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Monsters and Memories Necromancer Guide

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.

RoleMagic damage, pet & utility
ArmorClothStaves, wands, scythes, daggers
Key statsINTSTA and DEX after
SoloVery strongPet, DoTs, life taps
Group demandMediumDamage and corpse utility
DifficultyMediumRewards patience

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.

What changed for Early Access
The Necromancer deep dive sharpened the class rather than reinventing it. Your damage-over-time spells now hit undead for bonus damage (the old undead-only blasts are gone), your minion scales with your level between spell ranks, a new family of Pacts lets you pay with health for power, and Unliving Shield replaces Spellshield with an emergency Soul Tether to your pet. Several utility spells moved to new levels and a few narrow ones were retired. Collectible pets found through exploration and raising fallen enemies as extra pets are still planned, but not in the launch build.

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
Humans can’t take night vision
If you're a Human, take Readiness instead and carry a light source. Put your pet summon in the cantrip slot so you respawn able to raise a new minion right away.

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.
Buy these first
At level 1: Summon Skeleton (your first minion) and a stack of Bone Chips, Life Drain, Noxious Deluge and Unliving Shield. Early on: Swirling Shadows, Fear, Gate and Soulbind. Around level 8, Feign Death, Mend the Dead and Blood Pact change how you play. The rework moved many spells to new levels, so check your vendor for exact levels.

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.
About spell names and levels
Spell names follow the Necromancer deep dive released before Early Access. The developers didn’t publish new level numbers, and many spells moved as part of a full level-schedule pass, so levels here come from community data compiled before the rework. If your spell vendor disagrees with this table, trust the vendor — and tell us.

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

  1. Let the tank build aggroDamage-over-time spells create threat on every tick. Wait for a few hits before you start.
  2. Break resists, then stack DoTsSpirit Break the target, then add Deluge, Rot and Shadows. On long fights, keep all of them running.
  3. Top up with life tapsLife taps heal you as they hit, so you rarely need your healer’s attention.
  4. 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.
  5. Drop aggro fastIf a mob turns to you, Feign Death. If the whole pull turns, Unholy Bulwark buys 15 seconds.
Don’t DoT the mezzed mobs
A damage-over-time spell on a mezzed mob wakes it — and it keeps waking it. Keep your DoTs on the tank’s target only, and never use Deathly Howl when crowd control is out: feared mobs run into more mobs.

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.
Necromancer safety plan
Before every solo pull: have Feign Death and Unholy Bulwark ready, know where you’ll run, and check what’s near your target. If your pet dies and the mob is above half health, Feign Death, let it reset, and resummon. Remember that previously aggroed mobs may remember you through feign death.

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.

Sources. The official Necromancer class page, Class Design Update (April 2026); and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Necromancer class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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