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Necromancer
September 16, 2026 at 02:39 PM
Initial version (2026-09-16)
The Necromancer is a pet-focused magic damage class built on corruption, decay and life drain. The official archetype phrase is Master of Death. Its undead minion functions as a capable tank that holds aggro, which is a large part of why the class is described as one of the strongest solo classes in the roster.
Field | Detail |
|---|---|
Archetype | Master of Death |
Roles | Magic DPS, Pet, Utility |
Playable races | Deep Dwarf, Deep Elf, Deep Gnome, Gnome, Goblin, Human, Troll |
Armor and weapons | Earlier class documentation, written before the 2026 rework began, describes Necromancers as wearing cloth armor and typically wielding staves, wands, scythes and daggers. |
Rework status | No detailed rework published as of September 16 2026. The class page describes intended direction only |
Corruption and decay are the primary damage types, with life drain providing the sustain that keeps a Necromancer going without a healer. The pet is the centrepiece: it progresses from humble skeletal forms to increasingly dire undead types, and unique pet types are collectable through world exploration. On top of the permanent minion, a Necromancer can temporarily raise fallen enemies as additional pets.
Capability | Detail |
|---|---|
Undead control | Can control, disempower and bend undead enemies. |
Drains | Drains life force, strength and vitality, and redirects what it takes to itself, its pet or its allies. |
Shielding | Defensive shielding that offsets the health cost of its resource mechanics. |
Crowd control | Fears, snares, and the ability to drop out of a fight entirely. |
Pet collection | Unique pet types are collectable through world exploration, which ties the class to zone knowledge. |
The Necromancer is open to Deep Dwarf, Deep Elf, Deep Gnome, Gnome, Goblin, Human and Troll.
That list covers the full designed race roster. Deep Dwarf and Troll are designed but are not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
As of September 16 2026 the developers have not published a detailed ability rework for the Necromancer. It is one of five classes without one, alongside the Bard, Enchanter, Ranger and Shadow Knight. The class page describes intended direction, and the following is that intent rather than a list of abilities on the beta servers.
Direction | Stated intent |
|---|---|
Fantasy unchanged | The core fantasy of the class is not being reworked, only deepened. |
More unique utility | More utility tied specifically to death, corruption and life drain. |
Pet progression | Pet collection and expanded pet progression are being developed further. |
Resource mechanics | More abilities that tap and transfer resources between the Necromancer, its pet and its allies. |
Risk and reward | A risk and reward mechanic around health and resource management, so that the red line feels like a genuine playstyle rather than a hazard to avoid. |
Less generic arcane utility | Generic arcane utility that overlaps other casters is being reduced. |
The team has also stated that the Necromancer is being given a more distinct interaction tempo that separates it from the Elementalist, despite both being pet-heavy classes. The Elementalist's rework, which has been published, routes damage through the pet with Companion Strike and selects a role by element. The Necromancer's answer to the same design problem has not been detailed.
The two classes that used to share a theme are being pulled apart from the other side as well. The Shadow Knight page states the class is thematically distinct from the Necromancer: no pets, no death magic, and the undead are just another monster to it. That leaves the Necromancer as the sole owner of the undead minion and of death magic.
Necromancers are one of the seven true caster classes that receive cantrips, so one memorised spell is retained through death, with the first granted at level 4. See Death Penalty.
A pet that can hold aggro plus self-sustaining drains is the standard profile of a class that can play alone, which matters in a game whose stated focus is single group activities and where finding that group takes time. See Combat, Experience and Leveling and Classes.