Classes

Identity

The Necromancer channels power through death rather than wielding it directly. Their undead minion holds the front line while they work from afar, and much of their impact flows through that bond, empowering their pet and casting in concert with it.

They wear enemies down through corruption and decay, constantly stealing their life force and redirecting it toward themselves or their next spell. Each victim provides value to the Necromancer in some shape or form, whether by bestowing life, granting power, or becoming their next servant.

The dead answer to the Necromancer in ways they refuse everyone else, and that dominion shapes both how they fight and what they can survive. They live on the red line, perpetually trading vitality for more power, and those who know exactly how far they can push it are the ones who reap the greatest rewards.

Archetype: Master of Death

Roles: Magic DPS, Pet, Utility

Races: Deep Dwarf, Deep Elf, Deep Gnome, Gnome, Goblin, Human, Troll

Necromancer

Defining Traits

  • Pet-focused magic DPS

  • Uses corruption and decay as primary damage sources, along with life-drain effects for sustain

  • Undead minion functions as a capable tank, holding aggro and absorbing punishment while they cast from afar

  • Pet progresses from humble skeletal forms to increasingly dire undead types; unique pet types are collectable through world exploration

  • Can temporarily raise fallen enemies as additional pets

  • Can control, disempower, and bend undead enemies to their will

  • Drains life force, strength, and vitality from enemies and redirects it to themselves, their pet, or their allies

  • Has defensive shielding options that offset the health cost of resource mechanics

  • Has a variety of CC options including fears, snares, and the ability to drop out of a fight entirely

  • One of the strongest solo classes in the roster

What’s Changing

The Necromancer's fantasy isn't changing. The update is about delivering more of it by pulling away from generic caster utility and expanding on the themes it already owns. The biggest shifts are in spell design; life and death manipulation, corruption, and the bond with their undead minion are all getting more depth and mechanical expression.

Generic arcane utility that could belong to any caster is going away. The pet system is also expanding with more progression, collectable pet types, and a more distinct interaction tempo that separates the Necromancer from the Elementalist despite both being pet-heavy classes.

Health and resource management are getting a risk/reward mechanic that makes the red line feel like a genuine playstyle rather than a hazard to avoid.

More:

  • Unique utility tied to death, corruption, and life drain

  • Pet collection and expanded pet progression

  • Resource tap and transfer abilities

  • Risk/reward mechanics around health and resource management

Less:

  • Generic magical utilities that don't fit the death theme