Class Guide · Updated for patch 0.30 (Early Access) · September 2026
How to build, level and play a Necromancer in Monsters and Memories — race and trait picks, undead minions, damage-over-time and life-tap toolkit, group and solo tactics, a leveling path and gear to chase.
01The Necromancer at a Glance
The Necromancer is the death-magic pet caster of Monsters and Memories — a cloth-wearing scholar of the soul who raises an undead minion to tank while they rot enemies away with poison, disease and corruption, and drain their life to keep themselves standing.
The official class page calls the Necromancer the “Master of Death”: a pet-focused magic damage dealer with life drain, corruption, control over the undead and a set of fears, snares and escapes. It is one of the strongest solo classes in the game, and a patient, methodical one — your damage builds over time rather than landing all at once.
Strengths
A pet that tanks for you · stacking damage-over-time spells that keep working while you do something else · life taps that heal you as they hurt · Pacts that trade your health for a stronger pet or faster damage · fears, snares, a root, feign death and a 15-second invulnerability for emergencies · bonus damage and control against undead · corpse location and summoning.
Weaknesses
Cloth armor and a small health pool · damage is slow to ramp, so short fights favor other classes · many spells, including every Pact, cost your own health · pets need reagents · damage-over-time spells break crowd control · Necromancers are viewed with distrust by much of the world.
02Is the Necromancer Right for You?
You’ll love it if…
You mostly play alone or in small groups; you like damage that builds over time; you enjoy managing a pet; you like trading your own health for power; you enjoy the darker side of fantasy; you want to be the person who finds and recovers lost corpses.
You might not if…
You want big instant numbers; you dislike slow, careful pulls; you'd rather not farm or buy pet reagents; you want to be welcomed in every city; you want a support or healing role.
For a new player, the Necromancer is a forgiving way to learn the game: your pet takes the hits, your damage-over-time spells keep ticking while you kite, and fear or feign death can get you out of trouble. The skill to learn is patience — apply your spells, let them work, and don't over-pull.
03Choosing Your Race
Five races can be Necromancers at Early Access. Your class adds +4 INT and +4 DEX to your race's base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:
| Race | INT | DEX | STA | Starts in | Why pick it |
|---|---|---|---|---|---|
| Human | 20 | 20 | 17 | Night Harbor, Underdocks | The easiest start in Night Harbor, close to the Concourse of Souls. The most starting Stamina; Tenacity resists mesmerize and incapacitate. |
| Gnome | 24 | 23 | 15 | Night Harbor, Underdocks | Highest starting INT, and Slippery breaks roots and snares — great for a kiting class. |
| Deep Elf | 23 | 20 | 15 | Underdocks, Ail’Vorith | Strong INT with good AGI; can take Ultravision. Evil-aligned, which suits the class. |
| Deep Gnome | 23 | 22 | 15 | Underdocks | Excellent INT and DEX; can take Ultravision. Kill-on-sight to everyone in Ail'Vorith. |
| Goblin | 21 | 23 | 15 | Underdocks | Lower INT, but high DEX and AGI, and Bribe can make an angry mob forget what you did. |
Spending your 10 bonus points
Intelligence drives your spell damage and mana pool, so it gets most of your points. Stamina comes next: many Necromancer spells cost your own health, and more hit points means you can use them more freely.
- Humans: +7 INT, +2 STA, +1 DEX.
- Gnomes: +5 INT, +4 STA, +1 DEX — you already have the most INT.
- Goblins: +6 INT, +3 STA, +1 DEX.
- Deep Elves and Deep Gnomes: about +6 INT, +3 STA, +1 DEX.
- Wisdom and Charisma do little for a Necromancer. Skip them.
Deep Dwarf, Troll and Var'nai are listed as Necromancer races on the official site but aren't playable at Early Access.
04Recommended Traits
You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Necromancer:
| Category | Best pick | Why | Alternatives |
|---|---|---|---|
| Major Combat | Intelligent | +10 INT passive — more damage and mana on every fight. The active (+100 INT for 12s) is a burst window for a named mob. | Tough (more health to spend on pacts and embraces), Corruption Resistant or Disease Resistant for dark dungeons |
| Minor Combat | Conjurer | Your pets, your poison deluges and your disease line are all Conjuration. Faster skill-ups mean fewer resists and fizzles while leveling. | Alterer (Shadows snares, fear, pacts, Spirit Break and charm), Evoker (life taps), Channeler |
| Major Non-Combat | Infravision / Ultravision | You'll spend a lot of time in crypts and caves. Deep Elves and Deep Gnomes should take Ultravision. | Readiness — a cantrip slot from level 1, so your pet summon survives a death |
| Minor Non-Combat | Bookworm | A free extra spellbook — ideal for corpse tools (Locate Corpse, Invisibility vs. Undead) and travel. | Alchemist or Poison Maker (both suit the class), Herbalist, any gathering trait for money |
05Getting Started
Your starter quest
Every Necromancer begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Necromancer Starter Quest Guide. Individual quest pages: Necromancer Starter Quest (Night Harbor) · Burning Bones.
Where to buy spells and reagents
- Night Harbor: the Concourse of Souls is your guild hall. Your trainer and spell vendor are there.
- Reagents: each pet needs one — Bone Chips for skeletons, Zombie Skin for zombies and Ghoul Skin for ghouls. Keep a stack in your bags at all times.
- Underdocks and Ail’Vorith starters: ask a guard for the Necromancer trainer, and see our Underdocks and Ail’Vorith pages.
06Your Toolkit
Necromancer spells come in lines: you learn a spell, then buy stronger ranks as you level. Levels shown are when the first rank (and some upgrades) becomes available; a dash means the level hasn’t been published for a new spell. Renamed lines list the older names so you can match them up.
| Line | Starts | Progression | What it’s for |
|---|---|---|---|
| Skeleton, zombie & ghoul petsRework | 1 | Summon Skeleton · Summon Zombie · Summon Ghoul — each now a short ladder of ranks | Your minion holds the front line and now scales with your level between ranks. Reagents: Bone Chips, Zombie Skin, Ghoul Skin. Skeletons use Strike, zombies Zombie Drain, ghouls Ghoul Tendrils; all three use Provoke. The skeleton comes first. |
| Spectre & Burning BonesRework | — | Spectre Minion · Burning Bones (quest reward) | The spectre is immune to fear and fights with Spectre Drain. Rank 1 of Burning Bones, a burning skeleton, is a quest reward. |
| Deluge (poison)Rework | 1 | Noxious Deluge → Poisonous 8 → Venomous 16 → Toxic 24 → Pernicious 32 → Vile 44 → Lethal 56 | A burst of poison damage followed by a lingering poison. Now hits undead for bonus damage up front. |
| Rot (disease)Rework | 8 | Rot Flesh → Rot Bones → Rot Soul (replaces Malady → Infectious Disease → Shuddering Sickness → Afflicting Ailment → Irking Illness → Virulent Virus) | Pure damage over time with no burst, and your most mana-efficient damage over a full duration. Bonus damage up front on undead. |
| Shadows (snare) | 4 | Swirling Shadows (30%) → Surging 12 (40%) → Whirling 20 (50%) → Twisting 28 (55%) → Spiraling 36 (60%) → Rippling 48 → Seething 60 | Corruption damage over time plus a movement slow. The heart of kiting, and it also hits undead harder now. |
| Life DrainRework | 1 | Life Drain I–VII (was Life Drain, Life Sap, Siphon, Tap, Guzzle, Duct, Flume) | Instant corruption damage that heals you for the same amount. The ranks now climb more smoothly. |
| Leech LifeforceRework | 12 | Leech Lifeforce I–V (was Leech Lifeforce, Essence, Spirit, Soul, Anima) | Corruption damage over time that heals you on each tick. |
| PactsRework | — | Pact of Deathly Enduring · Pact of Vampirism · Pact of Coldlight · Pact of Eldritch Quickening | Each lowers your maximum health in exchange for power: a tougher pet, a pet whose hits heal your group, a pet that sheds light, or DoTs that tick every 5 seconds instead of every 6. |
| Mana for healthRework | 8 | Blood Pact 8 → Death Pact 20 → Shed Bones → Shed Flesh → Lich → Arch Lich; Lich Spirit | Faster mana regeneration paid for with your health over time. Demi Lich was removed and some ranks moved levels. |
| Pet careRework | 8 | Mend the Dead (now five ranks) · Fury of Death (was Unrelenting Dead) | Heal your undead pet, and raise its attack speed and Strength. Fury of Death’s first rank now arrives a little earlier. |
| Heal others | 8 | Dark Embrace 8 → Sacrificial 24 → Corporeal 44; Covenant of Life 20 → Darkness 40 → Shadow 60 | Heal an ally with your own health, in one burst (Embrace) or over time (Covenant). |
| Strength & mana transferRework | — | Steal Strength (Lesser → Superior) · Transfer Strength · Mind Surge → Mana Surge → Mental Surge | Take Strength from an enemy or give yours to an ally. Mind Surge gifts mana; it restores more now but has a cooldown. |
| Resist debuff | 4 | Spirit Break → Splinter 12 → Crack 24 → Fracture 40 → Shatter 60 | Lowers corruption, holy and magic resistance so your spells land. Some in-between ranks were removed. |
| Unliving ShieldRework | 1 | Unliving Shield (replaces the Spellshield line) · Aspect of Vampirism 8 | An hour of extra health, AC, magic and holy resistance, plus the ability to sense magic. Soul Tether: when your health drops low, your pet takes a share of your damage for a short time (long cooldown). |
| Escapes | 4 | Fear 4, Deathly Howl 8, Feign Death 8, Unholy Bulwark 12, Grasp of the Dead 20 (was Root) | Fear one enemy or everything nearby, hold one in place, play dead to drop aggro, or become immune to damage for 15 seconds, even while stunned or feared. |
| Undead controlRework | 4 | Lull the Dead 4 · Terrify the Dead (was Fear the Dead) · Restrain the Dead (now four ranks) · Command the Dead → Dominate the Dead (was Charm Undead → Beguile → Coax → Persuade) | Shrink an undead mob’s aggro range, make it flee, incapacitate it, or take control of it for a while. The undead-only blast spells (Repel the Dead line) were removed. |
| Utility | 1–8 | Locate Corpse, Summon Corpse 24, Invisibility, Invis vs. Undead, Eye of the Underworld (was See Invisibility), Gate, Soulbind, Polar Alignment, Dispel Magic → Abolish Magic, Summon Companion, Reclaim Essence, Summon Lifestone | Corpse recovery, travel, scouting and health potions you can hand out. Eye of the Underworld now also senses magic. |
07Spells to Prioritize, Levels 1–28
You won’t be able to afford every spell as soon as it unlocks. This is the order that matters most for a new Necromancer: Levels come from community data compiled before the rework, so treat them as a guide and check your vendor.
| Level | Key spells | Notes |
|---|---|---|
| 1 | Summon Skeleton, Life Drain, Noxious Deluge, Unliving Shield, Locate Corpse, Invisibility versus Undead, Reclaim Essence | Pet first. Let it tank while Deluge ticks. |
| 4 | Swirling Shadows, Fear, Spirit Break, Lull the Dead, Gate, Soulbind | Your first snare. Meditation and your first cantrip slot arrive at 4. |
| 8 | Mend the Dead, Feign Death, Blood Pact, Poisonous Deluge, Rot Flesh, Deathly Howl, Aspect of Vampirism, Dark Embrace | The biggest level of the early game. Feign Death is your best escape. |
| 12 | Unholy Bulwark, Leech Lifeforce, Surging Shadows, Spirit Splinter, Restrain the Dead, Terrify the Dead, Command the Dead | Unholy Bulwark is 15 seconds of immunity to damage — memorize it. |
| 16 | Venomous Deluge, a Life Drain upgrade, Burning Bones (quest reward) | Your pet now keeps pace with your level between ranks, so this is a good level to spend on damage. |
| ~20 | Fury of Death, Whirling Shadows, Death Pact, Grasp of the Dead, Covenant of Life | A big pet damage buff, a 50% snare and a stronger mana pact. |
| 24 | Toxic Deluge, Leech Lifeforce II, Spirit Crack, Summon Corpse, Sacrificial Embrace | Summon Corpse makes you everyone’s favorite friend after a wipe. |
| 28 | Twisting Shadows, Summon Lifestone, your next pet rank | Keep your pet rank and Shadows current first. |
Pick up the Pacts as your vendor offers them — Pact of Deathly Enduring for hard solo pulls and Pact of Eldritch Quickening for faster damage are likely to see the most use. Past level 28 the pattern continues: pet ranks first, then Shadows, Deluge and Rot, then life taps and pet buffs. Keep one pet line (skeleton, zombie or ghoul) current rather than buying all three.
08Playing in a Group
In a group you are steady damage, a spare healer in emergencies, and the person who fixes wipes. Your biggest job is fitting your damage-over-time style around everyone else.
Before the pull
- Ask who is mezzing. Your damage-over-time spells keep ticking and will break mesmerize. Only put them on the kill target.
- Decide about your pet. With a real tank, your pet is extra damage — keep it on the tank’s target and buff it with Fury of Death. Pact of Vampirism lets its hits drain life that heals your group. In a small group without a tank, it may have to hold the mob.
- Keep Unliving Shield up, and carry a few Lifestones to hand out.
- Know where your group’s bind point is. If things go wrong, you’re the one who can find and summon corpses.
During the fight
- Let the tank build aggroDamage-over-time spells create threat on every tick. Wait for a few hits before you start.
- Break resists, then stack DoTsSpirit Break the target, then add Deluge, Rot and Shadows. On long fights, keep all of them running.
- Top up with life tapsLife taps heal you as they hit, so you rarely need your healer’s attention.
- Help in emergenciesDark Embrace and Covenant of Life trade your health for an ally’s — use them if the healer is out of mana or down.
- Drop aggro fastIf a mob turns to you, Feign Death. If the whole pull turns, Unholy Bulwark buys 15 seconds.
09Soloing
Soloing is where Necromancers shine. The class description says a Necromancer can find success both within adventuring parties and while adventuring alone, and the official page lists it as a strong solo class.
- Pet tanking: send your pet in, let it take the hits, then add Deluge, Rot and a life tap. On a hard pull, Pact of Deathly Enduring makes your pet tougher at the cost of some of your maximum health. Heal the pet with Mend the Dead between fights.
- Snare and kite: put Swirling (later Surging, Whirling) Shadows on the mob, add your other DoTs, and keep walking. The snare means it can’t catch you while the damage ticks.
- Fear kiting: Fear sends the mob running while your DoTs work. Damage can break fear early, so re-cast when it turns around — and make sure it doesn’t run into friends.
- Life taps as heals: finish fights with Life Drain or its upgrades to recover the health your pacts cost you.
- Blood Pact while resting: it boosts mana regeneration but costs health over time. Sit, regain mana, and drop it when you’re full.
- Undead are easy prey: Lull the Dead, Terrify the Dead, Restrain the Dead and Command the Dead make crypts and tombs much safer for you than for other classes — and your DoTs now hit undead for bonus damage up front.
10Leveling Path
A suggested route for a Necromancer. You can solo most of these spots, and your undead-control spells make tombs and crypts especially good hunting.
| Levels | Where | Why it’s good for Necromancers |
|---|---|---|
| 1–5 | Night Harbor Necropolis Front Yard / newbie yards | Rats, bats, spiders and skeletons near your guild. Beware the level 8 Night Terror after dark. |
| 1–4 | Underdocks newbie yard | The starting grounds for the Deep races and Goblins. |
| 2–13 | Ail’Vorith outer caves (Deep Elves) | Easy solo trash, including decayed skeletons for your undead tools. |
| 3–11 | Tomb of the Last Wyrmsbane | The best early group dungeon, full of skeletons — Lull the Dead and Terrify the Dead make it much safer. |
| 4–6 | Shaded Dunes West Gate shoreline | Non-hostile crocodile hatchlings: safe solo experience. Later, Blood Puppets here drop the Seal of Blood Magic. |
| 7–12 | Underdocks Wererat Warrens | Good pet-and-DoT hunting for Underdocks starters. |
| 8–14 | Infested Crypt | Easy solo pulls near the door at 8–9, deeper tunnels at 10–14. |
| 10–16 | Tel Ekir Ashira Outskirts, Ancient Crypt entrance | Caster gear drops: Tanner Daba's Tannery Staff, and the Ancient Crypt's skeletal guards are perfect Necromancer targets. |
| 12–16 | Tomb of the Last Wyrmsbane deeper halls | Ghosts, zombies and ghouls, with High Marshal Fionna (~16) at the bottom. |
| 18–27 | Fallen Pass, Keeper’s Bight | Dense camps for groups; Fallen Pass has some of the best INT gear in our database. |
See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.
11Gear to Look For
Wear cloth and stack Intelligence first, then Stamina and hit points (you spend your own health on pacts and embraces), then mana. Charisma doesn't matter to you, so Necromancer-flavored items like the Skull of Whispers and Deathmask of the Witchlord — whose big CHA penalties hurt Enchanters — are excellent picks.
Early gear (roughly levels 1–16)
| Item | Slot | Stats | Where |
|---|---|---|---|
| Tannery Staff | Primary | STA +2, INT +8, Mana +10 | Tanner Daba, Tel Ekir |
| Orb of the Waning Waters | Primary | STA/INT/WIS +7, HP +35, Mana +35 | Guardian of the Life Font, Tel Ekir |
| Bent Staff of Nerguk | Primary | INT +5, WIS +5, Mana +25 | Nerguk, Sungreet Strand |
| Seal of Blood Magic | Neck | AC 1, INT +4, HP +10, Mana +10 | Blood Puppet, Shaded Dunes |
| Hallowed Bone Amulet | Neck | AC 8, STR +3, STA +5, INT +3, HP +15, Mana +10 | A Pale Forman, Night Harbor |
| Manaweave Veil | Face | AC 5, STA +2, INT +3, Mana +10 | Najm the Mirage, Tel Ekir |
| Mirage Cloth Boots | Feet | AC 7, STA +3, INT +3 | Najm the Mirage, Tel Ekir |
| Chitonweave Breeches | Legs | AC 12, STA +2, INT +4, CHA +1, Mana +5 | Animist Wafi, Tel Ekir |
| Feastfire Wrapper | Chest | AC 10, INT +4, Mana +10 | Luhum the Plump, Tel Ekir |
| Orb of the Fading Flame | Primary | DEX/INT/WIS +3, HP +15, Mana +15 | Skyseer Illya, Ancient Crypt |
Upgrades for later
| Item | Slot | Stats | Where |
|---|---|---|---|
| Fine Black Robe | Chest | AC 21, STA +4, INT +5, CHA +4, Mana +15 | Night Harbor |
| Shadowstitch Handwraps | Hands | AC 9, INT +5, HP +15, Mana +25 | Jailer Benedict, Night Harbor |
| Shadowstitch Leggings | Legs | AC 15, INT +5, HP +15, Mana +10 | Jailer Benedict, Night Harbor |
| Kravvin's Herald Mask | Head | AC 8, INT +10, WIS +12, HP +20, Mana +20 | Kravvin's Risen Herald, Grain Cellar |
| Skull of Whispers | Primary | STA +5, INT +6, CHA −10, HP +15, Mana +25 | Witchlord Kruurgal, Shallow Shoals |
| Deathmask of the Witchlord | Face | AC 10, STA +6, INT +6, CHA −10, Mana +40 | Witchlord Kruurgal, Shallow Shoals |
| Rootrender’s Stave | Primary | INT +13 | Yurl Rootrender, Scarwood |
| Prayer Beads of the Leper Saint | Neck | INT +8, WIS +8, Mana +35 | Namon Ka Har, Fallen Pass |
| Pustulax's Robe | Chest | AC 34, STA/INT/WIS +10, HP +15, Mana +35 | Pustulax, Fallen Pass |
| Lysandra’s Crook | Primary | STA +1, INT +15, Mana +10 | Dame Lysandra Thrym, Fallen Pass |
| Iremgorge's Luminous Core | Ring | AC 6, STR +6, STA +8, INT +6, HP +20, Mana +20 | Iremgorge, Caves of Irem |
Stats from our item database. Item levels aren't published, so "early" is based on where they drop; the Night Harbor named NPCs are not newbie mobs, so check their level before trying. Browse the database for more INT cloth.
12Your Undead Minion
Your minion is your tank when you’re alone and your extra damage in a group. The rework turned the three main pet lines into short ladders of ranks, and between ranks your pet scales with your level, so it no longer falls behind while you wait for the next upgrade. Each type has its own reagent and signature ability, and they unlock at different levels — the skeleton comes first.
| Pet | Reagent | Abilities | Notes |
|---|---|---|---|
| Skeleton | Bone Chips | Strike, Provoke | Your first minion and the standard choice early. |
| Zombie | Zombie Skin | Zombie Drain, Provoke | A fleshier alternative that drains its target. |
| Ghoul | Ghoul Skin | Ghoul Tendrils, Provoke | A corrupted-flesh minion with its own attack. |
| Spectre | — | Spectre Drain, Provoke | Death incarnate. Immune to fear effects. |
| Burning Bones | — | — | A burning skeleton. Rank 1 is a quest reward, and an early example of the collectible pets planned for later. |
Pet abilities follow the Necromancer deep dive. Collectible pets found through exploration, and temporarily raising fallen enemies as extra pets, are still planned but not in the launch build.
Keeping your minion alive
- Heal it: Mend the Dead now has five ranks, so your pet heals keep pace across more of the game. A healed pet is cheaper than a new one.
- Buff it: Fury of Death (formerly Unrelenting Dead) raises its attack speed and Strength.
- Pact with it: Pact of Deathly Enduring gives it more AC, health and regeneration; Pact of Vampirism makes its hits heal your group; Pact of Coldlight makes it shed light in dark places. Each costs some of your maximum health.
- Carry reagents: every summon costs one. Running out in a dungeon is how Necromancers end up soloing without a tank.
- Command the dead: Command the Dead and Dominate the Dead take control of an undead enemy for a limited time.
Health and mana
- Sit between pulls. Meditation (from level 4) only boosts mana regeneration while you’re sitting. Resting at a campfire also speeds regeneration and builds the 15% Rested experience bonus.
- Pacts trade health for mana. Blood Pact, Death Pact, Shed Bones and the Lich chain raise mana regeneration while draining your health. Pair them with life taps.
- Life Drain and Leech Lifeforce give that health back while you fight. Reclaim Essence turns an unneeded pet into mana.
- Mind Surge and its upgrades give your mana to an ally. They restore more now but have a cooldown, so save them for a healer who’s about to run dry.
13Common Necromancer Mistakes
- Putting DoTs on mezzed mobs. They wake up and stay awake.
- Fearing mobs into other camps. A fleeing mob can bring back friends.
- Running out of reagents. No Bone Chips, no pet, no tank.
- Leaving a pact running in combat. Blood Pact and Death Pact keep draining your health; turn them off when you need every hit point.
- Trusting Feign Death blindly. It can fail, and mobs that already hated you may remember you. Have Unholy Bulwark as a backup.
- Letting the pet die between fights. Mend it before the next pull.
- Counting on Soul Tether. It only fires when your health is low and has a long cooldown. Treat it as an emergency save, not part of your defense.
- Stacking every Pact at once. Each one lowers your maximum health. Pick the ones the fight needs.
14Necromancer FAQ
Is the Necromancer good for new players?
Yes. Your pet takes the hits, your damage-over-time spells work while you move, and Fear, Feign Death and Unholy Bulwark give you plenty of escapes. It rewards patience more than fast reactions.
What’s the most important Necromancer stat?
Intelligence, for damage and mana. Stamina comes next, because many Necromancer spells spend your own health.
Can a Necromancer solo?
Very well — it’s one of the strongest solo classes. Let your pet tank, stack damage-over-time spells, snare with Shadows and heal yourself with life taps.
What’s the best race for a Necromancer?
Gnome for the highest starting Intelligence, Human for the easiest Night Harbor start, or Deep Elf for strong INT and a dark-aligned Underdocks start.
Which pet should I use?
The skeleton is the standard choice early. Your pet now scales with your level between ranks, so keep one line upgraded rather than buying all three, and always carry its reagent.
Has the Necromancer been reworked for Early Access?
Yes. The deep dive released just before Early Access keeps the core of the class and sharpens it: DoTs that hit undead harder, pets that scale with your level, a new family of health-for-power Pacts and Unliving Shield in place of Spellshield. Those changes are in the October 1 launch build.