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4 comments   5420 views
2

Description

Cast on the corpse of a slain monster, this raises a
Skeleton Mage
that fights for you.

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 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.

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.
Description by Teebling
5

Lore

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.
5

Can be used to make Runewords:

7
User avatar

Teebling Admin

Europe PC
Cast on the corpse of a slain monster, this raises a
Skeleton Mage
that fights for you.

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 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.

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.
7
User avatar

EnragedN3wb Moderator

XLinux
D2R Skeletal Mage:
Fire
Fire
Cold
Cold
Lightning
Lightning
Poison
Poison
7

 Deleted User 632

 Guest
Patch 2.4
Blizzard wrote:
Raise Skeletal Mage
  • Percentage HP per level increased from 7% to 10%
  • Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
  • Cold damage scaling increased by about 50%
  • Lightning damage scaling increased by about 5%
  • The tooltip will now properly display the Life scaling per level
7
If you are playing in Resurrected mode, the projectiles fired by this summon provide a small radius of light, illuminating the dark slightly and marking the location of any enemies that may be lurking in the dark.
7
The damage dealt by the Necromages created with
Raise Skeletal Mage
is based on a hidden "Missile Level" attribute. This attribute's value is equal to:

if(slvl<4,0,[(slvl-2) / 2]) +
Skeleton Mastery
.lvl)

As is evident from the equation itself,
Skeleton Mastery
increases each Necromage's damage output faster than the
Raise Skeletal Mage
skill itself, though
Skeleton Mastery
does not raise the maximum number of Necromages.
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