Minion Gem Level /40
Gem LevelMinion Level
12
24
36
48
510
612
714
816
918
1020
1122
1224
1326
1428
1530
1632
1734
1836
1938
2040
2142
2244
2346
2448
2550
2652
2754
2856
2958
3060
3162
3264
3366
3468
3570
3672
3774
3876
3978
4080
minion GemTags /76
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Summon the spirit of the bound monster as a Reviving Minion.
Supports skills which create Minions, bolstering the Elemental Resistances of those Minions. Cannot support skills which create undamageable Minions.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Activate to summon Reviving Skeletal Warriors.
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Supports skills which create Minions, making them deal and take more damage. Cannot support skills which create undamageable Minions.
Supports skills which create Minions, granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions.
Supports skills which create Minions, granting them less damage taken but making them deal less damage.
Supports skills which create Minions, causing those Minions to be unable to deal or take Damage. Cannot support skills which create undamageable Minions.
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Activate to summon a Reviving Demon Magus which casts socketed Spells in order.
Summon a wolf minion. Wolves howl when they first emerge, making critical hits more likely against nearby enemies.
Supports Skills which create Reviving Persistent Minions. When those Minions die, you Recoup a percentage of your maximum Mana.
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Summon a Reviving Companion to aid you in combat. The Mercenary will use socketed Attacks, and can be given equipment in the Skills Panel.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear and Mark Skills, run faster and barely slow to use Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life.
Supports skills that create Persistent Minions, causing those Minions to fight on when they are fatally wounded, dying after a short duration or when they take further damage exceeding their maximum Life. Minions from Supported Skills gain Soul Eater and a burst of speed on entering this state.
While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
While active, a companion Hydra will rear up from your body and regularly cast socketed Projectile Spells at nearby Shocked, Frozen, and Ignited enemies.
Supports Minion skills, granting them an additional level. Does not support skills which do not have levels.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
[DNT] While active, voracious beetles consume Corpses within your Presence, bursting forth to follow you. You can then command these beetles to a targeted Enemy or location, and they will swarm that target and explode.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Supports skills which create Minions, causing your skills which can target Minions to prioritise targeting Minions from the Supported Skill.
Supports skills which create Minions, causing your skills which can target Minions to prioritise targeting Minions from the Supported Skill, as well as causing them to always be considered Detonatable.
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Supports Minion Skills. Supported Minions deal more damage and have increased Cooldown Recovery Rate with Command Skills.
Supports Minion Skills. Supported Minions have significantly increased Cooldown Recovery Rate with Command Skills.
Supports Minions which have Command Skills. Supported Minions have massively increased cooldown recovery speed for Command Skills they use, but deal no damage with non-Command Skills.
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
Supports Skills which create Persistent Minions. Supported Minions will restore Life to nearby Allied Minions on death, as well as removing Ailments from those Minions.
Supports Skills which summon Minions. Supported Minions deal more Damage the more different kinds of Reviving Minions you have summoned.
Supports Skills which summon Persistent Minions. Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more Spirit.
[DNT-UNUSED] Supports Skills which create Minions, allowing Minions from those skills to Revive even if they would not normally be able to do so.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as Life.
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
[DNT] From the Grave Support
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Persistent Minion Skills, granting a chance when Supported Minions die for you to gain an Abyssal Monster Modifier.
Summon an untargetable Lightless Stalker Minion which blasts enemies with malefic visions, Hindering their movement. Enemies that die while affected by the visions, or Rare and Unique enemies hit by you or your Minions, spawn Foul Eye Minions which last for a duration or until killed.
[DNT] Conjure Abyssal magic to bind a Rare Undead for a duration, Hindering them. If you defeat the Undead while it is bound, it will be a captured and stored into a Soul Crystal. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.
Minion Ref /112
Minions
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
(5–15)% increased Movement Speed
(40–60)% increased Energy Shield
+(20–40) to maximum Life
+(20–40) to maximum Mana
(20–30)% increased Reservation Efficiency of Skills which create Undead Minions
Has (1–3) Charm Slot
(20–30)% increased Mana Recovery from Flasks
(30–40)% reduced Flask Effect Duration
+(20–30) to Intelligence
Minions have (20–30)% increased maximum Life
Your Life Flask also applies to your Minions
Minions cannot Die while affected by a Life Flask
(20–30)% increased Flask Charges gained
+(40–60) to maximum Life
+(30–50) to maximum Mana
Minions have +(17–23)% to Chaos Resistance
Minions gain (20–30)% of their maximum Life as Extra maximum Energy Shield
Minions Revive 50% faster
+(30–40) to maximum Energy Shield
Minions have (20–30)% increased maximum Life
(20–30)% increased Mana Regeneration Rate
Minions' Resistances are equal to yours
Adds (13–15) to (22–25) Physical Damage
(20–30)% increased Attack Speed
+(1–2) to Level of all Minion Skills
Increases and Reductions to Minion Attack Speed also affect you
+100 Intelligence Requirement
Adds (58–65) to (102–110) Physical Damage
+(80–100) to maximum Mana
+50 to Spirit
Increases and Reductions to Minion Damage also affect you
Grants Skill: Skeletal Warrior
+(20–30) to maximum Mana
+(5–10) to Intelligence
(10–30)% increased Mana Regeneration Rate
Gain 5% of Damage as Chaos Damage per Undead Minion
(7–10)% increased Cast Speed
Minions have (10–15)% increased maximum Life
(10–15) Life Regeneration per second
(20–40)% increased Mana Regeneration Rate
300 Physical Damage taken on Minion Death
Minions Revive (10–15)% faster
(70–100)% increased Energy Shield
+(70–100) to maximum Mana
Minions have 50% reduced maximum Life
Supports skills which create Minions, bolstering the Elemental Resistances of those Minions. Cannot support skills which create undamageable Minions.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Supports any skill, causing inflicted Slows to be more powerful.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
Supports Offering Skills. Supported Skills Sacrifice a portion of your life on use, but deal much more damage and have more powerful Buffs in return.
Supports Grenade Skills. Grenades from Supported Skills do not bounce, instead halting movement where they intially land, but doing lower damage when they detonate.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Skills you use yourself. Supported Skills consume a Corpse on use, dealing more Chaos Damage if they do. Cannot support Triggered Skills or Reservation Skills.
Supports Skills you use yourself. Supported Skills consume many Corpses on use, dealing more Chaos Damage per Corpse consumed. Cannot support Triggered Skills or Reservation Skills.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
[DNT-UNUSED] Supports Skills which cause Damaging Hits. Supported Skills reduce Freeze Buildup on targets they hit instead of building it up, substantially debuffing the target after consuming enough Freeze Buildup.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
[DNT] Hunt em down
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Essence of Hysteria
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Helmet: +1 to Level of all Minion Skills
Body Armour: (64–97) to (97–145) Physical Thorns damage
Gloves: (25–29)% increased Critical Damage Bonus
Boots: 30% increased Movement Speed
Ring: (50–59)% increased Mana Regeneration Rate
Amulet: (19–21)% of Damage taken Recouped as Life
Belt: +(254–304) to Stun Threshold
Shield: (20–24)% increased Block chance
Quiver: (43–50)% increased Damage with Bow Skills
Focus: (41–45)% increased Energy Shield Recharge Rate
Greater Rune of Leadership
Stack Size: 1 / 10
Martial Weapons: Minions gain 10% of their Physical Damage as Extra Lightning Damage
Armour: Minions take 10% of Physical Damage as Lightning Damage
Talisman of Ralakesh
Stack Size: 1 / 10
Requires: Level 50
Helmets: 6% increased Reservation Efficiency of Minion Skills
Place into an empty Rune Socket in a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Xipocado's Soul Core of Dominion
Stack Size: 1 / 10
Requires: Level 50
Wand or Staff: Minions deal 40% increased Damage with Command Skills
Sceptres: Minions deal 40% increased Damage with Command Skills
Place into an empty Rune Socket in a Wand, a Staff or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Primate Talisman
Stack Size: 1 / 10
Helmets: Minions have 12% increased maximum Life
Sceptres: Allies in your Presence deal 30% increased Damage
Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Witch: Minions have 15% increased maximum Life
Witch: Minions Revive 15% faster
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
Minions have 25% increased maximum Life
Minions have 25% increased Evasion Rating
Minions have 20% increased Movement Speed
Minions have 8% increased Attack and Cast Speed
Minions have 20% increased Area of Effect
Minions have 10% chance to inflict Withered on Hit
Minions have 20% increased Area of Effect
Minions have 20% increased Cooldown Recovery Rate
Minions deal 10% increased Damage with Command Skills for each different type of Persistent Minion in your Presence
Minions Revive 15% faster
Recover 2% of maximum Life when one of your Minions is Revived
Minions have 40% increased maximum Life
Minions have 10% reduced Life Recovery rate
Minions gain 15% of their maximum Life as Extra maximum Energy Shield
Minions have 20% increased maximum Life
Minions Regenerate 3% of maximum Life per second
Minions have +13% to Chaos Resistance
20% increased Minion Duration
Temporary Minion Skills have +2 to Limit of Minions summoned
25% reduced Reservation Efficiency of Minion Skills
Your Minions are Gigantic
Minions deal 30% increased Damage if you've Hit Recently
40% increased Spell Damage if one of your Minions has died Recently
20% increased Elemental Damage
Witch: Minions deal 20% increased Damage
Witch: Minions have 4% increased Attack and Cast Speed
50% increased Minion Damage while you have at least two different active Offerings
20% increased Spell Damage
Witch: 16% increased Spell Damage
Witch: Minions deal 16% increased Damage
Witch: +10 to Intelligence
30% increased Presence Area of Effect
Minions have 15% increased Area of Effect
All bonuses from Equipped Amulet apply to your Minions instead of you
Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:

Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
Totems
Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.

Totem Limit is shared between different types of Totem by default.
Allies
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats.

You do not count as your own Ally.
Remote Skills
Remote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not Remote Skills.
Reviving Minions
Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Sacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
Minion Death and Killing Minions
Minions whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a Minion is Killed do not trigger in these cases. Minions are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.
Minion Commands
Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Offering Skills
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
Companions
Companions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time.
Damage Taken From Minions First
50% of damage taken from Monster is taken from Monster's Pack Minions instead
MonsterMinionsTakeLifeInsteadMinions1
50% of damage taken from Monster is taken from Monster's Pack Minions instead
Reviving Minions
Monster periodically revives Pack Minions.
Empowered Reviving Minions
Monster periodically revives Pack Minions.
Powerful Minions
Monster's Pack Minions have 25% increased Damage and 50% increased Life.
Pack
A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.
Monsters or Minions created by other Monsters do not count as Pack Monsters or Minions.
Temporary Minion
A Temporary Minion is a Minion that has a Duration, which dies after it's Duration has passed.
Minion Reforming
Minion Reforming is similar to Minion Reviving, but only occurs at the end of the "Minion Reforming" Buff Timer that is granted while Persistent Minions are dead, as opposed to other effects that may revive Minions.
Gigantic
Gigantic Minions have 20% more Maximum Life, 20% more Damage and 20% increased size.
Umbral Souls
Umbral Souls grant varying Buffs depending on the kind of Skeletal Minion being replaced, as follows -

Umbral Souls from:
• Skeletal Warriors grant 15% increased Attack Damage.
• Skeletal Snipers grant 15% increased Projectile Speed.
• Skeletal Clerics grant 30% increased Energy Shield Recharge Rate.
• Skeletal Arsonists grant 15% increased Area of Effect.
• Skeletal Storm Mages grant 25% increased Spell Damage.
• Skeletal Frost Mages grant 35% increased maximum Energy Shield.
• Skeletal Brutes grant 60% increased Stun buildup.
• Skeletal Reavers grant 6% increased Skill Speed.
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