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Disambig This article is about the Diablo II skill. For the Diablo III skill, see Revive.
Revive Tab
Revive Icon Revive
Resurrects a monster to fight for you.
Class: Necromancer
Skill Tree: Summoning Skills
Required Level: 30
Damage Type: -
Cast Delay: -
Active
Prerequisites: Raise Skeleton (1), Clay Golem (6), Skeletal Mage (12), Blood Golem (18), Iron Golem (24)
Skill progression
Level 1 2 3 4 5 6 7 8 9 10
Mana Cost 45 45 45 45 45 45 45 45 45 45
Damage {{{Damage1}}} {{{Damage2}}} {{{Damage3}}} {{{Damage4}}} {{{Damage5}}} {{{Damage6}}} {{{Damage7}}} {{{Damage8}}} {{{Damage9}}} {{{Damage10}}}
# of Monsters 1 2 3 4 5 6 7 8 9 10
Duration (seconds) 180 180 180 180 180 180 180 180 180 180
{{{Variable C}}} {{{C1}}} {{{C2}}} {{{C3}}} {{{C4}}} {{{C5}}} {{{C6}}} {{{C7}}} {{{C8}}} {{{C9}}} {{{C10}}}
{{{Variable D}}} {{{D1}}} {{{D2}}} {{{D3}}} {{{D4}}} {{{D5}}} {{{D6}}} {{{D7}}} {{{D8}}} {{{D9}}} {{{D10}}}
{{{Variable E}}} {{{E1}}} {{{E2}}} {{{E3}}} {{{E4}}} {{{E5}}} {{{E6}}} {{{E7}}} {{{E8}}} {{{E9}}} {{{E10}}}
 
Level 11 12 13 14 15 16 17 18 19 20
Mana Cost 45 45 45 45 45 45 45 45 45 45
Damage {{{Damage11}}} {{{Damage12}}} {{{Damage13}}} {{{Damage14}}} {{{Damage15}}} {{{Damage16}}} {{{Damage17}}} {{{Damage18}}} {{{Damage19}}} {{{Damage20}}}
# of Monsters 11 12 13 14 15 16 17 18 19 20
Duration (seconds) 180 180 180 180 180 180 180 180 180 180
{{{Variable C}}} {{{C11}}} {{{C12}}} {{{C13}}} {{{C14}}} {{{C15}}} {{{C16}}} {{{C17}}} {{{C18}}} {{{C19}}} {{{C20}}}
{{{Variable D}}} {{{D11}}} {{{D12}}} {{{D13}}} {{{D14}}} {{{D15}}} {{{D16}}} {{{D17}}} {{{D18}}} {{{D19}}} {{{D20}}}
{{{Variable E}}} {{{E11}}} {{{E12}}} {{{E13}}} {{{E14}}} {{{E15}}} {{{E16}}} {{{E17}}} {{{E18}}} {{{E19}}} {{{E20}}}
Synergies
Skeleton Mastery
Summon Resist
{{{Synergy3}}} {{{Synergy Effect3}}}
{{{Synergy4}}} {{{Synergy Effect4}}}
{{{Synergy5}}} {{{Synergy Effect5}}}
{{{Synergy6}}} {{{Synergy Effect6}}}

Description[]

Revive allows the Necromancer to revive almost any fallen enemy, excluding bosses, superuniques and some others. The monsters revived however will use the skills they possess normally, and will gain a hp boost as well.

Revives are extremely dumb. They do not follow you as obediently as Skeletons or Golem, and will often get stuck, wander off and disappear. The only way to reliably keep them for longer period of time is to teleport, which for a Summonancer can only be acquired with an Enigma. Regardless however, Revives die after 3 minutes no matter what.

Statistics[]

HP = Original Creature HP +200%

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.[1]

References[]

  1. Diablo II Manual, page 77. Blizzard Entertainment, 2000.



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