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Necromancer

From Diablo 4 Wiki and Guides - Season 11
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The Necromancer was the fifth and final class to be revealed for the release of Diablo 4. The reveal was part of Microsoft's showcase in June 2022.

The Necromancer has been a fan favourite since Diablo 2 and returned to Sanctuary in Diablo 3.

Necromancer Resources

The Necromancer has two resources. Essence and Corpses.

Essence

Essence is the primary resource that recharges slowly over time. Essence can also be obtained using basic skills allowing players to cast their skills more often.

Corpses

Corpses are literally the left over remains of fallen enemy. These remains can be used to summon minions or power other skill such as Corpse Explosion.

Diablo 4 Class
The Necromancer
Skills: Necromancer Skills
Resources: Essence / Corpses
Background
Origin: Hawezar
Affiliation: Cult of Rathma.


Necromancer Weapons

Necromancers are proficient with:

  • Swords
  • Daggers
  • Wands
  • Focuses
  • Shields
  • Scythes

Skills

So far we know that Necromancer skills are split into multiple skill groups which includes Bone and Darkness skills.

Name Icon Type Damage Generates Description

Army of the Dead

Cooldown Call forth the deep buried dead. Volatile undead emerge over the next X seconds that explode near enemies, dealing X damage.

Blight

Darkness Unleash concentrated blight that deals X damage and leaves behind a defiled area, dealing X damage over X seconds.

Blood Lance

Blood Throw a blood lance that lingers in an enemy for X second, dealing X damage to the enemy and all other lanced enemies.

Blood Mist

Blood Cooldown Disperse into a bloody mist, becoming Immune for X seconds. Your Movement Speed is reduced by X and you periodically dealX damage to enemies, healing for X% of the damage dealt.

Blood Surge

Blood Draw blood from enemies, dealing X damage, and expel a blood nova, dealing X damage. Blood Surge's nova damage is increased by X% per enemy drained, up to X%.

Blood Wave

Blood Cooldown Conjure a tidal wave of blood that deals X damage and knocks enemies back.

Bone Prison

Bone Slam weapon into the ground to create circular wall of bone. Use this skill to block enemies.

Bone Spirit

Bone Cooldown Cooldown and consumed all Essence. A spirit of bone seeks out the enemy and then explodes dealing AOE damage. The more Essence spent, the more damage dealt. When it Critical Strkes, cooldown is reduced.

Bone Spear

Bone Conjure a bone spear from the ground, dealing X damage and Piercing through enemies.

Bone Splinters

Bone Fire 3 bone splinters, dealing X damage each.

Bone Storm

Bone A swirling storm of bones surrounds you and your Golem, dealing X damage to nearby enemies over X seconds.

Command Skeletons

Summon Command your skeletons to unleash powerful attacks on an enemy.

Focus Target: Command your skeletons to unleash powerful attacks on an enemy and then focus it for X seconds.

  • Skirmisher: X damage
  • Defender: X damage
  • Shadow Mage: X damage
  • Sacrifice Mage: X damage
  • Priest: X damage

Corpse Explosion

Bone Release a vile miasma from a Corpse, dealing X Shadow Damage over X seconds.{else}Detonate a Corpse, dealing X damage to nearby enemies.{

Corpse Tendrils

Cooldown Veins burst out of a Corpse, pulling in enemies, Stunning them for X seconds, and dealing X damage to them.

Dark Ritual

Darkness Infuse your Minions with dark energy, causing them to deal X more damage and move X% faster.

Decompose

Darkness Tear the flesh from an enemy, dealing X damage per second and forming a usable Corpse with the flesh every X seconds.

Decrepify

Curse the target area. Enemies afflicted by Decrepify are Slowed by X% and deal X% less damage for X seconds.

Golem

Summon Cooldown You are protected by a Golem.
  • Blood:
  • Bone:
  • Iron:

Hemorrhage

Blood Essence Burst an enemy's blood, dealing X damage. Hemorrhage has a X% chance to form a Blood Orb.

Iron Maiden

Curse the target area. Enemies afflicted by Iron Maiden take X damage each time they deal direct damage. Lasts X seconds.

Miasma

Cooldown Release vile miasma from a corpse that deals X damage over time for X seconds.

Raise Skeleton

Summon Raise a Skeleton from a Corpse to fight for you. Once all of your Skeletons have been summoned, Raise Skeleton briefly summons a Skeletal Priest to empower your Minions for X seconds, increasing their damage by X% and healing them for X% of their maximum Life.

Reap

Essence Generate Essence per enemy hit. Sweep an ethereal scythe in front of you, dealing X damage.

Sever

A spectre of you charges forward and attacks with its scythe for X damage.

Talents

Name Icon Type Damage Generates Description

Gloom

Darkness When you damage enemies with Darkness Skills, they take X% increased Shadow Damage for X seconds, stacking up to X times.

Death's Defense

Your Minions can't lose more than X% of their maximum Life from a single damage instance.

Unliving Energy

Your maximum Essence is increased by X.

Grim Harvest

Consuming a Corpse generates X Essence.

Death's Reach

You deal X% increased damage to enemies outside of melee range.

Memento Mori

Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by X%.

Necrotic Carapace

When a Corpse is formed from your Skills or your Minions, Fortify for X.

Coagulation

While Healthy, Fortify for X per second.

Death's Embrace

Enemies in melee range take X% more damage from you and deal X% less damage to you.

Bone Spurs

Fire 3 bone splinters, dealing X damage each.

Bone Storm

Gain X Thorns.

Golem Mastery

Increase the damage and Life of your Golem by X% .

Rapid Ossification

Every Essence you spend reduces the cooldowns of your Bone Skills by X seconds.

Tides of Blood

Your Blood Skills deal X% increased Overpower damage. This bonus is doubled while you are Healthy.

Skeletal Mage Mastery

Increase the damage and Health of your Skeletal Mages by X%

Skeletal Warrior Mastery

Increase the damage and Life of your Skeletal Warriors byX% .

Talents (Caster)

Name Icon Type Damage Generates Description

Stand Alone

Increases Damage Reduction by X, reduced by X% for each active Minion.

Crippling Darkness

Darkness Darkness Skills have up to a X% chance to Stun for X seconds.

Terror

Darkness Skills deal X% increased damage against Immobilized, Slowed, or Stunned enemies. This also applies to Shadow Damage dealt by your Minions.

Coalesced Blood

Blood Orbs heal you for X% more.

Imperfectly Balanced

Your Core Skills cost X% more Essence, but deal X% increased damage.

Crit Skill Damage Count

Crit Skill Damage Count

Solid Bones

Dealing bonus damage with Bone skills.

Compound Fracture

After Critically Striking X times with Bone Skills, your Bone Skills deal X% increased damage for X seconds.

Reaper's Pursuit

Darkness Damaging enemies with Darkness Skills increases your Movement Speed by X% for X seconds.

Blood Begets Blood

While below 50% Life, you receive X% more healing from all sources.

Serration

Bone Your Bone Skills have a X% increased Critical Strike Chance for each 10 Essence you have upon cast.

Ossified Essence

Bone Your Bone Skills dea X% increased damage for each point of Essence you have above X upon cast.

Shadowblight

Darkness Darkness Skills infect enemies with Shadowblight for X seconds.

Every 10th time an enemy receives Shadow Damage from you or your Minions while they are affected by Shadowblight, they burst for X Shadow Damage.

Talents (Summoning)

Name Icon Type Damage Generates Description

Bonded in Essence

Your Minions gain X% of your Resistances.

Evulsion

Bone Your Bone Skills deal X]% increased Critical Strike Damage to Vulnerable enemies.

Hellbent Commander

Your Minions dea X% increased damage while you are near them.

Reconstitution

Your Minions regenerate X% Life per second.

Amplify Damage

You deal % increased damage to Cursed enemies.

Power Absorption

Dealing bonus damage

Fueled by Death

You deal X% increased damage for X seconds after consuming a Corpse.

Steady Command

Steady Command Attack Speed Bonus

Inspiring Command

Darkness After you have been Healthy for at least X seconds, you and your Minions gain X% Attack Speed.

Transfusion

Blood Orbs also heal your Minions for X% of the amount.

Drain Vitality

Bone Hit Effect Hitting enemies with Blood Skills has up to a X% chance to Fortify you for X.

Rathma's Vigor

Bone Increase your maximum Life by X%. While Healthy, you deal X% increased damage.

Strength in Numbers

Darkness While you have at least X Minions, they gain X% Attack Speed.

Darkness Skills

These skills use Shadow magic and tend to be damage over time (DOT). These skill can also have debuffs and crowd control elements.

Blood

Blood skill are used to siphon life from the enemy.

The Army

The Necromancers summoning skills which includes skeletons and golem. Blizzard explains their approach to summoning in Diablo 4:

We went through a lot of iteration on how we want the experience of summoning the undead to feel for the player, and how much of their skill bar should be dedicated to this part of the class. To that end, we’ve come up with what we feel is the best possible version to ensure that players have as much customization as possible over not only their army itself, but also in which other skills they want to use to support their own unique playstyle.

If a player wants to have the maximum number of summoned units possible then they will only have to dedicate two buttons to their skill bar: one to raising Skeletons and the other for their Golem. The Raise Skeleton button is a one-stop shop to raise all the different Skeletons a player can summon, and the Golem button is used to command the Golem to use a unique effect that is dependent on the type of Golem that is currently active. With this setup, we’ve found a great balance between having the necessary tools for raising and commanding a Necromancer army while also leaving room for player expression in what additional skills they want to put on their bar.

Known Curses

  • Decripify
  • Iron Maiden

Book of the Dead

The Book of the Dead is the Necromancer's unique class mechanic.

The book allows players to customise how their summoned Skeletal Warriors, Skeletal Mages, and Golems will react while playing. There are three specialisations:

  • Skirmishers - Increased damage but reduced health.
  • Defenders - Bonus health
  • Reapers - Slow attacks but AOE damage and increase damage with a "wind-up" attack.

As well as the above, each unit in the "army" can be customised although it's still a little vague how this will function. Blizzard states:

Each specialized unit in the army has unique upgrades available to them, giving you even more customization over how each unit in their army functions in their overall playstyle. These units and upgrades will have synergies with the various playstyles mentioned above, as well as add other potential ways to play.

A player can use the Book of the Dead to "sacrifice the ability to summon that unit" in exchange for a personal permanent buff.

Necromancer History

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 has 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 led 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. 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 nonmortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they apparently are willing to ally with the forces of Order, but only until such time as the balance is restored.