Skill Name | Required Level | Effect | First Level Stat |
---|---|---|---|
Amplify Damage | | Curses a group of enemies, increasing the non-magic damage they receive. Cast Delay: None | Lvl 1 Radius 2 yards Duration 8 sec. |
Dim Vision | | Curses a group of monsters. Reducing their vision radius. Cast Delay: None Player vs Player: This curse will not work on other players. | Lvl 1 Radius 2.6 yards Duration 7 sec. |
Weaken | | Curses a group of enemies. Reducing the amount of damage they inflict. Cast Delay: None | Lvl 1 Radius 6 yards Duration 14 sec. |
Iron Maiden | | Curses a group of enemies, causing them to damage themselves when damaging others. Cast Delay: None This only works on melee monsters. | Lvl 1 Damage Returned 200% Duration 12 sec. |
Terror | | Curses a group of monsters, causing them to flee in terror. Cast Delay: None | Lvl 1 Duration 8 sec. |
Confuse | | Curses a monster to force it to attack random targets. Cast Delay: None | Lvl 1 Radius 4 yards Duration 10 sec. |
Life Tap | | Curses a group of monsters so that damaging them gives the attacker life. Cast Delay: None | Lvl 1 Radius 2.6 yards Duration 16 sec. |
Attract | | Curses a monster to become the target of all nearby monsters this curse may not be overridden by another curse. Cast Delay: None | Lvl 1 Duration 12 sec. |
Decrepify | | Curses a group of enemies to make them slow, weak and take amplified damage. Cast Delay: None | Lvl 1 Duration 4 sec. |
Lower Resist | | Curses an enemy to take more damage from all magical attack lowers resistances of monsters lowers maximum resistances of hostile players. Cast Delay: None Lower Resist is highly effective in a multiplayer setting where you are helping your allies' weapons and spells do more damage. This also helps the summonable creatures that use elemental attacks, such as the Skeleton Mages or the Fire Golem, not to mention any Revived monster you may control. | Level 1 Radius 4.6 yards Duration 20 sec. Resist All -% 31 |
Skill Name | Required Level | Effect | First Level Stat |
---|---|---|---|
Teeth | | Fires a barrage of summoned barbed teeth. Cast Delay: None | Lvl 1 Mana Cost 3 Damage 2-4 Number of Teeth 2 |
Bone Armor | | Creates an orbiting shield of bone that absorbs melee damage. Cast Delay: None Bone Armor only protects the Necromancer from Physical Damage . | Lvl 1 Mana Cost 11 Damage Shield 20 |
Poison Dagger | | Adds poison to your dagger attacks. Cast Delay: None Poison Dagger can be extremely deadly should you focus on it. The Poison Dagger Spell is designed to offer Necromancers the option to effectively use another weapon type should he choose that path to follow. There are some rare, high-level, Necromancer oriented daggers in the game that will be desired by any poisonous player. | Lvl 1 Mana Cost 3 Poison Damage 7-15 Over X sec. 2 Bonus Attack 30 |
Corpse Explosion | | Cast on the corpse of a slain monster, it explodes, damaging nerby enemies. Cast Delay: None If you want to make a big mess, Corpse Explosion is the skill for you. Once dubbed "The Best Skill of All Time" by Blizzard Employees, Corpse Explosion is a favorite among many. Corpse Explosion is great for clearing out crowds of monsters very quickly. All you need to destroy large groups monsters is a body, and to lead that group of monster near that body. Explode the corpse to create a new corpse, continue to use Corpse Explosion until there is nothing left. Minions and Bone Spells can help you create an initial corpse to use, then you just have to lead the monsters near the bodies when you cause them to explode. As you put more points into Corpse Explosion you can hit monsters further away from the corpse. | Lvl 1 Mana Cost 15 Radius 2.6 yards |
Bone Wall | | Creates an impassable barrier of bone and debris. Cast Delay: None Nightmare/Hell: The stats shown below are only for Normal difficulty. The Bone Wall hit points increase for Nightmare, and again for Hell Difficulty. | Lvl 1 Normal Hit Points 20 |
Poison Explosion | | Cast on the corpse of a slain monster, toxic gas is released that poisons nearby monsters. Cast Delay: None | Lvl 1 Poison Damage 28-86 Over X sec. 2 |
Bone Spear | | Summons a deadly spike of bone to impale your enemies. Cast Delay: None | Lvl 1 Mana Cost 7 Damage 17-25 |
Bone Prison | | Creates a barrier of fossilized bone around your target. Cast Delay: None Player vs Player: You can use Bone Prison on other players. | Lvl 1 Mana Cost 27 Normal Hit Points 22 |
Poison Nova | | Emits an expanding ring of concentrated poison. Cast Delay: None Poison Nova does not overwrite itself, and its duration is always 2 seconds. Therefore you get almost no benefit from casting Poison Nova more often than once every 2 seconds (because each subsequent casting doesn't increase the duration on monsters that have already been affected). Even so, it is still a very cool skill. | Lvl 1 Poison Damage 52-93 |
Bone Spirit | | Releases a spirit of the restless undead that tracks its target or finds one of its own. Cast Delay: None Player vs Player: You can cast Bone Spirit at someone trapped in a Bone Prison and it won't damage the Bone Prison. | Lvl 1 Mana Cost 12 Damage 22-33 |
Skill Name | Required Level | Effect | First Level Stat |
---|---|---|---|
Raise Skeleton | | Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you. Cast Delay: None Skeletons can work great throughout Normal Difficulty especially with points into Skeleton Mastery (or a point and +Skill Items). Once you hit Nightmare and Hell difficulty, generally Skeletons will die very quickly. You may wish to, once you hit Level 30, upgrade to Revived Monsters and switch to Revived Monsters and Skeletal Mages. However, if you max Raise Skeleton, Skeleton Mastery, use an Aura from an Act II Mercenary, and have good use of Curses, you can still continue to use Skeletons in Hell difficulty. | Lvl 1 Number of Skeletons 1 Mana Cost 6 Damage 1-2 Attack Bonus 20 Defense 20 Life 21 |
Skeleton Mastery | | Passive Effect: Increases Life and Damage of Raised Skeletons and revived creatures. Cast Delay: None Investing points into Skeleton Mastery will increase Skeleton Hit Points and Damage. Points in Skeleton Mastery will also pay off later on if you use Revive. | Lvl 1 Skeleton Life +8 Skeleton Damage +2 Bonus Monster Life 5% Bonus Monster Damage 10% |
Clay Golem | | Creates a Golem from the earth to fight by your side. Cast Delay: None The Slow %, coupled with the attack bonus, is the main reason to use the Clay Golem at higher levels of difficulty. | Lvl 1 Mana Cost 15 Damage 2-5 Hit Points 100 Attack Bonus 80 Slows Enemies 11% |
Golem Mastery | | Passive Effect: Enhances Speed and Life of all your Golems. Cast Delay: None Golem Mastery adds more Hit Points to the Golem's Original Base Life, not the Life shown with more than one point into a Golem skill. Clay Golem: 100 HP, Blood Golem: 201 HP, Iron Golem: 306, Fire Golem: 328 | Lvl 1 Bonus Life 20% Bonus Velocity 6% Attack Rating +25 |
Raise Skeletal Mage | | Cast on the corpse of a slain monster. This raises a skeleton mage that fights for you. Cast Delay: None You cannot set what type of elemental attack a Skeletal Mage will have. You can keep raising a new Skeletal Mage until you get the type of Mage you want. Skeletal Mages have a high resistance to Magical Attacks, especially when they have the same elemental attack as the monster or player attacking them. | Lvl 1 Number of Skeletal Mages 1 Mana Cost 8 Defense +10 |
Blood Golem | | Creates a Golem that shares with you the Life it steals and damage it receives. Cast Delay: None The Blood Golem's life drain is now based completely on its own attack rather than the total amount of your enemy's hit points. Furthermore, if it is affected by a damage return ability like Thorns or Iron Maiden, the life drained is based off of its attack rather than how much damage the enemy attacker did to it. | Level 1 Mana Cost 25 Damage 6-16 Life Leech 86% |
Summon Resist | | Passive Effect: Increases the resistances of all summoned creatures. Cast Delay: None Summon Resist helps minions survive against spells, and this becomes vital in the later acts when Zakarum Priests are calling down Blizzard and Lightning on their heads. These resistances are helpful for keeping pets that were difficult or expensive to get, such as a strong monster you Revived or a powerful Iron Golem for which you sacrificed a good item. | Lvl 1 Resist All 28% |
Iron Golem | | Transforms a metallic item into a Golem that gains the properties of the item. Cast Delay: None The Iron Golem's strength lies in his Thorn Damage. This Golem is very powerful against Melee attackers. | Lvl 1 Damage Returned 150% Defense 190 Defense Bonus 35 |
Fire Golem | | Creates a golem that converts the damage it receives from fire into Life. Cast Delay: None The Fire Golem causes massive fire splash damage similar to the Paladin's Holy Fire Aura, causing monsters in the area to become hit by fire. | Level 1 Mana Cost 50 Fire Damage 44 - 90 Holy Fire 4-6 Fire Damage Absorbed 36% |
Revive | | Returns a monster to life to fight by your side. Cast Delay: None While Skeletons, and Skeletal Mages are great early on, Revived Monsters are the ultimate Minions (ignoring Golems). Once you've created a corpse, revive a monster and it will be back in action with more Hit Points and fighting on your side. Quickly the monsters will find themselves outnumbered as you raise more and more Monsters during the battle to use against them. You can increase the Monster Hit Points and damage of Revived Monsters by putting points into Skeleton Mastery. You can increase their resistances with Summon Resist. | Lvl 1 Number of Monsters 1 |