Necromancer
"Rise from the dead! A self-healing tank playing with corpses."
Unlock Requirement
Beating The Boneyard
Strengths
- Excellent tanking stats
- Self-sustain (Leech)
- Revive mechanics
Weaknesses
- Low base damage
- Requires very specific skill combos to shine
Recommended Meta Build
Meta Build: Play as a Tank that heals itself. The ultimate combo is "Play Dead" + "Full Screen Soul Link". Synergizes incredibly well with a Cleric\'s "Thou Shalt Not Kill" passive.
necromancer Ability Codex
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Leech Shot
A lobbed attack that inflicts Leech 1.
wp_TinaScream
Inflict Fear on all enemies.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Decompose
Explode a body and spawn 3 Leeches.
Decompose
Explode a body and spawn 5 Leeches.
Reanimate
Resurrect a body to half HP. It becomes a Zombie and joins your team.
Reanimate
Resurrect a body to full HP. It becomes a Zombie and joins your team.
Rebirth
Teleport into a body, destroying it to heal 4 HP, gain +1 and +1 .
Rebirth
Teleport into a body, destroying it to heal 4 HP and gain All Stats Up.
Pestilence
Deal 1 damage to all units.
Pestilence
Deal 1 damage to all units. (This spell costs less.)
Weakness
Inflict Weakness 5 on a unit.
Weakness
Give a unit Weakness 5 and All Stats Down.
Dark Ritual
Destroy an adjacent body. The next spell you cast costs 0 mana.
Dark Ritual
Destroy an adjacent body. The next 2 spells you cast cost 0 mana.
Evil Incarnate
Inflict Fear on all enemies.
Evil Incarnate
Inflict Fear 1 and Weakness 2 on all enemies.
Soul Link
Inflict Soul Link on units in an area.
Soul Link
Inflict Soul Link on units in a large area.
We Are One
Inflict Soul Link on yourself and every enemy.
We Are One
Inflict Soul Link on yourself and every enemy. Gain +2 and heal 8 HP.
Blood Rain
Take 1 damage and heal all allies 1 HP.
Blood Rain
Take 1 damage, heal all allies 1 HP and give them +1 mana.
Eternal Servitude
Resurrect an enemy body to full HP. It joins your team.
Eternal Servitude
Resurrect an enemy body to full HP. It joins your team and takes an extra turn after this one.
Death Bloom
Explode a body, dealing damage and Knockback to adjacent units.
Death Bloom
Explode a body, dealing damage and Knockback to units in a large area.
Scare
Teleport in front of an enemy then Knockback each adjacent unit 4 tiles.
Scare
Teleport in front of an enemy then inflict Knockback 4 and Fear on each adjacent unit.
Soul Transfer
Give a unit +1 and heal it 4 HP. You gain -1 and lose 4 health.
Soul Transfer
Give a unit +1 and heal it 4 HP. You gain -1 and lose 4 health. This spell can revive units. If the unit revived was an enemy it gets charmed for the battle.
Slit Wrists
Deal 2 damage to yourself.
Whisper
Inflict Fear and Madness on an adjacent unit.
Whisper
Inflict Fear 1 and Madness 2 on a unit in range 4.
Summon Shade
Spawn a shadow copy of yourself that fades after its first turn. (The copy can't cast this ability or give extra turns to units.)
Summon Shade
Spawn a shadow copy of yourself that fades after its second turn. (The copy can't cast this ability or give extra turns to units.)
Dark Step
Teleport to an open tile.
Dark Step
Teleport to a tile. If you teleport into a unit you both take 5 damage, then inflict Fear on it.
Leeches
Inflict Leech 1 on a unit.
Leeches
Inflict Leech 1 and Mana Leech 1 on a unit.
Shriek
Inflict Fear 1, Confusion 2, and Madness 2 on units within a cone.
Shriek
Inflict Fear 1, Confusion 2, Madness 2 and drain 2 HP from units within a cone.
Seppuku
Down yourself.
Full Moon
Give Lifesteal 1 to units in an area.
Full Moon
Give Lifesteal 3 to units in an area.
Unearth
Dig up a body. It reanimates at the end of the round.
Unearth
Dig up a body. It reanimates at the end of the round. (This spell costs less.)
Blood Geyser
Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on another unit.
Blood Geyser
Take damage equal to half of your max HP, then deal that much damage and inflict Fear 2 on units in an area.
Flatline
Down yourself. You don't get injured. Spawn a shadow copy of yourself that fades after its first turn. The copy can't cast this ability or give extra turns to units.
Flatline
Down yourself. You don't get injured. Spawn a shadow copy of yourself that fades after its first turn. The copy can't cast this ability or give extra turns to units. (This spell costs 0 mana.)
Replace
Teleport into a familiar and destroy it. Refresh your basic attack.
Replace
Teleport into a familiar and destroy it. Refresh your basic attack and heal 5 HP.
Summon Bones
Summon a skeleton from a body.
Summon Bones
Summon a skeleton from a body, anywhere. (This spell costs less.)
Giga Drain
Spend all of your mana, then drain that much HP from an adjacent unit. Ignores shield.
Giga Drain
Spend all of your mana, then drain that much HP from a unit in range 3. Ignores shield.
Bloodletting
Remove all status effects from another unit, then inflict Bleed 5 on it.
Bloodletting
Remove all status effects from another unit, then inflict Bleed 5 on it. (This spell costs less.)
Mass Psychosis
Inflict Madness on all enemies.
Mass Psychosis
Inflict Madness on all enemies. (This spell costs less.)
Debone
Deal damage and inflict Weakness on an adjacent unit. If you have no weapon, equip a bone.
Debone
Deal damage, inflict Weakness and Immobile on an adjacent unit. If you have no weapon, equip a bone.
Reap
Teleport into a unit with 5 or less health and destroy it.
Reap
Teleport into a unit with 10 or less health and destroy it. (This spell costs less.)
Carrion Shot
Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.
Carrion Shot
Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.
Carrion Shot
Deal 1 damage and inflict Leech 1. This spell is stronger and castable while you're downed.
Carrion Shot
Deal 2 damage and inflict Leech 2. This spell is stronger and castable while you're downed.
Lifedrain
Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with 50% hp.
Lifedrain
Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with max hp.
Lifedrain
Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with 50% hp.
Lifedrain
Drain 2 HP at melee range. This spell is much stronger and castable while you're downed. If this kills a unit, revive with max hp.
Coffin Flop
Jump to an open tile in range 2. This spell is stronger and castable while you're downed. When downed you can land on units dealing damage and inflicting Madness.
Coffin Flop
Jump to an open tile in range 3. This spell is stronger and castable while you're downed. When downed you can land on units anywhere dealing damage and inflicting Madness 2.
Coffin Flop
Jump to an open tile in range 2. This spell is stronger and castable while you're downed. When downed you can land on units dealing damage and inflicting Madness.
Coffin Flop
Jump to an open tile in range 3. This spell is stronger and castable while you're downed. When downed you can land on units anywhere dealing damage and inflicting Madness 2.
Donate Blood
Heal a unit 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.
Donate Blood
Heal all units in an area 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.
Donate Blood
Heal a unit 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.
Donate Blood
Heal all units in an area 5 HP, then take 10 damage. Castable while you're downed. If you do, take no damage and give what you heal All Stats Up.
Seance
Spawn a ghost Familiar that fades after its first turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.
Seance
Spawn a ghost Familiar that fades after its second turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.
Seance
Spawn a ghost Familiar that fades after its first turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.
Seance
Spawn a ghost Familiar that fades after its second turn. Castable while you're downed. If you do, spawn a shadow copy of yourself instead.
Go Limp
Until your next turn, you won't get injured if you're downed.
Go Limp
Until your next turn, you won't get injured if you're downed. When downed, inflict Confusion 10 on the unit that downed you.
Demonic Pact
Injure yourself and take an extra turn. (This spell can't be cast on extra turns.)
Demonic Pact
Injure yourself and take an extra turn. (This spell costs less. This spell can't be cast on extra turns.)
Curse
Give a unit -4 .
Curse
Give a unit -4 . (This spell has increased range)
Leech Swarm
Inflict Leech 3 on all units, except yourself.
Leech Swarm
Inflict Leech 1 on each allied unit and Leech 3 on all other units, except yourself.
Feed
Destroy an adjacent body. Your basic attack inflicts +1 Leech for the rest of the battle.
Feed
Destroy a body at range. Your basic attack inflicts +1 Leech for the rest of the battle.
Hush
Inflict Sleep 1 on an adjacent unit.
Hush
Inflict Sleep 1 on a unit in range 4.
Reaper Step
Teleport to an open tile in range 1. Whenever a unit dies, this spell's range increases by 1.
Reaper Step
Teleport to a tile in range 1, dealing damage to units you land on. Whenever a unit dies, this spell's range and damage increase by 1.
Forbidden Famine
Inflict Weakness 5, Poison 2, and Madness 2 on all enemies. There are permanent consequences for casting this spell… but maybe not for you. (Castable once per battle.)
Forbidden Famine
Inflict Leech 2, Weakness 5, Poison 2, and Madness 2 on all enemies. There are permanent consequences for casting this spell… but maybe not for you. (Castable once per battle.)
Flesh Golem
You and all allies lose 10 HP. Summon a flesh golem with one random spell from each of those units. (Castable once per battle.)
Flesh Golem
You and all allies lose 10 HP. Summon a flesh golem with one random spell and random passives from each of those units. (Castable once per battle.)
Trade Life
Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Trade Life
Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Trade Life
Swap HP with an ally in range 3. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Trade Life
Swap HP with any ally. Castable while you're downed. If this spell downs you or the ally, neither are injured.
Absorb Soul
Down an ally in range 5 and steal their mana. It doesn't get injured. (Castable once per turn.)
Absorb Soul
Down any ally and steal their mana. It doesn't get injured. (Castable once per turn.)
Gravecrawl
Dig to any tile and unearth a body.
Gravecrawl
Dig to any tile and unearth 1-3 bodies. (This spell costs less.)
Dig Up the Dead
Dig to any tile and unearth 4 zombies.
Dig Up the Dead
Dig to any tile and unearth 4 zombies. (This spell costs less.)
Spider Egg
Inflict Infested 1 on a unit in range 3.
Spider Egg
Deal 1 damage and inflict Infested 1 on any unit.
Clew of Leeches
Surround a unit with leeches.
Clew of Leeches
Surround a unit with beefy leeches.
Reanimate
Resurrect a body to half HP. It becomes a Zombie and joins your team.
Gravecrawl
Dig to any tile and unearth a body.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Necromancer starter ability when you lock in your team's collars.