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Build Your Party (and Raise Them Right)

A Necromancer Origin Story

In The Necromancer’s Tale, you play as a minor noble in the 1700s, initially carefree and privileged, but gradually dragged into black magic and necromancy. It’s a necromancer origin story structured around an arcane spellbook that comes into your possession.

The acquisition, deciphering, and implementation of rituals and spells is a big focus in the game: the process itself and the effect it has on your sanity is central to the plot.



As the game progresses, revelations about the past and the politics of the present provide the motivation to draw you forwards through the spellbook. By about one-third of the way through, you will be raising your first skeletons, then using them as protection as you delve into caves, catacombs and forests to find the ritual items you need.



The ritual which awakens zombies is a big break-through by the mid-game. As well as equipping them, you’ll find yourself acquiring rituals of repair to keep your undead party in fighting shape. You need to build a mini-army of 10-15 minions to get you through the mid-game combats, and you’ll need to keep them hidden from the townsfolk who (largely) suspect little, so far....





The open-world offers lots of side content, some of which will allow you to acquire battle magic spells separate from the rituals of your spellbook, and to summon and enslave some daemons and a wraith.You may also get involved in the chemical-reanimation of a patchwork body, and add a more sentient party member.





Combat-Mode and Story-Mode

Although building your “party” is central to the game, it is more narrative-driven than combat-driven overall (400k words of narrative/lore, and 180+ unique NPCs). You can play in “Story Mode” if you wish, which allows you to skip the turn-based combats themselves and have them auto-resolved based on the calculated combat-rating of the two opposing forces.