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7 comments   21275 views
2

Description

Returns a monster to life to fight by your side.

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, Leaper 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 an 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 Necromancer's power until they die?
Yes. But they naturally expire after 3 minutes.
Description by Stormlash
5

Lore

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.
5

Can be used to make Runewords:

7
User avatar

Teebling Admin

RotW Warlock Europe PC
Returns a monster to life to fight by your side.

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, Leaper 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 an 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 Necromancer's power until they die?
Yes. But they naturally expire after 3 minutes.
7
User avatar

EnragedN3wb Moderator

XLinux
Some D2R Revives:
7
If you use this skill as a Paladin (for example through item charges) you will lose 1/8 of your maximum life each time and you can die because of that.
7
Very useful spell and other characters can find it on items like Harmony, Eternity, Blood Raven's Charge.
7
This skill is particularly powerful when cast on Blunderbore corpses. The Blunderbore and its variants have a Chance of Crushing Blow in both Nightmare (15%) and Hell (25%) difficulties, meaning an army of Revived Blunderbores will make short work of any target that is not Immune to Physical. This, combined with the fact that Blunderbores use the Smite skill (which does not rely on a to-hit check) means such minions are perfect tools for overcoming the challenges of the Pandemonium Event.
7
As of July 23, 2025.
Description has one mistake:
- Revives no longer disappear when too far from caster. As of Patch 2.3, they'll now warp to caster if too far away. Have your cake and eat it too Necro fans!!!
7
Besides Blunderbores due to their chance to land Crushing Blow and Smite, Blood Lords ( Frenzy Bulls) and Thorned Hulk also make excellent Revive minions due to their overall tankiness and their innate Frenzy skill.

Particularly with the strategic use of "telestomping" you can watch these revives make quick work of other monsters, especially when their Frenzy stacks ramp up.

Combine this with a Golem's "Slows Target" effect plus using Decrepify and you can really watch them tear other monsters to shreds.
7
When you gain this spell through an item (e.g. Harmony, Eternity), make sure you do not use up all charges. If you do, after a couple seconds, the game will determine that you don't actually have the ability, and suddenly everything you've previously revived will collapse on the spot. This is not something you want to happen in the middle of a fight with a Herald, trust me.
9

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