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Necromancer

Wands and the dead. His arts cost life, not mana.

Necromancer in starting gear
In starting gear

Attributes #

AttributeStartMaximum
Strength1550
Magic25130
Dexterity1560
Vitality30220
Total85460
Life
10 + 1 per level + 2 per point of Vitality. Vitality from items gives 2 life per point.
Mana
0 + 1.5 per level + 1.5 per point of Magic. Magic from items gives 1.5 mana per point.
At level 1
71 life, 39 mana, 72 stamina
Each level
+1 life, +1.5 mana and 5 attribute points
Stamina
40 + Vitality + 2 per level (see running)

Fractions count, but the game shows whole points.

Combat #

Damage bonus
level × Strength / 100
Melee to hit
level + Dexterity / 2 + 50 + item bonuses − the monster's armor
Ranged to hit
level + Dexterity + 50 + item bonuses − the monster's armor − (the arrow's flight time in ticks)² / 2
Spell to hit
Magic + 70 − 2 × the monster's level
Block
Dexterity + 15 + 2 × level − 2 × the monster's level, with a shield
Mana costs
Normal
Potions
healing × 2, mana × 1.5
Healing spell
× 1.5
Blood price
His arts cost life. An art that would leave him with less than 1 life is refused.

Attack and cast speed

ActionFramesLands afterWhole action
Bare hands200.55 s1 s
Bare hands with a shield160.4 s0.8 s
Sword160.55 s0.8 s
Sword and shield160.55 s0.8 s
Axe240.75 s1.2 s
Mace160.55 s0.8 s
Mace and shield160.55 s0.8 s
Bow200.75 s1 s
Staff160.55 s0.8 s
Casting a spell140.45 s0.7 s
Hit recovery80.4 s
Block60.9 s

20 frames per second; block frames last 3 ticks each. Items with faster attack, faster hit recovery or faster block skip frames. All to-hit chances stay between 5% and 95%; see combat.

Class skill and arts #

The Necromancer learns these without books, at the levels below. An art's level is 1 + (character level − the level it unlocks at) / 3, rounded down, at most 15. "+spell levels" items and the class items' bonuses add to it. Costs grow with character level. Minion numbers are for Normal difficulty.

LevelArtCost
1Raise Zombie5.5 + 0.167 per level past 3 life
6Raise Skeleton9.4 + 0.2 per level past 6 life
12Corpse Explosion14 + 0.5 per level past 15 life
18Bone Spear6 + 0.4 per level past 18 life
24Blood Ritual10% of your current life

Raise Zombie #

Class skill, level 1

Raises the corpse of a slain monster within 8 tiles as a zombie (a Drowned Thrall) that guards the spot: it fights monsters near it, then returns. Undead corpses will not rise.

You can keep 1 zombie, plus 1 at level 6 and every 3 levels after; each of those steps also makes them stronger and last 2 seconds longer. Zombies stay on their level and fade when their time runs out. Raising one past the limit replaces the oldest. The corpse is used up.

Learned at
level 1
Use
A cast at a corpse, up to 8 tiles away
Cost
5.5 + 0.167 per level past 3 life
Cooldown
None
In town
No
Character levelArt levelCostZombiesLifeArmorDamageTo hitLasts
115.5 life125101–432%16 s
626 life230182–640%18 s
1247 life440344–1056%22 s
1868 life650506–1472%26 s
2489 life860668–1888%30 s
301010.0 life10708210–22104%34 s
401411.7 life138510613–28128%40 s
501513.3 life1610013016–34152%46 s

Each point of the Necromancer's Vitality adds 1 life to every zombie (2 on Nightmare, 4 on Hell). A minion's chance to hit is this number minus the monster's armor, between 5% and 95%.

Raise Skeleton #

Art, level 6

A skeleton warrior (a Grave Soldier) climbs out of the ground beside you and follows you, also to other levels, until it is destroyed. No corpse is needed.

You can keep 3 skeletons, plus 1 every 6 levels past 6, and they grow stronger every 2.5 levels past 6. Raising one past the limit replaces the oldest.

Learned at
level 6
Use
A cast at a spot
Cost
9.4 + 0.2 per level past 6 life
Cooldown
1 s
In town
No
Character levelArt levelCostSkeletonsLifeArmorDamageTo hit
619.4 life325268–1656%
12310.6 life4354212–2476%
18511.8 life5455816–3296%
24713 life6608222–44126%
30914.2 life7709826–52146%
401216.2 life89013034–68186%
501518.2 life1011016242–84226%

Each point of the Necromancer's Vitality adds 1 life to every skeleton (2 on Nightmare, 4 on Hell). A minion's chance to hit is this number minus the monster's armor, between 5% and 95%.

Corpse Explosion #

Art, level 12

A corpse within 8 tiles bursts. Every monster in the 3 × 3 tiles around it takes 40–60% (+2.5% per level past 15) of the dead monster's maximum life as physical damage, one roll for all of them.

Any corpse works, undead ones too. The corpse is used up.

Learned at
level 12
Use
A cast at a corpse, up to 8 tiles away
Cost
14 + 0.5 per level past 15 life
Cooldown
None
In town
No
Character levelArt levelCostBurst
12114 life40–60% of its life
18315.5 life47.5–67.5% of its life
24518.5 life62.5–82.5% of its life
30721.5 life77.5–97.5% of its life
401026.5 life102.5–122.5% of its life
501331.5 life127.5–147.5% of its life

Bone Spear #

Art, level 18

A spear of bone flies until it hits a wall, piercing every monster in its line once for (6–12) + (4–6) × art level + Vitality / 5 damage.

Its damage is physical, so no monster is immune to it.

Learned at
level 18
Use
A cast at a spot
Cost
6 + 0.4 per level past 18 life
Cooldown
None
In town
No
Character levelArt levelCostDamage
1816 life10–18
2438.4 life18–30
30510.8 life26–42
40814.8 life38–60
501118.8 life50–78

Add 1 damage per 5 points of Vitality.

Blood Ritual #

Art, level 24

For 30 minutes your maximum life rises by 25% (+2.5% per level past 26), book spells cost life instead of mana, and your arts cost half.

You cannot cast Healing from the book while it lasts (staves and scrolls still work). It costs a tenth of your current life and ends when you die. Casting it again renews it.

Learned at
level 24
Use
A cast on yourself
Cost
10% of your current life
Cooldown
None
In town
No
Character levelArt levelCostMaximum life
24110% of life+25%
30310% of life+35%
40610% of life+60%
50910% of life+85%

The Necromancer can also learn spells from books, like every hero: see Spells.

Gear #

Wand
Wand
equipped
Potion of Healing
Potion of Healing
on the belt
Potion of Healing
Potion of Healing
on the belt

Every Necromancer also starts with 100 gold in the purse.

Class items

Only the Necromancer can use these; other heroes see them in red. For a Necromancer, about 1 in 8 weapon drops becomes one of a fitting level (a magic drop stays magic), and Tostig keeps one or two in stock.

ItemStatsRequiresItem levelBonus
WandDamage 1–3—1
Yew WandDamage 2–420 Mag6
Bone WandDamage 2–635 Mag12+1 to Necromancer arts
Grim WandDamage 3–755 Mag18+1 to Necromancer arts

On depth 9 lies the Fallen Champion. Searching the body gives a Necromancer a magic Bone Wand.

Tips #