Starym

Deadly Roots: The Lore of the Necromancer

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With the Rise of the Necromancer DLC pack coming next week on June 27th, it's high time we delved into the background of these mysterious characters. What is their involvement in the events of Diablo 3 and RoS, how did they get there and from where - today we get all of those answers and more!
In case you missed it, there's also a preview of the new zones coming with the patch.

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Where do Necromancers come from? What is the Balance, and why do they care so much about it? And when exactly did these mysterious figures first begin practicing their dark arts?

Whether you’ve played a Necromancer in Diablo II or are simply looking forward to playing one in Diablo III, you might have pondered the answers to the above! At the same time, the lore of this class can be hard to piece together, spanning multiple books as well as conversations in the games themselves.

To make it easy for you to finally get the answers you seek, and to help you get in the mood to raise the dead, we’ve provided a helpful summary below—so stay awhile, and listen!


The Life of Rathma

  • When Sanctuary was created, the demons and angels who hid there, including the leaders Inarius and Lilith, had offspring—the first of the nephalem. The angels and demons eventually clashed over whether to spare or kill their new progeny, who had the potential to be more powerful than their progenitors. While Inarius weighed his options in solitude, Lilith lashed out and killed the remaining demons and angels to prevent them from harming the nephalem.
     
  • Upon returning and seeing what she had done, Inarius became outraged and banished her. Soon after, he grew wary of the nephalem’s growing power and changed the Worldstone to weaken them. In the years that followed, each generation of nephalem lived shorter lives while forgetting all about their original powers (and eventually becoming the humans of today’s Sanctuary).
     
  • During this time, Inarius’ son Linarian rebelled against his father’s plans, strengthening his power while seeking those who were aligned with his goals. At some point, he also discovered the Balance—the delicate interplay between the powers of order and chaos. He eventually changed his name to Rathma and began working to keep Sanctuary hidden from the High Heavens and limit the influence of the Burning Hells there.

Mendeln the Apprentice

  • Many years later, Rathma sensed Lilith had returned to Sanctuary and reached out to Mendeln Ul’Diomed to help stop her. In this way, Mendeln became Rathma’s first apprentice. Many events followed, with Mendeln’s brother Uldyssian gaining a powerful army of followers under Lilith’s guidance and changing the Worldstone’s power to enhance rather than hinder the nephalem. In the end, Lilith was again banished by Inarius—while Inarius himself was captured after the forces of the Burning Hells and High Heavens invaded Sanctuary.
     
  • Upon discovering Sanctuary, the Angiris Council of the High Heavens voted on whether to destroy it. Although the nephalem were spared, Uldyssian’s followers were made to forget the events that had occurred since Lilith’s reappearance, along with the knowledge of their powers. The Worldstone was once more changed to inhibit the nephalem’s latent abilities. Only Mendeln, by working with Rathma, was able to remember, without the angels and demons knowing, what had transpired. Soon after, he was given a new name—Kalan, meaning “teacher”—and set out in the world to protect the Balance.

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The Priests of Rathma

  • In the years that followed, Mendeln founded the Priests of Rathma, known to many as the Necromancers. He began to teach others his skills and impart his understanding of the Balance, while recording said knowledge in the Books of Kalan. These early priests established their headquarters in the jungles east of Kehjistan. Once properly trained, each of his followers ventured out on their own, seeking places where the Balance had been disrupted and working to restore it. Each of these students would continue the tradition of finding and taking apprentices.

Serving the Balance

  • Necromancers view any challenges they face related to the Balance in academic terms. While others might rush headlong into battle, Necromancers are taught to control their emotions in order to better wield their dark magic—lest the powers they wield end up controlling their user instead. At the same time, their serious demeanor and the powers of life and death they manipulate often lead others to suspect them of having more sinister motives.

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The Necromancer and the Dark Wanderer

  • When Diablo and the Prime Evils walked Sanctuary once again, the Necromancers had to act. In the Necromancer’s story in Diablo II, the hero manages to defeat the Lesser Evils, Andariel and Duriel, and eventually the Greater Evils, Diablo, Mephisto and Baal. In the years after, this hero would take as his apprentice Mehtan, a familiar face for anyone who has helped him restore the Balance in certain quests in Diablo III.

A star has fallen on Tristram Cathedral, and the Necromancers will answer the call. You have been asked by your Master to bring rest to the dead and restore the Balance. What untold powers will you discover to aid you? What challenges will you face, and how will you overcome them? What new insights will you gain when you revisit parts of the campaign, especially when it comes to matters of life and death?

Your journey begins, Necromancer. . . To all who oppose you: beware!

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"Someday, I'm going to have to figure out something to do with all these ears I've collected. Maybe I'll make a belt or something." - Xul

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6 hours ago, Starym said:

What is the Balance, and why do they care so much about it?

I don't think the article describes this at any level?

 

The Necromancers themselves are explained pretty well here, but this Balance is still a mystery to me.

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9 hours ago, Yridaa said:

I don't think the article describes this at any level?

 

The Necromancers themselves are explained pretty well here, but this Balance is still a mystery to me.

When I saw this I though of the witch doctor, Midnight, in Constantine. He seeks to keep the balance between good and evil. He just refers to it as 'the balance'

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4 hours ago, SterlingHero said:

When I saw this I though of the witch doctor, Midnight, in Constantine. He seeks to keep the balance between good and evil. He just refers to it as 'the balance'

Seems like these Necromancers simply want to eradicate all Angels and Demons from Sanctuary, at least from the blue post that Starym quoted seems to imply as much.

 

I don't know what this balance is but I smell a big fat retcon. Of course their magic is seen as evil by many, as they literally enslaved both body and souls of the dead. You know who else did that? The entire RoS campaign you fought against.

 

Fucking hypocrits, those Necromancers! They want all the souls and bodies for themselves. Shooooo!

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5 hours ago, Yridaa said:

Seems like these Necromancers simply want to eradicate all Angels and Demons from Sanctuary, at least from the blue post that Starym quoted seems to imply as much.

 

I don't know what this balance is but I smell a big fat retcon. Of course their magic is seen as evil by many, as they literally enslaved both body and souls of the dead. You know who else did that? The entire RoS campaign you fought against.

 

Fucking hypocrits, those Necromancers! They want all the souls and bodies for themselves. Shooooo!

But they're soooo misunderstood, they're HEROES!111

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    • By Starym

       
      We have a brand new PTR up for D3 and there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work. There's also a LOT of legendary item and set number tweaks, the general gist of which is higher numbers! And finally we also get some bug fixes and some GR map tuning as well.
      PTR (source)
      Table of Contents:
      Classes Items Adventure Mode  

      CLASSES
      Barbarian Skills Battle Rage Bloodshed Has been redesigned: Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second. Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin. Crusader Skills Blessed Hammer Limitless Has been redesigned: Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards. Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density. Necromancer Skills Command Skeletons Commanding your Skeletal Warriors will break crowd control effects on them Skeletal Warriors will no longer die after taking too many hits Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game. Devour Voracious Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts. Simulacrum Added a glow to the skill icon to indicate when Simulacrum is active. Skeletal Mage This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max. Bone Armor Essence cost removed. Can now be cast while moving. Army of the Dead Frozen Army The pulsing damage from this rune has been spread out Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount. Necromancer Passives Fueled By Death The movement speed bonus from this passive can now exceed the 25% cap Bug Fixes Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time Return to Top
      ITEMS
      General Many Legendary and Set items have had their drop chance increased Legendary Items Barbarian Bracers of Destruction Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits. Bracers of the First Men Hammer of the Ancients attacks 50% faster and deals 150–200% 300-400% increased damage. Fury of the Vanished Peak No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Gavel of Judgement No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix. Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. The damage of Hammer of the Ancients is increased by 400-500% and it returns 25 Fury if it hits 3 or fewer enemies. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Note: The Legendary power on this item is currently not functioning; this will be fixed in an upcoming patch Girdle of Giants Seismic Slam increases Earthquake damage by 80–100% 200-250% for 3 seconds. Skull Grasp Increase the damage of Whirlwind by 250–300% 400-500% Standoff Furious Charge deals increased damage equal to 200–250% 400-500% of your bonus movement speed. Crusader Blade of Prophecy No longer rolls a bonus to Condemn damage as an inherent affix. Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Bracer of Fury Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks. Fate of the Fell Gain two additional rays of Heaven’s Fury. Heaven's Fury gains two additional rays and has its damage increased by 150-200%. Frydehr’s Wrath No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix. Condemn has no cooldown and has its damage increased by 450-600%, but instead costs 40 Wrath. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500%. Jekangbord No longer rolls Legendary-strength bonus to Blessed Shield damage as an inherent affix. Can still roll 10-15% as a random affix. Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Demon Hunter Dead Man’s Legacy No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix. 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Monk Binding of the Lost Each hit with Seven-Sided Strike grants 3.0–3.5% 4-5% damage reduction for 7 seconds. Balance No longer rolls Legendary-strength bonus to Tempest Rush damage as an inherent affix. Can still roll 10-15% as a random affix. The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. The Fist of Az’Turrasq Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%. damage reduction for 7 seconds. Incense Torch of the Grand Temple No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%. 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Ranslor’s Folly Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards. Triumvirate Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times. Unstable Scepter No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix. The damage of Arcane Orb’s is increased by 350-450% and its explosion triggers an additional time.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Wand of Woh No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix. The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast. 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Thorns of the Invoker (2) Set Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 115% for 2 seconds. (6) Set The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% increased damage for every active Sentry. Natalya’s Vengeance (6) Set After casting Rain of Vengeance, deal 500% 750% increased damage and take 60% reduced damage for 10 seconds. Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 40% 70% increased damage for every point of Discipline you have. Monk Monkey King’s Garb (6) Set Has been redesigned. Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% for each stack of Sweeping Wind you have. Uliana’s Stratagem (4) Set Your Seven-Sided Strike deals double 777% its total damage with each hit. (6) Set Increase the damage of your Exploding Palm by 250% 1800% and your Seven-Sided Strike detonates your Exploding Palm. Necromancer Pestilence Master’s Shroud (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500%. Trag’Oul’s Avatar (6) Set Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%. Witch Doctor Helltooth Harness (2) Set Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds. (6) Set After casting Wall of Death, gain 1400% 1700% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Note: This set bonus is being temporarily disabled to fix an issue with the set. It will be re-enabled in a later PTR patch. Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set. 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