Totem Necromancer

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Totem/Summoner Necromancer



Introduction
This guide largely focuses on one of the more common early-game setups you can make with extremely cheap gear (mostly crafts/honorifics, as you will see throughout the gear sections below), which allows you to "race" to lvl 120 and pick up easy, quick charms with a lot of safety and high damage output from multiple elemental sources. The concept behind this character is to have huge innate spell damage from your Shadow's Demon Blood Aura and your innate skill, Burning Veil, while using a ton of minions to "stack" on top of you when you use Bend The Shadows and take all of the incoming damage while your totems take care of killing. We will not be using buffs to Minion Damage -- they are only used as tanks to protect us while we focus on more of a caster damage output.

**Disclaimer** This is also a Hardcore-friendly build, but be aware that there are ubers in Hardcore that you just should avoid due to realm/server lag, desync, and/or the endless barrage of potential one-hit kill mechanics in some of them. It's usually not worth your risk to have a good hardcore character try to do an uber that poses almost a 99% chance of failure because the guide says so (this guide is aimed at softcore play, due to it being a newbie-friendly playstyle for players who may not be familiar with the game or the ubers). With that in mind, if you have your hardcore character at endgame and want to attempt some of the harder ubers and are familiar with them, by all means take the risk. That's what hardcore is all about right?

Also to add here, I'm fairly new myself to HC play, but I do know that this build is overall safe for general gameplay, as long as you're aware of what each new area brings, what type of monsters are ahead, and what type of damage/missiles, etc. you should be looking out for/avoiding. I've removed "HC Friendly" from the post's main title for this reason, but it is still doable.

If you see notes or information in this guide that reference the "Challenge Season," and you are playing Single Player, just ignore them. The Challenge Season Patch was never applied to Single Player, so those will not be of concern to you.




Pros
-Variety of damage types allows you to deal with immunities.
-Countless tanky minions ensure your survival.
-Plenty of buffs to boost spell damage and elemental pierce without much investment.
-Extremely cheap gear to make and find.

Cons
-Can be a very boring playstyle.
-No Physical Damage output, thus requiring us to respec for some ubers, especially the purify bosses (See End-Game Content).
-Very low defense can be a potential issue in some areas that have area/piercing physical damage (Act 4 Gothi and Heretics, respectively, for example).



Jump to End Game Content (Click the image)
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Utilized Skills and Descriptions


Miscellaneous
Hounfor
This skill is one of the necromancer's many available buffs, which will shine later on towards mid and end game setups. It places a circle of light on the ground for 10 seconds. While standing inside this circle, you gain +10 to All Skills and a massive %Mana Regeneration buff. Mana Regeneration is negligent since we will be maxing out Embalming in our skill tree, but the +10 to All Skills is silly to not utilize, especially for how easily obtainable it is later on. We will use this prior to the summoning sequence later on, which will be explained near the Mid-Game section.

Devouring Cloud
A fairly easily obtainable open-skill (oskill, meaning any class can use it) towards mid-end game. It casts poison clouds in a cone shape, leaving a wide line of puddled poison where it splashes. Any monster that the cloud passes through or any monster that walks through the poison puddles take huge poison damage with our naturally high spell damage. This can be used in conjunction with the Fireheart and Frostclaw Totems to provide a third source of elemental damage output at little cost, apart from adding another hotkey to your gameplay.

Mythal
Because we can easily farm the Unformed Land with this build, you can give yourself the option of creating
Doomguard

Doomguard
Necromancer Wands

'MaMa'
Runeword Level: 100
+(0 to 3) to Necromancer Skill Levels
20% Faster Cast Rate
Adds 200-400 magic damage
+(30 to 50)% to Spell Damage
+(12 to 23) to Mythal
+200% Bonus to Summoned Minion Damage
+25% Bonus to Summoned Minion Resistances
+100% Bonus to Summoned Minion Life
for access to Mythal. It generates a sparkling spiral effect that reduces monsters' max resistances by -40%, which can BREAK IMMUNITIES for Heroic Bosses more often, and regular monsters as well. The duration increases with more points in the skill also. This isn't a requirement for 95% of the gameplay, but that extra 5% can see this wand as being a useful tool.

Burning Veil
The Necromancer's innate skill. A wall of burning rage is opened up at the target location, allowing you to buff your damages after passing through it. This skill isn't affected by +skill bonuses, but each level-up, it increases itself, up to around 140% to all damages and about 50 seconds at the standard max level of 120. Always make sure this buff is active when summoning the totems, and then after the totems are summoned, it can be cast on those again for a second buff.

Bloodlust
The amazon's innate skill doesn't scale up with +skills, but we will be gaining this as an oskill, thus benefiting from +skills, around the midgame section. This will be another buff to our spell damage to boost the damage output of our totems.



Malice Tree
Boneyard
Fires a ghost spear which upon impact, explodes into a sparkling nova. The initial target takes no damage, but any monsters that are hit by the sparkling trails will take physical/magic damage. Useful early game for clearing mobs and earning corpses more easily than using Sacrifices to summon new totems as you move, until you gain access to Bend The Shadows.

Funeral Pyre
Requiring a target to cast this spell, it spawns a burning mass of undead corpses that explode for 5 seconds per cast, dealing fire damage. With the 5 second duration, you can imagine how much fire damage can be stacked on top of a target with high cast rate, high spell damage, and high fire pierce. For now, use as a utility skill in tandem with the totems. Later game, it will be very useful to spec more points for defeating some ubers and single targets.

Rotting Flesh
Requires a summon as a target, it will consume the summon and explode into a poison nova. We will not be using this as our build relies on summons to take damage for us, which is counterintuitive to destroying them to deal damage. Leave it as a pre-requisite.

Nightwalker
An extremely useful passive skill that grants Faster Cast Rate and Poison Length Reduction with soft skill levels (+skills, etc.), and %Avoid to your Totems and 2% damage towards Malice tree spells (Funeral Pyre, anyone?) per hard point (actually putting a point into the skill). The bonuses make it an easy decision to spec into this skill. Early game, this will enable you to not instantly die to poison and allow you to use Funeral Pyre comfortably with only one point in the skill, for single targets such as the Shadowgate Totems in Kurast K3BA (will get to that later on as well).



Totem Tree
Death's Fury Totem
Summons a totem from a corpse that grants Fire/Cold/Lightning damage per hit with weapon damage. We will not be using weapon damage and don't rely on summons to do damage, so we will leave this as a pre-requisite.

Frostclaw Totem
Summons a totem from a corpse that shoots a trail of blue fire, dealing massive cold damage to the target. The trail of blue fire also pierces through and can hit multiple targets. This is an incredibly strong spell, hitting 25x per second as it passes through the target, and will be our single-target boss-killing spell, along with dealing with fire immunes. We only need 1 point here as the damage scales really well, along with the multi-hitting ability that it has. Kills from this totem also immediately reanimate into allies that will come in large numbers from all the totem kills, and carry you through early game, as they deal high damage through the beginning areas.

Fireheart Totem
Summons a totem from a corpse that shoots a barrage of fireballs at nearby enemies. The damage in the character sheet may appear low, but it's a bit of a visual misconception. The damage displayed is the damage per fireball, which as you can see, stacks up really quickly with how many fireballs are shot per cast per totem. This is our main damage dealer, alongside Frostclaw Totem. 1 point here is fine for now, as we have a lot of spell damage buffs to support it. Kills from this totem also immediately reanimate into allies that will come in large numbers from all the totem kills, and carry you through early game, as they deal high damage through the beginning areas.

Howling Totem
Summons a totem from a corpse that boosts properties of physical damage output, including %Crushing Blow and %Damage. We will not be using weapon damage and don't rely on summons to do damage, so we will not put any points here.

Stormeye Totem
Summons a totem from a corpse that releases a lightning bolt that multi-hits your target. We deal plenty of damage with the other two spell totems and very infrequently encounter monsters that are immune to both Fire and Cold, so we will not spec here. If you encounter an area like Act 4 that does have a lot of individual Fire and Cold immune monsters and feel that Lightning damage might help diversify and speed you up, you can allocate 1 point here (and 1 in Howling Totem as a pre-requisite), but I've never had any serious issues that needed this action. Kills from this totem also immediately reanimate into allies that will come in large numbers from all the totem kills, and carry you through early game, as they deal high damage through the beginning areas.



Summon Tree
Summon Shadows
The other source of our huge, easy-access spell damage. These magic-immune shadows grant Demon Blood Aura, which grants Life Regeneration (skill icon doesn't show this, but it works), %Spell Damage, and %Max Life. Max this without question to benefit from these passive aura bonuses that not only boost your spell damage, but also your minion health to help with tanking more damage.

Summon Rampagor
Large, beefy summons, also magic-immune like the Shadows, that will be the core of our tanky summons. They have huge amounts of life and large bodies, so we can expect them to be taking the brunt of the incoming damage. End-game, we will leave these at 1 point, but earlier on, you can invest more here to gain more of them along with +skills.

Summon Lamia
Summons a magic-immune (sense a pattern yet?) ghost that can cast Doom on attack and slows the target down very significantly, benefiting from soft points. They are fairly weak summons, so we will leave them at 1 point just to gain an extra source of damage-takers, but they die often until later game.

Summon Veil King
Summons an undead warrior that has incredible stats, with 75%Damage Reduction, small range area damage, and a low chance to deal fatal damage to the monster. However, when it dies, it reanimates and becomes hostile and will likely kill you instantly. Leave it as a pre-requisite. *See note below skill descriptions*

Summon Void Archon
Summons a magic-immune apparition that has a high amount of life and provides you with an enemy debuff aura, slowing their movement and attack speed, along with preventing monster heal. More points here will boost the effect of the reduced enemy attack speed, but we will be okay with just one point as well, if you choose to spend leftovers in Rampagor.


*Note* Do not use Veil Kings until and only when you are comfortable with their survivability and/or reliability of other minions to take the damage so Veil Kings do not die and instakill you in return. You can drop leftovers in Rampagors (to gain more meatshields) or Void Archon (to boost the enemy debuff aura that you get). Otherwise, just save them as you will be fine with extra points (they will be helpful when you hit Level 90).



Support Tree
Embalming
Arguably the one skill that makes almost every build of Necromancer so strong. It grants passive bonuses to %Mana Regeneration and %Max Life to both you and your summons. Max this without question, as it will improve both your survivability and your summons.

Sacrifices
Summons a large amount of "sacrificial lambs" that are basically harmless enemies with 1 hp that instantly die and provide you with free corpses to summon your totems from and can create reanimates. The high spell timer here and a bug that prohibits it from spawning any more than roughly 25-30 corpses max, even if the skill icon says it spawns more, are what push us away from spending more points here to gain more reanimates. Plus, Bend The Shadows is what will keep us moving so quickly that there will be no reason to spawn reanimates since we will push right past them quicker than they can help anyways.

Bend The Shadows
Requires a minion to teleport to and collect all of your summons, totems, and mercernary onto the target minion. This is our sole source of mobility, as the minions will stack on top of you and take all the hits for you, allowing you to not have to worry about getting very much defense. You'll see below more about utilizing this to move around the maps. Using this skill also grants a slight boost to Magic Find, but it has no spell timer, so we will not need more than 1 point here. Early on, it costs a lot of mana, but once we get more points into Embalming and energy, it becomes negligible.



Reward Tree
Summon Jinn
This is the Uberskill that we will choose when we hit Level 90. It gives us a brand new, colorful aura below all of our party's feet, granting %Max Fire Resist, - %Enemy Resistance to all resistances, and 5 more minions to take damage for us. Too many is never enough! End game, these guys alone will provide us with -100%All Enemy Resistances, which caps us off for general monster gameplay, and makes it that much easier to hit the -199% cap for Heroic Bosses. Max this skill to make the most use out of it.

Black Mass
The Ennead Challenge Reward. It channels dark forces in a rapid-cast aura to all minions, reanimates, mercenaries, and party members within a screen-wide range, massively boosting their speeds, granting Ignore Target Defense and huge amounts of Life on Striking in Melee, allowing minions to gain some of their own life back, on top of the Demon Blood Aura, thus making them more durable. We will put 1 point here, as it will help in areas like Toraja, but is not required to the build. It can be a nice utility skill if you feel it fits into your playstyle.

Graveyard
The Black Road Challenge Reward. Casts a Punisher bolt every 0.6 seconds, dealing massive poison damage with our naturally-high spell damage, allowing a lazier source of a third element. This skill alone can solo some bosses, such as Bull Prince Rodeo, but it isn't necessary to the build to be successful. It's a 1-point wonder skill.
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Early Game



From the very beginning, it is best to use your Signet of Gold that you begin with and run over to Charsi to buy any Raptor Scythe. This will allow you to cast faster/deal more damage with a regular attack to help in the leveling process until you can access some of your skills. I find it most beneficial for your first skill/stat points up to level 5 (to allow you to easily do Level Challenge 0 and defeat Volrath to get your first charm, the Harkon Crystal Gem) to be placed as following:

1 pt Boneyard, 1 pt Massacre, 1 pt Embalming, 1 pt Summon Shadows

Dump all into Energy for these first few levels to boost the damage of Boneyard to help clear mobs. Use Massacre to pick off the leftover monsters that Boneyard can't damage when they're alone (see Boneyard in Skill Descriptions for more information if you're confused -- "y boneyard no do dmg to enemy??")

Level Challenge 0
Reward:
Harkon Crystal
Harkon Crystal
Keep in Inventory to Gain Bonus
Required Level: 1

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Gear
Weapon:
Lord of Thorns
Lord of Thorns
Marrow Staff (6)

Two-Hand Damage: 17 to 23
Required Strength: 37
Required Level: 11
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
2% Chance to cast level 5 Spike Nova when Struck by a Missile
+1 to Necromancer Skill Levels
30% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee 3%
+(21 to 25)% Bonus to Summoned Minion Life
+(21 to 25)% Bonus to Summoned Minion Damage
+(16 to 25) to Energy
All Resists +(11 to 15)%
Socketed (2)
Two-Hand Damage: 24 to 32
Required Strength: 56
Required Level: 20
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
3% Chance to cast level 7 Spike Nova when Struck by a Missile
+(1 to 2) to Necromancer Skill Levels
40% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (4 to 5)%
+(26 to 30)% Bonus to Summoned Minion Life
+(26 to 30)% Bonus to Summoned Minion Damage
+(26 to 35) to Energy
All Resists +(16 to 20)%
Socketed (3)
Two-Hand Damage: 32 to 41
Required Strength: 80
Required Level: 31
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
4% Chance to cast level 9 Spike Nova when Struck by a Missile
+(2 to 3) to Necromancer Skill Levels
50% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (6 to 7)%
+(31 to 35)% Bonus to Summoned Minion Life
+(31 to 35)% Bonus to Summoned Minion Damage
+(36 to 45) to Energy
All Resists +(21 to 25)%
Socketed (4)
Two-Hand Damage: 40 to 52
Required Strength: 114
Required Level: 41
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
5% Chance to cast level 11 Spike Nova when Struck by a Missile
+(2 to 4) to Necromancer Skill Levels
60% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (7 to 8)%
+(36 to 40)% Bonus to Summoned Minion Life
+(36 to 40)% Bonus to Summoned Minion Damage
+(46 to 55) to Energy
All Resists +(26 to 30)%
Socketed (4)
Two-Hand Damage: 49 to 63
Required Strength: 160
Required Level: 51
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
6% Chance to cast level 13 Spike Nova when Struck by a Missile
+(3 to 5) to Necromancer Skill Levels
70% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (9 to 10)%
+(41 to 45)% Bonus to Summoned Minion Life
+(41 to 45)% Bonus to Summoned Minion Damage
+(56 to 65) to Energy
All Resists +(31 to 35)%
Socketed (5)
Two-Hand Damage: 58 to 76
Required Strength: 222
Required Level: 59
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
7% Chance to cast level 15 Spike Nova when Struck by a Missile
+(3 to 6) to Necromancer Skill Levels
80% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (10 to 11)%
+(46 to 50)% Bonus to Summoned Minion Life
+(46 to 50)% Bonus to Summoned Minion Damage
+(66 to 75) to Energy
All Resists +(36 to 40)%
Socketed (6)
- +3-6 Skills, %Minion Life, %FCR, %All Resist *Obtainable from Hatred Gift Box*
Armor:
Lumen Arcana
Lumen Arcana
Body Armor

'Ith'
Runeword Level: 15
+1 to All Skills
-(6 to 15)% to Enemy Cold Resistance
-(6 to 15)% to Enemy Poison Resistance
-(6 to 15)% to Enemy Lightning Resistance
-(6 to 15)% to Enemy Fire Resistance
+(46 to 75)% Enhanced Defense
+2 to Light Radius
-->
Queen of Glass
Queen of Glass
Ancient Armor (6)

Defense: (227-261) to (455-522)
Required Strength: (82-86)
Required Level: 11
5% Faster Run/Walk
15% Faster Cast Rate
-(11 to 15)% to All Enemy Resistances
+(31 to 50)% Enhanced Defense
+(151 to 250) to Mana
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Decrease Maximum Durability -90%
Requirements -(15 to 11)%
Socketed (2)
Defense: (418-470) to (815-918)
Required Strength: (112-118)
Required Level: 20
10% Faster Run/Walk
20% Faster Cast Rate
-(16 to 20)% to All Enemy Resistances
+(51 to 70)% Enhanced Defense
+(251 to 350) to Mana
Cold Resist +(26 to 30)%
Lightning Resist +(26 to 30)%
Decrease Maximum Durability -90%
Requirements -(20 to 16)%
Socketed (3)
Defense: (711-790) to (1357-1508)
Required Strength: (153-161)
Required Level: 30
15% Faster Run/Walk
25% Faster Cast Rate
-(21 to 25)% to All Enemy Resistances
+(71 to 90)% Enhanced Defense
+(351 to 450) to Mana
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Decrease Maximum Durability -90%
Requirements -(25 to 21)%
Socketed (4)
Defense: (1134-1247) to (2150-2364)
Required Strength: (207-219)
Required Level: 38
20% Faster Run/Walk
30% Faster Cast Rate
-(26 to 30)% to All Enemy Resistances
+(91 to 110)% Enhanced Defense
+(451 to 550) to Mana
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Decrease Maximum Durability -90%
Requirements -(30 to 26)%
Socketed (4)
Defense: (1747-1904) to (3278-3574)
Required Strength: (278-296)
Required Level: 47
25% Faster Run/Walk
35% Faster Cast Rate
-(31 to 35)% to All Enemy Resistances
+(111 to 130)% Enhanced Defense
+(551 to 650) to Mana
Cold Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
Decrease Maximum Durability -90%
Requirements -(35 to 31)%
Socketed (5)
Defense: (2591-2805) to (4860-5260)
Required Strength: (373-398)
Required Level: 54
30% Faster Run/Walk
40% Faster Cast Rate
-(36 to 40)% to All Enemy Resistances
+(131 to 150)% Enhanced Defense
+(651 to 750) to Mana
Cold Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
Decrease Maximum Durability -90%
Requirements -(40 to 36)%
Socketed (6)
- %FCR, -%Enemy Resist, %C/L Resist, and a bit of defense *Obtainable from Hatred Gift Box*
Helm: Honorific Cap (1): MO'd %Minion Life, %Fire Spell Damage, -%Enemy Fire Resist, %Minion Resist
Gloves:
Iblis
Iblis
Gloves

'Nef'
Runeword Level: 13
+(11 to 15)% Bonus to Poison Skill Duration
+(16 to 20)% to Fire Spell Damage
10% Bonus to Energy
Fire Absorb 5%
+5 to Light Radius
--> Honorific Leather Gloves (1): MO'd %Minion Life, %Fire Spell Damage, %Minion Resist, -%Enemy Fire Resist
Belt:
Rainbow
Rainbow
Belts

'Eth'
Runeword Level: 15
+5 to Maximum Damage
+5% to Spell Damage
All Resists +(11 to 15)%
(11 to 15)% better chance of getting magic item
+2 to Light Radius
--> Honorific Sash (1): MO'd %Minion Resist, %Minion Life, %Fire Spell Damage, -%Enemy Fire Resist
Boots: Honorific Boots (1): MO'd %All Resist, %F/C/L/R Resist
Rings: Rares with +1 to All Skills, rest of stats don't matter for now. MO'd -%Enemy F/C Resist
Amulet: Rare with +2 to All Skills, rest of stats don't matter for now. MO'd -%Enemy F/C Resist

*Note* These honorifics are listed in the order of priority that you should MO in. If you see %Minion Life first, MO that first, etc.

Notes on Gearing:
► Show Spoiler



Stats
Strength: Enough to equip higher T4-5 Marrow Staff and T3-4 Ancient Armor
Dexterity: None
Vitality: None
Energy: Allocate all points here up to Level 30, then work on Strength to uptier some gear, then return back here to Energy.



Skillplan
Max: Summon Shadows, Embalming, Nightwalker
1-Point: Sacrifices, Bend the Shadows, Frostclaw Totem, Fireheart Totem, all pre-requisites, all summons.
Leftovers: Can be dropped into Summon Rampagor (to give yourself more minions through early game) or Summon Void Archon (for stronger debuff aura)



Gameplay
The trick to totemancer's boosted damage is that the totems will keep whatever buffs you have at the time of summoning. This being said, they can effectively get a double buff from Burning Veil. This will be explained below.

Check the summoning sequence I have listed just a little lower down, follow that, summon the rest of your minions. Keep Shadows on LMB (Left Mouse Button) and Bend the Shadows on RMB (Right Mouse Button). This will let you aim your shadow summon, then Bend the Shadows to collect your summons and totems on top of you. From what I could tell, you can comfortably walk about 1.5-2 screens away from your totems before they're at risk from poofing. This is why we use Bend the Shadows to keep them near at all times. Another cool feature is that when you teleport, all of your minions and totems stack on top of you. By the game mechanics, the first object to move "goes to the top of the stack" and thus becomes the first target to take damage, so when you teleport each time, make sure to stay still momentarily to make sure you aren't the one taking damage. This part is important and is the sole reason you can do everything so safely (especially Tran Athulua early on without expensive gear and less than 1,000 defense).

Generally, the summoning sequence goes as follows:
Use Sacrifices to get corpses, Summon Shadow for spell damage buff, buff with Burning Veil for more spell damage, summon 3 Fireheart Totems (better area coverage and range) and 1 Frostclaw Totem (Instakills most monsters/bosses and deals with fire immunities). From there, you're able to then cast Burning Veil on the totems themselves to enable the "second" buff, as mentioned earlier in this section.

Just keep summoning a new Shadow from LMB and have Bend the Shadows hotkeyed somewhere on RMB to continually use that. This will be how you move. Walking is overrated. We are lazy. We use spells without even casting anything. Keep Burning Veil activated (Generally, you turn red when the buff is active, unless you have items that prevent you from seeing the red animation). Totems will easily clear everything for you, and it's quite amusing to watch how quickly bosses poof when the Frostclaw Totem hits them :D

Play through Hatred, be sure to do all of the extra quests that give you extra skills and stats (Den of Evil in Act 1, Radament in Act 2, Lam Esen's Tome and Jade Figurine in Act 3, Izual in act 4). Don't worry about getting your Class Charm,
Soulstone Shard
Soulstone Shard
(Necromancer Challenge Item)

Keep in Inventory to Gain Bonus
Required Level: 90
(Necromancer Only)
Can Be Upgraded with Black Road Challenge
Can Be Upgraded with Ennead Challenge
Maximum Skill Level Increased by 1
+2 to Light Radius
until after you defeat Hatred, unless you're comfortable enough with the playstyle. See the Ennead Challenge section further below for how to easily do this.



Level Challenge 1 - Tran Athulua - Max Level: 50/60/70 (We will do them all before 50 just to get it out of the way)
Reward:
Sunstone of the Elements
Sunstone of the Elements
Cube this Charm with Sunstones!
Keep in Inventory to Gain Bonus
Required Level: 50
Adds 15-20 fire damage
Adds 15-20 lightning damage
Adds 15-20 cold damage
(upgraded with the Sunstones of Fire/Ice/Lightning from the priestesses, see docs for upgraded stats)
Bonus: Completing the Anya quest in Act 5 will reward you with a Scroll of Resistance (+10% All Resist) -- Cube this with your Sunstone each difficulty that you complete the quest in -- +30% All Resists total.

Image
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This screen here is just an example of how easily done this challenge is if you're careful and patient with your teleporting and minion tanking. You can do it as low as level 31 with some basic honorifics, but will be much easier and less stressful if you take the time for the extra 15 or so levels to get some better stats and skills allocated.

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Once you finish Hatred, you can go back and do Hatred Cows to get to level 60 quickly, or continue onto your Ennead Challenge before moving onto Terror:

Ennead Challenge - Max Level: 80
Reward: Ennead Skill Unlocked -- Black Mass
Reward: Class Charm upgrade -- +2 Necro Skill Levels, 40% Minion Damage, Poison Length Reduced by 33%
► Show Spoiler

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Proceed onto Terror and run through the difficulty, just the same as you did Hatred, probably orbing your gear and uptiering/respeccing stats as needed to equip your things. Some challenges pop up in Act 1 and Act 2 that are easily completed along the way:



Witch Queen Minigame
Reward: Class Charm upgrade -- +1 Max Skill Levels
► Show Spoiler



Crowned Minigame
Reward: Class Charm upgrade -- +1 Max Skill Levels
► Show Spoiler



Level Challenge 2 - Max Level: 90
Reward: Class Charm upgrade -- 10% Minion Damage, +1 Max Totems
► Show Spoiler




From this point forward, there are no more level challenges that you need to be concerned about. As I mentioned earlier, just continue teleporting and steamrolling your way through Terror. The last minigame to upgrade your Class Charm with is actually a bit of a challenge for us, given how quickly we kill Baal, even on Destruction.

Mirror, Mirror Minigame
Reward: Class Charm upgrade -- +1 Max Skill Levels
► Show Spoiler



Veteran Tokens
Reward: Class Charm upgrade -- +1 to your class skills, +20% Experience Gain
► Show Spoiler



Black Road Challenge
Reward: Unlocks Black Road Skill -- Graveyard
Reward: Class Charm upgrade -- +150 Life/Mana

The Black Road Challenge is a collection of five trials that must be completed separately, and most of them can be done as you move through terror, but it's not imperative. You can return back after completing Terror if you want to feel more comfortable with your gear and skills/stats to make this a breeze. Two of the five quests here require the Book of Summoning that you created back when you completed your Level Challenge 2.

Trial of Fear -- The Butcher -- Black Marsh, Hole Level 2
► Show Spoiler

Trial of Greed - Collect some gold
► Show Spoiler

Trial of Knowledge - Fauztinville Robot Brains - Stony Tomb
► Show Spoiler

Trial of Blood - Tran Athulua - Halls of the Dead, Twin Seas
► Show Spoiler

Trial of Contrition - King Koth - Arreat Summit
► Show Spoiler

Once you have all five trials complete, your charm will read "All Trials Completed." Go to a vendor in town, buy 4 Sacrificial Hearts, Transmute them with your Class Charm, and boom. Done. Black Road Challenge completed and you can now put 1 point into Graveyard.

Edited by L H 2 weeks.
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Mid Game


As you make your way through Terror, you are going to want to keep an eye out for two sets of new gear to be created. The first set will be re-creating your T1 Honorifics into T6 to open up max slots on each item, but still keeping the Strength requirements low enough to allow you to not heavily invest in Strength just to be able to wear your gear. You're also going to want to start keeping an eye out for Magical Shrines, as shrines can start dropping in Act 2 around the Arcane Sanctuary, roughly.

Mid-Game Gear - First Set
Weapon:
Lord of Thorns
Lord of Thorns
Marrow Staff (6)

Two-Hand Damage: 17 to 23
Required Strength: 37
Required Level: 11
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
2% Chance to cast level 5 Spike Nova when Struck by a Missile
+1 to Necromancer Skill Levels
30% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee 3%
+(21 to 25)% Bonus to Summoned Minion Life
+(21 to 25)% Bonus to Summoned Minion Damage
+(16 to 25) to Energy
All Resists +(11 to 15)%
Socketed (2)
Two-Hand Damage: 24 to 32
Required Strength: 56
Required Level: 20
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
3% Chance to cast level 7 Spike Nova when Struck by a Missile
+(1 to 2) to Necromancer Skill Levels
40% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (4 to 5)%
+(26 to 30)% Bonus to Summoned Minion Life
+(26 to 30)% Bonus to Summoned Minion Damage
+(26 to 35) to Energy
All Resists +(16 to 20)%
Socketed (3)
Two-Hand Damage: 32 to 41
Required Strength: 80
Required Level: 31
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
4% Chance to cast level 9 Spike Nova when Struck by a Missile
+(2 to 3) to Necromancer Skill Levels
50% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (6 to 7)%
+(31 to 35)% Bonus to Summoned Minion Life
+(31 to 35)% Bonus to Summoned Minion Damage
+(36 to 45) to Energy
All Resists +(21 to 25)%
Socketed (4)
Two-Hand Damage: 40 to 52
Required Strength: 114
Required Level: 41
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
5% Chance to cast level 11 Spike Nova when Struck by a Missile
+(2 to 4) to Necromancer Skill Levels
60% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (7 to 8)%
+(36 to 40)% Bonus to Summoned Minion Life
+(36 to 40)% Bonus to Summoned Minion Damage
+(46 to 55) to Energy
All Resists +(26 to 30)%
Socketed (4)
Two-Hand Damage: 49 to 63
Required Strength: 160
Required Level: 51
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
6% Chance to cast level 13 Spike Nova when Struck by a Missile
+(3 to 5) to Necromancer Skill Levels
70% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (9 to 10)%
+(41 to 45)% Bonus to Summoned Minion Life
+(41 to 45)% Bonus to Summoned Minion Damage
+(56 to 65) to Energy
All Resists +(31 to 35)%
Socketed (5)
Two-Hand Damage: 58 to 76
Required Strength: 222
Required Level: 59
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
7% Chance to cast level 15 Spike Nova when Struck by a Missile
+(3 to 6) to Necromancer Skill Levels
80% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (10 to 11)%
+(46 to 50)% Bonus to Summoned Minion Life
+(46 to 50)% Bonus to Summoned Minion Damage
+(66 to 75) to Energy
All Resists +(36 to 40)%
Socketed (6)
- Reroll to +6 Necro Skills, socket with Perfect Bloodstones - MO %Minion Life, -%Enemy Fire Resist
Armor:
Queen of Glass
Queen of Glass
Ancient Armor (6)

Defense: (227-261) to (455-522)
Required Strength: (82-86)
Required Level: 11
5% Faster Run/Walk
15% Faster Cast Rate
-(11 to 15)% to All Enemy Resistances
+(31 to 50)% Enhanced Defense
+(151 to 250) to Mana
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Decrease Maximum Durability -90%
Requirements -(15 to 11)%
Socketed (2)
Defense: (418-470) to (815-918)
Required Strength: (112-118)
Required Level: 20
10% Faster Run/Walk
20% Faster Cast Rate
-(16 to 20)% to All Enemy Resistances
+(51 to 70)% Enhanced Defense
+(251 to 350) to Mana
Cold Resist +(26 to 30)%
Lightning Resist +(26 to 30)%
Decrease Maximum Durability -90%
Requirements -(20 to 16)%
Socketed (3)
Defense: (711-790) to (1357-1508)
Required Strength: (153-161)
Required Level: 30
15% Faster Run/Walk
25% Faster Cast Rate
-(21 to 25)% to All Enemy Resistances
+(71 to 90)% Enhanced Defense
+(351 to 450) to Mana
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Decrease Maximum Durability -90%
Requirements -(25 to 21)%
Socketed (4)
Defense: (1134-1247) to (2150-2364)
Required Strength: (207-219)
Required Level: 38
20% Faster Run/Walk
30% Faster Cast Rate
-(26 to 30)% to All Enemy Resistances
+(91 to 110)% Enhanced Defense
+(451 to 550) to Mana
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Decrease Maximum Durability -90%
Requirements -(30 to 26)%
Socketed (4)
Defense: (1747-1904) to (3278-3574)
Required Strength: (278-296)
Required Level: 47
25% Faster Run/Walk
35% Faster Cast Rate
-(31 to 35)% to All Enemy Resistances
+(111 to 130)% Enhanced Defense
+(551 to 650) to Mana
Cold Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
Decrease Maximum Durability -90%
Requirements -(35 to 31)%
Socketed (5)
Defense: (2591-2805) to (4860-5260)
Required Strength: (373-398)
Required Level: 54
30% Faster Run/Walk
40% Faster Cast Rate
-(36 to 40)% to All Enemy Resistances
+(131 to 150)% Enhanced Defense
+(651 to 750) to Mana
Cold Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
Decrease Maximum Durability -90%
Requirements -(40 to 36)%
Socketed (6)
- Socket Perfect Onyx (O)/2x Bloodstone (B)/Turquoise (T)/2x Amber (A) - MO Flat Damage Reduced, -%Enemy Fire Resist
Helm: Honorific Cap (6): Socket Perfect O/B/T/A - MO %Minion Life, %Fire Spell Damage, %Minion Resist
Gloves: Honorific Leather Gloves (6): Socket Perfect O/B/T/A - MO %Minion Life, %Fire Spell Damage, %Minion Resist
Belt: Honorific Sash (6): Socket Perfect O/T - MO %Minion Life, %Fire Spell Damage, %Minion Resist
Boots: Honorific Boots (6): Socket Perfect O/B/T/A - MO %All Resist, %F/C/L/P Resist
Rings: Rares with +1 Skills, -%Enemy F/C Resist, %F/C Spell Damage - MO Flat Damage Reduced, %F/C Spell Damage
Amulet Option 1: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), -%Enemy F/C Resist, %F/C Spell Damage, %Minion Life - MO %Minion Life, %F/C Spell Damage
Amulet Option 2: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), Devouring Cloud oskill, %Poison Spell Damage, %Minion Life - MO %Poison Spell Damage, %Minion Life

On Switch: See list below

Mid-Game Gear - Second Set
Weapon:
Lord of Thorns
Lord of Thorns
Marrow Staff (6)

Two-Hand Damage: 17 to 23
Required Strength: 37
Required Level: 11
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
2% Chance to cast level 5 Spike Nova when Struck by a Missile
+1 to Necromancer Skill Levels
30% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee 3%
+(21 to 25)% Bonus to Summoned Minion Life
+(21 to 25)% Bonus to Summoned Minion Damage
+(16 to 25) to Energy
All Resists +(11 to 15)%
Socketed (2)
Two-Hand Damage: 24 to 32
Required Strength: 56
Required Level: 20
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
3% Chance to cast level 7 Spike Nova when Struck by a Missile
+(1 to 2) to Necromancer Skill Levels
40% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (4 to 5)%
+(26 to 30)% Bonus to Summoned Minion Life
+(26 to 30)% Bonus to Summoned Minion Damage
+(26 to 35) to Energy
All Resists +(16 to 20)%
Socketed (3)
Two-Hand Damage: 32 to 41
Required Strength: 80
Required Level: 31
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
4% Chance to cast level 9 Spike Nova when Struck by a Missile
+(2 to 3) to Necromancer Skill Levels
50% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (6 to 7)%
+(31 to 35)% Bonus to Summoned Minion Life
+(31 to 35)% Bonus to Summoned Minion Damage
+(36 to 45) to Energy
All Resists +(21 to 25)%
Socketed (4)
Two-Hand Damage: 40 to 52
Required Strength: 114
Required Level: 41
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
5% Chance to cast level 11 Spike Nova when Struck by a Missile
+(2 to 4) to Necromancer Skill Levels
60% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (7 to 8)%
+(36 to 40)% Bonus to Summoned Minion Life
+(36 to 40)% Bonus to Summoned Minion Damage
+(46 to 55) to Energy
All Resists +(26 to 30)%
Socketed (4)
Two-Hand Damage: 49 to 63
Required Strength: 160
Required Level: 51
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
6% Chance to cast level 13 Spike Nova when Struck by a Missile
+(3 to 5) to Necromancer Skill Levels
70% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (9 to 10)%
+(41 to 45)% Bonus to Summoned Minion Life
+(41 to 45)% Bonus to Summoned Minion Damage
+(56 to 65) to Energy
All Resists +(31 to 35)%
Socketed (5)
Two-Hand Damage: 58 to 76
Required Strength: 222
Required Level: 59
(Necromancer Only)
Current Strength Damage Bonus: (25/256 per Strength)%
7% Chance to cast level 15 Spike Nova when Struck by a Missile
+(3 to 6) to Necromancer Skill Levels
80% Faster Cast Rate
+50% Damage to Undead
Hit Causes Monster To Flee (10 to 11)%
+(46 to 50)% Bonus to Summoned Minion Life
+(46 to 50)% Bonus to Summoned Minion Damage
+(66 to 75) to Energy
All Resists +(36 to 40)%
Socketed (6)
- Reroll to +6 Necro Skills, socket with Perfect Bloodstones, MO %Minion Life, -%Enemy Fire Resist
Armor:
Queen of Glass
Queen of Glass
Ancient Armor (6)

Defense: (227-261) to (455-522)
Required Strength: (82-86)
Required Level: 11
5% Faster Run/Walk
15% Faster Cast Rate
-(11 to 15)% to All Enemy Resistances
+(31 to 50)% Enhanced Defense
+(151 to 250) to Mana
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Decrease Maximum Durability -90%
Requirements -(15 to 11)%
Socketed (2)
Defense: (418-470) to (815-918)
Required Strength: (112-118)
Required Level: 20
10% Faster Run/Walk
20% Faster Cast Rate
-(16 to 20)% to All Enemy Resistances
+(51 to 70)% Enhanced Defense
+(251 to 350) to Mana
Cold Resist +(26 to 30)%
Lightning Resist +(26 to 30)%
Decrease Maximum Durability -90%
Requirements -(20 to 16)%
Socketed (3)
Defense: (711-790) to (1357-1508)
Required Strength: (153-161)
Required Level: 30
15% Faster Run/Walk
25% Faster Cast Rate
-(21 to 25)% to All Enemy Resistances
+(71 to 90)% Enhanced Defense
+(351 to 450) to Mana
Cold Resist +(31 to 35)%
Lightning Resist +(31 to 35)%
Decrease Maximum Durability -90%
Requirements -(25 to 21)%
Socketed (4)
Defense: (1134-1247) to (2150-2364)
Required Strength: (207-219)
Required Level: 38
20% Faster Run/Walk
30% Faster Cast Rate
-(26 to 30)% to All Enemy Resistances
+(91 to 110)% Enhanced Defense
+(451 to 550) to Mana
Cold Resist +(36 to 40)%
Lightning Resist +(36 to 40)%
Decrease Maximum Durability -90%
Requirements -(30 to 26)%
Socketed (4)
Defense: (1747-1904) to (3278-3574)
Required Strength: (278-296)
Required Level: 47
25% Faster Run/Walk
35% Faster Cast Rate
-(31 to 35)% to All Enemy Resistances
+(111 to 130)% Enhanced Defense
+(551 to 650) to Mana
Cold Resist +(41 to 45)%
Lightning Resist +(41 to 45)%
Decrease Maximum Durability -90%
Requirements -(35 to 31)%
Socketed (5)
Defense: (2591-2805) to (4860-5260)
Required Strength: (373-398)
Required Level: 54
30% Faster Run/Walk
40% Faster Cast Rate
-(36 to 40)% to All Enemy Resistances
+(131 to 150)% Enhanced Defense
+(651 to 750) to Mana
Cold Resist +(46 to 50)%
Lightning Resist +(46 to 50)%
Decrease Maximum Durability -90%
Requirements -(40 to 36)%
Socketed (6)
- Socket Perfect O/2x B/T/2x A, MO Flat Damage Reduced, -%Enemy Fire Resist
Helm: ilvl80+ Magical Crafted Circlet (Sacred) - Socket Perfect O/B/T/A, Craft for +3 Skills, 20%+ Spell Damage, 60-80% Minion Life (31-40% from Circlet prefix + 4-40% from Magical Shrine), MO %Minion Life, %All Resist
Gloves: ZOMG Magical Crafted Leather Gloves (Sacred) - Socket Perfect O/B/T/A, Craft for 30-40% Minion Life and low required level (nothing higher than 50), MO %Minion Life, %All Resist, %Minion Resist
Belt: ZOMG Magical Crafted Sash (Sacred) - Socket Perfect O/T, Craft for 30-40% Minion Life and low required level (nothing higher than 50), MO %Minion Life, %Minion Resist, %All Resist
Boots: ilvl48+ Magical Crafted Boots (Sacred) - Socket Perfect O/B/T/A, Craft for +1 Necro Skills, 30-40% Minion Life and low required level (nothing higher than 50), MO %All Resist, %F/C/L/P Resist
Rings: Rares with +1 Skills, -%Enemy F/C Resist, %F/C Spell Damage, MO Flat Damage Reduced, %F/C Spell Damage
Amulet Option 1: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), -%Enemy F/C Resist, %F/C Spell Damage, %Minion Life, MO %Minion Life, %F/C Spell Damage
Amulet Option 2: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), Devouring Cloud oskill, %Poison Spell Damage, %Minion Life, MO %Poison Spell Damage, %Minion Life

*Note* Be sure to shrine bless all of your crafts for a chance at the extra bonuses. (See the spoiler in the stats section)

On Switch: Some new options items/buffs are going to be added here.
Weapon 1:
Seid
Seid
Necromancer Daggers

'Kur'
Runeword Level: 78
+(1 to 2) to Necromancer Skill Levels
+(11 to 15)% Bonus Elemental Damage to Bloodlust
15% Faster Run/Walk
20% Increased Attack Speed
+(251 to 300)% Enhanced damage
+(1 to 4) to Bloodlust
Increase Maximum Mana (21 to 25)%
- Bloodlust buff for more %Spell Damage? Yes please. Reroll this to get +4 to Bloodlust. Make in T1 Necro Dagger to avoid high requirements.
Weapon 2:
Ngozi
Ngozi
Necromancer Wands

'Kra'
Runeword Level: 94
10% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(17 to 26) to Fear Bomb Totem
+(8 to 9) to Hounfor
+(17 to 26) to Pagan Rites
Attacker Flees after Striking (11 to 15)%
- Hounfor oskill. See description at top of guide to see why this is so crucial/beneficial. Make in T1 Wand to avoid high requirements.
Shield Option 1:
Goddess
Goddess
Shields

'Ber'
Runeword Level: 63
+2 to All Skills
-150 Defense
50% Chance of Uninterruptable Attack
Cannot Be Frozen
Requirements -10%
- Using this solely for the +2 Skills to help buff Bloodlust up a little bit.
Shield Option 2:
Trollskull (Preserved Head)
Trollskull
Preserved Head (Sacred)

Defense: (2621-3048) to (2805-3262)
Chance to Block: 2%
Required Dexterity: 293
Required Level: 100
(Necromancer Only)
+(2 to 3) to Necromancer Skill Levels
20% Faster Run/Walk
25% Faster Cast Rate
1% Increased Chance of Blocking
+(5 to 7) to Bloodlust
+(201 to 250)% Enhanced Defense
Replenish Life +150
Fire Resist -50%
Damage Reduced by 10%
Requirements -33%
Socketed (4)
- +5-7 Bloodlust, Socket Nih Runes for duration bonus. If you have access to this item early on, you're off to a great start. This is your endgame buff shield and allows you to introduce a new buff weapon, having no need for the Seid RW anymore to gain Bloodlust oskill.
Shield Option 3: Any Quality T6 Socketed shield (Bone/Spiked Shield). Socket Nih Runes for duration bonus to Bloodlust.

As you can see, we've introduced a bunch of new options and items for buffing here in the Mid-Game section. With that said, we will see some updates to our summoning sequence:

Use Sacrifices to get corpses. Equip
Seid
Seid
Necromancer Daggers

'Kur'
Runeword Level: 78
+(1 to 2) to Necromancer Skill Levels
+(11 to 15)% Bonus Elemental Damage to Bloodlust
15% Faster Run/Walk
20% Increased Attack Speed
+(251 to 300)% Enhanced damage
+(1 to 4) to Bloodlust
Increase Maximum Mana (21 to 25)%
and whichever shield you have available (Trollskull being the best option here). Cast Bloodlust. Now, equip
Ngozi
Ngozi
Necromancer Wands

'Kra'
Runeword Level: 94
10% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(17 to 26) to Fear Bomb Totem
+(8 to 9) to Hounfor
+(17 to 26) to Pagan Rites
Attacker Flees after Striking (11 to 15)%
. Buff yourself with Burning Veil. Use Hounfor for the +10 Skills buff while standing in the white circle, and quickly switch weapons back to your main staff. Summon a new boosted Shadow for spell damage buff, summon 4 Fireheart Totems, 1 Frostclaw Totem, and all the rest of your Shadows, Rampagors, Lamia (not necessary, but why not?), Void Archon, and Jinn.

*Note* Keep in mind that Hounfor only lasts for 10 seconds, so you need to have your skills hotkeyed and ready to cast right when you cast Hounfor and stand in the circle.



Stats for Gear Set 1
Strength: Enough to equip T6 Marrow Staff/Ancient Armor
Dexterity: None
Vitality: None
Energy: All remaining points

Stats for Gear Set 2
Strength: Enough to equip Sacred Crafted Leather Gloves/Boots/Sash
Dexterity: Enough to equip Sacred Crafted Circlet
Vitality: None
Energy: All remaining points

Notes on stat allocation and crafting:
► Show Spoiler



Skillplan
Max: Summon Shadows, Embalming, Nightwalker, Summon Jinn
1-Point: Sacrifices, Bend the Shadows, Frostclaw Totem, Fireheart Totem, Black Mass, Graveyard (If you have it already) all pre-requisites, all summons.
Leftovers: There shouldn't be many leftover skill points now that we have some extra +max skill levels from our class charm. If you do in fact have leftovers, save them for now because we will be getting some easy charms soon that give more +max skill levels.


Gameplay
Gameplay will remain the same as we have been doing all game with just one more addition and another optional addition. You will use the new summoning sequence that we learned after adding new buff gears in the mid-game section, and continue to teleport around as normal. By now, you should be comfortable and more familiar with what attacks to be aware of and how to effectively use Bend the Shadows to move around evasively or offensively, depending on your situation.

If you are using an amulet with Devouring Cloud oskill, feel free to mix that into your hotkeys and attack patterns, though it's generally not needed because of the totem killspeed. It can come in handy for some upcoming ubers that may spawn with Immune to Fire/Cold though. In case you missed it earlier, here is our newer sequence with the latest addition.

Use Sacrifices to get corpses. Equip
Seid
Seid
Necromancer Daggers

'Kur'
Runeword Level: 78
+(1 to 2) to Necromancer Skill Levels
+(11 to 15)% Bonus Elemental Damage to Bloodlust
15% Faster Run/Walk
20% Increased Attack Speed
+(251 to 300)% Enhanced damage
+(1 to 4) to Bloodlust
Increase Maximum Mana (21 to 25)%
and whichever shield you have available (Trollskull being the best option here). Cast Bloodlust. Now, equip
Ngozi
Ngozi
Necromancer Wands

'Kra'
Runeword Level: 94
10% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(17 to 26) to Fear Bomb Totem
+(8 to 9) to Hounfor
+(17 to 26) to Pagan Rites
Attacker Flees after Striking (11 to 15)%
. Buff yourself with Burning Veil. Use Hounfor for the +10 Skills buff while standing in the white circle, and quickly switch weapons back to your main staff. Summon a new boosted Shadow for spell damage buff, summon 4 Fireheart Totems, 1 Frostclaw Totem, and cast Graveyard while buffed and in the Hounfor circle. Then you can proceed to summon all the rest of your Shadows, Rampagors, Lamia (not necessary, but why not?), Void Archon, and Jinn.


The optional addition now is that you should be plenty strong enough and comfortable enough with how tanky/durable your minions are that you can begin to use your Veil King summon. Just keep him on an easy hotkey and keep an eye on his life if you know you're moving into a crowded area. If you're not comfortable with using him, you don't need to.

*Note* Resummoning a Veil King will not turn the previous one hostile. This is why I said if you begin to use him, keep an eye on his health, and easy access to a hotkey to resummon before he dies, if he starts to get lower. Remember you also have access to Black Mass, which can help your minions gain some life back on melee attack, but at this point, it's almost negligible because your minions should have tens of thousands of HP -- Gaining 300 per hit won't do much of an impact.



End Game


At this point, the only thing left to complete on your Class Charm should be the Bremmtown upgrade. You should have all of your Level Challenges done by midgame, Ennead and Black Road Challenges complete, all minigames complete, and the Veteran Tokens collected. Your gear setup should at least be the first set from the midgame, hopefully something closer to the second set that was listed with all of the proper buff items and switch gear. If you have all of this completed, you're probably overprepared to begin your journey through destruction and the available charms along the way.

*Note* If for some reason you haven't hit level 120 yet from the regular runthrough of Hatred, Terror, and the challenges, just go run a TCow game for yourself. The cows die very quickly, as long as you stay active with your teleporting. Because your totems spawn reanimates for every kill, the cows will get blocked and can't keep rushing towards you for the totems to just lazily kill everything. You have to keep moving forward actively, but be careful not to teleport too close and jump into a giant mob of cows. Besides that, the only issue you might have is if a pounce nova reaches you, but it really shouldn't be too damaging, if at all. Run TCows for however many runs it takes you to hit 120 (shouldn't be more than two, I would imagine) and you can go forward to Destruction.


End Game Gear
Archbishop Lazarus Set Bonuses
Credit to Pinball for this hoverable item tag.

Weapon:
Laz's Votive Lamp
Laz's Votive Lamp
Bone Wand (Sacred)

One-Hand Damage: 74 to 80
Required Dexterity: 170
Required Level: 100
(Necromancer Only)
Current Dexterity Damage Bonus: (25/256 per Dexterity)%
+(3 to 4) to Necromancer Skill Levels
+1 Extra Totems
50% Faster Hit Recovery
1% Increased Chance of Blocking
+50% Damage to Undead
-33% to Enemy Cold Resistance
-33% to Enemy Lightning Resistance
-33% to Enemy Fire Resistance
15% Bonus to Energy
Total Character Defense Plus (50 to 60)%
Socketed (2)
- Socketed Lum Runes, MO -%Enemy Fire or Cold Resist
Shield:
The Sentinel's Sorrow
The Sentinel's Sorrow
Gargoyle Head (Sacred)

Defense: (996 to 1182)
Chance to Block: 2%
Required Dexterity: 443
Required Level: 100
(Necromancer Only)
100% Chance to cast level 1 Taunt when Attacked
+1 Extra Totems
1% Increased Chance of Blocking
(0.75 per level)% to Lightning Spell Damage (Based on Character Level)
(0.75 per level)% to Fire Spell Damage (Based on Character Level)
+(31 to 36) to Searing Orb
+(5 to 8) to Sacred Armor
+25 to all Attributes
All Resists +75%
Socketed (4)
- Socketed Lum or Thai Runes, MO %Fire Spell Damage or %Minion Life
Armor:
Laz's Chasuble
Laz's Chasuble
Light Plate (Sacred)

Defense: (9513 to 11290)
Required Strength: 602
Required Level: 100
+(1 to 2) to Necromancer Skill Levels
+(100 to 150)% Bonus to Summoned Minion Damage
+25% Bonus to Summoned Minion Resistances
+(100 to 150)% Bonus to Summoned Minion Life
+350% Enhanced Defense
+666 Defense
+5% to All Maximum Resistances
Damage Reduced by 5%
Socketed (6)
- Socketed Lum or Thai Runes, depending on what you want, MO Flat DR
Helm:
Laz's Surplice Cap
Laz's Surplice Cap
Cap (Sacred)

Defense: (3829 to 3874)
Required Strength: 456
Required Level: 100
+(1 to 2) to Necromancer Skill Levels
25% Faster Run/Walk
+75% Bonus to Summoned Minion Damage
+50% Bonus to Summoned Minion Life
+350% Enhanced Defense
All Resists +35%
Socketed (4)
- Socketed Lum or Thai Runes, depending on what you want, MO Flat DR
Gloves Option 1: ilvl80+ Sacred Crafted Leather Gloves (Sacred) - Socket Perfect O/B/T/A, Craft for +40-55% Cold Spell Damage (21-40% from Gloves prefix, 3-15% from Sacred Shrine), -30-45% Enemy Cold Resist (21-30% from Gloves prefix, 3-15% from Sacred Shrine), MO -%Enemy Cold Resist
Gloves Option 2: ilvl68+ Spiritual Crafted Leather Gloves (Sacred) - Socket 4x Lum Runes, Craft for +70-80% Magic Find (31-40% from Gloves prefix, 4-40% from Spiritual Shrine), MO %Magic Find
Gloves Option 3:
Lamha Na Draoithe
Lamha Na Draoithe
Gauntlets (Sacred)

Defense: (1404-1600) to (1642-1872)
Required Strength: 344
Required Level: 100
+150 Strength Factor to Spell Damage
+2 to All Skills
30% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(251 to 300)% Enhanced Defense
+75 to Strength
-100 to Life
All Resists +(21 to 25)%
Requirements -40%
Socketed (4)
- Socket Lum, Thai, or Nas Runes, Basically the best pair of Gloves for any caster in the game, MO Flat DR or %Magic Find
Belt:
Laz's Lamen
Laz's Lamen
Sash (Sacred)

Defense: (726 to 736)
Required Strength: 452
Required Level: 100
+(2 to 3) to Necromancer Skill Levels
25% Faster Run/Walk
+(20 to 30)% to Spell Damage
(15 to 20)% Life stolen per Hit
+50% Bonus to Summoned Minion Life
Total Character Defense Plus 50%
Socketed (2)
- Socketed Lum or Thai Runes, depending on what you want, MO Flat DR
Boots Option 1: ZOMG Sacred Crafted Boots (Sacred) - Socket Perfect O/B/T/A, Craft for +10-15% Cold Spell Damage, -10-15% Enemy Cold Resist, MO -%Enemy Cold Resist, %All Resist, %F/C/L/P Resist
Boots Option 2: ilvl48+ Spiritual Crafted Boots (Sacred) - Socket 4x Lum Runes, Craft for +1 Necro Skills, +40-55% MF (13-15% from Gloves prefix, 4-40% from Spiritual Shrine), MO %MF, %All Resist
Rings: Rares with +1 Skills, -%Enemy F/C Resist, %F/C Spell Damage, MO Flat Damage Reduced, %F/C Spell Damage
Rings:
Witchcraft
Witchcraft
Ring (Sacred)

Required Level: 100
+1 to All Skills
25% Faster Run/Walk
25% Faster Cast Rate
+(20 to 30)% to Spell Damage
Increase Maximum Mana 5%
Total Character Defense Plus (15 to 20)%
- Try to Lottery these for another +1 Skills, MO -%Enemy Fire or Cold Resist or The Endless Light UMOs
Amulet Option 1: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), -%Enemy F/C Resist, %F/C Spell Damage, %Minion Life, MO %Minion Life, %F/C Spell Damage
Amulet Option 2: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), Devouring Cloud oskill, %Poison Spell Damage, %Minion Life, MO %Poison Spell Damage, %Minion Life
Amulet Option 3:
Vizjerei's Necklace
Vizjerei's Necklace
Amulet (Sacred)

Required Level: 100
+(1 to 3) to All Skills
+(30 to 35)% to Spell Damage
(15 to 20)% Bonus to Energy
Increase Maximum Mana 10%
+(25 to 50) Life after each Kill
Try Blessed Luck Oil on this for a chance at +1-2 Skills, MO -%Enemy Fire or Cold Resist or The Endless Light UMOs

*Note* Be sure to shrine bless all of your crafts for a chance at the extra bonuses

On Switch: See Below.

End Game Gear - Alternate Setup for Specified Ubers/Hybrid Caster Gameplay
Credit to suchbalance's Stormcaller Guide for this hoverable item tag.

Weapon:
The Creep
The Creep
(Secret)
Staves

''
Runeword Level: ?
- Create this in a Double MO'd War Staff, Reroll until +10 Skills/50% Spell Damage, MO Life After Each Kill (See Above)
Armor:
Goetia Plate
Goetia Plate
Gothic Plate (Sacred)

Defense: (8011-8991) to (9720-10908)
Required Strength: 614
Required Level: 100
+3 to All Skills
+5 to Maximum Necromancer Minions
+(201 to 250)% Bonus to Summoned Minion Life
+(101 to 150)% Bonus to Summoned Minion Damage
+(301 to 350)% Enhanced Defense
+1000 to Life
Replenish Life +1000
+1000 to Mana
-4 to Light Radius
Socketed (6)
- Socket 6% Fire Spell Damage (FSD)/+Energy Factor (EF) Jewels, MO %Fire Spell Damage or Flat DR
Helm:
Rathma's Blessing

Rathma's Blessing
Circlets

'CoCoCoCo'
Runeword Level: 100
+(0 to 3) to All Skills
Adds 200-400 cold damage
+(16 to 28) to Summon Sinner
+50% Bonus to Summoned Minion Damage
+50% Bonus to Summoned Minion Resistances
+50% Bonus to Summoned Minion Life
Cold Resist +40%
+10 Cold Absorb
- MO %Minion Life or %FSD or Flat DR or %All Resist
Gloves:
Lamha Na Draoithe
Lamha Na Draoithe
Gauntlets (Sacred)

Defense: (1404-1600) to (1642-1872)
Required Strength: 344
Required Level: 100
+150 Strength Factor to Spell Damage
+2 to All Skills
30% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(251 to 300)% Enhanced Defense
+75 to Strength
-100 to Life
All Resists +(21 to 25)%
Requirements -40%
Socketed (4)
- Socket 6% FSD/+EF Jewels, MO %FSD or -%Enemy Fire Resist (EFR)
Belt Option 1:
Laz's Lamen
Laz's Lamen
Sash (Sacred)

Defense: (726 to 736)
Required Strength: 452
Required Level: 100
+(2 to 3) to Necromancer Skill Levels
25% Faster Run/Walk
+(20 to 30)% to Spell Damage
(15 to 20)% Life stolen per Hit
+50% Bonus to Summoned Minion Life
Total Character Defense Plus 50%
Socketed (2)
- Socket with 6% FSD/+EF Jewels, MO %FSD or -%EFR
Belt Option 2:
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: (1351 to 1403)
Required Strength: 529
Required Level: 100
+(21 to 25) Energy Factor to Spell Damage
+(21 to 30)% to Spell Damage
(11 to 15)% Bonus to Energy
+500 Defense
All Resists +(21 to 30)%
Damage Reduced by 10%
Socketed (2)
- Socket with 6% FSD/+EF Jewels, MO %FSD or Flat DR
Boots:
Wizard's Path
Wizard's Path
Boots (Sacred)

Defense: (467 to 481)
Required Strength: 458
Required Level: 100
+1 to All Skills
30% Faster Run/Walk
25% Faster Cast Rate
+(15 to 20)% to Spell Damage
+(6 to 10) to Elemental Totem
+(41 to 50) to Energy
Increase Maximum Mana 10%
Socketed (4)
- Socket with 6% FSD/+EF Jewels, MO %FSD or -%EFR, Elemental Totem gives another huge boost to totems and Devouring Cloud/Funeral Pyre
Rings: Rares with +1 Skills, -%EFR, %FSD, MO -%EFR
Amulet: Rare with +2-3 Skills (4-5 with Blessed Luck Bonus), Devouring Cloud oskill, %Poison Spell Damage, %Minion Life, MO %Poison Spell Damage, -%EFR

On Switch:
Weapon 1:
Firequeen
Firequeen
War Scepter (Sacred)

One-Hand Damage: 60 to 86
Required Dexterity: 296
Required Level: 100
Current Dexterity Damage Bonus: (51/256 per Dexterity)%
+2 to Amazon Skill Levels
+(51 to 70)% Bonus Elemental Damage to Bloodlust
20% Faster Cast Rate
(41 to 50)% Bonus to Buff/Debuff/Cold Skill Duration
+50% Damage to Undead
+(41 to 50)% Bonus to Summoned Minion Life
(21 to 25)% Bonus to Dexterity
(21 to 25)% Bonus to Energy
Replenish Life +(10 per level) (Based on Character Level)
Requirements -40%
Socketed (6)
- Socket 6x Nih Runes for more duration, Huge %Elemental Buff to Bloodlust, Increased Buff Duration
Weapon 2:
Ngozi
Ngozi
Necromancer Wands

'Kra'
Runeword Level: 94
10% Faster Cast Rate
+(31 to 40)% to Spell Damage
+(17 to 26) to Fear Bomb Totem
+(8 to 9) to Hounfor
+(17 to 26) to Pagan Rites
Attacker Flees after Striking (11 to 15)%
Keep this in your inventory or cube for the Hounfor buff.
Shield:
Trollskull (Preserved Head)
Trollskull
Preserved Head (Sacred)

Defense: (2621-3048) to (2805-3262)
Chance to Block: 2%
Required Dexterity: 293
Required Level: 100
(Necromancer Only)
+(2 to 3) to Necromancer Skill Levels
20% Faster Run/Walk
25% Faster Cast Rate
1% Increased Chance of Blocking
+(5 to 7) to Bloodlust
+(201 to 250)% Enhanced Defense
Replenish Life +150
Fire Resist -50%
Damage Reduced by 10%
Requirements -33%
Socketed (4)
- Socket 4x Nih Runes for more duration, +5-7 Bloodlust



Stats
Strength: Enough for gear (with all charms collected, this should be very minimal, potentially zero, depending on your charm stat rolls)
Dexterity: None, unless you happen to need some to wear a circlet, but charms should cover this too.
Vitality: None. Embalming, Shadows, Gear, and Charms will put us close to 15k endgame with no investment.
Energy: Everything Remaining. More energy = more energy factor and spell damage.



Skillplan
Max: Summon Shadows, Embalming, Nightwalker, Summon Jinn
1-Point: Sacrifices, Bend the Shadows, Frostclaw Totem, Fireheart Totem, Black Mass, Graveyard, all pre-requisites, all summons.
Leftovers: There shouldn't be many leftover skill points now that we have plenty of +max skill levels from our class charm and other charms.



Gameplay
Gameplay will remain the same as we have been doing all game with the slightest difference, depending on which gear setup we are using. The first setup is the lazier approach in that all you do is teleport around with your army and reap the rewards. The second setup will be utilized more towards the hybrid caster in that we will be using Funeral Pyre and Devouring Cloud in between teleporting as needed/desired.

Reminder on summoning sequence if you're still unsure how to do it:
► Show Spoiler




Easy -- Medium -- Hard -- Very Hard




Dungeon Ubers
Death Projector
Reward:
Laser Focus Crystal
Laser Focus Crystal
Keep in Inventory to Gain Bonus
Required Level: 80
Increase Maximum Life and Mana 10%
+(6 to 15)% to Experience Gained

► Show Spoiler

Creature of Flame
Reward:
Horazon's Focus
Horazon's Focus
Keep in Inventory to Gain Bonus
Required Level: 40
(3 to 5)% Mana stolen per Hit
(3 to 5)% Life stolen per Hit
-50 Defense
+(21 to 25) to all Attributes

► Show Spoiler

Infernal Machine
Reward:
Optical Detector
Optical Detector
Keep in Inventory to Gain Bonus
Required Level: 60
+200 Crafting Points
+(5 to 15) to all Attributes
All Resists +(10 to 15)%
+2 to Light Radius

► Show Spoiler

Rathma Square
Reward:
Spirit Trance Herb
Spirit Trance Herb
Keep in Inventory to Gain Bonus
Required Level: 100
10% Increased Attack Speed
10% Faster Cast Rate
(21 to 150)% bonus to Attack Rating
Replenish Life +(11 to 40)

► Show Spoiler

Azmodan
Reward:
Azmodan's Heart
Azmodan's Heart
Keep in Inventory to Gain Bonus
Required Level: 100
+5% to All Maximum Resistances
All Resists +(31 to 40)%
Reduces all Vendor Prices 10%

► Show Spoiler

Cathedral of Vanity
Reward:
Idol of Vanity
Idol of Vanity
Keep in Inventory to Gain Bonus
Required Level: 100
15% Increased Overall Speed
Cannot Be Frozen

► Show Spoiler

Vizjun
Reward:
Cold Fusion Schematics
Cold Fusion Schematics
Keep in Inventory to Gain Bonus
Required Level: 100
100% Chance to cast level 59 Blast Wave when you Die
5% Chance to cast level 10 Time Strike on Striking
+(11 to 50) to Strength
+(11 to 50) to Dexterity
+(11 to 50) to Vitality
+(11 to 50) to Energy

► Show Spoiler

Toraja
Reward: Crystalline Flame Medallion upgrade (See Judgement Day below), Toraja Great Runes: Krys, Auhe, Sha'ad
► Show Spoiler

Startled Witch
Reward:
The Sleep
The Sleep
Keep in Inventory to Gain Bonus
Required Level: 100

► Show Spoiler

Uldyssian
Reward:
Uldyssian's Sword
Uldyssian's Sword
Keep in Inventory to Gain Bonus
Required Level: 120
5% Chance to cast level 1 Uldyssian's Time Freeze when Struck
+(0 to 2) to All Skills
All Resists +(11 to 30)%
Level 1 Purify (100 Charges)

► Show Spoiler

The Void
Reward:
Rathma's Supremacy
Rathma's Supremacy
Keep in Inventory to Gain Bonus
Required Level: 120
+(5 to 10) to Light Radius

► Show Spoiler




Summoning Ubers
All of these summoning ubers require you to have the Book of Summoning for the Dark Summoning oskill and to be in the proper area, as listed in the docs.

The Butcher
Reward:
The Butcher's Tooth
The Butcher's Tooth
Keep in Inventory to Gain Bonus
Required Level: 40
50% Chance of Open Wounds
+10 to all Attributes
100% extra gold from monsters
40% better chance of getting magic item

► Show Spoiler

The Binding of Baal
Reward:
Scroll of Kings
Scroll of Kings
Keep in Inventory to Gain Bonus
Required Level: 60
+(16 to 20)% to Spell Damage
(16 to 20)% Bonus to All Attributes

► Show Spoiler

Assault on Mount Arreat
Reward:
Sacred Worldstone Key
Sacred Worldstone Key
Keep in Inventory to Gain Bonus
Required Level: 80
Enhanced Weapon Damage +(41 to 50)%
Total Character Defense Plus (21 to 30)%

► Show Spoiler

Akarat
Reward:
Visions of Akarat
Visions of Akarat
Keep in Inventory to Gain Bonus
Required Level: 100
+(201 to 250) Defense
+(21 to 25) to all Attributes

► Show Spoiler

Legacy of Blood
Reward:
Legacy of Blood
Legacy of Blood
Keep in Inventory to Gain Bonus
Required Level: 100
(2 to 4)% Mana stolen per Hit
(2 to 4)% Life stolen per Hit
Maximum Skill Level Increased by 2

► Show Spoiler

Lord Aldric Jitan
Reward:
Moon of the Spider
Moon of the Spider
Keep in Inventory to Gain Bonus
Required Level: 100
+(21 to 25) Energy Factor to Spell Damage
+1 to Jitan's Gate
Maximum Skill Level Increased by 1
Half Freeze Duration

► Show Spoiler

Judgement Day
Reward:
Crystalline Flame Medallion
Crystalline Flame Medallion
Keep in Inventory to Gain Bonus
Required Level: 120
+1 to Summon Edyrem
Cold Absorb 10%
Lightning Absorb 10%
Fire Absorb 10%

► Show Spoiler

Zorun Tzin
Reward: Unknown Skull 2
► Show Spoiler

Brother Laz
Reward:
The Glorious Book of Median
The Glorious Book of Median
Keep in Inventory to Gain Bonus
Required Level: 100
+1 to All Skills
+50 damage
+(51 to 75)% Damage to Demons
All Resists +(11 to 15)%
(0 to 5)% Reanimate as: Groupie
(201 to 250)% extra gold from monsters

► Show Spoiler

MarcoNecroX (MNX)
Reward:
Soulkeeper
Soulkeeper
Keep in Inventory to Gain Bonus
Required Level: 120
Thunderfury
Current Strength Damage Bonus: (25/256 per Strength)%
Increase Maximum Life and Mana (6 to 10)%
-5 to Light Radius

► Show Spoiler

Inarius' Revenge
Reward: Idol of Vanity upgrade -
Spirit of Damnation
Spirit of Damnation
Keep in Inventory to Gain Bonus
Required Level: 120
Cube with your Idol of Vanity

► Show Spoiler


Edited by L H 3 months.
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Uberlevels
These areas are generally larger areas and you will become familiar with some of them as the main farming spots for gear, shrines, signets, and TU's (tiered uniques) to disenchant to make Arcane Crystals for a variety of recipes. The high monster density of these levels, along with drop biases specific to the areas (will be noted in each of the proper descriptions) make them much more appealing to farm than regular areas.

Kurast 3000 BA
Increased chance to drop set items.
Reward:
Hammer of the Taan Judges
Hammer of the Taan Judges
Keep in Inventory to Gain Bonus
Required Level: 40
+(21 to 25) Energy Factor to Spell Damage
+50 Crafting Points
Enhanced Weapon Damage +(0.25 per level)% (Based on Character Level)

► Show Spoiler

Island of the Sunless Sea
Increased chance to drop gold.
Reward:
Six Angel Bag
Six Angel Bag
Keep in Inventory to Gain Bonus
Required Level: 60
Adds (101 to 150)-(151 to 250) fire damage
Adds (101 to 150)-(151 to 250) lightning damage
Adds (101 to 150)-(151 to 250) cold damage
Cold Resist +(21 to 25)%
Lightning Resist +(21 to 25)%
Fire Resist +(21 to 25)%
and Sunless Crystal Bird - Cube these two to upgrade your Six Angel Bag.
► Show Spoiler

Khalimgrad
Increased chance to drop rare items.
Reward:
Zakarum's Ear
Zakarum's Ear
Keep in Inventory to Gain Bonus
Required Level: 80
(6 to 10)% Bonus to All Attributes
+(16 to 25)% to Experience Gained
+2 to Light Radius

► Show Spoiler

Tran Athulua
Increased chance to drop unique items.
Reward:
Sunstone of the Gods
Sunstone of the Gods
Keep in Inventory to Gain Bonus
Required Level: 100
Adds (51 to 100)-(101 to 150) fire damage
Adds (51 to 100)-(101 to 150) lightning damage
Adds (51 to 100)-(101 to 150) cold damage
Increase Maximum Life (11 to 15)%
Increase Maximum Mana (11 to 15)%

► Show Spoiler

Fauztinville - (Easy with Melee Necromancer spec - See in spoiler tag for gear/skills setup)
Increased chance to drop runes and shrines, along with high amounts of gems, jewels, rings, amulets.
Reward: Fauztinville Great Runes - Taha, Ghal, Qor
► Show Spoiler

The Triune
Chance to drop Cycles.
Reward:
Lucion's Soulstone
Lucion's Soulstone
Keep in Inventory to Gain Bonus
Required Level: 120
+50 Crafting Points
+1 Extra Totems
+(2 to 5) to Paladin Skill Levels
+50 to Maximum Damage
Slows Target By 10%
Reduces all Vendor Prices 50%
+1 Max Totem is the main reason we want this charm as a Necromancer. 10% Slow Target will be useful for our Melee/Xbow setups as well.
► Show Spoiler

The Unformed Land
Chance to drop Elemental Stones and Unknown Skull 1.
Reward: Ice/Light/Fire/Poison/Magic/Earth Stones and Unknown Skull 1 (sk1)
► Show Spoiler

Kingdom of Shadow
No drop bias here.
Reward:
Eternal Bone Pile
Eternal Bone Pile
Keep in Inventory to Gain Bonus
Required Level: 100
+(1 to 2) to Amazon Skill Levels
+(1 to 2) to Assassin Skill Levels
+(1 to 2) to Barbarian Skill Levels
+(1 to 2) to Druid Skill Levels
+(1 to 2) to Necromancer Skill Levels
+(1 to 2) to Paladin Skill Levels
+(1 to 2) to Sorceress Skill Levels
+500 Maximum Stamina

► Show Spoiler

Ghost of Old Bremmtown
No drop bias here.
Reward: Class Charm upgrade - +500 Crafting Points, +1 Max Skills, +15%Minion Resist
► Show Spoiler





Heroics
These bosses all feature a heroic shield. What is this? Glad you asked. It's one of the most irritating things in the game. :D
It's basically a full immunity shield with randomly changing resistances at a fast rate, meaning you have to be able to survive the incoming attacks/damage while also spamming your attack and hope the boss drops that specific immunity at the time they are being damaged by your attack. With this in mind, we have to change our gear a little bit to maximize the killspeed for these for the main reason of their resistances. Just because they drop their resistances doesn't mean they take full damage from our -100% pierce that works on normal monsters. Heroic bosses will require us to get -199% pierce to maximize the damage output for the reason that even when they drop their immunity, they still have flat resistance that we need to break through, AND THEN stack out regular -100% pierce - i.e. the cap for pierce for heroic bosses is -199%.

Some of these are easily done with our normal spec, others require the second set of end game gear to maximize our speed, and a couple will see the Xbow setup as most effective (see gear/spec underneath Kabraxis spoiler).


Bull Prince Rodeo
The boss himself has a 1/30th chance to drop a Unique Mystic Orb.
Reward:
Fool's Gold
Fool's Gold
Moo moo moo Moooo! Moo!

Keep in Inventory to Gain Bonus
Required Level: 100
+(-10 to 38) to Strength
+(-10 to 38) to Dexterity
+(-10 to 38) to Vitality
+(-10 to 38) to Energy
Total Character Defense Plus (11 to 15)%
3% Reanimate as: Random monster (1/3 elite chance)
-75% Less Gold from Monsters
(31 to 40)% better chance of getting magic item

► Show Spoiler

Quov Tsin
The Stony Tomb is a Heroic Level, therefore has a drop bias for rare items.
Reward:
Silver Seal of Ureh
Silver Seal of Ureh
Keep in Inventory to Gain Bonus
Required Level: 120
+(21 to 30) Energy Factor to Spell Damage
+1 to All Skills
+(21 to 25)% Bonus to Summoned Minion Damage
+(11 to 15)% Bonus to Summoned Minion Resistances
+(41 to 50) to Strength
+(41 to 50) to Dexterity
+(41 to 50) to Vitality
+(41 to 50) to Energy

► Show Spoiler

Belial
The Icy Cellar is a Heroic Level, therefore has a drop bias for rare items.
Reward:
The Book of Lies
The Book of Lies
Keep in Inventory to Gain Bonus
Required Level: 60
+(51 to 500) to Life
+(51 to 500) to Mana

► Show Spoiler

Athulua, the Amazonian Goddess
No drop bias here.
Reward: Deity's Bow - Cube Reagent
► Show Spoiler



**More to come still! Trying to include information/details/screenshots as I go to help explain what's going on and what to watch for.**
Edited by L H 4 months.
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first cookie :) everyone wanted to see a totem necro guide. They are SO powerful
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krex87 wrote:first cookie :) everyone wanted to see a totem necro guide. They are SO powerful


Still quite a bit to go, but wanted to give some people somethin to read for a bit. Lots of editing/reducing text incoming as well, but will try to keep all the little tips and tricks where available for beginner's play.
krex87
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LHawkins1 wrote:
krex87 wrote:first cookie :) everyone wanted to see a totem necro guide. They are SO powerful


Still quite a bit to go, but wanted to give some people somethin to read for a bit. Lots of editing/reducing text incoming as well, but will try to keep all the little tips and tricks where available for beginner's play.


and i saw something about reserving the first few posts for character limit on initial post, if you want me to delete my post let me know

EDIT: suggestion - i can't wait to read about all the item combinations you thought of, but totem is such a powerful build i would emphasize the overall play style in the first section. Like you say.. Right summon sequence + stay still for second after the teleport on minion skill is key to the build imo. I like left key summon shadow and right key teleport after summon sequence. Jump to win
Edited by krex87 4 months.
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krex87 wrote:
LHawkins1 wrote:
krex87 wrote:first cookie :) everyone wanted to see a totem necro guide. They are SO powerful


Still quite a bit to go, but wanted to give some people somethin to read for a bit. Lots of editing/reducing text incoming as well, but will try to keep all the little tips and tricks where available for beginner's play.


and i saw something about reserving the first few posts for character limit on initial post, if you want me to delete my post let me know


Nope its okay. I can get an admin to move post order around as needed, but I should have tons of space in my first comment that I've been working in.
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Time to test the my first totem necro :mjump:
If it works well then maybe I will try this in next ladder :)
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void
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damn now the veterans dont have the monopoly on ez game anymore :D
frankly, i just woke up so just skimmed through like 70% of the content but as far as i can tell this is a nice and detailed totem guide.
one thing that id like to add (didnt find it yet, but will probably take time to read this guide from top to bottom in the near future, maybe its there) that doenst really need to be in the guide but is still useful is if the gear is really bad its sometimes useful to resummon totems far away with sacrifices. this is useful for places like tran or mangler areas
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void
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embalming does not boost totem life, and as far as i know they are uneffected by any type of item minion boosts, including res

totem get shadows and jinn boost twice. once when they are cast by the nec, and it is applied again when they were summoned, so essentially its not necessary to put more than 1/2 of what you need to reach 100 or 200% pierce enemy res that you dont get from gear or charms

for early game/gris box farming nef staff is highly recommended (personally this ladder i used it as main until i was able to make the creep), not just because its an ok item early, but also as switch the blink saves some time to cut corners or blink away in a very difficult situation (heretics) where bend the shadows would take too long

would be good to mention that you can bless crafted items too, so there are even more gg rolls possible
Edited by void 4 months.