The Necromancer, as his name would imply, has the ability to raise the dead and employ them to do his bidding. The Necromancer's power extends not only over the dead, but also over certain elements, enabling him to summon Golems from either the ground beneath his feet, igniting the air, transforming a metal item, or even a Golem summoned from the Necromancer's own blood, forming a life-connection between master and servant.
Skills[]
Level 1[]
Level 6[]
Level 12[]
Level 18[]
Level 24[]
Level 30[]
Minions[]
Minions, such as Golems, Skeletons, Skeletal Mages, Revived creatures, and Hirelings, may disappear or no longer be under your power if you allow them to get too far away from you. Check the Automap and make sure you stay with your Minions. You can use a Scroll of Town Portal, dungeon steps, or waypoints to collect your Minions. Sometimes Minions may warp in around you if you get too far away from them, although this does not always happen.
Golems[]
You can only have one Golem of any type at any time. Once you summon a new Golem, the old one will immediately disappear. You do not need a monster corpse to summon Golems, although the Iron Golem spell requires a metal item.
Golems have a fixed defense. The hit points and damage of Golems increase on Nightmare, and again on Hell difficulty.
Skeletons and Skeletal Mages[]
The number of Skeletons or Skeletal Mages you can have is only limited by the number of skill points you have. Wearing a magic item that raises skill levels, or using a Skill Shrine, also increases the number of Skeletons and Skeletal Mages you can raise. When the Skill Shrine effect wears off, the extra Skeletons disintegrate.
Skeletons' and Skeletal Mages' life increases on Nightmare, and again on Hell difficulty.
Attack Ratings[]
The attack ratings of Skeletons, Skeletal Mages, and Golems don't change but these monsters are generated at the caster's level, and level plays an important part in the "to hit" formula.
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