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 only five skeletons may be summmoned, 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:
- Skeleton Mastery
- 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.
- 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| # 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 |
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 Life | 8 | 16 | 24 | 32 | 40 | 48 | 56 | 64 | 72 | 80 | 88 | 96 | 104 | 112 | 120 | 128 | 136 | 144 | 152 | 160 |
| Skeleton Damage | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 | +20 | +22 | +24 | +26 | +28 | +30 | +32 | +34 | +36 | +38 | +40 |
| Monster Life +% | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
| Monster Damage +% | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Improved Missile Damage past Level 2 |
Clay Golem
Required Level: 6
Prerequisites: None
Synergies: Clay Golems benefit from points spent in the following skills.
Golem Mastery
Summon Resist
Blood Golem: +5% Life Per Level
Iron Golem: +35 Defense 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.
| 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 |
Golem Mastery
Required Level: 12
Prerequisites: Clay Golem
Details: This skill provides a passive bonus to the speed and hit points of all golems.
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.
- 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 |
Skeletal Mage
Required Level: 12
Prerequisites: Raise Skeleton
Requires: A valid monster corpse.
Synergies: Skeletal Mages gain bonuses from points spent in:
- Skeleton Mastery
- 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.
- 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 from level 1-59.
| 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: 61 |
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. 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.{|
! 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
| colspan="11" |
|-
| Defense: 80
| colspan="11" |
|}
{| cellpadding="1"
! align="left" | Blood Golem Receives Bonuses From:
|-
| align="left" | Golem Mastery
|-
| align="left" | Summon Resist
|-
| align="left" | Clay Golem: +20 Attack Rating Per Level
|-
| align="left" | Iron Golem: +35 Defense Per Level
|-
| align="left" | Fire Golem: +6% Damage Per Level
|}
| width="50%" align="center" valign="top" |
File:Bloodgolem01.gif
| width="50%" align="center" valign="top" |
File:Bloodgolem02.gif
|-
| width="50%" align="center" valign="top" | [ Click to Enlarge - 75 KB ]
| width="50%" align="center" valign="top" | [ Click to Enlarge - 62 KB ]
{| cellspacing="10"
| valign="top" |
Summon Resist
| valign="top" | 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
|}
{| cellspacing="10"
| valign="top" |
Iron Golem
| valign="top" | 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.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
| colspan="19" align="left" |
|-
| Defense
| 190
| 225
| 260
| 295
| 330
| 365
| 400
| 435
| 470
| 505
| 540
| 575
| 610
| 645
| 680
| 715
| 750
| 785
| 820
| 855
|-
| colspan="20" align="left" | + 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
| colspan="20" |
|-
| Damage: 7-19/11-30/12-33
| colspan="20" |
|-
| Hit Points: 321
| colspan="20" |
|}{| cellpadding="1"
! align="left" | Iron Golem Receives Bonuses From:
|-
| align="left" | Golem Mastery
|-
| align="left" | Summon Resist
|-
| align="left" | Clay Golem: +20 Attack Rating Per Level
|-
| align="left" | Blood Golem: +5% Life Per Level
|-
| align="left" | Fire Golem: +6% Damage Per Level
|}
| width="50%" align="center" valign="top" |
File:Irongolem01.gif
| width="50%" align="center" valign="top" |
File:Irongolem02.gif
|-
| width="50%" align="center" valign="top" | [ Click to Enlarge - 76 KB ]
| width="50%" align="center" valign="top" | [ Click to Enlarge - 78 KB ]
| width="200" align="center" valign="bottom" | File:Irongolem03.gif |- | align="center" valign="top" | [ Click to Enlarge - 84 KB ]
|}
{| cellspacing="10"
| valign="top" |
Fire Golem
| valign="top" | 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)
| colspan="20" |
|-
| Defense: 235
| colspan="20" |
|-
| Attack Rating: 140
| colspan="20" |
|}
{| cellpadding="1"
! align="left" | Fire Golem Receives Bonuses From:
|-
| align="left" | Golem Mastery
|-
| align="left" | Summon Resist
|-
| align="left" | Clay Golem: +20 Attack Rating Per Level
|-
| align="left" | Blood Golem: +5% Life Per Level
|-
| align="left" | Iron Golem: +35 Defense Per Level
|}
| width="50%" align="center" valign="top" |
File:Firegolem01.gif
| width="50%" align="center" valign="top" |
File:Firegolem02.gif
|-
| width="50%" align="center" valign="top" | [ Click to Enlarge - 90 KB ]
| width="50%" align="center" valign="top" | [ Click to Enlarge - 91 KB ]
{| cellspacing="10"
| valign="top" |
Revive
| valign="top" | 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
| colspan="20" |
|-
| # 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%)
| colspan="20" |
|-
| Duration: 180 Seconds
| colspan="20" |
|-
|
| Revive Receives Bonuses From: |
|---|
| Skeleton Mastery |
| Summon Resist |
| width="50%" align="center" valign="top" |
File:Revived01.gif
| width="50%" align="center" valign="top" |
File:Revived02.gif
|-
| width="50%" align="center" valign="top" | [ Click to Enlarge - 98 KB ]
| width="50%" align="center" valign="top" | [ Click to Enlarge - 94 KB ]
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