Raise Skeletal Mage
Up to 3 skeletal mages cast fire, cold, lightning or poison bolts for 7 damage each.
These are base learned-level effects, not final character-sheet damage. Account for equipment bonuses, synergies, modifiers and enemy resistances.
Effects by level
| Level | Effect | Cooldown |
|---|---|---|
| 1 | Up to 3 skeletal mages cast fire, cold, lightning or poison bolts for 7 damage each. | 2.6 s |
| 2 | Up to 3 skeletal mages cast fire, cold, lightning or poison bolts for 23 damage each. | 2.44 s |
| 3 | Up to 4 skeletal mages cast fire, cold, lightning or poison bolts for 24 damage each. | 2.3 s |
| 4 | Up to 5 skeletal mages cast fire, cold, lightning or poison bolts for 37 damage each. | 2.16 s |
| 5 | Up to 6 skeletal mages cast fire, cold, lightning or poison bolts for 38 damage each. | 2.03 s |
| 6 | Up to 7 skeletal mages cast fire, cold, lightning or poison bolts for 51 damage each. | 1.91 s |
| 7 | Up to 8 skeletal mages cast fire, cold, lightning or poison bolts for 52 damage each. | 1.79 s |
| 8 | Up to 8 skeletal mages cast fire, cold, lightning or poison bolts for 74 damage each. | 1.69 s |
Evolution requirements
Synergies and practical checks
- Each mage rises with one element at random, fire, cold, lightning or poison, and keeps it. A cold bolt chills; a poison bolt poisons.
- A mage passes by monsters immune to its element. Energy raises its bolts.
Skill modifiers
- Legion — 50% more mages rise, each with 66% of the life and damage.
- Champion — At most 3 mages rise, each with 185% more life and damage.
- Attuned — Each bolt is the fire, cold or lightning its target resists least, but deals 8% less damage.
View in a class guide: Necromancer
Observed version history
| Patch | Observed at | Status |
|---|---|---|
| 20261101.1 | 2026-11-02T07:17:50.548Z | Verified |
| 20261030.2 | 2026-11-01T03:04:00+09:00 | Verified |