Revive |
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Returns a monster to life to fight by your side. First LevelMana Cost: 45 |
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Class | Necromancer |
Skill Tree | Necromancer Summoning Spells |
Type | Active |
Required Level | 30 |
Damage Type | Physical |
Revive is a Necromancer Skill in Diablo 2. Revive is part of the Necromancer Summoning Spells Tree and requires level 30 to be unlocked. Skills usually define a character's playstyle and are divided by Class and Skill Tree. Some Skills have synergies, which provide benefits to other skills on the same Skill Tree.
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.
Revive Information
Effect
- Returns a monster to life to fight by your side.
- Cast Delay: None
- 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, Leapers, Undead Mages, 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 a 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 Necromancers power until they die?
Yes. But they naturally expire after 3 minutes.
First Level
- Mana Cost: 45
- # of Monsters: 1
- HP (Original Creature +200%)
- Duration: 180 Seconds
Requirements
- Revive Required Level: 30
- Revive Prerequisites: Raise Skeleton, Clay Golem, Raise Skeletal Mage, Blood Golem, Iron Golem
Revive Synergies
Revive Receives Synergy From:
Revive Provides Synergy to:
- No synergies
Revive Progression
The following chart displays the upgrade values for each level of Revive
Mana Cost: 45
Hit Points: 200% Original
Duration: 180 seconds
Lvl |
Number of Monsters |
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1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
7 | 7 |
8 | 8 |
9 | 9 |
10 | 10 |
11 | 11 |
12 | 12 |
13 | 13 |
14 | 14 |
15 | 15 |
16 | 16 |
17 | 17 |
18 | 18 |
19 | 19 |
20 | 20 |
Notes and Tips
- Notes & Tips go here