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Necromancer Class Overview


The Necromancer returns in Diablo 4 as the master of the Undead! They wield Shadow, Blood, Bone, and Curses as easily as ever before. With a horde of Skeletons, lead by your massive Golem, a single Necro fills the fields of Sanctuary with a terrifying host. The fuel you need to DEVASTATE the entire screen with MASSIVE Corpse Explosions is never more than a single dead demon away! This overview covers their Strengths & Weaknesses, Skills, Passives, Legendary Aspects, and much more.

All information in this article is from the Open Beta Access of Diablo 4. The content presented here is subject to change, and will be updated as we learn more.


Class Identity

The Necromancer is able to dish out both tons of Single-Target and Area of Effect (AoE) damage. With the ability to mix and match what minions you use to best maximize your build synergy OR sacrifice them all to be a one-Necro army! The multiple types of Crowd Control (CC) options, as well as great survivability and sustainability through Blood Orbs, gives the Necromancer unparalleled play-style freedom and versatility.

Necromancer Class

Strengths

  • Versatile Damage: Necromancer Offensive Skills have a great mixture of AoE and Single-Target options. The versatility comes in that many of the AoE sources of damage also work well against Single-Targets.
  • Blood Orbs: This Necromancer specific resource gives us great options for replenishing Life, Essence and even triggering other Passives/Aspects for skill synergizing.
  • Crowd-Control: The Necromancer can Slow, Stun, Pull, Chill, apply Vulnerable and literally imprison enemies in rings of Bone. Few other classes can accomplish all of this in the same build.
  • Surprisingly Tanky: Don't let the emaciated body fool you. The Necro easily stacks Fortify and Barrier, all while replenishing Life and becoming completely Immune through Blood Mist. Throw some Skeletons or your Golem in the way of danger for even more survivability.
  • Corpse Explosion: It's the best Skill the Diablo franchise has ever had. Once a single tiny demon body hits the floor, you cover the screen in blood and gore! This Skill NEVER stops being satisfying everytime you clear the screen and the next one too!

Weaknesses

  • Too Many "Core" Skills: While the options for Skills gives a lot of room for customization, EVERY end-game Necro build wants to use Corpse Explosion, Corpse Tendrils, and Blood Mist. While it seems silly to complain about having great Skills, this does limit the types of builds since we can only use 6 at a time.
  • Squishy To Start: The Necromancer becomes very tanky during a fight. "Becomes" being the key word there. You need to collect Blood Orbs and generate Corpses to max out your Fortify and Barrier bonuses, which requires active combat.
  • Complex Skill Rotation: You need to keep multiple timers and Skill cooldowns at the forefront of your mind to truly unlock the potential of Necro builds. The addition of Blood Orbs and needing to grab them where they drop adds even further complications to keep track of.
  • Where are the Corpses?: Generating Corpses can be a lot harder than you might expect. For Bosses and other single-target objectives, your ability to generate Corpses to resurrect minions, and use Corpse Explosion/Corpse Tendrils can be a tough task to accomplish.
  • Slow Late Game Scaling: The Necro absolutely SMASHES open-world content, PvP, and Early-game leveling, but they're also very gear dependent. You might hit a brick wall progression-wise until you find key gear pieces to give you the Utility and damage multipliers you need to push high tier Nightmare Dungeons.

Equipment

Necromancers have the option of using a strong 2-Handed Weapon for bigger damage multipliers, or 1-Handed Weapon and a Focus for Cooldown Reduction and an additional Legendary Aspect, or swapping the Focus for a Shield for more survivability and Block Chance.

  • Focus vs Shield: The Focus allows you to stack more Damage and Cooldown Reduction. The Shield gives a unique Chance to Block which reduces incoming damage by a large percentage, and stack Thorns damage.
  • 2-Handed vs 1-Handed: Since the Necromancer is reliant on Legendary Aspects for our biggest damage multipliers, the 2-Handed Weapon gives the biggest bonus here as well as on its rolled affixes. That being said, 1-Handed Weapon combinations can give better Skill Damage and the ability to select an additional Aspect to better empower a hybrid build.

Skill Tree & Passives

Skill points are unlocked by level-ups and the Renown system. As you spend more points, you unlock more and more categories of skills. Each active skill can be ranked up to 5 times (with bonus Ranks from items), increasing their damage (usually +10% of the base value) or reducing their cooldown by 5% with each additional rank. After unlocking a skill, you can enhance it with another point and then choose one out of two upgrades to specialize it further.

There are Passive Skills found all over the tree, attached as optional choices to certain skill clusters. They grant small bonuses to damage, defense or utility under certain conditions and help to round out your build by shifting it further in the direction you want to take. All passives have 3 ranks and usually scale linearly.

Check out our Skill Tree Overview to learn more details.

Basic Skill "Reap" on the Necromancer Skilltree

Basic Skills

Basic skills are used to generate Essence. and apply debuffs like Vulnerable. When you run out of resources, they are useful to finish off small enemies or to add extra damage against an Elite or Boss while you prepare one of your stronger Essence-spending attacks. They also bring important utility including the generation of Corpses.

Hemorrhage

Hemorrhage

Tags: Basic, Blood
Essence Generation: 8
Lucky Hit Chance: 40%
Damage Type: Physical
Description: Burst an enemy's blood, dealing {25%} damage. Hemorrhage has a {20%} chance to form a Blood Orb.
Enhancement: After picking up a Blood Orb, your next Hemorrhage also deals damage to enemies around your target and grants {2} additional Essence per enemy hit.
Upgrade 1 (Acolyte's): Hemorrhage gains an additional +{20%} Attack Speed while Healthy.
Upgrade 2 (Initiate's): Hemorrhage grants {1.6%} Base Life as Fortify each time it hits an enemy, and has a {1.5%} chance per enemy hit to Fortify you for 100% Base Life.

Decompose

Tags: Basic, Darkness, Channeled
Essence Generation: 6 per second
Lucky Hit Chance: 40%
Damage Type: Shadow
Description: Tear the flesh from an enemy, dealing {30%} damage per second and forming a usable Corpse with the flesh every {2.5} seconds.
Enhancement: If an enemy dies while being Decomposed, you gain {10} Essence.
Upgrade 1 (Acolyte's): You and your Minions deal {x10%} increased damage to enemies who are being Decomposed.
Upgrade 2 (Initiate's): Decompose Slows enemies by {30%}

Reap

Tags: Basic, Darkness
Essence Generation: 4 per enemy hit
Lucky Hit Chance: 17%
Damage Type: Shadow
Description: Sweep an ethereal scythe in front of you, dealing {12%} damage. Hitting an enemy with Reap increases your Damage Reduction by {15%} for {2} seconds.
Enhancement: If an enemy hit by Reap dies within {2} seconds, you gain {30%} Attack Speed for {3} seconds.
Upgrade 1 (Acolyte's): Reap forms a Corpse under the first enemy hit. Can only occur every {5} seconds.
Upgrade 2 (Initiate's): Reap instantly kills targets below {5%} Life. This does not work on Bosses or Players.

Bone Splinters

Tags: Basic, Bone
Essence Generation: 5
Lucky Hit Chance: 17%
Damage Type: Physical
Description: Fire {3} bone splinters, dealing {22.5%} damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain {1} Essence.
Enhancement: Bone Splinters has a {30%} chance to fire {2} additional projectiles if cast while you have {50} or more Essence.
Upgrade 1 (Acolyte's): Hitting the same enemy at least {3} times with the same cast of Bone Splinters grants {8%} Critical Strike Chance for {4} seconds.
Upgrade 2 (Initiate's): Bone Splinters has a {20%} chance per hit to make enemies Vulnerable for {2} seconds.

Core Skills

These Skills are your primary method for dealing damage and applying the different effects your build needs. This includes applying Vulnerable, generating Blood Orbs and applying AoE Damage Over Time (DOT) damage to trigger other Aspects and Skills.

Blood Surge

Tags: Core, Blood
Essence Cost: 30
Lucky Hit Chance: 20%
Description: Draw blood from enemies, dealing {20%} damage, and expel a blood nova, dealing {50%} damage. Blood Surge's nova damage is increased by {x10%} per enemy drained, up to {x50%}.
Enhancement: Blood Surge Heals you for {2.5%} of your maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional {2.5%} of your Maximum Life.
Upgrade 1 (Supernatural): Each time an enemy is hit by Blood Surge's nova, you are Fortified for {1.1%} Base Life. While you have Fortify for over 50% of your Maximum Life, Blood Surge deals x20% increased damage.
Upgrade 2 (Paranormal): If an enemy is damaged by Blood Surge's nova while you are Healthy, then gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers.

Blight

Tags: Core, Darkness
Essence Cost: 25
Lucky Hit Chance: 40%
Damage Type: Shadow
Description: Unleash concentrated blight that deals {30%} damage and leaves behind a defiled area, dealing {79.8%} damage over 6 seconds.
Enhancement: Blight Slows enemies by {25%}.
Upgrade 1 (Supernatural): Your Minions deal {x15%} increased damage to enemies within Blight.
Upgrade 2 (Paranormal): Blight has a {30%} chance to Immobilize for {1.5} seconds on impact.

Sever

Tags: Core, Darkness
Essence Cost: 20
Lucky Hit Chance: 20%
Damage Type: Shadow
Description: A spectre of you charges forward and attacks with its scythe for {63%} damage then returns to you and attacks again for {21%} damage.
Enhancement: Sever damages enemies along its path for {25%} of its initial damage.
Upgrade 1 (Supernatural): Sever deals {x2%} increased damage for each Minion you have upon cast.
Upgrade 2 (Paranormal): Every 4th cast of Sever makes enemies Vulnerable for {2} seconds.

Bone Spear

Tags: Core, Bone
Essence Cost: 25
Lucky Hit Chance: 50%
Damage Type: Physical
Description: Conjure a bone spear from the ground, dealing {85%} damage and piercing through enemies.
Enhancement: Bone Spear breaks into shards when it is destroyed, dealing {10%} damage each.
Upgrade 1 (Supernatural): Bone Spear makes the first enemy hit Vulnerable for {3} seconds.
Upgrade 2 (Paranormal): Bone Spear has a {+5%} increased Critical Strike Chance. If Bone Spear's primary projectile Critically Strikes, it fires 2 additional bone shards upon being destroyed.

Blood Lance

Tags: Core, Blood
Essence Cost: 10
Lucky Hit Chance: 40%
Damage Type: Physical
Description: Throw a blood lance that lingers in an enemy for {3} seconds, dealing {45%} damage to the enemy and all other lanced enemies.
Enhancement: Blood Lance pierces through enemies who are currently lanced, dealing {15%} reduced damage to subsequent enemies after the first.
Upgrade 1 (Supernatural): After casting Blood Lance {8} times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
Upgrade 2 (Paranormal): While at least {2} enemies are affected by Blood Lance, you gain {+15%} Attack Speed and Blood Lance's Essence cost is reduced by {2}.

Core Node Passives

Hewed Flesh
Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a Corpse at the target's location. This chance is doubled against bosses.
Unliving Energy
Your maximum Essence is increased by 3/6/9.
Imperfectly Balanced
Your Core Skills cost 5%/10%/15% more Essence, but deal x10%/x20%/x30% increased damage.
Requires 1 point in Unliving Energy.

Macabre Skills

Here we get Corpse Explosion and Blood Mist, must haves for any Necromancer build. You also gain access to the Passive Skills that define the Necro: Deal extra Damage after consuming a Corpse, and the first buff for our Skeletons.

Blood Mist

Tags: Macabre, Blood
Cooldown: 20.0 seconds
Lucky Hit Chance: 9%
Damage Type: Physical
Description: Disperse into a bloody mist, becoming Immune for {3} seconds. Your Movement Speed is reduced by {20%} and you periodically deal {1.7%} damage to enemies, healing for {0.5%} of your Maximum Life.
Enhancement: Casting a Skill that Overpowers reduces the cooldown of Blood Mist by {2} seconds.
Upgrade 1 (Dreadful): Blood Mist Fortifies you for {0.5%} Base Life each time it hits an enemy.
Upgrade 2 (Ghastly): Blood Mist leaves behind a Corpse every {1} second.

Corpse Explosion

Tags: Corruption, Corpse
Lucky Hit Chance: 40%
Requirements: Unconsumed Corpse
Damage Type: Physical
Description: Detonate a Corpse, dealing {75%} damage to surrounding enemies.
Enhancement: Corpse Explosion's radius is increased by {15%}.
Upgrade 1 (Blighted): Corpse Explosion beomces a Darkness Skill and, instead of exploding, releases a vile miasma dealing {109.8%} Shadow Damage over {6} seconds.
Upgrade 2 (Plagued): Corpse Explosion deals {x10%} increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.

Bone Prison

Tags: Macabre, Bone
Cooldown: 20.0 seconds
Description: Unearth a prison of bone with {??} Life that surrounds the target area for {6} seconds.
Enhancement: If an enemy is trapped by Bone Prison, gain {15} Essence, plus an additional {5} per enemy trapped.
Upgrade 1 (Dreadful): Fortify for {5%} Base Life for each enemy trapped by Bone Prison.
Upgrade 2 (Ghastly): Enemies inside of Bone Prison are Vulnerable.

Macabre Node Passives

Grim Harvest
Consuming a Corpse generates 3/6/9 Essence.
Fueled by Death
You deal x4%/x8%/x12% increased damage for {4} seconds after consuming a Corpse.
Requires 1 point in Grim Harvest.
Skeletal Warrior Mastery
Increase the damage and Life of your Skeletal Warriors by 15%/30%/45%.
Spiked Armor
Gain 40/80/120 Thorns.

Corruption Skills

Here's your selection of Curses. As well as more specialized Passives for increasing your damage dealt and damage reduction.

Iron Maiden

Iron Maiden

Tags: Corruption, Curse
Essence Cost: 10
Description: Curse the target area. Enemies afflicted by Iron Maiden take {10%} damage each time they deal direct damage. Lasts {10} seconds.
Enhancement: Iron Maiden no longer costs Essence. Instead, gain {5} Essence for each enemy Cursed. Does not work with enemies who are already cursed with Iron Maiden.
Upgrade 1 (Abhorrent): Heal for {5%} of your maximum Life when an enemy dies while afflicted with Iron Maiden.
Upgrade 2 (Horrid): When at least {3} enemies are afflicted by Iron Maiden, its damage is increased by {x15%}.

Decrepify

Tags: Corruption, Corpse
Essence Cost: 10
Description: Curse the target area. Enemies afflicted by Decrepify are Slowed by {40%} and deal {20%} less damage for 10 seconds.
Enhancement: Lucky Hit: Enemies hit while afflicted with Decrepify have up to a {10%} chance to Stun them for {2} seconds.
Upgrade 1 (Abhorrent): Lucky Hit: Enemies hit while afflicted with Decrepify have up to a {15%} chance to reduce your active Cooldwons by {1} second.
Upgrade 2 (Horrid): Reduce Charge's Cooldown by {3} seconds if it Knocks Back an enemy into terrain.

Curse Cluster Passives

Death's Reach
You deal x4%/x8%/x12% increased damage to Distant enemies.
Death's Embrace
Close enemies take x2%/x4%/x6% more damage from you and deal 3%/6%/9% less damage to you.
Amplify Damage
You deal x3%/x6%/x9% increased damage to Cursed enemies.
Skeletal Mage Mastery
Increase the damage and Life of your Skeletal Mages 15%/30%/45%.

Summoning Skills

In this node, we finally get our hands on the best CC in the game, Corpse Tendrils. We also unlock Bone Spirit, which is the strongest Single-target Skill the Necro has access to. But these are just appetizers compared to the huge Passive trees that spread out from this node. The Necromancer is truly defined by the Passive Skills you select. Each skill type (Bone, Blood, Darkness) have 12 total Ranks to unlock various benefits when using them.

Bone Spirit

Corpse Tendrils

Tags: Corruption, Corpse
Cooldown: 11.0 seconds
Lucky Hit: 20%
Requirements: Unconsumed Corpse
Damage Type: Physical
Description: Veins burst out of a Corpse, Pulling in enemies, Stunning them for {3} seconds, and dealing {20%} damage to them. Does not consume a Corpse.
Enhancement: Enemies who are in range of Corpse Tendrils are Slowed by {50%} before being pulled.
Upgrade 1 (Blighted): Corpse Tendrils has a {20%} chance when damaging enemies to drop a Blood Orb.
Upgrade 2 (Plagued): Enemies damaged by Corpse Tendrils are made Vulnerable for {3} seconds.

Bone Spirit

Tags: Macabre, Bone
Essence Cost: All Remaining Essence
Cooldown: 12.0 seconds
Lucky Hit: 33%
Damage Type: Physical
Description: Consume all of your Essence to conjure a spirit of bone that seeks enemies. Upon reaching an enemy, the spirit explodes, dealing {80%} damage to the target and all surrounding enemies. Damage is increased by {3%} for each point of Essence spent casting Bone Spirit.
Enhancement: If Bone Spirit Critically Strikes, its cooldown is reduced by {6} seconds. This effect can only happen once per cast.
Upgrade 1 (Dreadful): After Bone Spirit hits an enemy, you generate {30} Essence over the next {4} seconds.
Upgrade 2 (Ghastly): Bone Spirit has an additional {+10%} Critical Strike Chance.

Summoning Node Passives

Necrotic Carapace
When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
Gruesome Mending
While below {50%} Life, you receive 10%/20%/30% more healing from all sources.
Transfusion
Blood Orbs also heal your Minions for 15%/30%/45% of the amount.
Requires 1 point in Gruesome Mending.
Coalesced Blood
While Healthy your Blood Skills deal 6%/12%/18% increased damage.
Requires 1 point in Grumesome Mending.
Drain Vitality
Lucky Hit: Hitting enemies with Blood Skills has up to a {25%} chance to Fortify you for 2.5%/5%/735% Base Life.
Requires 1 point in Coalesced Blood.
Tides of Blood
Your Blood Skills deal x5%/x10%/x15% increased Overpower damage. This bonus is doubled while you are Healthy.
Requires 1 point in Transfusion OR Coalesced Blood.
Reaper's Pursuit
Damaging enemies with Darkness Skills increases your Movement Speed by +5%/10%/15% for {3} seconds.
Gloom
When you damage enemies with Darkness Skills, they take x2%/x4%/x6% increased Shadow Damage from you and your Minions for {2} seconds, stacking up to {3} times.
Requires 1 point in Reaper's Pursuit.
Crippling Darkness
Lucky Hit: Darkness Skills have up to a {15%} chance to Stun for 1/2/3 seconds.
Requires 1 point in Reaper's Pursuit.
Terror
Darkness Skills deal x3%/x6%/x9% bonus damage to enemies who are Slowed, and x3%/x6%/x9% bonus damage to enemies who are Stunned or Immobilized. These bonuses stack and apply to Shadow Damage dealt by your Minions.
Requires 1 point in Gloom OR Crippling Darkness.
Serration
Your Bone Skills have a +0.5%/1.0%/1.5% increased Critical Strike Chance for each {10} Essence you have upon cast.
Rapid Ossification
Every {100} Essence you spend reduces the cooldowns of your Bone Skills by 0.5/1.0/1.5 seconds.
Requires 1 point in Serration.
Compound Fracture
After Critically Striking {10} times with Bone Skills, your Bone Skills deal x5%/x10%/x15% increased damage for {5} seconds.
Requires 1 point in Serration.
Evulsion
Your Bone Skills deal x6%/x12%/x18% increased Critical Strike Damage to Vulnerable enemies.
Requires 1 point in Rapid Ossification OR Compound Fractures.

Ultimate Skills

Ultimates are high-impact abilities with a long cooldown and need to be built around to be effective, so not every build runs with one of them. Only one can be chosen and only have a single rank with a two-step linear upgrade path that offers no extra choices. The Necromancer also unlocks the 12 Rank Passive tree for their skeletal army at this node.

Blood Wave

Tags: Ultimate, Blood
Cooldown: 50.0 seconds
Lucky Hit: 30%
Damage Type: Physical
Description: Conjure a tidal wave of blood that deals {90.00%} damage and Knocks Back enemies.
Prime Enhancement: Blood Wave Slows enemies by {50%} for {4} seconds.
Supreme Enhancement: Blood Wave leaves behind {3} Blood Orbs as it travels.

Army of the Dead

Tags: Ultimate
Cooldown: 90.0 seconds
Lucky Hit: 54%
Damage Type: Physical
Description: Call forth the deep buried dead. Volatile Skeletons emerge over the next {7} seconds that explode when around enemies, dealing {30%} damage.
Prime Enhancement: When Army of the Dead's Volatile Skeletons explode, they have a {15%} chance to leave behind a Corpse.
Supreme Enhancement: Army of the Dead also raises your Skeletal Warriors and Skeletal Mages.

Bone Storm

Tags: Ultimate, Bone
Cooldown: 60.0 seconds
Lucky Hit: 40%
Damage Type: Physical
Description: A swirling storm of bones appears around you and your Golem, dealing {180%} damage to surrounding enemies over {10} seconds.
Prime Enhancement: Your Damage Reduction is increased by {15%} while Bone Storm is active.
Supreme Enhancement: Your Critical Strike Chance is increased by {+20%} while Bone Storm is active.

Ultimate Cluster Passives

Golem Mastery
Increase the damage and Life of your Golem by 15%/30%/45%.
Stand Alone
Increases Damage Reduction by 6%/12%/18%, reduced by {2%} for each active Minion.
Momento Mori
Sacrificining both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%/40%/60%.
Requires 1 point in Stand Alone.
Inspiring Leader
After you have been Healthy for at least {4} seconds, you and your Minions gain +4%/8%/12% Attack Speed.
Bonded in Essence
Every {5} seconds, your Skeletal Priest's Healing will Heal your skeletons for 20%/40%/60% of their Maximum Life.
Death's Defense
Your Minions can't lose more than 75%/50%/25% of their Maximum Life from a single damage instance.
Requires 1 point in Inspiring Leader OR Bonded in Essence.
Hellbent Commander
Your Minions deal x10%/x20%/x30% increased damage while you are Close to them.

Key Passives

These passives are located at the very bottom of the Skill Tree. They are extremely powerful and modify the overall play style of your build. Similar to Ultimate Skills, only one of them can be chosen!

Kalan's Edict

Description: After you have not taken damage in the last 3 seonds, your Minions gain {+15%} Attack Speed. While you have at least {7} Minions, this bonus is doubled.

Shadowblight

Description: Shadow Damage infects enemies with Shadowblight for {2} seconds. You and your minions deal {x10%} bonus damage to enemies with Shadowblight.
Every 10th time an enemy receives Shadow Damage from you or your Minions while they are affected by Shadowblight, they take additional {20%} Shadow Damage.

Rathma's Vigor

Description: Increase your Maximum Life by {10%}. After being Healthy for1 {15} seconds, your next Blood Skill Overpowers.

Ossified Essence

Description: Your Bone Skills deal {x1%} increased damage for each point of Essence you have above {50} upon cast.

The Book of the Dead

The Book of the Dead is a unique Necromancer Summons enhancement system. You can specialize your Skeletal Warriors, Mages, and Golem to fit the needs of your build. You can also choose to sacrifice your summons, stopping your ability to summon them, but gaining powerful thematic bonuses based on the options you choose. As your Necromancer reaches higher levels, you are able to summons more types of Minions to add to your horde! You gain access to the actual menu at Level 5!

General Summon Overview

There are three types of horrors the Necromancer can summon at any given time. Your Minions gain 30% of your stats as a baseline.

  • Skeletal Warriors: These are your front-line swarming minions. There are high DPS, Tank and slow heavy Damage focused variants. Sacrificing these awards bonuses similar to the focus they have.
  • Skeletal Mages: These skeletons are your back-line artillery minions. There are Shadow Damage, Physical Damage, and Chilling CC focused variants. Sacrificing these awards bonuses to your damage potential and Resource management.
  • Golems: The Golems are front-line disruption tanks. There are Ultra-tanky, AoE damage, and AoE CC focused variants. Sacrificing your Golem awards bonuses that increase your own tankiness and DPS potential.
Book of the Dead - Necromancer Specialization

Skeletal Warriors

Skirmishers
Description: Sword-wielding damage dealers that deal {30%} increased damage but have {15%} reduced Life.
Upgrade A: You can raise one additional Skirmisher Warrior.
Upgrade B: Each time you Critically Strike, your Skirmisher Warriors' next attack Critically Strikes and deals {x50%} bonus Critical Strike Damage. Can only happen every {3} seconds.
Sacrifice: Your Critical Strike Chance is increased by {5%}, but you can no longer raise Skeletal Warriors.
Unlock Level: 1
Defenders
Description: Durable shield-bearers with {15%} increased Life.
Upgrade A: Every {8} seconds your Skeletal Defenders negate the next instance of Direct Damage they would take.
Upgrade B: Increase the amount of Thorns that Defender Warriors inherit from you from {30%} to {50%}.
Sacrifice: You gain {15%} non-Physical Resistance, but you can no longer raise Skeletal Warriors.
Unlock Level: 8
Reapers
Description: Wields a powerful scythe that has a special wind-up attack, dealing heavy damage every {10} seconds.
Upgrade A: Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by {2} seconds.
Upgrade B: Reapers have a {15%} chance to carve the flesh off enemies, forming a Corpse.
Sacrifice: You deal {x10%} increased Shadow Damage, but you can no longer raise Skeletal Warriors.
Unlock Level: 12

Skeletal Mages

Shadow
Description: Shadow Mages wield power from the beyond dealing moderate Shadow Damage.
Upgrade A: Shadow Mage attacks have a {10%} chance to Stun for {2.2} seconds. This cannot happen on the same enemy more than once every {5} seconds.
Upgrade B: Shadow Mages fire an additional shadow bolt every 6th attack.
Sacrifice: Your maximum Essence is increased by {15}, but you can no longer raise Skeletal Mages.
Unlock Level: 15
Cold
Description: Cold Mages attacks will chill enemies eventually freezing them in their tracks.
Upgrade A: Each time your Cold Mages damage enemies with their primary attack, you gain {2} Essence.
Upgrade B: Enemies who are Frozen by or damaged while Frozen by your Cold Mages' primary attack are made Vulnerable for {3} seconds.
Sacrifice: You deal {x15%} increased damage to Vulnerable enemies, but you can no longer raise Skeletal Mages.
Unlock Level: 18
Bone
Description: Bone Mages use their own bodies as projectiles, dealing heavy damage at the cost of their own Life.
Upgrade A: Reduce the Life cost of your Bone Mages' attacks from {15%} to {10%}. After being alive for {5} seconds, Bone Mages deal {40%} increased damage.
Upgrade B: Each time a Bone Mage dies from its own attack, they leave behind a Corpse and Fortify you for {11%} of your Base Life.
Sacrifice: Your Overpower damage is increased by {30%}, but you can no longer raise Skeletal Mages.
Unlock Level: 22

Golems

Clay
Description: A horrid protector that taunts enemies, forcing them to attack the Golem.
Upgrade A: Each time your Bone Golem takes up to {20%} of its Maximum Life as damage, it sheds a Corpse.
Upgrade B: Your Bone Golem gains {10%} maximum Life and the amount of Thorns they inherit from you is increased from {30%} to {50%}.
Sacrifice: You gain {+10%} increased Attack Speed, but you lose the ability to summon a Golem.
Unlock Level: 25
Blood
Unknown at this point.
Unlock Level: 28
Iron
Unknown at this point.
Unlock Level: 32

Necromancer Class Quest: Unlock Your Golem

The Necromancer needs to complete a Class specific Quest to unlock the ability to summon their golem. See our guided walkthrough below:

Guided Necromancer Class Quest

Check out our Necromancer Book of the Dead post for more details on this system.


Attributes

The four core attributes provide the following to the Necromancer:

  • Strength: Armor (1 each)
  • Intelligence: Skill Damage (10% per 100), All Elemental Resistances (5% per 100)
  • Willpower: Resource Generation (10% per 100), Healing Received (10% per 100), Overpower Damage (25% per 100)
  • Dexterity: Critical Strike Chance (2% per 100), Dodge Chance (2.5% per 100)

Intelligence is considered the main attribute as it increases your damage dealt. Dexterity and Willpower are also useful for their offensive and defensive bonuses, while Strength does next to nothing. Some items can roll bonuses to attributes and later on Paragon boards allow stacking the right stats for your character. In addition, you may find hidden Altars of Lilith in the open world that unlock a permanent bonus for all of your characters.

Check out our Stat Overview to learn more.


Legendary Aspects

Legendary Aspects offer another important avenue of build customization. They can be either found as a Legendary items or imprinted on an item at the Occultist. Aspects with dynamic values are +100% effective on Two-Handed Weapons and +50% effective on Amulets in most cases.

Check out our Legendary Aspects Overview to learn more details.

Codex of Power

The Codex of Power is a collection of Legendary Aspects that the Occultist can imprint on any rare or legendary item for a cost. Each power has to be unlocked by completing a specific Dungeon once and always comes with their minimum value if they have a dynamic value. As of right now, most maximum values are unknown and left out from this list. Certain effects with flat damage, Life or Barrier values scale with character level or item power.

Listed below are all the Necromancer Legendary Aspects. Check out our Codex of Power Overview to see those available to all classes.

Defensive

Allowed item types: Helm, Chest, Pants, Amulet (+50% Effectiveness)

At the time of writing this article, the Necromancer doesn't have any Defensive Aspects in the Codex of Power. That's how you know you're playing an absolute POWER house of a class. The best Defense is a great Offense!

Offensive

Allowed item types: Gloves, 1H Weapon, 2H Weapon (+100% Effectiveness), Ring, Amulet (+50% Effectiveness)

  • Blighted: The Shadowblight Passive deals x[15-?]% increased damage against Slowed or Chilled enemies, and x[30-?]% increased damage against Stunned enemies instead.
  • Blood Seeker's: Blood Lance deals [15-?]% increased damage to its primary target per lanced target.
  • Blood-Bathed: Blood Surge's nova echoes again after a short delay, dealing x[60-?]% less damage.
  • Bursting Bones: When a segment of Bone Prison is destroyed or expires, is deals [48-?] damage in an area around itself.
  • Empowering Reaper: Each target hit along Sever's path increases the scythe's damage by x[6-?]% up to x[30-?]%.
  • Posessed Blood: When you pick up [5-?] Blood Orbs, a free Bone Spirit is spawned, dealing bonus damage based on your current Life percent.
  • Reanimation: Your Skeletons gain increased damage while alive, up to x[20-?]% after 10 seconds.
  • Swelling Curse: Bone Spirit deals increased damage based on distance traveled, up to [15-?]%.
  • The Damned: You deal x[30-?]% increased Shadow Damage to enemies afflicted by both Decrepify and Iron Maiden.
  • Unyielding Commander's: While Army of the Dead is active, your Minions gain [70-?]% Attack Speed and take 90% reduced damage.
Resource

Allowed item types: Helm, Ring, Amulet (+50% Effectiveness)

  • Potent Blood: While at full Life, Blood Orbs grant [10-?] Essence.
Utility

Allowed item types: Helm, Chest, Boots, Gloves, Amulet (+50% Effectiveness)

  • Fastblood: Blood Orbs reduce your Ultimate Cooldown by [0.5-?] seconds.
  • Flesh-Rending: After Decompose spawns a Corpse, gain [10-?] Essence.
  • Grasping Veins: Enemies who are Stunned by Corpse Tendrils are also made Vulnerable for its duration. If they die while Stunned, they have a [15-?]% chance to spawn a Blood Orb.
  • Hulking: Each time your Golem damages an enemy, its active Cooldown is reduced by [1-?] seconds.
  • Requiem: You gain [3.0-?] maximum Essence per active Minion.
  • Sacrificial: Your Sacrifice bonuses are increased by [15-?]%.
  • The Void: Blight's defiled area, when spawned, Pulls in enemies around the affected area.
  • Torment: Critical Strikes with Bone Skills increase your Essence Regeneration by x[30-?]% for 4 seconds.
  • Torturous: Enemies afflicted by your Iron Maiden have a [15-?]% chance to be Stunned for 1 Second when they deal direct damage.
Mobility

Allowed item types: Boots, Amulet (+50% Effectiveness)

At the time of writing this article, the Necromancer doesn't have any Mobility Aspects in the Codex of Power. That's how you know you're playing an absolute general. You have Skeletons to do your running for you.

Drop-only

These aspects cannot be crafted from the Codex of Power and instead must be found as a Legendary drop. A list will follow once there is more information.


Unique Items

Unique items have special Aspects that you cannot extract or overwrite. A list will follow once there is more information.


Video Guide


Necromancer Summary

  • Necromancers have a wide range of abilities that let you build the spooky-undead champion of your dreams. Summon hordes of skeletons, explode corpses, and curse the armies of hell to... hell.
  • Your Skeleton army as well as your Golem have 3 different variants with unique upgrades to tailor their abilities to your needs. Or just say forget them all and sacrifice them to empower your Necromancer further. The Book of the Dead gives you quick access to change your build on the fly.
  • The Necro has a surprising amount of Crowd Control, AoE and damage-soak via your summons. This makes them a great addition for party-play in the open-world as well as in Dungeons.
  • Your combination of healing, Blood Orbs, and stacking Fortify make for many defensive options to build around. Mix and match Offense and Defense to get the best fit for your play-style.
  • When all else fails, cast Corpse Explosion until the enemies stop moving. Works every time!

Credits

Written by MacroBioBoi.
Reviewed by Echohack.


Changelog

May 1st 2023
Article Created from the Open Beta of Diablo 4.