Unholy/Eldritch
|
Average (1)
|
|
Necromancer Apprentice
|
Necromancer
|
Necromancer Lord
|
105
|
158
|
215
|
126
|
190
|
258
|
0
|
8.75
|
22.5
|
0
|
0
|
0
|
8
|
9
|
10
|
None
|
None
|
None
|
75%
|
95%
|
115%
|
20%
|
40%
|
60%
|
20%
|
40%
|
60%
|
40%
|
60%
|
80%
|
25%
|
45%
|
65%
|
The Necromancer is an Unholy/Eldritch boss that appears in the Ruins.
The Necromancer was once a member of a delegation of scholars who collaborated with The Ancestor—only for the Ancestor to murder them in their sleep and reanimate them afterwards. Now the Necromancer resides in the Ruins, reviving the dead there forever.
Ancestor's Memoirs: The Necromancer
Behavior
The Necromancer will always start in position 1. Each time he uses an attack, he will create a skeleton enemy in rank 1 and move himself back 1 rank. Corpses do not block his summoning; they will simply be replaced by newly summoned skeletons. The only cases in which he will not summon a new skeleton is if he is stunned, or if there are already 3 skeletons in the enemy ranks.
The Necromancer notably has no weighted skill selection or targeting, making his series of attacks effectively random.
On higher difficulties, the Bone Soldiers summoned by the Necromancer have Stealth for 2 rounds. All of the Necromancer's summoned minions are life-linked to him and will die when he is killed.
Strategy
The Necromancer, being the first boss that most players unlock, is relatively weak, and many strategies can work against him. The most accessible strategies involve heavily concentrating damage on the back rank—a good strategy in Darkest Dungeon in general, and the Necromancer can be seen as a DPS check of the party's backline damage.
The Necromancer's resistances are all relatively low, aside from his fairly high resistance to Stun. While the Necromancer is weak to both Bleed and Blight, it is not advised to bring a Bleed-reliant party into the Ruins. His infrequent actions make
Mark and debuffs effective, and his area-of-effect attacks make him vulnerable to
Riposte. While his low resistance to Movement makes him vulnerable to being pulled forward, he will continue to move back every turn regardless, even if the ranks are full. Thus he must be constantly pulled forward is this approach is to be used.
His skeletons can usually be completely ignored, as with sufficient firepower hitting the back ranks, the Necromancer should die before the skeletons deal much damage to the party. This is comparably much easier than chopping through his ever-respawning army of skeletons.
At higher levels the Necromancer may summon other skeleton types like Bone Captains. Notably, Bone Defenders on higher levels can
Guard the Necromancer—stuns or the Shieldbreaker's Puncture are required to remove the
.
Team Selection
Preferred Heroes
- Arbalest/Musketeer - Incredible damage against backline targets, especially in combination with
Mark.
- Crusader - Able to hit both the front and back ranks with bonus damage to Unholy enemies. Note that repeated uses of Holy Lance requires dance-capable partners to be effective.
- Grave Robber - Able to deal heavy damage to every rank.
- Hellion - Able to deal heavy damage to every rank.
- Highwayman - Another hero that can deal good damage to every rank. The Necromancer tends to use AoE attacks that hit both frontliners or both backliners, so his
Riposte is also easier to trigger.
- Houndmaster - He can attack any rank with Hound's Rush with a strong
Mark synergy.
- Occultist - Vulnerability Hex is a great
Mark. Hands from the Abyss is also one of the few stuns that has a good chance of breaking through the Necromancer's high stun resistance.
- Plague Doctor - Can hit every rank with heavy Blights, very quickly melting down the Necromancer.
- Shieldbreaker - Yet another hero who can attack any rank for good damage. She also has Puncture, which can pull the Necromancer while breaking and preventing
Guard.
Reasonable Choices
- Abomination - While he lacks back line damage, the transformed version of the Abomination is one of the few heroes who deals enough damage to reliably clear away the summoned skeletons.
- Antiquarian - Can contribute some damage via Festering Vapours. Can also be run as part of a full-DODGE party with Invigorating Vapours, completely breaking the fight.
- Bounty Hunter - When stacked, Caltrops can deal a significant amount of damage. He can also reliably pull the Necromancer or
Mark him for other characters.
- Jester - Battle Ballad is always useful, and the Jester can use Finale to finish off the Necromancer.
- Leper - Not ideal because he can't hit the back ranks. However, he has enough damage to clear skeletons and is a generally strong support character.
- Man-at-Arms - A strong support. Can also contribute damage via
Riposte.
- Vestal - Doesn't contribute much in the way of offense. Nevertheless, her strong healing can sustain the party if the fight drags on for a while.
Discouraged Heroes
- Flagellant - While the Necromancer does have low Bleed resistance, Bleed is generally not effective against enemies in the Ruins.
Trophy
After the Necromancer's Champion-level quest is completed, he will drop his collar as a Trophy.
Necromancer's Collar
|
|
- +20% DMG vs Unholy
- +8% CRIT vs Unholy
|
Abilities
Apprentice Level
|
Skill Name
|
Range
|
Rank
|
Target
|
Accuracy
|
Crit Chance
|
Damage
|
Effect (Target)
|
Effect (Self)
|
Notes
|
The Flesh Is Willing
|
Melee
|
1,2,3,4
|
1+2
|
102.5%
|
6%
|
4-8
|
 Summon 1 Skeleton
|
Back 1
|
|
The Clawing Dead
|
Ranged
|
1,2,3,4
|
3+4
|
102.5%
|
6%
|
3-5
|
 Summon 1 Skeleton
|
Back 1
|
|
Six Feet Under
|
Ranged
|
1,2,3,4
|
1+2+3+4
|
102.5%
|
0%
|
0
|
 Summon 1 Skeleton
Stress +15
|
Back 1
|
|
Veteran Level
|
Skill Name
|
Range
|
Rank
|
Target
|
Accuracy
|
Crit Chance
|
Damage
|
Effect (Target)
|
Effect (Self)
|
Notes
|
The Flesh Is Willing
|
Melee
|
1,2,3,4
|
1+2
|
108.75%
|
12%
|
5-11
|
 Summon 1 Skeleton
|
Back 1
|
|
The Clawing Dead
|
Ranged
|
1,2,3,4
|
3+4
|
108.75%
|
12%
|
4-7
|
 Summon 1 Skeleton
|
Back 1
|
|
Six Feet Under
|
Ranged
|
1,2,3,4
|
1+2+3+4
|
108.75%
|
0%
|
0
|
 Summon 1 Skeleton
Stress +15
|
Back 1
|
|
Champion Level
|
Skill Name
|
Range
|
Rank
|
Target
|
Accuracy
|
Crit Chance
|
Damage
|
Effect (Target)
|
Effect (Self)
|
Notes
|
The Flesh Is Willing
|
Melee
|
1,2,3,4
|
1+2
|
122.5%
|
14%
|
7-15
|
 Summon 1 Skeleton
|
Back 1
|
|
The Clawing Dead
|
Ranged
|
1,2,3,4
|
3+4
|
122.5%
|
14%
|
5-10
|
 Summon 1 Skeleton
|
Back 1
|
|
Six Feet Under
|
Ranged
|
1,2,3,4
|
1+2+3+4
|
122.5%
|
0%
|
0
|
 Summon 1 Skeleton
Stress +15
|
Back 1
|
|
The Necromancer's summoning will occur regardless of whether the attack hits a hero or not. The exact enemies summoned vary depending on the boss's difficulty:
Barks
Every base game hero (and the Musketeer) has a unique bark as a reaction to each of the Necromancer's attacks. The two DLC heroes—the Flagellant
and the Shieldbreaker
—don't have unique reactions and can only use generic barks. Some heroes share their unique and generic barks.
Gallery
Necromancer's combat animation
The Necromancer using The Flesh is Willing
The Necromancer using The Crawling Dead and Six Feet Under
The Necromancer defending