Nightfall - "Darkness is my friend, and your worst enemy." - Nightfall has few equals when it comes dealing death, but has long cooldowns; this is the core of most practitioners' lexicons.No one knows what dark thoughts drive people to necromancy. The art of necromancy is as old as magic itself, and it's creations have plagued all the races.
Invoke Darkness..... Good damage, good range, but a cooldown of 4 reduces its spammability.
Circle of Death....... Effective at disabling a group of enemies and spellshocking, but requires good spellpower to consistently land the effects, and is useless if resisted.
Fear the Night........ Amazing crowd control. AoE Knockback is a lifesaver against melee foes. With investment, this also gets nice range and is viable as a room-clearer.
Rigor Mortis.......... Boss-killer. High damage, strong slowing effect. Range is an issue.
Necrotic Minions - "Fetch me my staff!" - Minions are disposable. They can kill a boss in a matter of turns, but can barely accompany you on your journeys.
Create Minions....... The basic summon. Heavy investment is all but mandatory for a necromancer looking to have a personal army.
Aura Mastery......... A necessity for effective soul harvesting and summoning, but not necessarily required to have maxed.
Undeath Surge........ A mediocre buff to your minions. Worth using in a fight, but not worth investing in.
Dark Empathy........ Manathrusts to the back from your mages used to hurt. Not anymore. Saves & resists are a boon.
Grave - "I feel a chill, and it's not just the cold..." - Cold is a nuisance to your foes, and support for yourself.
Chill of the Tomb..... Fireflash clone, but... No wildfire-like YASD protection, and you won't stack +%cold damage.
Will o' the Wisp....... Good support for a minion necromancer, useless otherwise.
Cold Flames........... Poor damage, but a 25% chance to freeze is fairly useful. Creates a good 'area of denial' in conjunction with Circle of Death.
Vampiric Gift.......... Very useful bonus to survivability. Whether it's worth the mana cost and investment in the rest of the tree is up to the you.
Animus - "You see these wisps? These are what souls truly are, not that the religious fools care." - An interesting and unique branch of necromancy.
Consume Soul........... A much-needed way to restore mana and heal. Worth a point for everyone.
Animus Hoarder........ If you find that you require more souls, this is for you. Out of curiosity, why do you require more souls, anyways?
Animus Purge........... Create a husk of a rare monster to have a powerful friend. IMPORTANT: Friendly Fire is ON.
Essence of the Dead.... This generically empowers several of your spells. Worth putting a point or two in, if you take the rest of the tree.
Necrosis - "...they told me I was mad to try! Mad, I tell you! Mad!" - This is the thematic core of the art; lichdom lies within reach of the driven.
Blurred Mortality...... A very useful buff to your health pool in the early game. 'Float' points into this, as it loses greatness as you gain more health naturally.
Impending Doom...... Boss-killer. Capable of dealing huge damage at low levels, this loses potential at high levels, capping out at 1200 damage. The healing stop is always effective.
Undeath Link.......... A horrible ability. If you use minions, you may use this once or twice, but this is generally useless.
Lichform............... Epic power. Get this to 5/5, and then die with it sustained, ASAP. This does not work for undead.
Shades - "Darkness isn't just the absence of light." - This is what separates an advanced warlock from their peers: utter dark power.
Shadow Tunnel...... Useful to create a wall of meatshields when you are already at your summon cap, and can keep your army with you when exploring. 1 point is all that is ever needed.
Curse of the Meek.. Multi-purposed evil! Restores souls, greatly impedes melee enemies, and draws some nasty attacks away from yourself. Not effective vs AoE.
Forgery of Haze..... What's better than Fear the Night? Casting Fear the Night twice! There is no good reason not to 5/5 this. Make sure to use buffs before creating your evil twin!
Frostdusk............ Darkness res pen. Until you get this, Dreads and their nastier brethren will seem invulnerable. Getting this is highly important for a spellslinging warlock.
Advanced Necrotic Minions - "What can stop me now? What could possibly stop me now?" - A mediocre extension of your minions. Becomes better with Necromancy+ version 1.5+.
Undead explosion............ Destroy a minion for low blight damage. Can be used to fine-tune your undead army.
Assemble..................... Create a bone giant that deals very little damage. On the plus side, they are slightly harder to kill than an armored skeleton warrior.
Sacrifice...................... Destroy a bone giant for 1-shot protection for a while. Useful, but is it worth the cost?
Advanced Minion Mastery... Liches are the only good things here without Necromancy+. With it, this is great, especially if you take the Blighted Summoning prodigy.
Star Fury - "Your doom is written in the stars tonight." - A lich gets power from the heavens, augmenting its abilities.
Moonlight Ray....... The ultimate compliment to Invoke Darkness; 5/5 this. Caution, friendly fire is ON!
Shadow Blast........ Moderate damage, short-range, AoE.
Twilight Surge...... Best used to regenerate Negative energy in a pinch.
Starfall............... The other good spell in this tree. AoE stun is great, but it may be resisted by some foes. Damage is moderate.