The Necromancer has access to six groups of skills:
- Basic - Generate Essence with no cooldown so always available to cast.
- Core - Powerful attacks that cost Essence but have no cooldown.
- Corpse & Macabre - Control the battle and manipulate the deceased.
- Curse - Afflict debilitating effects over an area.
- Corpse & Macabre - More controlling the battle and manipulating the dead but with shorter cooldowns.
- Ultimate - Big hitting physical damage with matching cooldowns.
- Key Passives - Icing on the cake at no cost to Essence but only one can have a point at a time.
The tables below show the Necromancer 's skills and Passives as they appear in the game's skill tree and in the correct order.
The tables are read from left to right with the upgrades listed to the left of the main skill. All talents are listed in yellow.
Note: As the skill and talent stats are correct as of game launch.
BasicRequired Points: 0 |
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DecomposeTear the flesh from the enemy, dealing 33% damage per second and forming a usable corpse with the flesh every 2 seconds. Damage: Shadow Generates : 8 Essence per second Lucky Hit Chance: 40% Tags: Basic, Darkness, Channeled |
Enhanced DecomposeIf an enemy dies while being Decomposed, you gain 10 Essence. |
Initiate's DecomposeDecompose Slows enemies by 50%. |
Acolyte's DecomposeYou and your Minions deal x10% increased damage to enemies who are being Decomposed. |
HemorrhageBurst an enemy's blood, dealing 27% damage. Hemorrhage has 20% chance to form a Blood Orb. Damage: Physical Generates: 9 Essence Lucky Hit Chance: 35% Tags: Basic, Blood |
Enhanced HemorrhageAfter picking up a Blood Orb, your next Hemorrhage also deals damage to enemies around your target and grants 2 additional Essence per enemy hit |
Initiate's HemorrhageHemorrhage grants 1.6% Maximum life as Fortify each time it hits and enemy, and had a 1.5% chance per enemy hit to Fortify you for 100% Maximum Life. |
Acolyte's HemorrhageHemorrhage generates an additional + 20% Attack Speed while Healthy. |
Bone SplintersFire 3 bone splinters, dealing 9% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Damage: Physical Generates Essence : 7 Lucky Hit Chance: 17% Tags: Basic, Bone |
Enhanced Bone SplintersBone Splinters has a 25% chance to fire 2 additional projectiles if cast while you have 50 or more essence. |
Initiate's Bone SplintersBone Splinters has a 20% chance per hit to make enemies Vulnerable for 2 seconds. |
Acolyte's Bone SplintersHitting the same enemy at least 3 times with the same cast of Bone Splinters grants + 8% Critical Strike Chance for 4 seconds. |
ReapSweep an ethereal scythe in front of you, dealing 13% damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 2 seconds. Damage: Shadow Generates Essence : 4 per enemy hit Lucky Hit Chance: 17% Tags: Basic, Darkness |
Enhanced ReapIf an enemy hit by Reap dies within 2 seconds, you gain +30% Attack Speed for 3 seconds. |
Initiate's ReapReap instantly kills enemies below 5% Life. This does not work on Bosses or Players. |
Acolyte's ReapReap forms a Corpse under the first enemy hit. Can only occur every 4 seconds. |
CoreRequired Points: 2 |
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BlightUnleash concentrated Blight that deals 30% damage and leaves behind a defiled area, dealing 80% damage over 6 seconds. Damage: Shadow Essence Cost: 25 Lucky Hit Chance: 40% Tags: Core, Darkness |
Enhanced Blight |
Supernatural BlightYou and your Minions deal x15% increased damage to enemies within Blight. |
Paranormal BlightBlight has a 30% chance to Immobilize (CC) enemies for 1.5 seconds on impact. |
Blood SurgeDraw blood from enemies, dealing 20% damage, and expel a blood nova, dealing 50% damage. Blood Surge's nova damage is increased by x10% per enemy drained, up to x50%. Damage: Physical Essence Cost: 30 Lucky Hit Chance: 12% Tags: Core, Blood |
Enhanced Blood SurgeBlood Surge heals you for 3% of your Maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then heal for an additional 3% of your Maximum Life. |
Supernatural Blood SurgeEach time an enemy is hit by Blood Surge's nova, you are Fortified for 1.1% Maximum life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals x 20% increased damage. |
Paranormal Blood SurgeIf an enemy is damaged by Blood Surge's nova while you are Healthy, then gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers. |
Blood LanceThrow a blood lance that lingers in an enemy for 3 seconds, dealing 80% damage to the enemy and all other lanced enemies. Damage: Physical Essence Cost: 15 Lucky Hit Chance: 33% Tags: Core, Blood |
Enhanced Blood LanceBlood Lance Pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first. |
Supernatural Blood LanceAfter casting Blood Lance 6 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit. |
Paranormal Blood LanceWhile at least 2 enemies or a Boss are affected by Blood Lance, you gain + 15% Attack Speed and Blood Lance's Essence cost is reduced by 3. |
Bone SpearConjure a Bone Spear from the ground, dealing 85% damage and Piercing through enemies. Damage: Physical Essence Cost: 25 Lucky Hit Chance: 50% Tags: Core, Bone |
Enhanced Bone SpearBone Spear breaks into 3 shards when it is destroyed, dealing 25% damage each. |
Supernatural Bone SpearBone Spear makes the first enemy hit Vulnerable for 3 seconds. |
Paranormal Bone SpearBone Spear has a +5% increased Critical Strike Chance. If Bone Spear's primary projectile Critically Strikes, it fires 2 additional bone shards upon being destroyed.
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SeverA spectre of you charges forward and attacks with its scythe for 66% damage then returns to you and attacks again for 21% damage. Damage: Shadow Essence Cost: 20 Lucky Hit Chance:: 20% Tags: Core, Darkness |
Enhanced SeverSever damages enemies along its path for 40% of its initial damage. |
Supernatural SeverSever deals x 2% increased damage for each Minion you have upon cast. |
Paranormal SeverEvery 3rd cast of Sever makes enemies Vulnerable for 2 seconds. |
Passives
Unliving EnergyYour maximum Essence is increased by 3. |
Imperfectly BalancedYour Core Skills cost x3% more Essence, but deal x5% increased damage. Point required in Unliving Energy. |
Hewed FleshLucky Hit: Your damage has up to a 4% chance to create a corpse at the target's location. The chance is doubled against Bosses. |
Corpse & MacabreRequired Points: 6 |
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Corpse ExplosionDetonate a Corpse, dealing 50% damage to surrounding enemies. Damage: Physical Essence Cost: 0 Lucky Hit Chance: 40% Tags: Corpse, Corruption |
Enhanced Corpse ExplosionCorpse Explosion's radius is increased by 15%. |
Plagued Corpse ExplosionCorpse Explosion deals x 8% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack. |
Blighted Corpse ExplosionCorpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing 18% Shadow Damage over 6 seconds. |
Bone PrisonUnearth a prison of bone with [#] Life that surrounds the target area for 6 seconds. Damage: None Cooldown: 18 seconds Essence Cost: 0 Tags: Corpse, Corruption |
Enhanced Bone PrisonIf an enemy is trapped by Bone Prison, gain 25 Essence, plus an additional 5 per enemy trapped. |
Ghastly Bone PrisonEnemies inside of Bone Prison are Vulnerable. |
Dreadful Bone PrisonFortify for 8% Maximum life for each enemy trapped by Bone Prison. |
Blood MistDisperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20% and you periodically deal 2% damage to enemies and heal for 0.5% of your Maximum Life. Damage: Physical Cooldown: 24 seconds Lucky Hit Chance: 9% Tags: Macabre, Blood |
Enhanced Blood MistCasting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds. |
Dreadful Blood MistBlood Mist Fortifies you for 0.5 Maximum life each time it hits an enemy. |
Ghastly Blood MistBlood Mist leaves behind a Corpse every 0.5 second. |
Passives
Grim HarvestConsuming a Corpse generates 2/4/6 Essence. |
Fueled by DeathYou deal x3% increased damage for 6 seconds after consuming a Corpse. Point required in Grim Harvest. |
Spiked ArmorGain .1/.2/.3 Thorns. |
Skeletal Warrior MasteryIncrease the damage and Life of your Skeletal Warriors by x15%. |
CurseRequired Points: 11 |
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Iron MaidenCurse the target area. Enemies afflicted by Iron Maiden take 20% damage each time they deal direct damage. Lasts 10 seconds. Damage: Physical Essence Cost: 10 Tags: Curse, Corruption |
Enhanced Iron MaidenIron Maiden no longer costs Essence. Instead, gain 5 Essence for each enemy Cursed. Does not work with enemies already cursed with Iron Maiden. |
Horrid Iron MaidenWhen at least 3 enemies are afflicted by Iron Maiden, its damage is increased by x 20%. |
Abhorrent Iron MaidenHeal for 7% of your Maximum Life when an enemy dies while afflicted with Iron Maiden. |
DecrepifyCurse the target area. Enemies afflicted by Decrepify are Slowed (CC) by 40% and deal 20% less damage for 10 seconds. Damage: Physical Essence Cost: 10 Tags: Curse, Corruption |
Enhanced DecrepifyLucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to be Stunned (CC) for 2 seconds. |
Horrid DecrepifyWhen you or your Minions hit an enemy afflicted with Decrepify below 10% Life, they are instantly killed. Does not work on Bosses. |
Abhorrent DecrepifyLucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active cooldowns by 1 second. |
Passives
Death's EmbraceClose enemies take x2% more damage from you and deal 3% less damage to you. |
Death's ReachYou deal x4% increased damage to Distant enemies. |
Amplify DamageYou deal x3% increased damage to Cursed enemies. |
Skeletal Mage MasteryIncrease the damage and Life of your Skeletal Mages by x20%. |
Corpse & Macabre 2Required Points: 16 |
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Corpse TendrilsVeins burst out of a Corpse, Pulling in enemies, Stunning (CC) them for 3 seconds, and dealing 20% damage to them. Does not consume the Corpse. Damage: Physical Cooldown: 11 seconds Lucky Hit Chance: 20% Tags: Corpse, Corruption |
Enhanced Corpse TendrilsEnemies who are in range of Corpse Tendrils are Slowed (CC) by 50% before being Pulled (CC). |
Blighted Corpse TendrilsCorpse Tendrils has a 35% chance to drop a Blood Orb when damaging enemies. |
Plagued Corpse TendrilsEnemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds. |
Bone SpiritConsume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing 80% damage to the target and all surrounding enemies. Damage is increased by x3% for each point of Essence spent casting Bone Spirit. Damage: Physical Cooldown: 12 seconds Essence Cost: All remaining Lucky Hit Chance: 33% Tags: Macabre, Bone |
Enhanced Bone SpiritIf Bone Spirit Critically Strikes, its cooldown is reduced by 7 seconds. This effect can happen only once per cast. |
Ghastly Bone SpiritBone Spirit has an additional +10% Critical Strike Chance. |
Dreadful Bone SpiritAfter Bone Spirit hits an enemy, you generate 30 Essence over the next 4 seconds. |
Passives
Gruesome MendingReceive 10/20/30%+ more Healing from all sources. |
TransfusionLucky Hit: Blood Skills have a 3/6/9% chance on hit to spawn a Blood Orb. This can only occur once every 4 seconds. This chance is doubled against bosses. Point required in Gruesome Mending. |
Drain VitalityLucky Hit: Hitting enemies with Blood skills has up to a 30% chance to Fortify you for 2.5% Maximum life. Point required in Coalesced Blood. |
Coalesced BloodWhile Healthy, your Blood skills deal d6% increased damage Point required in Gruesome Mending. |
Tides of BloodYour Blood skills deal d5% increased Overpower damage. This bonus is doubled while you are Healthy. Point required in Coalesced Blood or Transfusion. |
SerrationYour Bone skills have a + 0.3%/0.6%/0.9% increased Critical Strike Chance for each 10 Essence you have upon cast. |
Compound FractureAfter Critically Striking 10 times with Bone skills, your Bone skills deal x5% increased damage for 5 seconds. Point required in Serration. |
EvulsionYour Bone skills deal x6% increased Critical Strike Damage to Vulnerable enemies. Point required in Compound Fracture or Rapid Ossification. |
Rapid OssificationEvery 100 Essence you spend reduces the cooldowns of your Bone skills by 0.5 seconds. Point required in Serration. |
Reaper's PursuitDamaging enemies with Darkness skills increases your Movement Speed by +5% for 3 seconds. |
Crippling DarknessLucky Hit: Darkness skills have up to a 15% chance to Stun for 1 second. Point required in Reaper's Pursuit. |
TerrorYou deal 3%[x] increased Shadow damage to enemies who are Slowed or Chilled, and 3%[x] increased Shadow damage to enemies who are Stunned, Immobilized, or Frozen. These bonuses stack and apply to Shadow damage dealt by your Minions. Point required in Crippling Darkness and Gloom. |
GloomWhen you damage enemies with Darkness skills, they take x2% increased Shadow Damage from you and your Minions for 2 seconds, stacking up to 3 times. Point required in Reaper's Pursuit. |
UltimateRequired Points: 23 - You can have only one Ultimate active at a time. |
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Blood WaveConjure a tidal wave of blood that deals 120% damage and Knocks Back (CC) enemies. Damage: Physical Cooldown: 50 seconds. Lucky Hit Chance: 20% Tags: Ultimate, Blood |
Prime Blood WaveBlood Wave Slows (CC) enemies by 50% for 4 seconds. |
Supreme Blood WaveBlood Wave leaves behind 3 Blood Orbs as it travels. |
Bone StormA swirling storm of bones appears around you and your Golem, dealing 180% to surrounding enemies over 10 seconds. Damage: Physical Cooldown: 60 seconds. Lucky Hit Chance: 40% Tags: Ultimate, Bone |
Prime Bone StormYour Damage Reduction is increased by 15% while Bone Storm is active. |
Supreme Bone StormYour Critical Strike Chance is increased by +20% while Bone Storm is active. |
Army of the DeadCall forth the deep buried dead. Volatile Skeletons emerge over the next 7 seconds that explode when around enemies, dealing 45% damage. Damage: Physical Cooldown: 70 seconds. Lucky Hit Chance: 64% Tags: Ultimate |
Prime Army of the DeadWhen Army of the Dead's Volatile Skeletons explode, they have a 100% chance to leave behind a Corpse. |
Supreme Army of the DeadArmy of the Dead also raises your Skeletal Warriors and Skeletal Mages. |
Passives
Stand AloneIncreases Damage Reduction by 6/12/18% when you have no minions. Each active minion reduces this bonus by 2%. |
Memento MoriSacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%. Point required in Stand Alone. |
Inspiring LeaderAfter you have been Healthy for at least 2 seconds, you and your Minions gain +4% Attack Speed. |
Hellbent CommanderYour Minions deal x10% increased damage while you are Close to them. Point required in Inspiring Leader. |
Bonded in EssenceEvery 8 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional 20% of their Maximum Life. |
Death's DefenseYour Minions gain +4/8/12% Armor and 8/16/24% Resistance to All Elements Point required in Inspiring Leader or Bonded in Essence. |
Golem MasteryIncrease the damage and Life of your Golem by x25%
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Key PassivesRequired Points: 33 - You can have points in only one of these. |
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Kalan's EdictAfter you have not taken damage in the last 2 seconds, your Minions gain +15% Attack Speed. While you have at least 7 Minions, this bonus is doubled. |
ShadowblightShadow damage infects enemies with Shadowblight for 2 seconds. Every 10th time an enemy receives Shadow damage from you or your Minions while they are affected by Shadowblight, they take an additional 22% Shadow damage. Shadowblight's damage is increased by 100% [x] of your Shadow Damage over Time bonus. |
Rathma's VigorAfter being Healthy for 12 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for an amount greater than or equal to your base Life. |
Ossified EssenceYour Bone skills deal 0.5% increased damage for each point of Essence you have above 50 upon cast. |
Barbarian | Druid | Necromancer | Rogue | Sorcerer |
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