The RS Guide
Necromancy

Necromancy Abilities

Core abilities and the stack system unique to Necromancy

Overview

Necromancy features a set of core abilities as well as Conjures and Incantations. It also has a stack system which will be heavily used when forming rotations and utilizing abilities.

There are no threshold abilities like the other three styles; instead, Necromancy has abilities that cost adrenaline and/or stacks. You'll also notice that some of these abilities don't have a cooldown.

Note: This page will explain core abilities. Conjures and Incantations will be explained in their respective pages.

Basic Attack

Necromancy

Necromancy is the only style that has a Basic Attack. It can be toggled on and is effectively a basic ability that will automatically be cast when you don't cast a different ability. The Basic Attack deals an average of 100% damage and generates 9% adrenaline. This is useful for generating adrenaline and can be a filler ability to press when other abilities are on cooldown.

Necrosis Abilities

The first of the two stacks we're going to cover is called Necrosis. Stacks of Necrosis will appear on your buff bar and have a maximum cap of 12.

Necrosis stacks can be built up and spent in a few different ways:

Touch of Death

Touch of Death is a basic ability which has an average of 100% damage and generates 9% adrenaline. Unlike the Basic Attack, it has a cooldown and generates 4 Necrosis stacks when used. Because of this, it is a better choice over Basic Attack when available.

Finger of Death

Finger of Death is a powerful ability that deals an average of 300% damage and costs 60% adrenaline to cast. It does not have a cooldown, so the limiting factor to cast it is adrenaline.

The adrenaline cost for Finger of Death is reduced by 10% for each Necrosis stack you have. It can use a maximum of 6 stacks, resulting in an adrenaline cost of 0%.

As an example, if you have 12 Necrosis stacks, you can cast Finger of Death twice without using any adrenaline.

Ultimate Abilities

Necromancy has two ultimate abilities:

Death Skulls

Casting Death Skulls will fire a flurry of skulls at your target, bouncing between targets and hitting up to 5 times. This will cost 100% adrenaline and deals an average of 250% damage per hit. This ability has a 60s cooldown.

  • In single target scenarios, skulls will bounce back and forth between your character and your target, hitting your target 3 times for a total of 750% damage. This will not damage you.
  • In multi target scenarios, skulls will bounce between additional targets and deal 5 hits of damage for a total of 1,250% damage between enemies.

This ability can be upgraded by obtaining the Igneous Kal-Mor, reducing the adrenaline cost to 60% and increasing the number of bounces by 2.

Living Death

Living Death is an Ultimate ability applied to your character, not on a target. It transforms you into a skeletal character and lasts 30s with a 90s cooldown. Unlike other styles that have flat damage-boosting Ultimates, Living Death changes how four Necromancy abilities work while active:

AbilityEffect
Basic AttackGenerates 2 Necrosis stacks when cast
Touch of DeathGenerates an extra 6% adrenaline for a total of 15%
Finger of DeathDeals 50% more damage for a total of 450% average damage
Death SkullsReduces the cooldown from 60s to 12s

Additionally, when Living Death is cast, the cooldown of Touch of Death and Death Skulls are instantly reset.

As you can see, Living Death is focused on Necrosis stacks and provides benefits to gaining stacks as well as increased damage output when using them.

Soul Abilities

The second of our two stacks is called Residual Souls.

Stacks of Souls will appear on your buff bar and can be seen floating around your character. By default, you can have a maximum of 3, but this can be increased to 5 with the Soulbound Lantern.

Souls can be built up and spent in a few different ways:

Soul Sap

Soul Sap is a basic ability which has an average of 100% damage and generates 9% adrenaline.

It generates 1 Soul stack when used.

Soul Strike

Soul Strike does not cost or generate any adrenaline but costs 1 Soul stack to use, dealing 150% average damage to your target, while also stunning the target for 3s. This will also deal 100% average damage to any targets within 1 tile of your main target.

Volley of Souls

Volley of Souls also does not cost or gain any adrenaline, but it does cost 1 Soul stack and requires a minimum of 2 Soul stacks to cast.

When cast, it will consume all Souls and deal an average of 150% damage per soul. This results in a total of 450% average damage when cast with 3 Souls and an average of 750% when cast with 5 Souls.

Extra Abilities

Lastly, we have some final abilities to cover. These abilities are not Soul or Necrosis abilities.

Bloat

Bloat is a damage over time ability. It costs 20% adrenaline to use and doesn't have a cooldown.

This will deal an initial hit of 150% damage, and apply a debuff to the target called Bloated. While the target is bloated it will take an average of 37.5% damage every 1.8s for a total of 10 hits over 19.8s.

If your target dies while under the effects of bloated, the effect will spread to any enemies within 1 tile of the initial target. This will deal 4 bloated hits to each afflicted target and can continuously repeat if those targets also die during the effect.

This ability is powerful in both AoE and single target situations. Over the full 19.8s, Bloat will deal an average of 525% damage to your primary target.

Blood Siphon

Blood Siphon is Necromancy's only channelled ability, which means it will take longer than a global cooldown to cast.

Blood Siphon deals 25% average damage every 1.2s to targets within 2 tiles of your character, but will not deal damage to your main target. Each time damage is dealt, your character will heal for 70% of the damage dealt. The more targets hit by this ability, the higher the healing.

When you have channelled the entire ability, your character will hit your main target for 130% average damage plus 100% of your total healing. This can be both an effective ability for single-target damage and an effective way to heal at boss encounters with multiple enemies.

Spectral Scythe

Spectral Scythe is an Area of Effect ability with a unique multi-cast mechanic.

When cast, the ability converts into a slightly more powerful version of itself, and when that is cast, it will convert to an even more powerful version. If not used for 15s, it will convert back to the base version. Spectral Scythe has a 15s cooldown, so the first cast in a set will always be the base version.

Spectral Scythe (base):

  • Deals 80% average damage to each target, hitting up to 10 targets in a conal area
  • 10% adrenaline cost
  • Each hit has a 25% chance to generate 1 Soul stack
  • Changes to Spectral Scythe (upgrade 1)

Spectral Scythe (upgrade 1):

  • Deals 200% average damage to each target, hitting up to 25 targets within 2 tiles around your character
  • 20% adrenaline cost
  • Each hit has a 25% chance to generate 1 Soul stack
  • Changes to Spectral Scythe (upgrade 2)

Spectral Scythe (upgrade 2):

  • Deals 250% average damage to each target, hitting up to 25 targets within 2 tiles around your character
  • 30% adrenaline cost
  • Damage is increased by up to 100% per hit, based on the target's remaining life points