Difference between revisions of "Necromancer Summoning"

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(Clay Golem)
(Individualising)
Line 5: Line 5:
  
 
Only one golem, of any type, may be active. If you cast another golem, the first one will be dispelled.  Golems do not require a monster corpse to summon, though Iron Golems require a metal item to be created. Golems have a fixed defense. The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty.
 
Only one golem, of any type, may be active. If you cast another golem, the first one will be dispelled.  Golems do not require a monster corpse to summon, though Iron Golems require a metal item to be created. Golems have a fixed defense. The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty.
 +
  
 
'''Skeletons and Skeletal Mages'''
 
'''Skeletons and Skeletal Mages'''
Line 13: Line 14:
  
  
==Raise Skeleton==
+
==[[Raise Skeleton]]==
 
 
 
'''Required Level:''' 1<br />
 
'''Required Level:''' 1<br />
 
'''Prerequisites''': None<br />
 
'''Prerequisites''': None<br />
 
'''Requires:''' Valid monster corpse.
 
'''Requires:''' Valid monster corpse.
 
'''Synergies:''' Raised Skeletons are made more effective by points in:
 
'''Synergies:''' Raised Skeletons are made more effective by points in:
* Skeleton Mastery
+
* [[Skeleton Mastery]]
* Summon Resist
+
* [[Summon Resist]]
'''Details:''' The Necromancer targets a monster's corpse and casts this spell, causing a humanoid skeleton to emerge. Raised skeletons are melee fighters who spawn with semi-random equipment. Skeleton AI is about the same as a Mercenary. Meaning, they will pursue enemies that they see and otherwise stay near their owner, but can sometimes get stuck behind walls or around corners. If they get lost too far away from their owner, they will teleport to somewhere onscreen.
+
'''Details:''' The [[Necromancer]] targets a monster's corpse and casts this spell, causing a humanoid skeleton to emerge. Raised skeletons are {{iw|melee melee}} fighters who spawn with semi-random equipment. Skeleton AI is about the same as a [[Mercenary]]. Meaning, they will pursue enemies that they see and otherwise stay near their owner, but can sometimes get stuck behind walls or around corners. If they get lost too far away from their owner, they will teleport to somewhere onscreen.
 
* Skeletons have a 5% chance to spawn with a shield, and a 3% chance to block attacks with a shield.
 
* Skeletons have a 5% chance to spawn with a shield, and a 3% chance to block attacks with a shield.
 
{|  
 
{|  
Line 46: Line 46:
 
! 20
 
! 20
 
|-
 
|-
| # of Skeletons
+
| Quantity
 
| 1
 
| 1
 
| 2
 
| 2
Line 68: Line 68:
 
| 8
 
| 8
 
|-
 
|-
| Mana Cost
+
| Mana
 
| 6
 
| 6
 
| 7
 
| 7
Line 179: Line 179:
 
|}
 
|}
  
==Skeleton Mastery==
+
==[[Skeleton Mastery]]==
 
'''Required Level:''' 1<br />
 
'''Required Level:''' 1<br />
'''Prerequisites:''' Raise Skeleton<br>
+
'''Prerequisites:''' [[Raise Skeleton]]<br>
 
'''Synergies:''' None.<br>
 
'''Synergies:''' None.<br>
'''Details:''' Increases the hit points and damage dealt by Skeletons, Skeleton Mages, and Revived.
+
'''Details:''' Increases the hit points and damage dealt by [[Raise Skeleton|Skeletons]], [[Raise Skeletal Mage|Skeleton Mages]], and [[Revive]]d.
 
{|  
 
{|  
 
! Level
 
! Level
Line 207: Line 207:
 
! 20
 
! 20
 
|-
 
|-
| Skeleton Life
+
| Skeleton HP
 
| 8
 
| 8
 
| 16
 
| 16
Line 229: Line 229:
 
| 160
 
| 160
 
|-
 
|-
| Skeleton Damage
+
| Skeleton Dmg.
 
| +2
 
| +2
 
| +4
 
| +4
Line 251: Line 251:
 
| +40
 
| +40
 
|-
 
|-
| Monster Life +%
+
| Monster HP
| 5
+
| +5%
| 10
+
| +10%
| 15
+
| +15%
| 20
+
| +20%
| 25
+
| +25%
| 30
+
| +30%
| 35
+
| +35%
| 40
+
| +40%
| 45
+
| +45%
| 50
+
| +50%
| 55
+
| +55%
| 60
+
| +60%
| 65
+
| +65%
| 70
+
| +70%
| 75
+
| +75%
| 80
+
| +80%
| 85
+
| +85%
| 90
+
| +90%
| 95
+
| +95%
| 100
+
| +100%
 
|-
 
|-
| Monster Damage +%
+
| Monster Dmg
| 10
+
| +10%
| 20
+
| +20%
| 30
+
| +30%
| 40
+
| +40%
| 50
+
| +50%
| 60
+
| +60%
| 70
+
| +70%
| 80
+
| +80%
| 90
+
| +90%
| 100
+
| +100%
| 110
+
| +110%
| 120
+
| +120%
| 130
+
| +130%
| 140
+
| +140%
| 150
+
| +150%
| 160
+
| +160%
| 170
+
| +170%
| 180
+
| +180%
| 190
+
| +190%
| 200
+
| +200%
 
|-
 
|-
| Improved Missile Damage past Level 2
+
| colspan="21"| Improved Missile Damage past Level 2
 
|}
 
|}
  
  
==Clay Golem==
+
==[[Clay Golem]]==
 
'''Required Level:''' 6<br />
 
'''Required Level:''' 6<br />
 
'''Prerequisites:''' None<br />
 
'''Prerequisites:''' None<br />
 
'''Synergies:''' Clay Golems benefit from points spent in the following skills.
 
'''Synergies:''' Clay Golems benefit from points spent in the following skills.
* Golem Mastery
+
* [[Golem Mastery]]
* Summon Resist
+
* [[Summon Resist]]
* Blood Golem: +5% Life Per Level
+
* [[Blood Golem]]: +5% Life Per Level
* Iron Golem: +35 Defense Per Level
+
* [[Iron Golem]]: +35 Defense Per Level
* Fire Golem: +6% Damage Per Level
+
* [[Fire Golem]]: +6% Damage Per Level
'''Details:''' Raises a Golem from the earth to fight for you. Before spending more than one point into Clay Golem consider that you will probably want upgrade to Blood Golem (at 18), Iron Golem (24), or Fire Golem (30), all of which replace the Clay Golem.
+
'''Details:''' Raises a Golem from the earth to fight for you. Before spending more than one point into Clay Golem consider that you will probably want upgrade to [[Blood Golem]] (at 18), [[Iron Golem]] (24), or [[Fire Golem]] (30), all of which replace the Clay Golem.
 
{|  
 
{|  
 
! Level
 
! Level
Line 332: Line 332:
 
! 20
 
! 20
 
|-
 
|-
| Mana Cost
+
| Mana
 
| 15
 
| 15
 
| 18
 
| 18
Line 376: Line 376:
 
| 15-38
 
| 15-38
 
|-
 
|-
| Hit Points
+
| HP
 
| 100
 
| 100
 
| 135
 
| 135
Line 420: Line 420:
 
| 440
 
| 440
 
|-
 
|-
| Slows Enemies %
+
| Slow
| 11
+
| 11%
| 20
+
| 20%
| 27
+
| 27%
| 33
+
| 33%
| 37
+
| 37%
| 41
+
| 41%
| 44
+
| 44%
| 46
+
| 46%
| 49
+
| 49%
| 51
+
| 51%
| 53
+
| 53%
| 54
+
| 54%
| 56
+
| 56%
| 57
+
| 57%
| 58
+
| 58%
| 60
+
| 60%
| 60
+
| 60%
| 61
+
| 61%
| 62
+
| 62%
| 63
+
| 63%
 
|-
 
|-
| Defense: 20
+
| Defense
|  
+
| colspan="20"|20
 
|-
 
|-
| Heal Themselves Automatically
+
| colspan="21"| Heal Themselves Automatically
|
 
 
|}
 
|}
  
==Golem Mastery==
+
 
 +
==[[Golem Mastery]]==
 
'''Required Level:''' 12<br />
 
'''Required Level:''' 12<br />
'''Prerequisites:''' Clay Golem<br>
+
'''Prerequisites:''' [[Clay Golem]]<br>
 
'''Details:''' This skill provides a passive bonus to the speed and hit points of all golems.  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.
 
'''Details:''' This skill provides a passive bonus to the speed and hit points of all golems.  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.
 
* Most useful if you're planning to use a lot of Iron Golems, since the others can simply be recast as often as you like.
 
* Most useful if you're planning to use a lot of Iron Golems, since the others can simply be recast as often as you like.
Line 477: Line 477:
 
! 20
 
! 20
 
|-
 
|-
| Hit Points +%
+
| HP
| 20
+
| +20%
| 40
+
| +40%
| 60
+
| +60%
| 80
+
| +80%
| 100
+
| +100%
| 120
+
| +120%
| 140
+
| +140%
| 160
+
| +160%
| 180
+
| +180%
| 200
+
| +200%
| 220
+
| +220%
| 240
+
| +240%
| 260
+
| +260%
| 280
+
| +280%
| 300
+
| +300%
| 320
+
| +320%
| 340
+
| +340%
| 360
+
| +360%
| 380
+
| +380%
| 400
+
| +400%
 
|-
 
|-
| Velocity Increase +%
+
| Velocity
| 6
+
| +6%
| 10
+
| +10%
| 14
+
| +14%
| 17
+
| +17%
| 20
+
| +20%
| 22
+
| +22%
| 23
+
| +23%
| 24
+
| +24%
| 26
+
| +26%
| 27
+
| +27%
| 28
+
| +28%
| 29
+
| +29%
| 30
+
| +30%
| 30
+
| +30%
| 31
+
| +31%
| 32
+
| +32%
| 32
+
| +32%
| 32
+
| +32%
| 33
+
| +33%
| 33
+
| +33%
 
|-
 
|-
| Attack Bonus +X
+
| +Attack Bonus
 
| 25
 
| 25
 
| 50
 
| 50
Line 545: Line 545:
  
  
==Skeletal Mage==
+
==[[Raise Skeletal Mage]]==
 
'''Required Level:''' 12<br />
 
'''Required Level:''' 12<br />
'''Prerequisites:''' Raise Skeleton<br />
+
'''Prerequisites:''' [[Raise Skeleton]]<br />
 
'''Requires:''' A valid monster corpse.<br>
 
'''Requires:''' A valid monster corpse.<br>
 
'''Synergies:''' Skeletal Mages gain bonuses from points spent in:
 
'''Synergies:''' Skeletal Mages gain bonuses from points spent in:
* Skeleton Mastery
+
* [[Skeleton Mastery]]
* Summon Resist
+
* [[Summon Resist]]
'''Details:''' Summons a skeletal mage from a monster corpse. Skeleton mages occur randomly in four types; fire, lightning, cold, and poison. Keep summoning new ones and unsummoning individuals if you wish to get all poison, or no cold, etc.
+
'''Details:''' Summons a skeletal mage from a monster corpse. Skeleton mages occur randomly in four types; fire, lightning, cold, and [[poison]]. Keep summoning new ones and unsummoning individuals if you wish to get all poison, or no cold, etc.
* Cold mages are useful if you wish to slow monsters and potential break their corpses so shamans can not resurrect them. Cold is not good if you want monster corpses left to raise more skeletons from, Revive, or Corpse Explosion.
+
* Cold mages are useful if you wish to slow monsters and potential break their corpses so shamans can not resurrect them. Cold is not good if you want monster corpses left to raise more skeletons from, [[Revive]], or [[Corpse Explosion]].
 
* Skeleton mages have high elemental resistance, especially to the element that makes up their own attack.
 
* Skeleton mages have high elemental resistance, especially to the element that makes up their own attack.
 
* See the [[Summon Skeleton Mage]] page for a complete breakdown of the damage, hit points, and more for each type of skeleton mage.
 
* See the [[Summon Skeleton Mage]] page for a complete breakdown of the damage, hit points, and more for each type of skeleton mage.
Line 579: Line 579:
 
! 20
 
! 20
 
|-
 
|-
| # of Skeletal Mages
+
| Quantity
 
| 1
 
| 1
 
| 2
 
| 2
Line 601: Line 601:
 
| 8
 
| 8
 
|-
 
|-
| Mana Cost
+
| Mana
 
| 8
 
| 8
 
| 9
 
| 9
Line 623: Line 623:
 
| 27
 
| 27
 
|-
 
|-
| Defense Bonus +X
+
| Defense Bonus
 
| 10
 
| 10
 
| 20
 
| 20
Line 645: Line 645:
 
| 200
 
| 200
 
|-
 
|-
| Hit Points: 61
+
| Hit Points:  
|  
+
| colspan="20"|61
 
|}
 
|}
  
  
==Blood Golem==
+
==[[Blood Golem]]==
 
'''Required Level:''' 18<br />
 
'''Required Level:''' 18<br />
'''Prerequisites:''' Clay Golem<br />
+
'''Prerequisites:''' [[Clay Golem]]<br />
 
'''Synergies:''' Blood Golems receive bonuses from points spent in the following skills:
 
'''Synergies:''' Blood Golems receive bonuses from points spent in the following skills:
* Golem Mastery
+
* [[Golem Mastery]]
* Summon Resist
+
* [[Summon Resist]]
* Clay Golem: +20 Attack Rating Per Level
+
* [[Clay Golem]]: +20 Attack Rating Per Level
* Iron Golem: +35 Defense Per Level
+
* [[Iron Golem]]: +35 Defense Per Level
* Fire Golem: +6% Damage Per Level
+
* [[Fire Golem]]: +6% Damage Per Level
'''Details:''' Blood Golems are linked to the Necromancer who casts them. As the blood golem damages the target it leeches life, and shares this with the Necromancer. As the blood golem loses life, so does the Necromancer.
+
'''Details:''' Blood Golems are linked to the [[Necromancer]] who casts them. As the blood golem damages the target it leeches life, and shares this with the Necromancer. As the blood golem loses life, so does the Necromancer.
 
* The Necromancer can not die when a Blood Golem dies, but he can lose enough hit points that any other damage might finish him off.  
 
* The Necromancer can not die when a Blood Golem dies, but he can lose enough hit points that any other damage might finish him off.  
* Hit points lost through the golem taking damage bypass the Necromancer's Bone Shield skill.
+
* Hit points lost through the golem taking damage bypass the Necromancer's [[Bone Shield]] skill.
 
* 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.
 
* 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.
 
{|  
 
{|  
Line 686: Line 686:
 
! 20
 
! 20
 
|-
 
|-
| Mana Cost
+
| Mana
 
| 25
 
| 25
 
| 29
 
| 29
Line 730: Line 730:
 
| 45-122
 
| 45-122
 
|-
 
|-
| Heal Convert Damage to Life %
+
| Damage to HP
| 86
+
| 86%
| 95
+
| 95%
| 102
+
| 102%
| 108
+
| 108%
| 112
+
| 112%
| 116
+
| 116%
| 119
+
| 119%
| 121
+
| 121%
| 124
+
| 124%
| 126
+
| 126%
| 128
+
| 128%
| 129
+
| 129%
| 131
+
| 131%
| 132
+
| 132%
| 133
+
| 133%
| 135
+
| 135%
| 135
+
| 135%
| 136
+
| 136%
| 137
+
| 137%
| 138
+
| 138%
 
|-
 
|-
| Hit Points 201
+
| Hit Points  
|  
+
| colspan="20"|201
 
|-
 
|-
| Defense: 80
+
| Defense
|  
+
| colspan="20"|80
 
|}
 
|}
  
Line 762: Line 762:
 
==Summon Resist==
 
==Summon Resist==
 
'''Required Level:''' 24<br />
 
'''Required Level:''' 24<br />
'''Prerequisites:''' Clay Golem, Golem Mastery<br />
+
'''Prerequisites:''' [[Clay Golem]], [[Golem Mastery]]<br />
'''Details:''' This skill passively raises the elemental (not physical) resistances of all the Necromancer's minions: skeletons, golems, and revives.
+
'''Details:''' This skill passively raises the elemental (not physical) resistances of all the [[Necromancer]]'s minions: skeletons, golems, and revives.
 
{|  
 
{|  
 
! Level
 
! Level
Line 787: Line 787:
 
! 20
 
! 20
 
|-
 
|-
| Resist All %
+
| Resist All
| 28
+
| 28%
| 34
+
| 34%
| 39
+
| 39%
| 44
+
| 44%
| 47
+
| 47%
| 50
+
| 50%
| 52
+
| 52%
| 54
+
| 54%
| 56
+
| 56%
| 57
+
| 57%
| 59
+
| 59%
| 60
+
| 60%
| 61
+
| 61%
| 62
+
| 62%
| 62
+
| 62%
| 64
+
| 64%
| 64
+
| 64%
| 65
+
| 65%
| 65
+
| 65%
| 66
+
| 66%
 
|}
 
|}
  
  
==Iron Golem==
+
==[[Iron Golem]]==
 
'''Required Level:''' 24<br />
 
'''Required Level:''' 24<br />
'''Prerequisites:''' Clay Golem, Blood Golem<br />
+
'''Prerequisites:''' [[Clay Golem]], [[Blood Golem]]<br />
 
'''Requires:''' A metal item. Iron Golems can not be created from Clubs, Wands, Crystal Swords, Gloves, Belts, Throwing Weapons, Staves, Bows, Crossbows, Quest Items, Jewelry, Leather Armor and Leather Boots.<br>
 
'''Requires:''' A metal item. Iron Golems can not be created from Clubs, Wands, Crystal Swords, Gloves, Belts, Throwing Weapons, Staves, Bows, Crossbows, Quest Items, Jewelry, Leather Armor and Leather Boots.<br>
 
'''Synergies:''' Iron Golems benefit from points in the following skills:
 
'''Synergies:''' Iron Golems benefit from points in the following skills:
* Golem Mastery
+
* [[Golem Mastery]]
* Summon Resist
+
* [[Summon Resist]]
* Clay Golem: +20 Attack Rating Per Level
+
* [[Clay Golem]]: +20 Attack Rating Per Level
* Blood Golem: +5% Life Per Level
+
* [[Blood Golem]]: +5% Life Per Level
* Fire Golem: +6% Damage Per Level
+
* [[Fire Golem]]: +6% Damage Per Level
'''Details:''' This golem is created from the item, and takes on properties of the item. This feature was underutilized in earlier versions of D2, with little more than some defense, or a type of damage transferring to the golem's stats. Since v1.09, the item used has become far more important, with most of the item properties showing up in the golem itself. It's worth it to most Necromancers to save nice items for future Iron Golems, rather than simply selling them.
+
'''Details:''' This golem is created from the item, and takes on properties of the item. This feature was underutilized in earlier versions of D2, with little more than some defense, or a type of damage transferring to the golem's stats.
* Iron Golems have an inherent Thorns property, reflecting damage back to attackers. This adds to damage from the Iron Maiden curse, making striking an Iron Golem a very painful experience.
+
 
* Some item properties do not work on Iron Golems, such as Magic Find, Gold Find, or Mana steal.
+
Since v1.09, the item used has become far more important, with most of the item properties showing up in the golem itself. It's worth it to most Necromancers to save nice items for future Iron Golems, rather than simply selling them.
 +
* Iron Golems have an inherent [[Thorns]] property, reflecting damage back to attackers. This adds to damage from the [[Iron Maiden]] curse, making striking an Iron Golem a very painful experience.
 +
* Some item properties do not work on Iron Golems, such as [[Magic Find]], [[Gold Find]], or Mana steal.
 
* Iron Golems made from ethereal items are translucent.
 
* Iron Golems made from ethereal items are translucent.
 
{|  
 
{|  
Line 871: Line 873:
 
|-
 
|-
 
| Attack
 
| Attack
| 100
+
| colspan="20"|100
|
 
 
|-
 
|-
 
| Defense
 
| Defense
Line 896: Line 897:
 
| 855
 
| 855
 
|-
 
|-
| + Any Defense from the item that created it
+
|colspan="21"| + Any Defense from the item that created it
 
|-
 
|-
 
| Defense Bonus
 
| Defense Bonus
Line 920: Line 921:
 
| 700
 
| 700
 
|-
 
|-
| Mana Cost: 35
+
| Mana Cost
|  
+
| colspan="20"| 35
 
|-
 
|-
| Damage: 7-19/11-30/12-33
+
| Damage
|
+
| colspan="20"| 7-19/11-30/12-33
 
|-
 
|-
| Hit Points: 321
+
| Hit Points
|  
+
| colspan="20"| 321
 
|}
 
|}
  
  
==Fire Golem==
+
==[[Fire Golem]]==
 
'''Required Level:''' 30<br />
 
'''Required Level:''' 30<br />
'''Prerequisites:''' Clay Golem, Blood Golem, Iron Golem<br />
+
'''Prerequisites:''' [[Clay Golem]], [[Blood Golem]], [[Iron Golem]]<br />
 
'''Synergies:''' Fire Golems benefit from points added to the following skills:
 
'''Synergies:''' Fire Golems benefit from points added to the following skills:
* Golem Mastery
+
* [[Golem Mastery]]
* Summon Resist
+
* [[Summon Resist]]
* Clay Golem: +20 Attack Rating Per Level
+
* [[Clay Golem]]: +20 Attack Rating Per Level
* Blood Golem: +5% Life Per Level
+
* [[Blood Golem]]: +5% Life Per Level
* Iron Golem: +35 Defense Per Level
+
* [[Iron Golem]]: +35 Defense Per Level
'''Details:''' Fire Golems are beings of flame. They deal fire damage, heal from fire damage, and have a Holy Fire Aura.
+
'''Details:''' Fire Golems are beings of flame. They deal fire damage, heal from fire damage, and have a [[Holy Fire]] Aura.
 
* Fire Golems have the most hit points of any golem, but they also cost by far the most mana.  
 
* Fire Golems have the most hit points of any golem, but they also cost by far the most mana.  
 
* Fire Golems are very effective at drawing in monsters, thanks to the constant damage their fire aura deals everything on the screen.
 
* Fire Golems are very effective at drawing in monsters, thanks to the constant damage their fire aura deals everything on the screen.
Line 967: Line 968:
 
! 20
 
! 20
 
|-
 
|-
| Mana Cost
+
| Mana
 
| 50
 
| 50
 
| 60
 
| 60
Line 1,033: Line 1,034:
 
| 34 - 36
 
| 34 - 36
 
|-
 
|-
| Absorbs Fire Damage to Hit Point %
+
| Fire Absorb Heal
| 36
+
| 36%
| 45
+
| 45%
| 52
+
| 52%
| 58
+
| 58%
| 62
+
| 62%
| 66
+
| 66%
| 69
+
| 69%
| 71
+
| 71%
| 74
+
| 74%
| 76
+
| 76%
| 78
+
| 78%
| 79
+
| 79%
| 81
+
| 81%
| 82
+
| 82%
| 83
+
| 83%
| 85
+
| 85%
| 85
+
| 85%
| 86
+
| 86%
| 87
+
| 87%
| 88
+
| 88%
 
|-
 
|-
| Hit Points: 328(Norm)/643(Night)/1063(H)
+
| Hit Points
|
+
| colspan="20"| 328(Norm)/643(Night)/1063(H)
 
|-
 
|-
| Defense: 235
+
| Defense
|  
+
| colspan="20"|235
 
|-
 
|-
| Attack Rating: 140
+
| [[Attack Rating]]
|  
+
| colspan="20"|140
 
|}
 
|}
  
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==Revive==
 
==Revive==
 
'''Required Level:''' 30<br />
 
'''Required Level:''' 30<br />
'''Prerequisites:''' Raise Skeleton, Clay Golem, Raise Skeletal Mage, Blood Golem,  Iron Golem.<br />
+
'''Prerequisites:''' [[Raise Skeleton]], [[Clay Golem]], [[Raise Skeletal Mage]], [[Blood Golem]][[Iron Golem]].<br />
'''Requires:''' A valid monster corpse. (It will highlight when targeted with this skill active.)  Bosses, SuperUniques, leapers, undead mages and some other monsters can not be Revived.
+
'''Requires:''' A valid monster corpse. (It will highlight when targeted with this skill active.)  [[Boss]]es, [[SuperUnique]]s, leapers, undead mages and some other monsters can not be Revived.
'''Synergies:''' Points spent in Skeleton Mastery, and Summon Resist boost Revives.<br>
+
'''Synergies:''' Points spent in [[Skeleton Mastery]], and [[Summon Resist]] boost Revives.<br>
'''Details:''' Revives the dead monster, raising it up in its living form, but colored dark gray. Revived monsters retain most of their attributes from life, and deal the same damage, type of damage, attack speed, foot speed, and more. Revives gain a bonus to their hit points, damage, and resistances.
+
'''Details:''' Revives the dead monster, raising it up in its living form, but coloured dark gray. Revived monsters retain most of their attributes from life, and deal the same damage, type of damage, attack speed, foot speed, and more. Revives gain a bonus to their hit points, damage, and resistances.
 
* Revives will use magical attacks, but shamans will not resurrect their monsters or your Revives.
 
* Revives will use magical attacks, but shamans will not resurrect their monsters or your Revives.
 
* Revives retain their original AI, so resurrecting aggressive attackers is more useful than shamans or others that wander around a lot.
 
* Revives retain their original AI, so resurrecting aggressive attackers is more useful than shamans or others that wander around a lot.
 
* Revives do not warp to keep up, though they will instantly reappear if you pass through a portal/waypoint, or use the teleport skill. It's easy to lose them if you run around too quickly.
 
* Revives do not warp to keep up, though they will instantly reappear if you pass through a portal/waypoint, or use the teleport skill. It's easy to lose them if you run around too quickly.
* Gather useful Revives in one area, then quickly portal to another area, such as for a boss battle. You can use waypoints to move between acts as well, taking Flayers to fight Diablo, for instance.
+
* Gather useful Revives in one area, then quickly portal to another area, such as for a boss battle. You can use waypoints to move between acts as well, taking [[Flayer]]s to fight Diablo, for instance.
 
* Revives only last for 3 minutes, so keep moving and keep summoning up new ones to replace the old.
 
* Revives only last for 3 minutes, so keep moving and keep summoning up new ones to replace the old.
 
* Each point in Revive simply adds one more to the number you can keep alive at once. If you're not using them all on a regular basis, more points here are not well spent.
 
* Each point in Revive simply adds one more to the number you can keep alive at once. If you're not using them all on a regular basis, more points here are not well spent.
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! 20
 
! 20
 
|-
 
|-
| Mana Cost: 45
+
| Mana
|  
+
| colspan="20"|45
 
|-
 
|-
| # of Monsters
+
| Quantity
 
| 1
 
| 1
 
| 2
 
| 2
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| 20
 
| 20
 
|-
 
|-
| HP (Original Creature +200%)
+
| HP  
|
+
| colspan="20"|Original Creature +200%
 
|-
 
|-
| Duration: 180 Seconds
+
| Duration
|
+
| colspan="20"|180 Seconds
 
|-
 
|-
 
|
 
|
 
|}
 
|}
 +
 +
{{skill navbox}}
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{{skill navbox necromancer}}
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[[Category:Necromancer skills]]
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[[Category:Summoning skills (Necromancer)]]
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[[Category:Necromancer]]
 
[[Category:Necromancer]]
 
[[category:D2 necromancer strategy]]
 
[[category:D2 necromancer strategy]]

Revision as of 17:20, 22 October 2009

Necromancer Skills

The Necromancer's summoning skills enable him to draw up skeletons and revives from corpses, and to create golems to fight for him.


Golems

Only one golem, of any type, may be active. If you cast another golem, the first one will be dispelled. Golems do not require a monster corpse to summon, though Iron Golems require a metal item to be created. Golems have a fixed defense. The Hit Points and Damage of Golems increase on Nightmare, and again on Hell Difficulty.


Skeletons and Skeletal Mages

In earlier versions of the game, one skeleton warrior or mage was summoned for each point in the skill. Since v1.10 you only gain one skeleton for every three points beyond the first three, but each one is much more effective. (And the screen is much less crowded.)

The attack ratings for summoned creatures are based on the Necromancer's level, and can not be raised with equipment or more points in the skills.


Raise Skeleton

Required Level: 1
Prerequisites: None
Requires: Valid monster corpse. Synergies: Raised Skeletons are made more effective by points in:

Details: The Necromancer targets a monster's corpse and casts this spell, causing a humanoid skeleton to emerge. Raised skeletons are melee fighters who spawn with semi-random equipment. Skeleton AI is about the same as a Mercenary. Meaning, they will pursue enemies that they see and otherwise stay near their owner, but can sometimes get stuck behind walls or around corners. If they get lost too far away from their owner, they will teleport to somewhere onscreen.

  • Skeletons have a 5% chance to spawn with a shield, and a 3% chance to block attacks with a shield.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Quantity 1 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8
Mana 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

Skeleton Mastery

Required Level: 1
Prerequisites: Raise Skeleton
Synergies: None.
Details: Increases the hit points and damage dealt by Skeletons, Skeleton Mages, and Revived.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Skeleton HP 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160
Skeleton Dmg. +2 +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26 +28 +30 +32 +34 +36 +38 +40
Monster HP +5% +10% +15% +20% +25% +30% +35% +40% +45% +50% +55% +60% +65% +70% +75% +80% +85% +90% +95% +100%
Monster Dmg +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
Synergies: Clay Golems benefit from points spent in the following skills.

Details: Raises a Golem from the earth to fight for you. Before spending more than one point into Clay Golem consider that you will probably want upgrade to Blood Golem (at 18), Iron Golem (24), or Fire Golem (30), all of which replace the Clay Golem.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana 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
HP 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
Slow 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


Golem Mastery

Required Level: 12
Prerequisites: Clay Golem
Details: This skill provides a passive bonus to the speed and hit points of all golems. 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.

  • Most useful if you're planning to use a lot of Iron Golems, since the others can simply be recast as often as you like.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
HP +20% +40% +60% +80% +100% +120% +140% +160% +180% +200% +220% +240% +260% +280% +300% +320% +340% +360% +380% +400%
Velocity +6% +10% +14% +17% +20% +22% +23% +24% +26% +27% +28% +29% +30% +30% +31% +32% +32% +32% +33% +33%
+Attack Bonus 25 50 75 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500


Raise Skeletal Mage

Required Level: 12
Prerequisites: Raise Skeleton
Requires: A valid monster corpse.
Synergies: Skeletal Mages gain bonuses from points spent in:

Details: Summons a skeletal mage from a monster corpse. Skeleton mages occur randomly in four types; fire, lightning, cold, and poison. Keep summoning new ones and unsummoning individuals if you wish to get all poison, or no cold, etc.

  • Cold mages are useful if you wish to slow monsters and potential break their corpses so shamans can not resurrect them. Cold is not good if you want monster corpses left to raise more skeletons from, Revive, or Corpse Explosion.
  • Skeleton mages have high elemental resistance, especially to the element that makes up their own attack.
  • See the Summon Skeleton Mage page for a complete breakdown of the damage, hit points, and more for each type of skeleton mage.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Quantity 1 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8
Mana 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
Defense Bonus 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
Hit Points: 61


Blood Golem

Required Level: 18
Prerequisites: Clay Golem
Synergies: Blood Golems receive bonuses from points spent in the following skills:

Details: Blood Golems are linked to the Necromancer who casts them. As the blood golem damages the target it leeches life, and shares this with the Necromancer. As the blood golem loses life, so does the Necromancer.

  • The Necromancer can not die when a Blood Golem dies, but he can lose enough hit points that any other damage might finish him off.
  • Hit points lost through the golem taking damage bypass the Necromancer's Bone Shield skill.
  • 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 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
Damage to HP 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


Summon Resist

Required Level: 24
Prerequisites: Clay Golem, Golem Mastery
Details: This skill passively raises the elemental (not physical) resistances of all the Necromancer's minions: skeletons, golems, and revives.

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

Required Level: 24
Prerequisites: Clay Golem, Blood Golem
Requires: A metal item. Iron Golems can not be created from Clubs, Wands, Crystal Swords, Gloves, Belts, Throwing Weapons, Staves, Bows, Crossbows, Quest Items, Jewelry, Leather Armor and Leather Boots.
Synergies: Iron Golems benefit from points in the following skills:

Details: This golem is created from the item, and takes on properties of the item. This feature was underutilized in earlier versions of D2, with little more than some defense, or a type of damage transferring to the golem's stats.

Since v1.09, the item used has become far more important, with most of the item properties showing up in the golem itself. It's worth it to most Necromancers to save nice items for future Iron Golems, rather than simply selling them.

  • Iron Golems have an inherent Thorns property, reflecting damage back to attackers. This adds to damage from the Iron Maiden curse, making striking an Iron Golem a very painful experience.
  • Some item properties do not work on Iron Golems, such as Magic Find, Gold Find, or Mana steal.
  • Iron Golems made from ethereal items are translucent.
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


Fire Golem

Required Level: 30
Prerequisites: Clay Golem, Blood Golem, Iron Golem
Synergies: Fire Golems benefit from points added to the following skills:

Details: Fire Golems are beings of flame. They deal fire damage, heal from fire damage, and have a Holy Fire Aura.

  • Fire Golems have the most hit points of any golem, but they also cost by far the most mana.
  • Fire Golems are very effective at drawing in monsters, thanks to the constant damage their fire aura deals everything on the screen.
  • Fire Golems deal substantial fire splash damage when they die. This can be used as a weapon by casting and recasting them beside a target.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana 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
Fire Absorb Heal 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


Revive

Required Level: 30
Prerequisites: Raise Skeleton, Clay Golem, Raise Skeletal Mage, Blood Golem, Iron Golem.
Requires: A valid monster corpse. (It will highlight when targeted with this skill active.) Bosses, SuperUniques, leapers, undead mages and some other monsters can not be Revived. Synergies: Points spent in Skeleton Mastery, and Summon Resist boost Revives.
Details: Revives the dead monster, raising it up in its living form, but coloured dark gray. Revived monsters retain most of their attributes from life, and deal the same damage, type of damage, attack speed, foot speed, and more. Revives gain a bonus to their hit points, damage, and resistances.

  • Revives will use magical attacks, but shamans will not resurrect their monsters or your Revives.
  • Revives retain their original AI, so resurrecting aggressive attackers is more useful than shamans or others that wander around a lot.
  • Revives do not warp to keep up, though they will instantly reappear if you pass through a portal/waypoint, or use the teleport skill. It's easy to lose them if you run around too quickly.
  • Gather useful Revives in one area, then quickly portal to another area, such as for a boss battle. You can use waypoints to move between acts as well, taking Flayers to fight Diablo, for instance.
  • Revives only last for 3 minutes, so keep moving and keep summoning up new ones to replace the old.
  • Each point in Revive simply adds one more to the number you can keep alive at once. If you're not using them all on a regular basis, more points here are not well spent.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana 45
Quantity 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