Battleheartlegacy Wiki
Register
Advertisement
Necromancer

"Necromancy is the study of the soul. We are able to raise fallen emeries to do ur bidding, rip the spirits from our foes, or simply drive them insane. Command of these forces requires a great deal of intelligence and charisma." - Necromancy Trainer

How to Unlock[]

Go to the Mage Academy Tower, and speak to a student near the headmaster who mentions a crypt where all the cool kids hang out. The crypt—also known as the Forbidden Library—is North by Northeast of the Mage Tower. Once in the main dungeon following the lobby area, take your first right (southeast), pass through the hallway, then continue taking the top passageways until you reach the end. Here, behind the main dungeon chest, lies the Skull of Necromancy on a table; walk up to it, and when prompted, agree to take it. With the Skull in your possession, return to the Mage tower and you will encounter the Necromancer trainer in the headmaster's chamber. The player can do this even with starter gear if you run past all enemies (otherwise the official recommended lvl is 8).

WARNING: If the player returns to the Necromancer trainer in the headmaster's chamber, they will have the option to kill him again. If killed, the Necromancer trainer in the Capital will disappear and they cannot train any more Necromancer skills!

Necromancer Skills[]

Skill Description Cooldown Requirement
Raise Skeleton
Raise Skeleton
Manifest a skeleton warrior for 10 seconds from the remains of a fallen enemy. You can have multiple skeletons, though you can't exceed 5 companions. 1 sec

10 INT

7 CHA

50 Gold

Tainted Blood
Tainted Blood
Increases your resistance to both holy and unholy damage by 25%. Passive

12 INT

8 CHA

75 Gold

Wandering Plague
Wandering Plague
Applies an everlasting poison to your target. When this target dies, the plague can transfer to other nearby foes. 30 sec

14 INT

9 CHA

100 Gold

Withering
Withering
Increases the critical strike chance of all periodic damage effects by 10%. Passive

16 INT

10 CHA

125 Gold

Summon Mummy
Summon Mummy
Conjures a powerful mummy, which is highly durable and deals heavy damage. 15 sec

19 INT

11 CHA

150 Gold

Corpse Explosion
Corpse Explosion
Up to 3 nearby corpses explode violently, dealing fire damage to their still-living allies. 10 sec

22 INT

12 CHA

175 Gold

Army of Doom
Army of Doom
Increases the health and duration of your summoned minions by 50%. Passive

25 INT

13 CHA

200 Gold

Dark Harvest
Dark Harvest
Destroy a nearby corpse and consume its life energy, healing you. (fallen Skeletons from Raise Skeletons also work) 10 sec

28 INT

7 END

13 CHA

225 Gold

Cursed Knowledge
Cursed Knowledge
Increases the damage you deal to undead creatures and constructs by 15%. Passive

32 INT

7 END

14 CHA

250 Gold

Mass Hysteria
Mass Hysteria
Your target and all surrounding enemies are consumed by madness, attacking each other for 6 seconds. 30 sec

35 INT

7 END

17 CHA

275 Gold

Soul Mass
Soul Mass
Generates a cloud of malevolent spirits which seeks out and explode upon the nearest enemy, dealing unholy damage. 12 sec

37 INT

9 END

19 CHA

300 Gold

Aura of Disease
Aura of Disease
You are surrounded with a cloud of infection which deals poison damage to all nearby enemies. Passive

39 INT

12 END

20 CHA

325 Gold

Slay Living
Slay Living
Attempts to instantly destroy your target. If the effect fails, the target instead takes minor unholy damage. Ineffective on all bosses. 15 sec

43 INT

13 END

22 CHA

350 Gold

Strategy[]

The Necromancer offers perhaps the most unique gameplay experience of any class in the game, turning it into more of an RTS than an RPG. This means that the Necromancer, while requiring a higher level of skill to properly execute, can also be one of the strongest classes in the game if played properly.

The main thing that an aspiring Necromancer needs to understand is that the player character itself is relatively weak; it possesses weak defense, dedicates large amounts of skill points into the non-combat charisma stat, and its high intelligence stat is largely wasted by a lack of direct damaging spells to make use of it. In the face of these weaknesses, the player must make use of the unique resource Necromancers can access: corpses. The companions created by the class's flagship skill, Raise Skeleton, not only damage enemies, but deflect enemy attention and damage away from the player's health bar. Keeping the number of corpses on the field, as well as the Summon Mummy companion, as high as possible is the most important part to the Necromancer's game plan. This means that Necromancers, unlike all other classes, may sometimes benefit from focusing down weaker enemies that can be turned into useful corpses rather than on valuable targets like magic users, which can be left for attempted instant kills with Slay Living.

This strategic thinking is taken to another level with the other two skills that utilize corpses: Dark Harvest and Corpse Explosion. Dark Harvest, though not particularly flashy, is the most powerful skill a Necromancer has access to due to its reliable health recovery and fast cooldown. If a player is able to consistently keep companions on the field and not draw concentrated fire, this skill has the potential to make them functionally immortal. Corpse Explosion is a little more of a niche case, due to its position-based nature and the strange interactions it can create—see Tips. Nonetheless, it can be a useful AOE skill for taking out tightly packed groups of enemies.

Furthermore, individual Necromancer skills can provide great support for endgame builds, such as in the The Arena of Madness. Mass Hysteria is great for crowd control, and, when paired with Impending Doom passive from Ninja, can increase its usage rate. Slay Living is probably the single best spell in the game to kill high HP mobs such as the Green Cyclops, and when paired with the Premeditation skill from Ranger ensures that it procs. Aura of Disease is excellent for Rogue or really any melee build. Finally, Wandering Plague is a great general skill for boss fights because the poison never runs out.

Additional Skills[]

The following skills can be found in other classes, and may help to improve the base Necromancer build.
Skill Description Cooldown Cost Commentary
Teleport
Teleport
Once activated, your next 5 movement commands cause you to instantly teleport to your destination. 18 Seconds

18 INT

10 SKL

175 Gold

Teleport is practically a must-have for all magic users. Quickly removing one's self from danger is vital to a Necromancer's game plan.
Meteor
Meteor
Calls down a meteor from the heavens, blasting your target and any nearby foes with heavy fire damage. 15 Seconds

10 INT

7 SKL

100 Gold

Necromancer suffers from a lack of direct-damage spells. Any Wizard damage spell would do nice, but Meteor requires little skill investment and also provides a more reliable AOE.
Skill-bard-charm
Charm
Charms an enemy, forcing them to fight for you for 10 seconds. 30 Seconds

8 CHA

50 Gold

Charm is usually pretty mediocre, but requires no additional stat investment and can fit well into a Necromancer's strategy.
Staffmaster
Staff Master
Allows you to wield magic staves. Passive

8 INT

6 SKL

75 Gold

Since Necromancers are magic users that use high intelligence, this skill is all but mandatory.
Premeditate
Premeditate
After activating this ability, your next skill will not trigger a cooldown, allowing you to trigger the same ability twice in a row. 15 Seconds

20 DEX

8 INT

31 SKL

300 Gold

While certainly not practical for a normal play through, for a New Game Plus run it can be quite funny to pair with Slay Living.

Tips & Bugs[]

  • The Mummy and Skelton Warrior companions, once they die either in combat or via time elapse, become corpses eligible for Dark Harvest and Corpse Explosion. Both skills will prioritize dead companions before selecting fallen enemies, so make use of their corpses for damage or health gain.
  • If there are companion corpses on the field when Raise Skeleton is used, one corpse will be removed from the field in addition to the corpse used to summon the skeleton companion. Make sure to use Dark Harvest or Corpse Explosion on companion corpses before manifesting more skeletons, if practical.
  • If an enemy is killed in the first blast of a Corpse Explosion, it will sometimes explode as well. This prevents the fallen enemy from dropping a corpse.
  • Wandering Plague has a surprisingly limited radius for transferring between enemies. Make sure to group enemies together to ensure the Wandering Plague continues to transfer.
  • The dialogue for the Necromancer trainer never changes from the conversation during the first encounter. This bug can lead to some amount of annoyance trying to click through the dialogue if the player begins it on accident, and can even result in the Necromancer trainer attacking if the wrong dialogue options are chosen.
Advertisement