madhouse
Guest
What game?this game is just so damn good
/thread
What game?this game is just so damn good
/thread
What game?this game is just so damn good
/thread
I think the advantages of either are pretty easy to see. Going vampire means you gotta be a social animal – you need a regular source of human blood, which necessiates regular contact with the human society in some manner or form, which means you'll spend a major part of your unlife dealing with the practical concerns of that shit and probably won't live more than a century or two before you piss off someone enough to stake you.
As a lich, you have no such concerns. You can just fuck off to some deep dark cave miles below the ground and not see a living soul for several thousand years while devoting 100% of your attention to your magical experiments or whatever else strikes your fancy. You're practically free of any danger unless you decide to stage a powerplay of some sort or something to draw the world's attention, and even if you do, you aren't in some mansion out in the countryside, you're dug in what's basically a nuclear shelter where you can survive practically forever – what better defensive position could one even want? With an added bonus that if they still managed to get you, you respawn (and if you picked and hid your phylactery intelligently, they're never gonna find it).
Phylacteries aren't necessarily owned by anyone other than you in many settings. As for quality of life, I'd say that depends on the person – some might figure that once they become the ultimate masters of magic, they can give themselves whatever feelings they wish? Others might simply not care about such things.You are not considering that the phylactery can be the greatest lich weakness. For eg. If you obtained the knowledge of how to make the phylactery from Orcus, I'm pretty sure that the chances of your phylactery ending in his hands are not low. Once someone owns your phylactery, he owns you.
Also, even if you can live forever, what is teh quality of your life? Never feeling any pleasure again, being isolated doing nothing all day? While the vampire is enjoying his vampire brides that never ages and will be always loyal to him.
Benito Mussolini — 'It is better to live one day as a lion than 100 years as a sheep.'
I think the advantages of either are pretty easy to see. Going vampire means you gotta be a social animal – you need a regular source of human blood, which necessiates regular contact with the human society in some manner or form, which means you'll spend a major part of your unlife dealing with the practical concerns of that shit and probably won't live more than a century or two before you piss off someone enough to stake you.
As a lich, you have no such concerns. You can just fuck off to some deep dark cave miles below the ground and not see a living soul for several thousand years while devoting 100% of your attention to your magical experiments or whatever else strikes your fancy. You're practically free of any danger unless you decide to stage a powerplay of some sort or something to draw the world's attention, and even if you do, you aren't in some mansion out in the countryside, you're dug in what's basically a nuclear shelter where you can survive practically forever – what better defensive position could one even want? With an added bonus that if they still managed to get you, you respawn (and if you picked and hid your phylactery intelligently, they're never gonna find it).
You are not considering that the phylactery can be the greatest lich weakness. For eg. If you obtained the knowledge of how to make the phylactery from Orcus, I'm pretty sure that the chances of your phylactery ending in his hands are not low. Once someone owns your phylactery, he owns you.
Also, even if you can live forever, what is teh quality of your life? Never feeling any pleasure again, being isolated doing nothing all day? While the vampire is enjoying his vampire brides that never ages and will be always loyal to him.
Benito Mussolini — 'It is better to live one day as a lion than 100 years as a sheep.'
I think the advantages of either are pretty easy to see. Going vampire means you gotta be a social animal – you need a regular source of human blood, which necessiates regular contact with the human society in some manner or form, which means you'll spend a major part of your unlife dealing with the practical concerns of that shit and probably won't live more than a century or two before you piss off someone enough to stake you.
As a lich, you have no such concerns. You can just fuck off to some deep dark cave miles below the ground and not see a living soul for several thousand years while devoting 100% of your attention to your magical experiments or whatever else strikes your fancy. You're practically free of any danger unless you decide to stage a powerplay of some sort or something to draw the world's attention, and even if you do, you aren't in some mansion out in the countryside, you're dug in what's basically a nuclear shelter where you can survive practically forever – what better defensive position could one even want? With an added bonus that if they still managed to get you, you respawn (and if you picked and hid your phylactery intelligently, they're never gonna find it).
Tome4 has necromancers that satisfy all of the OP's requirements aside from NPC interaction.
https://te4.org/wiki/Necromancer
It does have a "conjure shit from nowhere" spell but it is out of the way in an optional tree and just summons bunnies as meatshields you can harvest souls from to fuel your other spells.
Mechanically, what's interesting about Necromancers in DR is they're survivalists first, mages second. DR is a skill-based game with skills divided into categories and each guild has primary, secondary and tertiary skills. For necros, their primary skillset is Survival, secondary Magic and Lore, tertiary Weapons, Armor. A necro player has to be careful to not reveal himself as one otherwise he'll face repercussions both from the game and other players (less so the latter these days, since they've further restricted PvP). As you grow in power you have more ways of dealing with this, but as your power grows so too your corruption, to the point that your true identity becomes almost impossible to hide, especially from the gods who have no qualms about striking you down personally. They raise dead through rituals via the Thantalogy skill, first getting access to relatively weak zombies, then a permanent more formidable undead called a Risen (kind of a Frankenstein's monster by my understanding) that they have to harvest body parts for. Lorewise, the Philosophers of the Knife pursue what they call the Great Work, which is essentially eternal life, but their goal isn't to become a lich; it's to challenge the Immortals who are the gods of Elanthia. They're not exactly evil either and they certainly don't view themselves as such. There are 2 other Necromancer camps that I believe are playable now, they're the Redeemed and Perverse. The Redeemed are Necromancers who gave up on the Great Work and pledged to serve the gods. They have unique spells to compensate for the fact that they can't use zombies or risen. The Perverse are your stereotypical evil necros gone mad in their pursuit for power who eventually become liches.Necromancer refers to a diverse group of Arcane magic users that utilize a collection of sorceries -- including blood magic, alchemy and the animation of the undead -- to further their evil and selfish goals. They are universally shunned by society and by the gods, being viewed as abominations and monsters that prey on the innocent and sell their souls into damnation for power.
Necromancers are broken into three ideological camps. Player character Necromancers begin by affiliating with the Philosophers of the Knife, which are unique in that they pursue "the Great Work": the use of necromancy to find eternal life. Often they hide themselves in crowds, like wolves among sheep, while others eschew society entirely and rule in the hinterlands. A group of radical holy men, the Hounds of Rutilor, are dedicated to the Philosophers' annihilation, and will hunt down any Necromancer they find openly practicing within their reach.
Necromancers are intended by design to be an advanced option for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.
Also, even if you can live forever, what is teh quality of your life? Never feeling any pleasure again, being isolated doing nothing all day? While the vampire is enjoying his vampire brides that never ages and will be always loyal to him.
Benito Mussolini — 'It is better to live one day as a lion than 100 years as a sheep.'
World of Darkness
I remember that you could be quite versatile with possible builds as a Necro in Guild Wars 1, including a quite fun MM (minion master) build, where you led a small army of various undead monsters around.
all of ESO's classes suck because they went with the "bring the player not the class" garbage late-WoW designESO : ESO enemy necromancers are so cool, but honestly I din't liked player necromancers, they can tank, heal, dps but not be the master of life and death. In fact, sorcerers have greater minion capability than necromancers
all of ESO's classes suck because they went with the "bring the player not the class" garbage late-WoW design