Malice Necromancer
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Early Game -- Mid Game -- End Game Gear
Introduction
Malice Necromancer is in with a rework for its tree in 2.9. What changed? Dream Eater got a 30% damage boost to its base numbers, the amount of bone spears for cast increased from 4 to 6 (2.9.2) and Death Ripple was completely reworked to be more of a normal aoe farming spell.
If you like the idea of being a shaman who specializes in using the powers of the grim reaper, to alter reality in a way that can literally disincorporate lesser deamons and bend the will of a a greater deamon the likes of Samael by holding your hand up to him. Then this build may be for you.
DISCLAIMER
DO NOT PLAY THIS BUILD IF YOU WANT TO BE OP AND FACEROLL T10 LABS! YOU HAVE BEEN WARNED! Read the rest of the disclaimer please.
Being this fucking cool comes at a serious cost. You dont get to stare into the devils eyes and make his brains explode for free. Well Diablo yes, but reaching an eldritch horror like phoboss in the high labyrinths when you are level 130+ will take dedication. You can reach 150 on this build, and you can kill Samael. This build requires high end gear to be high end. That being said it still isn't an out of reach build for most players to enjoy a lot of content. If you have skill and dedication you can complete a lot of 120-125 ubers in Honorific gear. If you have more TG than sense this is a good build to play currently.
Pros
Simple skills, One AOE skill, one Single Target Skill, not much buffing required
Leeching single target spell
somewhat tough for a caster (high regen/100-200k def endgame)
Skills/Gear requires no pierce
Endgame body armor (Raven Mantle) guaranteed drop
You are an old white man
Cons
You are an old white man
Phys/Mag gear is rare and EXPENSIVE
NOT SSF Friendly, VERY hard to get enough gear to comfortably compete in 125-135 areas
Lower high end damage compared to other casters
Can take a long time to kill some bosses
EARLY GAME
► General Tips
Take Death ripple at level 1, get meditation and embalming for the next two levels, then put points into death ripple until 9 and 10, put one into night walker and one into Dream Eater at 10. Of course for gear you will use a
Pax Mystica
(Tir in short staff) as soon as you can. Of course repeat which ever boss you like for farming acs, whether it be nith or meph until you have at least the wand and shield. In a5 you can start making honorific gear with Phys/mag spell damage > res > regen > spell factor. Generally in that order but not always. Honorifics will generally be better than any of the TU until you can get some of them tu4. Honestly if you have trouble with hatred/nightmare you need to choose another build and guide.Pax Mystica
Staves
'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
Staves
'Tir'
Runeword Level: 10
+1 to All Skills
+7% to Spell Damage
+(2 to 5) to Blink
Elemental Resists +(11 to 15)%
(11 to 13)% Magic Find
► Gear + Skills
The weapon and shield will stay with you until endgame. The rest of these Unis are listed for twinking/SP purposes.
I normally run but ass naked as far as I can and just get the weap and shield upgraded. In A5 norm I start farming for Honorifics and begging for gold.
Weapon:
Armor:
Helm:
Gloves:
Boots:
Belt:
Shield:
Rings:
Amulet:
Skills: For boss fights you can respec into max Dream eater points, by level 12-15 you should start maxing Nightwalker for more damage on malice skills with out having them cost too much mana. You can add points to Death Ripple or defensives depending on how you want to play it. Can also put some points in Blood Skeletons if you want some minions to distract mobs with. The idea is to max nightwalker asap, and split points between your defensives in deathspeaker tree and malice skills. You will need to respec a lot to get the balance right up to level 50. By 50 make sure you have 1 point in every malice skill however. In the late 60s early 70s in nightmare you'll be getting to enough points for soul sever.
Attributes:
Strength - for gear
Dexterity - for shield if needed
Vitality - 0
Energy - Rest
I normally run but ass naked as far as I can and just get the weap and shield upgraded. In A5 norm I start farming for Honorifics and begging for gold.
Weapon:
Fateweaver
Fateweaver
Bone Wand (4)
One-Hand Damage: 5 to 6
(Necromancer Only)
Required Level: 5
Required Dexterity: 9
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
10% Cast Speed
+(6 to 10)% to Physical/Magic Spell Damage
-3% to Enemy Poison Resistance
+(6 to 8)% to Summoned Minion Damage
+15% to Summoned Minion Resistances
Maximum Mana +(3 to 5)%
Socketed (1)
One-Hand Damage: 10 to 13
(Necromancer Only)
Required Level: 23
Required Dexterity: 15
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
20% Cast Speed
+(11 to 20)% to Physical/Magic Spell Damage
-6% to Enemy Poison Resistance
+(11 to 13)% to Summoned Minion Damage
+25% to Summoned Minion Resistances
Maximum Mana +(9 to 11)%
Socketed (2)
One-Hand Damage: 13 to 19
(Necromancer Only)
Required Level: 42
Required Dexterity: 32
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
30% Cast Speed
+(21 to 30)% to Physical/Magic Spell Damage
-9% to Enemy Poison Resistance
+(16 to 18)% to Summoned Minion Damage
+35% to Summoned Minion Resistances
Maximum Mana +(15 to 17)%
Socketed (2)
One-Hand Damage: 16 to 23
(Necromancer Only)
Required Level: 51
Required Dexterity: 65
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
35% Cast Speed
+(31 to 40)% to Physical/Magic Spell Damage
-12% to Enemy Poison Resistance
+(19 to 20)% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Maximum Mana +(18 to 20)%
Socketed (2)
Bone Wand (4)
One-Hand Damage: 5 to 6
(Necromancer Only)
Required Level: 5
Required Dexterity: 9
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
10% Cast Speed
+(6 to 10)% to Physical/Magic Spell Damage
-3% to Enemy Poison Resistance
+(6 to 8)% to Summoned Minion Damage
+15% to Summoned Minion Resistances
Maximum Mana +(3 to 5)%
Socketed (1)
One-Hand Damage: 10 to 13
(Necromancer Only)
Required Level: 23
Required Dexterity: 15
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
20% Cast Speed
+(11 to 20)% to Physical/Magic Spell Damage
-6% to Enemy Poison Resistance
+(11 to 13)% to Summoned Minion Damage
+25% to Summoned Minion Resistances
Maximum Mana +(9 to 11)%
Socketed (2)
One-Hand Damage: 13 to 19
(Necromancer Only)
Required Level: 42
Required Dexterity: 32
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
30% Cast Speed
+(21 to 30)% to Physical/Magic Spell Damage
-9% to Enemy Poison Resistance
+(16 to 18)% to Summoned Minion Damage
+35% to Summoned Minion Resistances
Maximum Mana +(15 to 17)%
Socketed (2)
One-Hand Damage: 16 to 23
(Necromancer Only)
Required Level: 51
Required Dexterity: 65
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
35% Cast Speed
+(31 to 40)% to Physical/Magic Spell Damage
-12% to Enemy Poison Resistance
+(19 to 20)% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Maximum Mana +(18 to 20)%
Socketed (2)
Armor:
The War Cloak
The War Cloak
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 Damage
2% Life stolen per Hit
Weapon Physical Damage +(7 to 15)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 50
Item Level: 31
Adds 10-14 Damage
3% Life stolen per Hit
Weapon Physical Damage +(16 to 30)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 175
Item Level: 51
Adds 15-18 Damage
4% Life stolen per Hit
Weapon Physical Damage +(31 to 45)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 350
Item Level: 77
Adds 20-25 Damage
5% Life stolen per Hit
Weapon Physical Damage +(46 to 60)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Quilted Armor (4)
Defense: (28 - 30) to (59 - 64)
Required Level: 1
Required Strength: 10
Item Level: 1
Adds 5-9 Damage
2% Life stolen per Hit
Weapon Physical Damage +(7 to 15)%
+(18 to 29)% Enhanced Defense
+20 Life Regenerated per Second
Socketed (2)
Defense: (149 - 161) to (224 - 241)
Required Level: 18
Required Strength: 50
Item Level: 31
Adds 10-14 Damage
3% Life stolen per Hit
Weapon Physical Damage +(16 to 30)%
+(41 to 52)% Enhanced Defense
+40 Life Regenerated per Second
Socketed (4)
Defense: (403 - 430) to (572 - 610)
Required Level: 35
Required Strength: 175
Item Level: 51
Adds 15-18 Damage
4% Life stolen per Hit
Weapon Physical Damage +(31 to 45)%
+(64 to 75)% Enhanced Defense
+60 Life Regenerated per Second
Socketed (5)
Defense: (595 - 632) to (834 - 887)
Required Level: 44
Required Strength: 350
Item Level: 77
Adds 20-25 Damage
5% Life stolen per Hit
Weapon Physical Damage +(46 to 60)%
+(75 to 86)% Enhanced Defense
+80 Life Regenerated per Second
Socketed (6)
Helm:
The Allseeing Eye
The Allseeing Eye
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Coronet (4)
Defense: 58 to 106
Required Level: 6
Required Dexterity: 17
Item Level: 1
+1 to All Skills
+10% to Physical/Magic Spell Damage
+(31 to 50) Defense
(4 to 5)% to Strength
+3 Mana after each Kill
Socketed (1)
Defense: 144 to 225
Required Level: 23
Required Dexterity: 36
Item Level: 31
+1 to All Skills
+15% to Physical/Magic Spell Damage
+(71 to 90) Defense
(8 to 9)% to Strength
+5 Mana after each Kill
Socketed (2)
Defense: 262 to 399
Required Level: 41
Required Dexterity: 85
Item Level: 51
+2 to All Skills
+20% to Physical/Magic Spell Damage
+(111 to 130) Defense
(12 to 13)% to Strength
+8 Mana after each Kill
Socketed (3)
Defense: 337 to 514
Required Level: 49
Required Dexterity: 183
Item Level: 77
+2 to All Skills
+25% to Physical/Magic Spell Damage
+(131 to 150) Defense
(14 to 15)% to Strength
+10 Mana after each Kill
Socketed (4)
Gloves:
Witching Gloves
Witching Gloves
Heavy Gloves (4)
Defense: (16 - 19) to (32 - 37)
Required Level: 3
Required Strength: 26
Item Level: 1
1% Chance to cast level 1 Banish on Death Blow
+(3 to 5)% to Spell Damage
+(21 to 40)% Enhanced Defense
Regenerate Mana +15%
Fire Resist +(6 to 10)%
Poison Resist +(6 to 10)%
Socketed (1)
Defense: (132 - 149) to (164 - 185)
Required Level: 20
Required Strength: 52
Item Level: 31
2% Chance to cast level 4 Banish on Death Blow
+(7 to 10)% to Spell Damage
+(51 to 70)% Enhanced Defense
Regenerate Mana +18%
Fire Resist +(15 to 20)%
Poison Resist +(15 to 20)%
Socketed (2)
Defense: (355 - 395) to (424 - 471)
Required Level: 38
Required Strength: 183
Item Level: 51
3% Chance to cast level 8 Banish on Death Blow
+(12 to 15)% to Spell Damage
+(71 to 90)% Enhanced Defense
Regenerate Mana +22%
Fire Resist +(21 to 25)%
Poison Resist +(21 to 25)%
Socketed (3)
Defense: (548 - 631) to (660 - 761)
Required Level: 46
Required Strength: 366
Item Level: 77
4% Chance to cast level 12 Banish on Death Blow
+(15 to 20)% to Spell Damage
+(91 to 120)% Enhanced Defense
Regenerate Mana +25%
Fire Resist +(26 to 30)%
Poison Resist +(26 to 30)%
Socketed (4)
Heavy Gloves (4)
Defense: (16 - 19) to (32 - 37)
Required Level: 3
Required Strength: 26
Item Level: 1
1% Chance to cast level 1 Banish on Death Blow
+(3 to 5)% to Spell Damage
+(21 to 40)% Enhanced Defense
Regenerate Mana +15%
Fire Resist +(6 to 10)%
Poison Resist +(6 to 10)%
Socketed (1)
Defense: (132 - 149) to (164 - 185)
Required Level: 20
Required Strength: 52
Item Level: 31
2% Chance to cast level 4 Banish on Death Blow
+(7 to 10)% to Spell Damage
+(51 to 70)% Enhanced Defense
Regenerate Mana +18%
Fire Resist +(15 to 20)%
Poison Resist +(15 to 20)%
Socketed (2)
Defense: (355 - 395) to (424 - 471)
Required Level: 38
Required Strength: 183
Item Level: 51
3% Chance to cast level 8 Banish on Death Blow
+(12 to 15)% to Spell Damage
+(71 to 90)% Enhanced Defense
Regenerate Mana +22%
Fire Resist +(21 to 25)%
Poison Resist +(21 to 25)%
Socketed (3)
Defense: (548 - 631) to (660 - 761)
Required Level: 46
Required Strength: 366
Item Level: 77
4% Chance to cast level 12 Banish on Death Blow
+(15 to 20)% to Spell Damage
+(91 to 120)% Enhanced Defense
Regenerate Mana +25%
Fire Resist +(26 to 30)%
Poison Resist +(26 to 30)%
Socketed (4)
Boots:
Rabbit's Foot
Rabbit's Foot
Boots (4)
Defense: 8 to 14
Required Level: 1
Required Strength: 21
Item Level: 1
(10 to 40)% Movement Speed
+10% to Spell Damage
+5 Maximum Stamina
(1 to 5)% Gold Find
(1 to 5)% Magic Find
Requirements -15%
Socketed (1)
Defense: 75 to 88
Required Level: 17
Required Strength: 35
Item Level: 31
(10 to 40)% Movement Speed
+12% to Spell Damage
+10 Maximum Stamina
(5 to 10)% Gold Find
(5 to 10)% Magic Find
Requirements -30%
Socketed (2)
Defense: 184 to 215
Required Level: 34
Required Strength: 96
Item Level: 51
(10 to 40)% Movement Speed
+16% to Spell Damage
+15 Maximum Stamina
(15 to 20)% Gold Find
(15 to 20)% Magic Find
Requirements -45%
Socketed (3)
Defense: 258 to 296
Required Level: 43
Required Strength: 140
Item Level: 77
(10 to 40)% Movement Speed
+20% to Spell Damage
+20 Maximum Stamina
(25 to 30)% Gold Find
(25 to 30)% Magic Find
Requirements -60%
Socketed (4)
Boots (4)
Defense: 8 to 14
Required Level: 1
Required Strength: 21
Item Level: 1
(10 to 40)% Movement Speed
+10% to Spell Damage
+5 Maximum Stamina
(1 to 5)% Gold Find
(1 to 5)% Magic Find
Requirements -15%
Socketed (1)
Defense: 75 to 88
Required Level: 17
Required Strength: 35
Item Level: 31
(10 to 40)% Movement Speed
+12% to Spell Damage
+10 Maximum Stamina
(5 to 10)% Gold Find
(5 to 10)% Magic Find
Requirements -30%
Socketed (2)
Defense: 184 to 215
Required Level: 34
Required Strength: 96
Item Level: 51
(10 to 40)% Movement Speed
+16% to Spell Damage
+15 Maximum Stamina
(15 to 20)% Gold Find
(15 to 20)% Magic Find
Requirements -45%
Socketed (3)
Defense: 258 to 296
Required Level: 43
Required Strength: 140
Item Level: 77
(10 to 40)% Movement Speed
+20% to Spell Damage
+20 Maximum Stamina
(25 to 30)% Gold Find
(25 to 30)% Magic Find
Requirements -60%
Socketed (4)
Belt:
Moonwrap
Moonwrap
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Sash (4)
Defense: (16 - 18) to (20 - 21)
Required Level: 1
Required Strength: 25
Item Level: 1
5% Cast Speed
+3% to Spell Damage
+(18 to 29)% Enhanced Defense
Lightning Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (119 - 129) to (131 - 141)
Required Level: 17
Required Strength: 50
Item Level: 31
15% Cast Speed
+9% to Spell Damage
+(41 to 52)% Enhanced Defense
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Socketed (2)
Defense: (331 - 353) to (370 - 395)
Required Level: 35
Required Strength: 125
Item Level: 51
25% Cast Speed
+15% to Spell Damage
+(64 to 75)% Enhanced Defense
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Socketed (2)
Defense: (493 - 524) to (542 - 576)
Required Level: 43
Required Strength: 250
Item Level: 77
30% Cast Speed
+20% to Spell Damage
+(75 to 86)% Enhanced Defense
Lightning Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Socketed (2)
Shield:
Darkflesh
Darkflesh
Unraveller Head (4)
Defense: (87 - 100) to (169 - 194)
Chance to Block: 2%
(Necromancer Only)
Required Level: 5
Required Dexterity: 24
Item Level: 1
+1 to Necromancer Skill Levels
+(16 to 25) Spell Focus
5% Cast Speed
5% Hit Recovery
+(6 to 10)% to Physical/Magic Spell Damage
+(12 to 29)% Enhanced Defense
Fire Resist +(7 to 10)%
Lightning Resist +(7 to 10)%
2% Reanimate as: Random Monster
Socketed (2)
Defense: (296 - 329) to (527 - 585)
Chance to Block: 2%
(Necromancer Only)
Required Level: 23
Required Dexterity: 35
Item Level: 31
+2 to Necromancer Skill Levels
+(36 to 45) Spell Focus
15% Cast Speed
15% Hit Recovery
+(16 to 20)% to Physical/Magic Spell Damage
+(47 to 63)% Enhanced Defense
Fire Resist +(15 to 18)%
Lightning Resist +(15 to 18)%
4% Reanimate as: Random Monster
Socketed (2)
Defense: (758 - 825) to (1299 - 1414)
Chance to Block: 2%
(Necromancer Only)
Required Level: 40
Required Dexterity: 74
Item Level: 51
+3 to Necromancer Skill Levels
+(56 to 65) Spell Focus
25% Cast Speed
25% Hit Recovery
+(26 to 30)% to Physical/Magic Spell Damage
+(81 to 97)% Enhanced Defense
Fire Resist +(23 to 26)%
Lightning Resist +(23 to 26)%
6% Reanimate as: Random Monster
Socketed (3)
Defense: (1126 - 1217) to (1928 - 2084)
Chance to Block: 2%
(Necromancer Only)
Required Level: 49
Required Dexterity: 153
Item Level: 77
+4 to Necromancer Skill Levels
+(66 to 75) Spell Focus
30% Cast Speed
30% Hit Recovery
+(36 to 40)% to Physical/Magic Spell Damage
+(98 to 114)% Enhanced Defense
Fire Resist +(27 to 30)%
Lightning Resist +(27 to 30)%
8% Reanimate as: Random Monster
Socketed (4)
Unraveller Head (4)
Defense: (87 - 100) to (169 - 194)
Chance to Block: 2%
(Necromancer Only)
Required Level: 5
Required Dexterity: 24
Item Level: 1
+1 to Necromancer Skill Levels
+(16 to 25) Spell Focus
5% Cast Speed
5% Hit Recovery
+(6 to 10)% to Physical/Magic Spell Damage
+(12 to 29)% Enhanced Defense
Fire Resist +(7 to 10)%
Lightning Resist +(7 to 10)%
2% Reanimate as: Random Monster
Socketed (2)
Defense: (296 - 329) to (527 - 585)
Chance to Block: 2%
(Necromancer Only)
Required Level: 23
Required Dexterity: 35
Item Level: 31
+2 to Necromancer Skill Levels
+(36 to 45) Spell Focus
15% Cast Speed
15% Hit Recovery
+(16 to 20)% to Physical/Magic Spell Damage
+(47 to 63)% Enhanced Defense
Fire Resist +(15 to 18)%
Lightning Resist +(15 to 18)%
4% Reanimate as: Random Monster
Socketed (2)
Defense: (758 - 825) to (1299 - 1414)
Chance to Block: 2%
(Necromancer Only)
Required Level: 40
Required Dexterity: 74
Item Level: 51
+3 to Necromancer Skill Levels
+(56 to 65) Spell Focus
25% Cast Speed
25% Hit Recovery
+(26 to 30)% to Physical/Magic Spell Damage
+(81 to 97)% Enhanced Defense
Fire Resist +(23 to 26)%
Lightning Resist +(23 to 26)%
6% Reanimate as: Random Monster
Socketed (3)
Defense: (1126 - 1217) to (1928 - 2084)
Chance to Block: 2%
(Necromancer Only)
Required Level: 49
Required Dexterity: 153
Item Level: 77
+4 to Necromancer Skill Levels
+(66 to 75) Spell Focus
30% Cast Speed
30% Hit Recovery
+(36 to 40)% to Physical/Magic Spell Damage
+(98 to 114)% Enhanced Defense
Fire Resist +(27 to 30)%
Lightning Resist +(27 to 30)%
8% Reanimate as: Random Monster
Socketed (4)
Rings:
Ring of Regha
Ring of Regha
Ring
Item Level: 1
Adds 3-5 Damage
+5% to Spell Damage
+(5 to 15) to Strength
+(5 to 15) to Dexterity
Elemental Resists +10%
Ring
Item Level: 1
Adds 3-5 Damage
+5% to Spell Damage
+(5 to 15) to Strength
+(5 to 15) to Dexterity
Elemental Resists +10%
Amulet:
Hangman
Hangman
Amulet
Required Level: 1
Item Level: 1
10% Chance to cast level 15 Magic Missiles on Kill
+(3 to 5)% to Physical/Magic Spell Damage
-1 Life Regenerated per Second
10% Gold Find
Amulet
Required Level: 1
Item Level: 1
10% Chance to cast level 15 Magic Missiles on Kill
+(3 to 5)% to Physical/Magic Spell Damage
-1 Life Regenerated per Second
10% Gold Find
Skills: For boss fights you can respec into max Dream eater points, by level 12-15 you should start maxing Nightwalker for more damage on malice skills with out having them cost too much mana. You can add points to Death Ripple or defensives depending on how you want to play it. Can also put some points in Blood Skeletons if you want some minions to distract mobs with. The idea is to max nightwalker asap, and split points between your defensives in deathspeaker tree and malice skills. You will need to respec a lot to get the balance right up to level 50. By 50 make sure you have 1 point in every malice skill however. In the late 60s early 70s in nightmare you'll be getting to enough points for soul sever.
Attributes:
Strength - for gear
Dexterity - for shield if needed
Vitality - 0
Energy - Rest
MID GAME
► General Tips
For early hell the build really becomes a lot of getting enough gold for mystic orbs. Making sure resistances are as high as possible (use all slots for max res pgems on armor) having 300-450 worth of regen from honorifics can keep you alive enough in most situations to get some dream eaters off to get topped up. At this point you should be starting to get blue magical sacred bases for honorifics (more def for death ward to scale on) don't go for the malice set. I was able to do all ubers up to 115 with just some mismatched tu3-4s and honorifics. After 120 you are going to start needing to look into crafts, bless them and really work hard there will be a huge gap on until you can get some extremely powerful endgame gear unless you craft some very nice and bless it.
If you are looking for a good SSF or low budget build this isn't it. You will likely hit a big wall around 120-125. I
If you are looking for a good SSF or low budget build this isn't it. You will likely hit a big wall around 120-125. I
► Gear + Skills
Read the tips. Slap honorifics everywhere. Then bust out your TG wallet and try to get the endgame gear.
Weapon:
Armor: Honorific >> Craft
Helm: Honorific >> Craft
Gloves: Honorific >> Craft
Boots: Honorific >> Craft
Belt: Honorific >>
Shield:
Rings: Rare rings (start looking for +1 all skills, Spell factor, and Phys/mag spell damage
Amulet: Rare or Craft with + all skills, Spell factor, and Phys/mag spell damage
Skills: around level 100
Max: Death Ripple, Nightwalker
make sure you have 1 point on everything else in the malice tree then put points into death eater until you get soul sever.
Rest need to go to Embalming, Death Ward, try to max those.
For survivability choose the voodoo (left) path in crossbow tree and put as leftovers into Life From Death. You can choose the other side too who cares more regen vs more PR. Either max life from death or put leftovers into Death Pact and Dream eater.
Strength - Gear
Dexterity - enough for shield
Vitality - 0
Energy - leftovers after gear
Weapon:
Fateweaver
Fateweaver
Bone Wand (4)
One-Hand Damage: 5 to 6
(Necromancer Only)
Required Level: 5
Required Dexterity: 9
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
10% Cast Speed
+(6 to 10)% to Physical/Magic Spell Damage
-3% to Enemy Poison Resistance
+(6 to 8)% to Summoned Minion Damage
+15% to Summoned Minion Resistances
Maximum Mana +(3 to 5)%
Socketed (1)
One-Hand Damage: 10 to 13
(Necromancer Only)
Required Level: 23
Required Dexterity: 15
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
20% Cast Speed
+(11 to 20)% to Physical/Magic Spell Damage
-6% to Enemy Poison Resistance
+(11 to 13)% to Summoned Minion Damage
+25% to Summoned Minion Resistances
Maximum Mana +(9 to 11)%
Socketed (2)
One-Hand Damage: 13 to 19
(Necromancer Only)
Required Level: 42
Required Dexterity: 32
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
30% Cast Speed
+(21 to 30)% to Physical/Magic Spell Damage
-9% to Enemy Poison Resistance
+(16 to 18)% to Summoned Minion Damage
+35% to Summoned Minion Resistances
Maximum Mana +(15 to 17)%
Socketed (2)
One-Hand Damage: 16 to 23
(Necromancer Only)
Required Level: 51
Required Dexterity: 65
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
35% Cast Speed
+(31 to 40)% to Physical/Magic Spell Damage
-12% to Enemy Poison Resistance
+(19 to 20)% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Maximum Mana +(18 to 20)%
Socketed (2)
Bone Wand (4)
One-Hand Damage: 5 to 6
(Necromancer Only)
Required Level: 5
Required Dexterity: 9
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
+1 to Necromancer Skill Levels
10% Cast Speed
+(6 to 10)% to Physical/Magic Spell Damage
-3% to Enemy Poison Resistance
+(6 to 8)% to Summoned Minion Damage
+15% to Summoned Minion Resistances
Maximum Mana +(3 to 5)%
Socketed (1)
One-Hand Damage: 10 to 13
(Necromancer Only)
Required Level: 23
Required Dexterity: 15
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
+2 to Necromancer Skill Levels
20% Cast Speed
+(11 to 20)% to Physical/Magic Spell Damage
-6% to Enemy Poison Resistance
+(11 to 13)% to Summoned Minion Damage
+25% to Summoned Minion Resistances
Maximum Mana +(9 to 11)%
Socketed (2)
One-Hand Damage: 13 to 19
(Necromancer Only)
Required Level: 42
Required Dexterity: 32
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
+3 to Necromancer Skill Levels
30% Cast Speed
+(21 to 30)% to Physical/Magic Spell Damage
-9% to Enemy Poison Resistance
+(16 to 18)% to Summoned Minion Damage
+35% to Summoned Minion Resistances
Maximum Mana +(15 to 17)%
Socketed (2)
One-Hand Damage: 16 to 23
(Necromancer Only)
Required Level: 51
Required Dexterity: 65
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
+4 to Necromancer Skill Levels
35% Cast Speed
+(31 to 40)% to Physical/Magic Spell Damage
-12% to Enemy Poison Resistance
+(19 to 20)% to Summoned Minion Damage
+50% to Summoned Minion Resistances
Maximum Mana +(18 to 20)%
Socketed (2)
Armor: Honorific >> Craft
Helm: Honorific >> Craft
Gloves: Honorific >> Craft
Boots: Honorific >> Craft
Belt: Honorific >>
Duress
Duress
Belts
'Thal'
Runeword Level: 100
7% Chance to cast Level 5 Lifespark on Death Blow when Below 50% Life
+1 to All Skills
15% Cast Speed
+(20 to 25)% to Physical/Magic Spell Damage
Slows Attacker by 10%
+(141 to 171)% Enhanced Defense
+(150 to 200) to Life
Maximum Mana +(6 to 10)%
Physical Resist 5%
Belts
'Thal'
Runeword Level: 100
7% Chance to cast Level 5 Lifespark on Death Blow when Below 50% Life
+1 to All Skills
15% Cast Speed
+(20 to 25)% to Physical/Magic Spell Damage
Slows Attacker by 10%
+(141 to 171)% Enhanced Defense
+(150 to 200) to Life
Maximum Mana +(6 to 10)%
Physical Resist 5%
Shield:
Darkflesh
Darkflesh
Unraveller Head (4)
Defense: (87 - 100) to (169 - 194)
Chance to Block: 2%
(Necromancer Only)
Required Level: 5
Required Dexterity: 24
Item Level: 1
+1 to Necromancer Skill Levels
+(16 to 25) Spell Focus
5% Cast Speed
5% Hit Recovery
+(6 to 10)% to Physical/Magic Spell Damage
+(12 to 29)% Enhanced Defense
Fire Resist +(7 to 10)%
Lightning Resist +(7 to 10)%
2% Reanimate as: Random Monster
Socketed (2)
Defense: (296 - 329) to (527 - 585)
Chance to Block: 2%
(Necromancer Only)
Required Level: 23
Required Dexterity: 35
Item Level: 31
+2 to Necromancer Skill Levels
+(36 to 45) Spell Focus
15% Cast Speed
15% Hit Recovery
+(16 to 20)% to Physical/Magic Spell Damage
+(47 to 63)% Enhanced Defense
Fire Resist +(15 to 18)%
Lightning Resist +(15 to 18)%
4% Reanimate as: Random Monster
Socketed (2)
Defense: (758 - 825) to (1299 - 1414)
Chance to Block: 2%
(Necromancer Only)
Required Level: 40
Required Dexterity: 74
Item Level: 51
+3 to Necromancer Skill Levels
+(56 to 65) Spell Focus
25% Cast Speed
25% Hit Recovery
+(26 to 30)% to Physical/Magic Spell Damage
+(81 to 97)% Enhanced Defense
Fire Resist +(23 to 26)%
Lightning Resist +(23 to 26)%
6% Reanimate as: Random Monster
Socketed (3)
Defense: (1126 - 1217) to (1928 - 2084)
Chance to Block: 2%
(Necromancer Only)
Required Level: 49
Required Dexterity: 153
Item Level: 77
+4 to Necromancer Skill Levels
+(66 to 75) Spell Focus
30% Cast Speed
30% Hit Recovery
+(36 to 40)% to Physical/Magic Spell Damage
+(98 to 114)% Enhanced Defense
Fire Resist +(27 to 30)%
Lightning Resist +(27 to 30)%
8% Reanimate as: Random Monster
Socketed (4)
Unraveller Head (4)
Defense: (87 - 100) to (169 - 194)
Chance to Block: 2%
(Necromancer Only)
Required Level: 5
Required Dexterity: 24
Item Level: 1
+1 to Necromancer Skill Levels
+(16 to 25) Spell Focus
5% Cast Speed
5% Hit Recovery
+(6 to 10)% to Physical/Magic Spell Damage
+(12 to 29)% Enhanced Defense
Fire Resist +(7 to 10)%
Lightning Resist +(7 to 10)%
2% Reanimate as: Random Monster
Socketed (2)
Defense: (296 - 329) to (527 - 585)
Chance to Block: 2%
(Necromancer Only)
Required Level: 23
Required Dexterity: 35
Item Level: 31
+2 to Necromancer Skill Levels
+(36 to 45) Spell Focus
15% Cast Speed
15% Hit Recovery
+(16 to 20)% to Physical/Magic Spell Damage
+(47 to 63)% Enhanced Defense
Fire Resist +(15 to 18)%
Lightning Resist +(15 to 18)%
4% Reanimate as: Random Monster
Socketed (2)
Defense: (758 - 825) to (1299 - 1414)
Chance to Block: 2%
(Necromancer Only)
Required Level: 40
Required Dexterity: 74
Item Level: 51
+3 to Necromancer Skill Levels
+(56 to 65) Spell Focus
25% Cast Speed
25% Hit Recovery
+(26 to 30)% to Physical/Magic Spell Damage
+(81 to 97)% Enhanced Defense
Fire Resist +(23 to 26)%
Lightning Resist +(23 to 26)%
6% Reanimate as: Random Monster
Socketed (3)
Defense: (1126 - 1217) to (1928 - 2084)
Chance to Block: 2%
(Necromancer Only)
Required Level: 49
Required Dexterity: 153
Item Level: 77
+4 to Necromancer Skill Levels
+(66 to 75) Spell Focus
30% Cast Speed
30% Hit Recovery
+(36 to 40)% to Physical/Magic Spell Damage
+(98 to 114)% Enhanced Defense
Fire Resist +(27 to 30)%
Lightning Resist +(27 to 30)%
8% Reanimate as: Random Monster
Socketed (4)
Rings: Rare rings (start looking for +1 all skills, Spell factor, and Phys/mag spell damage
Amulet: Rare or Craft with + all skills, Spell factor, and Phys/mag spell damage
Skills: around level 100
Max: Death Ripple, Nightwalker
make sure you have 1 point on everything else in the malice tree then put points into death eater until you get soul sever.
Rest need to go to Embalming, Death Ward, try to max those.
For survivability choose the voodoo (left) path in crossbow tree and put as leftovers into Life From Death. You can choose the other side too who cares more regen vs more PR. Either max life from death or put leftovers into Death Pact and Dream eater.
Strength - Gear
Dexterity - enough for shield
Vitality - 0
Energy - leftovers after gear
► Breakpoints
https://dev.median-xl.com/speedcalc/
Hit recovery will be important, of course cast speed will give you more damage if you can hit the max. It will be hard to do so in midgame tho
Hit recovery will be important, of course cast speed will give you more damage if you can hit the max. It will be hard to do so in midgame tho
ENDGAME
► General Tips
Try to get two Phul runes ASAP. The RW shield listed below will increase death ripple damage by 33% overall its best for it until you get relic. The RW belt will give you some massive Single target options. Your first goal should be farming up 20 Heavenly souls for the Raven mantle. Pick up every rare ring and ammy to find good ones. If you have decent Regen on all of your slots, and go for big potions with life after death + Chemistry there are almost no ubers you cant do. It just becomes a war of attrition.
► Gear + Skills
There are a lot of situational changes and personal preference to skills for Malice and Necromancer in General. I will try to explain some of the things I use in general situations and tend to like for my playstyle which is usually very casual farming while watching TV.
Skills
Deathspeaker
20 Embalming - Max always for big life and regen.
1 Sacrifices
25 Death Ward - Max always for 25 avoid, and big defense
1 Famine
1 Bane - can take one point in this if you take a point of skeles, it helps when you have a boss you want to curse
13 Death Pact - 1 point or 13 depending on what you are doing and what level you are, you can use these points in defensives if you are too squish.
Summon
1 Blood Skeleton - great for distracting mobs, mine have 100k life at level 145 in endgame gear.
Crossbow
1 Catapult Shot
1 Flameburst Shot
1 Alchemical Preparation
1 Debilitating Concoction
Left overs- Life From Death - I choose this tree and skill most times because I am lazy, and bad at the game. I need the potions for 15 seconds to stay alive most of the time.
Malice
25 Death Ripple
10 Nightwalker
1O occult Path
25 Dream Eater
1-3 Terror - sometimes I like the slow to last over a second gives me more time to reposition.
1 Exile
1 Pestilence
1 Soul Sever
Mastery - this tree is very situational and very much personal preference
1 Meditation - I take this to have free 2-3 PR for spirit walkers and be able to spam dream eater with out mana issues, just what I like don't hate.
1 Freedom - Same for freedom, 1 point let me hit another fhr breakpoint so I just put it in.
Rest of the tree as far as endurance for HP or chemistry is just however you feel.
Reward
1 Graveyard - Literally the only point you will put into this entire tree on malice, 1 point in it gives me about 40k poison dps punishers, and 150-200 free regen endgame.
Attributes:
Strength - enough for gear
Dexterity - enough for shield
Vitality - can put leftovers here
Energy - enough for 2k energy
Weapon:
Shield:
Body Armor:
Raven mantle gives a massive amount of regen even at early levels.
Helm:
Gloves:
Boots:
The next best thing in boot slot would be a really good angelic with some of the same stats. All skills, SF, some spell damage etc. Pretty rare and hard to find unless you are lucky. I really don't recommend anything else for boot, honorifics will be better than a Honorific boots with 20% PMSD, 60 SF, 150/sec regen, and 50 energy and tell me which you would rather use. That is even before level 120 with out blessing...
Belt:
Amulet:
Rings:
Buff:
While you are at it why not carry around a full fucking apeshoot set and swap it in every 5 minutes for tainted blood?
You can be real crazy and get
Sockets
Weapon: Ghal most likely for that Spell focus, 50 is a pretty big chunk
Shield: Crafted jewels, SF, PMSD and / or cast speed/ hit recovery if you feel like it
EVERYWHERE ELSE: What did you think? The elite powers that be would let you socket anything other than Pgems like its 2001? Get real scrub, go ahead and get 16-20 pgems ready, If you get literally every other source of Max res and have a fear drinker on you get 4 sockets back (but not really because your poison resist will still be like 84-85. So you can pray to the RNG gods for some lottoed Zann esu. then pray some dude with 50k tg doesn't see them and make you an offer you cant refuse and you end up selling it anyway.
Stick to pgems and just accept your lot in life.
Skills
Deathspeaker
20 Embalming - Max always for big life and regen.
1 Sacrifices
25 Death Ward - Max always for 25 avoid, and big defense
1 Famine
1 Bane - can take one point in this if you take a point of skeles, it helps when you have a boss you want to curse
13 Death Pact - 1 point or 13 depending on what you are doing and what level you are, you can use these points in defensives if you are too squish.
Summon
1 Blood Skeleton - great for distracting mobs, mine have 100k life at level 145 in endgame gear.
Crossbow
1 Catapult Shot
1 Flameburst Shot
1 Alchemical Preparation
1 Debilitating Concoction
Left overs- Life From Death - I choose this tree and skill most times because I am lazy, and bad at the game. I need the potions for 15 seconds to stay alive most of the time.
Malice
25 Death Ripple
10 Nightwalker
1O occult Path
25 Dream Eater
1-3 Terror - sometimes I like the slow to last over a second gives me more time to reposition.
1 Exile
1 Pestilence
1 Soul Sever
Mastery - this tree is very situational and very much personal preference
1 Meditation - I take this to have free 2-3 PR for spirit walkers and be able to spam dream eater with out mana issues, just what I like don't hate.
1 Freedom - Same for freedom, 1 point let me hit another fhr breakpoint so I just put it in.
Rest of the tree as far as endurance for HP or chemistry is just however you feel.
Reward
1 Graveyard - Literally the only point you will put into this entire tree on malice, 1 point in it gives me about 40k poison dps punishers, and 150-200 free regen endgame.
Attributes:
Strength - enough for gear
Dexterity - enough for shield
Vitality - can put leftovers here
Energy - enough for 2k energy
Weapon:
Daydreamer
The 20% malice damage is an additive bonus applied directlyto your Nightwalker skill, what you really want this for is the regen.Daydreamer
Yew Wand (Sacred)
One-Hand Damage: 36 to 38
(Necromancer Only)
Required Level: 130
Required Dexterity: 168
Item Level: 120
Dexterity Damage Bonus: (0.06 per Dexterity)%
If you have No Ultimate Skill:
+20% Malice Skill Damage
+375 Life Regenerated per Second
-150% to Summoned Minion Damage
+(3 to 5) to Necromancer Skill Levels
2% Base Block Chance
+(61 to 75) Spell Focus
50% Cast Speed
+(31 to 50)% to Physical/Magic Spell Damage
-3 to Light Radius
Socketed (2)
Yew Wand (Sacred)
One-Hand Damage: 36 to 38
(Necromancer Only)
Required Level: 130
Required Dexterity: 168
Item Level: 120
Dexterity Damage Bonus: (0.06 per Dexterity)%
If you have No Ultimate Skill:
+20% Malice Skill Damage
+375 Life Regenerated per Second
-150% to Summoned Minion Damage
+(3 to 5) to Necromancer Skill Levels
2% Base Block Chance
+(61 to 75) Spell Focus
50% Cast Speed
+(31 to 50)% to Physical/Magic Spell Damage
-3 to Light Radius
Socketed (2)
Shield:
Twisted Mind
Use twisted mind until you get Death Ripple relic for farming, the third enhancement will cause ripple to hit a third time for what is essentially a 33% damage increase >>> Twisted Mind
Necromancer Shields
'ArcOlPhul'
Runeword Level: 110
Enhances Death Ripple
Occult Path: +10 Life per Death Ripple Skill Level
2% Chance to cast level 10 Timefield on Death Blow
+(3 to 5) to Necromancer Skill Levels
+(5 to 10)% Bonus to Spell Focus
+(50 to 75)% to Summoned Minion Life
+(171 to 200)% Enhanced Defense
+10 to all Attributes
10% to Energy
+(100 to 150) Life after each Kill
(30 to 40)% Magic Find
Necromancer Shields
'ArcOlPhul'
Runeword Level: 110
Enhances Death Ripple
Occult Path: +10 Life per Death Ripple Skill Level
2% Chance to cast level 10 Timefield on Death Blow
+(3 to 5) to Necromancer Skill Levels
+(5 to 10)% Bonus to Spell Focus
+(50 to 75)% to Summoned Minion Life
+(171 to 200)% Enhanced Defense
+10 to all Attributes
10% to Energy
+(100 to 150) Life after each Kill
(30 to 40)% Magic Find
Feardrinker
With ripple relic you can use feardrinker for farming, you can also swap in a feardrinker for bossing with dream eater if you have one. Same deal with this item, the malice bonus isn't huge but the total stats are great, huge defensive piece for this slot. +max res, life, regen, nothing not to love on this thing.Feardrinker
Zombie Head (Sacred)
Defense: (2802 - 3312) to (3117 - 3684)
Chance to Block: 4%
(Necromancer Only)
Required Level: 100
Required Dexterity: 438
Item Level: 120
+15% Malice Skill Damage
+(2 to 5) to Necromancer Skill Levels
2% Base Block Chance
+(20 to 30)% to Physical/Magic Spell Damage
+(20 to 28) to Wrath
+(120 to 160)% Enhanced Defense
+120 Life Regenerated per Second
+(300 to 500) to Life
Maximum Elemental Resists +1%
Socketed (4)
Zombie Head (Sacred)
Defense: (2802 - 3312) to (3117 - 3684)
Chance to Block: 4%
(Necromancer Only)
Required Level: 100
Required Dexterity: 438
Item Level: 120
+15% Malice Skill Damage
+(2 to 5) to Necromancer Skill Levels
2% Base Block Chance
+(20 to 30)% to Physical/Magic Spell Damage
+(20 to 28) to Wrath
+(120 to 160)% Enhanced Defense
+120 Life Regenerated per Second
+(300 to 500) to Life
Maximum Elemental Resists +1%
Socketed (4)
Body Armor:
Robe of Steel
This is an option if you happen to have one. Raven Mantle from the soul forge will be the go to, best for almost any situation, realistically the highest damage body will be a low level craft blessed 4 times for huge phys mag spell damage. Robe of Steel
Full Plate Mail (Sacred)
Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength: 469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
Full Plate Mail (Sacred)
Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength: 469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
Raven mantle gives a massive amount of regen even at early levels.
Helm:
Black Masquerade
the signature mask of malice. You can get a low PR one cheap usually. The cost of this is hurt by things like dirty Arcane swarm sorcs buying them all up. Feel free to thank the sorcs for this.Black Masquerade
Bone Helm (Sacred)
Defense: (2420 - 2904) to (2622 - 3147)
Required Level: 80
Item Level: 120
+100 Spell Focus
+100% to Physical/Magic Spell Damage
+(150 to 200)% Enhanced Defense
+200 Life Regenerated per Second
Physical Resist (0 to 10)%
Requirements -100%
Socketed (4)
Bone Helm (Sacred)
Defense: (2420 - 2904) to (2622 - 3147)
Required Level: 80
Item Level: 120
+100 Spell Focus
+100% to Physical/Magic Spell Damage
+(150 to 200)% Enhanced Defense
+200 Life Regenerated per Second
Physical Resist (0 to 10)%
Requirements -100%
Socketed (4)
Gloves:
Aiwass
These gloves are cool but in my opinion honorific is better... The damage for 3 skills and 15% malice bonus basically is equal to 60 sf, 20 spell damage, and some energy. The max res is not a huge deal early game and I would rather have 150 regen from an honorific. Aiwass
Gloves
'ZodKa'
Runeword Level: 105
+15% Malice Skill Damage
+3 to Necromancer Skill Levels
+293 Defense
(21 to 35)% to Strength
+(1 to 100) to Life
Regenerate Mana +(5 to 10)%
Maximum Elemental Resists +1%
+15 Life after each Kill
Gloves
'ZodKa'
Runeword Level: 105
+15% Malice Skill Damage
+3 to Necromancer Skill Levels
+293 Defense
(21 to 35)% to Strength
+(1 to 100) to Life
Regenerate Mana +(5 to 10)%
Maximum Elemental Resists +1%
+15 Life after each Kill
Lamha Na Draoithe
fills a roll in this build, they give much needed Spell focus, they bring my build up to 200% cast speed for the breakpoint, and add a tiny bit of spell damage while doing it, and oh hey the +2 all skills is nice. The strength on these gloves actually helps in late endgame when you start looking into lodestones and sigils of absolution.Lamha Na Draoithe
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Boots:
Spirit Walker
These boots are OP on malice necromancer. You can get an insane amount of regen from embalming and meditation passives alone. Let alone adding 50-75% regen to your jewelry. These boots allow you to hit 50+ PR with out using the endurance passive, or the phys side of the crossbow tree for life from death. offer up to 100 SF and always 35% phys/mag spell damage which is just disgusting ONTOP of the +2 skills. There IS A REASON these boots are so expensive for a good roll and are so sought after by phys/mag builds.Spirit Walker
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
Heavy Boots (Sacred)
Defense: 696 to 737
Required Level: 100
Required Strength: 550
Item Level: 120
+1% Physical Resist per 18% Mana Regeneration
+2 to All Skills
+(50 to 100) Spell Focus
(10 to 40)% Movement Speed
Jitan's Gate Cooldown Reduced by 1 seconds
+35% to Physical/Magic Spell Damage
-15% to Enemy Elemental Resistances
Socketed (4)
The next best thing in boot slot would be a really good angelic with some of the same stats. All skills, SF, some spell damage etc. Pretty rare and hard to find unless you are lucky. I really don't recommend anything else for boot, honorifics will be better than a Honorific boots with 20% PMSD, 60 SF, 150/sec regen, and 50 energy and tell me which you would rather use. That is even before level 120 with out blessing...
Belt:
Duress
Duress
Belts
'Thal'
Runeword Level: 100
7% Chance to cast Level 5 Lifespark on Death Blow when Below 50% Life
+1 to All Skills
15% Cast Speed
+(20 to 25)% to Physical/Magic Spell Damage
Slows Attacker by 10%
+(141 to 171)% Enhanced Defense
+(150 to 200) to Life
Maximum Mana +(6 to 10)%
Physical Resist 5%
Belts
'Thal'
Runeword Level: 100
7% Chance to cast Level 5 Lifespark on Death Blow when Below 50% Life
+1 to All Skills
15% Cast Speed
+(20 to 25)% to Physical/Magic Spell Damage
Slows Attacker by 10%
+(141 to 171)% Enhanced Defense
+(150 to 200) to Life
Maximum Mana +(6 to 10)%
Physical Resist 5%
Treachery
Treachery
Belts
'ArcPhul'
Runeword Level: 110
+1 to All Skills
+(5 to 10)% Bonus to Spell Focus
10% Hit Recovery
+(15 to 20)% to Physical/Magic Spell Damage
+(12 to 15) to Singularity
(15 to 20)% to Energy
+(150 to 250) to Mana
Physical Resist 5%
+(100 to 200) Life when Struck by an Enemy
Belts
'ArcPhul'
Runeword Level: 110
+1 to All Skills
+(5 to 10)% Bonus to Spell Focus
10% Hit Recovery
+(15 to 20)% to Physical/Magic Spell Damage
+(12 to 15) to Singularity
(15 to 20)% to Energy
+(150 to 250) to Mana
Physical Resist 5%
+(100 to 200) Life when Struck by an Enemy
Lunar Eclipse
Finally some good options for belts. A lot of this will be situational, Can make a duress untill you get treachery. Eclipse and some other stuff will give bigger damage when you cant use singularity. The best in slot for Pure dream eater and ripple damage will be a low level craft blessed four times for massive PMSD spell damage.Lunar Eclipse
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Light Belt (Sacred)
Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
Amulet:
Vizjerei's Necklace
This is an option until you can get an insane craft or rare with big all skills, Spell focus, and phys/mag spell damageVizjerei's Necklace
Amulet
Required Level: 100
Item Level: 105
+(1 to 3) to All Skills
+(20 to 30)% to Physical/Magic Spell Damage
(10 to 20)% to Energy
Maximum Mana +10%
+(25 to 50) Life after each Kill
Amulet
Required Level: 100
Item Level: 105
+(1 to 3) to All Skills
+(20 to 30)% to Physical/Magic Spell Damage
(10 to 20)% to Energy
Maximum Mana +10%
+(25 to 50) Life after each Kill
Rings:
Ras Algethi
Same situation with the ammy, can use this or get you some really good crafts with the stats we want.Ras Algethi
Ring
Required Level: 100
Item Level: 105
2% Chance to cast level 44 Magic Missiles on Melee Attack
+(40 to 50) Spell Focus
+(15 to 20)% to Physical/Magic Spell Damage
+(15 to 20)% to Fire Spell Damage
-10% to Enemy Fire Resistance
Physical Resist -2%
Ring
Required Level: 100
Item Level: 105
2% Chance to cast level 44 Magic Missiles on Melee Attack
+(40 to 50) Spell Focus
+(15 to 20)% to Physical/Magic Spell Damage
+(15 to 20)% to Fire Spell Damage
-10% to Enemy Fire Resistance
Physical Resist -2%
Buff:
Shamanka
of course shamanka, or despondance if you really want to go that extra mile (hell try both go nuts im too lazy)Shamanka
Long Staff (Sacred)
Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)
Long Staff (Sacred)
Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)
While you are at it why not carry around a full fucking apeshoot set and swap it in every 5 minutes for tainted blood?
You can be real crazy and get
Relic (Blood Fury)
for an ethical +70% spell damage buff.Relic
Required Level: 75
+(2 to 7) to Blood Fury
+(33 to 66) to Life
+(21 to 30) Life after each Kill
Required Level: 75
+(2 to 7) to Blood Fury
+(33 to 66) to Life
+(21 to 30) Life after each Kill
Sockets
Weapon: Ghal most likely for that Spell focus, 50 is a pretty big chunk
Shield: Crafted jewels, SF, PMSD and / or cast speed/ hit recovery if you feel like it
EVERYWHERE ELSE: What did you think? The elite powers that be would let you socket anything other than Pgems like its 2001? Get real scrub, go ahead and get 16-20 pgems ready, If you get literally every other source of Max res and have a fear drinker on you get 4 sockets back (but not really because your poison resist will still be like 84-85. So you can pray to the RNG gods for some lottoed Zann esu. then pray some dude with 50k tg doesn't see them and make you an offer you cant refuse and you end up selling it anyway.
Stick to pgems and just accept your lot in life.
Shout out to
Fumbles - For Making an awesome Thornwarden guide and providing the hard work for the code/layout on this guide
Gato - For putting up with tons of feedback after making these changes.
Good luck out there.