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Necromancer is an enemy in Final Fantasy XV fought in Daurell Caverns, during the Party of Three and World of Ruin main quests, and the Things from the Past hunt. It is a tall floating daemon surrounded by blue flames that summons minions and uses status attacks.

BestiaryEdit

Alpha
Daurell Caverns-dwelling daemon fond of donning robes lifted from skeletal remains. The necromancer's magical moniker derives from its inexplicable affinity toward the dark arts.
Size: 12.33 ft. Weight: 776.2 lb.
Beta
A dread necromancer that refuses to let the Cauthess Rest Area rest in peace. While the daemon itself is uncommonly strong, its behavioral patterns do not differ much from those of its ill-meaning ilk.
Size: 12.40 ft. Weight: 783.9 lb.

HuntEdit

NameLocationRankTypeMarkHabitatLevelRewardStars
Things from the PastCauthess Rest Area1
Red Hunt Icon
Necromancer x3The Fallgrove (Nighttime)418,080 gil, Rune Earring x1★★★

StatsEdit

Enemy

Hunt

BattleEdit

Necromancers use both physical and magical attacks. Their Dark-elemental attacks are magical, and the attack where it grabs the player character causes Instant Death if the player doesn't escape in time: outright kill from full HP, bypassing the "Danger" buffer. They can send forth balls of dark energy that explode; the explosion is Darkness-elemental and magical, but the throw deals physical damage. They summon Skeletons, which die when the Necromancer that spawned them is defeated. Necromancers are weak to greatswords, shields and Ice.

They can confuse party members with clouds of smoke, or petrify them with their triangle beam ranged attack.

StrategyEdit

Necromancer-Grab-Attack-FFXV

Necromancer grab attack that deals Instant Death.

It is best to play defensively and block their attacks. The player doesn't need to release the defense button even when rescuing allies from Danger status. If a Necromancer grabs Noctis, the player should tap Circle/B, as failing to escape kills him. Wearing accessories that protect against Confusion and Stone is recommended, or, perhaps preferably, cooking food that provides Resilient (same effect as the accessory Ribbon): Beanball Croquettes, Three-Mushroom Kebabs, Grilled Mighty Barramundi, and Broiled King-on-a-Stick. Eating food that provides Resilient, and equipping Safety Bit will immunize Noctis to Confusion, Stone and Instant Death, neutering the Necromancer's most dangerous attacks and leaving the player to only deal with the damage they dish out. However, Stone is also easily cured with cheaply available Gold Needles which are instant to use, so the player can prioritize other accessories over providing Stone-immunity even if they don't cook the food with Resilient.

Necromancers are fairly slow, so the player can circle around them (the player can use dodge-roll to orient themselves) and hit their blindside that deals bonus damage and has a chance to trigger link-strikes with nearby allies. Gladiolus's Techniques do good damage and can hit multiple targets at once. The player should use Armiger as soon as it is available. If Ignis has Enchantment, he can bestow Noctis's weapon with the Ice element so he can do more damage. The Spelldaggers, if available, are permanently infused with all elements as well, and character-swapping to Ignis lets him wield Ice attacks.

In the hunt for multiple Necromancers, the player can try to draw one of them outside the stone circle where they spawn in to separate them, making it easier to dodge the petrifying beam when there is only one of them to fight at one time. Blizzard-type magic works well, especially when they remain grouped: a quintacast has the potential to deal enormous damage. If the Necromancers will not follow the player outside the ruins, the player can stay outside, hide behind the walls, and throw magic at them, while also killing any approaching minions with normal attacks. If the player eats Grilled Mighty Barramundi before the battle, they resist Confusion and Stone, and the party members will also not take damage from friendly-fire magic. The player can time to start the hunt near sunrise and draw it out, and the Necromancers and their minions will begin to be weakened by the sunlight.

GalleryEdit

Etymology and symbolismEdit

Necromancy is a form of magic involving communication with the deceased—either by summoning their spirit as an apparition or raising them bodily—for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. The term may sometimes be used in a more general sense to refer to black magic or witchcraft.

In traditional Japanese folklore beliefs souls that died in a sudden or violent manner, or ones that did not get the proper burial rituals performed upon them, may linger in the physical plane as yūrei, analogous to western legends of ghost. Yūrei are frequently depicted as being accompanied by a pair of floating flames or will o' the wisps that are separate parts of the ghost rather than independent spirits, similar to how flames surround the ghostly Necromancer and its ilk.

Related enemiesEdit

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