Summoning and Control Spells


Skeleton Mastery: Level 1
Requirements= None
Passive. "Increases skeleton and revived quality". This will improve the hit points and damage dealt of the skeletons, bone mages and revived creatures raised by the Necromancer.
Level1234567891011121314151617181920
Skeleton Health+#714212835424956637077849198105112119126133140
Skeleton Damage+#246810121416182022242628303234363840
Monster Health+%714212835424956637077849198105112119126133140
Monster Damage+%246810121416182022242628303234363840

Raise Skeleton: Level 1
Requirements= None
"Cast on a corpse of a slain monster to raise a skeleton warrior that fights for you".
Formerly 'Reanimate'. This skill will reanimate the skeleton of a corpse to act as your minion, and will come equipped with random weapons and armour. Each point you add will allow you to raise more skeletons so one point = one skeleton, etc. but the cost in mana consumption rises. As your skill level increases it is possible that the appearance of your skeletons will change but this has not been confirmed yet. There is no cap on the amount of skeletons you can raise but testing has indicated about 6 - 8 to be the most useful in terms of management of your minion pack.
Level1234567891011121314151617181920
# of Skeletons1234567891011121314151617181920
Mana Cost678910111213141516171819202122232425
Hit Points remain at 21, Damage remains at 1-2

Clay Golem: Level 6
Requirements= None
"Creates golem to fight for caster". The first of four kinds of Golems you will be able to summon and requires no reagent to do so. The damage it deals and health points it has is dependant on the number of skill points allotted.. You will be able to use Golems to attack other players set to hostile mode.
Level1234567891011121314151617181920
Mana Cost1518212427303336394245485154576063666972
Damage2-52-63-84-104-125-136-156-177-198-209-229-2410-2611-2711-2912-3113-3313-3414-3615-38
Hit Points100135170205240275310345380415450485520555590625660695730765
Clay Golem Heal Themselves Automatically

Golem Mastery: Level 12
Requirements= Clay Golem {6}
Passive. Adding points to this mastery will improve the foot speed of your golem and increase its hit points.
Level1234567891011121314151617181920
Hit Points+%20406080100120140160180200220240260280300320340360380400
Velocity Incr.+%610141720222324262728293030313232323333

Raise Skeletal Mage: Level 12
Requirements= Raise Skeleton {1}
"Reanimates skeletal mage from target corpse". Similar to Raise Skeleton but allowing the Necromancer to raise a spell-casting mage skeleton. In the screenshot you can see mage skeletons raised by the Necromancer casting poison, lighting and cold. Four types will exist, poison, fire, lightning and cold and the selection is random. Each point you add will allow you to raise more skeletal mages so one point = one skeletal mage, etc. but the cost in mana consumption rises.

Level1234567891011121314151617181920
# of Skeletons1234567891011121314151617181920
Mana Cost89101112131415161718192021222324252627
Hitpoints remain at 61

Blood Golem: Level 18
Requirements= Clay Golem {6}
"A golem that shares health and damage". This golem requires no physical reagent. Blood Golem is loosely tied to the Necromancer's hit points. If the Blood Golem takes a lot of damage, the Necromancer will lose some hit points. However, if the Golem deals a lot of damage, it can steal health, both for itself, and for the Necromancer. The Necromancer can also drink a potion and share some of his life with the Golem. Exactly how all of this will work in the final game is still being determined. The animation we have is not too clear but you can get the general idea of what he looks like.
Level1234567891011121314151617181920
Mana Cost25293337414549535761656973778185899397101
Damage6-168-2110-2712-3214-3816-4418-4920-5522-6024-6627-7229-7731-8333-8835-9437-10039-10541-11143-11645-122
Heal Convert damage to life8695102108112116119121124126128129131132133134135136137138
Hitpoints remain at 201

Summon Resistance: Level 24
Requirements= Clay Golem {6} Golem Mastery {12}
Passive. "Summoned monsters gain resistance". This does not need to be activated, each point will automatically raise resistance to poison, cold, lightning and fire to any monsters you raise or summon from that point onwards.

Level1234567891011121314151617181920
Resist All%2834394447505254565759606162626464656566

Iron Golem: Level 24
Requirements= Clay Golem {6} Blood Golem {18}
"Creates a golem from an item". This type of Golem requires a reagent, a metal item is to be sacrificed, be it a weapon or piece of armour. You need to drop an item, have this skill selected, then right click near the item and your Iron Golem will appear. The golem's stats will be the same as the item sacrificed. Theoretically, you could sacrifice a weapon enhanced with fire, lighting and ice gems and the golem would inflict these three types of damage. An awfully expensive golem so only rich Necromancers need consider that extravagant option. Very interesting graphics for this, various body parts look to be constructed from different metal objects, home-made droid look about him, very impressive.

Level1234567891011121314151617181920
Thorns+%0150165180195210225240255270285300315330345360375390405420
Mana Cost Remains at 35
Damage remains at 7-19
Hit Points remain at 306

Fire Golem: Level 30
Requirements= Clay Golem {6} Blood Golem {18} Iron Golem {24}
"Creates a fire golem". The highest level of Golem you can summon and requires no reagent but a lot of mana to create. The same rules of control, duration, uses etc as Clay Golem apply. {Updated: 18 Dec}
Level1234567891011121314151617181920
Mana Cost5060708090100110120130140150160170180190200210220230240
Damage10-2712-3315-4017-4720-5422-6025-6727-7430-8132-8735-9437-10140-10842-11445-12147-12850-13552-14155-14857-155
Absorbs Fire dmg to HP+%3645525862666971747678798182838585868788

Revive: Level 30 Requirements= Skeleton Mastery {1} Raise Skeleton {1} Raise Skeleton Mage {12}
"Raise a monster that fights for you". Allows the Necromancer to revive any dead foe, except quest monsters. As you can see from the animation he is an exact duplicate of the reanimated monster but charred looking which enables you to identify him from the same monster type enemies. At Slvl one, the revived creature will have 10% more hit points than it did when living. Each point you add will allow you to revive more creatures, so one point = one revived creature, etc. but the cost in mana consumption rises. Quest bosses can not be revived but regular boss monsters can in addition to standard monsters.
Level1234567891011121314151617181920
Mana Remains at 45
# of Monsters1234567891011121314151617181920
Life remains at 200%




©Blizzard Entertainment™