Heroes Gravecaller - Tleety/rift-runners-wiki GitHub Wiki
Heroes: Wanderer · Frostfire Magus · Gravecaller · Blood Knight · Ranger
Gravecaller
Map version 1.6
A frail necromancer whose undead fight for him.
Every skill raises his Soul cap; minions hold Souls while they live. Every slot offers a Legion (army), a Reaper (wisps) and a Golem skill.
| Starting life | 350 (about +20 per level) |
| Attack | Ranged |
| Primary attribute | Intelligence |
| Availability | Locked: 60 Shards in the Shard Shop |
Resource and innate
Souls: every skill you learn raises your Soul cap by 1, and by 1 more at skill levels 4 and 8 (ultimates: 1 per level). Every minion holds Souls while it lives and frees them when it dies. Raising a minion when your Souls are full sacrifices your cheapest minions to make room. Your minions fight on their own: they stay near you, go after whatever hits you, and otherwise attack the nearest enemy. The Soul bar shows a portrait block per minion, as wide as its Soul cost.
Soul Harvest (innate): every enemy that dies within 800 of you heals your minions for 4% of their max life and brings one of your wisps that is away straight back.
Builds
Every slot offers one skill from each of the hero's three builds. You can mix them freely, but many relics need a skill of one build ("Needs a ... skill"), so staying on a build pays off.
| Slot | Legion | Reaper | Golem |
|---|---|---|---|
| Q | Raise Skeleton | Reap | Flesh Hook |
| W | Raise Champion | Soul Volley | Bile Burst |
| E | Grave Step | Wraith Walk | Golem Toss |
| D | Sacrifice | Soul Ward | Meat Shield |
| R | Army of the Dead | Reaper's Form | Unleashed |
- Legion: an army of skeletons, a champion and the Army of the Dead. Its paths change what rises (archers, grunts, abominations, frost wyrms, crypt fiends, grave knights).
- Reaper: once you know a Reaper skill, every free Soul slot holds a wisp that circles you and zaps the nearest enemy every 2 seconds. A wisp a Reaper skill uses flies back to you from where it was used (1.5 seconds). Raising a minion takes over the Souls it needs, wisps included.
- Golem: once you know a Golem skill, a flesh golem rises with you in every room. It holds 1 Soul plus 1 per Golem skill and grows with them. Elite, miniboss and boss rooms give it a body part (up to 4), shown as status icons on the golem and listed in the Golem skill tooltips:
| Body part | Effect |
|---|---|
| Ghoul Arms | +35% attack speed |
| Spider Legs | +80 move speed, webs its target every 6 s |
| Wyrm Head | Frost breath every 6 s |
| Gargoyle Wings | Leaps onto its target every 5 s |
| Abomination Gut | Rot aura |
| Banshee Lungs | Fear scream every 8 s |
Skills
Numbers written as a→b are the skill at level 1 → level 10. Regular skills have 10 levels, ultimates 3. At levels 3 and 6 (ultimates: 2 and 3) you pick an upgrade path instead of bigger numbers, so level 10 has eight steps of growth. Ultimate numbers never grow: their levels are all path picks.
Masteries. Every second-level path of a regular skill has a mastery: at level 10 that path gets a bigger version of itself (listed under it). A mastered skill's button gets a gold border.
Q - Light
Raise Skeleton
Legion · cooldown 5.5→4.72 s
Raise a Skeleton Warrior that holds 1 Soul. With no Souls free it rises anyway, for 12 seconds. 310→800 life, 17→44 damage.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Bone Pile: Raises 2 skeletons for the same Souls.
- Skeletal Horde: Raises 3 skeletons for the same Souls.
- Mastery (level 10): Raises 4 skeletons for the same Souls.
- Skeletal Grunts: Your skeletons rise as Skeletal Grunts: armored, with much more life and damage.
- Mastery (level 10): Your Grunts rise with +50% life and damage.
- Skeletal Horde: Raises 3 skeletons for the same Souls.
- Skeleton Archers: Your skeletons rise as Skeleton Archers: they shoot from range and hit harder.
- Marksmen: Raises 2 archers for the same Souls.
- Mastery (level 10): Raises 3 archers for the same Souls.
- Burning Archers: Your archers rise as Burning Archers: their arrows splash 40% of their damage within 160 and burn the target for 60% more over 3 seconds.
- Mastery (level 10): Their arrows splash within 320.
- Marksmen: Raises 2 archers for the same Souls.
Reap
Reaper · cooldown 2.85→2.62 s
Swing a scythe toward the target point, dealing 50→130 damage to enemies within 300 in front of you. Each of your wisps then zaps one of the enemies hit.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Chain Wisps: Each wisp zap jumps to 2 more enemies for 60% damage.
- Feeding Wisps: Zaps heal you for 25% of their damage.
- Mastery (level 10): Zaps heal you for 50% of their damage.
- Soul Strikes: Zaps count as your attacks: your on-attack effects trigger from them. Wisps zap 2x slower for 2x damage.
- Mastery (level 10): Wisps zap 2x as fast (as fast as without the path), still hitting harder.
- Feeding Wisps: Zaps heal you for 25% of their damage.
- Executioner: Reap deals 2x damage to enemies below 40% life.
- Grim Harvest: Each enemy Reap kills gives you an extra wisp beyond your free Souls for 8 seconds.
- Mastery (level 10): Each kill gives 2 extra wisps.
- Full Circle: The arc becomes a full spin around you.
- Mastery (level 10): You spin a second time 0.35 seconds later.
- Grim Harvest: Each enemy Reap kills gives you an extra wisp beyond your free Souls for 8 seconds.
Flesh Hook
Golem · cooldown 5.7→5.23 s
Throw a hook that deals 37→99 damage and drags the enemy to your golem, which hits it at once. Bosses and minibosses aren't dragged.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Meat Grinder: The hooked enemy takes +40% damage from the golem for 4 seconds.
- Gut Hook: The hook drags every enemy along its line.
- Mastery (level 10): The line is twice as wide (200) and goes on past the target, twice as far as it is from you.
- Double Hook: Holds 2 charges.
- Mastery (level 10): Holds 3 charges.
- Gut Hook: The hook drags every enemy along its line.
- Chained: The enemy is chained to the golem for 4 seconds and can't get away from it.
- Strangle: Chained enemies deal 30% less damage and take the hook's damage again every second.
- Mastery (level 10): Chained enemies deal 60% less damage and take the hook's damage twice a second.
- Chain Gang: The chain also catches the enemy nearest to the hooked one.
- Mastery (level 10): The chain catches the 3 enemies nearest to the hooked one.
- Strangle: Chained enemies deal 30% less damage and take the hook's damage again every second.
W - Heavy
Raise Champion
Legion · cooldown 11.25→10.08 s
Raise a Skeletal Champion that holds 3 Souls. When your Souls are full, your cheapest minions are sacrificed to make room. 960→2426 life, 43→112 damage.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Abomination: Your champion is an Abomination: a huge tank that draws enemies' attacks and poisons everything near it.
- Twin Abominations: Raises 2 Abominations for the same Souls, each with 75% life and damage.
- Mastery (level 10): Raises 3 Abominations.
- Plague Titan: Your Abomination rises as a Plague Titan: +50% life and damage; every 5 seconds it drags the farthest enemy within 750 to itself, and when it dies it bursts for 30% of its max life and rises again for free once per room.
- Mastery (level 10): Its poison reaches 440.
- Twin Abominations: Raises 2 Abominations for the same Souls, each with 75% life and damage.
- Frost Wyrm: Your champion is a Frost Wyrm: a ranged dragon whose attacks splash and add 1 Chill stack.
- Ancient Wyrm: Your wyrm rises as an Ancient Wyrm: +50% life and damage, and every 6 seconds it breathes frost in a line, dealing 1.5x its attack damage and adding 1 Chill stack.
- Mastery (level 10): Its attacks add Chill to every enemy in their splash, and Glacial Breath freezes every enemy it hits.
- Twin Wyrms: Raises 2 wyrms for the same Souls, each with 60% life and damage.
- Mastery (level 10): Raises 3 wyrms.
- Ancient Wyrm: Your wyrm rises as an Ancient Wyrm: +50% life and damage, and every 6 seconds it breathes frost in a line, dealing 1.5x its attack damage and adding 1 Chill stack.
Soul Volley
Reaper · cooldown 6.6→5.98 s
Fire every wisp you have at an enemy. Each deals 32→85 damage, then flies back to you.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Boomerang: Fired wisps hit every enemy between the target and you on the way back for 50% damage.
- Piercing: They also hit every enemy between you and the target.
- Mastery (level 10): They pass through a second time, hitting every enemy between you and the target again.
- Double Back: They hit the target again on the way back for 50%.
- Mastery (level 10): They hit the target 2 times on the way back, 50% each.
- Piercing: They also hit every enemy between you and the target.
- Soul Bomb: The wisps merge into one bomb that hits enemies within 260 for 120% of their total damage.
- Haunted Ground: The bomb leaves haunted ground for 4 seconds that deals 15% of its damage per second.
- Mastery (level 10): The haunted ground lasts 8 seconds.
- Soul Seeds: Each enemy the bomb kills gives you an extra wisp beyond your free Souls for 8 seconds.
- Mastery (level 10): Each kill gives 2 extra wisps.
- Haunted Ground: The bomb leaves haunted ground for 4 seconds that deals 15% of its damage per second.
Bile Burst
Golem · cooldown 7.5→6.72 s
Your golem spews bile toward the target point. Enemies in the cone rot for 90→243 damage over 4 seconds.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Plague: Rot stacks, up to 5 times.
- Contagion: When a rotting enemy dies, its rot spreads to enemies within 300.
- Mastery (level 10): It spreads within 600 at the full 5 stacks.
- Necrosis: Rotting enemies deal 25% less damage.
- Mastery (level 10): Rotting enemies deal 50% less damage.
- Contagion: When a rotting enemy dies, its rot spreads to enemies within 300.
- Acid: Rot also takes 4 armor.
- Bile Pool: Leaves a pool at the target point for 4 seconds that keeps enemies in it rotting.
- Mastery (level 10): The pool is twice as big (500) and lasts 8 seconds.
- Dissolve: Enemies whose armor drops to 0 or less take +40% damage from you and your minions.
- Mastery (level 10): They take +80% damage.
- Bile Pool: Leaves a pool at the target point for 4 seconds that keeps enemies in it rotting.
E - Movement
Grave Step
Legion · cooldown 10.5→9.72 s
Sink into the ground and rise up to 650 away. A Bone Effigy left where you stood draws enemies within 650 for 2 seconds. Your minions stay and fight.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Rally: Your minions within 1000 come up with you.
- Ambush: Each minion that comes up with you strikes the nearest enemy for 2x its damage.
- Mastery (level 10): Each minion strikes twice.
- Forced March: You and your minions move and attack faster for 4 seconds.
- Mastery (level 10): They attack 60% faster and move +200 faster, for 8 seconds.
- Ambush: Each minion that comes up with you strikes the nearest enemy for 2x its damage.
- Effigy: The effigy draws enemies for 4 seconds.
- Bone Bomb: The effigy explodes when it crumbles, hitting enemies within 320.
- Mastery (level 10): It explodes a second time 0.5 seconds later.
- Rallying Totem: Minions within 450 of the effigy take 30% less damage.
- Mastery (level 10): They take 60% less damage.
- Bone Bomb: The effigy explodes when it crumbles, hitting enemies within 320.
Wraith Walk
Reaper · cooldown 8.5→7.72 s
Dash up to 600 as a ghost, passing through enemies. Each enemy you pass takes 45→121 damage.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Escort: Your wisps strike every enemy you pass, each for a zap's damage.
- Frenzy: For 4 seconds after a dash your wisps zap twice as fast.
- Mastery (level 10): Your wisps zap 3x as fast.
- Stragglers: Enemies you pass give extra wisps beyond your free Souls for 8 seconds.
- Mastery (level 10): Each enemy you pass gives 2 extra wisps.
- Frenzy: For 4 seconds after a dash your wisps zap twice as fast.
- Soul Fuel: If you have a wisp, a dash sends it away instead of going on cooldown.
- Soul Mines: Every dash leaves a mine where it started that explodes near enemies (lasts 10 seconds).
- Mastery (level 10): A second mine is left where the dash ends.
- Wail: A dash that goes on cooldown ends with a scream that throws back and stuns enemies within 380.
- Mastery (level 10): The scream reaches 760 and stuns for 3 seconds (bosses and minibosses 1.5).
- Soul Mines: Every dash leaves a mine where it started that explodes near enemies (lasts 10 seconds).
Golem Toss
Golem · cooldown 9.5→8.72 s
Get thrown up to 700 away and land with a shockwave that deals 53→144 damage to enemies within 260.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Meteor: The landing stuns enemies for 1 second.
- Crater: The landing leaves a pool of rot for 4 seconds.
- Mastery (level 10): The pool is twice as big (500) and lasts 8 seconds.
- Aftershock: A second shockwave hits 1 second later.
- Mastery (level 10): 2 more shockwaves follow, 1 second apart.
- Crater: The landing leaves a pool of rot for 4 seconds.
- Body Slam: The golem leaps after you and slams down for 50% of your landing.
- Shoulder Ride: You can't be hurt for 3 seconds after you land.
- Mastery (level 10): You can't be hurt for 6 seconds.
- Crushing Leap: The golem's landing hits as hard as yours.
- Mastery (level 10): The golem's landing hits twice as hard as yours.
- Shoulder Ride: You can't be hurt for 3 seconds after you land.
D - Defense
Sacrifice
Legion · cooldown 13.25→12.08 s
Eat your nearest minion within 700 for a shield of 90→188% of its life for 8 seconds. Its Souls are freed.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Bone Armor: Eats up to 3 minions; each adds to the shield.
- Corpse Explosion: Eaten minions explode for 50% of their max life around them.
- Mastery (level 10): They explode for 100% of their max life.
- Quick Burial: Eaten minions rise again for free after 5 seconds (if their Souls are still free).
- Mastery (level 10): They rise again after 1 second.
- Corpse Explosion: Eaten minions explode for 50% of their max life around them.
- Blood Offering: Your other minions heal 30% of their life and deal +40% damage for 6 seconds.
- Frenzy: They also attack 40% faster.
- Mastery (level 10): They attack 80% faster.
- Undying: They can't die for 3 seconds.
- Mastery (level 10): They can't die for 6 seconds.
- Frenzy: They also attack 40% faster.
Soul Ward
Reaper · cooldown 14.25→13.08 s
For 8 seconds, each hit you take is blocked by one of your wisps, which then flies back to you.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Vengeful: A wisp that blocks a hit strikes the attacker.
- Unbroken: A wisp that blocks flies back in 0.5 seconds.
- Mastery (level 10): A wisp that blocks comes back at once.
- Siphon: Blocked hits heal you for 50% of their damage.
- Mastery (level 10): Blocked hits heal you for 100% of their damage.
- Unbroken: A wisp that blocks flies back in 0.5 seconds.
- Detonate: Cast it again while the ward holds to blow up all your wisps (they fly back), hitting enemies within 320 for each.
- Shockwave: The blast knocks enemies back.
- Mastery (level 10): It knocks enemies twice as far and stuns them for 1 second.
- Afterglow: Each wisp blown up gives you a shield for 6 seconds.
- Mastery (level 10): The shield is twice as big.
- Shockwave: The blast knocks enemies back.
Meat Shield
Golem · cooldown 14.25→13.08 s
For 5 seconds, damage you take goes to your golem instead. The golem heals 14→30% of its max life.
Upgrade paths (pick one at level 3, then one of its two at level 6):
- Bulwark: While it lasts the golem takes 40% less damage.
- Regrowth: While it lasts the golem heals 4% of its max life per second.
- Mastery (level 10): The golem heals 8% of its max life per second.
- Spiked Hide: While it lasts enemies that attack the golem take 30% of the damage back.
- Mastery (level 10): Attackers take 60% of the damage back.
- Regrowth: While it lasts the golem heals 4% of its max life per second.
- Taunt: The golem draws the attacks of every enemy within 600 while it lasts.
- Thick Hide: While taunting it takes 40% less damage.
- Mastery (level 10): It takes 80% less damage.
- Payback: When it ends the golem slams back for 50% of the damage it took.
- Mastery (level 10): It slams back for all the damage it took.
- Thick Hide: While taunting it takes 40% less damage.
R - Ultimate
Army of the Dead
Legion · cooldown 65 s
Raise an army of 6 ghouls for 15 seconds. They hold no Souls. 260 life, 17 damage.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Crypt Fiends: The army rises as Crypt Fiends: they attack from range and slow their target by 30%.
- Brood: +50% more Crypt Fiends.
- Standing Army: 50% of the army stays until the room ends.
- Grave Knights: The army rises as Grave Knights: giant skeletons, 50% as many, each far tougher and stronger than a ghoul.
- Battle Cry: While the army stands, every enemy you hit is marked for 4 seconds: all your minions go for it and deal +25% damage to it.
- Last Stand: When the army ends, every one still standing explodes for 50% of its max life.
Reaper's Form
Reaper · cooldown 70 s
Become a reaper for 12 seconds: you hold an extra wisp per Soul of your cap, and your wisps zap 2x as fast.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Endless Night: Each kill makes the form last 1 second longer.
- Swarm: During the form you hold 2 extra wisps per Soul of your cap instead of 1.
- Lingering Host: The extra wisps stay for 10 seconds after the form ends.
- Final Harvest: When the form ends, all your wisps blast out (they fly back), each hitting enemies within 550.
- Reckoning: The blast kills enemies below 20% life (not bosses or minibosses).
- Rebirth: The blast resets your cooldowns (not ultimates).
Unleashed
Golem · cooldown 65 s
Your golem grows huge for 12 seconds: it heals 30% of its life, deals +50% damage and attacks 60% faster. A dead golem rises for it.
Upgrade paths (pick one at level 2, then one of its two at level 3):
- Rampage: Each kill by the golem makes it last 1 second longer.
- Juggernaut: Every 3 seconds it charges the farthest enemy within 650, hitting everything in its way.
- Feast: Its kills heal it to full.
- Chimera: Every body part works twice as hard while it lasts.
- Extra Limbs: It grows 2 random extra body parts while it lasts.
- Permanent Graft: When it ends the golem keeps a random new body part for the rest of the run.
Tips
- The three builds share one Soul cap: every minion and the golem takes Soul slots that would otherwise hold wisps.
- The Gravecaller himself is fragile. Grave Step, Sacrifice and Meat Shield are your ways out.
- Flesh Hook drags enemies (not minibosses or bosses) straight into the golem.
- Elite rooms are worth more to a Golem build: each one adds a body part.