Skill Level Chart
Raise Skeleton [1], Skeleton Mastery [1],
Clay Golem [6], Golem Mastery [12],
Skeletal Mage [12], Blood Golem [18],
Summon Resist [24], Iron Golem [24],
Fire Golem [30], Revive [30]
Minions
Minions, such as Golems, Skeletons, Skeletal Mages, Revives, and Hirelings,
may disappear or no longer be under your power if you allow
them to get too far away from you. Check the Automap and make sure you stay
with your Minions. You can use a Town Portal, Dungeon
steps, or Waypoint to collect your Minions. Sometimes Minions may warp in
around you if you get too far away from them, although this does
not always happen.
People sometimes get confused when they're trying to calculate the health of minions. Base life is calculated first and THEN add on
the skeleton mastery life bonus.
The Teleport skill is quite handy for for re-collecting your minions, as it instantly recalls all of your minions to your location in addition to its other effects. You can put a Staff with charges of Teleport in your off hand, switch to it quickly with the W key, cast Teleport by using the right mouse button, and switch back to your regular equipment by pressing W again. (You can also use the Enigma rune word, but a staff with Teleport charges is much easier to find and doesn't occupy your armor slot.) This will make it MUCH easier to keep a large number of Revived monsters with you.
Golems
You can only have one Golem of any type at any time. Once you summon a new Golem, the
old one will immediately disappear.
You do not need a monster corpse to summon Golems although the Iron Golem requires an item.
Golems, except for Iron Golems, have a fixed defense.
The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty.
Summoning a golem right next to a creature, even a boss, will often cause that monster to forget its previous target and focus on the golem instead. Try it, it works!
You can safely "spam" (repeatedly cast) Clay Golems and Fire Golems (although Fire Golems cost a lot of mana to spam because they deal damage each time you cast them, as a result of the old Fire Golem exploding). Blood Golems cost you some health, and Iron Golems require an item. Therefore, if you are planning to spam a golem on a boss to reduce the boss' ability to focus on a player, you should go with Clay Golems, Fire Golems, or both.
Skeletons and Skeletal Mages
The number of Skeletons or Skeletal Mages you can have is only limited by the number
of skill points you have. Wearing a magic item that raises Skill levels or using
a Skill Boost Shrine also increases the number of Skeletons and Skeletal Mages you can raise.
When the Skill Boost Shrine effect wears off the extra Skeletons disintegrate.
Skeleton's and Skeletal Mage's Life increases on Nightmare Difficulty and again on Hell Difficulty.
What are the Attack Ratings for Golems, Skeletons, and Skeletal Mages?
The Attack Ratings don't change but these monsters are generated at the caster's level,
and level plays an important part in the "to hit" formula.
|
Raise Skeleton
Required Level: 1
Prerequisites: None
|
Early on, Necromancers learn to control the skeletal remains of deceased creatures. Invoking this skill
causes a nightmarish jumble of animated bones to rise from a fresh corpse. Animated partially through
their own will and partially through the summoned spirits of ancient warriors, Necromancers often maintain
a small host of these reanimated soldiers to do their bidding.
Effect: Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you.
Skeletons can work great throughout Normal Difficulty especially with points into Skeleton Mastery (or a point and +Skill Items). Once
you hit Nightmare and Hell difficulty, generally Skeletons will die very quickly. You may wish to, once you hit
Level 30, upgrade to Revived Monsters and switch to Revived Monsters and Skeletal Mages. However, if you
max Raise Skeleton, Skeleton Mastery, use an Aura from an Act II Mercenary, and have good use of Curses, you can
still continue to use Skeletons in Hell difficulty.
Skeletons, when created, have a 5% chance to spawn with a shield. This shield functions to allow
the skeleton to block, although skeletons only have a 3% chance to block
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
# of Skeletons |
1 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
8 |
8 |
8 |
Mana Cost |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
Damage |
1 - 2 |
1 - 2 |
1 - 2 |
1 - 2 |
1 - 2 |
1 - 2 |
1 - 2 |
2 - 4 |
4 - 5 |
6 - 7 |
8 - 9 |
10 - 11 |
12 - 14 |
14 - 16 |
17 - 19 |
21 - 23 |
26 - 28 |
31 - 33 |
37 - 39 |
37 - 39 |
Attack Bonus |
20 |
35 |
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185 |
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
Defense |
20 |
35 |
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185 |
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
Life |
21 |
21 |
21 |
31 |
42 |
52 |
63 |
73 |
84 |
94 |
105 |
115 |
126 |
136 |
147 |
157 |
168 |
178 |
189 |
199 |
Hit Points |
{[('Skill level'-3)*0.5)+1.0]*'Base Life'}
Base Life:
Norm: 21
Nigh: 30
Hell: 42 |
Raise Skeleton Receives Bonuses From |
Skeleton Mastery |
Summon Resist |
|
[ Click to Enlarge - 90 KB ]
|
As the Necromancer's knowledge of the undead improves, he is able to harness and divert more
powerful spirits to inhabit the corpses of the recently dead. A Necromancer who possesses this skill
is able to raise skeletons and skeletal mages of a much more powerful variety.
Passive Effect:
Improves the quality of your raised Skeletons, Magi, and Revived.
Investing points into Skeleton Mastery will increase Skeleton Hit Points and Damage. Points in Skeleton Mastery will
also pay off later on if you use Revive.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Skeleton Life |
8 |
16 |
24 |
32 |
40 |
48 |
56 |
64 |
72 |
80 |
88 |
96 |
104 |
112 |
120 |
128 |
136 |
144 |
152 |
160 |
Skeleton Damage |
+2 |
+4 |
+6 |
+8 |
+10 |
+12 |
+14 |
+16 |
+18 |
+20 |
+22 |
+24 |
+26 |
+28 |
+30 |
+32 |
+34 |
+36 |
+38 |
+40 |
Monster Life +% |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
Monster Damage +% |
10 |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
Improved Missile Damage past Level 2 |
|
Clay Golem
Required Level: 6
Prerequisites: None
|
While it is fairly simple for a Necromancer to animate dead tissue, it is another matter
entirely to instill the spark of life into inanimate objects. The Clay Golem is the simplest
form of this complex art, creating a servant directly from the earth to serve the Necromancer. The
intense drain this places on the psyche of the caster only allows him to maintain a single
Golem of any type at a time.
Effect: Raises a Golem from the earth to fight for you.
The Slow %, coupled with the attack bonus, is the main reason to use the Clay Golem at higher levels of difficulty.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
15 |
18 |
21 |
24 |
27 |
30 |
33 |
36 |
39 |
42 |
45 |
48 |
51 |
54 |
57 |
60 |
63 |
66 |
69 |
72 |
Damage |
2-5 |
2-6 |
3-8 |
4-10 |
4-12 |
5-13 |
6-15 |
6-17 |
7-19 |
8-20 |
9-22 |
9-24 |
10-26 |
11-27 |
11-29 |
12-31 |
13-33 |
13-34 |
14-36 |
15-38 |
Hit Points |
100 |
135 |
170 |
205 |
240 |
275 |
310 |
345 |
380 |
415 |
450 |
485 |
520 |
555 |
590 |
625 |
660 |
695 |
730 |
765 |
Attack Bonus |
80 |
100 |
120 |
140 |
160 |
180 |
200 |
220 |
240 |
260 |
280 |
300 |
320 |
340 |
360 |
380 |
400 |
420 |
440 |
440 |
Slows Enemies % |
11 |
20 |
27 |
33 |
37 |
41 |
44 |
46 |
49 |
51 |
53 |
54 |
56 |
57 |
58 |
60 |
60 |
61 |
62 |
63 |
Defense: 20 |
|
Heal Themselves Automatically |
|
Clay Golem Receives Bonuses From |
Golem Mastery |
Summon Resist |
Blood Golem: +5% Life Per Level |
Iron Golem: +35 Defense Per Level |
Fire Golem: +6% Damage Per Level |
|
|
[ Click to Enlarge - 90 KB ]
|
[ Click to Enlarge - 94 KB ]
|
|
Golem Mastery
Required Level: 12
Prerequisites: Clay Golem [6]
|
Developing this skill permits the Necromancer to divert more of his will and energies into his
artificial creations. This allows the Necromancer to create more robust golems and control them
with greater finesse.
Passive Effect: Enhances speed and life of Golems.
Golem Mastery adds more Hit Points to the Golem's Original Base Life, not the Life shown with more
than one point into a Golem skill. Clay Golem: 100 HP, Blood Golem: 201 HP, Iron Golem: 306, Fire Golem: 328
Before placing more than a few points, or more than one point (with +Skills Items), look at the speed of the Golem. If he
keeps up with you, that's probably enough points in Golem Mastery. The speed benefit is nice to allow the Golem to
keep up with you, especially if you have Faster Run/Walk boots. Another benefit of his increased speed is to allow
him to reach his targets more quickly. However if he's able to do both fine at his current speed, additional points
for speed reasons are not necessary.
Another benefit of Golem Mastery is to allow your Golem to survive longer. However, if your Golem dies, you can
simply make another one. If your Golem is not dying a lot and/or Mana is not a problem, and speed is not a
problem, you'll receive no real benefit for having additional points in Golem Mastery.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Hit Points +% |
20 |
40 |
60 |
80 |
100 |
120 |
140 |
160 |
180 |
200 |
220 |
240 |
260 |
280 |
300 |
320 |
340 |
360 |
380 |
400 |
Velocity Increase +% |
6 |
10 |
14 |
17 |
20 |
22 |
23 |
24 |
26 |
27 |
28 |
29 |
30 |
30 |
31 |
32 |
32 |
32 |
33 |
33 |
Attack Bonus +X |
25 |
50 |
75 |
100 |
125 |
150 |
175 |
200 |
225 |
250 |
275 |
300 |
325 |
350 |
375 |
400 |
425 |
450 |
475 |
500 |
Dead warriors are not the only heroes that a Necromancer may summon to inhabit his creations. Many a
Necromancer regales in raising the corpses of long dead wizards and bending them to his will.
The priests of Rathma feel that this is the proof of the dominance of their particular branch of the
mystic arts.
Effect: Raises a Skeletal Mage that fights for you with an elemental attack.
You cannot set what type of elemental attack a Skeletal Mage will have. You can keep raising
a new Skeletal Mage until you get the type of Mage you want.
Skeletal Mages have a high resistance to Magical Attacks, especially when they have the same elemental attack
as the monster or player attacking them.
Skeletal Magi are useful throughout the game on all difficulty levels. At the minimum, they provide additional targets
for monsters to attack. This is good because you want the monsters to attack your Minions instead of yourself. Skeletal
Magi work great with Iron Maiden
because melee monsters kill themselves on the
Skeletal Magi.
Skeletal Magi are also helpful in "breaking in" to a new area, such as when you first join the game. For those
Necromancers that specialize in Revive, their goal is to get together a group of Revived Monsters so that they
can start to do damage, take them elsewhere, or feel more secure. At first you will have your Golem and you'll
either have to kill the monsters to create bodies yourself or use your Golem (a Curse helps too), to get some good Revive
candidates created. Once a body is created, make a Skeletal Mage if the body can't be Revived such as Leapers in the
Outer Steppes of Act IV. Next cast Iron Maiden on the
monsters. They will kill themselves on your Skeletal Mages allowing you to create more Skeletal Mages or
Revive those monsters. Skeletal Magi are very helpful in this situation, especially in the first area of
the Outer Steppes.
Cold Damage Skeletal Magi can be a pain. Monsters, when chilled, may explode leaving no corpse. Necromancers
need corpses for Corpse Explosion and for creating Minions. But, Cold Damage Skeletal Magi can be very helpful also if you
don't wish to have monsters leave a corpse. While you can't decide what Skeletal Magi elemental type is used, you can Unsummon those
offending Skeletal Magi when you see them.
Skeleton Mastery can raise the damage of their attack.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
# of Skeletal Mages |
1 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
6 |
6 |
7 |
7 |
7 |
8 |
8 |
8 |
Mana Cost |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
Defense Bonus +X |
10 |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
Hit Points: |
{[('Skill level'-3)*0.07)+1.0]*'Base Life'}
Base Life:
Norm: 61
Nigh: 88
Hell: 123 |
Skeletal Mage Receives Bonuses From: |
Skeleton Mastery |
Summon Resist |
To calculate the Necromages' damage we need to know the relative skill level of their missiles. This can be done by
looking in the following table. You can also [Download a Spreadsheet] on the Skeletal Mage damage created by
Jon Y.
Raise Skel. Mage Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Skeleton Mastery Level |
Relative Skill Level |
1 |
1 |
1 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
2 |
2 |
2 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
3 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
4 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
5 |
5 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
6 |
6 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
7 |
7 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
8 |
8 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
9 |
9 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
10 |
10 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
11 |
11 |
11 |
11 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
12 |
12 |
12 |
12 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
13 |
13 |
13 |
13 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
14 |
14 |
14 |
14 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
15 |
15 |
15 |
15 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
16 |
16 |
16 |
16 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
24 |
25 |
17 |
17 |
17 |
17 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
24 |
25 |
25 |
26 |
18 |
18 |
18 |
18 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
24 |
25 |
25 |
26 |
26 |
27 |
19 |
19 |
19 |
19 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
24 |
25 |
25 |
26 |
26 |
27 |
27 |
28 |
20 |
20 |
20 |
20 |
21 |
21 |
22 |
22 |
23 |
23 |
24 |
24 |
25 |
25 |
26 |
26 |
27 |
27 |
28 |
28 |
29 |
If your Skeleton Mastery and Raise Skeletal Mage level is above 20, use the following formula
to calculate your relative skill level:
('Skeleton Mastery'.lvl) + ((lvl < 4)?0:((lvl-2)/2)).
This means: to calculate relative skill level we take Skeleton Mastery level as base for the calculation
('Skeleton Mastery'.lvl), than we add (Raise Skeletal Mage Skill Level-2)/2 provided that Raise Skeletal
Mage level is equal or above level 4. If it's on level 3 or less we do not add anything ((lvl < 4)?0).
Below is the table of Necromage missile's damage according to the relative skill level listed in the above table. Level 59 in this
table corresponds to level 40 Skeleton Mastery and level 40 Raise Skeletal Mage
40+((40-2)/2) = 59.
Information about skill points:
Poison:
- 7 levels it gains 1 poison damage per level
- 7 levels it gains 2 poison damage per level
- 7 levels it gains 4 poison damage per level
- 7 levels it gains 6 poison damage per level
- All levels thereafter gain 8 poison damage per level
- It gains 10 seconds poison duration per level
Cold:
- 7 levels it gains 1 cold damage per level
- 7 levels it gains 2 cold damage per level
- 7 levels it gains 3 cold damage per level
- 7 levels it gains 4 cold damage per level
- All levels thereafter gain 5 cold damage per level
- It gains 1 second cold duration per level (norm difficulty)
Fire:
- 7 levels it gains 2 fire damage per level
- 7 levels it gains 3 fire damage per level
- 7 levels it gains 5 fire damage per level
- 7 levels it gains 7 fire damage per level
- All levels thereafter gain 9 fire damage per level
Lightning:
- 7 levels it gains 3 max light damage per level
- 7 levels it gains 5 max light damage per level
- 7 levels it gains 8 max light damage per level
- 7 levels it gains 11 max light damage per level
- All levels thereafter gain 14 max light damage per level
- It gains 1 minimum light damage per level
Relative Skill Level |
Poison Damage |
Poison Duration (Sec) |
Cold Damage |
Cold Duration (Sec)* |
Fire Damage |
Lightning Damage |
1 |
6 |
20 |
1-4 |
1 |
2-6 |
1-7 |
2 |
7 |
30 |
2-5 |
2 |
4-8 |
2-10 |
3 |
8 |
40 |
3-6 |
3 |
6-10 |
3-13 |
4 |
9 |
50 |
4-7 |
4 |
8-12 |
4-16 |
5 |
10 |
60 |
5-8 |
5 |
10-14 |
5-19 |
6 |
11 |
70 |
6-9 |
6 |
12-16 |
6-22 |
7 |
12 |
80 |
7-10 |
7 |
14-18 |
7-25 |
8 |
13 |
90 |
8-11 |
8 |
16-20 |
8-28 |
9 |
15 |
100 |
10-13 |
9 |
19-23 |
9-33 |
10 |
17 |
110 |
12-15 |
10 |
22-26 |
10-38 |
11 |
19 |
120 |
14-17 |
11 |
25-29 |
11-43 |
12 |
21 |
130 |
16-19 |
12 |
28-32 |
12-48 |
13 |
23 |
140 |
18-21 |
13 |
31-35 |
13-53 |
14 |
25 |
150 |
20-23 |
14 |
34-38 |
14-58 |
15 |
27 |
160 |
22-25 |
15 |
37-41 |
15-63 |
16 |
31 |
170 |
25-28 |
16 |
42-46 |
16-71 |
17 |
35 |
180 |
28-31 |
17 |
47-51 |
17-79 |
18 |
39 |
190 |
31-34 |
18 |
52-56 |
18-87 |
19 |
43 |
200 |
34-37 |
19 |
57-61 |
19-95 |
20 |
47 |
210 |
37-40 |
20 |
62-66 |
20-103 |
21 |
51 |
220 |
40-43 |
21 |
67-71 |
21-111 |
22 |
55 |
230 |
43-46 |
22 |
72-76 |
22-119 |
23 |
61 |
240 |
47-50 |
23 |
79-83 |
23-130 |
24 |
67 |
250 |
51-54 |
24 |
86-90 |
24-141 |
25 |
73 |
260 |
55-58 |
25 |
93-97 |
25-152 |
26 |
79 |
270 |
59-62 |
26 |
100-104 |
26-163 |
27 |
85 |
280 |
63-66 |
27 |
107-111 |
27-174 |
28 |
91 |
290 |
67-70 |
28 |
114-118 |
28-185 |
29 |
97 |
300 |
71-74 |
29 |
121-125 |
29-196 |
30 |
105 |
310 |
76-79 |
30 |
130-134 |
30-210 |
31 |
113 |
320 |
81-84 |
31 |
139-143 |
31-224 |
32 |
121 |
330 |
86-89 |
32 |
148-152 |
32-238 |
33 |
129 |
340 |
91-94 |
33 |
157-161 |
33-252 |
34 |
137 |
350 |
96-99 |
34 |
166-170 |
34-266 |
35 |
145 |
360 |
101-104 |
35 |
175-179 |
35-280 |
36 |
153 |
370 |
106-109 |
36 |
184-188 |
36-294 |
37 |
161 |
380 |
111-114 |
37 |
193-197 |
37-308 |
38 |
169 |
390 |
116-119 |
38 |
202-206 |
38-322 |
39 |
177 |
400 |
121-124 |
39 |
211-215 |
39-336 |
40 |
185 |
410 |
126-129 |
40 |
220-224 |
40-350 |
41 |
193 |
420 |
131-134 |
41 |
229-233 |
41-364 |
42 |
201 |
430 |
136-139 |
42 |
238-242 |
42-378 |
43 |
209 |
440 |
141-144 |
43 |
247-251 |
43-392 |
44 |
217 |
450 |
146-149 |
44 |
256-260 |
44-406 |
45 |
225 |
460 |
151-154 |
45 |
265-269 |
45-420 |
46 |
233 |
470 |
156-159 |
46 |
274-278 |
46-434 |
47 |
241 |
480 |
161-164 |
47 |
283-287 |
47-448 |
48 |
249 |
490 |
166-169 |
48 |
292-296 |
48-462 |
49 |
257 |
500 |
171-174 |
49 |
301-305 |
49-476 |
50 |
265 |
510 |
176-179 |
50 |
310-314 |
50-490 |
51 |
273 |
520 |
181-184 |
51 |
319-323 |
51-504 |
52 |
281 |
530 |
186-189 |
52 |
328-332 |
52-518 |
53 |
289 |
540 |
191-194 |
53 |
337-341 |
53-532 |
54 |
297 |
550 |
196-199 |
54 |
346-350 |
54-546 |
55 |
305 |
560 |
201-204 |
55 |
355-359 |
55-560 |
56 |
313 |
570 |
206-209 |
56 |
364-368 |
56-574 |
57 |
321 |
580 |
211-214 |
57 |
373-377 |
57-588 |
58 |
329 |
590 |
216-219 |
58 |
382-386 |
58-602 |
59 |
337 |
600 |
221-224 |
59 |
391-395 |
59-616 |
* Note: Freezing is cut 1/2 in Nightmare and 3/4 in Hell.
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[ Click to Enlarge - 72 KB ]
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Blood Golem
Required Level: 18
Prerequisites: Clay Golem [6]
|
Utilizing a small quantity of his own blood, the Necromancer is able to give life to a creature neither
living nor dead, yet formed of human tissue. This homunculus gains nourishment from the fresh blood of
its slain enemies, from which it replenishes its strength.
Effect: Summons a Golem.
The Blood Golem's life drain is now based completely on its own attack rather than the
total amount of your enemy's hit points. Furthermore, if it is affected by a damage return ability like
Thorns or Iron Maiden, the life drained is based off of its attack rather than how much damage the enemy
attacker did to it.
Hit Points stolen by the Blood Golem are not subtracted from the target.
The Golem gains 70% of the health it steals while the player gains 30%. If the current life
+ stolen life > maximum life of the Blood Golem, the Hit Point overflow goes to the Necromancer. If
the current life + stolen life > maximum life of the Necromancer, the Hit Point overflow returns to the Golem up
to the maximum life for each target.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
25 |
29 |
33 |
37 |
41 |
45 |
49 |
53 |
57 |
61 |
65 |
69 |
73 |
77 |
81 |
85 |
89 |
93 |
97 |
101 |
Damage |
6-16 |
8-21 |
10-27 |
12-32 |
14-38 |
16-44 |
18-49 |
20-55 |
22-60 |
24-66 |
27-72 |
29-77 |
31-83 |
33-88 |
35-94 |
37-100 |
39-105 |
41-111 |
43-116 |
45-122 |
Heal Convert Damage to Life % |
86 |
95 |
102 |
108 |
112 |
116 |
119 |
121 |
124 |
126 |
128 |
129 |
131 |
132 |
133 |
135 |
135 |
136 |
137 |
138 |
Hit Points 201 |
|
Defense: 80 |
|
Blood Golem Receives Bonuses From: |
Golem Mastery |
Summon Resist |
Clay Golem: +20 Attack Rating Per Level |
Iron Golem: +35 Defense Per Level |
Fire Golem: +6% Damage Per Level |
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[ Click to Enlarge - 75 KB ]
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[ Click to Enlarge - 62 KB ]
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Powerful heat, freezing cold and intense electrical attacks can take a serious toll on the bound
servants of any Necromancer. By developing this skill, a Necromancer can permeate his summoned
minions with a protective energy that strengthens their protection to the natural and
mystical elements alike.
Passive Effect: Raises elemental resistances of your Minions.
Summon Resist helps minions survive against spells, and this becomes vital in the later acts when
Zakarum Priests are calling down Blizzard and Lightning on their heads. These resistances are
helpful for keeping pets that were difficult or expensive to get, such as a strong monster you Revived or
a powerful Iron Golem for which you sacrificed a good item.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Resist All % |
28 |
34 |
39 |
44 |
47 |
50 |
52 |
54 |
56 |
57 |
59 |
60 |
61 |
62 |
62 |
64 |
64 |
65 |
65 |
66 |
While many mages spend their lives devoted to studying the transmutation of base metals into gold,
the Necromancers have always had a somewhat different approach to transforming metals. Through complicated
arcane rituals and great mental concentration, a Necromancer can summon forth a Golem from common base
metals. The construct takes on the properties of the original source material, including any magical effects
or other properties the original metal might have possessed.
Effect: Summon a Golem from a metal item. The golem gains properties of the item.
The Iron Golem's strength lies in his Thorn Damage. This Golem is very powerful against
Melee attackers.
Iron Golems can be constructed from non magical items. You will receive the additional Damage
listed on weapons, or the Defense listed on Armor. Currently you do not receive the damage benefit
for using two-handed weapons.
Save powerful Rare and Magical Items you don't wish to sell, use or trade
to create Iron Golems. Some magical item properties are not transferred to the Iron Golem,
such as "Chance to find Magical Items" and "Mana Steal".
You can only create Iron Golems from metal items, and you cannot
make them from Clubs, Wands, Crystal Swords, Gloves, Belts, Throwing Weapons, Staves, Bows,
Crossbows, Quest Items, Jewelry, Leather Armor and Leather Boots.
Iron Golems can gain the abilities of Socketed Gem weapons.
When you create an Iron Golem out of an Ethereal Item the Iron Golem is translucent.
Iron Golem remains over saved games.
How does Iron Golem work with Iron Maiden?
Both damages are applied separately.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Thorns % |
150 |
150 |
165 |
180 |
195 |
210 |
225 |
240 |
255 |
270 |
285 |
300 |
315 |
330 |
345 |
360 |
375 |
390 |
405 |
420 |
Attack |
100 |
|
Defense |
190 |
225 |
260 |
295 |
330 |
365 |
400 |
435 |
470 |
505 |
540 |
575 |
610 |
645 |
680 |
715 |
750 |
785 |
820 |
855 |
+ Any Defense from the item that created it |
Defense Bonus |
35 |
70 |
105 |
140 |
175 |
210 |
245 |
280 |
315 |
350 |
385 |
420 |
455 |
490 |
525 |
560 |
595 |
630 |
665 |
700 |
Mana Cost: 35 |
|
Damage: 7-19/11-30/12-33 |
|
Hit Points: 321 |
|
Iron Golem Receives Bonuses From: |
Golem Mastery |
Summon Resist |
Clay Golem: +20 Attack Rating Per Level |
Blood Golem: +5% Life Per Level |
Fire Golem: +6% Damage Per Level |
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[ Click to Enlarge - 76 KB ]
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[ Click to Enlarge - 78 KB ]
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[ Click to Enlarge - 84 KB ]
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It is believed that all life was forged when fire, earth, iron and flesh were combined. A
Necromancer learned in this art can summon a Golem constructed entirely from living flame. The
Necromancer summons the Golem through accelerating particles of the air at an ever increasing
pace. These particles then ignite and the Golem crackles into existence, seemingly out of thin air.
Effect: A Golem of fire that uses fire damage to heal itself.
The Fire Golem causes massive fire splash damage similar to the Paladin's Holy Fire Aura, causing monsters
in the area to become hit by fire.
When the Fire Golem is summoned, and dies, it causes fire splash damage. You can continue
to summon a Fire Golem over and over next to monsters to cause fire splash damage to them.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
220 |
230 |
240 |
Fire Damage |
44 - 90 |
59 - 106 |
74 - 122 |
89 - 138 |
104 - 154 |
119 - 170 |
134 - 186 |
149 - 202 |
165 - 219 |
187 - 242 |
203 - 259 |
225 - 282 |
241 - 299 |
263 - 322 |
279 - 339 |
307 - 368 |
330 - 392 |
359 - 422 |
382 - 446 |
411 - 476 |
Holy Fire |
4 - 6 |
5 - 7 |
6 - 8 |
7 - 9 |
8 - 10 |
9 - 11 |
10 - 12 |
11 - 13 |
12 - 14 |
14 - 16 |
15 - 17 |
17 - 19 |
18 - 20 |
20 - 22 |
21 - 23 |
24 - 26 |
26 - 28 |
29 - 31 |
31 - 33 |
34 - 36 |
Absorbs Fire Damage to Hit Point % |
36 |
45 |
52 |
58 |
62 |
66 |
69 |
71 |
74 |
76 |
78 |
79 |
81 |
82 |
83 |
85 |
85 |
86 |
87 |
88 |
Hit Points: 328(Norm)/643(Night)/1063(H) |
|
Defense: 235 |
|
Attack Rating: 140 |
|
Fire Golem Receives Bonuses From: |
Golem Mastery |
Summon Resist |
Clay Golem: +20 Attack Rating Per Level |
Blood Golem: +5% Life Per Level |
Iron Golem: +35 Defense Per Level |
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[ Click to Enlarge - 90 KB ]
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[ Click to Enlarge - 91 KB ]
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The ultimate goal of a Priest of Rathma is the perfect reanimation and control of a dead creature,
maintaining the purity and properties of its body while releasing its soul to allow the Necromancer full
control. When a Necromancer at long last gains this ability, he can truly claim mastery of the Great
Cycle of Being.
Effect: Resurrects a monster to fight for you.
While Skeletons, and Skeletal Mages are great early on, Revived Monsters are the ultimate
Minions (ignoring Golems). Once you've created a corpse, revive a monster and it will be
back in action with more Hit Points and fighting on your side. Quickly the monsters
will find themselves outnumbered as you raise more and more Monsters during the battle
to use against them. You can increase
the Monster Hit Points and damage of Revived Monsters by putting points into Skeleton Mastery.
You can increase their resistances with Summon Resist.
Revived Monsters will do their normal and skilled attacks but they will not raise other monsters.
Some monsters have special attacks such as Lightning, Fire Balls, Meteors, Blizzards, and more.
Once you convert these Monsters, they will use their special attacks against their former
friends.
Revived Monsters will pick up any Auras or any other party friendly spells, which will further
increase their power.
One thing you'll notice about Revived Monsters is that they may not be as "smart" as your
other Minions. While you now have control of these Revived Monsters, they still retain much
of their original thoughts and tendencies. So a Revived Monster is somewhat different from
your minions in that they sort of have their own will but fight on your side. You will have to take
extra care when moving Revived Monsters around. You can create new Revived Monsters to replace those
that have headed off on their own path. You'll find that their abilities in battle will more
than outweigh their stupidity in following your commands.
You can't revive Bosses, Super Unique monsters, Leapers, Undead Mages, and some other monsters.
You will know which monster cannot be revived if you are unable to select their corpse
when attempting to cast Revive.
Revived Monsters will often "disappear" when you get too far away from them. Generally it's a good idea to keep them
on the Automap. Watch your Automap and if you notice they are getting too far away or disappearing from
the Automap, stop and wait for them. Sometimes
you have no choice but to leave them behind, but other times you can slow yourself down allowing them to keep up. If
you notice big chunks of Revived Monsters disappearing, this usually means you got too far away from them to command them. Also
keep in mind that Revived Monsters also disappear after 3 minutes.
If you don't like what monsters are available to Revive in a area you are playing in, go to another area and get the monsters
you like, then take them to the new area.
This is really helpful especially when taking on Bosses or when certain monsters would be very good against
other types of monsters.
Figure out what Monsters are the best to Revive for the situation. In cases where it may be difficult to lead a group of
ground based Revived Monsters around (Arcane Sanctuary, River of Flame), choose flying monsters to Revive such as
Wraiths and Finger Mages. Some monsters are really great to have such as Abyss Knights, Willowisps, so you might want to
pick them (or whatever your favorite is) over other monsters. Making good decisions about which Monsters to Revive
can be really helpful.
Before spending many points in Revive or maxing it out (at 20), take a look at how many Revived you can support
at a time. Try an additional point, see if you can keep your Revived at max while you're playing. If you're
unable to keep the maximum number of Revived active, don't spend any more points. For each point in Revive you're
only being allowed to create 1 additional monster so unless you're always at max, placing additional points in
Revive is not worth it.
Do Necromancer Revived Monsters stay under the Necromancers power until they die?
Yes. But they naturally expire after 3 minutes.