Class changes

Necromancer

Every Necromancer skill Project Lage changes, in the direction Project Diablo 2 took: weak skills made worth playing, more synergies, fewer dead builds. Our own numbers, still being tuned in the alpha.

Skill changes

Every class skill can also be cast in town. Synergies marked new were added; damage percentages compare the skill's tooltip damage before synergies with the base game's at the same skill level.

Teeth

A real bone opener that scales, much better from level 9.

Exact game values
ValueBase gameProject Lage
Elemental damage, minimum per level (levels 2-8)23
Elemental damage, minimum per level (levels 9-16)25
Elemental damage, minimum per level (levels 17-22)38
Elemental damage, minimum per level (levels 23-28)410
Elemental damage, minimum per level (levels 29+)512
Elemental damage, maximum per level (levels 2-8)23
Elemental damage, maximum per level (levels 9-16)36
Elemental damage, maximum per level (levels 17-22)49
Elemental damage, maximum per level (levels 23-28)511
Elemental damage, maximum per level (levels 29+)613
Skill value 81518

Bone Spear

Keeps up in Hell.

Exact game values
ValueBase gameProject Lage
Elemental damage, minimum per level (levels 2-8)89
Elemental damage, minimum per level (levels 9-16)911
Elemental damage, minimum per level (levels 17-22)1214
Elemental damage, minimum per level (levels 23-28)1820
Elemental damage, minimum per level (levels 29+)2426
Elemental damage, maximum per level (levels 2-8)89
Elemental damage, maximum per level (levels 9-16)911
Elemental damage, maximum per level (levels 17-22)1315
Elemental damage, maximum per level (levels 23-28)1921
Elemental damage, maximum per level (levels 29+)2527
Skill value 8810

Bone Spirit

Keeps up in Hell.

Exact game values
ValueBase gameProject Lage
Elemental damage, minimum per level (levels 2-8)1617
Elemental damage, minimum per level (levels 9-16)1719
Elemental damage, minimum per level (levels 17-22)1821
Elemental damage, minimum per level (levels 23-28)1923
Elemental damage, minimum per level (levels 29+)2025
Elemental damage, maximum per level (levels 2-8)1718
Elemental damage, maximum per level (levels 9-16)1820
Elemental damage, maximum per level (levels 17-22)1922
Elemental damage, maximum per level (levels 23-28)2024
Elemental damage, maximum per level (levels 29+)2126
Skill value 8810

Poison Dagger

Stronger synergies.

Exact game values
ValueBase gameProject Lage
Skill value 82024

Poison Explosion

Stronger synergies.

Exact game values
ValueBase gameProject Lage
Skill value 81520

Poison Nova

A full poison build.

Exact game values
ValueBase gameProject Lage
Elemental damage, minimum per level (levels 2-8)45
Elemental damage, minimum per level (levels 9-16)68
Elemental damage, minimum per level (levels 17-22)912
Elemental damage, minimum per level (levels 23-28)1417
Elemental damage, minimum per level (levels 29+)1622
Elemental damage, maximum per level (levels 2-8)45
Elemental damage, maximum per level (levels 9-16)68
Elemental damage, maximum per level (levels 17-22)912
Elemental damage, maximum per level (levels 23-28)1417
Elemental damage, maximum per level (levels 29+)1622
Skill value 81014

Skeleton Mastery

Sturdier, harder-hitting skeletons and revives; skeletons and mages move 2% faster per level, up to 40%; Lemp (2026-10-07, player feedback): +5 skeleton damage per level; Lemp (2026-10-10): skeletons die within a second against bosses like Diablo; 2.5x life and 40% resistances were far too sturdy, so (Lemp's test list, same day) monstats (necroskeleton) gets only about 5%: vanilla life +5% and 5% fire/lightning/cold/poison resistance; testers 2026-10-11: fine up to Nightmare, but in Hell they deal too little and die too fast, so Hell only (monstats necroskeleton (H) columns): 2.5x life (105), 40% fire/lightning/cold/poison and 15% physical resistance, base hit 30-60 instead of 1-2.

Exact game values
ValueBase gameProject Lage
Skill value 225
Skill value 41013
Skill value 5—2

Raise Skeleton

More damage per level past 3, hits more often; faster with Skeleton Mastery; Lemp (2026-10-07, player feedback): +20% damage per level past 3; 15% from 2026-10-08 (Lemp) now the cleave hits at full damage; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower).

Exact game values
ValueBase gameProject Lage
Skill value 3715
Skill value 41520
passivestat4—velocitypercent
passivecalc4—min(Skeleton Mastery (level)*skill('Skeleton Mastery'.par5),40)
Mana cost scale87

Raise Skeletal Mage

Mage bolts gain about a third more skill levels; faster with Skeleton Mastery; bolts pierce 25% +3% per level; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): level 40 mages dealt close to no damage (their bolts only grew by a few points per level, about 280-310 fire at bolt level 46), so every mage bolt's elemental damage grows by (bolt level)^2/2 %: +50% at bolt level 10, +200% at 20, about 10x at 45 (missiles necromage1-4 EDmgSymPerCalc); Lemp (2026-10-13): the tooltip said nothing about it, so it shows the bolt level (sumsk1calc) and that bonus.

Exact game values
ValueBase gameProject Lage
sumsk1calcmax(Skeleton Mastery (level) + ((lvl < 4)?0:((lvl-2)/2)),1)max(Skeleton Mastery (level) + ((lvl < 4)?0:((lvl-1)*2/3)),1)
passivestat6—velocitypercent
passivecalc6—min(Skeleton Mastery (level)*skill('Skeleton Mastery'.par5),40)
passivestat7—item_pierce
passivecalc7—min(par6+lvl*par7,100)
Skill value 6—25
Skill value 7—3
Mana cost scale87

Golem Mastery

Golems live longer and hit more often; +6% golem damage per level and +4% per point in any golem skill; Lemp (2026-10-13): Clay and Blood Golem damage didn't grow at all: their damage formulas were longer than the game's 255-character limit, so the golem damage from Golem Mastery and the golem skills is now one shared formula here (calc1) that every golem reads.

Exact game values
ValueBase gameProject Lage
Skill value 22025
Skill value 62535
Skill value 7—6
Skill value 8—4
calc1—lvl*par7+(Clay Golem (hard points)+Blood Golem (hard points)+Iron Golem (hard points)+Fire Golem (hard points))*par8

Clay Golem

Real damage past the early game; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10): far too weak to level with (23-69 at level 20), so +200% damage per level and a much higher base hit in monstats (claygolem); Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level; Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13, in game): its damage didn't grow with level (under 200 at level 20 in Hell) because the formula was longer than the game's 255-character limit; shortened through Golem Mastery calc1; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).

Exact game values
ValueBase gameProject Lage
Skill value 23595
passivecalc3par2 * (lvl - 1) + (Fire Golem (hard points)*skill('FireGolem'.par8))(par2*(lvl*lvl-1)/10+Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1))*21/20+5
Mana cost scale85

Blood Golem

Real damage past the early game; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level and twice the base hit (monstats bloodgolem); Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem; same curve for Blood Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13, in game): its damage didn't grow with level (under 200 at level 20 in Hell) because the formula was longer than the game's 255-character limit; shortened through Golem Mastery calc1; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).

Exact game values
ValueBase gameProject Lage
Skill value 45595
passivecalc3par4 * (lvl - 1) + (Fire Golem (hard points)*skill('FireGolem'.par8))(par4*(lvl*lvl-1)/10+Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1))*21/20+5
Mana cost scale85

Fire Golem

More fire damage and a stronger damage synergy for every golem; golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10): a little weak, +2 fire damage per level; Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13): at level 40 with 40 Golem Mastery still far too weak in Hell, because the golem damage bonus only raised its small physical hit; it now raises its fire damage too; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).

  • Elemental damage synergies:
Exact game values
ValueBase gameProject Lage
Elemental damage, minimum per level (levels 2-8)913
Elemental damage, minimum per level (levels 9-16)1015
Elemental damage, minimum per level (levels 17-22)1116
Elemental damage, minimum per level (levels 23-28)1217
Elemental damage, minimum per level (levels 29+)1318
Elemental damage, maximum per level (levels 2-8)1015
Elemental damage, maximum per level (levels 9-16)1116
Elemental damage, maximum per level (levels 17-22)1217
Elemental damage, maximum per level (levels 23-28)1318
Elemental damage, maximum per level (levels 29+)1419
Skill value 868
passivestat5—damagepercent
passivecalc5—skill('Golem Mastery'.clc1)*21/20+5
Mana cost scale85
Elemental damage synergies—skill('Golem Mastery'.clc1)*21/20+5

Iron Golem

Golem damage from Golem Mastery and every golem skill; Lemp (2026-10-10, testers): every golem but Fire Golem deals far too little damage; +200% damage per level (Param7) and twice the base hit (monstats irongolem); Lemp (2026-10-10, in game): +200% per level made a level 2-3 Clay Golem; same curve for Iron Golem (24-61, 40-101) one-hit everything at character level 7, so the bonus now grows with level squared: (lvl*lvl-1)*9.5%, +29% at level 2, +76% at 3, +228% at 5, +941% at 10, +3790% at 20 (the same late game as +200% per level); Lemp (2026-10-11): mana cost far too high (Fire Golem 250 at level 25), so every golem costs a quarter at every level (manashift 6); in Hell golems were too weak, so Hell only (monstats (H) columns): 1.6x life, +25% fire/lightning/cold/poison resistance (no change where already immune), 1.5x base hit; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower); Lemp (2026-10-13): every golem 5% more damage, so its damage bonus is (100+bonus)*1.05-100 (bonus*21/20+5).

Exact game values
ValueBase gameProject Lage
passivecalc4(Fire Golem (hard points)*skill('FireGolem'.par8))(Fire Golem (hard points)*skill('FireGolem'.par8)+skill('Golem Mastery'.clc1)+(lvl*lvl-1)*par7/10)*21/20+5
Skill value 7—95
Mana cost scale85

Revive

Its own +10% damage per level past 1, 3 revives from level 1, and revived monsters stay until they are killed instead of running out after a few minutes (like every summon, they are gone when you leave the game); Lemp (2026-10-11): revives too weak in Hell, a medium buff for every difficulty (a revive is the monster it was, so it can't be Hell only): +300% life instead of +200%, +15% damage per level instead of +10%, 25% fire/lightning/cold/poison resistance; Lemp (2026-10-13): far too many revives, so at most 8 (Param8); from level 8 on each revive's damage grows with level instead: level-8 damage times level/8, so about double at 16, 4x at 32 and 5x at 40; Lemp (2026-10-13): every summon costs half the mana it did (manashift one lower).

Exact game values
ValueBase gameProject Lage
aurastatcalc1Skeleton Mastery (level) * skill('Skeleton Mastery'.par4)(lvl<par8)?(Skeleton Mastery (level)*skill('Skeleton Mastery'.par4)+(lvl-1)*par6):((100+Skeleton Mastery (level)*skill('Skeleton Mastery'.par4)+(par8-1)*par6)*lvl/par8-100)
Skill value 6—15
Skill value 3450090000000
Maximum summonslvl(lvl < 3) ? 3 : min(lvl,par8)
Skill value 1200300
aurastat2—fireresist
aurastatcalc2—par7
aurastat3—lightresist
aurastatcalc3—par7
aurastat4—coldresist
aurastatcalc4—par7
aurastat5—poisonresist
aurastatcalc5—par7
Skill value 7—25
Skill value 8—8
Mana cost scale87

Amplify Damage

Lowers enemy physical resistance 20% +3% per level instead of a flat 100%.

Exact game values
ValueBase gameProject Lage
Skill value 510020
Skill value 6—3
aurastatcalc1-par5-ln56

Dim Vision

Also lowers enemy attack rating 15% +2% per level.

Exact game values
ValueBase gameProject Lage
aurastat1—item_tohit_percent
aurastatcalc1—-ln56
Skill value 5—15
Skill value 6—2

Terror

Also slows fleeing enemies, up to about 35%.

Exact game values
ValueBase gameProject Lage
aurastat1—velocitypercent
aurastatcalc1—-dm78
Skill value 7—10
Skill value 8—40