This guide is for end game purpose only, including end game rift (scosglen, lab, heroic library of fate) and dungeon info (samael, deimoss, nithogur) but all of early-mid game information is not here. also I expect you to have
Deckard Cain's Heirloom
as it gives crazy boost for aoe clear. 
Deckard Cain's Heirloom
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
If you want early game portion of guide (or don't have
Deckard Cain's Heirloom
) you should visit other incarnation guide as this guide is for the endgame portion. For any early-mid game quests/charms melee sorc guide is most comprehensive guide for any build. It has map, every info you need (except new trophy challenge systems).
Deckard Cain's Heirloom
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Incarnation guide by SirFraunk
https://forum.median-xl.com/viewtopic.php?t=67290
Melee sorc guide by Solfege
https://forum.median-xl.com/viewtopic.php?t=25473
List of all ubers
https://tsw.vn.cz/quests/
what this build can do
Clear speed of end game (150 with stats shown below) (it was nithogur set up so I’ll have more life normally)
Library of fate (130) in 1 minute and half (using good layout)
Scosglen clear in 11-13 minutes (not including eleventh eyes)
Lab t6-9 in 5-6 minutes (phoboss and anomaly can lengthen)
Lab 10 in 15-20 minutes (luck can affect time significantly)
Samael in 3 minutes (assuming no death)
Deimoss 5 pillar is doable
Nithogur first phase in 10 minutes (deathless). 2nd phase is around 10 minutes too. you can get consistent nithogur once you learned the fight.



character stats/skills/gear
Aim for stats
Stats for gear (I have 0 str with
Sigil of Absolution
and 
Sigil of Absolution
Occult Effigy
Cube Reagent
Cube with Any Weapon/Armor to Add Bonus
-5 Required Level
Requirements +25%
(Max 2 Uses per Item)
Cannot be Used with Runewords
Occult Effigy
Cube Reagent
Cube with Any Weapon/Armor to Add Bonus
-5 Required Level
Requirements +25%
(Max 2 Uses per Item)
Cannot be Used with Runewords
Lodestone
everywhere, angelic is probably heaviest you’ll use)
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
20k mana (energy boost is not ignorable but mana is better)
Max res
770 to 1000 Physical/Magic Spell Damage (shortened as PMSD) (990 is max aoe scaling) (important)
As much Fire Spell Damage as you can amass on the way (shortened as FSD)
We don’t care about
Spell focus (singularity scales with it so you won’t say no to free ones)
Defense (it never get enough to matter, I don’t think you can change that)
gear
Weapon;
Deckard Cain's Heirloom
(exp, 
Deckard Cain's Heirloom
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Uldyssian's Spirit
, 
Uldyssian's Spirit
Mystic Orb
Right-Click to Apply
+15 Spell Focus
+30% Damage to Demons
+3% to Spell Damage
+10 Required Level
Mystic Orb
Right-Click to Apply
+15 Spell Focus
+30% Damage to Demons
+3% to Spell Damage
+10 Required Level
Orb of Annihilation
)
Orb of Annihilation
Mystic Orb
Right-Click to Apply
10% Chance to cast level 1 Detonate on Melee Attack
+5% to Physical/Magic Spell Damage
5% to Energy
+10 Required Level
Mystic Orb
Right-Click to Apply
10% Chance to cast level 1 Detonate on Melee Attack
+5% to Physical/Magic Spell Damage
5% to Energy
+10 Required Level
Helm;
Hivemind
/
Hivemind
Blackguard Helm (Sacred)
Defense: (1828 - 2092) to (1927 - 2206)
(Paladin Only)
Required Level: 100
Required Dexterity: 387
Item Level: 105
+(2 to 3) to Paladin Skill Levels
+(20 to 30)% to Spell Damage
-(25 to 35)% to Enemy Poison Resistance
+(16 to 19) to Hive
+(31 to 40)% to Summoned Minion Life
+(87 to 114)% Enhanced Defense
Maximum Mana +25%
Poison Resist +30%
Socketed (4)
Blackguard Helm (Sacred)
Defense: (1828 - 2092) to (1927 - 2206)
(Paladin Only)
Required Level: 100
Required Dexterity: 387
Item Level: 105
+(2 to 3) to Paladin Skill Levels
+(20 to 30)% to Spell Damage
-(25 to 35)% to Enemy Poison Resistance
+(16 to 19) to Hive
+(31 to 40)% to Summoned Minion Life
+(87 to 114)% Enhanced Defense
Maximum Mana +25%
Poison Resist +30%
Socketed (4)
Black Masquerade
(
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)
Lodestone
, 
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Zayl's Soul Orb
)
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Armor; raven mantle (20 heavenly soul armor from library) (
Lodestone
, 
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Zayl's Soul Orb
)
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Glove; soulbinder glove (3 to blood fury) (
Lodestone
, 
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Zayl's Soul Orb
)
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Belt;
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
Lodestone
, 
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Zayl's Soul Orb
)
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
boots ; honorific (
Lodestone
, 
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Zayl's Soul Orb
, 
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Apple of Discord
, PMSD, FSD, elemental res)
Apple of Discord
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Ring;
Empyrean Glory
(PMSD, FSD, 
Empyrean Glory
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Apple of Discord
, res plr pdr IDK) (luck it first if you value UMO)
Apple of Discord
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Amulet;
Witchmoon
(
Witchmoon
Amulet
Required Level: 100
Item Level: 100
1% Chance to cast level 17 Mana Sweep on Death Blow
+(1 to 3) to All Skills
+(10 to 20) Spell Focus
+(10 to 20)% to Spell Damage
Maximum Mana +(30 to 40)%
Amulet
Required Level: 100
Item Level: 100
1% Chance to cast level 17 Mana Sweep on Death Blow
+(1 to 3) to All Skills
+(10 to 20) Spell Focus
+(10 to 20)% to Spell Damage
Maximum Mana +(30 to 40)%
Apple of Discord
, PMSD, whatever)
Apple of Discord
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Offhands;
Witherfang
, 
Witherfang
Flail (Sacred)
One-Hand Damage: 47 to 56
Required Level: 100
Required Strength: 486
Item Level: 130
Strength Damage Bonus: (0.11 per Strength)%
Dragon Jaws area increased by 30%
Dragon Jaws reduces enemy physical resist by 30% for 1 second
+(2 to 4) to Paladin Skill Levels
+(25 to 50)% to Physical/Magic Spell Damage
+(25 to 50)% to Fire Spell Damage
(21 to 25)% to Vitality
+(201 to 250) to Energy
Fire Absorb 6%
Lightning Absorb 6%
Cold Absorb 6%
Cannot Be Frozen
Socketed (6)
Flail (Sacred)
One-Hand Damage: 47 to 56
Required Level: 100
Required Strength: 486
Item Level: 130
Strength Damage Bonus: (0.11 per Strength)%
Dragon Jaws area increased by 30%
Dragon Jaws reduces enemy physical resist by 30% for 1 second
+(2 to 4) to Paladin Skill Levels
+(25 to 50)% to Physical/Magic Spell Damage
+(25 to 50)% to Fire Spell Damage
(21 to 25)% to Vitality
+(201 to 250) to Energy
Fire Absorb 6%
Lightning Absorb 6%
Cold Absorb 6%
Cannot Be Frozen
Socketed (6)
Shadowsabre
, 
Shadowsabre
Crystal Sword (Sacred)
Required Level: 100
Required Dexterity: 510
Item Level: 105
Innate Cold Damage: (45.0% of Dexterity)
Crucify: +30% Magic Damage per Base Level
50% Attack Speed
Adds 160-250 Cold Damage
-20% to Enemy Elemental Resistances
+15 to Way of the Raven (Assassin Only)
+15 to Way of the Gryphon (Assassin Only)
+15 to Way of the Phoenix (Assassin Only)
+(15 to 25) to Crucify (Assassin Only)
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
+4 Life on Striking
Socketed (6)
Crystal Sword (Sacred)
Required Level: 100
Required Dexterity: 510
Item Level: 105
Innate Cold Damage: (45.0% of Dexterity)
Crucify: +30% Magic Damage per Base Level
50% Attack Speed
Adds 160-250 Cold Damage
-20% to Enemy Elemental Resistances
+15 to Way of the Raven (Assassin Only)
+15 to Way of the Gryphon (Assassin Only)
+15 to Way of the Phoenix (Assassin Only)
+(15 to 25) to Crucify (Assassin Only)
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
+4 Life on Striking
Socketed (6)
Astreon's Citadel
, 
Astreon's Citadel
Aerin Shield (Sacred)
Defense: (4336 - 5059) to (5085 - 5933)
Chance to Block: 3%
(Paladin Only)
Required Level: 100
Required Strength: 500
Item Level: 105
1% Base Block Chance
+25% to Physical/Magic Spell Damage
+25% to Lightning Spell Damage
-15% to Enemy Lightning Resistance
+(4 to 6) to Slayer (Paladin Only)
+(4 to 6) to Mind Flay (Paladin Only)
+(140 to 180)% Enhanced Defense
+75 to Energy
Cold Absorb 7%
Socketed (4)
Aerin Shield (Sacred)
Defense: (4336 - 5059) to (5085 - 5933)
Chance to Block: 3%
(Paladin Only)
Required Level: 100
Required Strength: 500
Item Level: 105
1% Base Block Chance
+25% to Physical/Magic Spell Damage
+25% to Lightning Spell Damage
-15% to Enemy Lightning Resistance
+(4 to 6) to Slayer (Paladin Only)
+(4 to 6) to Mind Flay (Paladin Only)
+(140 to 180)% Enhanced Defense
+75 to Energy
Cold Absorb 7%
Socketed (4)
Shadowmoon
, 
Shadowmoon
Crown Shield (4)
Defense: (167 - 191) to (329 - 376)
Chance to Block: 2%
(Paladin Only)
Required Level: 10
Required Dexterity: 43
Item Level: 10
5% Attack Speed
5% Cast Speed
+(4 to 5)% to Spell Damage
+(8 to 10)% to Summoned Minion Life
+(18 to 35)% Enhanced Defense
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
Socketed (2)
Defense: (535 - 594) to (983 - 1093)
Chance to Block: 2%
(Paladin Only)
Required Level: 28
Required Dexterity: 64
Item Level: 31
10% Attack Speed
10% Cast Speed
+(8 to 9)% to Spell Damage
+(14 to 16)% to Summoned Minion Life
+(52 to 69)% Enhanced Defense
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
Socketed (2)
Defense: (1325 - 1439) to (2386 - 2590)
Chance to Block: 2%
(Paladin Only)
Required Level: 45
Required Dexterity: 135
Item Level: 51
15% Attack Speed
15% Cast Speed
+(12 to 13)% to Spell Damage
+(20 to 22)% to Summoned Minion Life
+(87 to 103)% Enhanced Defense
Fire Absorb 4%
Lightning Absorb 4%
Cold Absorb 4%
Socketed (3)
Defense: (1968 - 2123) to (3529 - 3806)
Chance to Block: 2%
(Paladin Only)
Required Level: 54
Required Dexterity: 280
Item Level: 77
15% Attack Speed
15% Cast Speed
+(14 to 15)% to Spell Damage
+(23 to 25)% to Summoned Minion Life
+(104 to 120)% Enhanced Defense
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
Socketed (4)
Crown Shield (4)
Defense: (167 - 191) to (329 - 376)
Chance to Block: 2%
(Paladin Only)
Required Level: 10
Required Dexterity: 43
Item Level: 10
5% Attack Speed
5% Cast Speed
+(4 to 5)% to Spell Damage
+(8 to 10)% to Summoned Minion Life
+(18 to 35)% Enhanced Defense
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
Socketed (2)
Defense: (535 - 594) to (983 - 1093)
Chance to Block: 2%
(Paladin Only)
Required Level: 28
Required Dexterity: 64
Item Level: 31
10% Attack Speed
10% Cast Speed
+(8 to 9)% to Spell Damage
+(14 to 16)% to Summoned Minion Life
+(52 to 69)% Enhanced Defense
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
Socketed (2)
Defense: (1325 - 1439) to (2386 - 2590)
Chance to Block: 2%
(Paladin Only)
Required Level: 45
Required Dexterity: 135
Item Level: 51
15% Attack Speed
15% Cast Speed
+(12 to 13)% to Spell Damage
+(20 to 22)% to Summoned Minion Life
+(87 to 103)% Enhanced Defense
Fire Absorb 4%
Lightning Absorb 4%
Cold Absorb 4%
Socketed (3)
Defense: (1968 - 2123) to (3529 - 3806)
Chance to Block: 2%
(Paladin Only)
Required Level: 54
Required Dexterity: 280
Item Level: 77
15% Attack Speed
15% Cast Speed
+(14 to 15)% to Spell Damage
+(23 to 25)% to Summoned Minion Life
+(104 to 120)% Enhanced Defense
Fire Absorb 5%
Lightning Absorb 5%
Cold Absorb 5%
Socketed (4)
Wheel of Fortune
(any survivability option MO) (absorb gear for phoboss deimoss samael etc)
Wheel of Fortune
Large Shield (4)
Defense: 85 to 162
Chance to Block: Class%
Required Level: 4
Required Strength: 27
Required Dexterity: 45
Item Level: 10
+(21 to 30) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(6 to 10)%
Fire Absorb 1%
Lightning Absorb 1%
Cold Absorb 1%
(4 to 7)% Gold Find
(5 to 10)% Magic Find
Socketed (1)
Defense: 240 to 405
Chance to Block: Class%
Required Level: 21
Required Strength: 53
Required Dexterity: 67
Item Level: 31
+(31 to 40) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(11 to 20)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(9 to 12)% Gold Find
(11 to 20)% Magic Find
Socketed (3)
Defense: 501 to 817
Chance to Block: Class%
Required Level: 39
Required Strength: 184
Required Dexterity: 139
Item Level: 51
+(41 to 50) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(21 to 30)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(14 to 17)% Gold Find
(21 to 30)% Magic Find
Socketed (4)
Defense: 684 to 1113
Chance to Block: Class%
Required Level: 48
Required Strength: 368
Required Dexterity: 288
Item Level: 77
+(51 to 60) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
(17 to 19)% Gold Find
(31 to 40)% Magic Find
Socketed (4)
Large Shield (4)
Defense: 85 to 162
Chance to Block: Class%
Required Level: 4
Required Strength: 27
Required Dexterity: 45
Item Level: 10
+(21 to 30) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(6 to 10)%
Fire Absorb 1%
Lightning Absorb 1%
Cold Absorb 1%
(4 to 7)% Gold Find
(5 to 10)% Magic Find
Socketed (1)
Defense: 240 to 405
Chance to Block: Class%
Required Level: 21
Required Strength: 53
Required Dexterity: 67
Item Level: 31
+(31 to 40) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(11 to 20)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(9 to 12)% Gold Find
(11 to 20)% Magic Find
Socketed (3)
Defense: 501 to 817
Chance to Block: Class%
Required Level: 39
Required Strength: 184
Required Dexterity: 139
Item Level: 51
+(41 to 50) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(21 to 30)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(14 to 17)% Gold Find
(21 to 30)% Magic Find
Socketed (4)
Defense: 684 to 1113
Chance to Block: Class%
Required Level: 48
Required Strength: 368
Required Dexterity: 288
Item Level: 77
+(51 to 60) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
(17 to 19)% Gold Find
(31 to 40)% Magic Find
Socketed (4)
Offhands; Depends on contents you can use
Shamanka
for extra damage. also you can use 
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)
Freakshow
as pestilence will give you movement speed.
Freakshow
Scythe (Sacred)
Two-Hand Damage: 53 to 73
Required Level: 100
Required Strength: 699
Required Dexterity: 699
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(51 to 70)% to Poison Spell Damage
-25% to Enemy Poison Resistance
+(11 to 24) to Pestilence
Maximum Poison Resist +4%
Physical Resist 10%
5% Reanimate as: Random Monster
Requirements +50%
Socketed (6)
Scythe (Sacred)
Two-Hand Damage: 53 to 73
Required Level: 100
Required Strength: 699
Required Dexterity: 699
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(51 to 70)% to Poison Spell Damage
-25% to Enemy Poison Resistance
+(11 to 24) to Pestilence
Maximum Poison Resist +4%
Physical Resist 10%
5% Reanimate as: Random Monster
Requirements +50%
Socketed (6)
Other options
If you have
Tyrael's Might
you can swap so many jewels to either dedicate on damage, or swap bloodfury glove to graveyard and keep regen 
Tyrael's Might
Ancient Armor (Sacred)
Defense: 11859 to 14685
Required Level: 130
Item Level: 130
Ethereal
50% Movement Speed
+100% Damage to Demons
+100% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
Ancient Armor (Sacred)
Defense: 11859 to 14685
Required Level: 130
Item Level: 130
Ethereal
50% Movement Speed
+100% Damage to Demons
+100% Damage to Undead
+200% Enhanced Defense
Maximum Elemental Resists +15%
Physical Resist 50%
Cannot Be Frozen
Requirements -100%
Celeri Caelesti Iustitia
Socketed (6)
while getting more damage.
If you can get angelic with 20SD 8-12exp and something more it can be better. Good luck. make sure you are searching something that does exists, as 12 experience is exclusive to belt for example.
check available affix here.
https://docs.median-xl.com/doc/wiki/affixes
If you are desperate about survival (against nithogur I was) graveyard glove may be an option. 1 regen per poison spell damage can be nice.
Antimass comes in clutch but lowers your damage for next few seconds, and you have to bring extra potion.
Endless Pride
is nice when you need overcap, 3 max res and life/mana.
Endless Pride
Cap (Sacred)
Defense: 1187 to 1201
Required Level: 120
Required Strength: 500
Item Level: 130
Restitution
(Based on Restore Percentage)
+2 to All Skills
+50% Bonus to Defense
Maximum Elemental Resists +3%
Cube with Heavenly Soul: Restore +20%
+4 to Life (Based on Character Level)
+2 to Mana (Based on Character Level)
Elemental Resists +10%
(1 to 50)% Magic Find
Socketed (4)
Cap (Sacred)
Defense: 1187 to 1201
Required Level: 120
Required Strength: 500
Item Level: 130
Restitution
(Based on Restore Percentage)
+2 to All Skills
+50% Bonus to Defense
Maximum Elemental Resists +3%
Cube with Heavenly Soul: Restore +20%
+4 to Life (Based on Character Level)
+2 to Mana (Based on Character Level)
Elemental Resists +10%
(1 to 50)% Magic Find
Socketed (4)
MO/effigy
DO NOT try
Arcane Hunger
on 
Arcane Hunger
Occult Effigy
Cube Reagent
Cube with a One Handed Weapon
with at least 15% Life Leech to Add Bonus
All Life Leech transformed to +20% Spell Damage
Item Cannot be Unsocketed
(Max 1 Use per Item)
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a One Handed Weapon
with at least 15% Life Leech to Add Bonus
All Life Leech transformed to +20% Spell Damage
Item Cannot be Unsocketed
(Max 1 Use per Item)
+10 Required Level
Deckard Cain's Heirloom
, you can’t. It is one hand only. 
Deckard Cain's Heirloom
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
DO NOT put life leech on
Deckard Cain's Heirloom
.
Deckard Cain's Heirloom
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
Short Staff (Sacred)
Two-Hand Damage: 53 to 55
Required Level: 100
Required Dexterity: 188
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+2.5% Spell Damage per 1% Additional Experience Gain
+1 to All Skills
-(20 to 25)% to Enemy Fire Resistance
-(20 to 25)% to Enemy Lightning Resistance
-(20 to 25)% to Enemy Cold Resistance
Maximum Fire Resist +2%
Maximum Lightning Resist +2%
Maximum Cold Resist +2%
2% Reanimate as: Random Monster
(21 to 60)% Magic Find
''Knowledge is Power''
Socketed (3)
luck
Empyrean Glory
before use UMO if you value UMO
Empyrean Glory
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Ring
Required Level: 50
Item Level: 120
1% Chance to cast level 40 Singularity on Kill
(6 to 10)% to All Attributes
Maximum Life +5%
Maximum Mana +15%
15% Gold Find
Any armor will have
Zayl's Soul Orb
and 
Zayl's Soul Orb
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Mystic Orb
Right-Click to Apply
2% to Energy
+100 to Mana
Half Freeze Duration
+10 Required Level
Lodestone
, it’s unbeatable combo
Lodestone
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Mystic Orb
Right-Click to Apply
+5% to Spell Damage
Requirements +10%
+10 Required Level
Last one could be
Apple of Discord
(life and mana), shop PMSD, shop FSD, shop res, 
Apple of Discord
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Mystic Orb
Right-Click to Apply
+40 to Life
+40 to Mana
+10 Required Level
Periapt of Life
(life regen)
Periapt of Life
Mystic Orb
Right-Click to Apply
4% to Vitality
+40 Life Regenerated per Second
+10 Required Level
Mystic Orb
Right-Click to Apply
4% to Vitality
+40 Life Regenerated per Second
+10 Required Level
make sure you have enough stats before using
Sigil of Absolution
.
Sigil of Absolution
Occult Effigy
Cube Reagent
Cube with Any Weapon/Armor to Add Bonus
-5 Required Level
Requirements +25%
(Max 2 Uses per Item)
Cannot be Used with Runewords
Occult Effigy
Cube Reagent
Cube with Any Weapon/Armor to Add Bonus
-5 Required Level
Requirements +25%
(Max 2 Uses per Item)
Cannot be Used with Runewords
luck/bless/oil
Weapon with oil of conjuration (10% SD).
Ring with oil of greater luck (5SD).
Armor with either luck or lottery I don’t care.
Either Enchanted or Spiritual blessing. on truly endgame where you have more than 1000 PMSD you may prefer Fascinating shrine.
Amulet with oil of greater luck (1 to all skill).
cube recipe page has all information about available upgrade
https://docs.median-xl.com/doc/items/cube
Jewel
Exp crafted jewels (2exp, 2PMSD, life, mana, stats, res)
charm
Obviously
Soulstone of the Hallows
will open a lot of res (2.10 exclusive)
Soulstone of the Hallows
Required Level: 125
Keep in Inventory to Gain Bonus
Maximum Elemental Resists +4%
Elemental Resists +100%
Required Level: 125
Keep in Inventory to Gain Bonus
Maximum Elemental Resists +4%
Elemental Resists +100%
Good rolled mana charms (
Spirit of Creation
, 
Spirit of Creation
Required Level: 125
Keep in Inventory to Gain Bonus
Unlocks Mastery Skill: Specialization
+25 to Strength
Maximum Mana +(1 to 5)%
Regenerate Mana +10%
Elemental Resists +(1 to 10)%
Required Level: 125
Keep in Inventory to Gain Bonus
Unlocks Mastery Skill: Specialization
+25 to Strength
Maximum Mana +(1 to 5)%
Regenerate Mana +10%
Elemental Resists +(1 to 10)%
The Book of Lies
, 
The Book of Lies
Required Level: 125
Keep in Inventory to Gain Bonus
+(100 to 500) to Life
+(50 to 250) to Mana
Required Level: 125
Keep in Inventory to Gain Bonus
+(100 to 500) to Life
+(50 to 250) to Mana
Vial of Elder Blood
, 
Vial of Elder Blood
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
Sunstone of the Gods
,
Sunstone of the Gods
Required Level: 115
Keep in Inventory to Gain Bonus
(3 to 5)% Innate Elemental Damage
Maximum Life +(3 to 5)%
Maximum Mana +(11 to 15)%
Required Level: 115
Keep in Inventory to Gain Bonus
(3 to 5)% Innate Elemental Damage
Maximum Life +(3 to 5)%
Maximum Mana +(11 to 15)%
Dragon Claw
) (you want 
Dragon Claw
Required Level: 125
Keep in Inventory to Gain Bonus
Unlocks Mastery Skill: Chemistry
+(50 to 150) to Life
+(25 to 75) to Mana
Cube to upgrade, granting bonuses based on your class
Required Level: 125
Keep in Inventory to Gain Bonus
Unlocks Mastery Skill: Chemistry
+(50 to 150) to Life
+(25 to 75) to Mana
Cube to upgrade, granting bonuses based on your class
Vial of Elder Blood
upgrade, it's not just pierce)
Vial of Elder Blood
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
Good rolled experience charms (
Zakarum's Ear
, 
Zakarum's Ear
Required Level: 115
Keep in Inventory to Gain Bonus
(6 to 10)% to All Attributes
+(6 to 15)% to Experience Gained
Heroic Library of Fate
Rewards: Angelic Items, Crafting Rares, Crafting Exclusive Uniques
Tramsmute with a Perfect Gem to open with Area Level 125
Tramsmute with 2 Angelic items to open with Area Level 130
Required Level: 115
Keep in Inventory to Gain Bonus
(6 to 10)% to All Attributes
+(6 to 15)% to Experience Gained
Heroic Library of Fate
Rewards: Angelic Items, Crafting Rares, Crafting Exclusive Uniques
Tramsmute with a Perfect Gem to open with Area Level 125
Tramsmute with 2 Angelic items to open with Area Level 130
Vial of Elder Blood
)
Vial of Elder Blood
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
Required Level: 135
Keep in Inventory to Gain Bonus
-5% to Enemy Elemental Resistances
Maximum Life +3%
Maximum Mana +(6 to 10)%
+50 Life after each Kill
+(5 to 25)% to Experience Gained
Transmute with a Nephalem Dimensional Key
with unlocked Dimensional Alchemy
and a Greater Signet of Learning to open
a portal to the Heart of Darkness
don't forget trophy bonuses (https://docs.median-xl.com/doc/wiki/trophies)
For dulra fruit, if you need strength it’s better for you to use str from charm than make it vitality or energy. Base energy/vitality will give you more mana/life.
Corrupted wormhole; life and mana (I don’t know which size are best. Any suggestion?)
bone chime with PMSD (18% is highest)
Sleep
Baal and valthek
You can use quov tsin if you don’t have res but worse than mo res and use baal. also you lose absorb gear.
relic
Anything that benefits you
Life, res, mres, PMSD, SD, FSD, buff, absorb, mana, etc
PMSD skills (
Relic (Dream Eater)
or 
Relic
Required Level: 75
+1 to All Skills
+(5 to 9) to Dream Eater (Necromancer Only)
+(11 to 25) to Dream Eater
Required Level: 75
+1 to All Skills
+(5 to 9) to Dream Eater (Necromancer Only)
+(11 to 25) to Dream Eater
Relic (Shuriken Flurry)
) may be nice against nithogur I don’t know, as long as it's better than dragon jaw it helps.
Relic
Required Level: 75
+1% Physical/Magic Spell Damage per 5 Cognition
+(18 to 26) to Shuriken Flurry
Physical Damage Reduced by (21 to 30)
Required Level: 75
+1% Physical/Magic Spell Damage per 5 Cognition
+(18 to 26) to Shuriken Flurry
Physical Damage Reduced by (21 to 30)
notable ones are
Relic (Singularity)
(you can swap belt to angelic)
Relic
Required Level: 75
+(9 to 14) to Singularity
Magic Absorb (1 to 3)%
+(16 to 30) Life after each Kill
Required Level: 75
+(9 to 14) to Singularity
Magic Absorb (1 to 3)%
+(16 to 30) Life after each Kill
Relic (Firedance)
(FSD)
Relic
Required Level: 75
+1 to Sorceress Skill Levels
+(4 to 7) to Firedance
10% Magic Find
Required Level: 75
+1 to Sorceress Skill Levels
+(4 to 7) to Firedance
10% Magic Find
Relic (Blood Fury)
(general spell damage, drains life)
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
Relic (Elemental Totem)
(FSD) (if you don’t mind babysit totem) (it has exp on so it is just nice too)
Relic
Required Level: 75
+(2 to 5) to Elemental Totem
Elemental Resists +5%
+(2 to 4)% to Experience Gained
Required Level: 75
+(2 to 5) to Elemental Totem
Elemental Resists +5%
+(2 to 4)% to Experience Gained
Relic (Antimass)
(it will heal you completely but you'll lose damage for next few seconds, also you will need mana potion)
Relic
Required Level: 75
Antimass Recovers Stamina
+(5 to 11) to Antimass
+100 to Life
Required Level: 75
Antimass Recovers Stamina
+(5 to 11) to Antimass
+100 to Life
Relic (Pestilence)
(movement speed, annoying sound effect)
Relic
Required Level: 75
Pestilence: +10 Seconds Duration
+(8 to 13) to Pestilence (Necromancer Only)
+(23 to 34) to Pestilence
Required Level: 75
Pestilence: +10 Seconds Duration
+(8 to 13) to Pestilence (Necromancer Only)
+(23 to 34) to Pestilence
Spirit of vengeance (2.8, non ladder exclusive now) (free 200 PMSD and FSD sounds so juicy, I envy)
skills
Aspects
Spark of hope 11 (enough for 60 movement speed, if you swap after respec it usually changes a bit)
Templar
1-2 consecration (
Bone Chimes
)
Bone Chimes
Required Level: 120
Keep in Inventory to Gain Bonus
Gives stats based on the sum of your bonus damage to Undead and Demons
30% added as Weapon Physical Damage (Max +150%)
Current Bonus: 1%
Required Level: 120
Keep in Inventory to Gain Bonus
Gives stats based on the sum of your bonus damage to Undead and Demons
30% added as Weapon Physical Damage (Max +150%)
Current Bonus: 1%
1 holy fire (poison length reduction)
Incarnation
30 Dragon jaws (PMSD through scion)
4 apex predator (if you attack 20 enemies you gain like 4000 life per cast)
1 Solar flare (it debuffs well so use it against corrupted barbarian, keep it for scion bonus too)
4 scion (must take, 120 PMSD and FSD is not removable)
Dump dragonbone armor (armor should not go above 80k, see below) (your main survivability) (I have 24 as 150 paladin with lab set up)
30 annihilation (main damage/aoe late game, 120 FSD through scion)
8-13 dragon breath (for damage you don’t need even 1 for a long time, for lab and above you probably want at least 8)
5 combustion (MUST, main scaling, no argument no option)
Mastery
3 meditation
10 specialization
5 chemistry or 10 endurance (I use chemistry but maybe you like other more)
Reward
15 dragon’s blessing (energy means mana, stats means more mana)
1 blessed life (at scosglen you may want max physical resist as archer deal crushing blow, against nithogur you’ll need max, anywhere else you are fine with dragonbone armor. Even including 5 pillar deimoss)
Oskills
Blood fury (
Relic (Blood Fury)
or mastercrafted glove) is best option. it gives both PMSD and FSD.
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
Firedance (
Lorekeeper
or 
Lorekeeper
Light Gauntlets (Sacred)
Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength: 300
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
Light Gauntlets (Sacred)
Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength: 300
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
Relic (Firedance)
is not as great as it only give FSD. still nice boost for annihilation.
Relic
Required Level: 75
+1 to Sorceress Skill Levels
+(4 to 7) to Firedance
10% Magic Find
Required Level: 75
+1 to Sorceress Skill Levels
+(4 to 7) to Firedance
10% Magic Find
elemental totem (soulbinder glove or
Relic (Elemental Totem)
) is ok but you can't use it against samael, deimoss and nithogur.
Relic
Required Level: 75
+(2 to 5) to Elemental Totem
Elemental Resists +5%
+(2 to 4)% to Experience Gained
Required Level: 75
+(2 to 5) to Elemental Totem
Elemental Resists +5%
+(2 to 4)% to Experience Gained
graveyard (soulbinder glove) gives 1 life regen per 1 poison spell damage.
Skill option
You can get 1 point in servants of valor, it is handy sometimes (spam to distract while hydra is killing boss. Useful for navigator werebear etc)
Notable mention about skills
Dragon jaw will not get penalized by difficulty, so you will leech significant amount from 10 enemies or so.
Annihilation’s aoe scaling in game is slightly wrong. It is capped at 8.6 yards at 990 PMSD (or 9 yards at 1100 I don’t know for sure) since 2.5. In game text seems to be not updated.
By lower spell damage, damage will lower really fast. At 660 spell damage (fire and PMSD for easier calculation) it is {6.6 yards, 8 fireball, 760 for base damage}. Which does around 30% damage compared to 990 spell damage (8.6 yards, 11 fireball, 1090 damage per fireball).
Bugs related (2.10)
Dragonbone armor
if you ever see freshly cast armor have 1 shield and putting it to cooldown, just save and quit. it's not doing anything. you can remove some charms giving you mana (like corrupted wormhole) but it probably won't help much.
It starts to happen around 80k armor. simple lower dragon bone armor level is best thing you can do.
if you have questions
I'm usually streaming on twitch, or you can ask in discord. I don't think I'll react to forum posts.
strategies
General strategy
In end game hydra is your main damage both aoe and ST. singularity against stationary target is around half the damage.
Don’t drop any buffs, especially solar flare (30sec) and dragonbone armor (20sec). 120 SD and 1 to skill (you can’t refresh buffs with lower skill levels) are important.
If you fail to place hydra (stagger at bad time can cause this) and don’t notice you can die really quick during confusion.
If you see dragonbone armor bug out, save and quit is the safest option. You can try to remove corrupted wormhole and hope it fixes it.
Scosglen
Archer deals crushing blow, you may want to get max blessed life instead of dragonbone armor because of it.
Place hydra on top of sapling guard, otherwise he’ll walk around while hydra will shoots eggs then adds and he never dies.
Etherbone can be dealt with singularity so if you find both at the same time it is recommendable to focus on etherbone yourself while waiting for hydra to kill sapling guard.
Bone spear and dream eater from eleventh eyes can be absorbed through dragonbone armor, but just dodge like a normal person as it’s much better that way.
Werewolf lowers your mana (and your damage because of it) so have mana pot ready for them.
Also he’s a warp attacker and it goes through dragonbone armor. Place hydra and run around.
Others are normal scos strategy.
Wereowl; don’t stand on spikes or you’ll die. Hydra will kill in like 10 seconds.
Werebear; don’t try to facetank; you can run around if armor is up. Safest option is teleporting through any river and he is stuck on otherside. Just hydra then he’ll die.
Seer; don’t stand still or you’ll die. Hydra will take care of it.
Naturist; don’t stand still or you’ll die. He actually cast infected roots on hydra for some reason so you are safer than usual.
Hunter; you can actually face tank for a while against bear, but you can run around it’s your choice. If you really want you can make bear chase you away enough to make him squishier but you don’t really have to.
Eleventh eye is a miniboss you can fight. I heard it has 10% chance to drop a reality piercer, and sescheron has 10% chance to drop a relic. But for relic it takes 100 miniboss and 10 boss fights is probably slow so I don’t bother.
Eleventh eye make any enemy close to mini sized eleventh eye, who attacks and moves faster. Especially deadly one is spriggan as they just firepunch you with super speed. Don’t wonder around, either you ignore or you fight, you can’t bring him around and hope hydra kills it. Eleventh eye itself doesn’t pose too much threat as dragonbone armor takes all damage as long as you don’t stand on top of attack and believe you are immortal.
Dimensional Labyrinth
You’ll need 290 res for t9 and t10 as you will have more mana than life. Phys res can be disregarded assuming you have strong dragonbone armor.
Phoboss is scariest. You need overcap cold resist (96 at t10), what I use is raven mantle with 6 onyx as accidental loss of it is easy to replace. I have lost endless pride so be careful of that. Also make sure you have at least 80% res (280) for any other elements too.
I highly suggest you to get absorb gear for extra survivability.
Just place hydra and slowly walk away as phoboss places any attacks. I suggest clearing some space before meeting a phoboss.
Anomaly can kill you if you are not careful. Place hydra and dragon breath him, don’t get hit. Don’t get cornered by fire circle as you can be put in bad position. If you see green light on top of you, run (or teleport who cares). He stops for tiny bit when cast and he also has green indication on him, you are running around as after placing hydra so you should be able to react.
Barbarian can be more scary than phoboss sometimes as if you don’t have armor you are dead. Place hydra and run around any wall or corner, hydra aoe will hit a lot more than when you are in open space.
Amazon and necro is not scary. Just don’t be a total idiot and stand still while mobbed. You should be fine.
Assassin can be scary but hydra should kill her real fast (sometimes just one cast). She does singularity (armor absorbs it for a second so just move away) and limpet laser (laser from wall, ice damage). Either will kill you if you are standing still. Maybe you have to escape few screen distance as limpet laser can be brutal when stacked up but hydra kill her fast so you should be fine. If assassin is at other side of wall she still cast singularity through wall, just a heads up.
Navigator is scary but you can spam some kind of summon and let hydra kill, or just run around. Don’t step in lightning circle, don’t stand still on ice meteor.
Abyssal shrines
You can’t choose to not break for the most part. Just accept and deal with it
Lazarus; RIP. You can do it if you are good at it. He doesn’t curse you for killing totem (still regain life) so you can try to deposit him somewhere and forget.
Atanna khan; don’t stand near wall, his attack sometimes come from wall. Don’t stand still for too long as he cast things on ground. Just hydra and hope for the awakening.
Kabraxis; hydra, move every few seconds, he’ll die in like 1 minute. Don’t stand still like an idiot.
Bartuc; you have to take hit from adds to kill adds. Hydra will kill boss in like 2 vulnerability cycle. Hydra’s kill will spawn fire on hydra so don’t go near him. If you use dragon jaw for killinig adds walk away every few seconds. You have low defence so you can clear all adds before rest of lab.
Malthael; just kill him with hydra and lure edyrims to somwhere. Don’t stop forever, deathstrike will kill you. Don’t get meleed by malthael as he will inflict stun and every WPD will stagger you for a while. You can survive by dragonbone armor but why are you in melee range anyways.
Assur; more or less same as original one. He can teleport on you and murder you on next cast sometimes so don’t stand still. Purify to win.
Library of fate (130)
There’s some scary thing that can happen. Archon of malthael is really scary enemy with ridiculous light/physical damage spell, fairly tanky and dodgy AI. I won’t try to kill all of them.
Red fiery guys (imperius’s wrath) can do significant fire damage if stacked, and they drop significant amount of loots (both angelic and set/uniques). Birds (auriel’s griffon) can be invisible but they are not a threat to us. Big warrior guy (ithereal’s vanguard) use some orb that deals physical damage it seems and wreck your dragonbone armor if you don’t move. Zakarum’s avatar uses singularity which will not pose too much threat as long as you move out in few second (dragonbone armor, blessed life). There’s homing light orb attack which does some damage.
But to incarnation the most scary thing is actually ethereals. They do significant damage if armor is broken and you can die if you are too reckless. Dragon jaw should be able to stagger them but you can be staggered to death.
Anyways place hydra and the whole screen dies, if you have enough damage it’s just easy and fast (as long as you have armor up).
I personally believe picking up 3 angelic to cube 1 is slower than having a good notifier and clear area in 1.5 minutes but you do you.
Samael
Have absorb gear off hand (cold or general), no overcap necessary. Hydra will kill in 3 minutes especially if you go with exp shrine. Cast hydra with cain and run around with offhand.
Oblivion will summon wraith who will shoot bone spears. You are not allowed to stand diagonal against the first shot, you’ll die. Otherwise try to not get hit. It’s always same pattern. I suggest you to be as far away from samael as possible as general positioning as it will give better reactability against oblivion.
Chaos will place a lot of bombs, it’s painful. Walk away from any you can see.
He says “the end has come” and places a fire circle on top of you. If you stand inside you will die. Sometimes visual dysyncs and you can be outside visually. He will place it on top of you so run away certain distance when you have any doubt.
Oblivion will place magic circle on ground, you are meant to stand inside and get buff. If it’s top on fire you are fine to collect buff and you will not get damage. But if you have good dragonbone armor you are better off standing outside faraway as it does lower damage against armor and armor takes every damage.
Upgrade of charm is cubing charm on its own, also dungeon document is wrong as it is inbetween 11 minutes and 11 minutes 30 seconds.
Deimoss
0 pillar
Singularity and hydra the boss. Hope you get good rng. Barbarian will likely kill you, there is nothing you can do about it. Gharbad will place fire circle, run around edge as much as possible and kill it quickly. Necromancer will die on his own from hydra splash damage. Amazon can be scary with knockback so if you want you can kill it (or it will die from hydra). Navigator is scary, don’t try to walk on lightning circle. Assassin has to be killed quickly as limpet laser stacks to insane amount.
You should focus on killing barbarian, navigator, assassin, gharbad before deimoss (barbarian will be attacked by running around deimoss anyways).
Misery of deimoss is scary, don’t step on it. Don’t try to tank meteor or you’ll die. Hatred is bonus time.
If you can do it it's recommended to stand at outer edges as misery (cold cloud) at center is bad especially for long fight.
3 pillar
Let’s list all pillar abilities first.
Top left; teleport cooldown plus 20 seconds, warp attack cooldown plus 5 seconds. Lower your skill level by 10.
Top middle; lightning attacks from him. He’ll do 2 things and 1 is devastating, which is lasting lightning circle. If you touch it you’ll likely die. Try to bait it to side. The other is rift storm but you can tank 2 of them without too much risk of death. Better than meteor usually.
Top right; regen, don’t open. I heard you need dps to kill deimoss in 1 minute to open it.
Bottom left; lower max res by 2%, reduce your fire absorb by 10% (meteor and gharbad hurts more)
Bottom middle; poison attacks and summon adds who is fairly tanky. You’ll kill with hydra aoe usually. Don’t try to kill it (by standing near deimoss) while lightning circle is absent as it on middle is essentially death sentence as you can’t escape meteor (if you have lightning pillar opened)
Bottom right; movement speed reduction, if it is stacked with other sources (misery, amazon’s spellbind, barbarian, navigator) you will not be able to move. Just clear mobs fast and you are fine.
For 3 pillar as incarnation I suggest topleft, bottomleft, bottom right. Lightning is really bad and poison adds are bad as low defence character. As long as you overcap properly you can fight as it is 0 pillar. If you’ll open top left pillar your stats will be lowered by 10% as dragon’s blessing gets lower skill level, make sure you can equip all gears with that.
For 5 pillar almost every build will not open top right. That’s insane regen and you will not even chip deimoss.
For 6 pillar, before you get any idea just open regen pillar and try a bit. If you can’t chip then you have no chance. I think around 1200 spell damage (both fire and physical/magic) you can probably do damage but I was no where close to beat regen alone.
Nithogur
You’ll need quite a lot of staff to challenge nithogur. You will need to beat 5 pillar deimoss, and samael. Every challenge costs you 4 greater signet of learning and 1 great rune from fauztinville). When you cube charm vial of elder blood, greater signet of learning, and dimensional key (with dimensional alchemy quest done. No charge needed) you get t16 riftstone which is what it takes to fight nithogur.
Area is 20 minutes lockdown and you have to beat deimoss and samael, then nithogur later on. It has max resist penalty and you need a minimum 92% resistance including poison. Below 15.5k life you are ok with 92% max res, after 15.5k life you will need 1% max res per 1.5k life. Also you will need 50% physical resistance, dragon bone armor doesn’t replace it.
Fill the cube with potion as you will need it, when you get a good first phase you will deplete most of the potion from inventory.
Notable gear you might use is endless pride, maxres and life mana boost.
For first phase of the fight you have to beat tanky version of deimoss and samael at the same time. You have to kill both at the same time as when they die they’ll become remnant of fire/lightning and deal unsurvivable damage. Also they have soul steal and heals a lot when you are killed by them. remnants and astral barrage (nithogur's poison damage) won't heal them.
For this fight there is no “destruction” of samael (the one he spawns magic circle and you have to stand on it), deimoss will have phoboss ice circle attack (get close to her, it has tell with cold nova which you should always watch out) and anomaly’s poison pillar attack (it’s called judgement day, poison and physical damage, drop 3 times in a row, run). Also deimoss’s delay is faster than normal fight and meteor can have slightly different timing if casted in a row. Nithogur will do astral barrage (poison projectile chases you, poison and physical damage) which you can’t do much about.
For second phase (nithogur and his adds molochs, fairly tanky) he is invincible when no molochs are present. Molochs does lightning spell which gets brutal if there’s more than 4 of them. Nithogur has 4 attacks. Eradication (ice orbs with trail), armageddon (fire circle popping everywhere), astral barrage (poison projectiles), and desolation.
Eradication is ice orbs which will kill you if you step on a lot of them, make sure to dodge at least most of them, don’t walk back towards where ball is shot from. I suggest to slowly walk around the arena in one direction (either clockwise or counter clockwise, decide and commit to it) throughout the fight to make sure you are not gonna be middle of it when this attack starts. Teleport as you need. After main balls stopped sometimes there’s second wave of eradication coming (I don’t know if he casted again or it’s weird like that), don’t go near where balls are from till you are sure it’s over.
Armageddon is a fire circle popping absolutely everywhere, but one or two of them won’t do noticeable damage. Be calm and just move when you will get hit by numbers of them. I usually do potion refill during this attack as it is least threatening attack.
Astral barrage will do a ton of damage (more than first phase version), run to hopefully minimize damage. You can’t dodge most of them, you just have to outheal it.
Desolation will start when nithogur shoots nova, and if you don’t react right you will die. There’s no other way to survive than to correctly respond to it. Damage type seems to contain physical but doesn’t matter at all. First you need to collect 3 color buffs (shown around mana orb) by touching 3 color circles. It’s hard to judge color depends on your setting (D2GL is probably screwing it in my case) so you may want to touch all 4 circles. After collecting all buffs you want to stand around nithogur’s avatar freshly spawned. If you run from that you will almost (or just) die but around the avatar of nithogur with all buffs it does almost no damage. drink potion right before it hits just to be safe. Also move soon after desolation ended as eradication can start right after.
As incarnation strat doesn’t change from normal bosses, you place hydra, singularity when you can, and dragon jaw when you can (you have to do more than just hydra on both phases, dps is not enough otherwise). On first phase place hydra either on top of boss or make hydra shoot fireball on walls behind them, they move and lose precious damage otherwise. Pre-decided what you will do in case phoboss ice circle and samael’s fire circle overlap and commit to strat (if you die you just have to accept that). When deimoss uses ice circle followed by meteor it may be rough but as long as you react right you can survive. Some attacks become invisible sometimes, I just accepted death at that point.
In 2nd phase your priority is to kill melochs, aim singularity to them while slowly circle around arena. If they stacked you will just die without nithogur doing anything. Hydra will try to hit air so you have place it on top of nithogur (or melochs if you want, I don’t recommend it). Keep dragon breath on every melochs as they will do a lot of lightning damage. I suggest using blood fury here as lower damage means more melochs and it will likely cause more trouble. Check your belt and make sure you drink potion when your hp is not full.
For gear requirement of this fight, I had around 900 PMSD/FSD with full buffs. 15.5k life (off hand had 16k or something). I had antimass relic but it’s not strictly necessary. One way or another you need something like this to just keep 2nd phase melochs contained.