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

Summoning Spells

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 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

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    Skeleton Mastery Skeleton Mastery
    Required Level: 1
    Prerequisites: Raise Skeleton [1]

    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 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

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    Golem Mastery 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





    Raise Skeletal Mage Skeletal Mage
    Required Level: 12
    Prerequisites: Raise Skeleton [1]

    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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    Blood Golem 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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    Summon Resist Summon Resist
    Required Level: 24
    Prerequisites: Clay Golem [6], Golem Mastery [12]

    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





    Iron Golem Iron Golem
    Required Level: 24
    Prerequisites: Clay Golem [6], Blood Golem [18]

    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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    Fire Golem Fire Golem
    Required Level: 30
    Prerequisites: Clay Golem [6], Blood Golem [18], Iron Golem [24]

    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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    Revive Revive
    Required Level: 30
    Prerequisites: Raise Skeleton [1], Clay Golem [6], Raise Skeletal Mage [12], Blood Golem [18], Iron Golem [24]

    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.

    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost: 45  
    # of Monsters 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    HP (Original Creature +200%)  
    Duration: 180 Seconds  
    Revive Receives Bonuses From:
    Skeleton Mastery
    Summon Resist

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