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Caster · Undead Summoner

Necromancer

You died once. You took notes. Now the dead answer when you call — and every wound you deal feeds you.

Necromancer in-game sprite, male and female
  • Arcanist
  • d6 hit die
  • INT
  • Essence

Defeat Kelmoth the Risen in The Sunken Crypt (your third dungeon). The dead answer whoever puts their master down.

Overview

Role
Caster · Undead Summoner
Archetype
Arcanist (ranged basic attack)
Hit die
d6
Hit points
18 at level 1, +12 per level (+3 per CON modifier point, every level)
Primary ability
Intelligence
Armour
Light
Weapons
Staves, Wands (a staff or wand is a spell focus: the basic attack is a ranged necrotic bolt on Intelligence)
Resource
Essence: 100 + 6 per level, refills 8/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Bonecaller or Bloodmage
Starting kit
Wand, Apprentice Robe
Suggested scores
STR 8 · DEX 12 · CON 14 · INT 15 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Death's Companion The grave has no more power over you.
    • +25% Necrotic Resistance
    • +15% Poison Resistance
  2. Lv 1
    Grim Harvest Essence seeps back faster when you work the dead.
    • +10% Resource Regen
  3. Lv 2
    Undead Servitude Your minions' will feeds your own.
    • +10% Resource Regen
  4. Lv 5
    Speak With Dead The dead point you toward the living's valuables.
    • +8% Magic Find
  5. Lv 6
    Marrow Shield Bone plates knit under your skin.
    • +3% Dodge
  6. Lv 9
    Grave Attunement Your necrotic arts bite deeper.
    • +8% Skill Damage
  7. Lv 10
    Reaper's Toll You take a little life with every spell.
    • +3 Life on Hit
  8. Lv 11
    Dark Ritual Your workings reach further, cost less.
    • +5% Cooldown Reduction
  9. Lv 13
    Grave Ward The dead stand between you and the blade.
    • +6% Damage Reduction
  10. Lv 15
    Soul Vault Your well of essence runs deep.
    • +20 Max Resource
  11. Lv 20
    The Undying Death has claim on you no longer — one working each 10s costs nothing.

Level 1–20 progression

Everything a Necromancer gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Necromancer level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Marrow Shield
7+3
8+3
  • Ability Score Improvement
9+4
10+4
  • Reaper's Toll
11+4
12+4
  • Ability Score Improvement
13+5
14+5
  • Stronger dice and mastery cap
15+5
16+5
  • Ability Score Improvement
17+6
18+6
  • Pale Crown Bonecaller
  • Exsanguinated Soul Bloodmage
19+6
20+6
  • The Undying

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + INT modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Necromancer skills

Bone Spear

Lv 1 Projectile necrotic

Hurl a shard of sharpened grave-bone that skewers everything in a line.

What it does for a new Necromancer at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–11 necrotic damage, piercing through every foe in its path.
  • Foes roll a Dexterity save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Rotted (your payoff consumes it).
Type
Projectile
Cost
6
Cooldown
1.6s
Damage
1d8 + INT mod necrotic
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Projectiles
1
Range
9 tiles
Pierces
Yes

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Bone Spear mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 161.6s—Learned
2Lv 161.6s+13%Damage +10%
3Lv 261.6s+16%+1 spear (spread 20°) · 2 projectiles
4Lv 461.6s+19%
5Lv 561.4s+22%Cooldown −10%
6Lv 661.4s+25%Spears chill to the marrow: Slowed (30%) · Chilled 30% · 3s
7Lv 861.3s+38%Damage +10%
8Lv 1061.3s+41%
9Lv 1241.3s+44%Cost −25%
10Lv 1421.3s+72%Mastered (+15% damage, −25% cost, plus its signature bonus) · Chilled 50% · 3s

Rank 4: pick one

  • Ribcage Volley +1 spear (spread 20°); spears −25% damage.
  • Impaler Damage +30%, cooldown +10%.

Rank 8: pick one

  • Grave Rhythm Cooldown −20%.
  • Femur-Forged Damage +25%, cooldown +15%.

Rank 10, Mastered: Spear of the Ossuary: damage +10%, Slowed chance +20%.

Raise Dead

Lv 2 Summon slashing

Skeletons claw free of the floor and fight at your side: sword-and-board warriors, bone archers, or grave-fire mages. Choose the form in Hearthold; mastery deepens the grave.

What it does for a new Necromancer at level 2; in game the numbers follow your hero

  • Calls 2 Bone Soldiers for 15 s.
  • Each has 24 HP and hits for 2–11 slashing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
30
Cooldown
24s
Damage
1d6 per summon hit slashing
Summons
2
Lasts
15s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Bone Mages

Bone Mages

Damage

Skeletal casters that lob bursts of grave-fire from range; each burst rots everything near its target.

Bodies
2 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.2× a plain summon
Attacks
every 1.8s
Moves
4 tiles/s
Range
5.5 tiles, keeps 3–5 away
Splash
50% to foes within 1.3 tiles
Damage type
necrotic
Master passive
Grave Siphon: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Skeletal Archers

Skeletal Archers

Steady

Bone bowmen that keep their distance and loose a steady stream of arrows.

Bodies
2 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1× a plain summon
Attacks
every 0.8s
Moves
4.4 tiles/s
Range
6.5 tiles, keeps 3.5–5.5 away
Damage type
piercing
Master passive
Bone Volley: +2% Lifesteal, +6% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Warriors

Bone Warriors

Tank Default

Sword-and-board skeletons: they wade in and hold the line with their bodies.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Bone Ward: +2% Lifesteal, +5% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Raise Dead mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13024s—Learned
2Lv 13023.8s+3%Skeletons +20% HP · summon HP +20%
3Lv 22923.5s+6%Skeleton damage +10%
4Lv 42923.3s+9%
5Lv 52923s+12%Duration +20% · 18s
6Lv 62922.8s+15%Skeletons +20% HP · summon HP +40%
7Lv 82822.6s+18%+1 skeleton · 3 summons
8Lv 102822.3s+21%
9Lv 122222.1s+24%Cost −20%
10Lv 141421.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 4 summons

Rank 4: pick one

  • The Horde +1 skeleton; skeletons −20% HP.
  • Veterans of the Tomb Skeletons +30% HP and +15% damage.

Rank 8: pick one

  • Restless Dead Duration +40%.
  • Quick Grave Cooldown −20%, cost +15%.

Rank 10, Mastered: Grave-Lord: +1 skeleton; skeletons +15% damage.

Siphon Life

Lv 5 Projectile necrotic

A bolt of hungry essence: the target withers and you drink the difference.

What it does for a new Necromancer at level 5; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–13 necrotic damage.
  • Heals you for 55% of the damage it deals.
  • Foes roll a Constitution save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Rotted (your payoff consumes it).
Type
Projectile
Cost
14
Cooldown
5s
Damage
1d10 + INT mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Intelligence
Projectiles
1
Range
9 tiles
Leech
55% of damage as HP

Damage dice by level Lv 5 1d10Lv 9 2d10Lv 15 3d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Siphon Life mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1145s—Learned
2Lv 1145s+13%Damage +10%
3Lv 2144.4s+16%Cooldown −10%
4Lv 4144.4s+19%
5Lv 5134.3s+32%Damage +10%
6Lv 6134.3s+35%Drain slows the dying: Chilled (25%) · Chilled 25% · 3s
7Lv 8104.2s+38%Cost −20%
8Lv 10104.1s+41%
9Lv 12104.1s+54%Damage +10%
10Lv 1464.1s+82%Mastered (+15% damage, −25% cost, plus its signature bonus) · pierces

Rank 4: pick one

  • Glutton's Sip Damage +15%, cooldown +15% — the meal takes a moment longer.
  • Twin Draughts +1 bolt (spread 16°), bolts −30% damage.

Rank 8: pick one

  • Sustenance Cost −40%, damage −10% — sip little, sip often.
  • Hemorrhage Drain wounds that Bleed (35%) and last 50% longer.

Rank 10, Mastered: Transfusion: damage +10%; the bolt pierces a second foe.

Death Nova

Lv 7 Area necrotic

A burst of grave-cold from your chest that flays the living and sends the weak running.

What it does for a new Necromancer at level 7; in game the numbers follow your hero

  • Hits every foe within 2.8 tiles of you for 5–19 necrotic damage.
  • Foes roll a Constitution save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 38% chance per hit to leave a foe Feared for 1.9 s (flees from the nearest enemy, ignoring commands).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rotted (your payoff consumes it).
Type
Area (around you)
Cost
26
Cooldown
13s
Damage
2d8 + INT mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
2.8 tiles
Applies
Feared 35% · 1.8s

Damage dice by level Lv 7 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Death Nova mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12613s—Learned
2Lv 12612.9s+3%Radius +10% · radius 3.1
3Lv 22512.7s+6%Fear chance +15% · Feared 50% · 1.8s
4Lv 42512.6s+9%
5Lv 52512.5s+12% +1d+1 damage die
6Lv 62512.4s+15% +1dRadius +10% · radius 3.4
7Lv 82410.9s+18% +1dCooldown −10%
8Lv 102410.8s+21% +1d
9Lv 122410.7s+24% +1dFear lasts 40% longer · Feared 50% · 2.5s
10Lv 141710.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.8 · Feared 70% · 2.5s

Rank 4: pick one

  • Tomb Blast Radius +40%, damage −10%.
  • Terror Wave Fear chance +40%, fear lasts 50% longer.

Rank 8: pick one

  • Numbing Harvest The grave's cold stills survivors: Chilled 45% instead of Frightened.
  • Corpse Bloom Damage +30%, cost +25% — the dead thing blooms.

Rank 10, Mastered: Reaper's Exhalation: radius +15% and fear chance +20%.

Bone Prison

Lv 9 Area necrotic

Bones erupt under a foe, snapping shut into a jagged cage.

What it does for a new Necromancer at level 9; in game the numbers follow your hero

  • Hits every foe in a 1.7-tile radius up to 7 tiles away for 5–16 necrotic damage.
  • Foes roll a Dexterity save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 71% chance per hit to leave a foe Stunned for 1.6 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rotted (your payoff consumes it).
Type
Area
Cost
24
Cooldown
14s
Damage
2d6 + INT mod necrotic
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
1.7 tiles
Range
7 tiles
Applies
Stunned 65% · 1.5s

Damage dice by level Lv 9 2d6Lv 13 3d6Lv 19 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Bone Prison mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12414s—Learned
2Lv 12413.9s+3%Stun chance +10% · Stunned 75% · 1.5s
3Lv 22413.7s+6%Radius +15% · radius 2
4Lv 42313.6s+9%
5Lv 52313.4s+12%Stun lasts 30% longer · Stunned 75% · 2s
6Lv 62313.3s+15% +1d+1 damage die
7Lv 82311.8s+18% +1dCooldown −10%
8Lv 102211.6s+21% +1d
9Lv 122211.5s+24% +1dStun chance +10% · Stunned 85% · 2s
10Lv 141611.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 2.2 · Stunned · 2s

Rank 4: pick one

  • Mass Interment Radius +50%; stun chance −20%.
  • Sharpened Bars Damage +30%; the cage gnaws — Bleeding instead of Stun (40%).

Rank 8: pick one

  • Snap Shut Cooldown −20%.
  • Deep Roots Stun lasts 60% longer.

Rank 10, Mastered: Ironbone Snare: stun chance +20% and radius +15%.

Grave Legion

Lv 13 Summon slashing

An honour guard of the dead rises in a ring — legionnaires, plague bearers or an ossuary phalanx. Choose the form in Hearthold; your throne room moves with you.

What it does for a new Necromancer at level 13; in game the numbers follow your hero

  • Calls 3 Bone Soldiers for 40 s.
  • Each has 135 HP and hits for 3–26 slashing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
50
Cooldown
42s
Damage
1d8 per summon hit slashing
Summons
3
Lasts
40s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Plague Bearers

Plague Bearers

Damage

Bloated corpses that stagger in and burst open with every blow, souring the air around their target.

Bodies
2 per cast at rank 1
HP each
0.9× a plain summon
Damage per hit
2.9× a plain summon
Attacks
every 1.6s
Moves
3.6 tiles/s
Reach
1.2 tiles (melee)
Splash
50% to foes within 1.4 tiles
Applies
Poisoned 30% · 4s
Damage type
poison
Master passive
Plague Tithe: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Legionnaires

Bone Legionnaires

Steady Default

The honour guard: bone soldiers in a ring, quick steady cuts from every side.

Bodies
3 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Legion's March: +2% Lifesteal, +5% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Ossuary Phalanx

Ossuary Phalanx

Tank

Spear-and-tower-shield dead that lock together, bellow to draw foes onto their wall and hold.

Bodies
2 per cast at rank 1
HP each
3.8× a plain summon
Damage per hit
0.9× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.6 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
piercing
Master passive
Shieldwall: +2% Lifesteal, +2 Armor Class while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Grave Legion mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 15042s—Learned
2Lv 15041.6s+3%Legion +20% HP · summon HP +20%
3Lv 24941.2s+6%Legion damage +10%
4Lv 44940.7s+9%
5Lv 54840.3s+12%Duration +25% · 50s
6Lv 64839.9s+15%+1 soldier · 4 summons
7Lv 84739.5s+18%Legion +20% HP · summon HP +40%
8Lv 104739.1s+21%
9Lv 123638.6s+24%Cost −20%
10Lv 142338.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 5 summons · summon HP +55%

Rank 4: pick one

  • Phalanx Soldiers +50% HP and +10% damage.
  • Overwhelming Ranks +1 soldier; soldiers −20% HP.

Rank 8: pick one

  • The Undying Legion Duration +50%.
  • Mass Grave Cost −30%, cooldown +10%.

Rank 10, Mastered: Bone Throne: +1 soldier; legion +15% HP.

Lichform

Lv 17 Buff

For a while you wear the shape you will die into: harder, colder, and far more dangerous.

What it does for a new Necromancer at level 17; in game the numbers follow your hero

  • For 16 s, you gain +15% damage, +10% damage reduction, +4 life on every hit and +10% cooldown reduction.
Type
Buff
Cost
40
Cooldown
36s
Scales with
Intelligence
Duration
16s
Grants you
+15% Damage, +10% Damage Reduction, +4 Life on Hit, +10% Cooldown Reduction
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Lichform mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14036s—Learned
2Lv 14035.6s+3%Duration +15% · 18.4s
3Lv 23935.3s+6%Power +15% · +17.3% Damage, +11.5% Damage Reduction, +4.6 Life on Hit, +11.5% Cooldown Reduction
4Lv 43934.9s+9%
5Lv 53831s+12%Cooldown −10%
6Lv 63830.6s+15%Duration +15% · 20.8s
7Lv 83830.2s+18%Power +15% · +19.5% Damage, +13% Damage Reduction, +5.2 Life on Hit, +13% Cooldown Reduction
8Lv 103729.9s+21%
9Lv 122929.5s+24%Cost −20%
10Lv 141829.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 24s · +22.5% Damage, +15% Damage Reduction, +6 Life on Hit, +15% Cooldown Reduction

Rank 4: pick one

  • Eternal Flesh Duration +50%.
  • Vicious Shell Power +40%, duration −25%.

Rank 8: pick one

  • Phylactery Heart Cooldown −20%.
  • Apex of Undeath Power +25%, cost +25%.

Rank 10, Mastered: Archlich: power +20% and duration +20%.

Bonecaller skills

Risen Champion

Lv 3 Summon necrotic Bonecaller

Awaken a champion of the dead to lead your army: the Risen Horror, a scythe-wielding Deathreaper, or a Bone Colossus that draws the fight onto itself. Choose the form in Hearthold.

What it does for a new Necromancer at level 3; in game the numbers follow your hero

  • Calls 1 Risen Horror for 25 s.
  • It has 34 HP and hits for 4–24 necrotic damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
35
Cooldown
30s
Damage
2d6 per summon hit necrotic
Summons
1
Lasts
25s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Deathreaper

Deathreaper

Damage

A hooded wraith with a grave-scythe: slow, terrible sweeps that leave its victim weakened.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.8× a plain summon
Attacks
every 1.6s
Moves
5 tiles/s
Reach
1.5 tiles (melee)
Applies
Weakened 25% · 4s
Damage type
necrotic
Master passive
Reaper's Harvest: +3% Lifesteal, +3% Crit Chance while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Risen Horror

Risen Horror

Steady Default

The towering horror of fused bone: heavy, steady blows at the head of your dead.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Unholy Vigour: +4% Lifesteal while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Colossus

Bone Colossus

Tank

A walking ossuary of a hundred skeletons that roars to pull the fight onto itself.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.6s
Moves
2.8 tiles/s
Reach
1.6 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Ossified: +2% Lifesteal, +6% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Risen Champion mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13530s—Learned
2Lv 13529.7s+3%Champion +20% HP · summon HP +20%
3Lv 23429.4s+6%Duration +20% · 30s
4Lv 43429.1s+9%
5Lv 53428.8s+12%Champion damage +15%
6Lv 63328.5s+15%Champion +20% HP · summon HP +40%
7Lv 82628.2s+18%Cost −20%
8Lv 102627.9s+21%
9Lv 122524.6s+24%Cooldown −10%
10Lv 141624.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +60%

Rank 4: pick one

  • Eternal Guardian Champion +60% HP.
  • Bone Reaper Champion +30% damage.

Rank 8: pick one

  • Twin Champions +1 champion (the horror splits: −20% HP each).
  • Unresting Duration +40%.

Rank 10, Mastered: Throne of Bone: champion +20% HP and +10% damage.

Bloodmage skills

Crimson Tithe

Lv 3 Area necrotic Bloodmage

Rip blood from every foe in an area — it flows back to you.

What it does for a new Necromancer at level 3; in game the numbers follow your hero

  • Hits every foe in a 2.2-tile radius up to 7 tiles away for 5–15 necrotic damage.
  • Heals you for 60% of the damage it deals.
  • Foes roll a Constitution save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Bleeding for 3.2 s (physical damage over time; stacks up to 3. Bleeds twice as fast while moving).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Rotted (your payoff consumes it).
Type
Area
Cost
20
Cooldown
9s
Damage
2d6 + INT mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
2.2 tiles
Range
7 tiles
Leech
60% of damage as HP
Applies
Bleeding 40% · 3s

Damage dice by level Lv 3 2d6Lv 7 3d6Lv 13 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Crimson Tithe mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1209s—Learned
2Lv 1208.9s+13%Damage +10%
3Lv 2208.8s+16%Radius +15% · radius 2.5
4Lv 4198.7s+19%
5Lv 5198.6s+22%Bleed chance +20% · Bleeding 60% · 3s
6Lv 6198.5s+35%Damage +10%
7Lv 8158.5s+38%Cost −20%
8Lv 10158.4s+41%
9Lv 12148.3s+44%Radius +15% · radius 2.9
10Lv 1498.2s+72%Mastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 80% · 3s

Rank 4: pick one

  • Gorge Damage +25%, cooldown +10%.
  • Blood Harvest Radius +40%, damage −10%.

Rank 8: pick one

  • Deep Draught Bleeds last 60% longer.
  • Fast Tithe Cooldown −20%, cost +15%.

Rank 10, Mastered: Exsanguinator: damage +10% and bleed chance +20%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Bonecaller

A lord of the ossuary — every grave is a barracks, every corpse a soldier waiting.

Skills

Features

  1. Lv 3
    Ossuary Command Your commands travel through every skeleton you raise.
    • +5% Cooldown Reduction
  2. Lv 7
    Bone Budget You waste nothing the grave gives you.
    • +15% Resource Regen
  3. Lv 11
    Grave Doctrine Your minions fight with a general's patience.
    • +6% Skill Damage
  4. Lv 15
    Mass Awakening The ground answers faster.
    • +8% Cooldown Reduction
  5. Lv 18
    Pale Crown You wear command of the dead lightly now.
    • +25 Max Resource
    • +6% Damage

Bloodmage

Flesh remembers what the bone forgot: blood is only essence that hasn't been drunk yet.

Skills

Features

  1. Lv 3
    Blood Memory Your wounds teach you efficiency.
    • +2 Life on Hit
  2. Lv 7
    Thick Ichor What blood remains to you runs slow and stubborn.
    • +4% Damage Reduction
  3. Lv 11
    Crimson Sight You see every vein in the room.
    • +4% Crit Chance
  4. Lv 15
    Second Heart Your reserve beats a steadier rhythm.
    • +20% Resource Regen
  5. Lv 18
    Exsanguinated Soul Damage flows into you like tribute.
    • +8% Skill Damage
    • +3 Life on Hit

Talents & roles

Necromancers lean damage and healer. The class tree and one tree for each subclass hold 54 talents; you earn a point every level and one for each act boss.

All Necromancer talents Party roles

Spellbook & mechanic

The Grave

Nothing dies without paying you back.

Every kill leaves a corpse, and the Grave counter shows the ones within six tiles. Charnel Blast bursts them in a chain through the pack, Death's Command raises them, Bone Gale spins them round you and Carrion Flies hatch from them.

Keystone: Pyre of Bones · Chase legendary: The Hundred Funerals

Necromancers choose 9 pages from level 4, picking at levels 4, 9, 14 and 18:

All Necromancer pages and variants How the Spellbook works

Necromancer unique weapons

The Ossuary Key Starter

Wand · Weapon · drops from level 5

  • +8–24% Skill Damage
  • +2–6 Intelligence
  • +2–10 Necrotic Damage
  • +1 random affix

Homeward Bone. Bone Spear flies back to you after reaching its range, skewering everything again.

“It opens every tomb. It also opens whatever's standing between you and the tomb.”

Crook of the Hollow Flock

Quarterstaff · Weapon · drops from level 12

  • +12–36% Skill Damage
  • +2–6 Intelligence
  • +6% Lifesteal ⌃
  • +1 random affix

The Flock. You can keep 6 more of each kind of summon.

Shepherd's Call. Below 70% health, your nearest summon crumbles to heal you for 95–100% of max health. Once every 10s.

“A shepherd's crook for a flock that follows you home no matter how many times you bury it.”

Bloodquill

Wand · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Intelligence
  • +1–5% Lifesteal
  • +1 random affix

Ink of the Vein. Your skills cost health instead of Essence (0.4% of max health per point) and deal +45–52% damage.

Red Harvest. Each kill feeds the quill: +3% skill damage and +3% lifesteal for 8s (up to 10).

“A quill that writes its contracts in the signer's own ink.”

The Deepest Chart ◈ DEEP

War Staff · Weapon · drops from level 20

  • +10–28% Skill Damage
  • +3–8 Intelligence
  • +8–30 Max Resource
  • +3 random affixes

Uncharted Stars. Each cast sets a void star circling you (+2% skill damage each). At 7 they fall on foes for 175–210% weapon damage each.

Margin Notes. Kills refund 30–40% of your last skill's cost.

Here Be Monsters. Every 24 foes your skills strike, 3 void rings burst out of you: 280–320% weapon damage each, flinging foes back. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“A chart of a floor no one has reached, rolled tight around a staff. It unrolls when you aren't looking.”

Necromancers are Arcanists: they can also wear the 9 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.