That said, to put them on par would to make a passive for Master of Flesh. i.e. make discarded refuse a passive, and have it scale with points invested.... I can't see how putting more than one point in it does anything. Also, there is a misspelling on the last sentence regarding when it can be used the first combat word is missspelled "comabt". Also, I just feel it is underwhelming. I would rather see it do the following.
Discarded Refuse (Passive)
Whenever you would be affected by a detrimental physical effect you instead transfer it instantly to one of your ghouls. The transfer causes the ghoul to explode doing ### (Effective Talent Level) Frostdusk damage in a radius # (Effective Talent Level) spreading the transferred detrimental effect to all targets in the explosion radius.
While under 1 life it also affects magical and mental effects
Cross-tier effects are never affected
There you go. No need for sustaining it off and on, it has scaling, and interesting fun effects.
Also, we need an QoL improvement for commanding our minions. An active free ability that would take 0 turns that would focus all your minion on a target. Manually doing this for a dozen minions is .... not fun.
Some other things to note,
Nightfall
Night Sphere: Needs a radius description, and it would be nice to see the radius scale up a bit too with higher level investment rather than it just being a one point wonder.
Dreadmaster
In General, good minion, but also a bad minion in that the AI can cause you problems by pulling enemies you would rather not fight yet. It requires quite a bit of baby sitting and it is very expensive to produce. (4 souls is excessive IMO and really forces you to baby sit it too much, slowing gameplay, and that is not fun)
Dread: as the dread level has little to no effect at higher levels on the dreads abilities there is little reason to put more than one point in this. It would be nice to see abilities scale with this or give it some reason to be leveled.
Souleater: It would be nice to see this work for other enemies as well, as I am guess they have souls too. If you focus on skeletons you will see little use of this ability, but it works very well with ghouls, making ghouls seem better in some cases. Then again, your necromancer is also collected enemies souls. So perhaps this should only work with enemies when your souls are full. I like the idea of the ability, but would like to see more flexibility to give players other options, such as only going dread and no ghouls or skeletons. (I know, very silly, but still)"
Neverending Peril: I still hate this ability, not because it isn't good, but because it requires babysitting. You have to watch the dreads life, slowing down gameplay, and that isn't fun, at least not for me. It would work better if you could set it to be used automatically when the dread has less that 50% HP. It doesn't help that the dread runs off picking fights, which can force you to use it when you would rather not.
Dreadmaster: Fine as it is
Grave
Chill of the Tomb: I would like to see the radius of the blast be based on effective talent level, and not points invested. Larger blasts are fun. Block Damage would be better if it scaled.
Corpselight: As I have posted before, I still don't like it, and don't see much use for it. It only does damage, and with the upgrade a pull to center. If it had some other effects perhaps it would be more useful, but I can't think of anything besides effects you would normal see from cold damage.
Glacial Waste
Hiemal Shield: I still would like to see some sort of regeneration for this that is more continuous besides the percent increase from desolate wastes, which will not keep up with most damage at higher difficulties. Perhaps would multiple damage reduction stacking it may, but I haven't seen it work out that way yet. Always being minus one soul from your max at the start of every fight, not to mention the sustain cost, is annoying. I still think it blocks too much damage above 0 HP. I would make it 50% or maybe even 33%.
Desolate Waste: In line with creating a more continuous shield regeneration, the 4 limit per activation should be done away with. Actually, remove it regardless of activation. If you can manage to keep that shield up permanently from damage reduction and regeneration from retribution you deserve as many desolate wastes as you like.
The other two passives are OK, but the crumbling earth damage splitting can be a problem. More on that later.
Animus
Soul Leech: Should be a free point (The necromancer really could use the extra point), and not be unlearnable. I also still say that soul capacity should be tied to this passive and not to Reaping. Increase the rate of soul leeching when under 0 health. Additionally, I feel the the max soul capacity increase should be 10, not 9, at max investment. That is just weird. If I really had it my way I would increase it to 15 haha. I know in long fights, early game, I can burn through souls VERY quickly.
Consume Soul: No change
Torture Souls: I am not sure how many souls I should be getting based on the description. Does it mean up to 1 soul at level one regardless of how many enemies you hit, or one soul per enemy? I haven't really taken the time to test how this works to determine this for myself, but I can't tell by just reading the description. Damage is decent, but I wouldn't level it beyond 3, only did 2 in my last win, because it has a high cooldown of 18. Thus, overall DPS is very very low. It is basically something you use after spending many souls at once for a quick replenishment, and a bit of damage.
Reaping: Pretty strong sustain (correction), but the soul capacity, IMO, should be on the passive Soul Leech.
Death
My option of this category tree hasn't changed from my other posts.
Rigor Mortis: I do appreciate clarification of how much damage Rigor Mortis will do per status effect. However, is the damage listed a bonus to the base damage listed, or damage after the bonus is added? Either way, great finisher ability.
Drawn to Death: Can we do something more with this? I just feel it would be nice if you had some corpse explosion at the teleport location if you did want to use this. Consider the cooldown is rather high for an ability with no other effects besides teleporting. Ghost walk is only a ten turn cooldown with much better effects. Perhaps have the explosion do less damage the older the corpse is? Also, I would rather be able to ALWAYS see that visual effect of the places to teleport, instead of only when I activate the ability to use. It is a nice reminder that you have an option to move elsewhere.
Grim Shadow: I haven't gotten there yet to be able to use this to test, but I hope it is changed such that the blast works regardless if you are at max souls or not.
Utterly Destroyed: Perhaps this is a good one if you don't got Lichform, but I still don't see the point of this ability. It is a one point wonder, that works well with Adept for the bonus move speed with one point investment. It should be a passive, instead of a sustain, as it only protects your more valuable sustains as it is. It is not strong enough to be a sustain.
Age of Dusk
Overall I love the category. It is very strong by itself, and can keep your souls coming in during big group fights. Better yet, it has great synergy with the Nightfall Category, and it only has one damage type, darkness.
Eradication
Boneyard: Decent ability if you focus on minions, but the heavy investment of 4 points to resurrect minions at only 9% chance is not really worth it. I would say that is just an added bonus, as the former bonuses are decent. I would still like this to last 10 turns, instead of 8, or have the duration and radius of effect scale with effective talent level.
To the Grave: Now that it is working, not bad... not bad at all.
Impending Doom: Well, what can I say about it. Everyone loves Impending Doom.

Eternal Night: If you plan on doing damage yourself, this is mandatory. The damage bonus is meh, but the penetration is WOW. The heal is also AMAZING! That said, this is the problem with the sustain, it is too cheap. I agree with others posts, this should also cost at least one soul to sustain, maybe two. It is that good.
All that said, I have a BIG problem with the Eradication category. Boneyard and To the Grave have NOTHING to do with "Eradication". It feels like they should be under the Master Necromancer Category as they support minions, and minion based play styles. Impending Doom and Eternal Night fit into the category, the former two do not. Please let me know what you think about that, but Boneyard and To the Grave just feel very out of place.
Master Necromancer
In general, if you focused on skeletons, this category is mandatory. Without it, mid game your minions will begin to die VERY quickly against enemy AoEs and other abilities.
Aura of Undeath: Without your spell power percentage applied to offensive and defensive capabilities, your minions will become useless very quickly on insane difficulties and higher.
Surge of Undeath: The heal is also needed such that you can keep your skeletons going longer, and the global speed boost can be equated to a 25% damage boost.
Recall Minions: I can see how recall minions can be useful as a method to create a meat shield between you and enemies. However, from my experience, the things that will most likely kill you are blasters, and most of those abilities will penetrate through your minions. I have never had problems with melee enemies in the late game.
Suffer for Me: I don't understand this abilities description. I hope it is just not written correctly. It states that minions OUTSIDE your Aura of Undeath will take the damage. Therefore, if you have a very large, radius 9 or more, Aura of Undeath, this ability won't work if you are in visual range of your minions. I would think it should read opposite; that it only works for minions INSIDE your Aura of Undeath. That would make more sense.
Rime Wraith
I wish I could say more about this category, but I haven't tried it out yet. In a roguelike game, you tend to try to mitigate the chaos in what is already a very chaotic as much as you can so you can statistically predict outcomes multiple turns ahead. There is no guarantee in outcomes, but if you played out the same set of turns over and over you could have an average outcome you could predict. What I see with this category is making the chaos worse. More randomness is rarely desired. If you are focusing skeletons and cold, this category may be OK, but on its own, from the descriptions, I feel like something is lacking.
Next up, damage splitting