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For the monster, see Skeleton Mage.

Raise Skeletal Mage
Raises an Undead Mage to fight for you.
Class Necromancer
Skill Tree Summoning Spells
Level 12
Prerequisites Raise Skeleton
Damage Type Fire, Lightning, Cold or Poison
Mana Cost 8
Other Stats
Synergies Skeleton Mastery, Summon Resist
  • Active Effect : Raises an Undead Mage to fight for you.
  • Required Level : 12
  • Prerequisites : Raise Skeleton
  • Gives synergy to : None
  • Receives synergy from :
Skeleton Mastery
Summon Resist

Usage

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.

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 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. Since you can raise Skeleton Mages of different elements listing the damage is complicated, but the table is listed here.

History

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.

Skill Progression

Hit Points: 61
Damage Chart

Level 1 2 3 4 5 6 7 8 9 10 11
Number of Skeletal Mages 1 2 3 3 3 4 4 4 5 5 5
Mana Cost 8 9 10 11 12 13 14 15 16 17 18
Defense +10 +20 +30 +40 +50 +60 +70 +80 +90 +100 +110


Level 12 13 14 15 16 17 18 19 20 25
Number of Skeletal Mages 6 6 6 7 7 7 8 8 8 8
Mana Cost 19 20 21 22 23 24 25 26 27 32
Defense +120 +130 +140 +150 +160 +170 +180 +190 +200 +250
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