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Necromancer: Summoning Spells | Necromancer: Poison and Bone Spells | Necromancer: Curses
Skills Basics | Casting Delays | Skills Index

Curses

Skill Level Chart

Amplify Damage [1], Dim Vision [6], Weaken [6], Iron Maiden [12], Terror [12], Confuse [18], Life Tap [18], Attract [24], Decrepify [24], Lower Resist [30]

Generally only one Curse can affect a monster at a time. Most Curses do not stack, even when using multiple Necromancers.

Amplify Damage Amplify Damage
Required Level: 1
Prerequisites: None

This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe.

Effect: Increases the amount of damage received.

Amplify Damage lowers monster Physical Resistances by 100%. It will also remove the Immune to Physical on Monsters.

Amplify Damage allows you to quickly finish enemies off. You find Amplify Damage useful on any monsters you or your minions want to kill FAST such as Unique Bosses, Champions, Monsters that raise other Monsters such as Mummies, or any monsters that might give you a hard time.

Use Amplify Damage in parties with other players and in situations where you're doing more damage to the enemy than they are doing to you.

Does Amplify Damage work on spell damage as well as physical damage?
No, only Physical Damage.

Does Amplify Damage work with Corpse Explosion?
Partially. Corpse Explosion does 50% Physical damage and 50% Fire damage.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 4  
Radius (yards) 2 2.6 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6
Duration (seconds) 8 11 14 17 20 23 26 29 32 35 38 41 44 47 50 53 56 59 62 65
Damage Taken +100%  

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Dim Vision Dim Vision
Required Level: 6
Prerequisites: None

Damning an enemy to the darkness of their own evil, this curse surrounds the afflicted in a sphere of perfect darkness and silence, blinding them. This allows a Necromancer and his party to slip by unnoticed or maneuver close for a more effective attack.

Effect: Decreases radius of awareness.

Player vs Player: This curse will not work on other players.

  • This will not work on Super Unique Monsters and Bosses.
  • Dim Vision is useful against Ranged Attackers such as Dark Archers or spell casters with dangerous ranged spell attacks. Dim Vision will prevent monsters from seeing you which will allow you to attack them from a distance, but they will be unable to hit you back. It's also useful to cast on a monster to limit their ability to follow you so that you can escape.
  • Dim Vision will not overwrite a monster Cursed with Attract or Confuse (but can be overwritten by them).
  • Dim Vison's duration is reduced in Nightmare and again further in Hell Difficulty as is mentioned here.
  • A monster with Dim Vision that is attempting to close into melee range with a target will continue doing so indefinitely until it hits an obstruction of some kind (if you cast Dim Vision on a creature that is attempting to close to melee range with you, it will continue following you, even if you move, until it hits an obstruction of some kind). Dim Vision prevents the AI controlling the unit from deciding on a new course of action (apart from melee attacking something that's in range). This explains why, when Dim Vision (or a Dim Vision-like effect) overwrites Terror (or a Terror-like effect), the affected creature will continue running away indefinitely until it hits an obstruction or the Dim Vision effect wears off.
  • Dim Vision also generally prevents monsters from using their special attacks and abilities. This means that Blood Lords cannot cast Frenzy, for example. (Similarly, Vile Mothers cannot create spawns, Frozen Horrors cannot cast Arctic Blast, etc.) The only exception appears to be that if the creature's only attack is a ranged attack (such as Burning Dead archers), it can still use that attack against creatures in melee range.
  • Oblivion Knights in the Chaos Sanctuary are immune to Dim Vision. This can be quite frustrating since they can fire Bone Spirit through their blinded companions. Switching to Decrepify against these creatures and/or resummoning your Golem next to them is usually your most effective strategy.
  • Dim Vision is especially great on Hardcore mode. With maxed-out Dim Vision and some +skills items you can hit more than the entire screen. If you take care you will never face a normal enemy that can see you. It's also helpful in a party setting, since Dim Vision makes many melee monsters less fearsome by disabling their Charge & Frenzy-type skills and ensures that melee party members can run away and heal for a bit if things get too intense.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9  
Radius (yards) 2.6 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3
Duration N (seconds) 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45

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Weaken Weaken
Required Level: 6
Prerequisites: Amplify Damage [1]

This bane allows the Necromancer to sap the strength from his enemy. Enemies are enfeebled to the point that their blows become highly ineffective.

Effect: Decreases the damage the target can do.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 4  
Radius (yards) 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6 17.3 18 18.6
Duration (seconds) 14 16.4 18.8 21.2 23.6 26 28.4 30.8 33.2 35.6 38 40.4 42.8 45.2 47.6 50 52.4 54.8 57.2 59.6
Target's Damage -33%  

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Iron Maiden Iron Maiden
Required Level: 12
Prerequisites: Amplify Damage [1]

This spell curses a creature, condemning them to receive whatever pains they inflict upon others. The greater the skill of the Necromancer, the greater the magnitude of torment the victim receives for his wrongdoings.

Effect: Damage dealt is damage received.

This only works on melee monsters.

When casted on melee monsters, any damage to you or your Minions will be reflected back to them only more so. Monsters will kill themselves by attacking you and your Minions. As more points are placed in Iron Maiden, the damage monsters receive back increases. Sometimes a monster will kill themselves by attacking in only one hit.

Iron Maiden makes Skeletons and Skeletal Mages very useful, even at high levels. For this spell to work, all you need is something for the monsters to hit. Skeletons, Skeletal Mages, your Golem, Revived attract the monsters, they hit them, and are killed due to the damage received back with the Iron Maiden curse.

Remember Iron Maiden will not work against ranged attackers. Switch to Amplify damage against spell casters and any non melee attacking monster.

Iron Maiden only affects physical damage dealt. The damage returned is also purely Physical (not, for example, magic). Physical Resistance is fully effective against it.

-Iron Maiden makes quick work of Hephasto the Armorer and the Smith.
-Iron Maiden works against the Flayer's blow gun darts.
-Iron Maiden becomes less effective on Nightmare and Hell Difficulty.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 5  
% Damage Returned 200 225 250 275 300 325 350 375 400 425 450 475 500 525 550 575 600 625 650 675
Duration (seconds) 12 14.4 16.8 19.2 21.6 24 26.4 28.8 31.2 33.6 36 38.4 40.8 43.2 45.6 48 50.4 52.8 55.2 57.6
Radius (yards): 4.6  

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Terror Terror
Required Level: 12
Prerequisites: Amplify Damage [1], Weaken [6]

This curse causes its victim to hallucinate, conjuring their greatest fear in corporeal form before their eyes. They believe these apparitions are real and run from them as long as the curse affects them.

Effect: Cursed monsters run in fear.

Player vs Player - This will not work on other Players.

This will not work on Super Unique Monsters and Bosses.

Terror is good for crowd control and when combined with Poison spells. You can Poison a monster, then cast Terror on them to make them run away while the Poison is working.

Monsters cursed with Terror flee until the curse expires or they get stuck. Casting another Curse on Terror will not clear it.

Monsters will always flee in the opposite direction of where Terror was cast. This can be used to herd Monsters in certain directions.

Monsters that have different walk/run speeds will often run away at their fastest speed. If you Terrorize a monster multiple times, the speed change can stack making monsters run away very fast.

Speed changes from Terror will be reset when Terror wears off and the monster stops or changes walk/run speeds.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 7  
Duration (seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
Radius (yards): 2.6  

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Confuse Confuse
Required Level: 18
Prerequisites: Dim Vision [6]

Necromancers can tap into the spirit realm, channeling bitter and mischievous spirits into the minds of nearby enemies. The victims are bombarded with the gibbering of the dead, which, indistinguishable from their own thoughts, urge them to strike at friend and foe alike. The discordant wailing of these spirits builds to a crescendo, eventually driving the victim mad.

Effect: Cursed monsters attack randomly.

Player vs Player - This will not work on other Players.

Confuse will not work on Super Unique Monsters and Bosses.

You receive experience from monsters that are killed by monsters that are Cursed with Confuse.

Confuse duration is reduced in Nightmare and again further in Hell Difficulty as is mentioned here.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 13  
Radius (yards) 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6
Duration (seconds) 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48

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Life Tap Life Tap
Required Level: 18
Prerequisites: Amplify Damage [1], Iron Maiden [12]

This skill allows the Necromancer to literally suck the life from his victims. The Necromancer is able to reach into the wellspring of mortality and siphon off its essence, consuming it to replace his own.

Effect: Attacking a cursed soul gives you health.

When Cursed are damaged, the attacker gets healed 50% of attack damage.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9  
Radius (yards) 2.6 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3
Duration (seconds) 16 18.4 20.8 23.2 25.6 28 30.4 32.8 35.2 37.6 40 42.4 44.8 47.2 49.6 52 54.4 56.8 59.2 61.6
Attacker gets Healed 50% of Attack Damage  

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Attract Attract
Required Level: 24
Prerequisites: Dim Vision [6], Confuse [18]

This hex causes hallucinations in enemies which force them to stop whatever activity they were engaged in and aid the Necromancer in his attacks. Battling their former allies with an unnatural ferocity, this is a vastly demoralizing turn of events for the enemy.

Effect: Causes other monsters to target your enemy.

Player vs Player - This will not work on other Players.

  • Attract will not work on Super Unique Monsters and Bosses.
  • The Attract curse is handy for turning monsters on one another, but cannot be cast on a boss or any super Uniques. This is great for creating your own monster battles. Watch the monsters fight it out among themselves!
  • You receive experience if a monster with Attract dies, even if killed by other hostile monsters.
  • Attract will not overwrite Confuse.
  • Attracted Monsters can still be damaged (unlike Paladin Conversion) and will still attack the Necromancer or other players.
  • Attract duration is reduced in Nightmare and again further in Hell Difficulty as is mentioned here.

    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost: 17  
    Duration (seconds) 12 15.6 19.2 22.8 26.4 30 33.6 37.2 40.8 44.4 48 51.6 55.2 58.8 62.4 66 69.6 73.2 76.8 80.4
    Radius (yards): 6  

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    Decrepify Decrepify
    Required Level: 24
    Prerequisites: Amplify Damage [1], Weaken [6], Terror [12]

    This curse gives the victim a glimpse of his own mortality, briefly aging the victim. Imagining itself with an infirm body of advanced age, the afflicted believes it is no longer capable of youthful exertions.

    Effect: Target's Speed, Damage and Physical Resistance -50%

  • Decrepify also slows the attack (except missiles from monsters), reduces the damage output of monsters and makes monsters more susceptibile to physical damage.
  • The slowing effect of Decrepify is a separate calculation from the slowing caused by cold damage and Slows Target By % items and effects (like, say, the Clay Golem).
  • This skill DOES work on bosses and Super Unique Monsters.
  • Note that additional points increase neither the effect nor the radius, so usually one point (with possibly +skills items) is sufficient even if you are planning to use this skill heavily. Typically you can just keep casting the spell on a target to recharge the duration, since it does not cost much mana.
    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost: 11  
    Duration (seconds) 4 4.6 5.2 5.8 6.4 7 7.6 8.2 8.8 9.4 10 10.6 11.2 11.8 12.4 13 13.6 14.2 14.8 15.4
    Radius 4 (yards)  

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    Lower Resist Lower Resist
    Required Level: 30
    Prerequisites: Weaken [6], Amplify Damage [1], Terror [12], Iron Maiden [12] Life Tap [18], Decrepify [24]

    Simply put, this skill increases an enemy's susceptibility to the harsh effects of the elements and elemental magics. Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if they were an iron bar in a rainstorm.

    Effect: Elemental attacks do more damage to the cursed monster.

    • Lower Resist is highly effective in a multiplayer setting where you are helping your allies' weapons and spells do more damage. This also helps the summonable creatures that use elemental attacks, such as the Skeleton Mages or the Fire Golem, not to mention any Revived monster you may control.
    • Lower Resist lowers Poison, Fire, Lightning, and Cold Resistances. It does not lower Physical Resistance.
    • Monsters Resistances can be lowered into negatives. When a monster with 0 Lightning Resistance is cursed with level 20 Lower Resist (-62 to All Resistances), the monster will now have -62 Lightning Resistance. The damage taken from Lightning attacks would increase by 62%.
    • Lower Resist removes elemental and poison immunities.
    • If the Necromancer uses Lower Resist (Level 1: 31%) on a monster with 31% resistance to Fire, would the monster now have 0% resistance to Fire?
      Yes: 0%
    • This curse, when breaking an immunity, will function at 1/5 effectiveness.
    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost: 22  
    Radius (yards) 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16 16.6 17.3
    Duration (seconds) 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58
    Resist All -% 31 37 41 44 47 49 51 52 54 55 56 57 58 59 60 61 61 61 62 62

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