"Ice so cold it burns"The Dragonair - Holy Caster
Introduction - The Dragonair is a versatile fire and cold based caster. It is a superb boss hunter with the utility provided by its caster skill tree.
Core of the Build - This build utilizes the unique mechanics provided by the holy caster tree to make for an excellent uber runner. It is equipped skills that can freeze, nuke and remain stationary which allows you to avoid direct encounter. This is on top of the buffs and passives that naturally empowers the paladin.
Pros- Can be played untwinked
- Excellent boss hunter
- Can obtain most charms with cheap gear
Cons- Constant skill switching
- Prone to mana shortage
Showcase
Information
DocumentationBefore proceeding into this guide make sure to read Median XL's documentation
here for anything you might not understand regarding the game. The topics inside are arranged into categories so you should have no trouble finding what you need.
TerminologiesSeveral terms and abbreviations are commonly used in here in MXL forums. You can read about them
here.
UpdatesThis guide is updated to MXL2017[1.3].
Skills
Innate Skill
VindicateCasts a buff that increases the party's weapon damage and life regeneration. Greatly supports life sustain. Always recast.
Light Influence
Vessel of RetributionA buff that automatically fires short ranged energy bolts at nearby enemies. It has 1/3 the range as its Shadow Influence counterpart, but it shoots twice as fast and deals about ~50% more damage.
RaptureA buff that increases all speeds. Duration and overall speed increases with hard points.
Solstice and EquinoxPassive skill that improves Vessel of Retribution. Since we will be using the Holy Tree, this passive provides additional targets to the Vessel.
Sacred ArmorProvides us with a temporary defense, regeneration as well as velocity boost. Hard points in Rapture further increases velocity.
HopliteSummons few minions with high avoid and chance to cast retaliate and inner fire on melee attack. Improved life per hard point in Holy Tree and damage per hard point in Unholy Tree. These will be our main minions.
Shadow Influence
Vessel of JusticeA buff that automatically fires moderate ranged energy bolts at nearby enemies. It has 3 times the range as its Light Influence counterpart, but it shoots half as fast and deals about ~50% less damage.
EuphoriaA buff that provides elemental pierce. Duration and pierce increases with hard points.
Life and DeathPassive skill that improves Vessel of Justice. Since we will be using the Holy Tree, this passive provides additional damage to the Vessel.
DemiurgeShort buff that gives us a chance to reanimate slain monsters as Seraph as well as improve all stats by 50 per hard point invested.
ScourgeSummons several minions with low avoid and chance to cast crucify on melee attack. Improved life per hard point in Unholy Tree and damage per hard point in Holy Tree.
Dragon Tree
Solar FlareConjures a spinning ring of flame that enables you to use your dragon skills. Always recast every 10 seconds
DrakemawShoots forth burrowed claws that deal magic damage from the ground onto the target. Spreads wider the closer the target is. Requires Solar Flare to use.
Frozen BreathA blast of burning cold breath that may freeze the targets. Excellent crowd control skill. Requires Solar Flare to use.
IncarnationDragon passive that increases spell damage, life steal and attack rating of all dragon skills.
Dragon WyrmsSummons fiery serpents that shoot fireballs dealing heavy fire damage in a small area. Requires Solar Flare to use.
Honor Tree
RetaliateMelee attack that releases a shockwave, knocking back nearby enemies. Requires you to get hit or Solar Flare to use.
Divine JudgementMelee attack calls forth a rain of heavenly bolts that deal heavy physical damage.
PlaguePassive skill that grants poison damage to the weapon attacks of the paladin and his minions.
Dragon HeartA buff that increases our total character defense and weapon damage. Also adds 25% of base strength into vitality.
ColosseumWarp strike that slows down the enemy and reduces their physical resistance.
Uberskill
DragonknightMorph skill that grants us additional stats, higher attack speed and cast rate breakpoints. The downside is that it severely lowers our character velocity.
Ennead Challenge Reward Skill
Divine ApparitionTeleport skill that freezes nearby monsters. It has 3 second cooldown.
Black Road Challenge Reward Skill
Blessed LifePassive skill that grants us increased healing rate from eating apples, flat physical damage reduction as well as % damage reduction. Increases % damage reduction with hard points. We will need this maxed out.
Mercenary
While you should be capable of handling everything by yourself, a good mercenary is always nice to have. They can help speed up clearing an area as well as take care of monsters that are immune to your main elemental damage. They're convenient to have while progressing from the earlier difficulties up to the moderate ubers. For this build, we will be employing Act 3 Mercenaries: The Iron Wolves.
Here you have two options:
BloodmageA mercenary that uses Fire and Poison based spells. He will also cast Gift of Inner Fire from time to time which heals your entire party. It's recommended to use him from early game until you reach destruction.
Gear► Show Spoiler
Early Game
Full Honorific gear. MO with fire spell damage, enhanced defense and reanimate skeletons.
Mid Game - End Game
Fascinating Crafted Helm - Try to roll at least 14% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Body Armor - Try to roll 15% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Gloves - Try to roll at least 18% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Belt - Try to roll at least 14% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Boots - Try to roll 8% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Shield - Try to roll 8% fire pierce if possible. Socket with Ral Runes and use fire spell damage Mystic Orbs.
Fascinating Crafted Crystal Sword - Try to roll 8% fire pierce if possible. Socket with Ix Runes and use FCR Mystic Orbs.
Bless everything with Fascinating Shrines.
Note: Aside from body armor, items that are recommended to roll over 8% pierce has a chance to spawn a separate fire pierce affix aside from the 3-8% that comes from the shrine, so it might be more difficult to roll these stats into your gear.
AbjurerA mercenary that uses Lightning and Physical/Magic damage based spells. Has greater damage output compared to a Bloodmage with its Superbeast morph. It's best to use him from mid-game onward after improving your survivability.
Gear► Show Spoiler
Early Game
Full Honorific gear. MO with lightning spell damage, enhanced defense and reanimate skeletons.
Mid Game - End Game
Ornate Crafted Helm - Try to roll at least 14% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Body Armor - Try to roll 15% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Gloves - Try to roll at least 18% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Belt - Try to roll at least 14% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Boots - Try to roll 8% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Shield - Try to roll 8% light pierce if possible. Socket with Ort Runes and use light spell damage Mystic Orbs.
Ornate Crafted Crystal Sword - Try to roll 8% light pierce if possible. Socket with Ix Runes and use FCR Mystic Orbs.
Bless everything with Ornate Shrines.
Note: Aside from body armor, items that are recommended to roll over 8% pierce has a chance to spawn a separate light pierce affix aside from the 3-8% that comes from the shrine, so it might be more difficult to roll these stats into your gear.
Alternatively, you can use Act 5 Mercenaries: Barbarians. They're significantly helpful in farming areas like Fauztinville and Kurast 3000 BA.
BarbarianA weapon-based, melee mercenary that uses Shower of Rock and Thunderslam, great for elemental immunes and crowd control.
Gear► Show Spoiler
Early Game - Mid GameHelm -
Fawkes
Fawkes
Barbarian Helms
'PulRhal'
Runeword Level: 100
20% Chance to cast level 40 Ember Spirit on Melee Attack
+(2 to 3) to All Skills
50% Cast Speed
1% to Fire Spell Damage (Based on Character Level)
+(26 to 32) to Powder Keg
+150 to Energy
(5 to 10)% to Energy
Fire Resist +30%
+(61 to 90) Life after each Kill
Armor -
Erawan
Erawan
Body Armors
'LemKoCham'
Runeword Level: 83
15% Combat Speeds
5% Chance of Crushing Blow
+(144 to 171)% Enhanced Defense
(27 to 30)% to Strength
(27 to 30)% to Vitality
Physical Resist (13 to 15)%
(15 to 20)% Bonus to Defense
Gloves -
Creepy Crafted GlovesBelt -
Truce
Truce
Belts
'Jah'
Runeword Level: 80
5% Combat Speeds
Stun Attack
Slows Attacker by 5%
+(172 to 200)% Enhanced Defense
Physical Resist 10%
Boots -
Megalith
Megalith
Boots
'LoFal'
Runeword Level: 73
+1 to All Skills
25% Cast Speed
15% Block Speed
+(115 to 143)% Enhanced Defense
+(10 to 20) to all Attributes
5% to Dexterity
Regenerate Mana +30%
Physical Resist 5%
Weapon -
Lahmu
Lahmu
Barbarian Two-Handed Axes
'ElNef'
Runeword Level: 13
20% Combat Speeds
10% Innate Elemental Damage
+3 to all Attributes
Elemental Resists +(3 to 5)%
+(5 to 10) Life after each Kill
+1% to Experience Gained
(5 to 10)% Gold Find
->
Crafted 2-handed Sword High Max Damage, ED. Socket with Jah Runes
Bless crafts with Creepy Shrines. MO everything with STR and ED. Socket armor with Ko Runes for more damage. Upgrade gear as you see fit.
Speed Break Points
Break Points refer to the number of frames it takes for an action to complete with regards to your character's speed values (i.e Attack Speed, Cast Rate, Hit Recovery, etc.). The higher the speed value, the lower the break point and thus the faster your character finishes an action.
Every character has a different set of break points depending on the form they take and the weapons they wield. They cap at different numbers of frames as well. Dragonknight provides moderate break point limits compared to Superbeast. With Rapture providing us with a great amount of skill FHR, we'll only need to focus on our cast rate.
Note: FCR - Faster Cast rate & FHR - Faster Hit Recovery
Cast Rate10FPA - 8FCR | 9FPA - 20FCR | 8FPA - 40FCR | 7FPA - 75FCR | 6FPA - 152FCR
Hit Recovery
8FPA - 20FHR | 7FPA - 32FHR | 6FPA - 52FHR |5FPA - 86FHR |4FPA - 174FHR |3FPA - 600FHR► Speed Calculator Screenshot
Find out more about break points using the
Speed Calculator.
Early Game
Progressing through early game is no challenge for a holy caster. You can freeze most non-cold immune monsters with frozen breath, then clear everything with Dragon Wyrms. Although until you have access to these skills you will rely on Vessel of Retribution and Drakemaw. We will constantly be upgrading our gear whenever we get the chance in preparation for Level Challenge 1, Ennead Challenge, Level Challenge 2 and Black Road Challenge. Early game covers your progress from level 1 to 120. This includes playing from the start up to Terror Baal.
Stats and Skill Plan► Show Spoiler
STR - Enough for gear
DEX - Enough for gear
VIT - 100
NRG - The rest goes here
Max - Dragon Wyrms, Incarnation, Dragonknight
20 Points - Rapture
15 Points - Dragon Heart
10 Points - Frozen Breath
1 Point - All prerequisites and Divine Apparition
The rest goes into Hoplites
You will need to max out Dragonknight and incarnation for stats and spell damage. You'll also need to max Dragon Wyrms to increase the maximum summon count and damage. 20 points in Rapture ensures a relevant increase in our speed including velocity to even out the speed penalty on Dragonknight. 15 points in Dragon Heart is enough to give us a relevant defensive boost as it also scales with soft points. 10 points in Frozen Breath is enough to keep its damage good and manacost manageable. Gear► Show Spoiler
Helm -
Stillwater
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invbhm.jpg)
Stillwater
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
- Provides us with most the stats we need to prevent mana shortage
Armor - Lumen Arcana
Lumen Arcana
Body Armors
'Ith'
Runeword Level: 18
+1 to All Skills
-(3 to 8)% to Enemy Fire Resistance
-(3 to 8)% to Enemy Lightning Resistance
-(3 to 8)% to Enemy Cold Resistance
-(3 to 8)% to Enemy Poison Resistance
+(25 to 50)% Enhanced Defense
+2 to Light Radius
->
Queen of Glass
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invaar.jpg)
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
- Standard TU armor for casters. Gives FR/W, FCR, elemental pierce and some resists.
Gloves - Kali
Kali
Gloves
'LumKo'
Runeword Level: 48
15% Chance to cast level 13 Seal of Fire on Kill
+2 to All Skills
+15% to Summoned Minion Resistances
-214 Defense
5% to Strength
Maximum Fire Resist +4%
Fire Resist +25%
->
Honorific Gloves - MO with Fire spell damage, Cold spell damage and stats
Belt - Aerin Orbiter
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invmbl.jpg)
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
- Gives FCR, light spell damage and all resists.
Boots -
Honorific Boots - MO with Fire spell damage, Cold spell damage and stats
Shield - Shadowmoon
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invpa5.jpg)
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)
- Gives FCR, light spell damage and a good amount of elemental absorb. This, along with max resistances, will protect us well from elemental damage.
Weapon - Vindicatress
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invmstu.jpg)
Vindicatress
Angel Star (4)
One-Hand Damage: 7 to 10
(Paladin Only)
Required Level: 8
Required Strength: 55 to 58
Item Level: 19
Strength Damage Bonus: (0.14 per Strength)%
1% Chance to cast level 2 Celerity when Struck
+1 to Paladin Skill Levels
10% Cast Speed
+50% Damage to Undead
+(6 to 8)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(21 to 30) to Energy
Fire Resist +(21 to 30)%
2% Reanimate as: Random Monster
Requirements -(6 to 10)%
Socketed (1)
One-Hand Damage: 16 to 22
(Paladin Only)
Required Level: 26
Required Strength: 80 to 84
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 6 Celerity when Struck
+(1 to 2) to Paladin Skill Levels
30% Cast Speed
+50% Damage to Undead
+(11 to 13)% to Physical/Magic Spell Damage
+(11 to 13)% to Fire Spell Damage
+(41 to 50) to Energy
Fire Resist +(41 to 50)%
4% Reanimate as: Random Monster
Requirements -(16 to 20)%
Socketed (2)
One-Hand Damage: 29 to 39
(Paladin Only)
Required Level: 45
Required Strength: 143 to 151
Item Level: 59
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 10 Celerity when Struck
+(2 to 3) to Paladin Skill Levels
50% Cast Speed
+50% Damage to Undead
+(16 to 18)% to Physical/Magic Spell Damage
+(16 to 18)% to Fire Spell Damage
+(61 to 70) to Energy
Fire Resist +(61 to 70)%
7% Reanimate as: Random Monster
Requirements -(26 to 30)%
Socketed (3)
One-Hand Damage: 33 to 46
(Paladin Only)
Required Level: 54
Required Strength: 265 to 282
Item Level: 85
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 12 Celerity when Struck
+(3 to 4) to Paladin Skill Levels
60% Cast Speed
+50% Damage to Undead
+(18 to 20)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(71 to 80) to Energy
Fire Resist +(71 to 80)%
10% Reanimate as: Random Monster
Requirements -(31 to 35)%
Socketed (3)
- Paladin Skill levels, resists, energy, fire and physical/magic spell damage. It also provides a strong reanimate that deals heavy cold damage.
Rare Amulet - with at least +2 to all skills
Rare Rings or
Magic Rings - +1 to all skills
Socket with resist gems until you hit cap, then socket the remaining with Ral Runes. MO everything with fire and cold spell damage. MO the armor with Enhanced Defense
Gameplay► Show Spoiler
Holy caster requires an active solar flare in order to cast spell, therefore it needs to be recast at every encounter or every 10 seconds while in combat.
Hatred Act 1 is simple. Your first point should go into Solar Flare or Vessel of Retribution. Either skills have enough dps until you gain access to Drakemaw. You'll need to kite around until you get Frozen Breath at level 12. Once you have access to Tristam, do a few runs until you get
Shadowmoon
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invpa5.jpg)
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)
and
Vindicatress
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invmstu.jpg)
Vindicatress
Angel Star (4)
One-Hand Damage: 7 to 10
(Paladin Only)
Required Level: 8
Required Strength: 55 to 58
Item Level: 19
Strength Damage Bonus: (0.14 per Strength)%
1% Chance to cast level 2 Celerity when Struck
+1 to Paladin Skill Levels
10% Cast Speed
+50% Damage to Undead
+(6 to 8)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(21 to 30) to Energy
Fire Resist +(21 to 30)%
2% Reanimate as: Random Monster
Requirements -(6 to 10)%
Socketed (1)
One-Hand Damage: 16 to 22
(Paladin Only)
Required Level: 26
Required Strength: 80 to 84
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 6 Celerity when Struck
+(1 to 2) to Paladin Skill Levels
30% Cast Speed
+50% Damage to Undead
+(11 to 13)% to Physical/Magic Spell Damage
+(11 to 13)% to Fire Spell Damage
+(41 to 50) to Energy
Fire Resist +(41 to 50)%
4% Reanimate as: Random Monster
Requirements -(16 to 20)%
Socketed (2)
One-Hand Damage: 29 to 39
(Paladin Only)
Required Level: 45
Required Strength: 143 to 151
Item Level: 59
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 10 Celerity when Struck
+(2 to 3) to Paladin Skill Levels
50% Cast Speed
+50% Damage to Undead
+(16 to 18)% to Physical/Magic Spell Damage
+(16 to 18)% to Fire Spell Damage
+(61 to 70) to Energy
Fire Resist +(61 to 70)%
7% Reanimate as: Random Monster
Requirements -(26 to 30)%
Socketed (3)
One-Hand Damage: 33 to 46
(Paladin Only)
Required Level: 54
Required Strength: 265 to 282
Item Level: 85
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 12 Celerity when Struck
+(3 to 4) to Paladin Skill Levels
60% Cast Speed
+50% Damage to Undead
+(18 to 20)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(71 to 80) to Energy
Fire Resist +(71 to 80)%
10% Reanimate as: Random Monster
Requirements -(31 to 35)%
Socketed (3)
from the gift box. Don't forget to pick up a Catalyst of Disenchantment from The Smith in the Barracks. With this you can turn unnecessary TUs into Arcane Shards. 5 arcane shards can be combined into an Arcane Crystal. We will need several of these to upgrade our own TU gear later on. Act 2 should be just as easy.
Pick up all the runes, rings, amulet and apples you find for gold. Pick up all the rubies, turquoises, onyxes, ambers and bloodstones as well. You'll need them to max out your resists. Rubies add Life After Each Kill to your weapon which helps in keeping you alive. You should also keep an eye open for any Tier 2-3 Ancient Armor, Belt, Gloves, Boots and Bone Helm in case you haven't found any of their unique variants yet. With these can you create or reroll your own TU items with the recipe
[Base Item + Oil of Enchantment + 2 Arcane Crystals]. Then you can start upgrading them with the recipe
[TU Item + Any Rune + 1 Arcane Crystal] to reroll them to the next tier. Take note of their stat and level requirement by reading the docs to make sure you don't go over the stats you currently have.
Act 4 is quite easy as well. Just make sure to take it slow and avoid diving into crowds of monsters. Use Dragon Wyrms from a distance and Frozen Breath anything that comes near.
Act 5 is more or less like Act 4, only larger. Just take it slow and you should be fine.
The same strategy applies for Terror, just that everything in there generally hits harder. You just have to keep your gear and skills upgraded to keep the monsters from overpowering you. Once you're in Terror Act 3, monsters will start dropping sacred items and shrines. Pick up any shrine and rare sacred item you might find including body armor, gloves, boots, belt, helm/paladin helm/circlet, shield/paladin shield and scepter. We will need these in order to craft our mid game gear. Don't forget to pick up a Catalyst of Destruction from Hatred Hephasto and Catalyst of Learning from Izual in Terror.
Note: Once you reach level 40 at any point after Hatred Act 3, stop leveling and proceed to preparation for Level Challenge 1 or LC1. You'll also need to stop at some point before level 80 to do the Ennead challenge and at level 90 to do Level Challenge 2 or LC2
Terror - Baal Fight
Level Challenge 1Location - Island of Skartara (Act 2: Halls of the Dead) in Hatred DifficultyOkay, now that you've reached level 40 it's time to start preparing for Level Challenge 1. Take note that this challenge can only be done with a character is that level 50 or below. The goal of this preparation is to upgrade most of your gear to Tier 4-5(except your shield because it requires DEX) without exceeding the STR requirement for a Tier 4
Queen of Glass
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invaar.jpg)
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
. First thing you have to do is farm some Arcane Crystals. You can do this by farming Mephisto in Act 3. He drops 2 TUs with every run and there's also the chance for monsters in the area to drop some extra TUs. Keep doing this until you get enough Arcane Crystals for your gear. Once you're done, you should be a little less level 50 with enough defense and damage to run through this Uberlevel.
The mechanics of Level Challenge 1 are simple. Near the entrance of Tran Athulua you will find a Pirate of the Twin Seas and killing him will drop an un-upgraded
Elemental Prism
. Pick it up and identify. Next you will need to fight through the Amazons until you find three priestesses of three elements: ice, light and fire. Killing a priestess will give your character a red swirling aura for 30 seconds. Each priestess will drop a Sunstone of her own respective element. You need to cube these Sunstones with the Elemental Prism before the red swirly disappears. Do this with all the priestesses. Once you cube the last Sunstone, your Elemental Prism will be complete and you will have completed the Level Challenge 1.
Below is a map for Tran Athulua
► Show Spoiler
Thanks Rishab! Note: The reward for the 3rd quest in Act 5 is a scroll that can be cubed with the Elemental Prism to increase its resistance bonuses.
Ennead ChallengeLocation - Act 3: Torajan Jungles in Hatred DifficultyRight now you should be a little less than level 80. This challenge can only be done with a character that is level 80 or below. Your gear should mostly be Tier 6, if not all, by now. This means your character should be tougher in general. The challenge is simple - you need to run through Kurast 3000 BA in any difficulty and kill the Ennead Necromancers until you get your class charm: the Eye of Divinity.
So how does Kurast 3000 BA work? You will find the entrance as soon as you enter the Jungle. As you enter the red portal, you will appear in one of the 4 corners. The place will be full of skeletons. You will find three Ennead Necromancers in the three other corners of the map. Across the field will be a number of Shadowgate totems that grant all enemies a purple invulnerability shield as well as summon additional skeletons overtime. You will need to take down these totems before you can kill the skeletons and proceed to the Necromancers. To do this, you'll walk around the area with your minions and mercenary until you find a totem. cast Dragon Wyrms on top of it and wait for it to go down. If it doesn't, cast Wyrms again. Once the skeletons lose their shields, you can start killing them. If they're still invulnerable, find the next nearest totem. Try not to get surrounded by too many skeletons as their sheer number will quickly overwhelm you. Once you take down the totems and skeletons, you can head for the Necromancers. They should go down easily. If none of the Necromancers drop your class charm, do it again. Once your class charm drops, pick it up, identify, then cube it with any jewel. With that, your Ennead Challenge is done.
For reference, you can check out the video in the Uber Quest section for the K3KBA Uberlevel.
Level Challenge 2Location - The Proving Grounds - Swampy Pit Level 3 (Act 3: Flayer Jungle) in Terror DifficultyNow you've hit level 90, you have access to your Ennead Reward Skill and Uberskill - Dragonknight. This challenge can only be done with a character that is level 90 or below. Before you start this challenge, you'll need check your gear. Increase your fire spell damage. Make sure that Dragon Wyrms is maxed to increase the head count.
How do I do this? Enter the dungeon. Proceed to the northeast corner of the map by going along the long, narrow hall. Once there, open a TP. Walk along the walls to the left until you reach an opening where the Death Projector and the Mechanics are. Once there, continue walking northwest, luring the Mechanics along the way. Make sure not to stop walking because you will get 1-shot by the Death Projector's spinning Mind Flay. Once you have them following you, walk south until you come across a blocked doorway leading back to the entrance. Make sure to lead all Mechanics to that area, leaving only 1 or 2 back at the Death Projector because the DP is invulnerable unless a Mechanic is nearby. Once you've lured them, teleport to the other side using Divine Apparition. Walk back to the Death Projector, cast Dragon Wyrms and walk around it. You need to kite the remaining Mechanics around the DP while doing this because they hit pretty hard even on their own. Make sure not to get hit by DP's beam while doing all of this. It shoots a spinning Mind Flay every few seconds in a clockwise direction starting from the southeast. Once it fires its beam, just follow back the back of the beam until you reach your initial position. Keep doing this until it goes down. Once it does, you will be surrounded by a red swirling aura for 30 seconds. Open a TP and go back to town. Cube your class charm with a perfect gem before the swirly disappears. And with this, you have finished the Level Challenge 2.
For reference, you can check out the video in the Uber Quest section for the Death Projector Dungeon Uber Quest.
Mid Game
Mid game content covers our game play from Terror Baal up to Act 5 Destruction. Before proceeding to Destruction you'll need to upgrade all your gear to t6 and fill it with the necessary MOs and sockets. Max out your resists with gems and improve your defense by MO'ing ED into your gear. Your first order of business will be to obtain the Dark Tome from the Summoner in Arcane Sanctury, Act 2 then proceed to your Black Road Challenge.
Stats and Skill Plan► Show Spoiler
STR - Enough for gear
DEX - Enough for gear
VIT - The rest goes here
NRG - Until 1000
Max - Dragon Wyrms, Incarnation, Dragonknight, Blessed Life
20 Points - Rapture
15 Points - Dragon Heart
10 Points - Frozen Breath
1 Point - All prerequisites and Divine Apparition
The rest goes into Hoplites
The same skill plan as early game, but this time we have Blessed Life for damage reduce. This will greatly increase survivablity Gear► Show Spoiler
Helm - Stillwater
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invbhm.jpg)
Stillwater
Bone Helm (4)
Defense: (73 - 85) to (106 - 123)
Required Level: 10
Required Strength: 29 to 30
Item Level: 19
1% Chance to cast level 8 Mana Sweep when Attacked
+(11 to 15) Spell Focus
+(21 to 40)% Enhanced Defense
+(76 to 100) to Mana
Regenerate Mana +(5 to 7)%
+10 Mana after each Kill
Requirements -(6 to 8)%
Socketed (1)
Defense: (277 - 312) to (371 - 418)
Required Level: 27
Required Strength: 55 to 56
Item Level: 36
1% Chance to cast level 12 Mana Sweep when Attacked
+(21 to 25) Spell Focus
+(51 to 70)% Enhanced Defense
+(126 to 150) to Mana
Regenerate Mana +(10 to 12)%
+20 Mana after each Kill
Requirements -(10 to 12)%
Socketed (3)
Defense: (716 - 831) to (933 - 1083)
Required Level: 45
Required Strength: 183 to 188
Item Level: 51
1% Chance to cast level 20 Mana Sweep when Attacked
+(31 to 35) Spell Focus
+(81 to 110)% Enhanced Defense
+(176 to 225) to Mana
Regenerate Mana +(14 to 16)%
+28 Mana after each Kill
Requirements -(14 to 16)%
Socketed (4)
Defense: (1195 - 1352) to (1553 - 1757)
Required Level: 54
Required Strength: 350 to 359
Item Level: 85
2% Chance to cast level 28 Mana Sweep when Attacked
+(36 to 40) Spell Focus
+(121 to 150)% Enhanced Defense
+(251 to 300) to Mana
Regenerate Mana +(18 to 20)%
+35 Mana after each Kill
Requirements -(18 to 20)%
Socketed (4)
->
Fascinating Crafted Paladin Helm - try to roll additional cold or fire pierce, paladin skills, ED
Armor - Queen of Glass
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invaar.jpg)
Queen of Glass
Ancient Armor (4)
Defense: (315 - 344) to (630 - 688)
Required Level: 11
Required Strength: 33 to 34
Item Level: 29
15% Cast Speed
-(6 to 8)% to Enemy Elemental Resistances
+(18 to 29)% Enhanced Defense
+(76 to 125) to Mana
Lightning Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Requirements -(11 to 15)%
Socketed (2)
Defense: (899 - 969) to (1718 - 1852)
Required Level: 30
Required Strength: 57 to 60
Item Level: 40
25% Cast Speed
-(11 to 13)% to Enemy Elemental Resistances
+(41 to 52)% Enhanced Defense
+(176 to 225) to Mana
Lightning Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Requirements -(21 to 25)%
Socketed (4)
Defense: (2084 - 2224) to (3911 - 4173)
Required Level: 47
Required Strength: 175 to 186
Item Level: 67
35% Cast Speed
-(16 to 18)% to Enemy Elemental Resistances
+(64 to 75)% Enhanced Defense
+(276 to 325) to Mana
Lightning Resist +(41 to 45)%
Cold Resist +(41 to 45)%
Requirements -(31 to 35)%
Socketed (5)
Defense: (3013 - 3202) to (5650 - 6005)
Required Level: 54
Required Strength: 323 to 344
Item Level: 85
40% Cast Speed
-(18 to 20)% to Enemy Elemental Resistances
+(75 to 86)% Enhanced Defense
+(326 to 375) to Mana
Lightning Resist +(46 to 50)%
Cold Resist +(46 to 50)%
Requirements -(36 to 40)%
Socketed (6)
->
Robe of Steel
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)
/
Fascinating Crafted Armor - try to roll 14% or above pierce, ED, +2 all skill
Gloves - Honorific Gloves ->
Fascinating Crafted Gloves - try to roll additional cold or fire pierce, ED, paladin skills
Belt - Aerin Orbiter
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invmbl.jpg)
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
->
Fascinating Crafted Belt - try to roll additional cold or fire pierce, ED, paladin skills
Boots - Honorific Boots ->
Fascinating Crafted Boots - level down recipe, 7% or above pierce and some ED, MO with fire and cold spell damage, FR/W and ED
Shield - Shadowmoon
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invpa5.jpg)
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)
->
Sangreal
Sangreal
Paladin Shields
'OhmSol'
Runeword Level: 70
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
-10% Base Block Chance
25% Attack Speed
40% Hit Recovery
+(10 to 15)% to Summoned Minion Life
+33 Defense
- in a sacre Aerin Shield or Heraldic Shield for STR requirement
Weapon - Vindicatress
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invmstu.jpg)
Vindicatress
Angel Star (4)
One-Hand Damage: 7 to 10
(Paladin Only)
Required Level: 8
Required Strength: 55 to 58
Item Level: 19
Strength Damage Bonus: (0.14 per Strength)%
1% Chance to cast level 2 Celerity when Struck
+1 to Paladin Skill Levels
10% Cast Speed
+50% Damage to Undead
+(6 to 8)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(21 to 30) to Energy
Fire Resist +(21 to 30)%
2% Reanimate as: Random Monster
Requirements -(6 to 10)%
Socketed (1)
One-Hand Damage: 16 to 22
(Paladin Only)
Required Level: 26
Required Strength: 80 to 84
Item Level: 36
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 6 Celerity when Struck
+(1 to 2) to Paladin Skill Levels
30% Cast Speed
+50% Damage to Undead
+(11 to 13)% to Physical/Magic Spell Damage
+(11 to 13)% to Fire Spell Damage
+(41 to 50) to Energy
Fire Resist +(41 to 50)%
4% Reanimate as: Random Monster
Requirements -(16 to 20)%
Socketed (2)
One-Hand Damage: 29 to 39
(Paladin Only)
Required Level: 45
Required Strength: 143 to 151
Item Level: 59
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 10 Celerity when Struck
+(2 to 3) to Paladin Skill Levels
50% Cast Speed
+50% Damage to Undead
+(16 to 18)% to Physical/Magic Spell Damage
+(16 to 18)% to Fire Spell Damage
+(61 to 70) to Energy
Fire Resist +(61 to 70)%
7% Reanimate as: Random Monster
Requirements -(26 to 30)%
Socketed (3)
One-Hand Damage: 33 to 46
(Paladin Only)
Required Level: 54
Required Strength: 265 to 282
Item Level: 85
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 12 Celerity when Struck
+(3 to 4) to Paladin Skill Levels
60% Cast Speed
+50% Damage to Undead
+(18 to 20)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(71 to 80) to Energy
Fire Resist +(71 to 80)%
10% Reanimate as: Random Monster
Requirements -(31 to 35)%
Socketed (3)
->
Fascinating Crafted Scepter - try to roll additional cold or fire pierce, paladin skills, spell damage
On Switch - Elverfolk
Elverfolk
Staves
'ChamIstVex'
Runeword Level: 83
+(7 to 8) to All Skills
+(60 to 80) Spell Focus
35% Cast Speed
-(27 to 33)% to Enemy Elemental Resistances
+750 Defense vs. Missile
(21 to 30)% to Energy
Maximum Life and Mana +5%
Elemental Resists +(35 to 45)%
(31 to 40)% Bonus to Defense
10% Magic Find
- Reroll until +8 all skills for pre-buff
Alternate Weapon - Auto Da Fe
![](https://dev.median-xl.com/assets/Temp_Items/baseitems/invspcu.jpg)
Auto Da Fe
Bonebreaker (4)
One-Hand Damage: 6 to 7
(Paladin Only)
Required Level: 4
Required Strength: 31
Item Level: 1
Strength Damage Bonus: (0.14 per Strength)%
2% Chance to cast level 4 Ignis Fatuus on Melee Attack
+(11 to 25) Spell Focus
5% Attack Speed
5% Cast Speed
+50% Damage to Undead
+(3 to 4)% to Fire Spell Damage
-(2 to 3)% to Enemy Fire Resistance
+(3 to 4) to Flamefront
Socketed (1)
One-Hand Damage: 12 to 15
(Paladin Only)
Required Level: 22
Required Strength: 61
Item Level: 31
Strength Damage Bonus: (0.14 per Strength)%
4% Chance to cast level 18 Ignis Fatuus on Melee Attack
+(41 to 55) Spell Focus
15% Attack Speed
15% Cast Speed
+50% Damage to Undead
+(5 to 7)% to Fire Spell Damage
-(5 to 6)% to Enemy Fire Resistance
+(9 to 10) to Flamefront
Socketed (2)
One-Hand Damage: 21 to 25
(Paladin Only)
Required Level: 41
Required Strength: 132
Item Level: 51
Strength Damage Bonus: (0.14 per Strength)%
6% Chance to cast level 28 Ignis Fatuus on Melee Attack
+(71 to 85) Spell Focus
25% Attack Speed
25% Cast Speed
+50% Damage to Undead
+(9 to 12)% to Fire Spell Damage
-(8 to 9)% to Enemy Fire Resistance
+(13 to 14) to Flamefront
Socketed (3)
One-Hand Damage: 24 to 31
(Paladin Only)
Required Level: 50
Required Strength: 269
Item Level: 77
Strength Damage Bonus: (0.14 per Strength)%
8% Chance to cast level 35 Ignis Fatuus on Melee Attack
+(86 to 100) Spell Focus
30% Attack Speed
30% Cast Speed
+50% Damage to Undead
+(13 to 15)% to Fire Spell Damage
-(9 to 10)% to Enemy Fire Resistance
+(17 to 19) to Flamefront
Socketed (3)
- For Apocalypse
Rare Amulet - at least +3 to all skills, Shadow Avatar
Your
Magic Rings from early game can still be used here.
Bless all your crafted armor with a Fascinating Shrine. Bless everything else with Sacred Shrine. Everything must be socketed with resist gems until you hit cap then socket the remaining sockets Ral runes or Zod
Crafted Jewels with at least 4% Fire/Cold Spell Damage and FCR or FR/W. MO everything with fire spell damage to further increase Dragon Wyrm damage output. You'll need to use some Mana Regen MOs to avoid mana problems.
Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.
Gameplay► Show Spoiler
Game play is the similar to early game. Cast all your buffs and morph into Dragonknight.
Though the general idea of how to run each act remains the same from early game, it is recommended to proceed with caution as monsters in Destruction are far more likely to kill you than either of the two preceding difficulties even with your newly found Blessed Life skill and mid game gear.
Note: Sacred Uniques and Set Items may drop at any point in Destruction. Useless SU and Set items can be turned into Signets of Learning by cubing them with the Catalyst of Learning you found in Terror. You will need to collect 500 Signets of Learning to reach your maximum stats. You can start farming them during mid game by doing Nihlathak runs in Destruction. He drops 2 signets for every run.
Black Road ChallengeThe Black Road Challenge unlocks Blessed Life as a reward skill. This skill will be vital for our survival in Destruction. The challenge itself consists of five trials. Completing a trial with allow you to cube your class charm and a note will appear confirming the completion of each trial. Before proceeding to the trials, it is recommended to change your shield to
Sangreal
Sangreal
Paladin Shields
'OhmSol'
Runeword Level: 70
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
-10% Base Block Chance
25% Attack Speed
40% Hit Recovery
+(10 to 15)% to Summoned Minion Life
+33 Defense
to increase your life and ensure a better chance of survival. Note that
Sangreal
Sangreal
Paladin Shields
'OhmSol'
Runeword Level: 70
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
-10% Base Block Chance
25% Attack Speed
40% Hit Recovery
+(10 to 15)% to Summoned Minion Life
+33 Defense
will also serve as our shield during early mid-game so it is recommended to make it in a sacred paladin shield.
Note: You can only finish this challenge after obtaining the Dark Portal oskill from The Summoner in Arcane Sanctuary, Destruction difficulty.Trial of Fear► Show Spoiler
Location - The Hole Level 2 (Act 1: Black Marsh) in Terror Difficulty
The first trial consists of doing the Butcher Uber Quest.
The Butcher is initially invulnerable to all damage. But when he hits you, your minions or your mercenary there's a chance for him to spawn a bright red pentagram that removes his invulnerability once he steps inside. The idea of this fight is to constantly summon your minions in front of him until a pentagram appears.You'll need to keep your Wyrms up while doing this. Once a pentagram appears, teleport to its edge farthest from the Butcher to lure him inside. Be careful not to get hit because he can kill you in two to three swings. Summon a minion or two in front of him as distraction then use Frozen Breath. Keep hitting him until he dies or the pentagram disappears. Repeat until he dies. Cube your class charm before the red swirly disappears.
For reference, you can check out the video in the Uber Quest section for the Butcher Summoning Uber Quest.
Trial of Greed► Show Spoiler
Location - Anywhere in Terror Difficulty
This trial simply requires you to have 666,666 gold in your inventory. If you don't have enough gold, socket some runes into throwing weapons and sell them in any Act 5 Merchant. You can also sell the apples you've been hoarding in your stash. Once you have exactly 666,666 gold in your inventory, cube your class charm.
Trial of Contrition► Show Spoiler
Location - Act 5: Arreat Summit in Terror Difficulty
This trial consists of killing King Koth in Terror.
Kill Talic on Arreat Summit and cast Dark Portal to open the entrance to the old Arreat Summit. Once you have your merc ready and all your minions summoned, enter the portal. The area will be filled with a barbarians all around the summit. Cast Dragon Wyrms ahead and use Frozen Breath on anything nearby. Take them out one by one. Be careful not to get hit by their axes. Once King Koth is nearby or alone, kill him. Once he's down, cube your class charm before the red swirly disappears.
For reference, you can check out the video in the Uber Quest section for the King Koth Uber Quest.
Trial of Knowledge► Show Spoiler
Location - Stony Tomb Level 2 (Act 2: Rocky Waste) in Terror DifficultyThis trial is the most difficult of the five. You'll need your mercenary alive at all times as you'll need all the fire power you can get.
The mechanics of this trial are as follows:
You need to defeat all five robot bosses of Terror Fauztinville to get their brains. The hard part lies in fighting your way to reach the them. All the monsters here are tough and hit hard at the same time. They also have varying immunities. The ones you have to look out for are Necrobots as they shoot lasers from as far as a screen away that do a good amount of damage. Other than that are the Neon Fiends that have tri-elemental immunity. You will use Drakemaw to clear them.
Before you enter, be sure to have all your buffs up and all your minions summoned. Always cast Dragon Wyrms ahead of you. Frozen Breath anything that comes close and clear whatever remains with Drakemaw. Always keep your minions up. As you move along the area, the monsters will start charging at you. If you happen to find yourself luring too many monsters, step back a screen away to avoid luring anymore and quickly take out all those that have followed you. The image below is a map for Fauztinville along with a route to all the bosses marked by a red line. This route lets us encounter the least amount of monsters while moving towards the bosses. Once you have all the brains, cube them with your class charm to complete the trial.
Note: If you're playing on realm you can always ask a friend for help in this trial. Doing it by yourself is possible but may take a significant amount of time if its your first time.
Thanks aerial! Trial of Blood► Show Spoiler
Location - Twin Seas (Act 2: Halls of the Dead) in Terror Difficulty
The idea of this trial is kill the Light and Ice Priestesses within 30 seconds of each other to acquire both red and blue swirling overlays on your character before you can cube your class charm.
So how exactly do we do this?
Once you enter, make sure to have all your minions up but leave your mercenary in town. We can't risk having him accidentally kill either of the Priestesss. Hit everything with Dragon Wyrms and Frozen Breath on your way to the Ice Priestess. Once there, stop using Wyrms. Instead use Frozen Breath to clear the amazons so you don't damage her. Once she's alone, trim down her health a bit with Drakemaw before leaving. Run away and make sure to lose her, move along the path leading to the Light Priestess and teleport away so she doesn't follow. Do the same thing you did with Ice's area. Kill all amazons until you get to the light priestess. Once there, lure her back to where Ice is. If any amazons follow along with her, kill them. Lure her slowly, making sure she doesn't lose track of you. Once you've lured them together, open a TP, go back in town and revive your mercenary. Activate all your buffs, enter the portal and kill them with Dragon Wyrms. Once they're down you should have two swirling overlays on your character. Cube your class charm before either swirls disappear. With this you will have all trials completed. Now cube your class charm with 2 Arcane Crystals and unlock your Black Road Challenge skill.
You can refer to the map in Level Challenge 1 for the location of the priestesses.
Note: If you're playing on realm, you can always ask a friend to help you out by keeping a portal open where Ice is. Once you've killed Light in her own area, open a portal, go back in town and enter your friend's portal leading to Ice then kill her fast. This method is much easier than luring Light all the way to where Ice is.
Monster TokensYou can find Veteran Monsters in certain locations for all Acts in Terror and Destruction difficulty. Each one will drop a corresponding Evil Eye. Cubing all 5 Evil Eyes with your Class Charm will give additional bonuses. They can be found in the following locations:
Act 1 :
Clawstorm Terror: starting from The Barracks and till Catacombs Level 3
Act 2 :
Fairy Witch: Canyon of the Magi
Act 3 :
Glowing Blob: starting from Travincal and till Durance of Hate Level 2
Act 4 :
Landmass: City of the Damned, River of Flame
Act 5 :
Bane Hunter: Worldstone Keep Level 1-3
Signet of SkillSignets of Skill can be found throughout Torajan Jungles in Destruction Difficulty. You can use up to 3 signets.
End Game
End game content covers everything after you've finished Destruction difficulty. This includes farming for your end game SUs, Signets and completing all possible ubers.
Stats and Skill Plan► Show Spoiler
STR - Enough for gear
DEX - Enough for gear
VIT - Everything else
NRG - Until you reach at least 1100
Signets will be necessary to increase our health and mana pool as our skills will heavily consume mana.
Max - Dragon Wyrms, Incarnation, Dragonknight, Blessed Life
15 Points - Rapture
10 Points - Frozen Breath, Dragon Heart
1 Point - All prerequisites and Divine Apparition
Remaining points go into Dragon Heart or Rapture as needed
Skill plan remains the same, but less points in Rapture and Dragon Heart as we've acquired more soft points now. You can add more points to Rapture until you reach 50% velocity or Dragon Heart for more defense. Gear► Show Spoiler
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)
Armor - Fascinating Crafted Light Plate - 15% Fire pierce, ED and +2 skills ->
Vizjerei's Ritual
/
Shedding Skin
Gloves - Lamha Na Draoithe
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)
/
Fascinating Crafted Gauntlets - additional Fire/Cold pierce, ED, Fire/Cold spell damage, Paladin Skill Levels
Belt - Fascinating Crafted Plated Belt - 18% Fire pierce, ED, FHR, Paladin Skill Levels and/or Fire Spell Damage ->
Nero
- Path of Flames
Boots - Fascinating Crafted Greaves - 8% Fire pierce, Apocalypse, ED, FRW and Life
Shield - Sacred Crafted Paladin Shield - 28% Fire pierce, ED, Paladin Skill Levels and/or Fire Spell Damage
Weapon - Fascinating Crafted War Scepter - Paladin skills, spell damage, additional cold/fire pierce ->
Galdr
/
Astral Blade
Astral Blade
Long Sword (Sacred)
One-Hand Damage: 45 to 48
Required Level: 100
Required Strength: 540
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+1 Hunting Banshee/Ember Spirit Projectile
8% Chance to cast level 13 Mythal on Melee Attack
15% Chance to cast level 60 Ember Spirit on Melee Attack
15% Chance to cast level 60 Hunting Banshee on Melee Attack
+(100 to 125) Spell Focus
100% Attack Speed
+(20 to 25)% to Fire Spell Damage
-(15 to 20)% to Enemy Fire Resistance
+(20 to 25)% to Cold Spell Damage
-(15 to 20)% to Enemy Cold Resistance
Socketed (6)
/
Morning Fury
/
Black Sun Spear
Black Sun Spear
Tepoztopilli (Sacred)
Two-Hand Damage: 68 to 75
(Paladin Only)
Required Level: 100
Required Strength: 733
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
+(7 to 11) to Paladin Skill Levels
+(150 to 250) Spell Focus
+(30 to 40)% to Physical/Magic Spell Damage
+(30 to 40)% to Lightning Spell Damage
-(35 to 50)% to Enemy Lightning Resistance
+150 Life Regenerated per Second
100% Bonus to Defense
Cannot Be Frozen
Socketed (6)
(but you'll lose shield)
On Switch - Darkspite
Darkspite
Spetum (Sacred)
Two-Hand Damage: (165 - 228) to (302 - 392)
Required Level: 80
Required Strength: 453
Required Dexterity: 492
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
Shower of Rocks: Coodlown reduced by 1.5 seconds
15% Chance to cast level 6 Rust Storm on Melee Attack
(20 to 50)% Attack Speed
Adds (40 to 80)-(140 to 200) Damage
+(120 to 160)% Enhanced Damage
(5 to 10)% Deadly Strike
50% Curse Length Reduction
-5 to Light Radius
Socketed (6)
+12 to all skills for pre-buff ||
Sky Scorcher
for Beacon oSkill
Lamen of the Archbishop
Lamen of the Archbishop
Amulet
Required Level: 110
Item Level: 120
Orb Effects Applied to this Item are Doubled
+4 to All Skills
->
Rare Amulet - +3-4 to all skills, Fire/Cold Pierce, Shadow Avatar ->
Quov Tsin's Talisman
Quov Tsin's Talisman
Amulet
Required Level: 110
Item Level: 110
15% Innate Elemental Damage
-(20 to 30)% to Enemy Elemental Resistances
Rare Rings - +1 to all skills, Fire Spell Damage & Fire/Cold Pierce
Bless your shield with a Sacred Shrine. Bless everything else with Fascinating Shrines. Assuming you're already resist capped, everything must be socketed with Ral runes or Zod
Crafted Jewels with at least 4% Fire/Cold Spell Damage and FCR or FHR. MO everything with fire spell damage to further increase Dragon Wyrm damage output. You'll also need to use some Mana Regen MOs to avoid mana problems.
Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.
Alternatively, you can use the full
Hadriel's Lore
Hadriel's Lore
(Paladin Dragon Set)
Hadriel's Avenger
Hadriel's Presence
Hadriel's Pure Heart
Hadriel's Wings
Set Bonus with 2 or more set items:
+2 to Paladin Skill Levels
20% Gold Find
Set Bonus with 3 or more set items:
+100 Spell Focus
50% Bonus to Defense
Set Bonus with complete set:
+4 to Paladin Skill Levels
+60% to Physical/Magic Spell Damage
+60% to Fire Spell Damage
+200 to Vitality
+200 to Energy
+75 Life after each Kill
200% Bonus to Defense
set with some crafted gear.
Helm - Hadriel's Courage
Armor - Hadriel's Wings
Hadriel's Wings
Ring Mail (Sacred)
Defense: (4874 - 6092) to (5362 - 6702)
Required Level: 90
Required Strength: 440
Item Level: 1
+(1 to 2) to Paladin Skill Levels
+(31 to 50) Spell Focus
30% Cast Speed
+(21 to 30)% to Fire Spell Damage
+(100 to 150)% Enhanced Defense
Requirements -20%
Socketed (6)
Hadriel's Lore
(Paladin Dragon Set)
Gloves - Fascinating Crafted Gauntlets - 23 Fire pierce, ED, paladin skills
Belt - Fascinating Crafted Plated Belt - 18% Fire pierce, ED, FHR, Paladin Skill Levels and/or Fire Spell Damage
Boots - Hadriel's Presence
Hadriel's Presence
Greaves (Sacred)
Defense: (1654 - 2067) to (1866 - 2332)
Required Level: 90
Required Strength: 357
Item Level: 1
(10 to 40)% Movement Speed
10% Block Speed
+(8 to 10)% to Physical/Magic Spell Damage
+(8 to 10)% to Fire Spell Damage
+(100 to 150)% Enhanced Defense
Elemental Resists +(21 to 25)%
Requirements -45%
Socketed (4)
Hadriel's Lore
(Paladin Dragon Set)
Shield - Hadriel's Pure Heart
Hadriel's Pure Heart
Crown Shield (Sacred)
Defense: (3756 - 4695) to (4520 - 5650)
Chance to Block: 2 to 3%
(Paladin Only)
Required Level: 90
Required Dexterity: 357
Item Level: 1
+(2 to 3) to Paladin Skill Levels
(0 to 1)% Base Block Chance
20% Cast Speed
+(21 to 30)% to Physical/Magic Spell Damage
+(100 to 150)% Enhanced Defense
+(31 to 50) to Strength
Requirements -20%
Socketed (4)
Hadriel's Lore
(Paladin Dragon Set)
Weapon - Hadriel's Avenger
Hadriel's Avenger
Spiked Club (Sacred)
One-Hand Damage: 42 to 46
Required Level: 90
Required Strength: 209
Item Level: 1
Strength Damage Bonus: (0.11 per Strength)%
+(3 to 4) to Paladin Skill Levels
20% Cast Speed
+50% Damage to Undead
+(25 to 35)% to Physical/Magic Spell Damage
+(25 to 35)% to Fire Spell Damage
+50 to Energy
+(31 to 50) Life after each Kill
+(16 to 25) Mana after each Kill
Requirements -50%
Socketed (3)
Hadriel's Lore
(Paladin Dragon Set)
Gameplay► Show Spoiler
Cast all your buffs, morph into Dragonknight and keep an eye on your health. Gameplay will change depending on what Uberquest we tackle. For general farming purposes we just have to make sure we have our minions up and kill everything on sight before you find yourself surrounded.
Tips and Tricks
This section includes a few useful tips while progressing in the game. It will be filled out as i go along
► Show Spoiler
- You can get the most gold by selling items in any Act 5 merchant. It's also the only place you can buy and socket balanced knives with runes for selling, which yields the most gold.
- You can also farm Hatred Island of the Sunless Sea with
Berith
for a quick fill on your gold.
- Hiring a Shapeshifter mercenary as soon as you reach Act 2 Hatred will give you an easier time in the Sewers.
- MO some poison and fire resists on your jewelry once you reach Act 2 Hatred to lessen the Pest and Corruptor Mage damage.
- Hiring a Bloodmage will give you an easier time doing Level Challenge 1. He can practically do the whole challenge for you.
- If you're underleveled, you can farm the red portals in Act 5 Hatred areas or Frozen Tundra until level 49 to reach level 50 with an active Elemental Prism using Ancients' quest by the time you reach Hatred Baal.
- Always do Level Challenge 2 at level 90 with access to your uberskill. You'll be doing yourself a favor.
- If you're not yet 90 by the time you finish Diablo in Act 4 Terror, you can run Durance of Hatred down to Mephisto. You'll get to farm arcane crystals while leveling. Act 5 terror is a lot easier with your uberskill and Class Charm.
- Always hire your mercenary in Hatred difficulty - they'll be cheaper and have higher stats.
- If you can't find a rare item base for crafting, you can turn any white base item into a rare through Charsi Imbue quest reward. You can do this 3 times per character.
- You can Sacred craft a designated set of gear for Frozen Breath for more efficient farming.
- A normal jewel has a maximum ilvl of 99. These can be crafted 6 times before the affix number goes down. But jewels dropped from terror and destruction ubers can be crafted twice as much given that you craft it on the same game you found it on.
- You can put in just enough points in STR/DEX that you can equip all your gear after morphing into Dragonknight. This way you can spend more points into VIT/NRG.