The Necromancer is the Master of Death — a cloth-wearing, pet-focused caster who works from range while an undead minion holds the front line, wearing enemies down with poison, disease and corruption and draining their life to stay standing. The Early Access rework sharpened the class: damage-over-time spells now hit undead for bonus damage, your minion scales with your level between ranks, and a new family of Pacts lets you pay with your own health for more power.
Updated for Early Access · September 2026
- A pet that tanks for you and keeps pace with your level
- Stacking damage-over-time spells that keep working while you move
- Life taps that heal you as they hurt
- Pacts that trade your health for a tougher pet, group healing or faster damage
- Fears, snares, a root, Feign Death and 15 seconds of damage immunity for emergencies
- 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
Necromancer gameplay is patient and methodical. Send your skeleton, zombie or ghoul in, then stack Deluge, Rot and Shadows and top yourself up with Life Drain. Alone, you snare and kite or let your pet tank; in a group, your pet adds damage and Pact of Vampirism turns its hits into healing. Unliving Shield carries Soul Tether, which makes your pet take a share of your damage when you’re in trouble. Blood Pact and the Lich chain turn health into mana between pulls.
For players who enjoy the darker side of fantasy and damage that builds over time. If you mostly play alone or in small groups, like managing a pet and don’t mind trading your own health for power, the Necromancer is one of the strongest and most forgiving solo classes in the game.
Deep Elf, Deep Gnome, Gnome, Goblin, Human
Races playable at Early Access. See the class guide for starting stats and our picks.