Matriarch/Patriarch/Guardian Archive Thread

Originally posted by MortisConis on Aug 27, 2006:

Patriarch Hector!

Don't ask about the name... but anyway, here's my info:

Level 84 Necromancer

Strength: 134
Dexterity: 208 (For 75% block)
Vitality: 88 (I know it's low. All points into here from now on)
Energy: 80

Gear:
(To save time, since I'm typing all of this out myself, I'll just mention the important mods on each item)

Rare circlet:
+1 necro levels
+24% MF

Ammy:
+3 summoning skills

Weapon:
+3 summoning skills
+2 summon resist

Weapon Switch:
Demon Limb (To enchant skellies and merc on bosses)
Rhyme (For +25% MF right before boss kill)

Gloves:
+23% MF

Rings:
+20% MF
+25% MF

Armor:
Wealth (100% MF 300% GF)

Shield:
Sigon's with a PDiamond

Belt:
Gloom's Trap
+15% Mana
+15% Mana Regen

A bunch of resist charms (Not enough.. I'm still negative on some of them in hell. I don't die very often at all though, so I guess I'm fine)

Skills:
(Again, I'm not going to type out every single one I put a point into, just the important ones)

20 Raise Skeleton
20 Skeleton Master
4 Summon Resist (With + skills, I get a total of 62 resist all on summons)
4 Revive (12 after +skills)

1 Decrep
1 Attract
4 Amp Damage (Needed the radius, it was driving me nuts casting these over and over)

20 Corpse Explosion
1 Bone Armor
6 Bone Wall (Only as a synergy for Bone Armor - +15 damage per level)

I get 11 skellies which do about 300 damage per hit (I'm not in the game right now, and ATMA doesn't tell me, so I'm just estimating on the damage. 300 is close), which works fine all the way through Hell. Especially with every enemy amped, plus the merc's might aura.


Here's a screenie of me beating Baal. The thing that helped the most on Baal was clay golem + decrepify. I looked for Urdars as revives, but there weren't any by the River WP, so I went with random revives from the Ancient's Way. I don't think they helped very much, but I didn't need them anyway.

I enchanted some of my skellies and merc on Baal, I'm not sure if that did anything besides cost me $200,000, but it made cool fiery noises when they hit Baal, so I guess it was worth it.

Oh yeah, I'm not going to type all my merc's info, but he's an Act 2 might merc, with a Crown of Thieves (for the life steal) and just a rare thresher. He ends up at about 1.5K damage after his own might aura.



I know it's hard to screw things up using a skelliemancer, but hopefully mine is above average. If you see any way for me to improve, please suggest it.
 
Last edited:
Originally posted by mr teach on Aug 28, 2012:

Patriarch theGuardian - the undead Fishymancer

Well this is it - it is finally done. I have patted my Fishymancer and thus cleared the game for the very first time.

But to tell this tale I should start at the beginning.

In the forgotten days in an age when even kegs was considered young (probably 2 years ago maybe even just one) I wanted to play something and stumbled across my old copy of D2. Even further in the past i accumulated my only D2 experiences and thus were 1-point into everything pala back in the 1.10 (or before i dont remember) days - i aborted him in A3N because the Witchdoctor Endugu still spawned with loads of other shamans and roasted me. So after that i tried a sin (just having bought and installed the fresh LoD i thought this a good idea) and even got her into NM i think Act 1 but not much further.
So this time I wanted to do it better - to beat Baal in Hell was the goal - so I installed D2 1.12 on my mac searched the interwebz and found the Fishymancerguide - deemed it fun and tried it. I got until A3NM and after that annoying Jungle I put aside D2 and got distracted by LoL and the real life (more the first than the later).

Than two month ago while I was somewhat ill and couldn't stand playing Warcraft III anymore I started D2 once again and tried to push the Fishy further - it went rather well I even got to Hell and then the real fun pain started - not having the guide from A3NM up to A1H lead to the result that I managed to actually screw up the build but more on that soon.

If i died sometimes in NM than Hell was a slaughterhouse and I the maindish.

Thus I started some other toons until i discovered that 1.12 isn't the newest patch and than 1.13 offered respecs. So I installed that and got started my now - somewhat more glorious - way throughout hell.

So here is my progress...

Normal
Not much to say here - it is just way to long ago - don't really remember what i did or if there were any highlights. But I am sure I managed to die even there .. with a Fishy -.-
Knowing myself everything was done on /p8 with full clears of every single area - i probably even went so far to reclear areas if I went into them once more via waypoint after a S&E

Nightmare
Once again not much is remembered here up to Act III Lower KUrast because this is where I restarted playing after the break. Being obsessed with MF I know i still wore a 3os Ringmail with 3 flawed Topazes because i had nothing better.
That might explain why Act 4 was a PITA....
gloombats putting me into hitrecovery and than killing me is what I remember the most - I think i died twice in the plains of despair. And the CS was worse.
Still being 1.12 the OK had Iron Maiden and one of those on my Army and it was goob-bye skellies .. without my wall of walking bones I was just fodder - there were a lot of close calls and at least one death on my way to NM Diablo.

In Act V I then got a 4os Gothic Plate and filled it with PTopazes.
My defense was still crappy but I at least felt safer - my equipment by then was a 3os Deathmask, a Rhymeshield, Umes Lament, Nokozan, 2 Nagelrings, Blue Boots and Gloves with MF that I probably bought in Normal - i don't remember the belt.

Not reading the guide at that point lead to me putting al my skillpoints into SResist instead of CE so it was still on level 1 and not really useful. Watching you Skellies kill everything without CE (or with Ce that has a minimal radius - and a weak Ce becasue of 1.12) was ... well it took some time.

I hated the Bloody Foothills and Frozen Tundra and any are like them. My Moron and the even more moronic skellies tended to hack at some wall or tower while I had to run circles so to not get killed by some mobs that my minions just ignored .... most of the time I failed at running away - but not often enough for me to reconsider my equipment.

Nihlatak was easy - as was Baal - decrep Clay Golem and my Merc was wearing a Kelpie Snare after i took away his Hwanins because the ctc Glacial just turned those valuable corpses into crushed ice.

And then came Hell ...

NM was done like Normal .... full clears and /p8 but at Act V I ended my habit of reclearing the areas i got into after a S&E.

Hell
Now this really was Hell - i tried it on /p8 as well but the first Zombie-Boss-pack shredded my merc and army twice while only one Zombie died .... so /p1 was the way to go and it worked
Until I met archer packs - i had way to many points in Vita and i think none in Dex - with my Def still being beyond bad and no chance to block - those more or less meant insta death .... so one more break and the other toons came along

Then came 1.13 and the respec
By then I had rediscovered the Fishyguide and knew what I had to do - with my now higher Dex and a safety amulet i got up to 74% blockchance and things went smother. I did like 50 countess runs - got bored and pressed on.
Into the Pit.
There I leveled until lvl 90 and after finding a Spellsteal and later Najs Puzzler it was even easy with the ability to teleport so I was even able to run pits on /p5 with death mostly coming from me running into a CE-boss-death-nova - or some nasty archer packs down on level 2.

Then came the MFO and my wish to participate but not in the pit but on Pindle so I had to get there.
I had no good base for Smoke and no Vipermagi .. but in the pit i found a Kiras so with that most of my Res weren't negative anymore but still far to low. I died in the barracks trying to runs Hell on /p5 so back to /p1 it was.

While fighting Duriel I realised that when i respeced that i forgot to put points into Decrep - so i would have do make do without it - but it worked - in the end even Diablo succumbed to me without being decreped - god i love the clay golem

It went rather good and I got to A3 without death I think or if then only some and not the usual many:crazyeyes:
Then came the jungle and with it the deadly gloams
and once dead i mostly died again trying to recover my corpse but S&E was out of the question I am way to stubborn for than.

I had one more delightful event and then it went rather ok.

A4 was a cakewalk even with my ****ty equipment and A5 the Areas with the walls were much less annoying now that I had teleport and a CE that covered almost he complete screen.

But to get to Pindle i had to rescue Anya and that meant the Frozen River ... I think I died 8 times down there so in the end I got the Pindle with level 90 and no extra exp ... but I was ready for him - took all the MF I could muster up and started running...
3810 runs - less than I could have done but more than I expected.
After the MFO I regeared this time trying to get res so i would survive a little longer. I took mostly stuff i found in the MFO and it stayed my equipment til the end - because even a boss pack gloams plus a champion pack weren't killing me anymore...
So I rejoiced and walked to the Ancients (non of them being PI in the first roll) and Baal like nothing could hurt me - and nothing really could - it was the most fun part of the adventure ... and lead to the final demise of destruction

Funny thing is I didn't even had a suicide branch up til then - so thanks Baal.

Even in Hell I sticked to the rule of full clearing all areas.

other Highlights
Hellforge was an IST but I screwed up the screenshot (didn't press the show item button long enough)
Highest rune was the VEX I got in the MFO (screwed the screenshot up once more)
I still have 2 socket quests and all imbue quests open - all other quest were done and the only waypoint I didn't activate was Halls of Pain in Hell

End Stats and Equipment
Code:
Name:       theGuardian
Class:      Necromancer
Experience: 2012256145
Level:      92


            Naked/Gear
Strength:   116/156
Dexterity:  195/212
Vitality:   170/212
Energy:     50/50
HP:         551/591
Mana:       257/499
Stamina:    325/325
Defense:    48/1001
AR:         930/1065


Fire:       145/105/45
Cold:       203/163/103
Lightning:  173/133/73
Poison:     173/133/73


MF:         77       Block:      53
GF:         143
FR/W:       20
FHR:        80
IAS:        0
FCR:        86


Amplify Damage: 7/13
Dim Vision: 1/7
Weaken: 1/7
Iron Maiden: 0/0
Terror: 1/9
Confuse: 1/7
Life Tap: 0/0
Attract: 1/7
Decrepify: 1/7
Lower Resist: 0/0


Teeth: 1/7
Bone Armor: 0/0
Poison Dagger: 0/0
Corpse Explosion: 20/26
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0


Skeleton Mastery: 20/32
Raise Skeleton: 20/31
Clay Golem: 1/9
Golem Mastery: 8/16
Raise Skeletal Mage: 1/11
Blood Golem: 1/9
Summon Resist: 6/14
Iron Golem: 6/14
Fire Golem: 0/0
Revive: 6/14


Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd1702bc0
Item Level: 85
Version: Expansion 1.10+
+20 to Life


Shimmering Small Charm
Small Charm
Required Level: 25
Fingerprint: 0xcf4e877b
Item Level: 86
Version: Expansion 1.10+
All Resistances +5


Tome of Identify
Fingerprint: 0xa4f3f634
Item Level: 95
Version: Expansion 1.10+


Stout Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x67c83ce7
Item Level: 69
Version: Expansion 1.10+
+1 Defense
6% Better Chance of Getting Magic Items


Key
Fingerprint: 0x257fc1c3
Item Level: 95
Version: Expansion 1.10+


Flawless Amethyst
Required Level: 15
Version: Expansion 1.10+
Weapons: +100 to Attack Rating
Armor: +8 to Strength
Shields: +24 Defense


Nagelring
Ring
Required Level: 7
Fingerprint: 0xd6638eae
Item Level: 75
Version: Expansion 1.10+
+50 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
27% Better Chance of Getting Magic Items


The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0xae675f25
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%


Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0x87b27d8e
Item Level: 86
Version: Expansion 1.10+
5% Better Chance of Getting Magic Items


Shimmering Small Charm of Balance
Small Charm
Required Level: 29
Fingerprint: 0xb361aec9
Item Level: 85
Version: Expansion 1.10+
+5% Faster Hit Recovery
All Resistances +4


Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xe74c7023
Item Level: 83
Version: Expansion 1.10+
6% Better Chance of Getting Magic Items


Stone Wing
Amulet
Required Level: 82
Fingerprint: 0x7cb75892
Item Level: 82
Version: Expansion 1.10+
+2 to Summoning Skills (Necromancer Only)
8% Increased Chance of Blocking
All Resistances +8
Fire Resist +7%
Damage Reduced by 1
Magic Damage Reduced by 1
Level 1 Tornado (22/22 Charges)


Kira's Guardian
Tiara
Defense: 133
Durability: 25 of 25
Required Level: 77
Fingerprint: 0x114a8973
Item Level: 88
Version: Expansion 1.10+
+20% Faster Hit Recovery
+91 Defense
All Resistances +56
Cannot Be Frozen


Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 24 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0xa2d9283c
Item Level: 86
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +35
Magic Damage Reduced by 13


Trang-Oul's Claws
Heavy Bracers
Defense: 72
Durability: 16 of 16
Required Level: 45
Required Strength: 58
Fingerprint: 0x1030a883
Item Level: 86
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+20% Faster Cast Rate
+25% to Poison Skill Damage
+30 Defense
Cold Resist +30%




Thundergod's Vigor
War Belt
Defense: 146
Durability: 24 of 24
Required Level: 47
Required Strength: 110
Fingerprint: 0x3c005277
Item Level: 86
Version: Expansion 1.10+
5% Chance to cast level 7 Fist of the Heavens when struck
Adds 1 - 50 Lightning Damage
+3 to Lightning Strike (Amazon Only)
+3 to Lightning Fury (Amazon Only)
+177% Enhanced Defense
+20 to Strength
+20 to Vitality
+10% to Maximum Lightning Resist
+20 Lightning Absorb


Marrowwalk
Boneweave Boots
Defense: 184
Durability: 16 of 16
Required Level: 66
Required Strength: 118
Fingerprint: 0x7c258ec7
Item Level: 86
Version: Expansion 1.10+
+20% Faster Run/Walk
+1 to Skeleton Mastery (Necromancer Only)
+172% Enhanced Defense
+20 to Strength
+17 to Dexterity
Regenerate Mana 10%
Heal Stamina Plus 10%
Half Freeze Duration
Level 12 Life Tap (10/10 Charges)
Level 33 Bone Prison (13/13 Charges)


Gheed's Fortune
Grand Charm
Required Level: 62
Fingerprint: 0x4adbb69e
Item Level: 86
Version: Expansion 1.10+
143% Extra Gold from Monsters
Reduces all Vendor Prices 14%
20% Better Chance of Getting Magic Items


Foul Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x9b3c9b66
Item Level: 82
Version: Expansion 1.10+
Adds 50 Poison Damage Over 4 Secs (100 Frames)
7% Better Chance of Getting Magic Items


Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xf785ec28
Item Level: 86
Version: Expansion 1.10+
6% Better Chance of Getting Magic Items


Horadric Cube
Fingerprint: 0xf91cf3b7
Item Level: 13
Version: Expansion 1.10+


Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x2783928a
Item Level: 83
Version: Expansion 1.10+
+20 to Life


Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%


Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%


Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%


Super Mana Potion
Version: Expansion 1.10+
Replenishes Mana 250%


Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%


Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%


Full Rejuvenation Potion
Version: Expansion 1.10+
Replenishes Mana 100%
Replenishes Health 100%


Naj's Puzzler
Elder Staff
Two Hand Damage: 200 - 232
Durability: 35 of 35
Required Level: 78
Required Strength: 44
Required Dexterity: 37
Fingerprint: 0xb446636f
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
150% Enhanced Damage
Adds 6 - 45 Lightning Damage
+35 to Energy
+70 to Mana
Level 11 Teleport (69/69 Charges)




Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320


Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320


Super Healing Potion
Version: Expansion 1.10+
Replenish Life +320


Scroll of Town Portal
Version: Expansion 1.10+


Scroll of Town Portal
Version: Expansion 1.10+


Scroll of Town Portal
Version: Expansion 1.10+


Arm of King Leoric
Tomb Wand
One Hand Damage: 10 - 22
Durability: 15 of 15
Required Level: 36
Required Strength: 25
Fingerprint: 0xcecc87f0
Item Level: 56
Version: Expansion 1.10+
10% Chance to cast level 2 Bone Prison when struck
5% Chance to cast level 10 Bone Spirit when struck
+2 to Poison and Bone Skills (Necromancer Only)
+2 to Summoning Skills (Necromancer Only)
+10% Faster Cast Rate
+3 to Skeleton Mastery (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+2 to Terror (Necromancer Only)
+2 to Raise Skeletal Mage (Necromancer Only)
+115 to Mana (Based on Character Level)


Spirit
Monarch
TalThulOrtAmn
Defense: 134
Chance to Block: 0
Durability: 86 of 86
Required Level: 54
Required Strength: 156
Fingerprint: 0xa148cb9e
Item Level: 86
Version: Expansion 1.10+
+2 to All Skills
+26% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+107 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+4 Magic Absorb
Attacker Takes Damage of 14
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune


Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%


Thul Rune
Required Level: 23
Version: Expansion 1.10+
Weapons: Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Armor: Cold Resist +30%
Shields: Cold Resist +35%


Ort Rune
Required Level: 21
Version: Expansion 1.10+
Weapons: Adds 1 - 50 Lightning Damage
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%


Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14


Mercenary:


Name:       Zanarhi
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 94473892
Level:      92
Dead?:      false


            Naked/Gear
Strength:   198/218
Dexterity:  160/165
HP:         2047/2199
Defense:    1501/2343
AR:         1994/398800


Fire:       191/151/91
Cold:       221/181/121
Lightning:  191/151/91
Poison:    191/151/91


Duriel's Shell
Cuirass
Defense: 717
Durability: 46 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x88750440
Item Level: 85
Version: Expansion 1.10+
+197% Enhanced Defense
+115 Defense (Based on Character Level)
+15 to Strength
+92 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability




Tal Rasha's Horadric Crest
Death Mask
Defense: 125
Durability: 13 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0xbcf8049d
Item Level: 88
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+60 to Life
+30 to Mana
All Resistances +15






Insight
Giant Thresher
RalTirTalSol
Two Hand Damage: 141 - 378
Durability: 52 of 55
Required Level: 66
Required Strength: 188
Required Dexterity: 140
Fingerprint: 0x15bae913
Item Level: 85
Version: Expansion 1.10+
Level 14 Meditation Aura When Equipped
+35% Faster Cast Rate
232% Enhanced Damage
+9 to Minimum Damage
199% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+5 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune


Ral Rune
Required Level: 19
Version: Expansion 1.10+
Weapons: Adds 5 - 30 Fire Damage
Armor: Fire Resist +30%
Shields: Fire Resist +35%


Tir Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: +2 to Mana after each Kill
Armor: +2 to Mana after each Kill
Shields: +2 to Mana after each Kill


Tal Rune
Required Level: 17
Version: Expansion 1.10+
Weapons: Adds 75 Poison Damage Over 5 Secs (125 Frames)
Armor: Poison Resist +30%
Shields: Poison Resist +35%


Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7

Future Goals
Retirement - first
Later on I will go and clear the Cow Level in NM and H and maybe try to get to lvl 93 - if I am ever going to find a Homunculus than i think I might consider him for some area running but right now I don't want to deal with the game AI any more
Still it was a fun adventure and I really liked it now I only have to Mat/Pat seven more Toons ^^
Go go me...



But just like the demons that killed this necro oh so often - i know ... He will be back ... you just can't kill him

And if i ever play HC I will make a Char named Patriarch just for the lulz ..


So I that is it - congratz for all of those that read the complete wall of rant - because that is what it is
 
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Originally posted by N'thraXX on May 8, 2004:

Patriarch Ganjah!

Yippee! I finally did it! I made my first 1.10 patted character. It's also my very first Patriarch, all others were Matriarchs. This is also my very first Pat/Mat thread.

Killed Hell Baal with my Fishymancer Ganjah, level 87. Also untwinked, no biggey.
I followed Nightfish's guides skill placement to the spot and haven't placed a single skill point after that. Leaving me with 14 unused points.
It took me approximately 18 days to go from Normal Act 1 to Hell Baal. Doing full clears expect for Frigid Highlands and Arreat Plateau on Hell.

Stats (without +stats):
Strength: 75
Dexterity: 203
Vitality: 170
Energy: 60
Remaining: 17

Items (only self found, no twinking):
Rockstopper Sallet
Skin of the Vipermagi Serpentskin Armor
+3 Summoning skills Wand
Moser's Pledge /w 2xPDiamonds
Frostburn Gauntlets
Ravenfrost Ring

Level 2 Teleport Charge ammy
Crappy rare ring and boots

Res and mana charms

On switch:
Gull Dagger
'Rhyme' Superior Grim Shield

All quests done, all wps collected expect for Halls of Pain (NM, Hell) and Halls of the Dead (NM).

I guess it's MFing for me now. Wish me luck!
 
Originally posted by nebux on Oct 23, 2005:

First Patriarch Stapanul_NebuX

My first Hell Ball kill with Stapanul_NebuX 84 lv fishymancer.
Stats:
St: 60
Dex: 25
Vit: 305
En: 25
Points left: 95

Skill points:
Rs: 20/33
Sm: 20/33
Rsm: 3/12
Dm: 10/15
Ce: 20/27
Bw: 6/13
one in all prereq(without confuse and attract). and i have also one in bone spirit for the first kill until i found The Pindle Garden.

Items
Skin of the Vipermagi 31 res all
Aokl
Lore Runeword
Splendor Runeword with 3 Rs/3 Sm/1 Amp
Seraph's Hymn Amulet
NagelRing 29mf
RavenFrost
Rare Gloves
Beast Finger
Bramble Mitts
Defense: 58
Durability: 12 of 12
Required Strength: 50
Required Level: 51
Item Version: 1.10 Expansion
Item Level: 80
Fingerprint: 0xd8021ce0
+15 to Strength
Fire Resist +13%
Lightning Resist +12%
Poison Resist +13%
56% Extra Gold from Monsters
22% Better Chance of Getting Magic Items
Waterwalk
I played him twinked by my Meteorb sorc who's Mfind hellAndy.

Merc:
Tal Rasha's Horadric Crest
Boneflesh Templar Coat eth uped
Strength Lance 'AmnTir'
 
Originally posted by Neksja on Oct 10, 2008:

Patriarch NoMoreSorrow, Enigmafishy

Meet NoMoreSorrow, my first character that used Enigma as a main armor.

First, all the statistics, gear and readouts. If you don't want to read them, just skip to end, where's all the gaming experience. Let's begin!

Character name : NoMoreSorrow
Character type : Necromancer
Character level : 82


Strength : 41 (119)
Energy : 25 (52)
Dexterity : 25 (32)
Vitality : 409 (426)

Life : 1263
Mana : 639

Resists : 52/75/75/52

Skills:

Raise Skeleton 20 (37)
Skeleton Mastery 20 (37)
Corpse Explosion 20 (33)
Revive 20 (34)
Clay Golem 2 (16)

1 in prereqs and curses (only Dim Vision and right side to Decrepify)

Raise Skeleton:
14 Skeletons, damage 527-531, life 1052

Revive:
34 Monsters, +385 life%, +370% damage

Gear:

Mara's (29)
Enigma LP
SoJ
SoJ
Arach's
War Travelers (47mf)
Trang's Gloves
Shako (10all res jeweled)
AoKL (30 light res jeweled)
Homunculus (Pdia)


Gear Readouts:
Code:
Mara's Kaleidoscope
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x85cb48d
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
All Resistances +29
+2 to All Skill Levels

Enigma
Light Plate
'JahIthBer'
Defense: 859
Durability: 59 of 60
Required Strength: 41
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x443f906
+755 Defense
Damage Reduced by 8%
Increase Maximum Life 5%
+14 Life after each Kill
45% Faster Run/Walk
+1 to Teleport
15% Damage Taken Goes to Mana
+2 to All Skill Levels
+61 to Strength (Based on Character Level)
82% Better Chance of Getting Magic Items (Based on Character Level)
Socketed (3: 3 used)

The Stone of Jordan
Ring
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x79dc8647
+20 to Mana
Adds 1-12 lightning damage
Increase Maximum Mana 25%
+1 to All Skill Levels

The Stone of Jordan
Ring
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x55cbe89d
+20 to Mana
Adds 1-12 lightning damage
Increase Maximum Mana 25%
+1 to All Skill Levels

Arachnid Mesh
Spiderweb Sash
Defense: 138
Durability: 12 of 12
Required Strength: 50
Required Level: 80
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xe9ec6142
+120% Enhanced Defense
Increase Maximum Mana 5%
20% Faster Cast Rate
+1 to All Skill Levels
Slows Target by 10%
Level 3 Venom (11/11 Charges)

War Traveler
Battle Boots
Defense: 136
Durability: 48 of 48
Required Strength: 95
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xa7fa5632
+10 to Strength
+10 to Vitality
+184% Enhanced Defense
+15 to Minimum Damage
+25 to Maximum Damage
+30 Maximum Durability
Attacker Takes Damage of 8
47% Better Chance of Getting Magic Items
25% Faster Run/Walk
40% Slower Stamina Drain

Trang-Oul's Claws
Heavy Bracers
Defense: 70
Durability: 16 of 16
Required Strength: 58
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xc54fac15
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Harlequin Crest
Shako
Defense: 135
Durability: 12 of 12
Required Strength: 50
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x4f108378
+2 to Strength
+2 to Energy
+2 to Dexterity
+2 to Vitality
Damage Reduced by 10%
All Resistances +10
50% Better Chance of Getting Magic Items
+2 to All Skill Levels
+123 to Life (Based on Character Level)
+123 to Mana (Based on Character Level)
Socketed (1: 1 used)

Arm of King Leoric
Tomb Wand
One-Hand Damage: 10 to 22
Durability: 15 of 15
Required Strength: 25
Required Level: 36
Staff Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x23ffb9f
Lightning Resist +30%
10% Faster Cast Rate
+2 to Terror (Necromancer Only)
+2 to Raise Skeletal Mage (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+3 to Skeleton Mastery (Necromancer Only)
150% Damage to Undead
+2 to Poison and Bone Skills (Necromancer Only)
+2 to Summoning Skills (Necromancer Only)
5% Chance to cast Level 10 Bone Spirit when struck
10% Chance to cast Level 2 Bone Prison when struck
+102 to Mana (Based on Character Level)
Socketed (1: 1 used)

Homunculus
Hierophant Trophy
Defense: 211
Chance to Block:  72%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 58
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x330967a1
+20 to Energy
+198% Enhanced Defense
+40% Increased Chance of Blocking
Regenerate Mana 33%
All Resistances +59
+2 to Necromancer Skill Levels
30% Faster Block Rate
+5 to Mana After Each Kill
+2 to Curses (Necromancer Only)
Socketed (1: 1 used)


Charms:
Code:
Shimmering Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x241e36f2
All Resistances +14

Shimmering Grand Charm of Greed
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 19
Fingerprint: 0x53d5299f
All Resistances +10
12% Extra Gold from Monsters

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x81142bbf
+20 to Life

Lizard's Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x95811f73
+19 to Life
+5 to Mana

Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x34314140
3% Faster Run/Walk

Snowy Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x80121344
+2 cold damage over 1 seconds
3% Faster Run/Walk

Emerald Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xd8315976
+1 to Dexterity
Poison Resist +11%

Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x6edc525
+1 to Summoning Skills (Necromancer Only)


Mercenary, Act2 Might :
Code:
Duriel's Shell
Cuirass
Defense: 968
Durability: 126 of 126
Required Strength: 55
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x643b1775
+23 to Strength
+185% Enhanced Defense
+29% Enhanced Damage
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+102 to Defense (Based on Character Level)
+82 to Life (Based on Character Level)
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Vampire Gaze
Grim Helm
Defense: 378
Durability: 21 of 21
Required Strength: 48
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8f63da3d
+100% Enhanced Defense
+1 to Minimum Damage
Magic Damage Reduced by 14
Damage Reduced by 20%
Adds 6-22 cold damage over 4 seconds
8% Life stolen per hit
8% Mana stolen per hit
15% Increased Attack Speed
15% Slower Stamina Drain
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Insight
Cryptic Axe
'RalTirTalSol'
Two-Hand Damage: 172 to 749
Durability: 33 of 33
Required Dexterity: 93
Required Strength: 155
Required Level: 59
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x88a8c9dc
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+233% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+3 to Critical Strike
35% Faster Cast Rate
210% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 17 Meditation Aura When Equipped
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Gaming Experiences:

Fishymancer, very easy character to play. He didn't need much skills to be effective. Amp, Merc gets first corpses, then few skellies and explosing begins. Somewhere between those, raising a Clay Golem. it's not very needed in normal questing, but very useful against bosses.

Clay Golem, why? Well, highest life and the most important thing, Slows target. With lvl 16 Clay Golem, it has 60% slow, which was very effective, especially against Baal.

The reason for making Fishymancer, ENIGMA. At first, I thought that it's only useful on faster questing, but it's really good for placing those minions and, teleporting instead of running keeps those Revives with me better and no problems of them disappearing. In larger areas like WSK/Pits, teleport wasn't that useful since those skellies found their target pretty much on their own.

The future of NoMoreSorrow? I'm thinking of running few times in areas I don't run much (WSK, but not baal, Pits and RoF) to gain some levels and switching WT's to Marrowwalks. Maybe lvl85-90 is good, because I liked playing Fishy :)

The next Enigma-char? Definitely Singer. As I've done Singer untwinked and HC, this time I want to do SC and heavy twink. But not starting yet, I think I'll do couple of LK /p3 runs, I'm feeling lucky :nod:

Thanks for reading 👋

edit.

Forgot add one picture:

Are you ready Baal?
 
Last edited:
Originally posted by Swiller on Jan 21, 2007:

Patriarch Frankenstein

"Just what exactly were you doing over there?" Frankenstein asked Zanarhi, the mercenary he hired back in the desolate town of Lut Gholein.

"Well, it looked like you and your...things were in control of the situation," replied Zanarhi, gesturing toward the dozen skeletons that shambled about the Worldstone Chamber. "I was guarding the stairway."

Frankenstein's gaze hardened. "Oh, please. I've summoned golems smarter than you." Of all the curses he knew, Frankenstein never bothered to learn the Mute Curse at the academy, and he chided himself for it now. Zanarhi whined like a stuck pig.

"Whatever. Baal's dead, and I'm retiring to the Amazon islands, where I'll never have to deal with you again." This necromancer gave him the creeps. Using some monster's head as a shield was just plain unnatural, and poor, departed King Leoric's arm should have remained buried alongside the rest of his bones. "See you around, old man Frankie."

The older man's face twitched with rage. "You will address me by my full title, is that understood?" He waved his wand threateningly. "Patriarch Frankenstein."


[img=http ://img119.imageshack.us/img119/871/screenshot0263mn.th.jpg]


I never really considered playing a necromancer, but my amazon found a lot of top-notch Necro gear within the span of a few weeks. He was incredibly fun, and easily the safest build in the game. Never the less, I died twice. Once in Act III, when a flayer came out of nowhere and stabbed me. This triggered the chance to cast Bone Prison (mod on Arm of King Leoric) and I was stuck inside, unable to escape the flayer's blows. The second death came last night, when a pack of champion Frenzytaurs demolished my mercenary and all 13 skeletons within a matter of seconds.

SKILLS

Raise Skeleton: 20 (33)
Skeleton Mastery: 20 (33)
Raise Skeletal Mage: 1 (13)
Clay Golem: 1 (11)
Golem Mastery: 1 (11)
Blood Golem: 1 (11)
Iron Golem: 1 (11)
Summon Resist: 2 (12)
Revive: 1 (11)

Teeth: 1 (8)
Corpse Explosion: 20 (27)

All curses: 1 (8)


GEAR

- Harlequin Crest (socketed with Ort rune)
- Skin of the Vipermagi (socketed with All Resistances + 14 jewel)
- Arm of King Leoric
- Frankenstein's Homunculus (socketed with perfect diamond)
- Goldwrap Heavy Belt
- Frostburn Gauntlets
- Silkweave Mesh Boots
- Amulet and both rings were rare, mostly FCR and resists


MERCENARY'S GEAR

- Duriel's Shell (socketed with perfect emerald)
- Guillaume's Face (soceted with perfect emerald)
- "Upped" Hone Sundan (socketed with Amn and two X Shael)


No notable finds really, except the Harlequin Crest from NM Baal and Naj's Puzzler from Hell Baal. Future plans? Running the Ancient Tunnels, of course!

I would like to thank Nightfish in particular for such an amazing guide, and all the members of the Single Player Forum for their support and patience.


[EDIT: It seems the linked image is pretty small, even unreadable. I'll try to fix it.]
 
Last edited:
Originally posted by Norcim105 on Mar 29, 2006:

My First Pat

My fledgeling untwinked necro just defeated baal and has reached the status of Patriarch. The game was a piece of cake, no real NDEs, except that the hell arcane was a pain in the ***. I lost no skellies or mages to the ancients or baal. I guess now I should give you the lay down on him.

Name: GrrBag
Lvl 83

Stats: Without Items
Str-70
Dex-25
Vit-370
Nrg-25
Life-1114
Mana-351
I have max Lightning resist and the others are in the 30-40 range

Skills:
Summoning:
RS-20
SM-20
Gumby-3
RSM-20

Curses:
4 in amp
1 in every one else except attract and confuse

PnB:
BA-1
CE-12/16 with skills which I find is enought range for the mana cost for me. When I find better gear it will be improved.

And now the fun part, uber untwinked gear:grin:

Wormskull "Ort"
Vipermagi 23 "Ort"
Arm of Leoric
Trangs Gloves
Tals Belt
2 RS/SM/BA "2 pDiamonds"
Rare rings with life/mana/res/stats
3 to summoning ammy
Charms are grand charms with life and small res charms

Kasim: Act 2 Might Merc Lvl 83
Wearing:
Blackthorns face
Duriels Shell
Strength Eth polearm/Honor Eth partizan The strength actually killed better in hell because it had some CB on it.

I highly recommend this build to anyone going untwinked. Hell baal is incapable of doing anything when gumby has 51% slow, cold mages are wacking him, decrep, plus additional slow on merc. I also stress using mages. You have a bunch of unused skill points after the build is finished and I find that they can pack quite a punch when they fire on one target. When I decide what I want to do for my next project I'll let you all know. Maybe I'll put my Near perfect deaths web to use:grin: Peace
 
Originally posted by Orcin on Dec 17, 2006:

Patriarch Orcula

Orcula is a Fishymancer and my first Patriarch since my restart in November. I started him to be a magic finder. My primary gear gives him around 420% mf, and he has +7 to all skills (+10 to Raise Skeleton and Skeleton Mastery). He goes over 500% mf with the Ali Baba on switch.

The Stats:
Character name : Orcula
Character type : Necromancer
Character level : 88
Character exp : 1403758157

Strength : 97
Energy : 25
Dexterity : 189
Vitality : 169
Stat Points Rem : 50
Skill Points Rem: 4

Life : 738
Mana : 485

Resists (in hell)
Fire : 75
Cold : 50
Lightning : 75
Poison : 58

The Skills:
20 Raise Skeleton
20 Skeleton Mastery
20 Corpse Explosion
13 Dim Vision
3 Amp Damage
2 Revive
2 Summon Resist
1 pre-reqs and curses

The Gear:
Harlequin Crest
Skullder's Ire
Homonculus (pdiamond)
Arm Of King Leoric
Chance Guards
Goldwrap
War Traveler
Chromatic Amulet of Luck
Felicitous Ring of Fortune
Nagelring
Gheed's and resist charms

switch:
Blade of Ali Baba
another Homunculus

also carried:
Amulet of Teleportation (25 charges)

Act 2 Offensive Merc:
Guillame's Face
Duriel's Shell
eth Bonehew (2x Amn)

Best item: Ist from Hellforge
Baal drop: Vamp Gaze, Sigon's Shelter, Magnus' Skin

Orcula will now continue to run Lower Kurast, Pindle, and Baal for items while I work on my level 56 zealot. I want to get him into hell difficulty by Christmas.
 
Originally posted by Phosheez on May 24, 2006:

Second Pat: Skeletor

Finally got around to finishing off hell baal with my fishy. First things first however, I'd like to give a huge thanks to nightfish for writing an awesome guide. Seriously, that guide is the whole reason I made this char in the first place. This character was incredibly fun to play. Just like my last pat thread thisll be long so feel free to skip over parts.
Character name : Skeletor
Character type : Necromancer
Character level : 87
Character exp : 1288082533

Strength : 95
Energy : 26
Dexterity : 171
Vitality : 206

Life : 636 / 616
Mana : 492 / 199
Stamina : 368 / 356

Skill distribution:
curses 1(8), decrep & amp 2(9)
CE 20(27)
Bone armor 4(11)
RS & SS 20(33), 13 skellies
Revive 5(18)
Summon resist 4(17)
Stat Points Rem : 17
Skill Points Rem: 7

Helm: Shako pTopaz 74 MF
Armor: Vipermagi
Weapon: AoKL
Shield: Homunculus
Ammy: +3 Summon & 5 energy
Rings: 2x Nagelring 57 total MF
Belt: Goldwrap 30 MF
Gloves: Chancies 39 MF
Boots: War Travs 43 MF
Charms:
Gheed's 40 MF
Amber GC 24 LR
Garnet SC 9 FR
Sapphire SC 10 CR
Ruby GC 26 FR
Coral GC 25 LR
Azure SC of Fortune 4 CR, 5 MF
Ruby SC 10 FR
Amber SC 10 LR
Jade SC 9 PR
Shimmering GC 15 all
Resists:
FR: 60
CR: 29
LR: 75
PR: 24
On Switch:
Blade of Ali Baba 86 MF
Sigon's Guard
Total MF: 374
MF when running pindle: 433, could get this to well over 500 if I stole the better gear from my zealot and all his MF charms, plus wearing a skullders.

Mercenary Items : NM act 2 might
1: Guillaume's Face
2: Shaftstop
3: eth Bonehew unsocketed

Most memorable find: Wisp Projector
This actually dropped in WSK 1 on my way to try and kill baal. It's a grailer so Im definitely happy about that.
Most annoying area/creature: hell maggot lair
This may or may not be a surprise. This place pissed me off like none other because I had a hard time getting my merc to cooperate. The throne room comes in second but not really close. This is due to running out of TP's and gloams spawning my first 3 tries.
Notes on gear: Yeah, im pretty much twinked out as much as possible. I could swap skin of viper for skullder's for another 100MF but then my resists are either negative or under 30. This isnt a huge deal except as you can see my life is pathetic.
Also, I'd like to point out that the gear list really was only used for the last 3 acts in the game. My other pat found most everything while MFing meph, including the homun, AoKL, and a better pair of chancies. Before that i had a demon head with +2 necro, 52% ctb, res all 15, +1 summon resist, and +3 confuse. Wand was a +3 summoning wand that was bought from drognan i believe, these fairly easy to get ahold of.
Hellforge: hell-ko rune
nothin special there. Had to be a letdown after the gul from my zealot.
Baal drop: a bunch of junk.
Future of Skeletor: Not sure. I have 7 skill points left to distribute and no ideas on where to put them. Maybe bone armor to help with being attacked while fighting pindle. Other thought is poison nova to help with stone skins etc.. Suggestions? I'll prolly run pindle til i get about 90-95% of the grail. Have around 80% now, missing mainly elite items and some TC3s.
Comparison with other Pat: Compared to my other pat thats a fanat zealot, I would say skellie is less fun to play, but not by much. I personally like being in the battle rather than spamming curses and CE. However, while I was MFing NM Meph with him he was wearing grim's burning dead, so I actually took part in the fight. That was quite fun.
NDE's and Deaths: Too many to count. One draw back of the AoKL is the chance to cast bone prison. Sometimes this encased me in a bone box with one or more baddies. That was quite annoying and caused a death or two.
Wish List: There is really nothing I need for this build he is pretty much done. A darkforce spawn with +3 to summon would be neat but not really necessary. Maybe another skullders for my merc to wear.
Once again, thank you NF for writing one of the best guides out there. I have contemplated writing an MF zealot guide. We'll see how far that gets. And to anyone who may be thinking about making a fishy, GO AND DO IT. They are great fun. Don't let my item list discourage you by thinking you need all this stuff. As is noted in NF's guide, you could probably walk naked through the game with a fishy, it has been done apparently. I dont think I'll be having any patriarchs soon again. The only one thats a possibility is my WW barb but he is only level 39. Im having too much fun grailing so that project could be months away, still need the IKSC after all. I think thats pretty much it. We'll see how I feel after a couple thousand pindle runs.
 
Originally posted by ps2v12 on Sep 26, 2008:

Patriarch Skullrazor - Skelemancer

I've had three Mat/Pats finished for a while now and never got around to putting them up, so here they are now.

Skullrazor was my very first Partriarch and is still my most efficient MF'er in Hell so he still gets a lot of use.

Patriarch Skullrazor (Skelemancer)

Level: 88

Attributes (Base/Actual)

Str: 115/117
Dex: 25/31
Vit: 335/337
Nrg: 50/72

Life: 1031/1031
Mana: 541/541
Stam: 495/495

Resistances

Fire: 38
Cold: 38
Ltng: 18
Pois: -4

Skills (Base/Actual)

Raise Skeleton: 20/33
Skeleton Mastery: 20/33
Clay Golem: 2/12
Golem Mastery: 2/12
Summon Resist: 7/17
Revive: 3/13
Corpse Explosion: 20/27
Attract: 6/13

Everything else 1pt wonders

Equipment

Harlequin Crest + PTope
Skullder's Ire + PTope
Arm of King Leoric + Ist
Homonculus + PDia
Rare Amulet: +29MF / +1 Summoning skills
Rare Boots: +24MF
Goldwrap
Chance Guards
Ring: +24MF
Nagelring: +29MF

Total MF: +422


Merc

Act 2 Might

Andariel's Visage
Arkaine's Valor
Upped Hone Sundan with +ED jewels


I've always loved playing Summoners, so the un-nerfing of Skeletons was a dream come true for me. There's nothing better than watching your eager minions tear up the opposition while you stand safely at the back, sipping a cold beer and exploding a corpse now and then.

As has now become the standard for all my characters, Skullrazor went through both Normal and Nightmare on /P8. As usual I forgot to switch back to /P1 for the Nightmare Ancients which made that a bit more entertaining than it should have been, but ho hum.

Hell wasn't desperately challenging except for the usual problems with Iron Maiden against Chaos Knights. Hell Ancients were challenging but only took one attempt.

I did suffer a good few deaths, and these were almost always inflicted by the Arm of King Leoric. Although it gives fantastic bonuses to a skelemancer, its Bone Prison retaliation skill is very often fatal. There were so many times when a single melee mob would get through my lines or sneak up without me noticing and hit me once, only to be trapped inside a Bone Prison with me where I couldn't get out and none of my minions could get in to save me.

Most of the time the only thing that saved me was having a huge radius to CE and managing to nuke the little creep with corpses from all over the screen.

A couple of points on the skill choices:
I've noticed in some fishy guides that it's a popular choice to only put 1 pt in Corpse Explosion and be content with the small radius since extra points don't add to the damage inflicted, but I disagree. In places like Chaos Sanc, where I was desperate to avoid my minions getting into combat with Chaos Knights as much as possible, it was invaluable to be able to demolish practically whole screens of enemies with just a handful of corpses and not have to let enemies close in to be able to blast them. Having the huge CE radius also makes Pit Running and Cowing a real breeze. And like I already mentioned, when you get trapped inside a Bone Prison with an angry mob with no blocking skills to speak of, being able to hit it with multiple CE's from all over the screen can really be a life saver.

I also found that one of the key skills for me was Attract. I'd never really used it on my BNet skelemancer, I used bone prison and bone spear to try and pick off archer groups to get the initial corpse to start blasting CE, but Attract was much more efficient. Cast it on any member of an archer group and it pretty much completely immobilises them for long enough to get your minions to them. Again I find this particularly useful in the Pit if there are large packs of cold archers on level 2 (which there often are).

All in all a fun build, and still very much in use.
 
Originally posted by @queenEm on Oct 27, 2010:

Patriarch DeadLarry - fishymancer

For the first time ever I have reached the goal with a character! My fishymancer beat Hell Baal yesterday after som hard work and much agony.. DeadLarry was easy enough in normal and nightmare (just follow the Nightfish guide and you are all set) but Hell started to show off the Physical immunes which took me a while to get used to. I have used all my respec to find the right mix of mages and revives. The mages are great against the PI and that's about it... they die too quickly and do too little damage in my opinion. The revives I haven't used at all, I always use up the corpses for new skellies or for CE.

Once I finished act 2 and learned about the physical immunes it was easy going until Baal himself. The ancients and the Baal minions were hard of course but not impossible. The problem was getting all my minions to Baal! They kept beating up the tentacles instead and there I was all alone in front of the boss... I was really nervous about this huge fight so I was running around, couldn't focus my decrepify and just made a mess of it all.

I decided to run some other areas instead and then found myself a teleport amulet which was the key! (Actually it wasn't but it calmed me down enough to be able to get to Ball and stay there until the army was gathered). It took about 5 minutes, no skellies died, the merc drank maybe 3 health potions and I drank some mana and maybe a rejuv or 2. Kind of boring to be honest... But also a relief that it is not impossible!
(And also I have to mention my super brain fart when I followed Baal into his cave, lost all my skellies and my merc. Only to discover I had no more town portals left... Insanly stupid..)

When he went down he was positioned so that the portal that Tyriel opens up was on the side of the walking path and I couldn't reach it which made me panic a little (again...) until I found the answer in a search on this great forum. S&E and VOILÃ, DeadLarry is a Patriarch!

I have to say a big thanks to all members of this forum! When I have had the urge to play Diablo before (every year or so..) I always ended up in Duriel's cave and that's about it. The guides and answers to all kinds of questions on this forum has been the difference and now I really look forward to meeting some of you in Prague:wave:


Here is DeadLarry!

Gear:
Gemmed crown (for resists)
Skull spell (rare yew wand with +2 skills)
Silks of the Victor
Rhyme Shield
Infernostride
Beast Clutches (rare gloves)
Stone of Jordan
Bitter loop ring (rare, lots of resists)
Amulet of the Centaur (also resits...)

Merc (Might merc)
Blackhorn's face
Tombreaver(socket with 2 amn)
Toothrow

Hmm.. reading it now it seems that the merc got all the good stuff... Mine are all just rare. Well, well. He is untwinked (since he is the first one to reach a level where you actually find stuff)

Name: DeadLarry
Class: Necromancer
Experience: 1097735707
Level: 85

Naked/Gear
Strength: 105/110
Dexterity: 104/115
Vitality: 281/281
Energy: 25/37
HP: 763/930
Mana: 193/264
Stamina: 429/429
Defense: 26/829
AR: 475/530

Fire: 200/160/100
Cold: 142/102/42
Lightning: 163/123/63
Poison: 198/158/98

MF: 25 Block: 35
GF: 165
FR/W: 20
FHR: 30
IAS: 0
FCR: 20

Amplify Damage: 1/5
Dim Vision: 1/5
Weaken: 1/5
Iron Maiden: 0/0
Terror: 1/5
Confuse: 1/5
Life Tap: 0/1
Attract: 1/5
Decrepify: 1/5
Lower Resist: 0/0

Teeth: 1/5
Bone Armor: 0/0
Poison Dagger: 0/0
Corpse Explosion: 20/24
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/0
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/24
Raise Skeleton: 20/24
Clay Golem: 1/5
Golem Mastery: 1/5
Raise Skeletal Mage: 20/24
Blood Golem: 1/5
Summon Resist: 1/5
Iron Golem: 1/5
Fire Golem: 0/0
Revive: 3/7

Gemmed Crown
Crown
Defense: 33
Durability: 50 of 50
Required Level: 21
Required Strength: 55
Fingerprint: 0x92af8113
Item Level: 42
Version: Expansion 1.10+
+3 to Minimum Damage
+1 to Energy
All Resistances +8
Lightning Resist +30%
Fire Resist +51%
3 Sockets (3 used)
Socketed: Beast Talisman
Socketed: Ral Rune
Socketed: Ort Rune

Silks of the Victor
Ancient Armor
Defense: 510
Durability: 58 of 60
Required Level: 28
Required Strength: 100
Fingerprint: 0x19a83375
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
5% Mana stolen per hit
+118% Enhanced Defense
Cold Resist +30%
+2 to Light Radius
1 Sockets (1 used)
Socketed: Thul Rune

The Stone of Jordan
Ring
Required Level: 29
Fingerprint: 0x8aa8cb61
Item Level: 44
Version: UNKNOWN
+1 to All Skills
Adds 1 - 12 Lightning Damage
+20 to Mana
Increase Maximum Mana 25%

Bitter Loop
Ring
Required Level: 37
Fingerprint: 0x617d7971
Item Level: 64
Version: Expansion 1.10+
+1 to Dexterity
All Resistances +7
Fire Resist +10%
Poison Resist +18%
Magic Damage Reduced by 1

Bladebuckle
Plated Belt
Defense: 52
Durability: 24 of 24
Required Level: 29
Required Strength: 60
Fingerprint: 0xc922978e
Item Level: 58
Version: Expansion 1.10+
+30% Faster Hit Recovery
+90% Enhanced Defense
+30 Defense
+5 to Strength
+10 to Dexterity
Damage Reduced by 3
Attacker Takes Damage of 8

Infernostride
Demonhide Boots
Defense: 102
Durability: 11 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x6f4104be
Item Level: 49
Version: Expansion 1.10+
5% Chance to cast level 8 Blaze when struck
+20% Faster Run/Walk
Adds 12 - 33 Fire Damage
+144% Enhanced Defense
+15 Defense
+10% to Maximum Fire Resist
Fire Resist +30%
45% Extra Gold from Monsters
+2 to Light Radius

Beast Clutches
Heavy Gloves
Defense: 13
Durability: 14 of 14
Required Level: 30
Fingerprint: 0xbecd4303
Item Level: 59
Version: Expansion 1.10+
10% Chance to cast level 3 Nova when struck
+86% Enhanced Defense
Replenish Life +5
Lightning Resist +17%
Poison Resist +18%
70% Extra Gold from Monsters

Charged Amulet of Teleportation
Amulet
Required Level: 48
Fingerprint: 0xccfabc9
Item Level: 61
Version: Expansion 1.10+
+2 to Lightning Skills (Sorceress Only)
Level 1 Teleport (6/22 Charges)

Skull Spell
Yew Wand
One Hand Damage: 2 - 8
Durability: 15 of 15
Required Level: 42
Fingerprint: 0xf38cfc5f
Item Level: 51
Version: UNKNOWN
+2 to Necromancer Skill Levels
+20% Faster Cast Rate
7% Mana stolen per hit
+1 to Life Tap (Necromancer Only)
+11 to Energy
Cold Resist +6%
Poison Resist +34%

Rhyme
Grim Shield
ShaelEth
Defense: 91
Chance to Block: 40
Durability: 70 of 70
Required Level: 29
Required Strength: 58
Fingerprint: 0x77a7e3dd
Item Level: 73
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune

Mercenary:

Name: Azrael
Race: Desert Mercenary
Type: Off-Nightmare
Experience: 74564136
Level: 85
Dead?: false

Naked/Gear
Strength: 186/196
Dexterity: 150/150
HP: 1767/1767
Defense: 1302/2337
AR: 1913/1913

Fire: 201/161/101
Cold: 186/146/86
Lightning: 201/161/101
Poison: 186/146/86

Toothrow
Sharktooth Armor
Defense: 772
Durability: 29 of 63
Required Level: 48
Required Strength: 103
Fingerprint: 0x1cd835df
Item Level: 86
Version: Expansion 1.10+
40% Chance of Open Wounds
+177% Enhanced Defense
+55 Defense
+10 to Strength
Fire Resist +15%
Attacker Takes Damage of 34
+15 Maximum Durability


Blackhorn's Face
Death Mask
Defense: 263
Durability: 18 of 20
Required Level: 41
Required Strength: 55
Fingerprint: 0x35642580
Item Level: 75
Version: Expansion 1.10+
Prevent Monster Heal
Slows Target by 20%
+203% Enhanced Defense
Lightning Resist +15%
+20 Lightning Absorb
Attacker Takes Lightning Damage of 25


Tomb Reaver
Cryptic Axe
Two Hand Damage: 114 - 520
Durability: 45 of 65
Required Level: 84
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0xacf05677
Item Level: 88
Version: Expansion 1.10+
+60% Increased Attack Speed
247% Enhanced Damage
+218% Damage to Undead
+338 to Attack Rating against Undead
14% Life stolen per hit
All Resistances +37
10% Reanimate as: Returned
+10 Life after each Kill
57% Better Chance of Getting Magic Items
+4 to Light Radius
3 Sockets (2 used)
Socketed: Amn Rune
Socketed: Amn Rune


Thanks for reading!
 
Originally posted by redragon on Jun 8, 2012:

Patriarch Necronomicon

Patriarch Necronomicon

My first ever Patriarch.

Made to MF in HELL so I could twink my other charcters.

This character started life as a Sorceress, I got to HELL with a Sorc and came to an abrupt halt, so a little reading later, and I deceided a Hammerdin was the way to go...

Anyway, 3rd time lucky, right? A little guide I read by Nightfish finally pointed me in the right direction, and a Necromancer was born.

Have always liked the Necromancer idea (going back to my days as an Dungeons and Dragons RPGer playing a LE cleric), and with the idea of creating a charcter who could actually MF in HELL difficulty burning in my brain, I began.
Being my 3rd build since I started lurking on these forums, and having finally registered here, I had a few ideas to try, and a firm direction to proceed in.
?
Normal:

I slightly twinked Necronomicon, giving him a couple of necro wands to sell, so money was never a problem, and a Gull dagger for MF.

I only picked up gems, runes, rings, amulets, charms, wands, sets and uniques.

By the time I had full cleared the Blood Moor and the Cold Plains, I was on p8 and indeed, even leveling up regularily and quickly. Having established a little knowledge of how to play and wanting to push things, I put the pedal down, racing into the Burial Ground at level 5. Blood Raven went down fairly easily and I was off after Deckard Cain. Stony Field and Dark Wood went easily, and the Portal to Tristam appeared. That slowed me down a bit, but having read about re-running Tristam, I did so a few times, leveling up to level 12 before being off after the Countess which again was easy. The road to Andariel took an hour or so, but I got there, picking up the Horadric Malus on the way. Andariel went the way of others, tho slowly on p8 even with Amp. Didn't know about the bug at this time, but still rerun her til level 18.

Lut Gholen and Kurast were both on p8 with much of the same. Halfway through LG I had enough Ptopaz's to socket a helm and armour, adding to my MF, but otherwise nothing really new in the way of items.

Hell, again, no difficulties and killed Diablo on p8, though I had to re summon my skellies a couple of times. At around this time, I moved off using the clay golem for some reason (???) and kept using the fire golem til after HELL Andariel... A post here brought me back, but I get ahead of myself.

Harrogath, the early parts, the Bloody Foothills, Frigid Highlands and Frozen Tundra are probably my most disliked place to play, or if not, on a par with Kurast jungles / forests. But I got through them, and got to Baal, the only time I dropped from p8 back to p1, just in case. He went down like the proverbial sack of. :evil:


Nightmare:

Did some more twinking before starting here, adding a couple of Nagelrings that my Sorc had found via NM Andy while questing Necronomicon, a pair of Chance Gloves, a Goldwrap belt and a Rhyme Runeword and I was off again.

Still only picking up gems, runes, rings, amulets, charms, wands sets and uniques.

Played p8 all the way through again, still didn't know about the Andy bug so never got anything worth remembering. Nothing of note, really, much the same as Normal, speed being my goal, getting to HELL asap. I had to rerun Baal a few times (about 30 @ p1 to start, moving to p4 by the end) to level up, and moved on to HELL at about level 67.


Hell

Dropped back to p1 here, and started out very trepidasiously, but eventually got to the countess, can't remember what she dropped, so it wasn't special, I rerun her about 20 times straight away, I do know I had a drop that was a solitary EL rune. Anyway, eventually left her and moved on towards to Tamoe Highland. Found the Pit and parked myself there for some serious MF running.

After a few runs, I stopped to retwink. Put 3 Ptopaz in a Death Mask I found, and changed my Ptopaz armor out for a Smoke runeword, needed the resists, they were all negative. By now I had found an amulet the added +1 to necro skills, and had 22 teleport charges, so dropped MF there, and changed up my boots for FRW and MF. A few runs later, I shifted my Gull out for an Ali Baba, losing some MF, but wanted the Gull back on a Sorc.

Having established a decent map, I started each run with a trip to the countess, then on to the Pits, and started p8'ing the second level. After 10 or so runs, I started doing the whole Pits on p8. Done over 100 runs like this before moving on. Got some nice items, including my first ever Gheeds GC :D.

Lut Gholen and early Kurast, slow and steady, p1, nothing much of interest really, just took it slow and got the job done.
Lower Kurast. Stopped here again. Read up about LK running while leveling Necronomicon and parked here for quite a while. Rerolled a fair amount of maps for this until I found a nice one.

Lower Kurast Map
Run this map over 50 times before moving on, found some nice items, runes and a lot of gems, which started me rerolling GC's. Rolled up or found 3 Graverobbers and am currently carring those.

The council were a bit of a challange, I kept running smack into Heirophant's, and with my resists at this time being still fairly low, with fire and poison negative still, they hurt a touch, full rejuvs were the order of the day. Reran them a few times, but it wasn't economical, so moved on.

Mephisto. A couple of close calls here, with the Stygian Dolls mainly, but got through and let my minions beat on Mephy for a while, eventually killing him. Got a Homonoculus on my first kill :D so changed the Rhyme out for that, losing some MF, but upping my resists to 10/10/18/17. Reran him 5 odd times before moving on, again, it was taking too long to be economical. The Ghoul Lords were the largest pain here, with their meteors requireing application of a Full Rejuv. I also had to resort to the 4 finger potion drink here a couple of times, pushing 1,2,3,4 all at once with my left as I ran around trying to dodge meteors, firewalls and hydras.

Hell, and I pushed hard here, running through the first two areas, Izual was just a time challange, as I run into him in an unpopulated area, so all my guys beat on him, then flew through the Lost City and onto the river of Flame. The Hellforge on Hell was a new experience for me, and one I was kinda looking forward too, but my luck with runes so far had been horrible, with an UM being my best drop so far, so when this happened....

Hell Hellforge Drop

:jig:


The CS wasn't really a problem, and after opening all the seals I was ready for Diablo. Run back to the pentagram, tele'd to gather all my minions, stepped back and Decrip and just watched for the fire / lightning hose thing. His first drop gave me the Widowmaker and not much else.

First Diablo Drop


Rerun the Sanctuary quite a few times, was and still am looking for a ilvl 91+ GC to reroll, did get a SC off him tho.


Code:
Small Charm of Fire
Small Charm
Required Level: 15
Fingerprint: 0xee21b873
Item Level: 94
Version: Expansion 1.10+
Adds 2 - 3 Fire Damage

:hammerhead:


Deceided it was time to move on, so off to Harrogath. Died. Reload. Died. Reload.

After an hour or so, I finally got to Shenk and killed him.

On to the Frigid HIghlands and free the Soldiers. Died. Died.

Resists were a joke, still at 10/10/28/17. Did some rearanging, and got them to 25/25/44/32 where they currently stand.

Also had to resist the urge to rush, I could smell the finish line, and was pushing a little too much. Once I calmed down and took it a bit easier, I got there.

So finally got through to the Ancients, and actually killed them on my first go, they didn't spawn deadly abilities, so that was nice. Although I must also admit I went with backup, 10 Skellys, 5 mages, 8 revives and a clay golem. Then just ran around using Decrip.

The WSK, again I was lucky, and there were no Gholams on my first go through on any level, so that made things nice and easyish. Got to Baal with no troubles, and eventually killed him, after my minions beating on him for about 10 minutes. Got a nice drop off him too, A Reaper's Toll, that now resides on my merc.

First Baal Drop


And suddenly, I had my first ever Patriarch. An unfortunate keyboard accident made me miss a screeny of Deckard proclaiming, but I have this.

Patriarch Necronomicon


Certainly enjoyed playing Necronomicon, especially my first serious foray into HELL difficulty, and the drops were like nothing I'd ever seen before, so even the mundane were awesome to me.



General Strategy:

Regulars : Amp Dmg and let my merc get the kill, raise, rinse and repeat until at max allowed, clay golem. Then Amp and CE.

Bosses : Decrip, keep clay golem raised and watch for lightning hose / giant balls / large v shaped wedges coming at me and if they do, run.

Basic Fishymance strategy really, nothing special.


Stats:

Rich (BB code):
Finishing Level : 88
Life / Mana : 757 / 276

STR : 100 / 100
DEX : 115 / 126
VIT : 275 / 275
ENG : 45 / 75

Resists : 25/25/44/32

Summoning Tree
Raise Skeletons : 20/26
Skeleton Mastery : 20/26
Skeleton Mage : 3/9
Revive : 2/8
Summon Resist : 5/11
Clay / Blood / Iron / Fire golems and Mastery : 1/7

Poison and Bone Tree
Teeth : 1/4
Corpse Explosion : 20/23

Curses Tree
Amplify Damage : 16/21
Dim Vision / Weaken / Terror / Decrepify : 1/6

Currently have 5 points left over, and have yet to Respec at all.

Gear:

Head : Superior Death Mask 3pTopaz
Armour : Trellised Armour "Smoke" Runeword
Weapon : Blade of Ali Baba
Shield : Homunculus
Gloves : Chance Guards
Ring : Nagelring x2 (28 and 29)
Belt : Goldwrap


Rich (BB code):
Blade of Ali Baba
Tulwar
One Hand Damage: 32 - 72
Durability: 32 of 32
Required Level: 35
Required Strength: 70
Required Dexterity: 42
Fingerprint: 0x5a3a2465
Item Level: 49
Version: Expansion 1.10+
106% Enhanced Damage
+11 to Dexterity
+15 to Mana
15% Extra Gold from Monsters (Based on Character Level)
6% Better Chance of Getting Magic Items (Based on Character Level)
2 Sockets (0 used)

Goldwrap
Heavy Belt
Defense: 36
Durability: 18 of 18
Required Level: 27
Required Strength: 45
Fingerprint: 0x5ba3d906
Item Level: 59
Version: Expansion 1.10+
+10% Increased Attack Speed
+60% Enhanced Defense
+25 Defense
59% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius

Nagelring
Ring
Required Level: 7
Fingerprint: 0x55aa26e4
Item Level: 88
Version: Expansion 1.10+
+66 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
28% Better Chance of Getting Magic Items

Chance Guards
Chain Gloves
Defense: 27
Durability: 16 of 16
Required Level: 15
Required Strength: 25
Fingerprint: 0x56ce9134
Item Level: 75
Version: Expansion 1.10+
+25 to Attack Rating
+26% Enhanced Defense
+15 Defense
200% Extra Gold from Monsters
32% Better Chance of Getting Magic Items
+2 to Light Radius

Nagelring
Ring
Required Level: 7
Fingerprint: 0xac7db328
Item Level: 75
Version: Expansion 1.10+
+59 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
29% Better Chance of Getting Magic Items

Homunculus
Hierophant Trophy
Defense: 195
Chance to Block: 52
Durability: 20 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0x8a584e66
Item Level: 94
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+175% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +40
+5 to Mana after each Kill

Smoke
Trellised Armor
NefLum
Defense: 266
Durability: 32 of 32
Required Level: 37
Required Strength: 61
Fingerprint: 0x351422c7
Item Level: 64
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges)
2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune

Nef Rune
Required Level: 13
Version: Expansion 1.10+
Weapons: Knockback
Armor: +30 Defense vs. Missile
Shields: +30 Defense vs. Missile

Lum Rune
Required Level: 37
Version: Expansion 1.10+
Weapons: +10 to Energy
Armor: +10 to Energy
Shields: +10 to Energy

Gemmed Superior Death Mask
Superior Death Mask
Defense: 97
Durability: 21 of 22
Required Level: 25
Required Strength: 55
Fingerprint: 0x701490f
Item Level: 71
Version: Expansion 1.10+
+12% Enhanced Defense
72% Better Chance of Getting Magic Items
Increase Maximum Durability 11%
3 Sockets (3 used)
Socketed: Perfect Topaz
Socketed: Perfect Topaz
Socketed: Perfect Topaz

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Perfect Topaz
Required Level: 18
Version: Expansion 1.10+
Weapons: Adds 1 - 40 Lightning Damage
Armor: 24% Better Chance of Getting Magic Items
Shields: Lightning Resist +40%

Rare Boots and amulet:

Code:
Eagle Collar
Amulet
Required Level: 48
Fingerprint: 0x5586dbb4
Item Level: 62
Version: Expansion 1.10+
+1 to Necromancer Skill Levels
+1 to Maximum Damage
All Resistances +5
Lightning Resist +10%
Damage Reduced by 4
Level 1 Teleport (15/22 Charges)

Bramble Track
Greaves
Defense: 26
Durability: 23 of 24
Required Level: 29
Required Strength: 70
Fingerprint: 0xf730ebf3
Item Level: 82
Version: Expansion 1.10+
+30% Faster Run/Walk
+66% Enhanced Defense
Lightning Resist +9%
Poison Resist +7%
Poison Length Reduced by 25%
18% Better Chance of Getting Magic Items

3 Graverobbers Grand Charms, 1 plain 1 @ +10%GF and 1 @ 1-10 lightning damage

Gheeds 137%GF / 21% MF / 13% discount

4 Small Charms of Inertia

Nothing on Switch.


Merc:

Act 2 Might. - Gulzar

Head : Crown of thieves
Armour : Toothrow
Weapon : Arioc's Needle


Rich (BB code):
Toothrow
Sharktooth Armor
Defense: 859
Durability: 34 of 63
Required Level: 48
Required Strength: 103
Fingerprint: 0xaec7c0b8
Item Level: 76
Version: Expansion 1.10+
40% Chance of Open Wounds
+209% Enhanced Defense
+59 Defense
+10 to Strength
Fire Resist +15%
Attacker Takes Damage of 29
+15 Maximum Durability

Arioc's Needle
Hyperion Spear
Two Hand Damage: 110 - 377
Durability: 19 of 30
Required Level: 81
Required Strength: 155
Required Dexterity: 120
Fingerprint: 0xe28dea6e
Item Level: 85
Version: Expansion 1.10+
+4 to All Skills
+30% Increased Attack Speed
217% Enhanced Damage
Ignore Target's Defense
Adds 394 Poison Damage Over 10 Secs (250 Frames)
50% Deadly Strike

Crown of Thieves
Grand Crown
Defense: 320
Durability: 46 of 50
Required Level: 49
Required Strength: 103
Fingerprint: 0xe9b5aeac
Item Level: 75
Version: Expansion 1.10+
10% Life stolen per hit
+181% Enhanced Defense
+25 to Dexterity
+50 to Life
+35 to Mana
Fire Resist +33%
95% Extra Gold from Monsters

And that's Necronomicon's story.


Future plans:

Well I have currently leveled him from 87 when I killed Baal to 90 just by Diablo and Baal runs, probably at 5 Diablo runs to 1 Baal.

The major problem with this is the time it take him to do a run. Almost 20 minutes for Diablo and 30 for Baal.

But I wanted a ilvl91+ grand charm to reroll. :weep: I never found one.

So I put out an ISO for them, as running Diablo and Baal, at least for me with a Fishymancer, takes far too long per run.

Anyway, since hitting level 90 (another first :party:) I've gone back to my Lower Kurast map and have been running that a lot.

Haven't been back to the Pit's or AT yet, and probably wont for a fair while, as I'm determined to Gem and Rune farm LK for a while yet, but that's another post.

Anyway, hope you enjoyed the read, even if it was a tad long, I tried to convey how much fun I am having with this character.

ReDragon.
 
Last edited:
Originally posted by robdylan on Dec 14, 2005:

Introducing Patriarch Sassafras

Well, I finally patted my Fishymancer - something like 18 months after starting the char. I tend to play D2 very sporadically - in fact, almost in "binges" when the mood takes me. Anyway - this chap beat Hell Baal the other day, which is worthy of a song of some sort.

He's a really cookie-cutter Fishymancer. 20 SM, 20 RS, 20 CE. 1 in all the other important ones and 3 in AD and Revive. I also have a truckload of unused skill points.

As for gear, well:

PTopaz Harley
PTopaz Skullder's
Ali Baba and Whitstan's (PDiamond)
Frosties
Tearhaunch
Tal's FSC
Mara's
SoJ
Nagel
Naj's Puzzler on switch

Might merc with Shaft, Guillame's and Hone (Amn Shael)

Finished Hell at level 85.

I must say - I found this build really challenging to play. I'm a hack-and-slash kind of guy usually, so the amount of thought, strategy and rapid changing of skills that goes into this style of play was quite an eye opener. Lots of fun, but also really mentally taxing. Right now I'm really enjoying my low-stress WW Barb, who's about to take on Hell Ancients. Expect his Pat post soon - hopefully by Friday.

As always - thanks for listening, SPF, and for good advice - expecially to Nightfish, wherever he may be!
 
Originally posted by SeDnA on Jun 4, 2005:

Patriarch Nixton

Nixton, my fishymancer has earned his patriarch status! This is my first patriarch, so I feel kind of satisfied after he killed baal on the second time.

On his way from the bloody foothills to the worldstone chamber, he had some weird encounters. Well it didn't matter much though, just made him waste some of his time.

Nothing much happened from bloody foothills to crystalline passage. But at the glacial trail...

Let's play a game called "Find the Waypoint".
Look at this screenshot and find the waypoint. If you fail you owe me 100 zods(j/k).

Well he skipped this waypoint, and the next(frozen tundra) because he was kinda pissed. After entering the glacial trails, he made a left turn and found the entrance to the frozen tundra. He stayed back to look for the waypoint but alas! The waypoint didn't exist. Meh.

Well he owned the ancients, none of his skellies or revives or mercenary died even though korlic was fire enchanted. Decrepify rocks.

Later, he went down to the worldstone keep and found the level 2 waypoint after one turn, then he went to level 3. Met some immune to physical stuff but wasn't much of a problem because corpse explosion dealt fire damage and amplify could break their resistance. Physical damage took very long to kill them though. Next, he went to face baal's minions. Listor was suprisingly easy as the corpses of the venom lords before the listor pack did not get disintegrated by baal. So all it took was a few corpse explosions before the whole pack fell.

He went into the worldstone chamber after baal went in, and again, decrepify rocks. Took a screenshot when baal was left with a silver of life because Nixton was going to be my first patriarch.

Screenshot

One thing that puzzled me was this. No! What's this? Crap!

Whatever, I did baal again. Took another screenshot when baal was left with a silver of life.

Screenshot

And, finally.

Well, that's all about it. I introduce to everyone, my first patriarch.

Nixton's Stats
Nixton's Summoning Tree
Nixton's Poison and Bone Tree
Nixton's Curse Tree


Pretty standard, but well gotta share my joy!

EDIT: Baal drops :(

Soul Harvest
Scythe
Two-Hand Damage: 21 to 54
Durability: 33 of 33
Required Dexterity: 31
Required Strength: 31
Required Level: 19
Polearm Class - Fast Attack Speed
Unidentified
Item Version: 1.10 Expansion
Item Level: 99
Fingerprint: 0x11b0dde1
+5 to Energy
+81% Enhanced Damage
+45 to Attack Rating
All Resistances +20
10% Mana stolen per hit
30% Chance of Open Wounds
Ethereal (Cannot be Repaired)

Swordback Hold
Spiked Shield
Defense: 44
Chance to Block: 50%
Smite Damage: 5 to 9
Durability: 37 of 40
Required Strength: 30
Required Level: 15
Unidentified
Item Version: 1.10 Expansion
Item Level: 99
Fingerprint: 0xbbc3787b
+33% Enhanced Defense
+20% Increased Chance of Blocking
+10 Defense
Attacker Takes Damage of 10
50% Chance of Open Wounds

Pus Spitter
Siege Crossbow
Two-Hand Damage: 55 to 116
Required Dexterity: 28
Required Strength: 32
Required Level: 36
Crossbow Class - Fast Attack Speed
Unidentified
Item Version: 1.10 Expansion
Item Level: 99
Fingerprint: 0xceec58ac
+178% Enhanced Damage
+150 poison damage over 8 seconds
+2 to Necromancer Skill Levels
Requirements -60%
10% Increased Attack Speed
4% Chance to cast Level 1 Lower Resist on striking
9% Chance to cast Level 6 Poison Nova when struck
+5 to Attack Rating (Based on Character Level)

Berserker's Hatchet
Double Axe
One-Hand Damage: 7 to 19
Durability: 20 of 24
Required Strength: 43
Required Level: 3
Axe Class - Slow Attack Speed
Unidentified
Item Version: 1.10 Expansion
Item Level: 99
Fingerprint: 0x69f2dc3a
5% Mana stolen per hit
30% Bonus to Attack Rating

***Partial Set Item Bonuses***
+50% Enhanced Damage
***Partial Set Item Bonuses***

These drops are worse than the drop I found in glacial trail. Atma readout can be found in Itemfind thread. Think I'm gonna start a meteorb or blizzard sorc to run /p8 pindle. Any suggestions as to which build I should go? I have a pure lightning sorc though, but she... you know...
 
Last edited:
Originally posted by ShaytanSlayer on Mar 7, 2007:

The Adventures of Bonmero

Rather than waiting to make a Pat thread for Bonmero, I figured I'd make a progress thread - that way if I mess up, it won't be too late to fix him, hopefully. Bonmero (pronounced:[bohn][mar-oh]) is a Fishymancer, as simple as they come so it'd be hard to mess him up irreparably anyway.

We all know that this build could finish the game with nothing more than a cracked sash and a tome of TP (if that). To make things really ridiculous, I decided to build him twinked, largely due to the fact that my sorc found a downright obnoxious quantity of Necro items.

Right now, Bonmero is at LVL44 and starting NM. He was on P8 from the get-go and hasn't died once - had one NDE early on in the Barracks, as I was still getting used to the laid back style of this character.

As for stats/skills/gear, here's what's up:

Item progression so far:
Weapon : Sander's Superstition => Gravenspine => AoKL
Armor: Stealth => Vipermagi (Wealth if I get my hopes up)
Helm: Wormskull => Undead Crown
Shield: Rhyme Bone Shield
Gloves: Chance Guards
Rings/Ammy: Nagelring/blank/blank (Angelic ring/ammy for the life bonus - will probably end up w/resist jewelery)
Belt: Goldwrap (will upgrade for extra slots when/if I need to)
Boots: Sander's Riprap => Waterwalk
Inventory: mostly junk resist charms

Still running around with a defiance merc, until I get to A2 NM to get the might one. Gear on Emilio: Meatscraper/Wormskull/Shaftstop. Needless to say, he hasn't died once either. He's been leveling up so nicely it'll almost be a bummer to give him up, but I'm sure I'll get over it when might comes into play 😁

Stat points are still mostly unused. I added a point or two in strength here and there, just for the obvious reason.

Skills are following the NF guide nearly down to the letter: maxed RS, maxing SM (with Undead crown, this one's off the chart for this early in the game), 1 point in clay, GM, SR, curses down to decrep and CE, of course. Working my way down to revives, so I can test out different kinds early.

Normal at P8 was a breeze for this character, especially when right skills are available for boss fights. It was really amusing watching Baal gurgle in slo-mo, after he got slapped with decrep. Bonmero found a few low level grailers so far, which added to the fun of questing. Speaking of which, he pretty much "rushed himself", completing only the necessary quests and the ones that simply happened along the way (Jade Figurine etc). He zoomed through Act 5 as fast as Waterwalks could carry him, which allowed for a few close encounters with Frenzytaur packs while the army is still behind, scraping away on a frozen creeper or two...loads of fun.

Anyway, I know there's nothing new in here for the more experienced players, but I'm just having such a blast playing this guy that I thought I'd share. Definitely a toon for every SP character collection - thanks NF!
 
Originally posted by Sir Lister of Smeg on Aug 13, 2004:

Patriarch Fishy

I just finally managed to beat hell Baal with my softcore fishymancer, Fishy. I do say finally, since yesterday evening, after beating the minions I thought it would not take very long anymore, but I'll start with The Ancients.

First try was one fire enchanted, the thrower. At some point he was the only one of the three still alive with none too many hitpoints, and suddenly I was dead, probably by his bugged death explosion (I should not have been in range), and whether his death killed me or not, I did not get credit for the quest. On the second try my merc died instantly, and I townportalled out. The third try, all three fire enchanted, but I thought what the heck, I'll try it anyway. My merc died again, but so far in the battle, and I still had revives besides my skellies, that I decided to continue. One by one the ancients were beaten, whenever I saw a death approaching I hid behind a pillar, this worked, and I survived the fire enchanted bug and gained access to the worldstone keep.

Take 1. In the worldstone keep I ran as quickly as possible through level one because the high amount of hierophants made my live quite dangerous. I was wearing my gloam gear and all my resists were negative, except lightning at 85 positive. I don't recall what else there was, zealots for sure, but instead of the Kurast zealot:hierophant ratio of about 5:1, here it was more 1:1. The second and third level proved no problem, nor did the throne and it was on to the minion packs for the first time. I had to go and get a new army from the outer cloister (that's what I chose to use for skellies) at some point, but for the rest no problem. I switched a bit of gear, including getting an amulet of teleport which I found and went into the worldstone chamber. I teleported unto the middlepart and was instantly slain. my corpse in such a position behind Baal that there was no point in trying to recover it.

Take 2. A boss venom lord right at the entrance to the throne of destruction, was both physical immune and stone skin and after exploding all the corpses of his minions just started gaining more life than losing it, I did another retry, since I did not yet have any room, nor the will to park him.

Take 3. No problems as above, and again (I'm skipping the get new army, raise merc part against the minions) I gained access to the worldstone chamber. Baals cold attacks hurt really hard, I tried to drink something and to cast a townportal to escape for a moment from the two Baals (he had doubled already), to get a new army as well, but died while reaching for the potion button. Two with the amount of health they had then was too much, and I restarted.

Take 4. Again I eventually got to the worldstone chamber, but neither me nor my skellies, merc and golem managed to do a lot of damage, while at the same time getting severely hurt. At some point thus the result of a real death experience, at a not unrecoverable location, but I called it a day, it was this morning by now, and left the game running to decide later on on the fate of the game.

Take 5a. I decided to restart the game after all and to try some more different gear combinations, taking heavily into account that Baal does not seem to use lightning and poison attacks. This had the negative result that my skills were lowered quite a bit (9 instead of 10 skellies amongst other decreases), but the positive result of having all resistances positive, and with the Baal gear (Tal Rasha's helm and belt instead of Lore and Thundergod's) also quite a bit of life regeneration, and a lot of damage reduction (Gerke's sanctuary and a mojo amulet of life everlasting instead of Sigon's shield and an amber amulet of defiance). Apart from that I decided to forego on the 5% crushing blow on Venom Grip and instead to use Magnus' Skin for the extra increased attack speed and fire resistance. The only crushing blow I had was on Goblin Toe, and hopefully that would suffise with the EthEthShaelEthEthShael phaseblade I would be using against Baal. Apart from that I would stock up on elemental damage charms before the fight against Baal.

Take 5b. As expected it did get quite a bit harder on the way, my skellies and golem would die a lot quicker, and I was already afraid it would no be enough to hold out against Baal. After every wave of minions I visited Malah to revivicate my minions and that worked quite well. Against Lister I went a couple of times to the River of Flame to get some Urdars, since no one seemed to be damaging him, or, more correctly, he was damaged a very little bit, but healed faster. Unfortunately the revives would get stuck and disappear for the most and the others hold out for too short a time to damage Lister enough. When finally all his minions were dead and either raised as skellies or exploded, my revives had timed out and he was healing very fast, I decided to park him (he was breakable physical immune and stone skin among other mods) since I wanted to see what I could do against Baal this time.

Take 5c. Baal again. I switched gear after the parking of Lister and went to get a new army, this time in The Ancients' Way. After visiting Malah for the healing again it was onto the Worldstone Chamber. The revives were as usual lost quite quickly, at about the same time I set sight for the first time in this session on Baal, but I noticed immediately that his attacks hurt a lot less, and it was into battle. This time it was a breeze, I had to recast my golem a number of times, occasionally drink potions or feed my merc some, but no problems, inspite of the fact that while battling I sometimes forgot to redecrepify in time. The damage done by my army was noticeable this time (in spite of the lower skill levels) and he went down slowly, but fast enough, without destroying a single skeleton.

So now, my first pure 1.10 patriarch (or matriarch for that matter), I did not twink with any earlier found items, I only used items he himself found. Speaking about which, in all his extensive visits to the Worldstone keep he did not find a single unique or set item. So now there is one place left to go, before I will start twinking him and use him as my main magicfinder, the Moo Moo Farm. I wonder whether this time I'll manage to see the Cow King, or that he yet again will be down before I know it. After that magic find runs, with probably as first stop Pindleskin to easily get an army, and for the rest probably all the level 85 areas (if my lightning resitance and absorb remains high enough) except for the Maggot Lair, and maybe other boss runs such as Mephisto and The Countess. If it weren't for the Oblivion Knights, Diablo runs would be fine as well, and this is also another factor for the Worldstone Keep

So the final stats:
Patriarch Fishy, level 84 necromancer, 987135206 exp
Str 115
Dex 184
Vit 121
Ene 25
65 stat points left
10 skill points left

20 SM, RS, CE
6 Revive
4 AD
3 SR
1 CG, RSM, GM, BG, IG, Teeth, DV, Weaken, Terror, Confuse, Decrepify, Attract

Gear: as mentioned above, plus Lionheart superior boneweave, Necromancer's bone wand of the lamprey, Rainbow ring of the mammoth, garnet ring of fortune, Havoc Slippers rare mesh boots (not against Baal) with 18% LR, 35%PR. 141 life from charms, 51 mana from charms, 13% MF from charms, 14% CR from charms, 24% LR from charms, 1-3 cold damage from charms. Against Baal more elemental damage from charms.

A last word, I was really surprised at the difficulty I had with Baal, in normal and nightmare, Lister's pack was hard (but easier than the Ancients), but Baal much more easy, albeit timeconsuming. Now on hell, the ancients were easy compared to the minionpacks (yes all of them managed to kill my merc at least once), but the real trouble was the Lord Of Destruction himself. This was the first time I felt that the battle against him was not only lengthy, but also difficult, although the last and succesful time it was easy as well.
 
Originally posted by Skinhead On The MBTA on Dec 21, 2006:

Patriarch BarroomHero

My second ever Pat comes not very long after my first, a Tesladin. This one is a Fishymancer, and was great fun to play - I like the idea of haveing a horde of undead doing my bidding.

Patriarch BarroomHero (This one's a song by Dropkick Murphys)
Necromancer

Stats (With Gear):
Strength - 95 (106)
Dexterity - 105 (121)
Vitality - 260 (260)
Energy - 40 (260)

Skills (With Gear)

Summoning:

Skeleton Mastery - 20 (32)
Raise Skeleton - 20 (32)
Golem Mastery - 20 (29)
Clay Golem, Blood Golem, Iron Golem, Summon Resist - 1 (10)
Raise Skeletal Mage - 0 (11)
Revive - 0 (10)

Poison and Bone Spells
Teeth - 1 (3)
Corpse Explosion - 20 (22)
Poison Explosion - 0 (3)

Curses
Amplify Damage - 2 (4)
Dim Vision, Weaken, Confuse, Attract, Decrepify - 1 (3)
Terror - 1 (5)

Life - 716 (828)
Mana - 217 (319)
Resists (Hell) - 25/68/34/55

Helm - Rare Eagle Shell Circlet "Ort" - +2 Summoning Skills, 18-46 Fire Damage, Damage reduced by 5, 30% Lightning Resist
Amulet - Rare Shadow Scarab - +1 Summoning Skills, +3 Max Damage, +28 Life, +17 Stamina, +4 All resists, Poison Length reduced by 25%
Weapon - Arm of King Leoric
Armour - Trang-Oul's Scales
Shield - Rare Wraith Tower Unraveller Head/PDiamond - 10% FHR, 13-28 Poison Damage, +1 Revive, +1 Poison Explosion, 28 Life, 9% Damage to mana, 39% Cold/Light/Fire Resist, 56% Poison Resist
Gloves - Trang-Oul's Claws
Ring 1 - Rare Skull Spiral - +2 Minimum damage, +54 AR, +2 Dex, 30% Cold Resist, Damage reduced by 2, +2 Light radius
Belt - Goldwrap - 44% Enhanced Defence, 50% Extra Gold from monsters
Ring 2 - Rare Raven Circle - 10% CTC lvl3 Nova when struck, +30 AR, 11% All resist except 38% Fire
Boots - Tearhaunch - 64% Enhanced Defence

Charms
2x Summoning Skillers, one with 6 STR, one with 14 life
Life, Resists, Dexterity

Merc
Pratham
Act2 Might Merc

Stats (With Fade/Venom/Might if applicable)
Damage - 435-750 (1035-1582)
Life - 1707
Defence - 1707
Resists - 61/75/61/61 (75 All)

Gear
Tal Rasha's Horadric Crest
Hone Sundan "ShaelAmnAmn" - 184% Enhance Damage (I've since found a perfect one :rolleyes: )
Treachery Dusk Shroud

Overall, a fun character to play, the only place I have any trouble was in the Worldstone Keep, where I rather stupidly didn't Dim Vision the area in front of me and so got myself wasted by Souls a few times :embarassed:. I probably put too many points into Strength, but he survived with 18% Chance to block anyway.

Next up - Either MaryMelody the Witchyzon (more likely), or Tessie the CL/Orb Sorc. Can't really get into playing Tessie for some reason though, but Sorcs always level slow for me in the beginning.
 
Originally posted by Solar Ice on Jul 7, 2009:

Patriarch Voorhees - Golemancer

My latest Pat is an Iron Golem based Necro. I got the inspiration to make him from reading Colorless Green's Golemancer Pat thread. It also gave me an excuse to take my Enigma off my cheezerdin :). I haven't used the armour for too many builds since I made it two years ago so it was time to put it to good use again. It allowed me to put all the stat points into Vit. Gear:

Code:
Harlequin Crest
Shako
Defense: 99
Durability: 12 of 12
Required Strength: 50
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9c98a6a
+2 to Strength
+2 to Energy
+2 to Dexterity
+2 to Vitality
Damage Reduced by 10%
Adds 17-45 fire damage
50% Better Chance of Getting Magic Items
+2 to All Skill Levels
100% Chance to cast Level 31 Meteor When You Die
+130 to Life (Based on Character Level)
+130 to Mana (Based on Character Level)
+5% to Fire Skill Damage
-4% to Enemy Fire Resistance
Socketed (1: 1 used)

Homunculus
Hierophant Trophy
Defense: 203
Chance to Block:  72%
Durability: 11 of 20
(Necromancer Only)
Required Strength: 58
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xa924583d
+20 to Energy
+187% Enhanced Defense
+40% Increased Chance of Blocking
Regenerate Mana 33%
All Resistances +40
Adds 17-45 fire damage
+2 to Necromancer Skill Levels
30% Faster Block Rate
+5 to Mana After Each Kill
+2 to Curses (Necromancer Only)
100% Chance to cast Level 31 Meteor When You Die
+3% to Fire Skill Damage
-4% to Enemy Fire Resistance
Socketed (1: 1 used)

Mara's Kaleidoscope
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x15d4ac93
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
All Resistances +30
+2 to All Skill Levels

Enigma
Breast Plate
'JahIthBer'
Defense: 831
Durability: 42 of 50
Required Strength: 30
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xa87fcdcf
+763 Defense
Damage Reduced by 8%
Increase Maximum Life 5%
+14 Life after each Kill
45% Faster Run/Walk
+1 to Teleport
15% Damage Taken Goes to Mana
+2 to All Skill Levels
+65 to Strength (Based on Character Level)
87% Better Chance of Getting Magic Items (Based on Character Level)
Socketed (3: 3 used)

Heart of the Oak
Superior Flail
'KoVexPulThul'
One-Hand Damage: 1 to 40
Durability: 14 of 16
Required Dexterity: 25
Required Strength: 31
Required Level: 55
Mace Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x92ed7c85
+10 to Dexterity
+12% Enhanced Damage
+3 to Attack Rating
All Resistances +34
Adds 3-14 cold damage over 3 seconds
7% Mana stolen per hit
Replenish Life +20
Increase Maximum Mana 15%
40% Faster Cast Rate
75% Damage to Demons
150% Damage to Undead
+100 to Attack Rating against Demons
+3 to All Skill Levels
Level 14 Raven (60/60 Charges)
Level 4 Oak Sage (25/25 Charges)
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Magefist
Light Gauntlets
Defense: 24
Durability: 17 of 18
Required Strength: 45
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x460dc81f
+24% Enhanced Defense
Regenerate Mana 25%
+10 Defense
Adds 1-6 fire damage
20% Faster Cast Rate
+1 to Fire Skills

Arachnid Mesh
Spiderweb Sash
Defense: 121
Durability: 7 of 12
Required Strength: 50
Required Level: 80
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x7ad938ca
+93% Enhanced Defense
Increase Maximum Mana 5%
20% Faster Cast Rate
+1 to All Skill Levels
Slows Target by 10%
Level 3 Venom (11/11 Charges)

War Traveler
Battle Boots
Defense: 121
Durability: 46 of 48
Required Strength: 95
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9a6a7816
+10 to Strength
+10 to Vitality
+153% Enhanced Defense
+15 to Minimum Damage
+25 to Maximum Damage
+30 Maximum Durability
Attacker Takes Damage of 10
49% Better Chance of Getting Magic Items
25% Faster Run/Walk
40% Slower Stamina Drain

The Stone of Jordan
Ring
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x2e3b9da3
+20 to Mana
Adds 1-12 lightning damage
Increase Maximum Mana 25%
+1 to All Skill Levels

The Stone of Jordan
Ring
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x54a27f8d
+20 to Mana
Adds 1-12 lightning damage
Increase Maximum Mana 25%
+1 to All Skill Levels

Switch:

Call to Arms
Crystal Sword
'AmnRalMalIstOhm'
One-Hand Damage: 18 to 54
Durability: 20 of 20
Required Strength: 43
Required Level: 57
Sword Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xfae21b1c
+260% Enhanced Damage
Adds 5-30 fire damage
7% Life stolen per hit
Replenish Life +12
30% Better Chance of Getting Magic Items
40% Increased Attack Speed
+6 to Battle Orders
+3 to Battle Cry
+6 to Battle Command
Prevent Monster Heal
+1 to All Skill Levels
Socketed (5: 5 used)

Lidless Wall
Grim Shield
Defense: 297
Chance to Block:  40%
Durability: 70 of 70
Required Strength: 58
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xef79568
+10 to Energy
+97% Enhanced Defense
Increase Maximum Mana 10%
+1 to Light Radius
20% Faster Cast Rate
+1 to All Skill Levels
+5 to Mana After Each Kill

Charms:
Code:
Graverobber's Grand Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1a14072b
7% Faster Run/Walk
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1e7a0a12
+3 to Strength
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xbf2748d6
+18 to Life
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x7e8838af
+13 to Life
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xf2901859
+15 to Life
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x66871b62
+26 to Life
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x747bc76f
+41 to Life
+1 to Summoning Skills (Necromancer Only)

Gheed's Fortune
Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xbf622f9d
92% Extra Gold from Monsters
40% Better Chance of Getting Magic Items
Reduces All Vendor Prices 14%

Shimmering Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5713ee16
+19 to Life
All Resistances +4

Shimmering Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x663abc12
+15 to Life
All Resistances +5

Shimmering Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x751e3c6f
+11 to Life
All Resistances +5

Shimmering Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe8540309
+15 to Life
All Resistances +4

Shimmering Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x1ec53102
+11 to Life
All Resistances +5

Shimmering Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x43657ff2
+2 to Strength
All Resistances +5

Shimmering Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xa95d1dc0
+2 to Strength
All Resistances +4

Shimmering Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd7d84460
+1 to Strength
All Resistances +5

In the Stash:

Bone Clasp
Amulet
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xf0029dc5
+20 to Strength
+14 to Dexterity
Fire Resist +7%
Poison Resist +8%
7% Mana stolen per hit
+1 to Barbarian Skill Levels

Act 2 Might Merc:
Code:
Infinity
Cryptic Axe
'BerMalBerIst'
Two-Hand Damage: 186 to 855
Durability: 33 of 33
Required Dexterity: 93
Required Strength: 155
Required Level: 63
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xaf2aeb6d
+280% Enhanced Damage
30% Better Chance of Getting Magic Items
35% Faster Run/Walk
Prevent Monster Heal
40% Chance of Crushing Blow
Level 12 Conviction Aura When Equipped
50% Chance to cast Level 20 Chain Lightning When You Kill an Enemy
Level 21 Cyclone Armor (30/30 Charges)
+43 to Vitality (Based on Character Level)
-50% to Enemy Lightning Resistance
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Fortitude
Archon Plate
'ElSolDolLo'
Defense: 1587
Durability: 51 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x68b31a63
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +26%
Lightning Resist +26%
+5% to Maximum Lightning Resist
Cold Resist +26%
Poison Resist +26%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+97 to Life (Based on Character Level)
Socketed (4: 4 used)

Guillaume's Face
Winged Helm
Defense: 217
Durability: 40 of 40
Required Strength: 115
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xc7b5f158
+15 to Strength
+120% Enhanced Defense
15% Increased Attack Speed
30% Faster Hit Recovery
37% Damage to Demons
+48 to Attack Rating against Demons
35% Chance of Crushing Blow
15% Deadly Strike
Socketed (1: 1 used)

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LCS http ://img403.imageshack.us/img403/2833/voorhees.jpg
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Skills:

Max Golem Mastery
Max Iron Golem
Max Fire Golem
Max Corpse Explosion
Summon Resist - 7
1 point in: Dim Vision, Decrepify, Life Tap. Amp Damage was my main curse.
1 point unspent

Golem Mastery: Improves my golem.

Iron Golem. The skill the build is based on. Mine was made out of Obedience ethereal Cryptic Axe(s). It is an incredibly strong tank, the best in the game with the right gear. It has excellent damage even on higher player settings, resists in the 90s or even immunity, good HP, and is quite unkillable under most circumstances. It's AI is good and it has good speed. I maxed it but... was this worth maxing? Any reason not to leave it at 1 pt and let +skills do the work?

Fire Golem: Damage synergy for IG. Never used this skill.

Corpse Explosion: Almost everyone who has played a Necro is familiar with this skill. Great fun and my main spell. It has a large radius when maxed.

Summon Resist: Initially 1 point and the rest went here. 1 is enough with +skills and points Blood Golem probably are the better choice for extra life.

DV. It's great but I only used this curse in the Pit against the Archers.
Decrepify. I used it against Act Bosses but it is not neccessary. It helped in Normal so it was worth the point.
Life Tap. Very helpful. I used it to refill the Merc's life since he didn't have leech. It only takes a second to work, then I'm back to Amp.

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LSC:
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Meleed until the end Act 3 Normal accompanied by Gumby (my only choice for Necros prior to this build) until I got the Iron Golem. At that point I ditched Gumby and made the IG out of an IK Maul. Ditched the IK maul (though its not bad at all) and went to Insight non-eth Cryptic Axe. It helped with mana for Corpse Explosions. In Act 4 it disappeared after lagging behind and I had to make another. That one died to IM in CS so I kept a couple of extra Insights (Giant Thresher and Thresher) in the stash, both non-eth. Negotiated through CS and got to Diablo who proved to be quite a challenge. He insta-fried my Golem so I made another with one of the extra Insights. He killed that one as well, despite more careful play. So the situation was that I had one more Insight left and if that one died I'd have to restart CS (I was in caster/+str gear so I couldn't bash him). I really didn't feel like redoing that place so I tried to take on Big D with Gumby with my puny 2-4 damage Teeth for "support" LOL. Needless to say, neither of us managed to get anywhere so plan B was necessary. I fetched the last Insight and dropped on the ground in CS. Cast Gumby and let him slow down the big man. Decreped him as well, for good measure. Then I quickly cast Iron Golem while Diablo was in slo-mo and let him get to work. He only needed to get in another 3 or 4 hits but if Lightning Hose got cast I'd have to restart CS. The slowing of his melee attacks bought my IG enough time to get the final few hits in. Whew.

In Act 5 I swiched out the non-eth Insights to Obediance eth Cryptic Axe. The damage was much better but I had to keep an eye on the golem to make sure he doesn't lag behind and potentially disappear. I only had like 8 or so eth CAs so they were a limited resource. He pulled a Houdini act in Arreat Plateau, so out came another one. This one lasted until /p8 Lister & Co, who proved to be too much to handle for the IG, with their stunlock. He died due to some careless play on my part because I dawdled when I had more than enough time to cast TP and save him. Another Obedience eth CA was made and this one made it until Act 2 Nightmare Lost City when it telepwned again. This time I decided that enough was enough and I was not going to bother making another one until I could equip Enigma and end the annoying telepawning issues once and for all. Plodded through the rest fo Act 2, 3 and 4 with Gumby and my trusty but dim-witted Merc. But what he lacks in intelligence he more than makes up for with his massive poker. He was wielding an Obedience of his own, in an eth Partizan and it was good going, him taking down monsters with me exploding them afterwards.
Didn't miss the IG at all really. Once I got to Act 5 I ran Pindle until 65 and then the fun started. Merc got Infinity/Fort and I got Teleport. Made another IG from eth Obediance CA and switched to /players8 from /p5. In Hell, I was having lots of fun running the Pit with him on /p8 (Inf makes Corpse Explosion good even on the highest setting) and stopped on clvl 85-86. While Pit running, I died once and the golem died a few runs later to a really vicious Might/Fana dual bosspack (I had time to save him but once again was way too slow) so two more eth CAs used. Played the rest of Hell without problems and on /p5 to speed things up a bit. Took this char out for some more Pit runs yesterday and died so I retired him rather than use another eth CA.

The main reason I don't rate IG the best summon in the game is it's tendency to disappear when it lags behind too far. It doesn't happen often but the risk is always there and unless you have Enigma/are willing to keep recharging Teleport staves/keep an eye on the golem and slow down/ you'll have to deal with this issue. I didn't really notice a difference between its attack speed with the faster base speed Thresher compared to Cryptic Axe.

Overall it was an interesting build. One that was both new to me and quite fun. As with most Necros, it's not too gear dependant and uber runewords aren't required so I recommend this build if you are tired of the usual (few) Necro builds.

Finds:
Code:
Tal Rasha's Guardianship  -- From Kurast Bazaar!
Lacquered Plate
Defense: 896
Durability: 47 of 55
Required Strength: 83
Required Level: 71
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x8a4dc64d
+400 Defense
Magic Damage Reduced by 15
Fire Resist +40%
Lightning Resist +40%
Cold Resist +40%
**% Better Chance of Getting Magic Items
Requirements -60%

***Partial Set Item Bonuses***
10% Faster Cast Rate
***Partial Set Item Bonuses***

Lacerator
Winged Axe
Throw Damage: 17 to 154
One-Hand Damage: 28 to 143
Quantity: 180
Required Dexterity: 122
Required Strength: 96
Required Level: 68
Axe Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x52d85cdf
+157% Enhanced Damage
30% Increased Attack Speed
Hit Causes Monster to Flee 50%
Prevent Monster Heal
33% Chance of Open Wounds
33% Chance to cast Level 3 Amplify Damage on striking
Replenishes Quantity

Stormspire
Giant Thresher
Two-Hand Damage: 106 to 302
Required Dexterity: 140
Required Strength: 188
Required Level: 70
Polearm Class - Very Fast Attack Speed
Indestructible
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x277f3af1
+10 to Strength
+165% Enhanced Damage
Lightning Resist +50%
Adds 1-237 lightning damage
30% Increased Attack Speed
Attacker Takes Lightning Damage of 27
Indestructible
5% Chance to cast Level 5 Chain Lightning when struck
2% Chance to cast Level 20 Charged Bolt when struck

Seraph's Hymn
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x14b873da
+2 to Light Radius
42% Damage to Demons
38% Damage to Undead
+234 to Attack Rating against Demons
+170 to Attack Rating against Undead
+2 to All Skill Levels
+1 to Defensive Aura Skills (Paladin Only)

Skull Talisman
Jewel
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 76
Fingerprint: 0xffd9242e
+9 to Energy
+10 to Minimum Damage
+7 to Maximum Damage

Ruby Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xf12f0dcc
+9 to Life
Fire Resist +11%

NM Forge:

Sol Rune
Can be Inserted into Socketed Items

Weapons: +9 to Minimum Damage
Helms: Damage Reduced by 7
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7

Required Level: 27
Item Version: 1.10+ Expansion

Hell Forge:

Mal Rune
Can be Inserted into Socketed Items

Weapons: Prevent Monster Heal
Helms: Magic Damage Reduced by 7
Armor: Magic Damage Reduced by 7
Shields: Magic Damage Reduced by 7

Required Level: 49
Item Version: 1.10+ Expansion

-------------------------------

I named this char after the bad guy from the Friday the 13th horror franschise, but only realised the Personalisation quest possibility after I patted him. Otherwise I would've given him the first name Jason as well, before I started him (didn't feel like changing his name via ATMA). Appropriately socketed:

Voorhees' Mask
Defense: 17
Durability: 20 of 20
Required Strength: 23
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x4598e7b9
Socketed (3: 0 used)

:D
 
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Originally posted by Sparks on Apr 29, 2010:

First Patriarch, Undertaker - Fishymancer

"A Necromancer! I hoped I'd never have to lay my eyes on one of your kind again!"

This isn't strictly my first Patriarch, I had a level 84 Whirlwind Barbarian back in classic, he was terribly slow at killing anything. This is certainly my first expansion Patriarch and the first since I've been back playing Diablo II!

Skills
Code:
Amplify Damage: 8/12
Weaken: 1/5
Terror: 1/5
Decrepify: 1/5

Teeth: 1/5
Corpse Explosion: 20/24

Skeleton Mastery: 20/25
Raise Skeleton: 20/25
Clay Golem: 1/6
Golem Mastery: 1/6
Raise Skeletal Mage: 1/6
Blood Golem: 1/6
Summon Resist: 4/9
Iron Golem: 1/6
Fire Golem: 12/17
Revive: 1/6

Undertaker is a Fishymancer. A good thing about a Fishymancer is that you can start summoning straight from level 1 and not have too much of a mana problem. I followed the Guide to Untwinked, Single-pass, early game Magic Finding as I was untwinked of course and I liked the idea. During Normal I did single pass full clear. I played Normal and Nightmare on /players 8 and then switched to /players 1 in Hell.

Normal

Normal was quite easy although places like the Maggot Lair and Arcane Sanctuary were frustrating. In the end I found that using my Mercenary and three skeletons was enough to kill and they didn't get in each others way too much. Andariel, Duriel and Mephisto were very easy. Diablo was a different matter, I could only manage him on /players 1, he would kill my minions quicker than I killed him. I tried Baal in /players 8 but he made a copy of himself and I got confused on which to kill. My minions were dying too quickly anyway so I aborted the run and killed him on /players 1.

Nightmare

Nightmare was pretty straight forward but I stopped doing a full clear as I was finding it a bit dull. I took the fastest path through the game but I did all quests and cleared caves/dungeons. I died a few times when I got frustrated; when a door was blocked and only one or two skeletons were hitting a mob it took forever to get in to the room. I kept trying to run into rooms to drag my minions with me but then I got trapped and died.

Act 4 up to Chaos Sanctuary was pretty easy, Izual on /players 8 went down quickly. I did Chaos Sanctuary on /players 8 with full Magic Find gear, about 380% by that point :surprise2:. It was slow going but very exciting. Trying to keep my minions alive with Attract was hard work, especially when I came across a massive pack of Oblivion Knights and Doom Knights with three Uniques! I did die to Infector of Souls but that was my silly fault for standing too close to him!

"Not even death can keep you from me!"

I remembered to switch to /players 1 just as big D arrived. Other than my Mercenary dying twice it was easy enough. I was rewarded for my hard work in CS, I found my first Grand Charm with +skills on it, a Summoning Spells one!

Act 5 was slow going and again I died a few times after getting frustrated. I was also getting bored by the slow progress. I had made a few Rune Words by running Nightmare Countess so I switched from full Magic Find gear to gear that gave me +4 skills: +2 from Spirit sword, +1 from a rare amulet and +1 from Lore helm. I made an Insight Partizan for my Mercenary.

I read somewhere that I could buy a staff with Teleport charges from Ormus, I had been trying to gamble an Amulet with Teleport charges with no luck. I checked Arreat Summit and guessed that Nightmare Ormus should sell one. It only took me about 5 minutes to power shop for one.

What a difference these changes made! My killing speed improved and the +4 skills made my curses that much more effective. The new Polearm doubled my Mercenary's damage and his aura fixed my mana issues. I could use Teleport, on switch, to position my minions where I needed them. I was enjoying it again.

Hell

Entering Hell my resists weren't too bad, all positive apart from Poison and I felt fairly safe with all my minions! However, I was brought rudely back down to earth. In the Jail I teleported into a cell where a boss pack was...I hadn't seen the second boss pack on the other side of the cell or the archers to the east. The second boss pack was nuking me with lightning and I was trapped, I died within a few seconds.

Determined to not die again I put on Smoke Cuirass and made some other adjustments so I had good (50+) Fire and Cold Resist as well as maximum Lightning resist. I decided to respec, I wanted more life and could save six skill points by not using Lower Resist or Attract. I found Attract hard to aim: you have to remember to do it before Amplify Damage and you have to target a minion, not a boss. For really big packs you have to Attract more than one minion. For the few times I would need crowd control I felt Decrepify would be better: it's easy to apply and slows, weakens AND increases damage!

The changed stat points helped a lot, I went from 300-something health to 600. Once I got Peasant Crown in Act 5 I had close to 700. I put some spare skill points in increased Amplify Damage, I made sure its range matched the range of Corpse Explosion. Now I could AD a whole crowd and when I started CE all the effected mobs would have the damage increased.

Unbreakable PI - using archers from Act II: Sewers

Now I really flew through Hell, it was pretty safe and once a corpse dropped I would CE and half the screen would drop dead! When panic rose when facing a dangerous boss pack I would keep pressing CE until everything went quiet. The only time I nearly died was in Worldstone Keep: I came across a Cursed Multiple Shots boss that nearly one shot me whilst cursed.

There was some deaths in Hell but it was only my stupidity. Blindly using Teleport got me trapped and I couldn't move before dying.

Unbreakable PI/FI - Poison for the win!

I experimented with 1.13 Blood Golem, I left one point in Blood Golem but pumped Fire Golem. Whilst you get more damage from Blood Golem by pumping the skill itself the synergy boosts Iron Golem too. I plan to Magic Find so if I start finding plenty of decent weapons I don't need I can use Iron Golem instead. I found the Blood Golem pretty effective, he didn't die too much and the life returned was quite nice, it would easily top up my health. I still use Clay Golem on bosses for the slow effect.

Hell Diablo was easy, it was funny when I had one Skeleton and Clay Golem left though! My Mercenary died instantly at the start of the fight and I lost a lot of damage from his aura. Diablo was on a slither of health and I felt safe so I tanked him for the last bit, I helped a little with Poison!

Hell Baal was easy too but it took a good 10 minutes! I was so bored I was stroking my cat on my lap and not really paying attention. I tried switching to Amplify Damage to speed things up but my Mercenary could only leech enough to stay alive when Baal had Decrepify.

Drops

I got a Fal Rune from Hell Hellforge. I ran Nightmare Countess a few times, the best Rune was a Mal. I got a Gul Rune from kicking a basket in...Lower Kurast!

My best drop was a perfect Windhammer. Tasty! My next character will be built around it, suggestions would be appreciated! I got plenty of items from classic sets, I completed: Civerb's Vestments, Cleglaw's Brace, Iratha's Finery, Isenhart's Armory, Milabrega's Regalia, Sigon's Complete Steel. I also got plenty of low to mid range Uniques, Rares and Magic items for twinking other characters. So the journey has been slow but fruitful!

Conclusion

My favourite revives have to be Pit Vipers, they stay ranged most of the time and they use Bone Spear which is piercing.

For my future characters I will only use Magic Find where it doesn't slow my killing speed. Getting bored or frustrated is a sure way to end up doing something silly and dying. Nightfish inspired me to make the Fishymancer with his great guide and he inspired me to switch from full Magic Find to more balanced gear by what he said in his Guardian threads. He's the same as me in this sense, he gets bored unless he is playing fast and that leads to silly deaths. Thanks Nightfish! :loving:

"Above all else you have earned a rest from this endless battle."

Silliness

This post has been rather long and serious so it's time for some silliness!

Hidden Stash
Silly Skeleton
Phalic Pillar

Stats
Code:
Name:       Undertaker
Class:      Necromancer
Experience: 916867836
Level:      83

            Naked/Gear
Strength:   80/85
Dexterity:  157/181
Vitality:   164/206
Energy:     25/55
HP:         526/614
Mana:       189/283
Stamina:    310/322
Defense:    39/713
AR:         740/912

Fire:       165/125/65
Cold:       173/133/73
Lightning:  186/146/86
Poison:     135/95/35

Gear
Code:
Peasant Crown w/ PTopaz
Smoke Cuirass
Nagelring (24%)
Tearhanch
Spirit Dimensional Blade
Rhyme Grim Shield

Raven Eye
Amulet
Required Level: 31
Fingerprint: 0x6ee6e805
Item Level: 44
Version: Expansion 1.10+
+1 to Necromancer Skill Levels
3% Life stolen per hit
+4 to Dexterity
All Resistances +20

Coral Ring of the Tiger
Ring
Required Level: 43
Fingerprint: 0xfe1427be
Item Level: 73
Version: Expansion 1.10+
+30 to Life
Lightning Resist +30%

Fiend Lock
Plated Belt
Defense: 10
Durability: 24 of 24
Required Level: 22
Required Strength: 60
Fingerprint: 0x7f5ab5f1
Item Level: 61
Version: Expansion 1.10+
10% Chance to cast level 3 Nova when struck
+58 to Life
+12 Maximum Stamina
Cold Resist +20%
Fire Resist +19%
Attacker Takes Damage of 3

Bitter Clutches
Gauntlets
Defense: 19
Durability: 24 of 24
Required Level: 48
Required Strength: 60
Fingerprint: 0xb455e98d
Item Level: 70
Version: Expansion 1.10+
+19% Enhanced Defense
+15 to Dexterity
Cold Resist +7%
Lightning Resist +21%
23% Better Chance of Getting Magic Items

Mercenary
Code:
Crown of Thieves
Shaftstop w/ Ort
Insight Superior Partizan
 
Originally posted by Stax on Mar 20, 2007:

Tichondrius - Patriarch No.1

After I played few chars, and got few of them to Hell, I stopped playing. Played "KalOnline" for few weeks. My RL got involved and I haven't played anything for like 2 weeks...
Two days ago I took this char, sitting in Act 4 Nightmare and got it to Partriarch.
He was pretty easy, because I already have build this build few times before, I knew exactly what am I doing. Had great time with it 👍

So, here it is:

Patriarch Tichondrius, Necromancer
Level 83

Here are the stats and this are the stats after the fade from Treachery.

Skills (without / with gear)

Summoning Skills
Raise Skeleton - 20/29
Skeleton Mastery - 20/29
Raise Skeleton Mage - 20/29
Summon Resist - 1/11
Everything else, except fire golem - 1/10
Poison and Bone Spells
Teeth - 1/7
Corpse Explosion - 20/26
Curses
All except lower resist, attrackt, confuse and dim vision - 1/11

Equipment

Skin of the Vipermagi (29 res)
Blackhand Key Wand
Trang-Oul's glowes
Tearhaunch boots
Amulet - 1 to necro skills, with some mods
Code:
Golemlord's Circlet of Teleportation
Defense: 30
Durability: 35 of 35
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 78
Fingerprint: 0x72c96755
+3 to Summoning Skills (Necromancer Only)
Level 2 Teleport (25/25 Charges)

Viper Fringe
Plated Belt
Defense: 20
Durability: 24 of 24
Required Strength: 60
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0xdcd6c1c
+70% Enhanced Defense
Lightning Resist +21%
Poison Resist +30%
55% Extra Gold from Monsters
17% Faster Hit Recovery
10% Chance to cast Level 3 Charged Bolt when struck

Viper Fringe
Plated Belt
Defense: 20
Durability: 24 of 24
Required Strength: 60
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0xdcd6c1c
+70% Enhanced Defense
Lightning Resist +21%
Poison Resist +30%
55% Extra Gold from Monsters
17% Faster Hit Recovery
10% Chance to cast Level 3 Charged Bolt when struck

On rings I wanted resists and mana, had this two, not bad :thumbsup:

Ring 1
Storm Eye
Ring
Required Level: 60
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xf7bd14e9
+31 to Life
+82 to Mana
+17 to Attack Rating
+4 to Minimum Damage
Magic Damage Reduced by 1
All Resistances +6

Ring 2
Stone Whorl
Ring
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xc6e3e698
+13 to Energy
+10 to Attack Rating
All Resistances +7
Poison Length Reduced by 25%

Charms

They have been mostly for resists and life
Code:
These weren't bad :thumbsup:

Hexing Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xe7961c2e
+20 to Life
+1 to Curses (Necromancer Only)

Sapphire Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0xfbb6e70a
Cold Resist +10%
5% Faster Hit Recovery

Shimmering Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0xa4cfc711
All Resistances +4
5% Faster Hit Recovery

No any notable finds...
Hellforges weren't bad, though
NM - Fal
Hell - Mal

He killed fast, fast enough. Everything was peace of cake, no cats in act 5 :jig:

Future plans with this Char - I dont know... Probably WSK and Baal after I find some better gear for him.

I'm thinking of mating my pure Blizz sorc, whic is sitting on hell pindle. Maybe I'll have to write a thread for Matriarch today too.

Thanks for reading 😉
 
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