Necromancer Overview

Content of this article:

  1. Introduction
  2. Attributes
  3. Breakpoints
  4. Skill Trees
  5. Skill Mechanics
  6. Build Guides
  7. Character Specific Gear
  8. Lore & In-Game Dialogue

Introduction

Necromancer

The Necromancer is known for his knowledge of corpses. Using dark magic, he can summon Skeletons, Golems, and even Revive the dead to fight by his side. But bones won't only be used for Skeletons, other offensive and defensive abilities use them too. What would be the master of death without waves of Poison and Curses? These are of course also in his wheelhouse.

Corpse Explosion is the ultimate Area of Effect (AOE) clearing ability, basically being used in every build available. After initial targets are killed, this Skill starts a domino effect of explosions, blowing up screen-worth of monsters in no time.

The best early game option is Bone Spear in combination with Corpse Explosion. Due to the Runeword White, up to +8 to Bone Spear is possible, creating a powerful Magic Damage sniping ability. After a few monsters have been killed, it is time to let Corpse Explosion unleash its destructive power.

With medium to high end gear, the Summon Necromancer's army becomes a scary sight for your enemies. Its power spike comes with the inclusion of Enigma, granting the ability to teleport the whole army on top of an enemy. Early on his army feels extremely weak, especially when facing Act bosses.

Poison Nova is a powerful AOE-clear ability, commonly used in combination with Corpse Explosion. While powerful in the end game, this combination is not recommended for the early to mid game.

Due to the lack of a native mobility Skill, the Necromancer is rather slow compared to other Characters until he gains access to Teleport through items such as Enigma. His great Cast Rate allows him to make up some ground when teleporting around.


Attributes

Every Character has the Attributes Strength, Dexterity, Vitality and Energy. At maximum Level, a Character has access to 505 Stat Points which can be allocated into the Attributes. While Vitality only affects the Life pool and Energy only affects the Mana pool of your Character, Strength and Dexterity have additional uses:

Strength:
Generally, Stat Points are only allocated to this Attribute to wear your gear, however, Strength has an additional use: it increases the Physical Damage portion of melee attacks.

Dexterity:
Generally, Stat Points are only allocated to this Attribute to wear your gear, however, Dexterity has 4 additional uses:

  • It increases the % Chance to Block up to 75 while using a Shield.
  • The Attack Rating of every attack is increased, improving the Chance to hit your target.
  • Every 4th Stat Point into Dexterity increases the base Defense of the Character by 1.
  • On ranged builds, Dexterity increased the Physical Damage portion of your attacks.


Starting Attributes of the Necromancer

StrengthDexterityVitalityEnergy
15251525
Baseper Levelper Stat Point
Life45+1.5+2 per Vitality
Stamina79+1+1 per Vitality
Mana25+2+2 per Energy

Breakpoints

Breakpoints are an integral way to improve your Character's performance. For in-depth explanations on them, please check out our article on Breakpoints.

Attack Rate

Due to his Skill set, Attack Speed is a Breakpoint the Necromancer doesn't care about.

Block Rate

When using a Shield, the Necromancer has a % Chance to Block. When successfully blocking, he enters a block animation. Increasing your +% Faster Block Rate decreases the time your Necromancer needs to execute it.

Faster Block Rate061320325286
Block Frames111098765

Cast Rate

The Necromancer's Cast Rate determines the rate at which he can use spells. Increasing your +% Faster Cast Rate decreases the time required for a cast. The Action Flag determines at which Frame the used Skill is actually triggered.

Normal:

Faster Cast Rate0918304875125
Cast Frames1514131211109
Action Flags8765

Vampire Form:

Faster Cast Rate0611182435486586120180
Cast Frames2322212019181716151413
Action Flags543

Hit Recovery Rate

When being hit, there is a chance that you get stunned. Increasing your +% Faster Hit Recovery decreases the time your Necromancer needs to recover from this stun.

Normal:

Faster Hit Recovery05101626395686152377
Hit Recovery Frames13121110987654

Vampire Form:

Faster Hit Recovery026101624344872117208
Hit Recovery Frames15141312111098765

Skill Trees

Structure
Every Character has 3 Skill Trees to allocate their Skill Points into. Each Skill Tree consists of a total of 10 Skills, and you can assign a maximum of 20 points per Skill. These Skills are placed into 6 rows, which represent the 6 Skill tiers. While tier 1 is available at Character Level (clvl) 1, the other tiers become available at clvl 6, 12, 18, 24, and 30.

Skill Points
Every Character gains access to 110 Skill Points (98 from Levels and 12 from quests).

Prerequisites
Not every Skill is available right away. The arrows on the Skill Tree show the prerequisites needed to obtain skills further down the Tree.
Example: You have to put a Skill Point into Clay Golem and Golem Mastery to gain access to Summon Resist.

Synergies
A lot of Skills have Synergies, which are Skills that passively boost the strength of another Skill. The main Skill shows how much a Synergy increases its power per Skill Point allocated into it.
Example: The base Magic Damage of Bone Spear is increased by a summed up multiplier which increases by 7% for each Skill Point allocated into Teeth, Bone Wall, Bone Prison, and Bone Spirit.


Skill Mechanics (Work in Progress)

Every Skill in Diablo 2 Resurrected is unique. Find out about their individual scaling, functionality, and nuances in the following section. The Skills are listed going through the Skill Tree columns from top to bottom, starting on the left.

Summoning Spells

General Golem Mechanics

  • Only 1 Golem can be summoned at any time. If a Golem is casted, any previously summoned Golem will be destroyed.
  • All Stats of Golems are set at the point of summoning. This includes the application of Golem Mastery and Summon Resist. The Golem needs to be resummoned for Stat changes to occur, such as the gain or loss of Skill Levels.
  • The Monster Level (mlvl) is equal to the Character Level (clvl) at the point of casting. The mlvl is used to determine the Attack and Defense Rating, and for the Chance to Hit calculation. They formulas are different for each Golem (check individual mechanics).
  • The following stats are effected by the difficulty (check individual Golem mechanics):
    • Base Life (before any +% Life)
    • Minimum Physical Damage
    • Maximum Physical Damage
  • All Golems have the following Stats in common:
    • 3 Life regeneration per second at all Skill Levels
    • 5% Chance to Critical Hit (Double Physical Damage)
    • Life and Mana stolen per hit will not return anything from Golems due to 0% Drain Effectiveness.
    • The Chill Effectiveness of all Golems is -50.
    • Immune to Hit Recovery and Knockback.
  • Golems can open doors, yeay...

Skeleton Mastery

  • This is a passive Skill that is active at all times.
  • Increases the Life and Damage of Raise Skeleton, Raise Skeletal Mage (by increasing their Missile Level, check the Skeletal Mage for explanation), and Revives. The values snapshot, meaning that gaining or loosing Skill Levels on Skeleton Mastery after casting a Skeleton or Revive will not affect thier Stats.

Scaling:
Life on Skeletons:
The +x to Life value for Necroskeleton (Raise Skeleton) and the Necromage (Raise Skeletal Mage) is based on the Skill Level (slvl):

Formula:
+x to Life = 8 * slvl

Example slvl = 20:
+x to Life = 8 * 20
+x to Life = 160

Damage on Necroskeleton:
The Necroskeleton (Raise Skeleton) gains a flat value of +x Damage which are applied both to his minimum and maximum damage:

Formula:
+x Damage = 2 * slvl

Example slvl = 20:
+x Damage= 2 * 20
+x Damage = 40

Revives:
Life and Damage of Revives are increased by a percentage based on the Skill Level (slvl):

Formula:
+% Life = 5 * slvl

Example slvl = 20:
+% Life = 5 * 20
+% Life = 100

Formula:
+% Damage = 10 * slvl

Example slvl = 20:
+% Damage= 10 * 20
+% Damage = 200

Conclusion:
At a Skill Level 20

  • all Skeletons have 160 more Life,
  • melee Skeletons gain 40 minimum and maximum Damage,
  • Revives gain +100% Life, and +200% Damage.

Golem Mastery

  • This is a passive Skill that is active at all times.
  • All Golems (Clay Golem, Blood Golem, Iron Golem, and Fire Golem) receive +% Life, +% Movement Speed (capped at 40%), and +x Attack Rating based on the Skill Level (slvl). The values snapshot, meaning that gaining or loosing Skill Levels after casting a Golem will not affect his Stats.

Scaling:


Life:

Formula:
+% Life = 20 * slvl

Example slvl = 20:
+% Life = 20 * 20
+% Life = 400


Attack Rating:

Formula:
+ Attack Rating = 25 * slvl

Example slvl = 20:
+ Attack Rating = 25 * 20
+ Attack Rating = 500


Movement Speed:
+% Movement Speed = min(floor(40 * floor((110 * slvl) / (slvl + 6)) / 100], 40)

Example slvl = 20:

+% Movement Speed = min(floor(40 * floor((110 * 20) / (20 + 6)) / 100), 40)
+% Movement Speed = min(floor(40 * floor(2200 / 26) / 100), 40)
+% Movement Speed = min(33, 40)
+% Movement Speed = 33


Conclusion:
All Golems receive +400% Life, +500 Attack Rating, and +33% Movement Speed when the Skill Level of Golem Mastery is 20.

Summon Resist

  • This is a passive Skill that is active at all times.
  • Adds Fire, Light, Cold, and Poison Resist, capped to 75%, to the following Summons:
    • Rais Skeleton
    • Rais Skeletal Mage
    • Clay Golem
    • Blood Golem
    • Iron Golem
    • Fire Golem
  • [d2planner-Skill]Revive[/d2planner-skill] and other pet class minions will not be affected.
  • Snapshots at the time of summoning, meaning gaining or loosing Skill Levels on Summon Resist afterwards has no affect on the Summons' Resistances.
  • Affected units can become Immune if they reach >99% Resist. This is not displayed.
    • A Clay Golem can become Immune to Cold if Summon Resist is Skill Level (slvl) 6 or higher.

Scaling:


Resistances:
X Resist +% = min(20 + floor(55 * floor((110 * slvl) / (slvl + 6)) / 100), 75)

Example slvl = 20:

X Resist +% = min(20 + floor(55 * floor((110 * 20) / (20 + 6)) / 100), 75)
X Resist +% = min(floor(55 * floor(2200 / 26) / 100), 75)
X Resist +% = min(floor(55 * floor(84.615..) / 100), 75)
X Resist +% = min(floor(55 * 84 / 100), 75)
X Resist +% = min(floor(46.2), 75)
X Resist +% = min(46, 75)
X Resist +% = 46


Conclusion:
At a Skill Level of 20, the above mentioned Summons receive +46% to their Fire, Light, Cold, and Poison Resist.

Clay Golem

  • The speed of this Skill is based on Cast Rate.

Blood Golem

  • The speed of this Skill is based on Cast Rate.

Iron Golem

  • The speed of this Skill is based on Cast Rate.

Fire Golem

  • The speed of this Skill is based on Cast Rate.

Raise Skeleton

  • The speed of this Skill is based on Cast Rate.

Raise Skeletal Mage

  • The speed of this Skill is based on Cast Rate.

Revive

  • The speed of this Skill is based on Cast Rate.
Poison and Bone Spells

Poison Dagger

Poison Explosion

  • The speed of this Skill is based on Cast Rate.

Poison Nova

  • The speed of this Skill is based on Cast Rate.

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.

Corpse Explosion

  • The speed of this Skill is based on Cast Rate.

Bone Spear

  • 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.

Bone Spirit

  • The speed of this Skill is based on Cast Rate.
  • When used in a random direction, this Skill fires a single projectile which homes in on a target within a 10 yards search radius. The search radius will be checked for targets every 5 Frames (0.20 seconds). Only targets within direct line of sight to the Necromancer will be targeted. When a target has been selected, it will be followed until hit, a wall is in the way, or the projectile expires. It will not go around obsticles that are in the way. So if a monster moves around a corner, the projectile will take a straight line towards the target, hitting the obsticle and destroying the projectile without any harm.
  • When you select a target directly, the search radius and interval are ignored. The projectile will only attack your selected target.
  • When a selected target ("random" or direct) is killed before a projectile can hit it, the projectile will fly off in a straight line without hitting and damaging anything.

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

Mana Cost = 0.5 * slvl + 11.5

Example slvl = 20:
Mana Cost = 0.5 * 20 + 11.5
Mana Cost = 21.5

Base Damage:

Minimum Magic DamageMaximum Magic Damage
Skill Level 1-816 * slvl + 417 * slvl + 13
Skill Level 9-1617 * slvl - 418 * slvl + 5
Skill Level 17-2218 * slvl - 2019 * slvl - 11
Skill Level 23-2819 * slvl - 4220 * slvl - 33
Skill Level >2820 * slvl - 7021 * slvl - 61

Example slvl = 20:

Minimum Magic Damage = 18 * slvl - 20
Minimum Magic Damage = 18 * 20 - 20
Minimum Magic Damage = 340

Maximum Magic Damage = 19 * slvl - 11
Maximum Magic Damage = 19 * 20 - 11
Maximum Magic Damage = 369

A slvl 20 Bone Spirit has a base Magic Damage range of 340-369.

Synergies:
Synergies increase the base Magic Damage by 6% per Base Level (blvl). They work as a singular multiplier:

+% Magic Damage = 6 * (Teeth.blvl + Bone Wall.blvl + Bone Spear.blvl + Bone Prison.blvl)

Example, assuming all Synergies have a blvl = 5:
+% Magic Damage = 6 * (5 + 5 + 5 + 5)
+% Magic Damage = 120

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 340-369 and +120% Magic Damage which equals a multiplier of 2.2.

Minimum Magic Damage = int(340 * 2.2)
Minimum Magic Damage = 748

Maximum Magic Damage = int(369 * 2.2)
Maximum Magic Damage = 811

Conclusion:
Our slvl 20 Bone Spirit with 20 Skill Points in Synergies deals 748-811 Magic Damage per projectile. Each cast costs 21.5 Mana.

Bone Armor

  • 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.

Bone Wall

  • The speed of this Skill is based on Cast Rate.
  • Creates a segmented wall of bones in a 90° angle in relation to a line between the Character and the casting location. The cursor will be the center of the created wall.
  • 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.
  • Requires 17 Mana per cast on all Skill Levels.
  • 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.

Base Stats:
The base stats of Bone Wall 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 +10% 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 Wall before it is applied to the base Life.

+% Life = 10 * (Bone Armor.blvl + Bone Prison.blvl)

Example, assuming all Synergies have a blvl = 5:

+% Life = 10 * (5 + 5)
+% Life = 100

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 Wall. Taking the values from the examples above, we have 475 + 100 = +575% Life, which is a 6.75 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 * 6.75

Normal:
Life = int(19 * 6.75)
Life = 128

Nightmare:
Life = int(147 * 6.75)
Life = 992

Hell:
Life = int(431 * 6.75)
Life = 2909

Conclusion:
Our slvl 20 Bone Wall with 10 Skill Points in Synergies will have 128 Life in Normal, 992 Life in Nightmare, and 2909 Life in Hell.

Bone Prison

  • 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.

Curses

Dim Vision

  • The speed of this Skill is based on Cast Rate.
  • Regular monsters and minion monsters (except for not cursable monsters) will be blinded, reducing their awareness radius to melee range.
    If a monster was locked on to move towards a target, it will continue moving towards it until they reach their target or hit an obstruction. Only then the dimmed mode takes effect.
  • Affected monsters will only use their default attacks. Oblivion Knights in the Chaos Sanctuary for example will not use any Curses themselves while affected by Dim Vision.
  • Does not affect other players in PVP.

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

Formula:
Radius (in yards) = (6 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (6 + (2 * 12)) / 3
Radius (in yards) = 10

The affect duration scales differently, depending on the difficulty it is used. It is also affected by the Skill Level (slvl).

Normal:
Duration = 5 + (2 * slvl)

Example with slvl = 12:
Duration = 5 + (2 * 12)
Duration = 29 seconds

Nightmare
Duration = floor((125 + (50 * slvl)) * 0.5) / 25

Example with slvl = 12:
Duration = floor((125 + (50 * 12)) * 0.5) / 25
Duration = 14.48 seconds

Hell:
Duration = floor((125 + (50 * slvl)) * 0.25) / 25

Example with slvl = 12:
Duration = floor((125 + (50 * 12)) * 0.25) / 25
Duration = 7.25 seconds

Confuse

  • The speed of this Skill is based on Cast Rate.
  • Regular monsters and minion monsters (except for not cursable monsters) will be confused, causing them to attack anything in range, usually the closest target.
  • Cursed monsters will get affected when the next AI check takes place. Previously started actions will be completed until then. They will also stay confused until the next AI check takes place after Confuse expires.
  • Monsters surrounding the affected target will attack it.
  • Monsters that are killed by the confused will grant experience. A confused monster will NOT grant experience when killed.
  • Confuse will be overwritten by other Curses, excluding the following:
    • Dim Vision and "Hit Blinds Target"
    • Terror
    • Attract
    • Taunt
    • Grim Ward
    • Confuse can't be overwritten by another cast of Confuse, it must expire.

Auras and Buffs:

  • A confused monster will not be affected by Auras and other buffs granted from party members or allies.
  • Hostile Auras and debuffs received prior to being confused apply until they expire.
  • Auras and Buffs (i.e. Might from an Elite) received prior to being confused apply until they expire.

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

Formula:
Radius (in yards) = (10 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (10 + (2 * 12)) / 3
Radius (in yards) = 10

The affect duration scales differently, depending on the difficulty it is used. It is also affected by the Skill Level (slvl).

Normal:
Duration = 8 + (2 * slvl)

Example with slvl = 12:
Duration = 8 + (2 * 12)
Duration = 32 seconds

Nightmare
Duration = floor((200 + (50 * slvl)) * 0.5) / 25

Example with slvl = 12:
Duration = floor((200 + (50 * 12)) * 0.5) / 25
Duration = 16 seconds

Hell:
Duration = floor((200 + (50 * slvl)) * 0.25) / 25

Example with slvl = 12:
Duration = floor((200 + (50 * 12)) * 0.25) / 25
Duration = 8 seconds

Attract

  • The speed of this Skill is based on Cast Rate.
  • A Regular monster or minion monster (except for not cursable monsters) within the static 6 yards radius will be affected by Attract, causing surrounding monsters to attack it if it is the closest target. Similar to Confuse, the affected monster will usually attack the closest target around it.
  • The affected monster might continue to attract attacks from other monsters until the next AI check takes place after the Curse expires
  • Attract can't be overwritten.

Auras and Buffs:

  • A confused monster will not be affected by Auras and other buffs granted from party members or allies.
  • Hostile Auras and debuffs received prior to being cursed by Attract apply until they expire.
  • Auras and Buffs (i.e. Might from an Elite) received prior to being cursed by Attract apply until they expire.

Scaling:

The affect duration scales differently, depending on the difficulty it is used. It is also affected by the Skill Level (slvl).
Examples shown use slvl = 12:

Normal:
Duration = 8.4 + (3.6 * slvl)

Example with slvl = 12:
Duration = 8.4 + (3.6 * 12)
Duration = 51.6 seconds

Nightmare
Duration = floor((200 + (50 * slvl)) * 0.5) / 25

Example with slvl = 12:
Duration = floor((210 + (90 * 12)) * 0.5) / 25
Duration = 25.8 seconds

Hell:
Duration = floor((210 + (90 * slvl)) * 0.25) / 25

Example with slvl = 12:
Duration = floor((210 + (90 * 12)) * 0.25) / 25
Duration = 12.9 seconds

Amplify Damage

  • 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

Iron Maiden

  • The speed of this Skill is based on Cast Rate.
  • When cast, Iron Maiden will affect a circular area with a 4.67 yards radius around the cursor.
  • When an affected target successfully uses a melee attack, the Physical Damage dealt (after Danage Reductions) is multiplied by a percentage. The monster will take the resulting value as damage itself. To calculate the returned damage, the actual damage inflicted matters, not the potential damage. This means if a monster has 50 Life left, but the potentially inflicted damage exceeds 50, 50 is used for the returned damage calculation.
  • The returned damage will be reduced by the monster's Physical Resistance. If they are Immune to Physical, the damage is negated entirely.
  • Players and Mercenaries only receive 1/4 of the returned damage.
  • The % damage returned works additive with Thorns and Spirit of Barbs. If those Skills are used, Amplify Damage usually ends up as more damage on the target.
  • Will be overwritten by any other Curse.

Scaling:
The % damage returned scales with the Skill Level (slvl).

Formula:
% damage returned = 175 + (25 * slvl)

Example with slvl = 12:
% damage returned = 175 + (25 * 12)
% damage returned = 475

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

Formula:
Duration = 9.6 + (2.4 * slvl)

Example with slvl = 12:
Duration = 9.6 + (2.4 * 12)
Duration = 38.4 seconds

Life Tap

  • The speed of this Skill is based on Cast Rate.
  • Successful melee attacks with a Physical Damage portion will heal the attacker. The heal applied equals 50% of the final Physical Damage dealt by the attack (After Damage Reductions). If the affected target is Immune to Physical, no Life will be replenished.

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

Formula:
Radius (in yards) = (6 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (6 + (2 * 12)) / 3
Radius (in yards) = 10

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

Formula:
Duration = 13.6 + (2.4 * slvl)

Example with slvl = 12:
Duration = 13.6 + (2.4 * 12)
Duration = 42.4 seconds

Lower Resist

  • The speed of this Skill is based on Cast Rate.
  • Affected monsters will have their Fire, Lightning, Cold and Poison Resists reduced by a percentage based on the Skill Level and capped to -70%. The bottom cap for a monster's Resistance is -100%. Lower Resist can only reach this cap in rare cases or together with other Resistance reducing effects.
  • When a monsters' Immunity is attempted to be broken, the curse is only 1/5 effective. Resist All -50% is reduced to -10% for the element the monster is immune to. The other Resistances are reduced by the full amount.

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

Formula:
Radius (in yards) = (12 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (12 + (2 * 12)) / 3
Radius (in yards) = 12

Resist All -% scales with the Skill Level (slvl) and is capped to -70% at an unreachable slvl = 60.

Formula:

Resist All -% = floor(25 + floor(45 * floor((110 * slvl) / (slvl + 6)) / 100))

Example with slvl = 12:

Resist All -% = floor(25 + floor(45 * floor((110 * 12) / (12 + 6)) / 100))
Resist All -% = floor(25 + floor(45 * floor(1320 / 18) / 100))
Resist All -% = floor(25 + floor(45 * floor(73.33..) / 100))
Resist All -% = floor(25 + floor(45 * 73 / 100))
Resist All -% = floor(25 + floor(32.85))
Resist All -% = floor(25 + 32)
Resist All -% = 57

The affect duration scales with the Skill Level (slvl).

Formula:
Duration = 18 + (2 * slvl)

Example with slvl = 12:
Duration = 18 + (2 * 12)
Duration = 42 seconds

Weaken

  • The speed of this Skill is based on Cast Rate.
  • Affected monsters will have their Physical Damage reduced by 33% unless they are affected by +% Enhanced Damage. If effected by +% Enhanced Damage from Auras like Might or receive +% Enhanced Damage from items (i.e. Blood Raven and Ancients), the total +% Enhanced Damage value is reduced by 33%.
  • Weaken has no effect of Physical Damage coming from cast effects such as the death explosions from Bone Fetishes and Suicide Minions, Corpse Explosion from Nihlathak or the Fire Enchanted explosion from Elite monsters.

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

Formula:
Radius (in yards) = (16 + (2 * slvl)) / 3

Example with slvl = 12:
Radius (in yards) = (16 + (2 * 12)) / 3
Radius (in yards) = 13.33

The affect duration scales with the Skill Level (slvl).

Formula:
Duration = 11.6 + (2.4 * slvl)

Example with slvl = 12:
Duration = 11.6 + (2.4 * 12)
Duration = 40.4 seconds

Terror

  • The speed of this Skill is based on Cast Rate.
  • When cast, monsters within a radius of 2.67 yards around your cursor will be effected by this Skill at all Skill Levels.
  • Regular monsters and minion monsters (except for not cursable monsters) will be feared, causing them to flee. They will run in the opposite direction to the caster.
    Meaning: If a monster is standing in the 12 o'clock position, and you cast Terror on them, they will flee straight north, trying to run past any obstacle.
  • Cursed monsters will get affected when the next AI check takes place. Previously started actions will be completed until then. They will also stay feared until the next AI check takes place after Terror expires.
  • Flee effects can only be overwritten by other curses or flee effects that are higher in their own "hierarchy":
    Grim Ward > Terror > Hit causes Monster to Flee > Howl

Scaling:
The affect duration scales differently, depending on the difficulty it is used. It is also affected by the Skill Level (slvl).

Normal:
Duration = 7 + slvl

Example with slvl = 12:
Duration = 7 + 12
Duration = 19 seconds

Nightmare
Duration = floor((200 + (50 * slvl)) * 0.5) / 25

Example with slvl = 12:
Duration = floor((175 + (25 * 12)) * 0.5) / 25
Duration = 9,5 seconds

Hell:
Duration = floor((200 + (50 * slvl)) * 0.25) / 25

Example with slvl = 12:
Duration = floor((175 + (25 * 12)) * 0.25) / 25
Duration = 4,75 seconds

Decrepify

  • The speed of this Skill is based on Cast Rate.
  • Reduces the Attack Rate, Movement Speed, Damage, and Physical Resistance by 50% in a 4 yards radius around the cursor.
  • Affected monsters will have their Physical Damage reduced by 50%, unless they are affected by +% Enhanced Damage. If effected by +% Enhanced Damage from Auras like Might or receive +% Enhanced Damage from items (i.e. Blood Raven and Ancients), the total +% Enhanced Damage value is reduced by 50%.
  • Decrepify has no effect of Physical Damage coming from cast effects such as the death explosions from Bone Fetishes and Suicide Minions, Corpse Explosion from Nihlathak or the Fire Enchanted explosion from Elite monsters.
  • Affected monsters will have their "Physical Resistance" reduced by 50% at all Skill Levels (slvl). This effect is reduced to 1/5 on monsters that are Immune to Physical.

Scaling
The affect duration scales with the Skill Level (slvl).

Formula:
Duration = 3.4 + (0.6 * slvl)

Example with slvl = 12:
Duration = 3.4 + (0.6 * 12)
Duration = 10.6 seconds


Build Guides

The Necromancer has a variety of builds to choose from:

Trang-Oul's Avatar is the Elite Set, which was designed exclusively for the Necromancer. Transforming him into a Vampire, this Set adds Fire Skills to his arsenal. Long term, this Set gets out scaled by setups that focus on a combination of Uniques and Runewords.


Character Specific Gear

Every Character has exclusive items that only it can use. For the Necromancer, these are Voodoo Head Shields. They can spawn with 0-3 "Staff mods" with the range of +1-3 to the Skills added by the Staff mods. In addition to the Voodoo Heads, the Necromancer benefits from Staff mods on the non Character specific Weapon type "Wand".

Base items:

Wands:

Normal

  • Wand
  • Yew Wand
  • Bone Wand
  • Grim Wand

Exceptional

  • Burnt Wand
  • Petrified Wand
  • Tomb Wand
  • Grave Wand

Elite

  • Polished Wand
  • Ghost Wand
  • Lich Wand
  • Unearthed Wand

Voodoo Heads:

Normal

  • Preserved Head
  • Zombie Head
  • Unraveller Head
  • Gargoyle Head
  • Demon Head

Exceptional

  • Mummified Trophy
  • Fetish Trophy
  • Sexton Trophy
  • Cantor Trophy
  • Hierophant Trophy

Elite

  • Minion Skull
  • Overseer Skull
  • Hellspawn Skull
  • Succubus Skull
  • Bloodlord Skull
Set and Unique items:

Wands:

Normal

  • Torch of Iro
  • Maelstrom
  • Gravenspine
  • Ume's Lament
  • Sander's Superstition
  • Infernal Torch

Exceptional

  • Suicide Branch
  • Carin Shard
  • Arm of King Leoric
  • Blackhand Key

Elite

  • Bone Shade
  • Death's Web

Voodoo Heads:

Normal
There are no Set or Unique versions of Normal Necromancer Shields.

Exceptional

  • Homunculus
  • Trang-Oul's Wing

Elite

  • Darkforce Spawn
  • Boneflame

Build Guides

The Necromancer has a variety of builds to choose from:

Trang-Oul's Avatar

Trang-Oul's Avatar is the Elite Set, which was exclusively designed for the Necromancer. Giving the Necromancer the ability to transform into a Vampire, this Set aims to add primary Fire Skills they use to his arsenal. Long term, this Set gets out scaled by setups that focus on a combination of Uniques and Runewords.


Character Specific Gear

Every Character has exclusive items that only it can use. For the Necromancer, these are Voodoo Head Shields. They can spawn with 0-3 "Staff mods" with the range of +1-3 to the Skills added by the Staff mods. In addition to the Voodoo Heads, the Necromancer benefits from Staff mods on the non Character specific Weapon type "Wand".

Base items:

Wands:

Normal

  • Wand
  • Yew Wand
  • Bone Wand
  • Grim Wand

Exceptional

  • Burnt Wand
  • Petrified Wand
  • Tomb Wand
  • Grave Wand

Elite

  • Polished Wand
  • Ghost Wand
  • Lich Wand
  • Unearthed Wand

Voodoo Heads:

Normal

  • Preserved Head
  • Zombie Head
  • Unraveller Head
  • Gargoyle Head
  • Demon Head

Exceptional

  • Mummified Trophy
  • Fetish Trophy
  • Sexton Trophy
  • Cantor Trophy
  • Hierophant Trophy

Elite

  • Minion Skull
  • Overseer Skull
  • Hellspawn Skull
  • Succubus Skull
  • Bloodlord Skull
Set and Unique items:

Wands:

Normal

  • Torch of Iro
  • Maelstrom
  • Gravenspine
  • Ume's Lament
  • Sander's Superstition
  • Infernal Torch

Exceptional

  • Suicide Branch
  • Carin Shard
  • Arm of King Leoric
  • Blackhand Key

Elite

  • Bone Shade
  • Death's Web

Voodoo Heads:

Exceptional

  • Homunculus
  • Trang-Oul's Wing

Elite

  • Darkforce Spawn
  • Boneflame

Lore & In-Game dialogue

In this section you will find the lore of the Necromancers as well as the in-game dialogue he uses while travelling through Sanctuary.

Lore

As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.
Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.

Act 1

Blood Moor (Entering)
Den of Evil (Entering)
Den of Evil (All monsters killed)
Burial Grounds (Entering)
Blood Raven (After Kill)
Cairn Stones (Clicking one)
Tree of Inifuss (Clicking it)
Tristram (Entering)
Deckard Cain (Saving in Tristram)
Forgotten Tower (Entering)
The Countess (After Kill)
Monastery Gate (Entering)
Horadric Malus (Picking up)
Jail (Entering)
Catacombs (Entering)
Andariel (After Kill)

"All who oppose me... beware."
"I sense... death within this place."
"Is that enough to earn the Rogues' trust?"
"Too many empty graves..."
"Blood Raven... rest well."
"I sense many spirits about these stones."
"This tree shines with inner spirit."
"All that's left of proud Tristram are ghosts and ashes."
"Deckard Cain, if you value your life, leave here immediately!"
"This place... reeks of death."
"Treasure hunting, heh. Treasure finding, yes!"
"This place has the stench of demons about it!"
"All this for a hammer?!"
"Ahh, the slow torture of caged starvation."
"I sense... a demonic presence here..."
"Back to the Hell that spawned you, Andariel!"

Act 2

Radament (After Kill)
Claw Viper Temple (Entering)
Tainted Sun Altar (Clicking it)
Arcane Sanctuary (Entering)
The Summoner (After Kill)

Tyrael (After talking to him)

"What a waste of undead flesh."
"This place is as dark as a tomb."
"What a pity... I was beginning to enjoy the darkness."
"This is fantastic! I wish I had time to study this bizarre dimension!"
"He was not Horazon, he was a deluded fool who got too close to true power."
"I came too late. Now destruction is let loose upon the world once more."

Act 3

Jade Figurine (After picking up)
The Gidbinn (After picking up)
Lam Esen's Tome (After picking up)
High Council of Zakarum (After Kill)
Mephisto (After Kill)

"A worthless statue. Perhaps I can trade this for something better."
"This is a powerful weapon... perhaps Ormus can tell me more about it."
"Once the book has served its purpose, I shall delve into its secrets."
"The temple's dark power is broken."
"Good journey, Mephisto. Give my regards to the abyss."

Act 4

Izual (After Kill)
Diablo (After Kill)

"Izual was weak... he squandered his infernal power."
"Lord Diablo, I have bested you!"

Act 5

Bloody Foothills (Entering)
Shenk the Overseer (After Kill)
Frigid Highlands (Saved Soldiers)
Nihlathak's Temple (Entering)
Nihlathak (After Kill)
Arreat Summit (Entering)
Worldstone Chamber (Entering)
Baal (After Kill)

"It takes more than a siege to stop me!"
"My my, what a messy little demon."
"Follow me."
"Ah, the familiar scent of death."
"You were a sad little man, Nihlathak."
"The resting place of the Ancients."
"So this is what the Ancients guard."
"Baal, never doubt my skills."


Good Luck on your adventures in Sanctuary!

Post by Teo1904