dragon's Breath.
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Kyle_Gesin: has meditation at level 6 and is an expert in it.
GM this. Makes a big difference. Remember it works retroactively.