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Compendium

Summon forms

Every summon skill has three forms. Wizards bind fire, storm or stone elementals; necromancers and dread knights raise mages, plague bearers, reavers or bone walls; warlocks call hounds, ravagers or guardians; druids and rangers sabretooths, lynxes or bears; paladins and clerics seraphs, archons, hammers or lantern spirits. Each arrives in its own way and gives you a passive while it stands.

Every form by role

Summon forms by role
Class · skillDamageSteadyTank
Paladin
Celestial Warden
Seraph of Judgement
1× · 0.6× HP · 1.8× hit · 1.5s · splash
Radiant Zeal: +6% Damage, +1 HP Regen / s
Celestial Warden Default
the skill's own minion
Warden's Grace: +3 HP Regen / s
Aegis Archon
1× · 2.5× HP · 0.6× hit · 1.5s · taunt
Aegis: +6% Damage Reduction, +1 HP Regen / s
Ranger
Summon Companion (Beast Master)
Bonded Lynx
1× · 0.6× HP · 2.5× hit · 1.4s
Lynx Eyes: +4% Crit Chance, +4% Move Speed
Wolf Companion Default
the skill's own minion
Pack Stride: +8% Move Speed
Bonded Grizzly
1× · 2.5× HP · 0.5× hit · 1.4s · taunt
Hold Fast: +4% Move Speed, +5% Damage Reduction
Wizard
Bind Elementals (Elemental Binding)
Fire Elemental
1× · 0.6× HP · 2.9× hit · 1.6s · splash
Kindled: +8% Damage
Storm Elemental Default
1× · 0.7× HP · 1.2× hit · 0.6s · ranged
Static Charge: +8% Attack Speed, +3% Cooldown Reduction
Stone Elemental
1× · 2.4× HP · 0.9× hit · 1.5s · taunt
Stoneskin: +2 Armor Class, +2 HP Regen / s
Cleric
Spiritual Weapon
Spiritual Hammer
1× · 0.6× HP · 2× hit · 1.6s · splash
Weight of Faith: +8% Damage
Spiritual Blade Default
the skill's own minion
Swift Faith: +8% Attack Speed
Spiritual Shield
1× · 2.5× HP · 0.5× hit · 1.4s · taunt
Shield of Faith: +2 Armor Class, +4% Damage Reduction
Cleric
Guardian of Faith
Avenging Spirit
1× · 0.6× HP · 2.7× hit · 1.5s
Vengeance: +5% Damage, +3% Damage Reduction
Lantern Bearer
1× · 0.8× HP · 1.1× hit · 0.8s · ranged
Guiding Light: +5% Attack Speed, +1 HP Regen / s
Guardian of Faith Default
the skill's own minion
Faith's Bulwark: +6% Damage Reduction
Druid
Conjure Animals
Shadow Panther
1× · 1.2× HP · 5× hit · 1.4s
Stalker's Pace: +6% Move Speed, +3% Crit Chance
Spirit Wolves Default
the skill's own minion
Pack Stride: +8% Move Speed
Thornback Boar
1× · 5× HP · 1× hit · 1.3s · taunt
Thick Hide: +5% Move Speed, +2 Armor Class
Druid
Call the Great Bear
Sabretooth
1× · 0.6× HP · 2.7× hit · 1.5s
Predator's Pace: +6% Move Speed, +3% Crit Chance
Dire Wolf
1× · 0.8× HP · 1× hit · 0.8s
Running with Wolves: +10% Move Speed
Primal Cave Bear Default
the skill's own minion
Den Mother: +5% Move Speed, +2 HP Regen / s
Warlock
Pact Familiar
Hellhound
1× · 0.6× HP · 1.8× hit · 1.5s · splash
Hellfire Pact: +4% Crit Chance, +10% Crit Damage
Pact Imp Default
the skill's own minion
Familiar's Eye: +5% Crit Chance
Fiendish Guardian
1× · 2.5× HP · 0.5× hit · 1.4s · taunt
Infernal Aegis: +3% Crit Chance, +2 Armor Class
Warlock
Call Greater Fiend
Pit Ravager
1× · 0.6× HP · 2× hit · 1.6s · splash
Ravager's Pact: +4% Crit Chance, +15% Crit Damage
Bound Fiend Default
the skill's own minion
Debt Collector: +6% Crit Chance
Hellforged Sentinel
1× · 2.5× HP · 0.6× hit · 1.5s · taunt
Hellforged Aegis: +3% Crit Chance, +2 Armor Class
Necromancer
Raise Dead
Bone Mages
2× · 0.6× HP · 2.2× hit · 1.8s · ranged
Grave Siphon: +2% Lifesteal, +6% Damage
Skeletal Archers
2× · 0.8× HP · 1× hit · 0.8s · ranged
Bone Volley: +2% Lifesteal, +6% Attack Speed
Bone Warriors Default
the skill's own minion
Bone Ward: +2% Lifesteal, +5% Damage Reduction
Necromancer
Grave Legion
Plague Bearers
2× · 0.9× HP · 2.9× hit · 1.6s · splash
Plague Tithe: +2% Lifesteal, +6% Damage
Bone Legionnaires Default
the skill's own minion
Legion's March: +2% Lifesteal, +5% Attack Speed
Ossuary Phalanx
2× · 3.8× HP · 0.9× hit · 1.5s · taunt
Shieldwall: +2% Lifesteal, +2 Armor Class
Necromancer
Risen Champion (Bonecaller)
Deathreaper
1× · 0.6× HP · 2.8× hit · 1.6s
Reaper's Harvest: +3% Lifesteal, +3% Crit Chance
Risen Horror Default
the skill's own minion
Unholy Vigour: +4% Lifesteal
Bone Colossus
1× · 2.5× HP · 0.6× hit · 1.6s · taunt
Ossified: +2% Lifesteal, +6% Damage Reduction
Dread Knight
Raise Retinue
Bone Reavers
1× · 1.2× HP · 3.9× hit · 1.6s · splash
Reaver's Due: +2% Lifesteal, +6% Damage
Sworn Blades Default
the skill's own minion
Sworn Oath: +3% Lifesteal, +4% Attack Speed
Grave Bulwark
1× · 5× HP · 1.2× hit · 1.5s · taunt
Bulwark Oath: +2% Lifesteal, +5% Damage Reduction

Bodies per rank-1 cast × HP each × damage per hit (both against a plain summon body) · seconds between attacks · the master passive while one stands.

How forms work

  • Every summon skill of every class can call one of three bodies: a damage form that hits hardest per blow but is fragile, a steady form, and a tank with lots of HP and a taunt but little damage.
  • Where a skill's minion was already one of the three (bone warriors, the pact imp, spirit wolves, the spiritual blade, the cave bear, the wolf companion…), it is the default and plays exactly as before. The Wizard's Bind Elementals has no old minion left: its default is the Storm Elemental.
  • Forms change only in Hearthold, on the Hero sheet's Skills tab (and a sellsword's sheet). In a dungeon the choice is read-only.
  • Every form is worth about the same: per default body, HP × damage per second stays within 10–15% of the default. A form with fewer bodies packs each one with the shares of the bodies it replaces, so mastery's extra summons, perks and uniques scale every form alike.
  • While at least one body of a form stands, its master gets that form's passive (one buff per form, however many bodies; shown on the buff row with the form as its source). A sellsword's summons buff that sellsword. In the PvP arena passives are 50% as strong.
  • Every form arrives in its own way — a flame pillar, a lightning strike, rising rubble, clawing out of the grave, a rift, a leap out of the dark, a beam of light or a ring of runes — and leaves the same way when its time runs out.
  • Tanks roar every few seconds: foes near them that are already fighting turn on them. Bosses obey half as long and never mid-charge. Hunters obey for 50% as long on Medium and Hard and ignore it on Epic and Legendary.
  • Summons still take the mode's extra damage and the hard modes' melee cleave, whatever their form.

Arrivals and departures

Summon arrivals by family
FamilyArrivesLeavesForms
Flame pillarIt erupts out of a roaring pillar of flame.It gutters out in a puff of embers.Fire Elemental
Lightning strikeIt lands in a lightning strike from a storm that isn't there.It crackles away into static.Storm Elemental
Rising rubbleIt heaves itself up out of a ring of rising rubble.It slumps back into gravel and dust.Stone Elemental
Clawing graveIt claws its way up out of the ground, bony hands first.It sinks back into the grave.Bone Mages, Skeletal Archers, Bone Warriors, Plague Bearers, Bone Legionnaires, Ossuary Phalanx, Deathreaper, Risen Horror, Bone Colossus, Bone Reavers, Sworn Blades, Grave Bulwark
Rift sigilIt steps out of a burning rift torn through a pact sigil.It is dragged back through a closing rift.Hellhound, Pact Imp, Fiendish Guardian, Pit Ravager, Bound Fiend, Hellforged Sentinel
Leap inIt bounds in from the dark in a cloud of dust.It lopes off into the dark.Shadow Panther, Spirit Wolves, Thornback Boar, Sabretooth, Dire Wolf, Primal Cave Bear, Bonded Lynx, Wolf Companion, Bonded Grizzly
Beam of lightIt descends in a beam of light.It rises away on a fading beam.Seraph of Judgement, Celestial Warden, Aegis Archon, Avenging Spirit, Lantern Bearer, Guardian of Faith
Rune forgeIt materialises out of a ring of spinning runes.It dissolves back into runes.Spiritual Hammer, Spiritual Blade, Spiritual Shield

Paladin: Celestial Warden

Call down a celestial to fight at your side: the winged Warden, a burning Seraph of Judgement, or an Aegis Archon that draws foes onto its shield. Choose the form in Hearthold. Skill details and mastery.

Seraph of Judgement

Seraph of Judgement

Damage

A burning six-winged seraph whose sword-strokes break in waves of holy fire over the wicked.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
1.8× a plain summon
Attacks
every 1.5s
Moves
4.8 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.4 tiles
Damage type
radiant
Master passive
Radiant Zeal: +6% Damage, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Celestial Warden

Celestial Warden

Steady Default

The winged warden of radiant light: spear and shield, steady blows.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Warden's Grace: +3 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Aegis Archon

Aegis Archon

Tank

A silver archon behind a tower shield of light that rings out to call every foe to it.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.5s
Moves
3.8 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
radiant
Master passive
Aegis: +6% Damage Reduction, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light

Ranger: Summon Companion

Call your bonded beast to your side: your loyal wolf, a pouncing lynx, or a scarred grizzly that roars to take the hits. Choose the form in Hearthold; master the bond and the pack follows. Skill details and mastery.

Bonded Lynx

Bonded Lynx

Damage

A tufted hunting cat that waits for its moment, then pounces with a raking strike that bleeds.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.5× a plain summon
Attacks
every 1.4s
Moves
6.2 tiles/s
Reach
1.1 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Lynx Eyes: +4% Crit Chance, +4% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Wolf Companion

Wolf Companion

Steady Default

Your bonded wolf: quick, loyal, always at your heel.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Pack Stride: +8% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Bonded Grizzly

Bonded Grizzly

Tank

A scarred old grizzly in a studded collar that rears up and roars to make the fight its own.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
4.2 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
slashing
Master passive
Hold Fast: +4% Move Speed, +5% Damage Reduction while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Wizard: Bind Elementals

Draw a binding circle and call an elemental through it: a Storm Elemental that lashes foes with lightning from range, a Fire Elemental whose blows erupt across a pack, or a Stone Elemental that roars to drag foes off you. Choose the form in Hearthold; mastery binds more of them. Skill details and mastery.

Fire Elemental

Fire Elemental

Damage

A roaring pillar of flame: every blow erupts in a burst that scorches everything around its target.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.9× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.2 tiles (melee)
Splash
50% to foes within 1.4 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Kindled: +8% Damage while one stands
Arrival
Flame pillar: it erupts out of a roaring pillar of flame
Storm Elemental

Storm Elemental

Steady Default

A crackling stormcloud that hangs back and lashes foes with quick lightning from six tiles.

Bodies
1 per cast at rank 1
HP each
0.7× a plain summon
Damage per hit
1.2× a plain summon
Attacks
every 0.6s
Moves
4.8 tiles/s
Range
6 tiles, keeps 3–5 away
Applies
Shocked 15% · 3s
Damage type
lightning
Master passive
Static Charge: +8% Attack Speed, +3% Cooldown Reduction while one stands
Arrival
Lightning strike: it lands in a lightning strike from a storm that isn't there
Stone Elemental

Stone Elemental

Tank

A slow grey hulk of living rock that roars to drag foes off you and shrugs off their blows.

Bodies
1 per cast at rank 1
HP each
2.4× a plain summon
Damage per hit
0.9× a plain summon
Attacks
every 1.5s
Moves
3 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Stoneskin: +2 Armor Class, +2 HP Regen / s while one stands
Arrival
Rising rubble: it heaves itself up out of a ring of rising rubble

Cleric: Spiritual Weapon

Conjure a floating weapon of force that fights on its own: a quick blade, a crushing hammer, or a shield that draws foes to it. Choose the form in Hearthold; mastery forges an arsenal. Skill details and mastery.

Spiritual Hammer

Spiritual Hammer

Damage

A great hammer of force that rises and falls slowly, each blow a shockwave across its target's neighbours.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.3 tiles (melee)
Splash
50% to foes within 1.3 tiles
Damage type
force
Master passive
Weight of Faith: +8% Damage while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes
Spiritual Blade

Spiritual Blade

Steady Default

The floating sword: quick, steady cuts.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Swift Faith: +8% Attack Speed while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes
Spiritual Shield

Spiritual Shield

Tank

A towering shield of light that rings out to pull foes off you and turns their blows.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
4.2 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
force
Master passive
Shield of Faith: +2 Armor Class, +4% Damage Reduction while one stands
Arrival
Rune forge: it materialises out of a ring of spinning runes

Cleric: Guardian of Faith

Summon a spectral servant of your faith: the Guardian that holds the line, an Avenging Spirit that strikes in judgement, or a Lantern Bearer that throws light from afar. Choose the form in Hearthold. Skill details and mastery.

Avenging Spirit

Avenging Spirit

Damage

A wrathful spirit with a blazing sword: few strikes, each one a judgement that leaves its target open.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.7× a plain summon
Attacks
every 1.5s
Moves
5.2 tiles/s
Reach
1.3 tiles (melee)
Applies
Vulnerable 25% · 3s
Damage type
radiant
Master passive
Vengeance: +5% Damage, +3% Damage Reduction while one stands
Arrival
Beam of light: it descends in a beam of light
Lantern Bearer

Lantern Bearer

Steady

A hooded spirit with a lantern of dawn that hangs back and throws motes of light from six tiles.

Bodies
1 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1.1× a plain summon
Attacks
every 0.8s
Moves
4.6 tiles/s
Range
6 tiles, keeps 3–5 away
Damage type
radiant
Master passive
Guiding Light: +5% Attack Speed, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Guardian of Faith

Guardian of Faith

Tank Default

The spectral protector: armoured, winged, holding the line.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Faith's Bulwark: +6% Damage Reduction while one stands
Arrival
Beam of light: it descends in a beam of light

Druid: Conjure Animals

Call spirit beasts out of the dark to hunt at your side: a pack of wolves, a shadow panther, or a thornback boar that takes the blows. Choose the form in Hearthold; mastery calls more of the pack. Skill details and mastery.

Shadow Panther

Shadow Panther

Damage

A lean spirit cat that strikes rarely but savagely, raking open deep wounds.

Bodies
1 per cast at rank 1
HP each
1.2× a plain summon
Damage per hit
5× a plain summon
Attacks
every 1.4s
Moves
6 tiles/s
Reach
1.1 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Stalker's Pace: +6% Move Speed, +3% Crit Chance while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Spirit Wolves

Spirit Wolves

Steady Default

The pack: quick bites from every side.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Pack Stride: +8% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Thornback Boar

Thornback Boar

Tank

A huge bristling boar that squeals to draw every foe nearby and takes their blows on its hide.

Bodies
1 per cast at rank 1
HP each
5× a plain summon
Damage per hit
1× a plain summon
Attacks
every 1.3s
Moves
4 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
piercing
Master passive
Thick Hide: +5% Move Speed, +2 Armor Class while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Druid: Call the Great Bear

The old powers of the wild answer your call: the ancient cave bear that holds the line, a dagger-fanged sabretooth, or a pony-sized dire wolf. Choose the form in Hearthold. Skill details and mastery.

Sabretooth

Sabretooth

Damage

An ice-age cat with dagger fangs: rare, crushing bites that leave its prey bleeding out.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.7× a plain summon
Attacks
every 1.5s
Moves
5.6 tiles/s
Reach
1.3 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Master passive
Predator's Pace: +6% Move Speed, +3% Crit Chance while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Dire Wolf

Dire Wolf

Steady

A grey wolf the size of a pony: tireless, snapping bites that never let up.

Bodies
1 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1× a plain summon
Attacks
every 0.8s
Moves
5.8 tiles/s
Reach
1.2 tiles (melee)
Damage type
piercing
Master passive
Running with Wolves: +10% Move Speed while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust
Primal Cave Bear

Primal Cave Bear

Tank Default

The ancient cave bear: a wall of fur and claw that holds the line.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Den Mother: +5% Move Speed, +2 HP Regen / s while one stands
Arrival
Leap in: it bounds in from the dark in a cloud of dust

Warlock: Pact Familiar

Summon a familiar bound by your pact: the Pact Imp that harries foes with tiny fireballs, a fire-breathing Hellhound, or a chained Fiendish Guardian. Choose the form in Hearthold; mastery binds more of them. Skill details and mastery.

Hellhound

Hellhound

Damage

A flame-maned hound of the pit that breathes a gout of fire over its prey and everything beside it.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
1.8× a plain summon
Attacks
every 1.5s
Moves
5.4 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.3 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Hellfire Pact: +4% Crit Chance, +10% Crit Damage while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Pact Imp

Pact Imp

Steady Default

The familiar: a quick little fiend that harries your foes with tiny fireballs.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Familiar's Eye: +5% Crit Chance while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Fiendish Guardian

Fiendish Guardian

Tank

A chained, iron-hided fiend that bellows to pull foes onto itself and soaks what they deal.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
3.4 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
fire
Master passive
Infernal Aegis: +3% Crit Chance, +2 Armor Class while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil

Warlock: Call Greater Fiend

Call in the patron's debt: a greater fiend steps out of a burning rift to fight for you — the winged Bound Fiend, a greataxe Pit Ravager, or a Hellforged Sentinel behind its tower shield. Choose the form in Hearthold. Skill details and mastery.

Pit Ravager

Pit Ravager

Damage

A horned brute with a burning greataxe: every slow swing explodes in hellfire across its target's friends.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2× a plain summon
Attacks
every 1.6s
Moves
4.2 tiles/s
Reach
1.5 tiles (melee)
Splash
50% to foes within 1.5 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Ravager's Pact: +4% Crit Chance, +15% Crit Damage while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Bound Fiend

Bound Fiend

Steady Default

The patron's debt collector: a winged greater fiend that pounds your foes with steady blows.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Debt Collector: +6% Crit Chance while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Hellforged Sentinel

Hellforged Sentinel

Tank

An iron-plated fiend with a tower shield and a mace that roars to make every foe nearby its problem.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
fire
Master passive
Hellforged Aegis: +3% Crit Chance, +2 Armor Class while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil

Necromancer: Raise Dead

Skeletons claw free of the floor and fight at your side: sword-and-board warriors, bone archers, or grave-fire mages. Choose the form in Hearthold; mastery deepens the grave. Skill details and mastery.

Bone Mages

Bone Mages

Damage

Skeletal casters that lob bursts of grave-fire from range; each burst rots everything near its target.

Bodies
2 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.2× a plain summon
Attacks
every 1.8s
Moves
4 tiles/s
Range
5.5 tiles, keeps 3–5 away
Splash
50% to foes within 1.3 tiles
Damage type
necrotic
Master passive
Grave Siphon: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Skeletal Archers

Skeletal Archers

Steady

Bone bowmen that keep their distance and loose a steady stream of arrows.

Bodies
2 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1× a plain summon
Attacks
every 0.8s
Moves
4.4 tiles/s
Range
6.5 tiles, keeps 3.5–5.5 away
Damage type
piercing
Master passive
Bone Volley: +2% Lifesteal, +6% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Warriors

Bone Warriors

Tank Default

Sword-and-board skeletons: they wade in and hold the line with their bodies.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Bone Ward: +2% Lifesteal, +5% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Necromancer: Grave Legion

An honour guard of the dead rises in a ring — legionnaires, plague bearers or an ossuary phalanx. Choose the form in Hearthold; your throne room moves with you. Skill details and mastery.

Plague Bearers

Plague Bearers

Damage

Bloated corpses that stagger in and burst open with every blow, souring the air around their target.

Bodies
2 per cast at rank 1
HP each
0.9× a plain summon
Damage per hit
2.9× a plain summon
Attacks
every 1.6s
Moves
3.6 tiles/s
Reach
1.2 tiles (melee)
Splash
50% to foes within 1.4 tiles
Applies
Poisoned 30% · 4s
Damage type
poison
Master passive
Plague Tithe: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Legionnaires

Bone Legionnaires

Steady Default

The honour guard: bone soldiers in a ring, quick steady cuts from every side.

Bodies
3 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Legion's March: +2% Lifesteal, +5% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Ossuary Phalanx

Ossuary Phalanx

Tank

Spear-and-tower-shield dead that lock together, bellow to draw foes onto their wall and hold.

Bodies
2 per cast at rank 1
HP each
3.8× a plain summon
Damage per hit
0.9× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.6 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
piercing
Master passive
Shieldwall: +2% Lifesteal, +2 Armor Class while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Necromancer: Risen Champion

Awaken a champion of the dead to lead your army: the Risen Horror, a scythe-wielding Deathreaper, or a Bone Colossus that draws the fight onto itself. Choose the form in Hearthold. Skill details and mastery.

Deathreaper

Deathreaper

Damage

A hooded wraith with a grave-scythe: slow, terrible sweeps that leave its victim weakened.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.8× a plain summon
Attacks
every 1.6s
Moves
5 tiles/s
Reach
1.5 tiles (melee)
Applies
Weakened 25% · 4s
Damage type
necrotic
Master passive
Reaper's Harvest: +3% Lifesteal, +3% Crit Chance while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Risen Horror

Risen Horror

Steady Default

The towering horror of fused bone: heavy, steady blows at the head of your dead.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Unholy Vigour: +4% Lifesteal while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Bone Colossus

Bone Colossus

Tank

A walking ossuary of a hundred skeletons that roars to pull the fight onto itself.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.6s
Moves
2.8 tiles/s
Reach
1.6 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Ossified: +2% Lifesteal, +6% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Dread Knight: Raise Retinue

The sworn dead fall in beside you — blades, greataxe reavers or a tower-shield bulwark. Choose the form in Hearthold; a knight is never alone at court. Skill details and mastery.

Bone Reavers

Bone Reavers

Damage

Greataxe-swinging dead knights: slow, wide cleaves that bite into everything beside their target.

Bodies
1 per cast at rank 1
HP each
1.2× a plain summon
Damage per hit
3.9× a plain summon
Attacks
every 1.6s
Moves
4.2 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.3 tiles
Applies
Bleeding 20% · 3s
Damage type
slashing
Master passive
Reaver's Due: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Sworn Blades

Sworn Blades

Steady Default

Two sworn blades of bone at your side: quick, steady cuts.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Sworn Oath: +3% Lifesteal, +4% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Grave Bulwark

Grave Bulwark

Tank

A greathelmed dead knight behind a tower shield who calls every foe nearby to break on it.

Bodies
1 per cast at rank 1
HP each
5× a plain summon
Damage per hit
1.2× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Bulwark Oath: +2% Lifesteal, +5% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first