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| * 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 from level 1-59. | | * See the [[Summon Skeleton Mage]] page for a complete breakdown of the damage, hit points, and more for each type of skeleton mage. |
| {| | | {| |
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| | | ==Blood Golem== |
| | | '''Required Level:''' 18<br /> |
| | | '''Prerequisites:''' Clay Golem<br /> |
| | | '''Synergies:''' Blood Golems receive bonuses from points spent in the following skills: |
| Blood Golem'''</font><br />'''Required Level:''' 18<br />'''Prerequisites''': [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#claygolem Clay Golem] [6]<br /></font> | | * Golem Mastery |
| |}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. Tied to the Necromancer through the mage's own blood, the Blood Golem is able to share this stolen life force with his master. Unfortunately, the link flows both ways, and any damage taken by the Golem is also transmitted to the caster.'''Effect''': Summons a Golem that is linked to the caster's health. The Blood Golem steals the listed percentage of the current hit points of the target. For example, Level 1 Blood Golem (steals 86%), attacking a 500 Hit Point monster would steal 430 Hit Points. As monster Hit Points go up on higher difficulty levels, and as more people join a game, the Blood Golem steals more life.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.Necromancers can't be killed by a Blood Golem taking too much damage, however, your health may be lowered to a point where other monsters may easily kill you.When a Blood Golem is hit when the Necromancer has Bone Armor on, damage is directly taken from health skipping Bone Armor.{|
| | * Summon Resist |
| | * Clay Golem: +20 Attack Rating Per Level |
| | * Iron Golem: +35 Defense 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. |
| | * 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 | | ! Level |
| ! 1 | | ! 1 |
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| |- | | |- |
| | Hit Points 201 | | | Hit Points 201 |
| | colspan="11" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Defense: 80 | | | Defense: 80 |
| | colspan="11" | <font size="-1" face="arial,helvetica"></font> | | | |
| |}<br />{| cellpadding="1" | | |} |
| ! align="left" | <font size="-1" color="#00c400" face="arial,helvetica"><small>Blood Golem Receives Bonuses From:
| | |
| |-
| | |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Golem Mastery
| | ==Summon Resist== |
| |-
| | '''Required Level:''' 24<br /> |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Summon Resist
| | '''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. |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Clay Golem: +20 Attack Rating Per Level
| | {| |
| |-
| |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Iron Golem: +35 Defense Per Level
| |
| |-
| |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Fire Golem: +6% Damage Per Level
| |
| |}<center>{| width="100%" cellpadding="5"
| |
| | width="50%" align="center" valign="top" |
| |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/bloodgolem01.jpg [[Image:bloodgolem01.gif]]]
| |
| | width="50%" align="center" valign="top" |
| |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/bloodgolem02.jpg [[Image:bloodgolem02.gif]]]
| |
| |-
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| | width="50%" align="center" valign="top" | <font size="-1" face="arial,helvetica"><small><font color="#ffffff"> [ Click to Enlarge - 62 KB ] </font> <br />
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| |}</center><br /><br /><br /><br />{| cellspacing="10"
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| [[Image:summonresist.jpg|Summon Resist]]
| |
| | valign="top" | <font size="-1" face="arial,helvetica"> <font color="#00c400">'''Summon Resist'''</font><br />'''Required Level:''' 24<br />'''Prerequisites''': [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#claygolem Clay Golem] [6], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#golemmastery Golem Mastery] [12]<br /></font>
| |
| |}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 | | ! Level |
| ! 1 | | ! 1 |
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| | 65 | | | 65 |
| | 66 | | | 66 |
| |}<br /><br /><br /><br />{| cellspacing="10" | | |} |
| | valign="top" |
| | |
| [[Image:irongolem.jpg|Iron Golem]]
| | |
| | valign="top" | <font size="-1" face="arial,helvetica"> <font color="#00c400">'''Iron Golem'''</font><br />'''Required Level:''' 24<br />'''Prerequisites''': [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#claygolem Clay Golem] [6], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#bloodgolem Blood Golem] [18]<br /></font>
| | ==Iron Golem== |
| |}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.'''How does Iron Golem work with Iron Maiden?'''<br /> Both damages are applied separately.{|
| | '''Required Level:''' 24<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. |
| | '''Synergies:''' Iron Golems benefit from points in the following skills: |
| | * Golem Mastery |
| | * Summon Resist |
| | * Clay Golem: +20 Attack Rating Per Level |
| | * Blood Golem: +5% Life 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. |
| | * 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 | | ! Level |
| ! 1 | | ! 1 |
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| | Attack | | | Attack |
| | 100 | | | 100 |
| | colspan="19" align="left" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Defense | | | Defense |
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| | 855 | | | 855 |
| |- | | |- |
| | colspan="20" align="left" | <font size="-1" face="arial,helvetica"><small>+ Any Defense from the item that created it | | | + Any Defense from the item that created it |
| |- | | |- |
| | Defense Bonus | | | Defense Bonus |
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| |- | | |- |
| | Mana Cost: 35 | | | Mana Cost: 35 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Damage: 7-19/11-30/12-33 | | | Damage: 7-19/11-30/12-33 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Hit Points: 321 | | | Hit Points: 321 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |}{| cellpadding="1" | | |} |
| ! align="left" | <font size="-1" color="#00c400" face="arial,helvetica"><small>Iron Golem Receives Bonuses From:
| | |
| |-
| | |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Golem Mastery
| | ==Fire Golem== |
| |-
| | '''Required Level:''' 30<br /> |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Summon Resist
| | '''Prerequisites:''' Clay Golem, Blood Golem, Iron Golem<br /> |
| |-
| | '''Synergies:''' Fire Golems benefit from points added to the following skills: |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Clay Golem: +20 Attack Rating Per Level
| | * Golem Mastery |
| |-
| | * Summon Resist |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Blood Golem: +5% Life Per Level
| | * Clay Golem: +20 Attack Rating Per Level |
| |-
| | * Blood Golem: +5% Life Per Level |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Fire Golem: +6% Damage Per Level
| | * Iron Golem: +35 Defense Per Level |
| |}<center>{| width="100%" cellpadding="5"
| | '''Details:''' Fire Golems are beings of flame. They deal fire damage, heal from fire damage, and have a Holy Fire Aura. |
| | width="50%" align="center" valign="top" |
| | * Fire Golems have the most hit points of any golem, but they also cost by far the most mana. |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/irongolem01.jpg [[Image:irongolem01.gif]]]
| | * Fire Golems are very effective at drawing in monsters, thanks to the constant damage their fire aura deals everything on the screen. |
| | width="50%" align="center" valign="top" |
| | * 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. |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/irongolem02.jpg [[Image:irongolem02.gif]]]
| | {| |
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| | width="50%" align="center" valign="top" | <font size="-1" face="arial,helvetica"><small><font color="#ffffff"> [ Click to Enlarge - 76 KB ] </font> <br />
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| | width="50%" align="center" valign="top" | <font size="-1" face="arial,helvetica"><small><font color="#ffffff"> [ Click to Enlarge - 78 KB ] </font> <br />
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| |}</center><center>{| cellpadding="3"
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| | width="200" align="center" valign="bottom" |
| |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/irongolem03.jpg [[Image:irongolem03.gif]]]
| |
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| | align="center" valign="top" | <font size="-1" face="arial,helvetica"> <small><font color="#ffffff"> [ Click to Enlarge - 84 KB ] </font> </small> </font>
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| |}</center><br /><br /><br /><br />{| cellspacing="10"
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| | valign="top" |
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| [[Image:firegolem.jpg|Fire Golem]]
| |
| | valign="top" | <font size="-1" face="arial,helvetica"> <font color="#00c400">'''Fire Golem'''</font><br />'''Required Level:''' 30<br />'''Prerequisites''': [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#claygolem Clay Golem] [6], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#bloodgolem Blood Golem] [18], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#irongolem Iron Golem] [24]<br /></font>
| |
| |}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 | | ! Level |
| ! 1 | | ! 1 |
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| |- | | |- |
| | Hit Points: 328(Norm)/643(Night)/1063(H) | | | Hit Points: 328(Norm)/643(Night)/1063(H) |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Defense: 235 | | | Defense: 235 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Attack Rating: 140 | | | Attack Rating: 140 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |}<br />{| cellpadding="1" | | |} |
| ! align="left" | <font size="-1" color="#00c400" face="arial,helvetica"><small>Fire Golem Receives Bonuses From:
| | |
| |-
| | |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Golem Mastery
| | ==Revive== |
| |-
| | '''Required Level:''' 30<br /> |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Summon Resist
| | '''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. |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Clay Golem: +20 Attack Rating Per Level
| | '''Synergies:''' Points spent in Skeleton Mastery, and Summon Resist boost Revives. |
| |-
| | '''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. |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Blood Golem: +5% Life Per Level
| | * 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. |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Iron Golem: +35 Defense Per Level
| | * 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. |
| |}<center>{| width="100%" cellpadding="5"
| | * 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. |
| | width="50%" align="center" valign="top" |
| | * Revives only last for 3 minutes, so keep moving and keep summoning up new ones to replace the old. |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/firegolem01.jpg [[Image:firegolem01.gif]]]
| | * 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. |
| | width="50%" align="center" valign="top" |
| | {| |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/firegolem02.jpg [[Image:firegolem02.gif]]]
| |
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| | width="50%" align="center" valign="top" | <font size="-1" face="arial,helvetica"><small><font color="#ffffff"> [ Click to Enlarge - 91 KB ] </font> <br />
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| |}</center><br /><br /><br /><br />{| cellspacing="10"
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| | valign="top" |
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| [[Image:revive.jpg|Revive]]
| |
| | valign="top" | <font size="-1" face="arial,helvetica"> <font color="#00c400">'''Revive'''</font><br />'''Required Level:''' 30<br />'''Prerequisites''': [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#raiseskeleton Raise Skeleton] [1], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#claygolem Clay Golem] [6], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#skeletalmage Raise Skeletal Mage] [12], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#bloodgolem Blood Golem] [18], [http://www.battle.net/diablo2exp/skills/necromancer-summoning.shtml#irongolem Iron Golem] [24]<br /></font>
| |
| |}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?'''<br /> Yes. But they naturally expire after 3 minutes.{|
| |
| ! Level | | ! Level |
| ! 1 | | ! 1 |
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| |- | | |- |
| | Mana Cost: 45 | | | Mana Cost: 45 |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | # of Monsters | | | # of Monsters |
| Line 1,150: |
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| |- | | |- |
| | HP (Original Creature +200%) | | | HP (Original Creature +200%) |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | Duration: 180 Seconds | | | Duration: 180 Seconds |
| | colspan="20" | <font size="-1" face="arial,helvetica"></font> | | | |
| |- | | |- |
| | | | | |
| {| cellpadding="1"
| |
| ! align="left" | <font size="-1" color="#00c400" face="arial,helvetica"><small>Revive Receives Bonuses From:
| |
| |-
| |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Skeleton Mastery
| |
| |-
| |
| | align="left" | <font size="-1" face="arial,helvetica"><small>Summon Resist
| |
| |}<center>{| width="100%" cellpadding="5"
| |
| | width="50%" align="center" valign="top" |
| |
| [http://www.battle.net/images/battle/diablo2exp/images/skills/revived01.jpg [[Image:revived01.gif]]]
| |
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