Necromancer
A dark summoner who raises and detonates undead minions, drains life and souls from the living, and rots enemies down with curses and disease.
The Necromancer is an attrition class. It rarely wins a fight in the first few rounds and almost never loses one in the tenth. You raise a small standing army of bone minions, stack curses and diseases that get worse the longer they run, and leech health and spellpoints out of everything you touch until the enemy simply runs out of resources before you do.
Mechanically it plays as a pet-caster hybrid with an unusual amount of self-sufficiency. Corpses are a resource rather than scenery: you preserve them, puppet them, eat their hearts, explode them and inhabit them. Your own health is a resource too, spendable for SP and for freedom from crowd control. A necromancer who plans two rounds ahead is very hard to kill; one who opens with their biggest spell and hopes for the best is very easy to kill.
Resources#
The necromancer spends SP, with a small number of abilities paid for in health instead. There is no separate charge bar or stance to manage.
The blood abilities are the class's signature economy. They let you convert the one resource that regenerates on its own into the one that limits your casting, which is why a necromancer can keep fighting long after another caster has run dry.
| Ability | Level | Blood price |
|---|---|---|
| Master's Blood | 10 | Around 20 health plus a scaling amount; heals your active minions |
| Blood Renewal | 51 | A share of your current health; removes a debuff or condition |
| Blood is Power | 92 | A share of your current health; converts it into casting power |
None of them will take you below a safety threshold, so you cannot kill yourself with them, but all of them make you softer at exactly the moment you were already under pressure. Use them while your minions still have the enemy's attention.
Minions are the other resource worth tracking. Bone minions decay over time and you may have three active at once, so a fight that runs long means re-raising. minions lists what you currently have and how it is doing. Every minion is also a stored resource in its own right, since deathnova and veratassacrifice both destroy one to produce an immediate effect.
Talents give one point every ten levels up to ten, spent with talents spend <tree>. The necromancer has no equippable passives, so the passives command will show nothing for this class.
Talent Trees#
Bonecraft#
Summoning and skeletal construction. Raising bone minions and later bone horrors, the bone armour, walls and locks, the totem, the skeletal mount, and the two abilities that consume a minion for a burst of value. If you intend to play the class as a summoner rather than a debuffer, this is where your points go.
Necromancy#
The core dark-magic line. Direct DARK damage from deathbolt upward, the whole corpse toolkit, ghoulflesh for defence, and the movement and scouting utility that corpses enable. It ends in decay, the class's signature debuff, which rots a target's health, defence and damage simultaneously.
Curses#
Debuffs and disease. Marks, healing prevention, withering, rot, contagion, blight and haunting, up to a plague that jumps target each tick and an enervate that leaves a caster unable to cast. Curses is slow but relentless, and it is what makes the necromancer dangerous against things far above its own level.
Soul Magic#
Life and soul drain. The SP and health siphons, soul reaping and soul jars, shadow strikes, the bonds that share damage with an ally, and the blood-fuelled power spells. This is the sustain tree; a necromancer running Soul Magic can often fight indefinitely without stopping to rest.
Undead#
The higher-tier construction line, currently home to animatefleshgolem, a slow but devastating heavy summon.
Death#
A single utility skill: your grimoire, the necromancer's book of the dead, which you can name and colour.
Skills#
Bonecraft#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Raise Bone Minion | Combat | 40 SP | 15s | Raise a bone minion from nothing; it decays over time, up to three at once. |
| 5 | Minions | Utility | - | - | List your active undead and their condition. |
| 10 | Master's Blood | Active | Health | 8s | Sacrifice your own blood to heal every active minion. |
| 12 | Bone Lock | Utility | 20 SP | 10s | Seal an exit with skeletal bindings. |
| 17 | Bone Armor | Buff | 30 SP | 2m | Bone plating for bonus armour and a damage-reflect shield for 30 seconds. |
| 19 | Death Nova | Combat | 25 SP | 10s | Detonate a minion for heavy area DARK damage; the minion is consumed. |
| 24 | Verata's Sacrifice | Active | 15 SP | 20s | Destroy a minion to restore health and SP to every ally in the room. |
| 28 | Bone Wall | Utility | 40 SP | 3m | Wall of femurs and skulls blocking sight and movement for 20 seconds. |
| 35 | Raise Mount | Utility | 50 SP | 1m | Raise a skeletal steed; it cannot enter consecrated ground. |
| 38 | Bone Totem | Aura | 35 SP | 30s | Plant a totem that saps enemy SP and slows their casting. |
| 46 | Raise Bone Horror | Combat | 80 SP | 10s | A larger, tougher, slower-decaying front-line summon. |
| 78 | Bone Craft | Utility | 50 SP | - | Craft rings, amulets, necklaces and bracelets from harvested remains. |
Necromancy#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 3 | Death Bolt | Combat | 20 SP | - | Reliable single-target DARK damage; your spam attack. |
| 6 | Grave Walk | Utility | 25 SP | 2m | Short-range teleport to any corpse in the room. |
| 13 | Dark Vision | Utility | 25 SP | - | See in total darkness and through magical concealment. |
| 22 | Ghoulflesh | Buff | 50 SP | - | Necrotic hide reducing physical damage taken at the cost of movement. |
| 30 | Preserve Corpse | Utility | 15 SP | 5s | Halt a corpse's decay, up to three preserved at once. |
| 31 | Dark Bond | Active | 35 SP | 10s | Tether to a minion so it shares the damage you take. |
| 33 | Corpse Puppet | Utility | 40 SP | 1m | Puppet a corpse for a single action before it crumbles. |
| 37 | Heart Corpse | Active | 20 SP | 8s | Tear out and absorb a corpse's heart to restore health, SP and stamina. |
| 42 | Void Burst | Combat | 75 SP | 30s | Heavy single-target DARK damage on a long cooldown. |
| 53 | Corpse Walk | Utility | 60 SP | 2m | Inhabit a corpse as a temporary scouting body. |
| 74 | Inhalation | Combat | 60 SP | 1m | Inhale necrotic vapour, restoring SP for each enemy corpse present. |
| 76 | Corpse Explosion | Combat | 30 SP | 8s | Detonate every corpse in the room for area DARK damage. |
| 87 | Mummify | Utility | 200 SP | 5m | Preserve a corpse indefinitely, bypassing normal decay. |
| 94 | Grasp of the Dead | Combat | 80 SP | 1m 30s | Skeletal hands root a target in place for 6 seconds. |
| 95 | Decay | Combat | 100 SP | 2m | Accelerating hex rotting the target's health, defence and damage over 30 seconds. |
Curses#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 15 | Mark of Pain | Combat | 30 SP | 12s | Mark a target so every subsequent hit on it deals bonus shadow damage. |
| 21 | Detect Poison | Utility | 10 SP | 5s | Reveal poisons on food, drink and weapons nearby. |
| 44 | Life Siphon | Combat | 25 SP | 10s | Drain health from a target into yourself. |
| 47 | Curse | Combat | 30 SP | 1m | The target cannot be healed for 30 seconds. |
| 49 | Blight | Utility | 40 SP | 2m | Blight the ground so enemies entering it take ongoing damage. |
| 54 | Rot | Utility | 15 SP | 5s | Ongoing DARK damage that stacks up to five times. |
| 60 | Death Mask | Utility | 50 SP | 3m | Enemies cannot single-target spell-lock you for 12 seconds. |
| 62 | Wither | Combat | 50 SP | - | Reduce the target's strength and dexterity for 15 seconds. |
| 67 | Prepare Poppy | Utility | 50 SP | - | Prepare blood poppies as components for higher-tier rituals. |
| 69 | Infect | Combat | - | 8s | Infect a target with a disease that spreads to nearby enemies. |
| 70 | Haunt | Combat | 60 SP | 5m | Restless spirits damage the target each round and stop it resting. |
| 79 | Order of Pain | Active | 35 SP | 45s | Order every minion onto one target and raise their damage for 10 seconds. |
| 83 | Blood Bond | Combat | 40 SP | 20s | Bind your health pool to an ally's so damage is split between you. |
| 97 | Plague | Combat | 200 SP | 5m | Fast-spreading area disease that jumps to a new target each tick. |
| 99 | Enervate | Combat | 250 SP | 30m | Drain a target's stamina and SP, leaving it unable to cast for 8 seconds. |
Soul Magic#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 8 | Taste of Death | Combat | 25 SP | 8s | Drain SP from a target into your own pool. |
| 26 | Vampiric Gaze | Combat | 20 SP | 8s | Lifesteal channel that breaks if you move. |
| 40 | Speak with Dead | Utility | 35 SP | 30s | Animate a corpse's vocal cords to ask it one question. |
| 51 | Blood Renewal | Active | Health | 30s | Spend health to remove a debuff or condition immediately. |
| 56 | Soul Bound | Active | 200 SP | - | Long ritual tethering your soul to an ally, sharing damage and defences. |
| 58 | Soulburn | Combat | 50 SP | - | Damage over time that burns through resistances. |
| 63 | Shadow Strike | Combat | 30 SP | 12s | Strike with bonus damage if used unseen, repositioning you. |
| 65 | Soul Jar | Utility | 30 SP | 10s | Trap a recently departed soul in a vessel for ritual use. |
| 72 | Unholy Feast | Combat | 40 SP | 15s | Devour a corpse for a stacking bonus to your next damaging spell, up to five stacks. |
| 81 | Well of Blood | Active | 45 SP | 30s | Pool of negative energy letting allies standing in it leech from your enemies. |
| 88 | Strip Enchantment | Combat | 100 SP | 2m | Tear buffs and enchantments off a target. |
| 90 | Soul Reaping | Passive | - | - | Reap a slain enemy's soul for bonus SP and a temporary damage buff. |
| 92 | Blood is Power | Active | Health | 30s | Convert your own health directly into casting power. |
Undead#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 85 | Raise Flesh Golem | Combat | 120 SP | 5m | Stitch a flesh golem from gathered remains; slow, heavy and devastating. |
Death#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 5 | Grimoire | Utility | 5 SP | - | Summon your book of the dead and customise its name and colour. |
Playing a Necromancer#
You start with a minion, which makes the early game far gentler than it is for other casters. Raise a bone minion before every pull, let it engage first, and cast deathbolt from behind it. Three minions is the cap, and while raising all three costs 120 SP, it also means three things soaking hits that would otherwise land on you. From level 8 tasteofdeath starts refilling your pool from the enemy, which is when the class stops needing to rest between fights.
The mid-game rotation is: raise, engage, debuff, drain. markofpain before your minions go in makes everything they do hurt more. lifesiphon and vampiricgaze keep you topped up. deathnova is the panic button that turns a dying minion into a burst of area damage rather than letting it decay for nothing. Learn to spend minions deliberately: a minion about to expire is worth more detonated than left standing.
Corpses are a second battlefield. preserve the good ones, since a preserved corpse is a future corpseexplosion, a future heart for a free resource top-up, or a future unholyfeast stack. Clearing a room and then walking away from six corpses is leaving value behind.
Put talent points into Bonecraft first if you want the summoner playstyle and Curses first if you want the attrition playstyle; Soul Magic is the safe third choice either way because sustain never stops being useful. Watch your health as a second resource rather than as a safety margin, and know that bloodrenewal is often the answer to a stun that would otherwise end the fight.
In a group the necromancer is sustained damage plus a debuff engine plus extra bodies. Your minions can hold a secondary target while the tank holds the main one, curse shutting off enemy healing changes some boss fights entirely, and decay stacked on a big target amplifies everything the rest of the party does. You are not a burst class, so do not expect to top a short fight's damage; expect to win the long ones.