Because 3 aren't enough.

Diablo III design

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The Diablo series had marked me very deeply, as I started playing Diablo I when I was very young and I continue doing so nowadays. I think many of my designs are influenced by the understanding of the game I gathered from playing the series. However, it was not until very recently that I adventured myself into actually designing something for Diablo. This idea was an attempt to reconcile the Necromancer class from Diablo II and rework it into Diablo III style. I had to expand and contribute to the class myself, since Diablo III requires a wider range of options because of the ability, rune and passive systems. So far, this rework has received wonderful feedback on the Spanish Diablo III forums.

I understand there are deep similarities between the Necromancer from Diablo II and the Witch Doctor from Diablo III, and some will evidently perdure in the reworked version. This occurs because I want to maintain the core of the class and the feeling of the original. In addition, I devised a number of set equipment and legendaries for Necromancers. These are located at the bottom of the page. All in all, this was a fun design exercise and I would like to try making up a whole class of my own. Here is the result:

Note: mild technical language ahead.


Class: Necromancer

  • Class specific gear: Two-handed scythes. Dual one-handed sickles. Skull helmets.
  • Secondary resource: Soul. Generated on hit and on kill. Similar to the mechanics of Life on Hit and Life on Kill.
  • Can fight at all ranges: melee, mid-range and range.
  • Uses the following elements: Arcane, Fire, Physical, Cold and Poison.

 Primary skills – Left click

[Poisoned Dagger]: Strikes at the enemy at melee range, causing x% weapon damage plus x% weapon damage over 3 seconds. Poison.

  • Rune – Serrated Blades: Extends the damage over time effect to inflict x% weapon damage over 6 seconds. Physical.
  • Rune – Abrasive Toxin: Increases the damage of the damage over time effect to x% weapon damage over 3 seconds and causes it to slow the enemy by 60% for its duration. Fire.
  • Rune – Throwing Shards: Poisoned Dagger now throws frozen daggers at range. These daggers pierce the enemies and cause x% weapon damage, but the damage over time effect is removed. Cold.
  • Rune – Pungent Swarm: Poisoned Dagger now summons a swarm of enchanted poisoned blades to attack your enemies, causing x% poison damage over 3 seconds. Poison.
  • Rune – Strike at the Heart: Removes the damage over time component, but increases its damage to x% weapon damage. Critical hits now deal 200% more damage. Physical.

[Vampiric Touch]: A ghostly touch at mid-range that drains life from your enemies. Causes x% weapon damage and increases your Vitality for 3 seconds. Arcane.

  • Rune – Touch of the Grave: Removes the Vit buff component of the skill, but causes it to deal x% more damage and slow the enemy by 80% for 3 seconds, with a chance at Freezing. Cold.
  • Rune – Wither: Vampiric Touch now also causes increasing x% weapon damage over 3 seconds. Poison.
  • Rune – Vitality: Increases the damage to x% weapon damage and causes it to also increase your maximum Health by 10% for 3 seconds. Physical.
  • Rune – Rejuvenation: Instead of increasing your Vitality, Vampiric Touch now increases your Life Regeneration per second by x. If you are at maximum Health while the buff is active, you will heal a nearby minion or ally. Arcane.
  • Rune – Powerdrain: Increases its damage to x% weapon damage and extends the Vitality buff effect to 9 seconds. Arcane.

[Reap]: A mid-range sweep attack that causes x% weapon damage to all enemies hit. Physical.

  • Rune – Hell Reaper: Reap also ignites the ground of the area it hits, causing x% weapon damage every second. This damage stacks. Fire.
  • Rune – Black Plague: Reap now also causes x% weapon damage over 6 seconds. Poison.
  • Rune – Hack and Slash: Each use of Reap increases the damage and Attack Speed of this skill by x% for 3 sec, stacking up to 3 times. Physical.
  • Rune – Ethereal Scythe: Increases the range and area of Reap and its damage to x% weapon damage. Arcane.
  • Rune – Grim Reaper: Reap now awards x more Soul on Hit and Soul on Kill. Cold.

[Drain Soul]: Drains your enemy’s soul, inflicting x% weapon damage per second. Its damage increases the more time it is being channeled, up to x% weapon damage per second. Channeled. Arcane.

  • Rune – Leech: Drain Soul now returns x Health on every pulse. Poison.
  • Rune – Soul Harvest: Causes Drain Soul to also affect other nearby enemies. Arcane.
  • Rune – Consumption: Slows the target for 80%. Other nearby enemies burn for 20% of the damage. Fire.
  • Rune – Torment: Increases the total damage to x% weapon damage and has a chance at Freezing. Cold.
  • Rune – Soulrip: Increases the damage to x% weapon damage and awards x more Soul on Hit and Soul on Kill.

Secondary skills – Right click

[Teeth]: Sprays a cone of magic teeth that deal x% weapon damage. Arcane.

  • Rune – Vampiric Bite: Each enemy hit awards x Health. Physical.
  • Rune – Viper Fangs: Teeth now only shoots 2 teeth, but increases the damage to x% weapon damage plus x% weapon damage over 3 seconds. In addition, the fangs leave a trail of dripping poison on the ground that cause x% weapon damage as poison per second while it lasts. Poison.
  • Rune – Hellmaw: Instead of a cone, fiery teeth are summoned from front and behind towards the necromancer, emulating a biting mouth. Increases the damage to x% weapon damage. Fire.
  • Rune – Cold Grin: Widens the angle of the cone. Increases damage to x% weapon damage and adds a Chill effect for 3 seconds with a chance at Freezing. Cold.
  • Rune – Undergnaw: Instead of a cone, a spectral maw emerges from the selected area, causing x% weapon damage. Arcane.

[Bone Spear]: Summon a magic bone spear that thrusts through your enemies. Deals x% weapon damage. Arcane.

  • Rune – Flaming Spear: Engulfs the spear in flames. Each enemy hit burns for x% extra weapon damage over 3 seconds. Fire.
  • Rune – Vile Sting: Causes 300% more critical damage. Poison.
  • Rune – Splintered Bones: Each enemy hit causes a bone explosion that deals x% weapon damage to all nearby enemies. Physical.
  • Rune – Impale Soul: Each enemy hit increases the damage of the spear as it flies for x%. Arcane.
  • Rune – Rime: All enemies hit are Chilled and Frozen for 1 second. Cold.

[Bone Spirit]: Sends a spirit that slowly chases down your enemies and causes an explosion of magic when it reaches your target, causing x% weapon damage. This spirit ignores obstacles, walls and shields. Arcane.

  • Rune – Noxious Ghast: Toxic mists envelop the spirit, causing x% weapon damage per second to all enemies near the spirit as it travels. Poison.
  • Rune – Immolation: Upon exploding, the spirit leaves behind magical flames that cause x% weapon damage per second while they last. Fire.
  • Rune – Skull Trap: Instead of pursuing enemies, spirits now wait in the selected area. When an enemy stands close to the trap, it springs and causes x% heavy weapon damage to all nearby enemies and fears them for 3 sec. Physical.
  • Rune – Death’s Breath: The spirit travels more slowly and no longer explodes on contact, but emits a cold breath in all directions as it travels, causing x% weapon damage per second to all enemies on its way. Cold.
  • Rune – Restless Spirits: Call down 3 spirits that cause 1/3 + x% weapon damage, but these travel much faster and attack random nearby enemies. Arcane.

[Lethal Wave]: Shakes your enemies’ vital force, causing them x% weapon damage. This skill chains up to all other nearby enemies, dealing 50% of the initial damage. Arcane.

  • Rune – Blood Boil: Slows for 2 seconds and increases the chained damage to 75%. Fire.
  • Rune – Vital Frenzy: The more enemies hit by Lethal Wave, the more damage. Arcane.
  • Rune – Black Blood: Instead of dealing damage instantly, increases the damage to x% weapon damage but it is caused over 6 seconds. Poison.
  • Rune – Cold Blood: Hit enemies are enveloped in chilly mist that deals x% weapon damage per second to all other nearby enemies. Cold.
  • Rune – Bloodlust: Instead of attacking a target and chaining to nearby enemies, Lethal Wave attacks all enemies within 40 yards. In addition, it causes x% more damage each time it is used repeatedly. Physical.

[Soulburn]: Immolates an enemy, dealing x% weapon damage over 3 seconds. Fire.

  • Rune – Horrible Decay: Increases weapon damage to x% increasing weapon damage over 6 seconds. Poison.
  • Rune – Funeral Pyre: Engulfs the target in flames, causing Soulburn to also damage nearby enemies. Increases damage to x% weapon damage. Fire.
  • Rune – Soulfreeze: Increases damage to x% weapon damage over 3 seconds and Chills for 60%. Critical hits Freeze the target for 1 second. Cold.
  • Rune – Purge: The less health the enemy has, the more damage Soulburn deals. Fire.
  • Rune – Soulbomb: Critical hits cause an explosion around the target that deal x% weapon damage to all nearby enemies. Arcane.

Summoning – Slot 1

[Raise Skeleton]: Raise a skeleton to aid you in combat. You may have up to 3 active Skeletons at once. Physical.

  • Rune – Skeleton Warrior: Increases the damage, armor, resistances and health of your Skeletons. Physical.
  • Rune – Burning Dead: You raise a blazing skeleton that also causes x% weapon damage every second to nearby enemies. Fire.
  • Rune – Stygian Doll: Raises a very fragile and fast, yet deadly skeleton that deals a massive amount of x% weapon damage on death. Physical.
  • Rune – Skeletal Mage: Raise a skeleton mage that casts elemental bolts at range. The type of their element is always the highest +% elemental damage type you have.
  • Rune – Lich: Raise a powerful skeletal warlock that copies your offensive abilities for x% of your damage, but you can only control only 1 at a time.

[Summon Golem]: Summon a minion golem to help you in combat. You may only have 1 golem active. Physical.

  • Rune – Clay Golem: Your golem now creates poisoned mud pools on the ground that cause damage and slow enemies. Poison.
  • Rune – Fire Golem: Your golem is engulfed in flames and causes x% weapon damage per second to nearby enemies and its normal attacks cause x% weapon damage over 3 seconds. Fire.
  • Rune – Iron Golem: Summon a powerful and resilient metal golem. Your golem also taunts enemies and reflects x% of the damage received. Thorns damage magnify this effect. Cold.
  • Rune – Blood Golem: Summon a blood golem that has the same amount of Health as the necromancer. Blood golems have a health link with its summoner. In addition restores x Health whenever it deals damage.
  • Rune – Soul Golem: Summon a spectral golem that attacks at mid-range and inflicts more damage. However, enemies may walk through the golem. Arcane.

[Summon Gloam]: Calls down an ethereal spirit that channels arcane rays to destroy its enemies at range. You may have up to 2 gloams active. Arcane.

  • Rune – Vampiric Mist: Your gloams now cast blood beams. Increases its damage to x% weapon damage and restores x Health whenever it causes damage. Physical.
  • Rune – Toxic Phantasm: Your gloams are now enveloped by a poison aura that deals x% weapon damage per second to all enemies within 20 yards. In addition, they cast poison beams. Poison.
  • Rune – Burning Soul: Gloams now cast fiery beams that may cause explosions on hit, dealing x% weapon damage to nearby enemies. Fire.
  • Rune – Shivering Nightmare: Your gloams’ attacks now chill and have a chance to Fear on hit. Cold.
  • Rune – Undeath Archon: Summon a powerful ethereal gloam that cannot die and has increased damage. Arcane.

[Revive]: Reanimate the body of a fallen enemy to help you in combat. This minion has the same abilities it had while living and lasts 3 minutes. You may only have 1 revived creature at once.

  • Rune – Strength in Death: Revived enemies deal x% more damage.
  • Rune – Army of the Dead: Increases the limit of revived enemies to 5, but they deal x% less damage.
  • Rune – Eternal Servitude: The revived minion lasts until it dies.
  • Rune – Supremacy: You may now revive elite creatures that retain their abilities, but only for 1 minute.
  • Rune – Mass Resurrection: Revives all fallen enemies within 40 yards to fight by your side for 1 minute, but Revive now has a 3 minute cooldown.

Curses – Slot 2

[Amplify Damage]: Curse the enemies in the selected area, increasing the damage they receive from all sources by x% for 6 seconds. Its radius is increased by your Globe and Gold Pickup Radius. 12 second cooldown.

  • Rune – Increased Pain: Reduces its radius, but increases the damage enemies receive by an extra x%, and only for 3 seconds. Increases the cooldown to 15 seconds.
  • Rune – Pain Expanse: Amplify Damage now curses all enemies within 30 yards.
  • Rune – Collateral Damage: x% of the damage that cursed enemies receive is also inflicted to nearby enemies.
  • Rune – Weaken: Now also reduces the damage cursed enemies deal by x%.
  • Rune – Reduce Damage: Transforms the curse into a blessing. Blessed allies receive x% less damage for 6 seconds. Increases the cooldown to 30 seconds.

[Iron Maiden]: Curse the enemies in the selected area, causing them to receive back x% of the damage they deal for 6 seconds. Your Thorns damage increase this effect. Its radius is increased by your Globe and Gold Pickup Radius. 12 second cooldown.

  • Rune – Retaliation: Reduces its radius, but increases the damage enemies reflect back to themselves, but only for 3 seconds. Increases the cooldown to 15 seconds.
  • Rune – Fields of Agony: Iron Maiden now curses all enemies within 30 yards.
  • Rune – Attraction: Iron Maiden now pulls all enemies to the cursed area.
  • Rune – Life Tap: Cursed enemies now also heal the necromancer for x when they attack.
  • Rune – Broken Mirror: Transforms the curse into a blessing. Blessed allies gain a huge amount of Thorns for 6 seconds. Increases the cooldown to 30 seconds.

[Dim Vision]: Curse the enemies in the selected area, reducing the distance they detect you and can perform ranged attacks. Its radius is increased by your Globe and Gold Pickup Radius. 12 second cooldown.

  • Rune – Visions of Terror: Also causes your enemies to flee in fear for 6 seconds.
  • Rune – Visions of Insanity: Also causes your enemies to attack themselves for 6 seconds.
  • Rune – Visions of Darkness: Also blinds your enemies for 6 seconds.
  • Rune – Decrepify: Also reduces your enemies’ attack and movement speed by x%.
  • Rune – Warp: Transforms the curse into a blessing. Blessed allies gain a huge amount of Dodge for 6 seconds. Increases the cooldown to 30 seconds.

Protection – Slot 3

[Bone Armor]: An orbiting bone shield that absorbs x damage. 5 charges. A charge expires when it reaches its maximum absorption capacity. Once a charge has worn off, you may not benefit from the following charge until 12 seconds have passed. Bone Armor cancels when all its charges have worn off. Lasts 10 min. Only one armor spell may be active at a time.
  • Rune – Bone Cuirass: Bone Armor now has 3 extra charges.
  • Rune – Resilient Bones: Increases the amount of damage each charge can take by x%.
  • Rune – Carved Skeleton: Enemies that attack you receive x extra Thorn damage.
  • Rune – Death’s Aegis: Increases your Armor and Physical Resistance by x%.
  • Rune – Marrow: Cada vez que se consume una carga obtienes x Salud y Alma.

[Spirit Shell]: Protective spirits that orbit around the necromancer warding off ranged attacks. 2 charges. Anytime the necromancer deflects a ranged attack a charge is worn out. Once a charge has worn off, you may not benefit from the following charge once 20 seconds have passed. Spirit Shell cancels when all charges have expired. Lasts 10 min. Only one armor may be active at a time.

  • Rune – Soul Shield: Now also reduces all damage taken by x%, but reduces your maximum Soul by x.
  • Rune – Ectoplasm: Now increases all elemental resistances by x% while Spirit Shell is active.
  • Rune – Feedback: Whenever a charge wears off, gain x Health and Soul.
  • Rune – Ethereal Armor: Increases your maximum Soul by x and your movement speed by 10%.
  • Rune – Spirit Ward: Increases the charge limit to 5.

[Bone Wall]: Raise a bone wall that blocks the path for both allies and foes that has x Health. Enemies may break the wall so as to clear the way. Lasts 6 seconds.

  • Rune – Wall of Skulls: Increases the Health and Resistance of the wall by x%.
  • Rune – Lidless Wall: Enemies that attack the wall flee in terror for 1 second.
  • Rune – Spectral Barrier: Allies can now freely go through the wall.
  • Rune – Bone Prison: Cage your enemies in a bony prison. Your enemies may break down the cage.
  • Rune – Rampart of Bones: Enemies attempting to break the wall receive x Thorns damage. Your Thorns damage magnify this effect.

[Portal of Undeath]: Tears up a dimensional portal you can go through to teleport a short distance in the direction you move as many times as you want while the portal is active. Lasts 3 seconds. 20 second cooldown.

  • Rune – Revival: Gain x Life Regeneration per second for 3 seconds whenever you go through the portal.
  • Rune – Threshold: You remain invisible for 1 second after going crossing the portal and gain x% movement speed for 1 second.
  • Rune – Dark Fortitude: Receive x% less damage for 1 second after going through the portal.
  • Rune – Descent into the Abyss: Enemy projectiles and minor creatures may also be absorbed into the portal to permanently disappear. Increases the cooldown to 30 seconds.
  • Rune – Hellgate: The portal now also pulls enemies and spits fire in all directions, causing x% weapon damage per second while it lasts. Fire.

Power – Slot 4

[Corpse Explosion]: Detonate the corpse of a fallen enemy, causing a heavy amount of x% weapon damage to enemies near the corpse. Physical.

  • Rune – Bloodburst: Increases damage to x% weapon damage and has x% chance to spawn a Health Globe. Physical.
  • Rune – Deathbomb: Icnreases the radius of effect and damage to x% weapon damage. In addition, the corpse bursts in flames, causing x% extra weapon damage over 3 seconds. However, the initial explosion is delayed 2 seconds. Fire.
  • Rune – Gas Explosion: The corpse releases a toxic cloud that deals x% weapon damage over 6 seconds and spawns 6 acid blobs that each deal x% weapon damage on attack and last 3 seconds. Poison.
  • Rune – Reaper of Souls: Instead of detonating the corpses, rips the souls of all dead enemies within 30 yard range, causing x% weapon damage to all enemies near the corpses. Arcane.
  • Rune – Shattered Limbs: Corpses explode in a cascade of frozen flesh that shatter on impact to damage further enemies. Increases damage to x% weapon damage. Cold.

[Poison Nova]: Emit a powerful ring of poison around the necromancer that slowly grows in size and deals a huge amount of x% weapon damage. Poison. 3 seconds cooldown.

  • Rune – Lethal Toxin: Increases direct damage to x% weapon damage and deals x% extra weapon damage over 3 seconds. Poison.
  • Rune – Bathed in Blood: Emit a blood ring that restores x Health for each enemy hit. Physical.
  • Rune – Hellfire Nova: Unleash a ring of fire that ignites the ground. The fires deal x% weapon damage per second. Fires last for 3 seconds. Fire.
  • Rune – Shivering Blast: Instead of creating a ring around the necromancer, the ring is cast at the target area with a smaller size. Increases damage to x% weapon damage and freezes enemies for 2 seconds. Cold.
  • Rune – Soul Vortex: Instead of creating a ring, a great spiral of spirits slowly gather around the necromancer, dealing x% weapon damage to all enemies on their path. When all souls converge on the necromancer, a wide deathly explosion is cast, dealing x% extra weapon damage to all nearby enemies and pushes them back. Arcane.

[Finger of Death]: Pierces the enemy’s life essence, causing x% weapon damage. The less health the enemy has, the more damage Finger of Death deals. Arcane. 6 seconds cooldown.

  • Rune – Cruelty: The less health/more damage effect is doubled. Arcane.
  • Rune – Stigma: If Finger of Death successfully kills an enemy, all other nearby enemies receive 50% of the damage and the cooldown is reset. Fire.
  • Rune – Withering Touch: Greatly increases the damage to x% weapon damage, but it is now caused over 6 seconds. Poison.
  • Rune – Sudden Death: Critical hits instantly kill monsters. This effect does not work on elite monsters, but they receive 100% more critical damage. Physical.
  • Rune – Death’s Grasp: Freezes the enemy for 3 seconds. Cold.
[Bonestorm]: Call down a bonestorm that surrounds the necromancer. Deals x% weapon damage over 12 seconds. Physical. 1 minute cooldown.
  • Rune – Ribcage: Enemies cannot enter nor leave the Bonestorm. Projectiles are also repelled. Physical.
  • Rune – Ominous Winds: Instead of a bonestorm, call down a soulstorm. The radius of the storm is increased. The duration and damage are extended x% weapon damage over 20 seconds. Arcane.
  • Rune – Remorseless Winter: Enemies caught for more than 2 seconds in the storm are frozen until the storm expires or go off range. For each additional second trapped in the storm, frozen enemies explode in a burst of frost that causes x% weapon damage to all nearby enemies. In addition, they receive x% more Cold damage for 3 seconds. This effect stacks. Cold.
  • Rune – Burning Blood: Call down a storm of boiling blood. The bloodstorm reduces the enemies’ movement speed by x% and has a chance to spawn a Health Globe whenever it deals damage. Increases the damage to x% weapon damage. Fire.
  • Rune – Embrace of Miasma: Horrific poisonous hands materialize from the storm and pull enemies inside. In addition, ectoplasmic formations dive around the poisonous storm asphyxiating nearby enemies, stunning them for 1 second. These ectoplasmic creatures deal x% weapon damage whenever they attack. Poison.

Passive skills

  • [Summoning Mastery]: Increases the number of Skeletons you can control by 2 and the number of Liches, Golems and Gloams by 1.
  • [Rise of the Scourge]: The damage of your Skeletons is increased by 25%, the damage of your Golems by 15% and the damage of your Gloams by 10.
  • [Revival]: Increases the number of minions you can Revive to 5.
  • [Bastion of Undeath]: Increases the amount of absorption a charge of Bone Armor can hold up by x%. In addition, you gain 1 charge every 16 seconds.
  • [Paragon of Doom]: Reduces the cooldown on your Curse spells by 35%.
  • [Venom]: All poison damage is increased by 20%. Poison Nova no longer has a cooldown.
  • [Soul Eater]: Drain Soul and Soulburn now deal 20% more damage. Drain Soul generates double the Soul on Hit.
  • [Hand of Death]: Finger of Death no longer has a cooldown and can affect up to 5 enemies.
  • [Thornfield]: Your Thorns are multiplied by 2.
  • [Sanguine Fortitude]: Increases your maximum Health by 20%, but also increases your damage taken by 10%.
  • [Reaper]: When wielding a two-handed scythe, gain 30% attack speed. When dual wielding one-handed sickles, you deal 15% more damage.
  • [Vampirism]: Vampiric Touch, Teeth and Lethal wave deal 10% more damage. In addition, picking up a Health Globe causes the next Vampiric Touch, Teeth and Lethal Wave to also trigger a Bloodburst on the target that deals x% weapon damage. Its element depends on your highest +% elemental damage.
  • [Bone Rituals]: The damage of Bone Spear, Bone Spirit and Bonestorm are increased by 20%. In addition, the cooldown of Bonestorm is reduced by 1 second everytime you use Bone Spear or Bone spirit.
  • [Skeletal Knight]: Allows the necromancer to equip a shield while wielding a two-handed scythe, but reduces the weapon’s damage by 10%.
  • [Deathstep]: After taking mortal damage, you restore 35% of your maximum health and cause all enemies within 20 yard range to flee in fear. In addition, you receive 75% less damage from all sources for 3 seconds.
  • [Gift of Rathma]: You no longer die instantly upon reaching 0 Health. Instead, you are reborn as a Spawn of Rathma for 6 seconds, allowing you to cast your abilities with no Soul cost. You die when this effect ends.

Ideas for Class Sets and Legendaries

Forgotten Remains of Rathma – Necromancer Class Set:

  • 2 Piece Bonus: Doubles the amount of Skeletons you can control and increases their damage by 50%.
  • 4 Piece Bonus: Increases the damage caused by Corpse Explosion and Poison Nova by 250%.
Mendeln’s Protection – Necromancer Class Set:
  • 2 Piece Bonus: When you cast Bone Armor or Spirit Shell, you also cast the other. Both armors last indefinitely.
  • 4 Piece Bonus: Whenever a Bone Armor charge expires, you automatically launch a Bone Spear towards the attacker. Whenever a Spirit Shell charge expires, you automatically cast a Bone Spirit towards the attacker.

Trang-Oul’s Avatar – Necromancer Class Set:

  • 2 Piece Bonus: Increases all Fire damage by 50% and your Fire Resistance by 50%.
  • 4 Piece Bonus: Increases Vampiric Touch damage by 200%, its element changes to Fire and gains the effect of all runes.
  • 6 Piece Bonus: Casting Vampiric Touch increases the damage of the two next Soul consuming Fire abilities by 600%.

Malthael’s Revival – Necromancer Class Set:

  • 2 Piece Bonus: Increases Reap damage by 350% and gains the effect of all runes. Reap now teleports you to the target.
  • 4 Piece Bonus: Casting Reap cause you to raise Skeletons and Gloams up to their maximum limit. These have the skin of Reaper Skeletons and Reaper Exorcists.
  • 6 Piece Bonus: Passively gain the effect of Bonestorm with Ominous Wind rune. All enemies within the storm receive 500% more damage from Bone Spear, Bone Spirit and Lethal Wave.

Seal of the Threefold Oath – Legendary Ring:

  • Unique Effect: When you cast a curse, you also apply the base effect of the other two.

Cord of Bloodbathed Teeth – Legendary Belt:

  • Unique Effect: Teeth is cast twice.

Soul Barricade – Legendary Shield:

  • Unique Effect: Bone Wall gains the effect of the Spectral Barrier rune.
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