LEVELING | ENDGAME | BUDGET | PIT PUSH | PIT 100 NECROMANCIEN
Build Overview
This Necromancer build relies entirely on the army rather than the player's own spells: skeleton warriors, skeleton mages and the golem soak up hits and deal most of the damage while the Necromancer curses and supports from the back line. The Undercrown raises the maximum number of skeleton warriors and skeleton mages and makes the mages focus the same target the warriors are attacking, while
The Hand of Naz turns surviving skeleton mages into arch-mages after 25 hits and converts every warrior or golem sacrifice into an extra mage.
Aspect of Reanimation ramps up minion damage by up to 90% after 10 seconds of life, a scaling that Pact of Bone reinforces with attack speed, critical strike chance and a collective enrage whenever a minion dies. The
Decrepify and
Iron Maiden curses, applied automatically by your minions thanks to
Blood Moon Breeches, also grant extra critical damage against cursed targets. The Maxroll planner shared by the author offers two weapon setups: the two-handed
Bloodless Scream, which Chills enemies hit by Darkness skills to make them scale with
Signet of Pelghain, or the
Lidless Wall and
Azurewrath combo, more defensive and built around
Bone Storm. Tested in SSF (Solo Self Found) by @Jerycho all the way to Pit 100, this
Army of the Dead build shows that a well-stacked skeleton army can go the distance even without community-optimized gear.
Strengths and Weaknesses
✅ Strengths
- Self-sufficient damage: most of the DPS comes from the skeleton warriors, mages and golem, the player only needs to support and curse.
- Continuous minion scaling via
Aspect of Reanimation, up to +90% damage after 10 seconds of life. - Automatic curses (
Decrepify /
Iron Maiden) amplified by
Blood Moon Breeches. - Transformation into skeletal arch-mages whose projectiles fragment across multiple targets — good area clear in the Pit.
- Two possible weapon setups depending on the playstyle you want (offensive Chill or defensive tank).
❌ Weaknesses
- Fragile defense in SSF:
Signet of Pelghain only grants base resistances, the rest of your survival relies on the minions. - Dependent on the golem and warriors surviving to trigger
The Hand of Naz sacrifices. - Gradual power ramp-up: minions need a few seconds of life to reach their full damage potential.
- Requires careful sacrifice timing so you don't end up without a golem or warriors at the wrong moment.
Recommended Gear
Loot Table
The gear revolves around two inseparable pieces: The Undercrown to swell the number of skeleton warriors and mages, and
The Hand of Naz which turns survivors into arch-mages and converts sacrifices into reinforcements.
Aspect of Reanimation ramps up minion damage over time, while
Aspect of Disobedience turns damage over time into damage reduction stacking up to 30 times — a welcome defensive layer to offset the build's natural fragility. Pact of Bone as a charm and
Signet of Pelghain on the ring finger round out the first variant; the second variant swaps the weapon for
Lidless Wall and
Azurewrath, leaning more toward defense.
Horadric Seal S14
The main variant's talisman relies on the Peace of the Black Shroud set: five charms (Phoba, Fer, Mlor, Linta and Berú of the Black Shroud) that each grant extra skill ranks, rounded out by the unique charm Azurewrath, which makes enemies explode when Chill expires for a portion of the damage they took while Chilled — a direct synergy with
Bloodless Scream and
Signet of Pelghain. The Legendary seal adds an extra charm slot, letting you fit all six charms at once.
Gameplay Tips
Let your curses land automatically via
Blood Moon Breeches instead of casting them manually, and focus on repositioning the golem and skeleton warriors to keep
Iron Maiden and
Decrepify active on enemy packs. Don't sacrifice your warriors or golem too early via
The Hand of Naz: each sacrifice grants an extra Skeleton Mage, but clear the front line first before converting your tanks into extra damage. Give your minions time to ramp up through
Aspect of Reanimation before engaging an elite or a boss — the army is noticeably stronger after a few seconds of combat than right at summon. In SSF, stay cautious about positioning: without dedicated resistance slots, the player's survival depends almost entirely on the minions' ability to soak up damage in your place.
Talent Tree
Mercenary S14
Raheir serves as defensive backup with
Ground Slam for crowd control and
Bastion to soak up damage on packs — a welcome complement to the fragility the author himself pointed out in SSF.
Paragon
The starting board invests in
Essence for resource generation, before moving on to
Wither and its
Abyssal glyph for damage over time. The
Cult Leader board and its
Deadraiser glyph directly reinforce your minions, while
Scent of Death and its
Mage glyph support the skeleton mages. The last board,
Frailty with the
Darkness glyph, rounds out the offensive scaling against cursed targets.
The Planner's Two Variants
The Maxroll planner shared by @Jerycho offers two distinct setups, visible in the tabs of the grids above. The first, built around the two-handed
Bloodless Scream, Chills enemies hit by Darkness skills and ramps up damage against Chilled targets thanks to
Signet of Pelghain — this is the version tested in the video, all the way to Pit 100. The second replaces the weapon with the
Lidless Wall (shield) and
Azurewrath (sword) combo, trading Chill for a more defensive axis built around
Bone Storm and
Bone Prison — a more comfortable alternative if survival becomes an issue.
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