Bone Spear Necromancer Guide

Bone Spear Necromancer

Introduction

The Bone Spear Necromancer Guide covers everything you need to know to devastate the demons of Sanctuary with overwhelming magical might. Combining the Magic Damage of bonespear and the ability to lock down almost every monster with boneprison, you have no trouble farming any content your heart desires.
Additionally, this build has access to corpseexplosion which brings large Area of Effect (AoE) Fire and Physical Damage to supplement your kit. Having three different Damage types gives us tools to deal with any monsters the game can throw at us.

What really makes this build so strong is the fact that most monsters in the game have very little Magic Damage Reduction, and only a handful are actually Immune. This means bonespear and teeth's damage are more effective on most monsters than the majority of other Skills.



Ideal Standard Variant
Bonespear
teeth
Corpseexplosion
boneprison

This build guide assumes you have a Character at Level 75 before transitioning to it. It follows the progression of our Necromancer Leveling Guide and our General Leveling Strategies to reach Level 75.

Incredible Survivability ✔
Beginner Friendly Playstyle ✔
Access To Three Damage Types ✔

❌ High Average APM
❌ Low Top End Potential
❌ Key Gear Pieces are Rare



Skills

The Bone Spear Necromancer heavily invests in Poison and Bone while picking up key utility Skills from the other trees.

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Damage

bonespear* deals large amounts of Magic Damage in a straight line which pierces through all targets. It has a decent projectile width, making it an amazing Skill for use in tight passages or choke points.

teeth* deals a good amount of Magic Damage in a wide spread. While it deals less damage than bonespear it can be very useful for clearing large groups of lower Life monsters in wide areas.

CorpseExplosion* deals Physical and Fire Damage in a circle around the body of a dead monster that is targeted. The damage is based on the original Life of the monster.

* Faster Cast Rate Skills (FCR)

Utility

boneprison* surrounds the target in walls of bone, which stop most projectiles and need to be destroyed for the target to escape. The walls overlap and fill in the entire screen if the Necromancer has high enough Faster Cast Rate.

ClayGolem* summons a tanky Golem with high Resistances, which applies a Slow Effect when striking and when struck. This can be summoned with no Cooldown even when already summoned. Note: Only 1 Golem may be summoned at a time.

AmplifyDamage* reduces the monster's Physical Resistance by 100%. This reduces monsters to negative Resistance (to a bottom cap of -100%).

bonearmor* grants the Necromancer a large Physical Damage shield. This can be recast, with no cooldown, so you can always have a full damage value after every hit.

decrepify* reduces Attack Speed, Movement Speed, Physical Damage, and Physical Damage Reduction of the target.

* Faster Cast Rate Skills (FCR)


Attributes

Strength
In this build, we allocate enough Stat Points to Strength as we need to equip all of our gear. Be mindful of how much Strength your gear needs and how much it provides when equipped.

Vitality
After you put your points into Strength and Dexterity, make sure to check if it is recommended to put Stat Points into Energy. Meet the suggested amount of Energy and put any remaining Stat Points into Vitality.

Dexterity
In this build, we allocate enough Dexterity as to equip all of our gear. Be mindful of how much Dexterity your gear needs and how much it provides when equipped.


Energy
In this build, we don't allocate any Stat Points into Energy. This build gets enough Mana from gear, buffs, Charms, and Mana Potions.


Gear Options

While every Stat in the Desirable Stats column is useful for this Build, we highlighted the Priority Stats in Teal, so you can review the recommended Items and more easily identify the Most Important Stats on them.

Hover over any Item in the Item Options to see a pop-out with the full Item description.

SlotItem OptionsDesirable Stats
WeaponWhite Unearthed Wand
Spirit Crystal Sword
Heartoftheoak
Calltoarms
Ume'slament
BladeofAliBaba
wizardspike
+ to Skills
+ xx% Faster Cast Rate

Elemental Resist +xx%
xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
Off-HandSpirit Monarch
trangoul'swing
homunculus
Splendor
rhyme
ancient'spledge
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
+ xx% Faster Hit Recovery
+ xx% Faster Block Rate
Weapon-SwapCall to Arms Crystal Sword+x to All Skills
+x to battlecommand
+x to battleorders
+x to battlecry
Off-Hand-SwapSpirit Monarch+x to All Skills
HelmetsHarlequincrest
Rare Circlet
trangoul'sguise
PeasantCrown
Wormskull
Tarnhelm
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Body ArmorEnigma
trangoul'sscales
Thespiritshroud
Skinofthevipermagi
skullder'sire
bone
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
Teleport (From Enigma only)
+ Attributes
Glovestrangoul'sclaws
chanceguards
magefist
+x to Curses
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Beltsarachnidmesh
trangoul'sgirth
goldwrap
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
Damage Reduced By xx%
+ Attributes
Bootsmarrowwalk
sandstormtrek
silkweave
aldur'sadvance
wartraveler
natalya'ssoul
+ xx% Faster Run/Walk
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Amuletsmara'skaleidoscope
Rare Amulet
Caster Crafted Amulet
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Teleport (From Charges)
Ringsthestoneofjordan
bulkatho'sweddingband
nagelring
Rare Ring
+ to Skills
+ xx% Faster Cast Rate
Elemental Resist +xx%

xx% Better Chance of Getting Magic Items
+ Attributes
Telekinesis (From Charges)
CharmsGrand Charm
Large Charm
Small Charm
+x to Skill [Necromancer Only]
+x% Faster Hit Recovery
+x to Attribute
+ Life
X Resist +x%
x% Better Chance of Getting Magic Items
Unique CharmsGheed's Fortune
Hellfiretorch
Annihilus
+x to Necromancer Skill Levels
+x to all Attributes
All Resistances +xx%

Better Chance of Getting Magic Items
Reduces all Vendor Prices x%

Farming Spots

The areas below are well suited for this build to farm efficiently. While this build can also farm other areas, we’ve selected these specific areas to make the most use of the build’s strengths. Please take special note of the danger level, clear speed, item types, and Immunities that define these areas.

Anything that has a in the "Starter" column can be farmed with the Starter Variant.
While there are other Farming Spots in the game, some Builds struggle to efficiently farm those Areas. This may be because the Monsters in the Area are Immune to your primary Damage type, or the Build lacks mobility to quickly progress to its objectives.

Act 1:

AreaStarterDangerRewardsImmunities
MausoleumLowAll item types
Max Area Level
Leveling
Lightning
The Countess
(Forgotten Tower Level 5)
-MediumRunes
Key of Terror
Fire, Cold
The PitMediumAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Andariel
(Catacombs Level 4)
LowUniques
Sets
Jewelry
The Secret Cow LevelMediumRunes
Runeword Bases
Charms / Gems / Jewels

Act 2:

AreaStarterDangerRewardsImmunities
Ancient TunnelsMediumAll item types
Max Area Level
Leveling
Magic, Fire, Lightning, Cold
Arcane Sanctuary
(Specters/Super Chests)
MediumRunes
Charms / Gems / Jewels
Jewelry
Physical, Fire, Cold
Summoner
(Arcane Sanctuary)
LowKey of Hate

Act 3:

AreaStarterDangerRewardsImmunities
Travincal-HighGearing
Runes
Charms / Gems / Jewels
Gold
Fire, Lightning, Cold
Mephisto
(Durance of Hate Level 3)
-MediumUniques
Sets

Act 4:

AreaStarterDangerRewardsImmunities
City of the Damned-HighAll item typesFire, Lightning, Cold
River of Flame-HighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold, Poison
Chaos Sanctuary-HighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Diablo
(Chaos Sanctuary)
-MediumUniques
Sets
Leveling (Level 97-99)

Act 5:

AreaStarterDangerRewardsImmunities
Eldritch the Rectifier
(Frigid Highland)
LowGearing
Gold
Leveling
Cold
Shenk the Overseer
(Bloody Foothills)
MediumGearing
Gold
Leveling
Cold
Pindleskin
(Nihlathak's Temple)
HighGearing
Gold
Leveling
Poison
Nihlathak
(Halls of Vaught)
-HighKey of Destruction
Leveling
(Level 97-99)
Fire, Lightning, Cold or none
(Depends on his Affixes)
Worldstone Keep / Throne of Destruction-HighAll item types
Max Area Level
Leveling
Physical, Magic, Fire, Lightning, Cold, Poison
(Depends on monster spawns)
Baal / Waves
(Worldstone Chamber /
Throne of Destruction)
-HighUniques
Sets
Max Area Level
Leveling
(Baal for Level 97-99)
Magic, Fire, Cold, Poison
(on Waves)

Mercenary

Your Mercenary can serve an incredibly important role to the overall success of your build. Whether it’s serving as a front line tank, bringing a pivotal Aura to your arsenal, or employing Physical Damage to kill monsters with an Immunity to your skillset.

Act 2 Desert Mercenary
The Act 2 Desert Mercenary can be hired from Greiz.
He can be equipped with a Spear or a Polearm, a Body Armor and a Helmet. 
Every Act 2 Mercenary has access to an Aura and uses Jab as his base Attack. The Aura activates once the Mercenary has engaged in combat and remains active between traveling to and from town. The Auras available are based on what difficulty you hire the Mercenary from.

Holy Freeze Insight


Insight, Holy Freeze
We recommend using the Holy Freeze Aura version, as it provides us with a large amount of Crowd Control. Since we are not relying on the Mercenary dealing damage, and we don’t benefit from the Physical Damage increase of the Might Aura.
Insight provides us with a large amount of Mana Regeneration through the Meditation Aura.

Gear Progression

Early-GameMid-GameEnd-Game
Insight
(any Polearm)
Insight
(Elite Polearm)
Insight Thresher
Smoke
(Any Body Armor)
Treachery
(Any Body Armor)
Fortitude
(Preferably Ethereal)
Any Helmet
with Resistance / Life
Tal Rasha's Horadric CrestAndariel’s Visage
(Preferably Ethereal)

The Mercenary is hard to keep alive until you have the minimum gear recommended in this guide. To help survive various scenarios, remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPCs in each Act. This does come with an increasing cost, capping at 50,000 Gold. So keep that in mind and decide if the Mercenary is currently worth the cost.

Playstyle

General:

  • Bonespear deals damage in a straight line, with a decent width, and pierces every target to the end of it's trajectory. You want to have monsters in tightly packed areas, preferably bottlenecked in corridors.
  • For areas that you cannot funnel monsters, Boneprison allows you to artificially create corridors by boxing monsters into place and allowing you to pick off big packs at your leisure.
  • For Magic Immunes, or monsters packs that are stuck BUT wide spread, you can employ corpseexplosion to deal wider AoE Physical and Fire Damage.
  • Tip: Make sure to cast amplifydamage before casting corpseexplosion to maximize your Physical Damage.
  • Note: boneprison can box you into some dangerous scenarios by cutting off your ability to maneuver. It can also trap you inside its inner ring with dangerous monsters. Familiarize yourself with boneprison's radius to get a good sense of when and where to use it.
  • Note 2: boneprison and bonewall cause monsters to aggro from much further away than they typically would. This does help to wrangle up more monsters to increase farming speed, but may draw in unwanted attention from highly dangerous monster types. The most notable example would be Gloams which cast high damage lightning and can catch players unawares.
  • claygolem is an amazingly sturdy speed-bump and a 1 point wonder, as Golem stats scale with increasing difficulty.
  • Without Teleport you cannot remove yourself from inconvenient or dangerous scenarios caused by being boxed into your boneprison.

Immunities:

  • Decrepify drastically reduces Attack speed, Physical Damage, animation speed, and Physical Damage Reduction of affected monsters.
  • loweresist reduces enemy Resistances, most notably, their Fire Resistance which can break their Immunity. This allows our corpseexplosion Fire Damage component to kill otherwise Immune monsters.

Late-Game:

  • With teleport you can safely reposition if and when you close yourself into a boneprison. Once you are at a safe distance and monsters are locked into place, you can continue to cast boneprison as long as needed to round up targets for bonespear.
  • Using teleport brings your Mercenary to your position, so you can save them from dangerous situations.
  • Intentionally boxing in other players with boneprison is considered griefing, and should be avoided when possible.
  • For Uber farming lifetap is best used on a team that is dealing damage with weapon attacks. decrepify is a great option if your team is primarily using spell-based attacks.

Breakpoints

For more information on the mechanics involved, check out our in-depth Resource: Breakpoints.

All builds rely on specific Breakpoints for effectiveness throughout the game. Meeting Breakpoints for Cast Rate, Hit Recovery, and Block Rate increases the rate of casting spells, recovering from big Damage, and blocks by 1 Frame per Breakpoint.

Faster Cast Rate (FCR)
Faster Cast Rate controls how fast our Character casts Spells. In this build we aim for 125% Faster Cast Rate, which is achieved with the suggested gear. Note: Faster Cast Rate only controls the animation speed of the Character, and not any internal or global Cooldowns your spells have.

Increased Attack Speed (IAS)
We do not target a specific Attack Speed Breakpoint. We do not rely on attacks to deal damage.

Faster Hit Recovery (FHR)
Faster Hit Recovery controls how fast our Character finishes the Hit Recovery animation. In this build we aim for 86% Faster Hit Recovery, which is achieved with the suggested gear and Charms.

Hit Recovery Breakpoints

Faster Block Rate (FBR)
We do not target a specific Block Rate Breakpoint. We do not rely on Chance to Block in this build.

Faster Run Walk (FRW)
There are no Breakpoints for Faster Run / Walk. Please refer to Run / Walk Mechanics for more details. With the recommended gear you reach 65% Faster Run / Walk.

Hardcore

For all Hardcore gameplay, your primary concern is increasing your Resistances, Damage Reduction, Chance to Block and Maximum Life. This can mean sacrificing overall power level for a more secure playstyle.

This build can become Hardcore viable with key changes to the Skills, Stat Point allocation, and items. Review the changes below before building this character, as they may differ significantly from the normal build.

Stat Point changes:

  • Allocate 171 Stat Points to Dexterity at by Level 99 for 75% Chance to Block for Stormshield.
  • Allocate 128 Stat Points to Dexterity at by Level 99 for 75% Chance to Block for Homunculus Hierophant Trophy.

Item changes:

  • Use Stormshield to maximize Physical Damage Reduction, Resistances, and Chance to Block.
  • Use Homunculus to maximize Resistances, Chance to Block and Faster Block Rate.
  • Use of Shimmering Small Charm of Vita for more Maximum Life instead of Better Chance to Find Magic Items.
  • Use String of Ears or Verdungo's Hearty Cord for + xx% Damage Reduction.

Build Variants

Starter

Setup
This set of gear represents the minimum you need to effectively play the Bone Spear Necromancer build. With +5 to all Skills in total, and the 75% Faster Cast Rate Breakpoint, you can easily farm all the areas tagged with "Starter" from the Farming Spots section. You are also overcapped on Resistances at this point thanks to ancient'spledge, as well as the Charms which are representative of a larger collection of weaker Charms that you would have accrued throughout the 1-75 leveling process. You also have a Staff of Teleport on your secondary weapon slot for mobility. Note: When swapped, your Resistances and Faster Hit Recovery will be greatly diminished so stomp wisely. As you become accustomed to the build and your gear improves, feel free to explore all farming locations.

Mercenary
At this point your Mercenary is a tank and Meditation source. The talrasha'shoradriccrest and treachery provides great survivability and a decent increase to Mercenary DPS.

Skills
The Bone Spear Necromancer has a straight-forward Skill Point allocation.

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Attributes
Invest enough points into Strength to equip your gear and invest the remainder into Vitality.

Standard

Setup
This Variant is using the best possible piece of gear in every slot. You will reach the 125% Faster Cast Rate Breakpoint and have the largest +x to All Skills for your bonespear. This also gives you access to teleport without swapping, which opens up your swap for calltoarms to prebuff. This setup carries a good amount of Magic Find with a prioritization on clear speed. Your Resistances are all overcapped about 120%. This will counteract any conviction Aura you encounter.

Mercenary
Your Mercenary is a tank and Meditation source. The andariel'svisage and treachery provides a great amount of survivability as well as a boost to Mercenary DPS.

Skills
The Bone Spear Necromancer has a straight-forward Skill Point allocation.

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Attributes
Allocate enough Strength to wear all of your gear. This lets us add all of our Stat points to Vitality.

Hardcore

Setup
For Hardcore gameplay we prioritize having high overcapped Resistances to maintain maximum Resistances when affected by conviction Aura. We achieve 75% Block Chance, 7 frame Block Rate, 7 frame Hit Recovery, 50% Damage Reduction, while maintaining the 75% Faster Cast Rate Breakpoint and high +xx to All Skills on gear. This along with BoneArmor and BonePrison give an amazing amount of survivability and Crowd Control. We also prioritize having Shimmering Small Charm of Vita over the Shimmering Small Charm of Good Luck.

Mercenary
Your Mercenary is a tank and Meditation source. The andariel'svisage and treachery provides a great amount of survivability as well as a boost to Mercenary DPS.

Skills
The Bone Spear Necromancer has a straight-forward Skill Point allocation.

Put 1 Point into each of the following Skills:
1. claygolem
2. decrepify
3. lifetap

Max out the following Skills in order of priority:
1. bonespear
2. boneprison
3. bonewall
4. bonespirit
5. teeth

Use the Scroll Bar to see Skill Point Progression

Attributes
To reach the maximum Chance to Block of 75% we need to invest 171 Dexterity points at Level 99. This requires less Dexterity at lower Levels, so if you're respecing or considering +xx to Dexterity gear pieces make sure to check that you still hit your maximum Chance to Block for your level. We put the rest of the Stat points into Vitality.


Mechanics

Teleport

  • teleport allows a Player to select any square within the total range of the visible screen and teleport to that location, bringing any Mercenary or Minions with it. (Other than Traps).
  • You are able to teleport an even farther distance by holding down right click and opening either the Attributes or Inventory screen and dragging your mouse to the edge of the screen in that window, while casting.
  • Teleporting is not obstructed by walls or other impediments but can fail if your cursor is not completely passed those impediments when cast.
  • In single player, clicking the Escape key after teleporting can give you enough time to determine if you are in a safe location before continuing. If you teleported into a sticky situation, consider Save and Exiting and try again.
  • Depending on Minion type, your Minions/Mercenary becomes “stuck” to the spot you have teleported, so you often have to move from this spot to allow your Minions to spread out. Get into the habit of moving backwards after every teleport to give your Minions this opportunity.

bonearmor

  • The speed of this Skill is based on Cast Rate.
  • While active, this Skill will grand a "shield" which absorbs a set amount of Physical Damage. The absorb is applied before any damage reductions.
    • If a hit exceeds the absorb value, the remaining damage will be applied after damage reductions.
    • If Physical Damage < Absorb value, the total absorb value is decreased by the damage. Bone Armor will stay active with the remaining absorb value.
    • The absorb value can be reset by casting Bone Armor again.
  • Stackable with Cyclone Armor and Blade Shield.
  • , , and can't be active at the same time. Between these and Bone Armor only the most recently cast Skill is applied.

Scaling:
Mana Cost:
The Mana Cost increases with each Skill Level:

Mana Cost = slvl + 10

Example slvl = 20:
Mana Cost = 20 + 10
Mana Cost = 30

Base Absorb:
The formula for the Physical Damage Absorbed is calculated using this formula:

Physical Damage Absorbed = 10 * slvl + 10

Example slvl = 20:
Physical Damage Absorbed = 10 * 20 + 10
Physical Damage Absorbed = 210

Synergies:
Synergies increase the Physical Damage Absorbed by 15 per Base Level (blvl). They work additive to the Base Absorb.
Note: Skilling the Synergies over the Skill itself adds more Physical Damage Absorbed!

Physical Damage Absorbed = 15 * (Bone Wall.blvl + Bone Prison.blvl)

Example, assuming all Synergies have a blvl = 5:
Physical Damage Absorbed = 15 * (5 + 5)
Physical Damage Absorbed = 150

Total Absorb:
As mentioned above, the Physical Damage Absorbed from Synergies is simply added to the Base Absorb. Taking the values from above we have 210 Physical Damage Absorbed from Bone Armor and 150 from Synergies.

Total Physical Damage Absorbed = 210 + 150
Total Physical Damage Absorbed = 360

Conclusion:
Our slvl 20 Bone Armor with 10 Skill Points in Synergies absorbs 360 Physical Damage in total. Each cast costs 30 Mana.

bonespear

  • The speed of this Skill is based on Cast Rate.
  • Fires a projectile in a straight line which pierces and deals Magic Damage to any target within its path until it expires

Scaling:
Mana Cost:
The Mana Cost increases with each Skill Level:

Mana Cost = 0.25 * slvl + 6.75

Example slvl = 20:
Mana Cost = 0.25 * 20 + 6.75
Mana Cost = 11.75

Base Damage:

Minimum Magic DamageMaximum Magic Damage
Skill Level 1-88 * slvl + 88 * slvl + 16
Skill Level 9-169 * slvl9 * slvl + 8
Skill Level 17-2212 * slvl - 4813 * slvl - 56
Skill Level 23-2818 * slvl - 18019 * slvl - 188
Skill Level >2824 * slvl - 34825 * slvl - 356

Example slvl = 20:

Minimum Magic Damage = 12 * slvl - 48
Minimum Magic Damage = 12 * 20 - 48
Minimum Magic Damage = 192

Maximum Magic Damage = 13 * slvl - 56
Maximum Magic Damage = 13 * 20 - 56
Maximum Magic Damage = 204

A slvl 20 Bone Spear has a base Magic Damage range of 192-204.

Synergies:
Synergies increase the base Magic Damage by 7% per Base Level (blvl). They work as a singular multiplier:

+% Magic Damage = 7 * (Teeth.blvl + Bone Wall.blvl + Bone Prison.blvl + Bone Spirit.blvl)
Example, assuming all Synergies have a blvl = 5:
+% Magic Damage = 7 * (5 + 5 + 5 + 5)
+% Magic Damage = 140

Note: Synergy Skill Levels that come from + to Skills do NOT count towards the blvl!

Total Damage:
Taking the values from above we have a damage range of 192-204 and +140% Magic Damage which equals a multiplier of 2.4.

Minimum Magic Damage = int(192 * 2.4)
Minimum Magic Damage = 460

Maximum Magic Damage = int(204 * 2.4)
Maximum Magic Damage = 489

Conclusion:
Our slvl 20 Bone Spear with 20 Skill Points in Synergies deals 460-489 Magic Damage per projectile. Each cast costs 11.75 Mana.

teeth

  • The speed of this Skill is based on Cast Rate.
  • Shoots out a number of projectiles in a cone-shaped arrangement in the direction of the cursor. The closer your cursor is to the Character, the wider the spread of the projectiles. Going far away will concentrate them heavily.
  • Each target can only get hit by 1 projectile. A projectile hitting a target is destroyed, while the remaining projectiles will pass that target without colliding with it.
  • Teeth causes a Next Hit Delay timer of 4 Frames (0.16 seconds) in which no Next Hit Delay Skill can damage that target.

Scaling:
Projectiles:
The number of projectiles increases by 1 per Skill Level. This scaling is capped at 24 and starts with 2 projectiles at Skill Level 1.

Number of projectiles = min(1 + slvl, 24)

Example slvl = 20:
Number of projectiles = min(1 + 20, 24)
Number of projectiles = min(21, 24)
Number of projectiles = 21

Since 21 < 24, the number of projectiles at Skill Level 20 is 21.

Mana Cost:
The Mana Cost increases with each Skill Level:

Mana Cost = 0.5 * slvl + 2.5

Example slvl = 20:
Mana Cost = 0.5 * 20 + 2.5
Mana Cost = 12.5

Base Damage:

Minimum Magic DamageMaximum Magic Damage
Skill Level 1-81 + slvl3 + slvl
Skill Level 9-161 + slvl1.5 * slvl - 1
Skill Level 17-221.5 * slvl - 72 * slvl - 9
Skill Level 23-282 * slvl - 182.5 * slvl - 20
Skill Level >282.5 * slvl - 323 * slvl - 34

Example slvl = 20:

Minimum Magic Damage = 1.5 * slvl - 7
Minimum Magic Damage = 1.5 * 20 - 7
Minimum Magic Damage = 23

Maximum Magic Damage = 2 * slvl - 9
Maximum Magic Damage = 2 * 20 - 9
Maximum Magic Damage = 31

A slvl 20 Teeth has a base Magic Damage range of 23-31.

Synergies:
Synergies increase the base Magic Damage by 15% per Base Level (blvl). They work as a singular multiplier:

+% Magic Damage = 15 * (Bone Wall.blvl + Bone Spear.blvl + Bone Prison.blvl + Bone Spirit.blvl)
Example, assuming all Synergies have a blvl = 5:
+% Magic Damage = 15 * (5 + 5 + 5 + 5)
+% Magic Damage = 300

Note: Synergy Skill Levels that come from + to Skills do NOT count towards the blvl!

Total Damage:
Taking the values from above we have a damage range of 23-31 and +300% Magic Damage which equals a multiplier of 4.

Minimum Magic Damage = 23 * 4
Minimum Magic Damage = 92

Maximum Magic Damage = 31 * 4
Maximum Magic Damage = 124

Conclusion:
Our slvl 20 Teeth with 20 Skill Points in Synergies deals 92-124 Magic Damage per projectile. Each cast costs 12.5 Mana.

boneprison

  • The speed of this Skill is based on Cast Rate.
  • Creates a circle of walls around a selected target. Gaps can occur when obstacles or units are in the way, allowing the target to escape.
  • The walls collapse, when either one segment is destroyed or when it expires after 24 seconds at all Skill Levels.
  • Walls will obstruct the pathing of all monsters except for flying monster types such as Wraiths, Willowisps, etc. It will also block most ranged attacks. Exceptions are piercing projectiles and Throwing Spear attacks, like from they monster type Slinger.
  • After being damaged, they regenerate 2 Life per second.
  • Despite being "summoned", the walls are not considered pets, therefore Summon Resist will not apply, and they will take 100% damage from bosses (Andariel, Duriel, etc..), not 400%.
  • Auras and Buffs from party members do not apply.
  • Conviction and other hostile Auras do apply.
  • Life and Mana stolen per hit will not return anything from walls. They also can't be chilled as they are immobile.
  • Cannot be cursed, however, Battle Cry and Cloak of Shadows do apply when used.
  • Monsters that are killed by Iron Maiden will not grant experience.
  • Surrounding monsters will be drawn to the Bone Prison from off-screen. Be aware of this!

Base Stats:
The base stats of Bone Prison change depending on the difficulty they are used:

StatNormalNightmareHell
Level74073
Life19147431
Defense35174334
Damage Resist0050
Cold Resist709090
Poison Resist70200200

Scaling:
Life per Skill Level:
Each Skill Level adds +25% Life to the base Life of Bone Wall. +% Life from Synergies is added to this value before it is applied to the base Life.

+% Life = 25 * slvl - 25

Example slvl = 20:
+% Life = 25 * 20 - 25
+% Life = 475

Synergies:
Synergies add +8% Life per Base Level (blvl). The blvl is the amount of Skill Points that have been put into a Skill. The bonus will be added to the +% Life from Skill Levels in Bone Prison before it is applied to the base Life.

+% Life = 8 * (Bone Armor.blvl + Bone Wall.blvl)

Example, assuming all Synergies have a blvl = 5:

+% Life = 8 * (5 + 5)
+% Life = 80

Total Life:
As mentioned above, the +% Life from Skill Levels and Synergies are added up before they are applied to the base Life of Bone Prison. Taking the values from the examples above, we have 475 + 80 = +555% Life, which is a 6.55 multiplier. The total Life value calculated is rounded down. Using the base Life values from the table above, we get the following calculations per difficulty:

Life = Base Life * 6.55

Normal:
Life = int(19 * 6.55)
Life = 124

Nightmare:
Life = int(147 * 6.55)
Life = 962

Hell:
Life = int(431 * 6.55)
Life = 2823

Conclusion:
Our slvl 20 Bone Prison with 10 Skill Points in Synergies will have 124 Life in Normal, 962 Life in Nightmare, and 2823 Life in Hell.

Amplifydamage

  • The speed of this Skill is based on Cast Rate.
  • Affected monsters will have their "Physical Resistance" reduced by 100% at all Skill Levels (slvl). This effect is reduced to 1/5 on monsters that are Immune to Physical.
  • Amplify Damage will affect Undead type monsters before Sanctuary.
  • Will be overwritten by any other Curse.

Scaling:
Amplify Damage will affect a circular shaped area around the cursor. The radius scales with the Skill Level (slvl).

Formula:
Radius (in yards) = (4 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (4 + (12 * 12)) / 3
Radius (in yards) = 49.33

The affect duration scales with the Skill Level (slvl).
Example shown use slvl = 12:

Formula:
Duration = 5 + (3 * slvl)

Example with slvl = 12:
Duration = 5 + (3 * 12)
Duration = 41 seconds

corpseexplosion

  • The damage dealt is split 50%/50% between Physical and Fire Damage. This means only 50% of the damage benefits from Amplifydamage.
  • Monsters with an Immunity to either Physical and Fire Damage can still receive damage from the other damage type of corpseexplosion.
  • Each Skill Point in corpseexplosion increases the radius, with the Fire Damage having a slightly larger radius than the Physical Damage.
  • This damage is not blocked by Physical obstacles.
  • Damage is calculated using the base Monster type's average maximum Life. This means the player count and Champion/Unique/Super Unique status do not increase the damage dealt. Damage does NOT scale with Player's count making corpseexplosion less efficient in Multiplayer.
  • If the Character's Level (cLVL) is less than the Monster's level (mLVL) of a targeted corpse, the damage dealt is multiplied by a variable (cLVL/mLVL) which reduces the total damage dealt.
  • corpseexplosion is considered a Fire Skill for items which give + to Fire Skills, but not for items which give +% Fire Skill Damage or Fire Mastery

Summary

  • bonespear is your bread and butter, learn how to maximize the number of monsters hit per Spear to maximize DPS potential.
  • bonespear works best in corridors or funnels, so use boneprison to artificially create these scenarios if the farming area does not have any.
  • Filling the screen with boneprison when all else fails, typically gives you the time you need to make decisions. Watch out for Ghosts and monsters whose projectiles are not stopped by Bone Prison.
  • Getting stuck in a boneprison can be a death sentence. Make sure to have a source of teleport before you start making brash decisions.
  • teeth and corpseexplosion bring more diversity to your damage kit and can help smooth out certain farming situations.

Guide by MacroBioBoi

After you master the direct damage style of bonespear, and the Crowd Control of boneprison, there are no places the Bone Spear Necromancer can't go! Have fun smashing the legions of Diablo with Magic, the best damage type in the game!

Good luck! In bocca al lupo!