Necromancer
◆ ◆ ◆
| Combat level | 36 |
| Faction | Bandit |
| Aggro range | 12 m |
| Found in | Overworld, Ancient Observatory, Kal Mine |
Stats
Vitals
Level 36Combat levels
Best at DexterityResistances
Weakest against Pierce
Attacks
Arc Bolt
EnergyDamage 85% · Range 3–18 m · Wind-up 0.15 s · Cooldown 2.6 s · Projectile: Arc Bolt (38 m/s, flies 0.9 s)
Chain Lightning
EnergyDamage 80% · Range 3–16 m · Cooldown 7 s
Sorcery Bone Cough
Bludgeon RangedDamage 25% · 12 hits · Stamina damage 1 · Range 3–12 m · Wind-up 0.4 s · Cooldown 12 s · Projectile: 12× Skeleton Boss Bone (21 m/s, flies 2.5 s)
Thunderstrike
EnergyRange 4–18 m · Wind-up 0.25 s · Cooldown 9 s · Ground hazard: Thunderstrike (+2 Energy damage, radius 2.6 m, warning 0.9 s)
Sorcery Bone Trap
Range 3–14 m · Wind-up 0.4 s · Cooldown 14 s · Ground hazard: Skeleton Boss Trap (+11 Bludgeon damage, radius 1.2 m, warning 2 s, lasts 15 s)
Human Warp
EvasiveRange up to 30 m · Cooldown 5.5 s
Damage % is a share of the monster's base damage (Stats panel); attacks with several hits list the % of each kind of hit. A ground hazard's own damage (+N) is added to the monster's base damage. Effect chips show the chance to apply when it is not certain, and the number of stacks.
Drops
Main drops
2 rolls · 5% chance of nothingBonus drops
Rolled on their own, every kill
Chances are per kill, for a player without loot bonuses. Each kill is rolled once, for the player who gets the kill: party members don't get their own roll, and dealing more damage doesn't add rolls. Main drops come from the main loot table, picked once per roll; some picks open a smaller pool (food, herbs, coins...) that rolls one item of its own. Bonus drops are rolled on their own every kill. Loot Quantity (Magic Find (Quantity), curse levels) adds rolls; Loot Quality makes the rarer picks more likely.

























