


The group includes a Breton woman ( 00 09655b), a Dunmer woman ( 00 0e1036), a Nord woman ( 00 0e1037), and a Nord man ( 00 0e1049). These four necromancers are found accompanying the Ritual Master at Wolfskull Cave during The Man Who Cried Wolf. Necromancer Adept, Necromage, Ascendent Necromancer and Master Necromancer bosses have the same inventory as the Master Necromancers and Arch Necromancers listed above, with the exception that Necromancer Adepts and Necromages have a 50% chance to carry a Staff of Firebolts, Staff of Ice Spikes, or Staff of Lightning Bolts rather than a Staff of Chain Lightning, Fireballs, or Ice Storms. NameĪ Master Necromancer charging his Ice Storm spellĪpprentice Necromancer bosses have the same inventory as the lower-level necromancers listed above. Arch Necromancers do not have the chance to carry additional soul gems. Master Necromancers and Arch Necromancers have the same gear as lower-level necromancers, but have a 50% chance to carry a Staff of Chain Lightning, Staff of Fireballs, or a Staff of Ice Storms.

Restoration: Scroll of Bane of the Undead, Scroll of Guardian Circle.Illusion: Scroll of Call to Arms, Scroll of Harmony, Scroll of Hysteria, Scroll of Mayhem.Destruction: Scroll of Blizzard, Scroll of Fire Storm.Conjuration: Scroll of Conjure Storm Atronach, Scroll of Dread Zombie.On death, necromancers have a 10% chance to drop potions and poisons, and a 5% chance to drop one of the following scrolls: In addition to the gear listed above, necromancers have a small chance to carry potions, poisons, soul gems (including a higher chance for black soul gems above level 20), Novice or Apprentice level spell tomes, ingredients (common, uncommon, or rare), recipes, and a small amount of gold. They wear a pair of boots along with necromancer robes, hooded necromancer robes, robes of Alteration, robes of Destruction, robes of Restoration, or robes of Fortify Magicka Rate. Necromancers rely on their reanimated allies and Destruction spells in combat, and carry a leveled dagger in case of close-quarters fighting ( iron, steel, orcish, dwarven, elven, glass, or an enchanted dagger of any quality from iron to Daedric).
