Encyclopedia Necromantica
By:
The dii.net Necromancer forum members
Foreward
-
Beatboxer-
Welcome the Encyclopedia Necromantica. If your not allready impressed with the title prepare to be wowed by the density of Necromancer information contained within these electronic pages. A one stop resource for all your playing concerns. If what your looking for is not here, it should be, and will be as this is a progressive work. As long as Diablo 2 is still playable this guide will Bstand as THE tool for necros. At least that’s the point of it.
The Encyclopedia currently consists of 3 primary chapters and an appendix but is highly subject to frequent modifications.
Chapter 1 The Necromancer’s Handbook, written by myself, covers common concerns of the game, basic playstyles and contains link to all known dii.net Necormancer build guides.
Chapter 2 Takes a look at skill synergies and addresses the new issues created by this recent addition to the game along with notes on a few bugs.
Chapter 3 strives to, comprehensively, lay-out detailed, in-depth descriptions of all the skills available to the necromancer class character.
There we have it Diablo players and forum members. I hope you find our information of use. My intent has been to improve the game by providing players with a look at it’s depth and variety.
-Bb-
Chapter 1
The Necromancer's Handbook
-
Beatboxer-
Hello. This guide is intended to give new and experienced players a look at what to expect when playing Diablo 2 as the Necromancer. This guide also meant to be used as a reference guide.
[
Note:The strat comp edition will ideally link to each section directly from the contents so you can read what you want and quickly reference information.Until then you'l have to skim through with the toolbar to find your section of interest. Sorry about that]
Of all of the various classes available for play, Necromancers, are truly unique among them. Besides the distinction of being unique, with the recent improvements of the 1.10 patch they are now also considered balanced and quite powerful by most.
Let's get down some basics.
Contents
0.0 Key to Terms
1.0 Playbasics
2.0 Common Necromancer Character Types
3.0 Bone skills based Necros and hybrids
4.0 Poison skills based Necros and hybrids
5.0 Summoning based Necros and hybrids
6.0 Unconventional Builds
7.0 Advanced Topics
Expanded Contents
Basics
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0.0 Key to terms
0.1 Necro centric abreviations
0.2 Other
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1.0 Play basics
1.1 Single Player/B.net
1.2 Expansion/Hardcore/ladder
1.3 Skills and Stats
1.4 Skill point plan
1.5 Stat point plan
1.6 Gears
1.7 Mercenaries
1.8 Twinking/Purist/Trading
1.9 Hotkeys and Hotkey Configuration
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2.0 Common Necromancer character types
2.1 Bone
2.2 Poison
2.3 Summoning
2.4 Hybrids
2.4 Other
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Builds
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3.0 Bone skill based Necros and hybrids
3.1 PvM/PvP Bonemancer
3.2 PvP damage focused
3.3 PvM focused
3.4 Bone/Summoner hybrid
3.5 Bone/Confuse/revives
3.6 Bone Necro Stats
3.7 Bone Necro Equipment
3.8 Bone Necro Mercenaries
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4.0 Poison based Necros and hybrids
4.1 Poison/revives/skele
4.2 Poison/curses/c.e.
4.3 Poison/wall/prison or spirit
4.4 Poison/skeleton
4.5 Poison/Trang's fire
4.6 Poison Necro Stats
4.7 Poison Necro Equipment
4.8 Poison Necro Mercenaries
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5.0 Summoning based Necromancer’s
5.1 The Overlord
5.2 Skelemancer
5.3 Skele/Dim/Revives
5.4 Maximum Summons
5.5 Variant summoners
5.6 Summoner Stats
5.7 Summoner Equipment
5.8 Summoner Mercenaries
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6.0 Unconventional Builds
6.1 Meleemancer
6.2 Bowmancer
6.3 Mojomancer
6.4 Themed builds
6.5 Unconventional Build Stats
6.6 Unconventional build Equipment
6.7 Unconventional build Mercenaries
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Other
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[
This section to be added]
7.0 Advanced Topics
7.1 Frames per second (fps)
7.2 Breakpoints
7.3 Fast Hit recovery
7.4 Fast cast rate
7.5 Imbue/Socket quest
7.6 Shopping/Gambling
7.7 Crafting/Cubing
7.8 Magic finding specifics
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The Info
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0.0 Key to Terms
0.1 Necro Centric abreviations
0.2 Other
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0.0 Key to Terms
There will be several Game specific terms used in this and several other player guides you'll look into and those terms are often abreviated for quick reference, especially when playing with others on B.net. You can skip this and move on to the info and refer back to it if you need to.
0.1 Necro Centric Abreviations
Below are some of the representations of Necro skills and items.
A) General
Nec (necro): Necromancer.
Merc: Mercenary
B) Skills
Amp: Amplify Damage. A curse to reduce enemies' resistance to physical damage.
BA: Bone Armor. A Necromancer defensive skill on the Poison and Bone tree.
BG: Blood Golem.
BP: Bone Prison. A Necromancer skill on the Poison and Bone tree.
BS: Bone Spirit. A Necromancer attack skill.
BW: Bone Wall. A Necromancer skill on the Poison and Bone tree.
CE: Corpse Explosion. A Necromancer attack skill on the Poison and Bone tree.
CG: Clay Golem.
Decrep: Decrepify. A Necromancer curse that slows and weakens.
FG: Fire Golem.
IG: Iron Golem.
IM: Iron Maiden. A curse that magnifies and returns damage inflicted.
LR: Lower Resist. A Necromancer curse to reduce enemies' elemental and poison resistance.
PN: Poison Nova. A Necromancer skill on the Poison and Bone tree.
Spear: Bone Spear. A Necromancer attack skill.
Spirit: Bone Spirit. A Necromancer attack skill.
C) Item terms:
Arm: Leorics arm unique wand
Fists: Magefist Unique Light Gauntlets.
Frosties: Frostburn Unique Gauntlets.
Lidless: Lidless Wall Exceptional Unique Grim Shield.
Lightsabre: Lightsabre Elite Unique Phase Blade.
Mara's: Mara's Kaleidoscope Unique Amulet
Shako: Harlequin Crest Elite Unique Shako. (Technically, a Shako is the entire class of elite Shako helms, but the term almost always refers to its Unique version.)
Ume's: Ume's Lament Unique Grave Wand.
Wizzy or Spike: Wizardspike Elite Unique Bone Knife.
BK: Bul-Kathos. Usually refers to the Bul-Kathos set items, or the unique Bul-Kathos' Wedding Band Ring.
0.2 Other
More abbreviations can be found in Appendix II
[Future strat comp Link](In the mean time you'll have to skim to end of the Handbook)
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1.0 Play basics
1.1 Single Player/B.net
1.2 Expansion/Hardcore/ladder
1.3 Skills and Stats
1.4 Skill point plan
1.5 Stat point plan
1.6 Gears
1.7 Mercenaries
1.8 Twinking/Purist/Trading
1.9 Hotkeys and Hotkey Configuration
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1.0 Playbasics
Diablo 2 is truly a game of nearly endless choices and variation. From the moment you start up your game and pick your character, important play choices present themselves which can have an effect on your later decisions in-game. Decisions concerning your character's ability and developement. If your necromancer is not built with the common concerns of the game in mind you probrably won't make it too far or will, at least, have a really hard time.
1.1 Single player/B.net/tcp-ip
What mode of play you choose is dependant first on if you have an active internet connection and second if you feel like playing with others or solo.
Tcp-ip and open b.net allow a player to use their single player characters with others in a multiplay fashion but closed b.net allows for the best multiplayer games commonly.
An issue when playing online, especially over a modem, is known as gamelag or latency. "Lag", as it's commonly known, causes a 'pause' in your gameplay while the server or other players computers catch up to your characters actions.
This lag, and not Diablo, is more often the main enemy of most online Diablo 2 players. Latency has probrably claimed more character's lives on b.net than any game demon. Lag is of especial concern for Hardcore players.
1.2 Expansion/Hardcore/Ladder
Now that you've chosen 'where' to create your character, your next choice will be wether or not to play
Expansion or non-expansion. Some players still enjoy the original version without the Expansion or simply have not purchased the newer version.
Hardcore becomes an option once you complete the game on normal difficulty. When playing Hardcore one must make more defensive decisions with your players skills, gears and stats. Especially on b.net and some tcp/ip connections where lag is a concern.
Ladder is a closed b.net option. Playing on the ladder has advantages over regular play. Certain items drop only in ladder and runes can be upgraded within ladder games.
Hardcore, ladder and regular characters can not play in the same game together. The exception to this rule is at the end of a ladder season where the characters on that ladder at that time will be 'dumped' into the regular realm.
1.3 Skills and stats
As you play your character throughout the game you will gain experience points. Those experience points add up to progress your character's level and through which you gain 5 stat points and 1 skill per each level gained.
Certain game quests will also grant your character skill or stat points.
The maximum skill points for any character is 110. The maximum stat points per character is equal to 510. Your characters gear can grant skill and stat points on top of they're base numbers, as long as the equipment is worn of course.
1.4 Skill point plan
If your new to Diablo 2, or the necromancer class, then you might want to experiment with all the characters skills before choosing your specialization.
With the newly added synergy bonuses a build plan can make all the difference, especially if you plan to complete the entire game, on all three difficulties. The games completion is less the point than having a good time though, so a plan is, of course, not necesary at all to play a character....it just helps. See sections 3.0-6.0, below, for specific 'Build' plans and guide links concerning the 1.10 Necromancer.
1.5 Stat point plan
As with Skills, it is often good to pre-plan your stat points.
Some guides you might come accross will lay-out a very specific stats plan, but for me, your stat allocation will depend almost entirely on the equipment you end up using.
In the begining you might want to get your strength up enough to equip a belt with 3 spaces, as quick as possible, and add to vitality, but it really is too variable for me to comfortably give a, set in stone, distribution reccomendation. A closer look at stats can be found in each build section of this Handbook and within individual guides. Here's the general rule most allready use in most cases:
Strength-enough for equip
Dexterity-enough for equip or pump for block percentage. How much to add for block depends on the listed percent on your sheild, your dex rating and your clvl.
Vitality-all you can spare
Energy-usuallly nothin'. An untwinked*[see 1.8 below] build might consider upping it to 50 or to an extreme 80-100 if your using your spells heavily.
1.6 Gears
In Diablo 2 the 'clothes' make the man, and there are various approaches to equiping your character. Many guides will have lists of reccomended gear. Some items are very hard to come by and can be hard to obtain on the Realms, at first, but once you get some items of your own, through normal playing and magic finding you should find it easier to get what you want/need for your character.
A note to remember in 1.10 is that several new items, specifically the new runewords, grant non-native skills from other classes and can have a large impact on your character's ability and playstyle.
1.7 Mercenaries
The expansion version of Diablo 2 allows you to equip and level up your hired help. Mercenaries are of especial concern to Necro’s considering that many of his skills are designed to be used with minions. Each mercenary type offers it's own advantages. See the Mercenary sections for more info.
1.8 Twinking/Purist/Trading
To Twink, as is explained in the key, is to 'mule' an item from one character to another. Some players of Diablo 2 look down on twinking as, almost, a form of cheating. Those would be the Purists and usually play the game "un-twinked" for more of a challenge.
Trading is as it sounds and usually occurs over b.net but single player's can trade through tcp/ip or through open b.net if they like.
1.9 Hotkeys and Hotkey Configuration
Hotkeys are keyboard keys set to select a skill for use. By default hotkeys are set to the F1-F12 keys at top of your keyboard and are very important to playing as a necromancer in most cases. As a Necro you will naturally utilize many combined skills in the course of your game and will, most likely, want easy access to them while playing. You can change your hotkeys through the options menu and assign your characters skills to each of them. The most common and basic skill lay-out looks like this:
Q W E R
A S D F
Z X C V
Those keys represent Hotkeys 1-12 out of 1-16. Once you have changed the location of the keys from the Fkeys to their new location, you can assign a skill to any one of those keys by opening up either the right or left hand skill box along the bottom part your character screen and then simply pointing to the skill's icon and pushing the desired key to be assigned to that skill. For eaxample; open your skill box on the right, point to bone armour and hit the W key. Now to use bone armour hit W then right click.
It's good to get used to this activity as you'll do it about a billion times throughout your games. As you advance and play more you will probrably end up using the last 4 skill hotkeys available when playing as a necromancer. In multiplayer games it is also useful to have the communication buttons hot keyed conveniently as well for better party co-ordinating.
I recomend much experimentation with hotkey configs. I constantly adjust mine. Your playing will change as you go along.
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2.0 Common necromancer character types
2.1 Bone
2.2 Poison
2.3 Summoning
2.4 Hybrids
2.4 Other
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2.0 Common necromancer characters
Lots of options exist when choosing your characters skills. Two ways to look at necro skills are through either direct damage or passive. Passive damage refers to curses and summoning skills. The two types of direct damge are poison and bone. You can easily mix these two approaches, with proper skill point placement and planning. Your equipment and your mercenary choice will vary your character's playstyle drastically, in some cases, and add more depth to your skill choices.
Important note: Experience gain is greatly curved at higher levels, meaning that most characters won't reach much higher than clvl 90, therefore limiting your skill point choices. It is good to keep this in mind when planning out your skill placements.
2.1 Bone
Bone necros are among the best characters to play in 1.10. The pure boneman is probrably the most straight forward character to actually 'build' in 1.10. Your skill point placements are almost made for you allready, due to the synergies, so all you need to figure out is the order of your placement.
TiP:In most cases the skill, teeth is maxed last, and is often not even invested in at all untill all of the other spear/spirit synergies are maxed.
Bone is one of the strongest solo paths in 1.10, with good equip[2], and is viable in both PvM and PvP. There are two sides to a Necro's bone spells. Those being damage or protection.
Section 3.1 outlines a common bone necro.
2.2 Poison
A powerful path to take a necro as well but one which requires a little more planning on the part of the player. Much more variety can be had in skill choices going with poison instead of bone for direct damage. Enemies with high poison resistance[3] and poison immunes[4] can pose a
problem for Poison Nec's. Certain high end items and/or a strong secondary attack skill can help out greatly. A strong tank is also, almost, required because poison takes time to kill in some cases.
2.3 Summoning
Much has changed in the design and developement of a summoning based Necro. Many players have been disappointed with the quality of Necro summons since Diablo 2 came out years ago. With the recent improvements made in version 1.10 summoners now provide safety and nice damage for both solo and multiplay. When combined with curses, and a good act2 mercSkelemancer's can be among the best characters to play.
A major issue, of most summoners, when playing solo, is in getting the first corpse to drop, to start your 'army'. One could invest in direct damage spells or simply rely on one's mercenary to get this done. An old 'trick,' of the summoner, is to gather his summons in act1 to take on certain very tough areas.
2.4 Hybrids
A hybrid mixes direct damage and summoning to create a well balanced and varied character.
2.4 Other
One can get creative and try out an almost infinite variety of approaches to making an effective Necromancer. A few common variant's include the Meleemancer, Bowmancer, and the not often used, Mojomancer. These types of characters are usually played by those who have allready tryed the more common character types and are mainly looking for a challenge.
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3.0 Bone skill based Necros and hybrids
3.1 PvM/PvP Bonemancer
3.2 PvP damage focused
3.3 PvM focused
3.4 Bone/Summoner hybrid
3.5 Bone/Confuse/revives
3.6 Bone Necro Stats
3.7 Bone Necro Equipment
3.8 Bone Necro Mercenaries
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3.0 Bone skill based Necros and hybrids
Bone skills provide magic damage and solid protection. Magickal damage is the least resisted element in Diablo 2. A well respected and, potentially, very powerful character against Diablo's minions, or for use in ‘Dueling’ against other players. I've yet to experiment fully with the bone skill synergies and many paths might exist outside of the builds listed below.
3.1 PvM/PvP Bonemancer
This character works very well in both modes of play.
Bone/poison
100 skillpoints into bone synergie
(teeth is usually maxed last)
2 pre-reqs
Summoning
1 clay
1 g.mast
1 summon resist
Curses
1 dim
1 decrep
3 pre-reqs
That about does it for skills. You could alternately use your 3 golem points for the left-hand Ai curses. ( like confuse and attract) You'll have to skimp on some synergies if you want to invest in skills 'other than bone'.
I recommend the above set-up for now though as I find it highly successful.
Pros
-Good damage and almost no magic immunes enemies
-Strong bone armour protects you from like 800-1000 physical damage
-Very strong walls and prison skills for saving party members and yourself
-Decrep and Dim as the main curse are very good in parties
Cons
-Strict skill point allocation makes for limited variety
-Takes much mana to spam spells
-Won't be complete till clvl 99
A work-in-progress
Bonemage guide written by Porius exists in the single player forum. (second necro to come form the Spf.)
3.2 PvP damage focused
The title tells ya what's comin'. The difference in this character is the omission of the clay golem and possibly even the decrep curse, so as to max bone damage skills earlier and completely for use against other players.
Poison and Bone
100 bone synergies
2 pre-reqs
Summoning
none
Curses
1 decrep
3 pre-reqs
Or none see below.
Not much different from the first lay-out but those 3 points will make your damage higher. A way to save the four points from curses to further up your damage sooner would be to use the runeword White in a wand with decrep. This is a reasonable choice as white wand is among the best PvP wands in d2. The other choice would be to omit curses altogether but is not recommended. Here is a link to a
“bone only†playthrough, by Thanatosia, if your interested..
Pros
-Higher damage earlier on and lethal in PvP
Cons
-No golem friend
Also, soullesschild, Dii member who duels in clan Honor, has recently worked out a full fledged
1.10 necromancer dueling guide.[link]I recommend you take a look if you plan to duel other chars useing the necromancer.
3.3 PvM focused
This necro is quite fun for me. Strong offense/defense and a variety in play make for a fun character. Not as strong as bone only but still able to solo effectively in most cases due to revives being nearly unstoppable.
Poison and Bone
60-100 Bone synergies
2 pre-reqs
Summoning
1-20 skeleton mastery
1-20 revives
1-5 clay
1-5 g.mast
1-5 summon resist
4 pre-reqs
Or
Summoning
1-20 g.mast
1-20 your chosen golem
1-5 summon resist
1-5 skel. mast
1-5 revives
4 pre-reqs
Curses
1-15 in curses
1 point in each
most likely
Lots of variety in the skill points listed here. Equipment can effect your choices but basically your going for bone damage with a strong tank(s). The best way to go would probably be like 20-30 points spread to summons and the rest into bone synergies.
When going the revive route teleport makes playing much better, as your minions aren't too smart ands will dis-appear if you run too far away from them. Teleport can be used through an amulet or ring charges. Much better is the Armor Runeword Enigma wherein you are granted the teleport skill, as long as the armor is equiped.
Pros
-Endless tankage in walls/prison and summons
-Decent direct damage
-Fun to play and not as monotonous as bone only
Cons
-Both revives and bone spirit require lots of mana to use alot
-A lot lower direct damage than going pure bone synergies
3.4 Bone/Summoner hybrid
This is a build posted by Angst, and I've tested it to good effect. Angst’s guide is like a polished and refined version of the above listed PvM approach. See
Angst's Bone/Summon 1.10 build for details.
3.5 Bone/Confuse/Revives
Here's
an approach outlined by Fishgoth and focuses on bone skills while using the curse confuse and a few revives to help keep enemies busy.
3.6 Stats
Should look something like this:
Strength-60/100 (enough for equip)
Dexterity-base, enough for equip, or enough for block [see here for block info]
Vitality-All you can spare
Energy-Base/50/100 depending on your equipment and playstyle.
3.7 Equipment
I'll present three example set-ups.
A). End Game Top gear:
Helm:
Shako/rare necro circlet with cast, skills and run/walk
Ammy:
Mara's
Armor:
Enigma
Weapon:
White runeword wand with a natural +3 bone spirit or +3 bone spear/Bone lich
Sheild:
Boneflame/Humon/Darksforcepawn
Gloves:
Frostburns/Trang's
Belt:
Arachnid mesh
Ring1:
Soj's/Bul Kathos/decent rare
Ring2:
Soj's/Raven/decent rare
Boots:
Marrowwalk [
Strat comp link to Chapter 2 bug info]
Nat's, Aldur's
Charms:
10 poison and bone 1 annihlus, or resist, life, mana, fast run/walk charms.
That was geared towards max bonespell damage.
B.Mid Grade Reasonable:
Helm:
Peasant Crown/Lower end rare circlet
Armor:
BSkin of the Vipermagi
Weapon:
White wand with less than +3 spear/spirit/wizardspike/suicide branch
Sheild:
Rhyme runeword (shael+eth) necro sheild with +skills bonus
Belt:
Decent crafted caster belt (really variable here actually)
Gloves:
Magefists/Trang's
Ring1:
Rare/Unique/Crafted ring with good resists and fast cast with mana bonuses
Ring2:
Same
Boots:
Rare/Crafted/Unique with good run/walk, resists.
Charms:
Same but without all the skillers and annihlus.
A reasonable set-up most casual b.net players can accomplish.
C. Low-Grade
Helm:
Lore runeword helm (ort+sol)
Armor:
Stealth runeword (Tal+Eth)
Weapon:
Any Fast cast and plus to bone skills wand
Sheild:
Magic/Rare Necro head with +skills or a Rhyme runeword sheild.(shael+eth)
Belt:
Magic/Rare/Unique with resists,or a crafted caster belt.
Gloves:
Whatever works..fast cast and resists is nice if you can find it.
Ring1:
An acceptable Magic/Rare/Unique/Crafted ring with resists, fast casts and mana.
Ring2:
Same
Boots:
Magic/Rare/Unique/Crafted with acceptable resists and run/walk.
Charms:
Whatever you can get that helps.
Even w/o good stuff you still have decent nearly unresistable magic attacks...not so bad.
Take the above simply as advice. There are many different ways to equip your necro depending on a variety of purposes, goals and environments. Like if you play on realm, pvp, pvm, party or solo or both, untwinked, hc etc.
3.8 Mercenary
A mercenary is not as much a part of a bone necro's build as much as say a summoner but by using one you can improve your offense/defense. My current bone necro uses a cold Rogue mainly because I chose not to invest in any curses besides decrep and it's pre-reqs meaning I have no lifetap to aid in helping my mercenary stay alive. Some bonemages might prefer to have a tanking merc. You should go with whatever merc you feel like here really.
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4.0 Poison based Necros and hybrids
4.1 Poison/revives/skele
4.2 Poison/curses/c.e.
4.3 Poison/wall/prison or spirit
4.4 Poison/skeleton
4.5 Poison/Trang's fire
4.6 Poisondagger necro
4.7 Poison Necro Stats
4.8 Poison Necro Equipment
4.9 Poison Necro Mercenaries
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4.0 Poison based Necros and hybrids
With only 60 skill points needed to max out your poison skills you'll have some leeway with with the rest of your skill points. Below are a few effective skill point plans I've put to good use.
4.1 Poison/Revives/skele
From all I know about poison in 1.10 this set-up will be the most reasonable. It allows for the maxing of your poison synergies and provides a mass of tanks for protestion and secondary damage.
Poison and Bone
60 To poison skills
2 pre-reqs
Summoning
20 skel mast
1-3 raise
1-3 mage
10 revives
2-5 clay golem
2-5 golem mastery
2-5 summon resist
Curses
1 to all curses
10 total
Lots of variety in placement here. Like
Angst's Bone/Summoner but with poison, instead of bone, basically. The variable points listed into summons will depend, basically, on your +skills from gear. Skeleton warriors are simply meat shields in this build and would require upwards of ten skill adders to do any sort of noticeable damage. Mages,the same, but cold damage can be very helpful in the slowing of enemies.
Pros
-Strong offensive spells
-Strong minions in revives
-lots of meatsheilds which helps keep enemies busy while you poison them good
-Minions can provide secondary damage
Cons
-Revives are not smart and might not always protect you or tank enemies like you might want them to
-your skelton warriors will be weak
4.2 Poison/curses/c.e.
This necromancer makes use of the attract curse to take the heat off of himself while he lower resists em' and applies his sweet, sweet poison. It’s not even half as safe as other minion based builds but is definetly more of a challenge.
Poison and Bone
41-60 poison skills
1-10 c.e.
1 pre-req
Summonning
1-5 clay
1-5 g. mast
1-5 summon resist
Curses
10 attract
10 lower resist
8 pre-reqs
That’s the basic outline. You could vary it up with bone armour/wall/prison or opt for a few revives but basically the heart of this approach is the clever use of your curses. Corpse explosion is also quite helpful here and could be pumped a little for radius.
4.3 Poison armour/wall/prison or spirit
I was optimistic that this build would be one of the best when I was first thinking out new 1.10 necromancers but have come to view it differently through testing. It is still quite a reasonable option but it’s core problem lies with only having poison as a primary attack. Without top items poison needs back-up so I now view this character as mainly melee oriented or as a party player.
Poison and Bone
50-60 poison skills
1-5 c.e.
1 Bone armour
10-20 wall
10-20 prison
3 pre-reqs
Summoner
1 clay
1 g.mast
1 summon resist
Curses
1 in all curses
10 total
The original idea of this necro was to get max poison with a strong armour. Since secondary damage became an issue, though, I’ve had to add in other elements.
With a high damage dagger or weapon you’ll be dishing out high physical damage along with your poison skills and is reasonable enough to quest most of the game. I've added a daggermancer section below which covers that.
If you feel like being more of a caster you might try like 10-20 in bone spirit in place of either wall or prison. I highly recommend, replace wall and keep prison for bosses, if you choose this option.
The last option (and best for you character) being to use The unique boots Marrowalk for their bugged charge synergy bonus
.[Future link to bug info in chapter 2]
4.4 Poison/skeleton
One of the first necro’s I had considered playing for 1.10 and when done right one of the best options. I’ve yet to find the ideal skill point set-up but this is a good start.
Poison and Bone
10-20 p.dagger
5-20 p.explosion
20 p.nova
1-5 c.e.
1 bone armour
1 pre-reqs
Summoning
10-20 skele mastery
15-20 raise skelton
0-3 mages
0-5 revives
1-5 clay
1-5 g.mast
1-5 summon resit
0-1 fire golem
2 pre-reqs(if revives, or fire golem used)
Curses
1 in all curses
10 in all curses
Solid tanks, both high physical and poison damage, and his array of curses makes this necro among the best all around in 1.10.
4.5 Poison/Trang's fire
Most Necro posion users will, eventually, have the fire skills granted by Trang ouls's items since those same items boost poison.
Joxx has posted a guide on how best to apply these skills into a poison based necromancer’s game strategy.
4.6 Daggermancer
The poisondaggermancer is as it's name implies. Many poisonmancers will use dagger but few will build around the skill. To build around poison dagger is not the most practical way you can take with your character but it is still powerful. I plan to make a themed character around the skill before too long myself allthough I haven't yet worked out all of the details just yet. The staple skills being the poison synergies while all other points being placed into defensive spells and curses.
Poison and Bone
1 Bone Armour
1-20 Bone Wall
1-20 Bone Prison
1-10 c.e.
20 dagger
10-20 p.explo
10-20 nova
1-2 pre-reqs
Summonning
0-10 Skel mast
0-20 Raise skel
0-20 Golem mastery
0-10 clay golem
0-20 Iron golem
0-20 fire golem
0-20 revives
0-5 summon resist
1-~5 pre-reqs
Curses
1-10 amp
1-20 dim
1-10 confuse
1-10 attract
1-20 decrep
1 lifetap
1-10 lower resist
2 pre-reqs
As you can see above there about 30 different directions you can take this Necro. A good and foreseeably challenging build with much room left to customize. I see a character with a strong bone armour high level curses, a few summons and a strong golem, as being most effective. It will take balance.
Desirable Item mods to look for are:
-slows target
-freezes target and/or cold damage
-Knockback
-Open wounds
With high amounts of the above mods workin’ for ya, a good level clay golem, possibly a holy freeze mercenary and a high hitpoint bone armour, most single target’s will be nearly unable to hurt you and they will will die sooner or later (with poison later) if you stab them. Here's a link to the begingings of my
daggermancer guide. (If I ever decide to actually write it.

)
Note: Another option of obtaining high p.dagger damage while saving skills is to make use of the "synergy bug" whereby you would obtain the venom runeword with charges of high level poison skills (explo, nova). The charges are counted by the game as synergies to poison dagger if you don't place points into p.explo or nova. Just like The Marrowwalk bug if your familiar. If this seems complicated, don't worry it's not.
4.7 Poison necro stats
Fairly flexible here as poison builds can vary considerably.
Strength-Enough for equipment
Dexterity-Enough for equipment (daggers require dex) and/or max block.
Vitality-all here
Energy-Don't need to much, untwinked builds might like upt about 50 max points placed here though. Needs some good testing but you can easily get by with proper pot use.
4.8 Poison Necro Equipment
Lot's of good equipment for poison builds out there. I'd gear towards; melee, caster, or melee/caster.
Options:
-Full trang's is one of the best choices if you don't mind the vamp look.
-Partial Trang’s is good too. The poison bonuses are very nice along with the fire skills.
A. Sample end-game Poison based necromancer set-up:
Helm:
Shako, Crown of ages when clvl 83
Ammy:
Mara's
Armor:
Bramble +50% to poison skill damage
Primary weapon:
Death's web (
note: It has been said that this item is among the rarest in the game. Not confirmed but could be true.)
Secondary weapon:
Blackbog's
Sheild:
Trang' oul's wing
Belt:
Trang's girth
Ring1:
Soj/good rare or crafted with fast cast, mana and/or good resists
Ring2: Bulkatho's/good rare or crafted
Gloves: Trang's gloves
Boots: Marrow's/aldur's/nat's/waterwalk's
Variables:
Sockets: resists, -req, life, rainbow facets poison jewels
Charms: Annihlus, resists, skills(bone skill charms), fhr, life and mana.
Now with this set-up you get:
-Trang's partial set bonus -25% enemy poison resistance
- -75% enemie poison resist overall
- +75% poison skill damage
- +13 base skills from equip, more with charms
- The marrowalk bone armour bonus
-Cannot be frozen
-10% damage resistance with shako, 15% with crown
-25% fast cast
-65% mana regeneration
-50% fast hit recovery
Pretty darn good don't ya think?
Note: An endgame PoisonDagger necro's equip would look a good deal different, as melee has many different concerns that casters don't deal with.
B.Midgrade Equipment
Helm: Decent rare circlet, Peasant crown or many various uniques
Ammy: Rare necro skills ammy with resists and mana or a good rare/crafted unique
Armor: Skin Of The Vipermagi for a caster, Duriel's shell for melee, rare/uniuqe/crafted or a runeworded Armor (High defense Stealth)
Weapons: Blackbog's, Spineripper, or a good skills wand
Sheild: Humonculous, Rhyme with skills, good rare
Belt: Whatever works for ya, crafted caster be good
Ring1: Good rare/crafted ring with desirable mods (cast, and mana or ar and leach)
Ring2: same
Gloves: Trang's Oul's gloves
Boots: Good rare/crafted/unique fast run, resists, fast hit recovery
Charms: Whatever your equip is lacking
Sockets: same as charms
With a poisonmancer +skills and Trang set peices (for poison skills bonuses) are what you're after most. Other than that you can pretty much use whatever you find useful.
C.Low-end
Basically whatever you can find. Think runewords and items from the vendors to acheive plus skills, good resists, some fast hit recovery, mana, mana regeration and life.
4.9 Poison based Necro Mercenaries
A merc can be of great help to any and all of the various poison necro builds out there. Alot depends on your playstyle and charcater needs though. A poison summoner would want to boost his minions. A daggermancer would want safety as would a low, to no minion poison necro. Some others might prefer a ranged merc.
. . . . . . . . . . . . . . . . . . . . . . . .
5.0 Summoning based Necromancers
5.1 The Overlord
5.2 Skelemancer
5.3 Maximum summons
5.4 Melee/Summoner
5.5 Lord of mages
5.6 Variant summoners
5.7 Summoner Stats
5.8 Summoner Equipment
5.9 Summoner Mercenaries
. . . . . . . . . . . . . . . . . . . . .
5.0 Summoning Based Necromancers
Ahh Necromancers can finally claim their name and effectively take on the Prime evils with all of they’re summons able to handle most any creature they run into. The only problem with a necro’s minions new power being the spectator factor. Meaning that with really powerful minions you might just be standin’ around not doing anything while the game plays itself, which probably was the reason why summons weren’t originally created as they are now in the first place. Through my playing, though, a good summoner will keep his minions and merc happy with curses and c.e. support. More fun and faster that way.
Necros are now pretty good for item hunting as well. You could run around w/o equipment and be relatively safe and kill well, so you can stack % magic find and let your minions dig up the goods. Mug the evil minions so to speak. The 1.10 necro has made magic finding fun for me.
5.1 The Overlord
The name Overlord is a throw back from pre 1.10 days. The creator of the original, Poison_Trooper, has recently revised his Ovelord build for 1.10. His new build focuses on the traditional summoner's route of creating a strong Iron golem, who’s immune to the elements, with skeletons, mages, revives and merc getting the job done. Another approach along these lines is to invest into Clay golem, some curses, and corpse explosion in place Iron golem.
You could of course invest in Fire or blood golem, in place of either of the other two. Blood is not recommended unless your playing some kind of themed build.
Pros
-You’ll have an army of minions
-Those minions will take out the enemy
-With the Iron Golem/curses you can probably get a corpse to start off your summons even without a mercenary
-You should be safe from most danger behind your summoned creatures
Cons
-You won’t have any direct damage outside of c.e.
-C.e. requires a corpse
-Act bosses in normal are pretty hard
-If your army falls and there aren’t bodies around then you’ll have to start all over
-In multiplay you might get blamed for lag.
5.2 Skelemancer
Lots of these types of characters inhabit b.net nowadays, it seems, and for good reason too, as they can be powerful and safe to play. This type of Necro focuses on maximizing his skeleton warriors power. He forgoes mages and almost invariably makes use of the act2 offensive might mercenary. Dii member Nightfish has posted a guide to the skelemancer.
5.3 Maximum summons
You could go all out with your summoning power and go for maximum amount of summons. It is a very fun way to go and keeps ya busy because keeping upwards of 20 revives take some attention to maintain.
Poison and bone
1 bone armour
1 wall
1 prison (if no marrows)
1-10 c.e.
Summoner
20 skel mast
20 raise skel
20 skel mage
1-10 to a golem
1-10 g.mast
20 revives
Curses
1 to all
1-5 for a few of em maybe
Using this many summons is best done with teleport, and requires lots of mana, for revives, but can be well worth it. Better for a cable connection or single player.
5.4 Melee/Summoner
This character type is one of the most fun to play but is hard to make work right without some really good gear. Aura giving items such as the Runeword Beast makes melee more effective. I recommend you take a look at Thekbob’s Comandomancer write-up here. The Commando-Mancer Guide
5.5 Lord of Mages
Amother "Throw-back" from 1.09, like the overlord, which has been much changed in the recent patch. Now more of a "themed" build rather than mainstream. I'd like to level one someday. The basic idea is to load up with as many mages as you can get, then lower resist your enemies and watch em fall. It was said to of worked well in 1.09 but monsters in 1.10 are much faster and hit much harder so a solid defensive plan should be necesary to get the job done. I imagine a holy freeze mercenary/clay golem combo should do ok. Not many set-builds have been presented for this type of summoner but most would look something like this:
Bone and Poison
0-20 dagger
0-20 p.explo
0-20 Nova
Summoning
20 skel mast
1-20 raise warriors
20 mages
1-10 clay
1-20 g.mast
1-20 iron golem
0-20 fire golem
0-10 revives
Curses
1 to all except
1-10 lower rsist
1-10 dim
1-10 confuse
1-10 attract
Ya I know..not very specific overall, but some builds are like that. You have a framework from which to make a semi-unique character from though. I think I'm personally going to try to go with a few revives and some poison skills to back-up and protect my mages.
5.6 Summoner variant’s
One could experiment quite a bit with all the different summons and other necro skills to strike a balance far outside of what I’ve listed above. These are all just guidelines to what’s been shown to work so far.
5.6 Summoner stats
A summoner's stats, like all characters will have alot to do with equipment and playstyle. Basic summoners though don't to worry about anything accept enough strength to wear equipment and the rest can go into vitality. Mana will be tight at times and a mild investmest into energy certainly won't cripple your character. You can just use pots though...
5.7 Summoner equipment
A summoner benefits from +skills gear the most. Besides that you are free to wear almost what ever you like. Magic find stuff is good. Outside of that desirable mods to look for are mana regen, life, mana, resists of course and maybe an aura runeword. Here's some example set-ups:
[to be added]
5.8 Summoners mercenaries
Might (Act2 offensive merc) for Skelemancers
[More to be added]
. . . . . . . . . . . . . . . . . . . .
6.0 Unconventional Builds
6.1 Meleemancer
6.2 Bowmancer
6.3 Mojomancer
6.4 Themed builds
. . . . . . . . . . . . . . . . . . .
6.0 Unconventional Builds
Say you want to use a bow but don’t want to play an amazon. Or say you think a sword looks looks better in the hands of a necromancer thana Barbarian. You could do anything you want with your character. These types of characters are often quite challenging and allow you a different perspective on familiar challenges within the game.
6.1 Meleemancer
The first guide I read was one written for the meleemancer. It was great and written well. Showed how a character without melee skills could melee the entire game. I'd recomend you take a look if your interested in making a meleemancer allthough ALOT has changed. I’ve heard word of a new meleemancer guide in the works, by Mad Mantis.
As it is now I’d recommend one invests in the bone armour synergies, decrepify, c.e., poison dagger, and possibly some summoning skills. Your main issues will be attack rating, attack speed, getting good damage and acheiving acceptable fast hit recovery. Good luck.
6.2 Bowmancer
A popular variant in 1.09, this type of necro would make use of the item mod crushing blow (takes off a percentage, 1/4-1/10, of enemy life per ‘blow’) along with the always hitting explosions of explosive arrow bows/xbows (kuko, and demon machine) among other things, and then would finish off most enemies with a high level c.e.
The new patch has somewhat nerfed this old build though. No more crushing blow on exploding arrow blast radius and no more bugged poison stacking. From my tests one could still make this type of character useful. Just don’t expect him to kill to quickly all of the time. Here’s a look at the classic build:
Poison and Bone
1 armour
1-20 c.e.
1-20 prison
Summoning
20 g.mast
20 iron golem
Curses
Not sure here actually…I guess decrep could get a few and maybe maxed eventually..1 to all curses though besides that would probrably be safe.
This was the way it was before. A build with skeletons might be more practical now. I didn’t have much luck in my tests but that doesn’t mean it can’t be done. Definetly worth mentioning I think.
6.3 Mojomancer
What is a mojomancer? It has a cool name..who came up with the name? I don’t know but I’d like to. If you haven’t already guessed or don’t know a Mojomancer invests heavily into curse…and then uses tem in a variety if ways. I know of three main types/uses for this type of necro.
1.Team support dueling and PvM
2.Themed PvM character whereby you support a mercenary with curses. [link]
3. Hybrid mojo who uses golem and corpse, Iron maiden, attract and corpse explosive. (My own little invention)
None of the above are exactly practical but all can be fun.
6.4 Themed Characters
You may choose to “theme†your build. Either with items maybe [Invictus_Prime's builds] or possibly with a story. [Mongo's Maldar] Your allowed to fun. Just do so in safety.
. . . . . . . . . . . . . . . . . . . . . . . . .
[This section to be added]
7.0 Advanced Topics
7.1 Frames per second (fps)
7.2 Breakpoints
7.3 Fast Hit recovery
7.4 Fast cast rate
7.5 Imbue/Socket quest
7.6 Shopping/Gambling
7.7 Crafting/Cubing
7.8 Magic finding specifics
. . . . . . . . . . . . . . . . . . . . . . . . . . .
7.0 Advanced Topics
[To be added]
Appendixes
The section of things that deserve an extra section.
Contents:
. . . . . . . . . . . . . . .
Appendixe I: Item lists
A.Bone
B.Posion
C.Summoning
Appendixe II: Game abreviations
. . . . . . . . . . . . . . . .
Appendixe I
A. Bone build item list
Bone necros need fast cast and +skills first and fast hit recovery and resists second (kinda)
Helm
Crown of ages-Best helm in game overall
Rare circlet-would be the absolute as they can get +3 necro skills.
Harlequinn Shako-Second best unique helm, overall, in game.
Lore runeword-cheapest and still pretty good.
Peasant crown-my favorite.
Trang's-pretty good.
Various set peices and uniques-nat's, wormskull.
Anything with plus to skills helps, of course.
Resists, life, mana are great bonuses to have.
Armor
Stealth runeword-cheapest and very good.
Vipermagi-resists, skills; good.
Que hagen's-nice.
Ghost shroud-+ skill and cannot be frozen.
Weapon
Whited wand-best for skills
Bone shade-the new wand, second only to a good white
Wizzard spike-nice all around but no +skills
Suicide branch-One of my fravorite weapons, skills, fast cast resists mana life.
Various others can work well, you could even do well with plain shopped wands
Sheild
Humonculous-The best necro sheild overall
Trang's-Pretty good
Boneflame-My favorite because of the run/walk bonus. New in 1.10
Darkforce Spawn-Has fast cast, good sheild
Found heads-can be nice
Rhymed head-good bonuses, and skill's
All the unique necro sheilds are great
Lidless-can work out
Belt
Lots of choices...
Arachnid Mesh-The best
Trang's-great overall
IK belt-resists
Crenendum-Orphan's set belt I think..resists
Crafted caster-would probrally end up being the best, second only to Arachnid
Gloves
Trang's-cast, resist, curses skill bonus
Magefist-cast, mana regen
Frostburns-huge mana boost
Various rares/uniques/crafted-Get run/walk, resists, and fast hit recovery
Boots
Marrowwalk's-For bugged armor/damage bonus
Aldur's-res, life, r/w
Nat's-resists, r/w
Waterwalk's-mana, life, run walk's
Silkweaves-mana, r/w
Good old Sanders-cheap easy to get and pretty good
Various rares
Misc
Jewelry-Look for skills, resists, fast cast, and anything else your char might need
Charms-fast hit recovery, fast run/walk, resists, man, life.
B. Poisonmancer item list
So your interested in equipping a poisonmancer…..I’d go melee, meleecaster, or pure caster when considering equipment.
Caster oriented:
Helm
Crown of ages-best overall
Shako-Can't beat the bonuses here second only to crown
Rare circlet-Potentially the ideal choice, with fast cast, run/walk, and +skills
Undead crown[/B]-acceptable inexpensive alternative, when using skeletons.
Lore-fairly cheap runeword with +1 skill and lightning resist
Ammy
Rare/crafted ammy-Gives + necro skills, resists etc.
Mara's-just about the best unique ammy most of the time
Various others can work
Armor
Bramble-Gives +25-50% poison skills, thorns and resists
Enigma-Best overall, but second to Bramble for this build
Vipermagi-for casters, has resists
Quehagen-for casters better def than magi but lacks resist
Stealth-cheap but good
Belts
Trang's- best, used to get the 3 peice partial bonus among it's own bonuses
Arachnid mesh-the best uniqqe for casters
Crafted caster-can be nice
Rings
Bul kathos-skills, life
Soj-skills,mana
Raven frost-dex, ar, cold absord
Rare ring-ar, mana, fast cast, leach, resists
Various others, when the time calls for them.
Weapons:
Daggers
Deaths Web-But you didn't need me to tell you that...
Blackbog's sharp-Mega plus skills and 50% slow mod (if you stab em). About the best poison mage weapon out there, second only to Web.
Wizzard spike-If your not concerned about physical damage, or +skills that much then you could stab enemies with your spike. Good bonuses.
Spectral shard-poor man's wizz but it's nice enough.
Wands
White runeword-find one with the right skills and this could be the way to go
Leorics arm-Best unique to boost skeles and poison skills at the same time.
Cairn shard-can't remeber the attributes but it's a summoners wand
Rare-you could find a good one
Suicide branch-Not that helpful here but it's one of my favorite weapons in the game
Boots
Marrowwalk's-most of the time these will be the your best choice for high level necros using skeletons. Also good for the synergie bonus. High strength requirement though.
Nat's-I like the resists
Aldur's-again for the resists
Waterwalk's-life and mana
Rares-could get a good pair
I'd fill in the blanks(that is resists, fast hit recovery, fast run/walk, attack speed, damage, AR, stats, and mf) with socketables and charms.
Good melee alternatives:
Helm
Crown of ages-I guess it's obvious why...
Giant skull- Second only to crown, comeswith 2 sockets
Vampire gaze-great for melee
Blackthorn-good for melee, slows enemies
Guiliames-if you want some crushing blow
Ammy
Metalgrid-gives resist and Ar if you need it
Highlord's-cool name, critical strike, ias and light res
Cat's eye-dex, run/walk,ias and def I think
Rare/Crafted-comes with skills and other good stuff
Armor
Chains of honor-Excellent melee alternative with +skills and resists
Shaft stop-physical damage reduction
Lionheart-runeword with lots o good melee bent bonuses
Duriel's shell-resists, cannot be frozen, life and defense
Weapons
Fleshripper-Best melee dagger out there
Ghost flame-second only to flesh
Blackbog's sharp-Mega plus skills and 50% slow mod, work very well for melee as well. Upgrade for a little more melee damage
Spineripper-good and better with upgrade
Rare daggers and runewords-could score some nice daggers this way
Sheild
Trang's wing-almost unbeatable bonuses for this build
Stormsheild-If your facing tough opponents
Headhunter's glory-Cause you can socket it, with good jewels.
Humonculous-Best overall necro sheild there is.
Gloves
Trang's-for the poison damage bonus of course
Other-Increased attack speed is good if you don't have trang's...look for that.
Boots
Gore riders-Melee bonuses
War travellers-damage and mf can be nice
Rare-look for fhr, r/w, mf and resists
A melee caster character would go for a mixture of these gears.
I'd fill in the blanks (that is resists, fast hit recovery, fast run/walk, attack speed, damage, AR, stats, and mf) with socketables and charms.
C. Summoning Item list
[To be added]
Appendixe II
A. Game abreviations[Courtesy of the Abasin]
AR: Attack Rating.
BA: Blessed Aim. A Paladin offensive aura. Act2 offenisve mercs when hired in normal, also have this aura.
B.net (Bnet): Battle Net. Blizzard's game server for Diablo II.
CBF: Cannot be frozen.
CB: Crushing Blow.
Char: Character.
clvl: Character Level
CTH: Chance to Hit.
Cube: he Horadric Cube.
D2: Diablo II.
D2M: Damage to Mana.
dii: dii.net. This site.
Def: Defense.
Dmg: Damage.
DR (DR%): Damage Reduced. Items with this mod reduce physical damage.
DS: Deadly Strike.
ED: Enhanced Damage. A mod that increases physical damage.
ED/IAS: Enhanced Damage/IAS. Typically refers to a rare combination of mods on a jewel
ENE: Energy.
EXP: Experience.
FBR: Faster block rate.
FI: Fire Immune.
fps: Frames per second.
FRW: Faster Run/Walk.
gc: Grand charm.
Harley: Harlequin Crest Elite Unique Shako.
hc: Hard Core.
HCMTF: Hit Causes Monster to Flee.
HF: Holy Freeze. A Paladin offensive aura to chill enemies.
HP: Hit Points.
IAS: Increased Attack Speed.
ITD: Ignore Target Defense.
KB: Knockback.
lc: Large charm.
LE: Lightning Enchanted.
LEB: Lightning Enchanted Boss.
LEM: Lightning Enchanted monster
LL: Life Leech.
LoD: Lord of Destruction. The Diablo II expansion.
LR: Lightning resistance.
MB: Mana Burn.
MDR: Magic Damage Reduced. Items with this mod reduce magical damage
Meph: Mephisto. Act 3 super unique monster Act boss
Merc: Mercenary.
MF: Magic Find.
MI: Magic Immune.
ML: Mana Leech.
mlvl: Monster Level.
Mod: Modifier. Adds a characteristic to an item such as a weapon or charm.
MP: Multi-Player.
MPK: Mana per kill.
MR: Magic Resistant.
MSLE (MSLEB): =Multi-Shot Lightning Enchanted.
Mule: Either meaning a created character amde to hold items, or 'to mule' as in to save items for later use.
Nerf: Term used to mean “to make ineffectiveâ€. Think of those “nerfed†therapy bats
newb: Newbie
NM: Nightmare. The second level of difficulty in Diablo II.
PvM: Player versus Monster.
PvP: Player versus Player.
sc: Soft core.
Shako: Harlequin unique shako helm or elite cap
Slow: Slows Target. Item mod that slows enemies.
slvl: Skill Level.
SP: Single Player. Usually refers to single-player mode of Diablo II.
TP: Town Portal.
Transfer: To move items between characters
Twink(ing): The act of trnsfering goods to a character
VIT: Vitality.
WP: Waypoint.
The end For now]
I wish to thank Blizzard for creating the game, the patchers for their hard work in ‘fixing the Necro class, the dii.net admin team for providing us with a worldwide community forum, the posters of dii.net for their insights, assistance and efforts; specifically Dark Knight, Drachasor, Starcrunch, Angst, Mad Mantis, Thekbob, Nightfish, Poison_Trooper, Joxx, soulesschild, Thanotosia, Fishgoth, Porious, Daurogon, Necrochild313, Patsy, Ash Housewares, Invictus_Prime, the_Alphabetman and all the regulars and contributors to the Necromancer forum.
-Bb-