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1

Raise Skeleton

Necromancer Skill

Requires level: 1
Skill tree: Summoning Spells

Cast on the corpse of a slain monster. This raises a skeleton warrior that fights for you.

View skill stats

Synergies:

Skeleton Mastery
See skill
Summon Resist
See skill
2

Description

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

Skeletons can work great throughout Normal Difficulty especially with points into
Skeleton Mastery
(or a point and +Skill Items). Once you hit Nightmare and Hell difficulty, generally Skeletons will die very quickly. You may wish to, once you hit Level 30, upgrade to Revived Monsters and switch to Revived Monsters and Skeletal Mages. However, if you max
Raise Skeleton
,
Skeleton Mastery
, use an Aura from an Act II Mercenary, and have good use of Curses, you can still continue to use Skeletons in Hell difficulty.

Skeletons, when created, have a 5% chance to spawn with a shield. This shield functions to allow the skeleton to block, although skeletons only have a 3% chance to block.
Description by Trang Oul
5

Lore

Early on, Necromancers learn to control the skeletal remains of deceased creatures.

Invoking this skill causes a nightmarish jumble of animated bones to rise from a fresh corpse.

Animated partially through their own will and partially through the summoned spirits of ancient warriors, Necromancers often maintain a small host of these reanimated soldiers to do their bidding.
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 warrior that fights for you.

Skeletons can work great throughout Normal Difficulty especially with points into
Skeleton Mastery
(or a point and +Skill Items). Once you hit Nightmare and Hell difficulty, generally Skeletons will die very quickly. You may wish to, once you hit Level 30, upgrade to Revived Monsters and switch to Revived Monsters and Skeletal Mages. However, if you max
Raise Skeleton
,
Skeleton Mastery
, use an Aura from an Act II Mercenary, and have good use of Curses, you can still continue to use Skeletons in Hell difficulty.

Skeletons, when created, have a 5% chance to spawn with a shield. This shield functions to allow the skeleton to block, although skeletons only have a 3% chance to block.
7

 Deleted User 632

 Guest
If you're playing a summon Necromancer, go through
Anya
's red portal in act 5 to revive some skeletons there when you enter a new game.

Summon Necromancer Guide
7
User avatar

EnragedN3wb Moderator

XLinux
7

 Deleted User 632

 Guest
DPS Table Comparing Merc Weapons
Klenkogi wrote:
This doesn't account for boss dps but overall dps but without CE. With CE it would favour the Infinity route even more

Concentration
may apply +285-345% Damage, but this is being added to +% Damage from Might (+200% at level 17),
Raise Skeleton
(+259% at level 40) and possibly
Fanaticism
(+93% at level 9). Without
Fanaticism
, the difference is between multiplying Necroskeleton damage by 5.59 and 8.44-9.04, an increase of ~51-62%: with it, it's between 6.52 and 9.37-9.97, an increase of ~44-53%.

Level 9
Fanaticism
's +80% Attack Rating generally has nowhere near as much impact on chance-to-hit as -83% Defense: against the vast majority of monsters which apply no +% Defense, -83% Defense is equivalent to multiplying AR by ~5.** (1/0.17) after any +% AR; in the absence of +% AR, that's approximately equivalent to +488% AR.

A level 85 Necromancer with level 40
Raise Skeleton
and
Skeleton Mastery
would raise a Necroskeleton with 4,614 base AR. Against a level 85 monster with 1,800 Defence, that results in ~72% chance-to-hit. Reducing defence by 83% to 306 results in ~94% chance-to-hit, increasing their damage over time by ~30.4%.
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