Necromancy
Overview
Necromancy is a standard power set that is a primary set for Masterminds.
"Command the forces of Death. Necromancy allows you to summon undead henchmen to do your bidding. Some Necromancy powers can even grant your undead henchmen additional powers. Most Undead Henchmen generally have good resistances to Cold, Negative Energy, and Psionic damage as well as Sleep, Fear and Disorient. Undead Henchmen cannot be resurrected."
Power Table
The Necromancy power set is available as a primary set for Masterminds. The following table shows the level at which each power is available:
Power | Level | Effect |
---|---|---|
Dark Blast | 1 | Ranged, Moderate DMG(Neg), Foe -To-Hit |
Zombie Horde | 1 | Summon Zombies |
Gloom | 2 | Ranged, High DoT(Neg), Foe -To-Hit |
Enchant Undead | 6 | Ranged, Enchant Undead Henchman |
Life Drain | 8 | Ranged, Moderate DMG(Neg), Foe -To-Hit, Self +HP |
Grave Knight | 12 | Summon Grave Knight |
Soul Extraction | 18 | Summon Ghost(Special) |
Lich | 22 | Summon Lich |
Dark Empowerment | 26 | Ranged, Empower Undead Henchman |
Powers
Dark Blast
A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's chance to hit.
Spectral Forces: Activating this power has a chance to summon a Specter to your side! Specters slowly fade away over 90 seconds, even faster when attacking. They cannot be healed, regenerate, upgraded, or commanded, but provide a good distraction. Enhancements in this power will also enhance the stats of summoned Specters. You may only have 1 Specter active per Necromancy attack.
Damage | Moderate DMG(Negative) |
Recharge | Fast |
Minimum Level | 1 (Mastermind) |
Effects | Ranged |
Foe -ToHit | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Enhance ToHit Debuff | |
Set Categories | Ranged Damage |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Dark Empowerment
Dark Empowerment will permanently bestow the most powerful and darkest new powers and abilities to all of your Undead Henchman. The Empowered Undead will gain new abilities and powers. The powers gained are unique and dependent upon the type of Undead Henchman that is Empowered, but all Henchmen will gain additional Hit Points, and the power to steal life force from enemies they attack! Dark Empowerment only works on your Undead Henchmen and you can only Empower your Undead Henchmen once with this power.
Recharge | Medium |
Minimum Level | 26 (Mastermind) |
Effects | Ranged, Empower Undead Henchman |
Zombies: | |
Visual Change: | Red aura on hands |
Powers added: | Siphon Life (Melee, Moderate DMG(Negative), Foe -ToHit, Self Heal) |
Grave Knight: | |
Visual Change: | Horned helmet, gauntlets, boots, new shoulder armament, red aura on eyes |
Powers added: | Head Splitter (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF) |
Siphon Life (Melee (Targeted AoE), Moderate DMG(Negative), Foe -ToHit, Self Heal) | |
Death Shroud (Auto: PBAoE, Minor DoT(Negative)) | |
Lich: | |
Visual Change: | Gauntlets, shoulder ornaments, red aura on eyes |
Powers added: | Life Drain (Ranged, Moderate DMG(Negative), Foe -ToHit, Self Heal) |
Fearsome Stare (Ranged (Cone), Foe Fear, -ToHit) | |
Enhancements | Enhance Heal |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | Healing/Absorb |
Enchant Undead
Enchant Undead will permanently bestow new powers and abilities to all of your Undead Henchman. The powers gained are unique and dependent upon the type of Undead Henchman that is Enchanted, but all henchmen will gain Resistances to most forms of crowd control and a variety of damage types. Enchant Undead only works on your Undead Henchmen and you can only Enchant your Undead Henchmen once with this power.
Recharge | Fast |
Minimum Level | 6 (Mastermind) |
Effects | Ranged, Enchant Undead Henchman |
Zombies: | |
Visual Change: | Green Gas from mouth |
Powers added: | Projectile Vomit (Ranged (Cone), Moderate DMG(Toxic), Minor DoT(Toxic)) |
Zombie Vomit (Melee (Targeted AoE), Moderate DMG(Toxic), Minor DoT(Toxic)) | |
Resistance (Auto: Self +Res(Smash, Cold, Negative, Psionic, Toxic, Fear, Hold, Immobilize, Disorient, Sleep, Slow)) | |
Grave Knight: | |
Visual Change: | Spiked shoulder pads, red shirt, steel tassels from skirt, rusty sword changes to a double edged broad sword |
Powers added: | Disembowel (Melee, Superior DMG(Lethal), Foe Knockup, -DEF) |
Gloom (Ranged, High DoT(Negative), Foe -ToHit) | |
Resistance (Auto: Self +Res(Smash, Cold, Negative, Psionic, Toxic, Fear, Hold, Immobilize, Disorient, Sleep, Slow)) | |
Lich: | |
Visual Change: | Tattered shoulder pads, bony texture on hands, black belt |
Powers added: | Tenebrous Tentacles (Ranged (Cone), Moderate DoT(Negative), Foe Immobilize, -ToHit) |
Petrifying Gaze (Ranged, Foe Hold) | |
Resistance (Auto: Self +Res(Smash, Cold, Negative, Psionic, Toxic, Fear, Hold, Immobilize, Disorient, Sleep, Slow)) | |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Increase Attack Rate | |
Enhance Damage Resistance | |
Set Categories | Resist Damage |
Gloom
Gloom slowly drains a target of life, while reducing their chance to hit. Slower than Dark Blast, but deals more damage over time.
Spectral Forces: Activating this power has a chance to summon a Specter to your side! Specters slowly fade away over 90 seconds, even faster when attacking. They cannot be healed, regenerate, upgraded, or commanded, but provide a good distraction. Enhancements in this power will also enhance the stats of summoned Specters. You may only have 1 Specter active per Necromancy attack.
Damage | High DoT(Negative) |
Recharge | Moderate |
Minimum Level | 2 (Mastermind) |
Effects | Ranged |
Foe -ToHit | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Enhance ToHit Debuff | |
Set Categories | Ranged Damage |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Grave Knight
You can summon one to two powerful Grave Knights (depending on your level) to do your bidding. Grave Knights come well equipped with several attack powers and can be empowered with even more. You may only have 2 Grave Knights under your control at any given time. If you attempt to summon more Grave Knights, you can only replace the ones you have lost in battle. If you already have two, the power will fail.
Recharge | Moderate |
Minimum Level | 12 (Mastermind) |
Effects | Summon Grave Knight |
Basic Powers | Hack (Melee, High DMG(Lethal), Foe -DEF) |
Slash (Melee, Moderate DMG(Lethal), Foe -DEF) | |
Dark Blast (Ranged, Moderate DMG(Negative), Foe -ToHit) | |
Equip Powers | Disembowel (Melee, Superior DMG(Lethal), Foe Knockup, -DEF) |
Gloom (Ranged, High DoT(Negative), Foe -ToHit) | |
Resistance (Auto: Self +Res(Smash, Cold, Negative, Psionic, Toxic, Fear, Hold, Immobilize, Disorient, Sleep, Slow)) | |
Upgrade Powers | Head Splitter (Melee (Cone), Extreme DMG(Lethal), Foe Knockdown, -DEF) |
Siphon Life (Melee (Targeted AoE), Moderate DMG(Negative), Foe -ToHit, Self Heal) | |
Death Shroud (Auto: PBAoE, Minor DoT(Negative)) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Defense Debuff | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Defense Debuff | |
Accurate Defense Debuff | |
Knockback | |
ToHit Debuff | |
Universal Damage |
Lich
Summons a dark and powerful Lich. The Lich is an undead entity that, when alive, possessed many dark powers of his own. Perhaps it was a dark wizard, or powerful arch villain. Perhaps it was even a Necromancer. Now it only hungers for the souls of the living, and is quite good at feeding itself. The Lich specializes in dark control and draining powers. You may only have 1 Lich under your control at any given time. If you attempt to summon another Lich, the power will fail.
Recharge | Very Long |
Minimum Level | 22 (Mastermind) |
Effects | Summon Lich |
Basic Powers | Dark Blast (Ranged, Moderate DMG(Negative), Foe -ToHit) |
Torrent (Ranged (Cone), Minor DMG(Negative), Foe Knockback, -ToHit) | |
Equip Powers | Tenebrous Tentacles (Ranged (Cone), Moderate DoT(Negative), Foe Immobilize, -ToHit) |
Petrifying Gaze (Ranged, Foe Hold) | |
Resistance (Auto: Self +Res(Smash, Cold, Negative, Psionic, Toxic, Fear, Hold, Immobilize, Disorient, Sleep, Slow)) | |
Upgrade Powers | Life Drain (Ranged, Moderate DMG(Negative), Foe -ToHit, Self Heal) |
Fearsome Stare (Ranged (Cone), Foe Fear, -ToHit) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Fear Duration | |
Enhance Hold Duration | |
Enhance Immobilization Duration | |
Enhance Knockback Distance | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Fear | |
Holds | |
Immobilize | |
Knockback | |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Life Drain
You can tap the power of the Netherworld to steal some life from a target foe and reduce their chance to hit. Some of that stolen life is transferred to you in the form of Hit Points.
Damage | Moderate(Negative) |
Recharge | Slow |
Minimum Level | 8 (Mastermind) |
Effects | Ranged |
Foe -To-Hit | |
Self +Hit Points | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Enhance ToHit Debuff | |
Set Categories | Ranged Damage |
Healing/Absorb | |
Accurate Healing | |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Soul Extraction
You can extract the soul from one of your defeated Undead Henchmen and summon its spectral essence to do your bidding. The power of the soul is dependent upon the type of Undead Henchman you extract it from, however it will always be one level lower than you. Unlike your other Henchman, the extracted soul is only loosely bound to your control and will eventually move on to the next world. The soul cannot gain new powers with Enchant Undead or Dark Empowerment.
Recharge | Very Long |
Minimum Level | 18 (Mastermind) |
Effects | Summon Ghost(Special) |
Basic Powers | Ghastly Blast (-ToHit) |
Phase Shift (Self Intangible) | |
Fly (Ghost spirits can fly!) | |
Self Destruct (Self Destruct) | |
Life Drain (Ranged, Negative, Selfheal -ToHit) | |
Necroplasmic Grasp (Damage over Time Negative, Hold) | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Heal | |
Enhance Hold Duration | |
Enhance Range | |
Increase Attack Rate | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Healing/Absorb | |
Accurate Healing | |
Holds | |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Zombie Horde
Summons one to three Zombies (depending on your level) to do your bidding. Zombies are very tough but can be slow and stupid. They start out with only rudimentary melee attacks, but can be empowered with range and even life draining powers. You may only have 3 Zombies under your control at any given time. If you attempt to summon more Zombies, you can only replace the ones you have lost in battle. If you already have three, the power will fail.
Recharge | Very Long |
Minimum Level | 1 (Mastermind) |
Effects | Summon Zombies |
Basic Powers | Zombie Brawl (Melee Moderate Smashing) |
Equip Powers | Projectile Vomit (Damage over time (Toxic)) |
Zombie Vomit (Melee Area of Effect, Damage over time (Toxic)) | |
Upgrade Powers | Siphon Life (Melee Minor Negative, SelfHeal, -ToHit) |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Heal | |
Enhance ToHit Debuff | |
Set Categories | Pet Damage |
Recharge Intensive Pets | |
Healing/Absorb | |
Accurate Healing | |
ToHit Debuff | |
Accurate ToHit Debuff | |
Universal Damage |
Historical
- This set was added to the game with the original release of Masterminds in Issue 6.
- This set was reworked in Issue 27, Page 5.