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They are undead (don't drink or eat). Which can create mood issue (it did in classic), since they can't drink booze, and a dwarf without alcohol is sad
On the bright side, they don't need to breath and such.
The biggest issue are the resurection capabilities. When they are spooked, necromancers resurect nearby corpse and body parts. Either they come back as intelligent undead and it's nice to see Urist back to his friend and family. Even though he will never feel anything anymore (like Steven Seagall range of acting).
But the issue in the more common resurection, non intelligent undead. Those are aggressive to all life. Which mean only undead can be nearby, they'll attack everyone else. Like your dwarves.
Also, they can write the secret of life and death if they are assigned to a library. Which will turn any reader in a necromancer.
You can keep them and make sure they are never spooked, unless on purpose (that power can be useful).
Or you can banish them (the red button thing, top right corner of their information pannel), or straight up kill them.
The option to turn your old soldiers into "immortal" super soldiers, is invaluable.
For it, the best is to have some kind of set up, to spook/stop spooking your necromancer on demand, you can find that on internet
I read, or heard, somewhere that if they go to a Tavern that has a Tavernkeeper, the Tavernkeeper can force them to Drink. T/F? I dunno.. The only Necros I've had were tavern Visitors from other factions that didn't have benevolent intentions...
The trick is to get a necro to a tavern, and a tavern keeper that will serve them drinks :D
We had a bug a few years back when tavern keeper never stopped giving drink, even when the guy was lying unconscious for over consumption of alcohol. Eventually killing dwarves from alcohol poisoning. While arguably the best way to go for a dwarf, it was still a problem.
But it also sounds quite dangerous, undead are much stronger than the living, I had this 2 headed ettin attack me once, he was quickly dealt with by a caravan, then some idiot necromancer guest went out, got attacked by a raven and revived a dozen of giant ravens, and some body parts, and some children, and the ♥♥♥♥♥♥♥ ettin, which proceeded to murder my entire fort by itself. Axe dwarves stood no chance.
Simply leave a necromancer on a 1x1 tile, in some room of your fort, underground.
By default, you raise a bridge to shut the vision of your necromancer on the room.
Between the bridge and your necromancer, you can put some bars to always block his movements, even when the bridge is raised.
Then on the opposite side of the room, you use the same set up with an enemy.
WNMBXXXBMEW
W wall, N necromancer, M metal bars, B bridge, X empty space (the room), E enemy
From the top of my head this is the set up.
So when one of your dwarf dies, you bring his corpse in the room, lower the bridge of the necromancer and the enemy, the necromancer is scared, resurrect your dwarf into an intelligent undead, hopefully.
When it's done, raise the bridges again.
With this set up it greatly limits things that can go wrong.
What I've been doing lately is giving them wooden swords and sending them on single person raids. They have so far always come back in one piece and with an artifact.