Matriarch/Patriarch/Guardian Archive Thread

Originally posted by scwormy on Dec 30, 2006:

Guardian Tanis

This is guardian #2 for me a fire summoner druid based upon AE's guide. The first was Raistlin, a Fishymancer. Being an old necro, he wanted power, but not publicity, so I didn't post anything about his success.

Tanis was based almost entirely upon AE's guide. He was completely untwinked, single pass and of course hard core.
He was at level 81 when he bested Baal with approximately 2100 Life. This character could have entered almost any tournament you can imagine. As indicated, he was untwinked, single pass, two skill trees and only used a single Set / Unique (Eye of Etlich), used one Runeword (Lore).

He skill points consisted of

Elemental:
1 Firestorm
20 Volcano (main skill),
20 Fissure,
16 Molton Bolder

Summoning:
1 Raven
1 Poison Creeper
10 Oak Sage
1 Spirit Wolf
20 Dire Wolf
1 Grizzly

He only had a total of +2 all skills, and his weapon was +2 Elemental Skills. That club was the best item I was able to gamble. Everything else was items consisting of +resists and +life. Charms were +resists and +skills.

He was an extremely safe character to play with only one NDE. This happened to occur against Hell Baal. Baal had approximately 1-2% of his life remaining when he doublicated himself right beside me, and cast his appendiges while I was cornered. This quickly took out my oak sage and brought my life down to a very low level. I felt my heart jump up to my throat, but I was able to open my inventory and TP out. I regrouped, reentered his lair and was able to get out of the situation. The entire battle lasted approximately an hour and a half - my wife had been downstairs and at 10:50 I was facing wave three of Baal's minions, I said I'd be up in about 20 minutes or so...it was 12:45 when I went upstairs. Slightly longer than my 4-5 minute (P8/P3) Baal runs I'm used to in SC using my Blizzballer.

None of the other battles were close to this length. I expected Lister to be more difficult, but by taking on two or three at a time, the battle was pretty easy. The ancients weren't bad. I rerolled them a couple of times as they were cursed, LE or all three were FI. My merc didn't last all that long, but the Grizzly just tanked them and slowly burned them to a crisp.

Didn't find any Elite S/U's the entire time. I did find two nice runes though Um from the Countess and Um from Hell Hellforge (don't remember the NM Hellforge).

The best two items I found were skill charms:
Captains GC of Vita (+40) rerolled and
Lion Branded GC of Sustanence (+35) found
Also found a Goldstrike Arch (best item found).

This definately wasn't the fastest character I've ever played (as can be determined from the 90 minute Baal battle on P1), but he was safe. Gloams weren't a problem as I was able to cast volcano under them and they were sent into hit recovery.

Basic playstyle was to cast Oak Sage, three wolves and a Solar Creeper (to eat corpses - skill attained from Druid Pelt containing Lore). From there, slowly advance, have the wolves and merc engage a group of monsters and burn. I had a wand of lower resist on switch but rarely used it. Used it against the ancients and Baal, but other than that only used it about 10-20 times the rest of the game.

Tanis played Normal on P8, NM on P5 and Hell on P1.

I haven't determined which character I'm going to take through Hell yet, but hopefully I'll have another successful D&D character to report in another month or so. I still play SC a lot as well, so getting characters through quickly isn't my goal.
 
Originally posted by Ancient of Mu Mu on Jul 13, 2013:

Ancient Of Mu Mu, Mort- Guardian Fishymancer

Mort was rather sickly as a child. After getting sand kicked in his face one time to many he decided to follow the dark arts.


Unfortunately, the only guild that would take him was the Necromancers, which wasn't quite what he had in mind. But still...

After several initiation rites and hazing's such as slaying a local spectral spook he succeeded in gaining the initiate's ritual Drumstick Of Raising.

This was from a chicken and for a while, much to the amusement of seniors, his army of followers consisted of 4 chicken skeletons that would follow his footsteps, pecking at the ground.

On leaving the guild to seek fame and fortune, Mort soon realized he needed some serious muscle as the chicken's took forever to peck anything to death.


So ditching the wannabe archer who had followed him since the plains, he hired a taciturn brute called Durga.

Mort was content to let the bulky Durga do all the slaying and would often yell encouragement from the sidelines while drinking.

Once, just for laughs he cast a reanimation spell on local rabbit bones in a nasty fight against succubi while Durga was hacking away.

When the mercenary glowered at him at the end of the fight Mort shrugged and replied he had to work with what was in the area.

After Baal was slain, Mort could be found living it up in his new palace, built with the bets Mort had taken on Durga's fights.

Durga continues hauling stones for Mort's new swimming pool.




Okay, this guys was pretty much untwinked until I got to lev 25 then I equipped him with a spirit sword from stash.

He was wearing whatever basic armour I had until I was able to equip him with 'Lionheart' which was pretty much his endgame armour.

No real NDE's, much safer on the nerves that the Blizzballer sorc I just deeded although a wee bit slower due to no teleport.

Once a couple of enemy hit the ground CE cleaned up fights FAST. Was quite impressed. I'd never maxed this skill before and man it makes a difference radius wise.

Solid, reasonably safe toon with with max block build. Merc was wearing Twitchthroe and Stealskull with insight partizan at end of Hell....

Will be running pits and Baal for near future while I bring a barb through HC.

Excellent starting character for us new to HC and my preferred for builds when you dont have any real gear.

Notable finds-
UM rune from Hellforge
Windforce! from the pits
Bul Kathos Sacred Charge

Code:
Character name  : Mort
Character type  : Hardcore Necromancer
Character level : 85
Character exp   : 1067749648

Strength        : 105
Energy          : 25
Dexterity       : 180
Vitality        : 190
Stat Points Rem : 0
Skill Points Rem: 18

Life            : 877 / 581
Mana            : 418 / 193
Stamina         : 423 / 338

Gold (Inventory): 698020
Gold (Stash)    : 2500000

Number of Items : 35

1: Wand
One-Hand Damage: 2 to 4
Durability: 15 of 15
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 1
Fingerprint: 0x386011c8
+1 to Raise Skeleton (Necromancer Only)
150% Damage to Undead

2: Garnet Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 15
Item Version: 1.10+ Expansion
Item Level: 36
Fingerprint: 0xf9b551b9
+16 to Life
Fire Resist +25%

3: Emerald Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0xe76c4d25
+22 to Life
Poison Resist +14%

4: Rugged Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 5
Fingerprint: 0x63a4df8f
+7 to Life
+8 to Maximum Stamina

5: Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 19
Item Version: 1.10+ Expansion
Item Level: 68
Fingerprint: 0x445c7863
+19 to Life

6: Cobalt Large Charm of Pestilence
Keep in Inventory to Gain Bonus
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 38
Fingerprint: 0xb7ff8371
Cold Resist +12%
+25 poison damage over 5 seconds

7: Ghoul Blazer
Mesh Boots
Defense: 52
Durability: 16 of 16
Required Strength: 65
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0x7b9c6ad3
+15 to Maximum Stamina
+16% Enhanced Defense
Fire Resist +26%
24% Better Chance of Getting Magic Items

8: Snowy Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xedaeccd5
+12 to Life
Adds 1-3 cold damage over 1 seconds

9: Gemmed Grand Crown
Defense: 112
Durability: 50 of 50
Required Strength: 103
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x4ab39a7d
72% Better Chance of Getting Magic Items
Socketed (3: 3 used)

Perfect Topaz
Inserted into a Grand Crown

24% Better Chance of Getting Magic Items

Required Level: 18
Item Version: 1.10+ Expansion

Perfect Topaz
Inserted into a Grand Crown

24% Better Chance of Getting Magic Items

Required Level: 18
Item Version: 1.10+ Expansion

Perfect Topaz
Inserted into a Grand Crown

24% Better Chance of Getting Magic Items

Required Level: 18
Item Version: 1.10+ Expansion

10: Iron Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 57
Fingerprint: 0xcce588f7
+9 to Life
+16 to Attack Rating

11: Gheed's Fortune
Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x4b76f100
126% Extra Gold from Monsters
23% Better Chance of Getting Magic Items
Reduces All Vendor Prices 12%

12: Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0x976cc795
+12 to Life

13: Bronze Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x6573625b
+12 to Life
+11 to Attack Rating

14: Dwarf Star
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0x98d36752
+40 to Life
+40 to Maximum Stamina
Heal Stamina Plus 15%
Magic Damage Reduced by 14
100% Extra Gold from Monsters
15% Fire Absorb

15: Bronze Small Charm of Fortune
Keep in Inventory to Gain Bonus
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6f4e6a75
+12 to Attack Rating
5% Better Chance of Getting Magic Items

16: Horadric Cube

17: Havoc Clutches
Chain Gloves
Defense: 13
Durability: 16 of 16
Required Strength: 25
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 22
Fingerprint: 0xbcb8d913
+1 to Strength
+30% Enhanced Defense
Lightning Resist +19%
24% Better Chance of Getting Magic Items
12% Chance to cast Level 4 Charged Bolt when struck

18: Bronze Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x1395ce84
+20 to Life
+3 to Attack Rating

19: Steel Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x145c9f09
+12 to Life
+36 to Attack Rating

20: Windforce
Hydra Bow
Two-Hand Damage: 35 to 503
Required Dexterity: 167
Required Strength: 134
Required Level: 73
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8d0ae5b4
+10 to Strength
+5 to Dexterity
+250% Enhanced Damage
Heal Stamina Plus 30%
7% Mana stolen per hit
Knockback
20% Increased Attack Speed
+265 to Maximum Damage (Based on Character Level)

21: Septic Large Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 27
Fingerprint: 0x2b82303f
+13 to Life
+10 poison damage over 3 seconds

22: Large Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xa564cec0
+5 to Strength

23: Beast Wing
Amulet
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xc8f00db
+74 to Mana
+4 to Minimum Damage
+1 to Maximum Damage
All Resistances +18
14% Better Chance of Getting Magic Items
+1 to Necromancer Skill Levels

24: Nagelring
Ring
Required Level: 7
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xf620b84b
+56 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
21% Better Chance of Getting Magic Items

25: Tome of Town Portal
Quantity: 14

26: Goldwrap
Heavy Belt
Defense: 35
Durability: 18 of 18
Required Strength: 45
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0x36d1012d
+49% Enhanced Defense
+25 Defense
61% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
10% Increased Attack Speed

27: Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 77
Fingerprint: 0x7ebbf517
+14 to Life

28: Snowy Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 19
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x5dc5b6d6
+20 to Life
Adds 3-4 cold damage over 1 seconds

29: Iron Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xc9f6c68c
+24 to Life
+41 to Attack Rating

30: Key
Quantity: 4

31: Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x3bfbf1c9
5% Faster Hit Recovery

32: Wealth
Scarab Husk
'LemKoTir'
Defense: 467
Durability: 28 of 28
Required Strength: 95
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xf58bd6a5
+10 to Dexterity
300% Extra Gold from Monsters
100% Better Chance of Getting Magic Items
+2 to Mana After Each Kill
Socketed (3: 3 used)

Lem Rune
Inserted into a Scarab Husk

50% Extra Gold from Monsters

Required Level: 43
Item Version: 1.10+ Expansion

Ko Rune
Inserted into a Scarab Husk

+10 to Dexterity

Required Level: 39
Item Version: 1.10+ Expansion

Tir Rune
Inserted into a Scarab Husk

+2 to Mana After Each Kill

Required Level: 13
Item Version: 1.10+ Expansion

33: Spirit
Crystal Sword
'TalThulOrtAmn'
One-Hand Damage: 5 to 15
Durability: 20 of 20
Required Strength: 43
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 31
Fingerprint: 0x79aea5b4
+22 to Vitality
+111 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
30% Faster Cast Rate
+2 to All Skill Levels
+7 Magic Absorb
Socketed (4: 4 used)

Tal Rune
Inserted into a Crystal Sword

+75 poison damage over 5 seconds

Required Level: 17
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Crystal Sword

Adds 3-14 cold damage over 3 seconds

Required Level: 23
Item Version: 1.10+ Expansion

Ort Rune
Inserted into a Crystal Sword

Adds 1-50 lightning damage

Required Level: 21
Item Version: 1.10+ Expansion

Amn Rune
Inserted into a Crystal Sword

7% Life stolen per hit

Required Level: 25
Item Version: 1.10+ Expansion

34: Homunculus
Hierophant Trophy
Defense: 204
Chance to Block:  72%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 58
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x70de990d
+20 to Energy
+188% 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)

Perfect Diamond
Inserted into a Hierophant Trophy

All Resistances +19

Required Level: 18
Item Version: 1.10+ Expansion

35: Lionheart
Mage Plate
'HelLumFal'
Defense: 240
Durability: 60 of 60
Required Strength: 47
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xcf2b563c
+25 to Strength
+10 to Energy
+15 to Dexterity
+20 to Vitality
+50 to Life
+20% Enhanced Damage
All Resistances +30
Requirements -15%
Socketed (3: 3 used)

Hel Rune
Inserted into a Mage Plate

Requirements -15%
Item Version: 1.10+ Expansion

Lum Rune
Inserted into a Mage Plate

+10 to Energy

Required Level: 37
Item Version: 1.10+ Expansion

Fal Rune
Inserted into a Mage Plate

+10 to Strength

Required Level: 41
Item Version: 1.10+ Expansion

Mercenary Items : 

1: Twitchthroe
Studded Leather
Defense: 57
Durability: 21 of 32
Required Strength: 27
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0x3355775f
+10 to Strength
+10 to Dexterity
+25% Increased Chance of Blocking
+25 Defense
20% Increased Attack Speed
20% Faster Hit Recovery

2: Stealskull
Casque
Defense: 232
Durability: 17 of 24
Required Strength: 59
Required Level: 35
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xd914719f
+219% Enhanced Defense
5% Life stolen per hit
5% Mana stolen per hit
44% Better Chance of Getting Magic Items
10% Increased Attack Speed
10% Faster Hit Recovery

3: Insight
Partizan
'RalTirTalSol'
Two-Hand Damage: 115 to 234
Durability: 36 of 65
Required Dexterity: 67
Required Strength: 113
Required Level: 27
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0x59f86062
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+212% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+2 to Critical Strike
35% Faster Cast Rate
243% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 14 Meditation Aura When Equipped
Socketed (4: 4 used)

Ral Rune
Inserted into a Partizan

Adds 5-30 fire damage

Required Level: 19
Item Version: 1.10+ Expansion

Tir Rune
Inserted into a Partizan

+2 to Mana After Each Kill

Required Level: 13
Item Version: 1.10+ Expansion

Tal Rune
Inserted into a Partizan

+75 poison damage over 5 seconds

Required Level: 17
Item Version: 1.10+ Expansion

Sol Rune
Inserted into a Partizan

+9 to Minimum Damage

Required Level: 27
Item Version: 1.10+ Expansion
 
Originally posted by Cormallon on Apr 12, 2007:

Guardian Ralin the Green

Today I got my second Guardian: Ralin the Green, a necromancer.

I played him in the Green with Envy tournament (Thanks, jgreg7, for that one!), he had the restriction that he and his merc could wear only set items in each slot once he found one.

The build is a standard fishymancer (yes, I know... cheesy...), but without +skills, even a fishy isn't THAT easy. I experienced once again the weirdness of skellies (or better, the corresponding skills). We all know about diminishing returns for skills, but for skellies, it is quite the other way round... the skills above 20 make them extraordinary strong. Visit some skill calculator, and you'll see the huge increase in skellie power for every skill point above 20. In act 5, with 21 points in SM and RS, the ancients tore my army apart with ease. I looked for a skill shrine, and those +2 skills made all the difference I needed.

Skills were placed in RS, SM and CE (20 each), a few in amp (5) to increase range, one in all other curses except lower resist, 5 in summon resist, 5 in revives, one in every golem and prereqs. Two points are unspent.

Stats: Strength 70 (98 wth equip), Vitality 250, Dexterity 150, Energy 25.

Resists in hell: 36/63/18/21

Equipment:
Cathan's Visage
Cathan's Mesh
Cathan's Seal x2
Tancred's Weird
Tancred's Crowbill
Sigon's Sabot
Sigon's Wrap
Sigon's Guard (PEmerald)
Iratha's Cuff

On switch:
Cleglaw's Tooth
Cleglaw's Claw

Merc (A2, Might)
Isenhart's Case
Naj's Circlet
Hwanin's Justice (PEmerald)

That equip gave me +1 skills and a total of about 130 MF (he didn't find anything extraordinary though). Charms were mostly resist ones, I didn't find really good ones... quite a few large and grand charms among these.

After all, this tournament was fun. This char was my second attempt, the first one died in NM and was a pally (hammerdin).
 
Originally posted by Corrupted on Feb 18, 2005:

Guardian Isra

Isra: "Time to die!"
Baal: "My brothers will not ever have died in vain!"
....
Isra: "Baal - never doubt my skills!"


Oh what a journey, normal and nightmare was completed at players 8, and hell was completed at players 3 except for certain areas.
I hardly had any NDE's apart from when I wasn't paying enough attention to my game.

Name: Guardian Isra
Class: Necromancer
Sub-Class: Summoner/Conjurer
Level: 86


Stats allocation:

53 Strength
110 Dexterity
332 Vitality
25 Energy

Skill allocation:

20 Raise Skeleton
20 Skeleton Mastery
20 Corpse Explosion
1 All curses
Rest messed up in summoning tree and Bone Armor synergies.


Equipment:

Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Strength: 20
Required Level: 28
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0xb580381b
+20 to Energy
+20 to Vitality
+100% Enhanced Defense
Replenish Life +8
15% Faster Run/Walk
+1 to All Skill Levels

Arm of King Leoric
Tomb Wand
One-Hand Damage: 10 to 22
Durability: 14 of 15
Required Strength: 25
Required Level: 36
Staff Class - Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x4fd55600
10% Faster Cast Rate
+3 to Raise Skeleton (Necromancer Only)
+2 to Terror (Necromancer Only)
+2 to Raise Skeletal Mage (Necromancer Only)
+3 to Skeleton Mastery (Necromancer Only)
150% Damage to Undead
+2 to Summoning Skills (Necromancer Only)
+2 to Poison and Bone Skills (Necromancer Only)

Duriel's Shell
Cuirass
Defense: 642
Durability: 149 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x56dd6324
+15 to Strength
+164% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+107 to Defense (Based on Character Level)

Dire Wing
Gargoyle Head
Defense: 10
Chance to Block: 30%
Durability: 60 of 60
(Necromancer Only)
Required Strength: 20
Required Level: 30
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x434d260a
Magic Damage Reduced by 3
All Resistances +41
Adds 12-28 poison damage over 4 seconds
+2 to Confuse (Necromancer Only)
+2 to Curses (Necromancer Only)
Socketed (2: 2 used)

Trang-Oul's Claws
Heavy Bracers
Defense: 67
Durability: 15 of 16
Required Strength: 58
Required Level: 45
Item Version: 1.10 Expansion
Item Level: 59
Fingerprint: 0x5b0c1914
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Grim Buckle
Heavy Belt
Defense: 7
Durability: 18 of 18
Required Strength: 45
Required Level: 50
Item Version: 1.10 Expansion
Item Level: 88
Fingerprint: 0x2ed37948
+19 to Strength
+34 to Life
+13% Enhanced Defense
Lightning Resist +24%
Cold Resist +22%

Storm Master
Ring
Required Level: 22
Item Version: 1.10 Expansion
Item Level: 43
Fingerprint: 0x9dd33c82
+1 to Dexterity
+43 to Mana
+46 to Attack Rating
Lightning Resist +25%

Chaos Turn
Ring
Required Level: 47
Item Version: 1.10 Expansion
Item Level: 60
Fingerprint: 0x36458994
+15 to Strength
+12 to Mana
+115 to Attack Rating
Lightning Resist +23%

Bramble Blazer
Light Plated Boots
Defense: 17
Durability: 18 of 18
Required Strength: 50
Required Level: 52
Item Version: 1.10 Expansion
Item Level: 85
Fingerprint: 0x1bbb39ad
+45% Enhanced Defense
Fire Resist +36%
Cold Resist +30%
Replenish Life +5
64% Extra Gold from Monsters
Poison Length Reduced by 25%

Graverobber's Grand Charm of Craftmanship
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10 Expansion
Item Level: 85
Fingerprint: 0x3e4fdd78
+1 to Maximum Damage
+1 to Summoning Skills (Necromancer Only)

Rest of the inventory covered with charms adding life and resistances.



More to come!
 
Originally posted by Crazy Runner Guy on Apr 24, 2013:

Guardian Horrigible - Crossing HC Guardian off the D2 bucket list after 10 years

Holy crap, I can't believe I did that. My mostly-untwinked Fishymancer just killed Baal for the last time and with it I may now cross Guardian off the bucket list.

8679899682_f3dede9749_c.jpg


ATMA dump:

Code:
Character name  : Horrigible
Character type  : Hardcore Necromancer
Character level : 82
Character exp   : 847020074

Strength        : 95
Energy          : 25
Dexterity       : 198
Vitality        : 182
Stat Points Rem : 0
Skill Points Rem: 0

Life            : 727 / 560
Mana            : 342 / 187
Stamina         : 379 / 327

Gold (Inventory): 228509
Gold (Stash)    : 2006224

Number of Items : 87

1: Russet Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 10
Fingerprint: 0xea00dba9
+7 to Life
Fire Resist +7%

2: Garnet Large Charm of Anthrax
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 42
Fingerprint: 0x5213ee47
Fire Resist +12%
+50 poison damage over 6 seconds

3: Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 37
Fingerprint: 0xcfed8585
+13 to Life

4: Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x4c6dbfde
+26 to Life

5: Cobalt Large Charm
Keep in Inventory to Gain Bonus
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 36
Fingerprint: 0x3a1ba4e2
Cold Resist +12%

6: Tome of Identify
Quantity: 7

7: Crimson Small Charm
Keep in Inventory to Gain Bonus
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xcdd1e51a
Fire Resist +5%

8: Jade Small Charm of Good Luck
Keep in Inventory to Gain Bonus
Required Level: 33
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xfe8c1a54
Poison Resist +8%
6% Better Chance of Getting Magic Items

9: Full Rejuvenation Potion
Heals 100% Life and Mana

10: Full Rejuvenation Potion
Heals 100% Life and Mana

11: Full Rejuvenation Potion
Heals 100% Life and Mana

12: Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xec8bc2dd
+20 to Life

13: Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x32b7748d
+23 to Life

14: Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Strength: 20
Required Level: 28
Item Version: 1.10+ Expansion
Item Level: 40
Fingerprint: 0xce08832d
+20 to Energy
+20 to Vitality
+100% Enhanced Defense
Replenish Life +7
15% Faster Run/Walk
+1 to All Skill Levels

15: Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 24 of 24
Required Strength: 43
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x2bd115a
+120% Enhanced Defense
Magic Damage Reduced by 10
All Resistances +35
30% Faster Cast Rate
+1 to All Skill Levels

16: Emerald Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xadcf12b9
+17 to Life
Poison Resist +11%

17: Lapis Large Charm of Shock
Keep in Inventory to Gain Bonus
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 54
Fingerprint: 0xf16a814d
Cold Resist +10%
Adds 1-5 lightning damage

18: Plague Master
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 21
Fingerprint: 0x3380e884
Damage Reduced by 2
Lightning Resist +24%
Poison Resist +20%
Poison Length Reduced by 25%
Half Freeze Duration

19: Goldwrap
Heavy Belt
Defense: 36
Durability: 18 of 18
Required Strength: 45
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0xe86af026
+59% Enhanced Defense
+25 Defense
77% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
10% Increased Attack Speed

20: Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 41
Fingerprint: 0xdb8181ea
+13 to Life

21: Bramble Blazer
Light Plated Boots
Defense: 9
Durability: 18 of 18
Required Strength: 50
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x8dba810b
+15 to Attack Rating
Fire Resist +29%
Lightning Resist +14%
Cold Resist +35%
24% Better Chance of Getting Magic Items
+1 to Light Radius
Half Freeze Duration

22: Beast Fist
Chain Gloves
Defense: 14
Durability: 16 of 16
Required Strength: 25
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0xabed4b05
+46% Enhanced Defense
Lightning Resist +29%
Repairs 1 durability in 20 seconds

23: Coral Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xbbb1fd26
+25 to Life
Lightning Resist +11%

24: Bone Collar
Amulet
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xffc65112
+58 to Life
+10 to Attack Rating
Fire Resist +10%
Lightning Resist +10%
Cold Resist +10%
Poison Resist +47%
32% Extra Gold from Monsters

25: Storm Circle
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x3cf4e3f3
+4 to Mana
+1 to Maximum Damage
Fire Resist +25%
Lightning Resist +10%

26: Shamshir
One-Hand Damage: 10 to 24
Durability: 26 of 32
Required Dexterity: 58
Required Strength: 58
Required Level: 23
Sword Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x37c47300
Socketed (2: 0 used)

27: Sapphire Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xf89d6ffb
Cold Resist +26%

28: Flawless Sapphire
Can be Inserted into Socketed Items

Weapons: Adds 6-10 cold damage over 2 seconds
Helms: +31 to Mana
Armor: +31 to Mana
Shields: Cold Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

29: Flawless Sapphire
Can be Inserted into Socketed Items

Weapons: Adds 6-10 cold damage over 2 seconds
Helms: +31 to Mana
Armor: +31 to Mana
Shields: Cold Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

30: Flawless Diamond
Can be Inserted into Socketed Items

Weapons: 54% Damage to Undead
Helms: +80 to Attack Rating
Armor: +80 to Attack Rating
Shields: All Resistances +14

Required Level: 15
Item Version: 1.10+ Expansion

31: Flawless Amethyst
Can be Inserted into Socketed Items

Weapons: +100 to Attack Rating
Helms: +8 to Strength
Armor: +8 to Strength
Shields: +24 Defense

Required Level: 15
Item Version: 1.10+ Expansion

32: Charged Essense of Hatred

33: Crimson Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 29
Fingerprint: 0xba657983
+10 to Life
Fire Resist +4%

34: Flawless Diamond
Can be Inserted into Socketed Items

Weapons: 54% Damage to Undead
Helms: +80 to Attack Rating
Armor: +80 to Attack Rating
Shields: All Resistances +14

Required Level: 15
Item Version: 1.10+ Expansion

35: Flawless Ruby
Can be Inserted into Socketed Items

Weapons: Adds 10-16 fire damage
Helms: +31 to Life
Armor: +31 to Life
Shields: Fire Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

36: Flawless Ruby
Can be Inserted into Socketed Items

Weapons: Adds 10-16 fire damage
Helms: +31 to Life
Armor: +31 to Life
Shields: Fire Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

37: Flawless Skull
Can be Inserted into Socketed Items

Weapons: 3% Life stolen per hit, 3% Mana stolen per hit
Helms: Regenerate Mana 12%, Replenish Life +4
Armor: Regenerate Mana 12%, Replenish Life +4
Shields: Attacker Takes Damage of 16

Required Level: 15
Item Version: 1.10+ Expansion

38: Flawless Topaz
Can be Inserted into Socketed Items

Weapons: Adds 1-30 lightning damage
Helms: 20% Better Chance of Getting Magic Items
Armor: 20% Better Chance of Getting Magic Items
Shields: Lightning Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

39: Perfect Amethyst
Can be Inserted into Socketed Items

Weapons: +150 to Attack Rating
Helms: +10 to Strength
Armor: +10 to Strength
Shields: +30 Defense

Required Level: 18
Item Version: 1.10+ Expansion

40: Tome of Town Portal
Quantity: 3

41: Perfect Skull
Can be Inserted into Socketed Items

Weapons: 4% Life stolen per hit, 3% Mana stolen per hit
Helms: Regenerate Mana 19%, Replenish Life +5
Armor: Regenerate Mana 19%, Replenish Life +5
Shields: Attacker Takes Damage of 20

Required Level: 18
Item Version: 1.10+ Expansion

42: Full Rejuvenation Potion
Heals 100% Life and Mana

43: Rejuvenation Potion
Heals 35% Life and Mana

44: Full Rejuvenation Potion
Heals 100% Life and Mana

45: Superior Bec-de-Corbin
Two-Hand Damage: 14 to 95
Durability: 63 of 63
Required Dexterity: 91
Required Strength: 133
Required Level: 25
Polearm Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x28079489
+12% Enhanced Damage
Increase Maximum Durability 15%
Socketed (5: 0 used)

46: Credendum
Mithril Coil
Defense: 113
Durability: 13 of 16
Required Strength: 106
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x91ca76f7
+10 to Strength
+10 to Dexterity
+50 Defense
All Resistances +15

47: Super Mana Potion
Points: 200

48: Flawless Diamond
Can be Inserted into Socketed Items

Weapons: 54% Damage to Undead
Helms: +80 to Attack Rating
Armor: +80 to Attack Rating
Shields: All Resistances +14

Required Level: 15
Item Version: 1.10+ Expansion

49: Flawless Amethyst
Can be Inserted into Socketed Items

Weapons: +100 to Attack Rating
Helms: +8 to Strength
Armor: +8 to Strength
Shields: +24 Defense

Required Level: 15
Item Version: 1.10+ Expansion

50: Flawless Sapphire
Can be Inserted into Socketed Items

Weapons: Adds 6-10 cold damage over 2 seconds
Helms: +31 to Mana
Armor: +31 to Mana
Shields: Cold Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

51: Horadric Cube

52: 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

53: Fal Rune
Can be Inserted into Socketed Items

Weapons: +10 to Strength
Helms: +10 to Strength
Armor: +10 to Strength
Shields: +10 to Strength

Required Level: 41
Item Version: 1.10+ Expansion

54: Hel Rune
Can be Inserted into Socketed Items

Weapons: Requirements -20%
Helms: Requirements -15%
Armor: Requirements -15%
Shields: Requirements -15%
Item Version: 1.10+ Expansion

55: Ivory Jewel of Virility
Required Level: 56
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x86210f81
+8 to Strength
+54 Defense

56: Flawless Emerald
Can be Inserted into Socketed Items

Weapons: +59 poison damage over 6 seconds
Helms: +8 to Dexterity
Armor: +8 to Dexterity
Shields: Poison Resist +28%

Required Level: 15
Item Version: 1.10+ Expansion

57: Full Rejuvenation Potion
Heals 100% Life and Mana

58: Full Rejuvenation Potion
Heals 100% Life and Mana

59: Full Rejuvenation Potion
Heals 100% Life and Mana

60: Full Rejuvenation Potion
Heals 100% Life and Mana

61: Full Rejuvenation Potion
Heals 100% Life and Mana

62: Full Rejuvenation Potion
Heals 100% Life and Mana

63: Full Rejuvenation Potion
Heals 100% Life and Mana

64: Full Rejuvenation Potion
Heals 100% Life and Mana

65: Full Rejuvenation Potion
Heals 100% Life and Mana

66: Full Rejuvenation Potion
Heals 100% Life and Mana

67: Full Rejuvenation Potion
Heals 100% Life and Mana

68: Full Rejuvenation Potion
Heals 100% Life and Mana

69: Full Rejuvenation Potion
Heals 100% Life and Mana

70: Ort Rune
Can be Inserted into Socketed Items

Weapons: Adds 1-50 lightning damage
Helms: Lightning Resist +30%
Armor: Lightning Resist +30%
Shields: Lightning Resist +35%

Required Level: 21
Item Version: 1.10+ Expansion

71: Flawless Diamond
Can be Inserted into Socketed Items

Weapons: 54% Damage to Undead
Helms: +80 to Attack Rating
Armor: +80 to Attack Rating
Shields: All Resistances +14

Required Level: 15
Item Version: 1.10+ Expansion

72: Full Rejuvenation Potion
Heals 100% Life and Mana

73: Full Rejuvenation Potion
Heals 100% Life and Mana

74: Full Rejuvenation Potion
Heals 100% Life and Mana

75: Flawless Amethyst
Can be Inserted into Socketed Items

Weapons: +100 to Attack Rating
Helms: +8 to Strength
Armor: +8 to Strength
Shields: +24 Defense

Required Level: 15
Item Version: 1.10+ Expansion

76: M'avina's Tenet
Sharkskin Belt
Defense: 85
Durability: 8 of 14
Required Strength: 20
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x9b74b130
+50 Defense
5% Mana stolen per hit
+5 to Light Radius
20% Faster Run/Walk

***Partial Set Item Bonuses***
All Resistances +25
***Partial Set Item Bonuses***


77: The Mahim-Oak Curio
Amulet
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x5ed21570
+10 to Strength
+10 to Energy
+10 to Dexterity
+10 to Vitality
+10% Enhanced Defense
+10 Defense
All Resistances +10
10% Bonus to Attack Rating

78: Super Mana Potion
Points: 200

79: Super Mana Potion
Points: 200

80: Shael Rune
Can be Inserted into Socketed Items

Weapons: 20% Increased Attack Speed
Helms: 20% Faster Hit Recovery
Armor: 20% Faster Hit Recovery
Shields: 20% Faster Block Rate

Required Level: 29
Item Version: 1.10+ Expansion

81: Full Rejuvenation Potion
Heals 100% Life and Mana

82: Full Rejuvenation Potion
Heals 100% Life and Mana

83: Golemlord's Amulet
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0xfd8aaa5b
+3 to Summoning Skills (Necromancer Only)

84: Ghoul Cleaver
Cutlass
One-Hand Damage: 12 to 95
Durability: 12 of 12
Required Dexterity: 42
Required Strength: 15
Required Level: 37
Sword Class - Very Fast Attack Speed
Unidentified
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x7d0e3319
+51 to Attack Rating
+3 to Maximum Damage
Adds 1-6 lightning damage
108% Damage to Undead
+138 to Attack Rating against Undead
Level 6 Sacrifice (16/35 Charges)
+61 to Maximum Damage (Based on Character Level)
Ethereal (Cannot be Repaired)

85: Bone Heart
Smoked Sphere
One-Hand Damage: 4 to 10
Durability: 51 of 105
(Sorceress Only)
Required Level: 27
Orb Class - Normal Attack Speed
Unidentified
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x52d90573
+8 to Life
+20 to Mana
Magic Damage Reduced by 3
Fire Resist +33%
Cold Resist +20%
20% Faster Cast Rate
+1 to Shiver Armor (Sorceress Only)
Level 8 Telekinesis (44/60 Charges)

86: Spirit
Broad Sword
'TalThulOrtAmn'
One-Hand Damage: 7 to 14
Durability: 32 of 32
Required Strength: 48
Required Level: 25
Sword Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 65
Fingerprint: 0x416db37c
+22 to Vitality
+91 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
34% Faster Cast Rate
+2 to All Skill Levels
+4 Magic Absorb
Socketed (4: 4 used)

Tal Rune
Inserted into a Broad Sword

+75 poison damage over 5 seconds

Required Level: 17
Item Version: 1.10+ Expansion

Thul Rune
Inserted into a Broad Sword

Adds 3-14 cold damage over 3 seconds

Required Level: 23
Item Version: 1.10+ Expansion

Ort Rune
Inserted into a Broad Sword

Adds 1-50 lightning damage

Required Level: 21
Item Version: 1.10+ Expansion

Amn Rune
Inserted into a Broad Sword

7% Life stolen per hit

Required Level: 25
Item Version: 1.10+ Expansion

87: Rhyme
Tower Shield
'ShaelEth'
Defense: 25
Chance to Block:  64%
Durability: 60 of 60
Required Strength: 75
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x5d587b5c
+20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
40% Faster Block Rate
Cannot Be Frozen
Socketed (2: 2 used)

Shael Rune
Inserted into a Tower Shield

20% Faster Block Rate

Required Level: 29
Item Version: 1.10+ Expansion

Eth Rune
Inserted into a Tower Shield

Regenerate Mana 15%

Required Level: 15
Item Version: 1.10+ Expansion

Mercenary Items : 

1: Iron Pelt
Trellised Armor
Defense: 501
Durability: 17 of 157
Required Strength: 61
Required Level: 33
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0xaa745e6b
+25 to Life
+66% Enhanced Defense
Damage Reduced by 18
Magic Damage Reduced by 10
+125 Maximum Durability
+246 to Defense (Based on Character Level)

2: Tal Rasha's Horadric Crest
Death Mask
Defense: 111
Durability: 20 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0x93f4c975
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit
Socketed (1: 0 used)

3: Insight
Thresher
'RalTirTalSol'
Two-Hand Damage: 47 to 452
Durability: 37 of 65
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8da75fef
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+221% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+6 to Critical Strike
35% Faster Cast Rate
243% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 16 Meditation Aura When Equipped
Socketed (4: 4 used)

Ral Rune
Inserted into a Thresher

Adds 5-30 fire damage

Required Level: 19
Item Version: 1.10+ Expansion

Tir Rune
Inserted into a Thresher

+2 to Mana After Each Kill

Required Level: 13
Item Version: 1.10+ Expansion

Tal Rune
Inserted into a Thresher

+75 poison damage over 5 seconds

Required Level: 17
Item Version: 1.10+ Expansion

Sol Rune
Inserted into a Thresher

+9 to Minimum Damage

Required Level: 27
Item Version: 1.10+ Expansion

Non-dump:

Peasant Crown
Vipermagi, 35%
Spirit, 33%, in broad sword
Rhyme, Tower Shield
Goldwrap
29% LR rare gloves
24% LR/20% PR rare ring
25% FR/10% LR rare ring
29/14/35 FR/LR/CR rare boots /w 24% MF
Makim-oak ammy
+3 summons ammy in cube
Nothing on switch
Lots of res/life/mana charms

Merc: Act 2 Might, a true moron
Insight Thresher
Tal's mask
Iron Pelt

Stats and gear
8679898998_49525e05ce_c.jpg


Summons
8679899928_0fd4d04540_c.jpg


Curses
8679899224_13e8342377_c.jpg


P&B
8678789541_cbdbd2903e_c.jpg


I picked this character up whilst bored of running to 99 lately. He was in Act 1 nightmare, mostly untwinked. I blitzed through Fisny's guide just to refresh myself of the basics - 20 RS, 20 SM, 20 CE, 1 in Revives, 1 in all Golems and summons resist with the rest split between Amp, Revives, and Golem Mastery. I haven't played a Fishymancer since my very first successful D2 character, a Fishy that ran everything way back in the day.

Playing was a breeze although there were some sketchy spots. The merc is really the key to this build when its underpowered and untwinked, etc. My play suffered, especially against bosses, because my merc lacked Crushing Blow. Bosses are just so damn slow. Play also dramatically slowed down when I hit Act 4 Hell, as more things seemed to be fire immune or having more physical resistance than normal.

Only a few areas did I hit some trouble. Tight areas - Maggot Lair and Arcane Sanctuary as usual - were trouble, but I were dealt with by unsummoning the skeletons and going merc only.

Ancients were a breeze, requiring only two pots going to the merc b/c of the Whirler's whirls pre-massive slowing. The kill speed was greatly increased by using Urdars - crushing blow weilding beat downs from Act 4 - to cut down the Ancients life. Mods were OK, leaper spawned Aura enchanted and I never exactly figured out what that aura was.

WSK was fine, Lister spawned fanat and extra past and demolished eight skeletons before I retreated to revive more. Even with a fresh pack of 10 he killed two more. Decrep is good, but not that good.

And Baal took about five minutes to kill. Only one Urdar could get to him at a time, and the CB rarely triggered. When it did, you saw a huge chunk of life go away, but the time expired on the Revives with about 30 percent of Baal's life to go. Again, it took a long time.

Normally on a fishymancer I have run only clay golem the entire time. I ran Fire Golem for everything but bosses but was unimpressed for the most part. I'm going to test out Steel Golem using something with crushing blow - IK Mauls please! - and go from there.

Significant finds? Nothing. Io from hell HF, Ko from NM hellforge. I did manage to make a Wealth so I'm going to be running the Pit with that and an Ali Baba tulwar to MF the hell out of that place.
 
Originally posted by @Cyrax on Nov 13, 2010:

Guardian GivMeThyLife, untwinked summon necro

Hi all, it's been a while since i posted a pat/mat/guardian, but here we have another one. This one is called GivMeThyLife and is a fairly standard HC summon necro that went through hell untwinked. Since everybody knows the build i'll spare you the explanation and get on with the stats of both me and the merc.

Code:
Name:       GivMeThyLife
Class:      Necromancer
Experience: 780027563
Level:      81

            Naked/Gear
Strength:   118/118
Dexterity:  25/26
Vitality:   327/327
Energy:     25/25
HP:         849/893
Mana:       185/202
Stamina:    471/478
Defense:    6/750
AR:         80/85

Fire:       138/98/38
Cold:       99/59/-1
Lightning:  183/143/83
Poison:     90/50/-10

MF:         64       Block:      2
GF:         261
FR/W:       0
FHR:        0
IAS:        0
FCR:        0

Amplify Damage: 1/6
Dim Vision: 0/0
Weaken: 1/6
Iron Maiden: 0/0
Terror: 1/4
Confuse: 0/0
Life Tap: 0/3
Attract: 0/0
Decrepify: 1/4
Lower Resist: 0/0

Teeth: 1/4
Bone Armor: 0/0
Poison Dagger: 0/0
Corpse Explosion: 20/23
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: 20/27
Clay Golem: 1/5
Golem Mastery: 3/7 (spare points went here)
Raise Skeletal Mage: 20/24
Blood Golem: 1/5
Summon Resist: 1/5
Iron Golem: 1/5
Fire Golem: 0/0
Revive: 0/0

Coral Ring
Ring
Required Level: 13
Fingerprint: 0x9dea066b
Item Level: 30
Version: Expansion 1.10+
Lightning Resist +21%

Tarnhelm
Skull Cap
Defense: 10
Durability: 18 of 18
Required Level: 15
Required Strength: 15
Fingerprint: 0xd9b028d3
Item Level: 48
Version: Expansion 1.10+
+1 to All Skills
75% Extra Gold from Monsters
49% Better Chance of Getting Magic Items

Grim Hold
Ring
Required Level: 21
Fingerprint: 0xccaf8224
Item Level: 35
Version: Expansion 1.10+
12% Chance to cast level 4 Nova when struck
+1 to Dexterity
Cold Resist +9%
Fire Resist +23%
Damage Reduced by 1

Brimstone Spur
Greaves
Defense: 12
Durability: 24 of 24
Required Level: 13
Required Strength: 70
Fingerprint: 0xb0567cef
Item Level: 38
Version: Expansion 1.10+
10% Chance to cast level 3 Nova when struck
Cold Resist +10%
Lightning Resist +10%
Fire Resist +26%
Poison Length Reduced by 25%
48% Extra Gold from Monsters

Brimstone Grip
Gauntlets
Defense: 19
Durability: 24 of 24
Required Level: 27
Required Strength: 60
Fingerprint: 0x613a04b3
Item Level: 68
Version: Expansion 1.10+
10% Chance to cast level 3 Nova when struck
3% Mana stolen per hit
+22% Enhanced Defense
Lightning Resist +20%
Fire Resist +5%
60% Extra Gold from Monsters

Gemmed Wire Fleece
Wire Fleece
Defense: 462
Durability: 32 of 32
Required Level: 53
Required Strength: 111
Fingerprint: 0xfec949cc
Item Level: 85
Version: Expansion 1.10+
All Resistances +30
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune

Bitter Winding
Battle Belt
Defense: 58
Durability: 18 of 18
Required Level: 46
Required Strength: **
Fingerprint: 0xef95d76b
Item Level: 81
Version: Expansion 1.10+
+49% Enhanced Defense
+31 to Life
Replenish Life +9
+7 Maximum Stamina
Lightning Resist +29%
61% Extra Gold from Monsters
Required Level +5

Garnet Small Charm of Greed
Small Charm
Required Level: 20
Fingerprint: 0xd6011a64
Item Level: 86
Version: Expansion 1.10+
Fire Resist +8%
8% Extra Gold from Monsters

Viridian Small Charm of Greed
Small Charm
Required Level: 15
Fingerprint: 0x7e135779
Item Level: 10
Version: Expansion 1.10+
Poison Resist +7%
9% Extra Gold from Monsters

Viridian Small Charm of Frost
Small Charm
Required Level: 10
Fingerprint: 0x18479411
Item Level: 25
Version: Expansion 1.10+
Adds 1 - 2 Cold Damage Over 1 Secs (25 Frames)
Poison Resist +7%

Azure Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x16350a71
Item Level: 68
Version: Expansion 1.10+
Cold Resist +4%

Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0x1dd1c19b
Item Level: 70
Version: Expansion 1.10+
6% Better Chance of Getting Magic Items

Serpent's Small Charm of Storms
Small Charm
Required Level: 40
Fingerprint: 0x9ea381e6
Item Level: 71
Version: Expansion 1.10+
Adds 1 - 28 Lightning Damage
+17 to Mana

Stout Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xeee7c681
Item Level: 79
Version: Expansion 1.10+
+8 Defense
+13 to Life

Grim Torc
Amulet
Required Level: 33
Fingerprint: 0xc10da5c1
Item Level: 84
Version: Expansion 1.10+
8% Chance to cast level 5 Chain Lightning on attack
+1 to Summoning Skills (Necromancer Only)
All Resistances +16
Poison Length Reduced by 25%
5% Better Chance of Getting Magic Items

Ocher Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x75077c57
Item Level: 34
Version: Expansion 1.10+
Lightning Resist +7%

Small Charm of Fortune
Small Charm
Required Level: 18
Fingerprint: 0xb0f1f77b
Item Level: 82
Version: Expansion 1.10+
4% Better Chance of Getting Magic Items

Yew Wand
One Hand Damage: 2 - 8
Durability: 15 of 15
Required Level: 6
Fingerprint: 0x168f86d5
Item Level: 15
Version: Expansion 1.10+
+2 to Amplify Damage (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+2 to Weaken (Necromancer Only)

Rune Ward
Bloodlord Skull
Defense: 183
Chance to Block: 0
Durability: 20 of 20
Required Level: 65
Required Strength: 106
Fingerprint: 0x43bb3593
Item Level: 80
Version: Expansion 1.10+
+2 to Necromancer Skill Levels
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+3 to Life Tap (Necromancer Only)
+23% Enhanced Defense
Lightning Resist +20%
Attacker Takes Damage of 3

Mercenary:

Name:       Alhizeer
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 64576842
Level:      81
Dead?:      false

            Naked/Gear
Strength:   179/193
Dexterity:  144/144
HP:         1607/1607
Defense:    1189/1749
AR:         1865/1865

Fire:       175/135/75
Cold:       175/135/75
Lightning:  205/165/105
Poison:    175/135/75

Lore
Death Mask
OrtSol
Defense: 84
Durability: 18 of 20
Required Level: 27
Required Strength: 55
Fingerprint: 0x58d8ba54
Item Level: 80
Version: Expansion 1.10+
+1 to All Skills
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Gemmed Kraken Shell
Kraken Shell
Defense: 476
Durability: 25 of 48
Required Level: 61
Required Strength: 174
Fingerprint: 0x803e2273
Item Level: 84
Version: Expansion 1.10+
All Resistances +30
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tal Rune
Socketed: Ort Rune
Socketed: Thul Rune

Cruel Pike of the Giant
Pike
Two Hand Damage: 48 - 216
Durability: 25 of 25
Required Level: 51
Required Strength: 60
Required Dexterity: 45
Fingerprint: 0x61172bd6
Item Level: 80
Version: Expansion 1.10+
243% Enhanced Damage
+14 to Strength

The original plan was to make a stop first at NM Meph and later at hell Meph for some MFing and expanding my HC grail. Unfortunately i'm used to doing that with heavily twinked chars which make for much faster runs. So my patience didn't keep up and after a few runs at NM Meph i decided to exit NM and get on with hell.

In hell i really had to watch out. My fire and lightning resist were positive, but not by much. And poison and cold were pretty deep in the red. So i stayed back in order to not get hit by exploding CE bosses. Other than that it was uneventfull until i got to LK.

There i ran into hierophants or whatever they're called there. So now i had to be extra carefull not to get caught by any blizzards (my cold resist was -22 at that time). With some care and potions i got to travi, thinking the worst was behind me. Oh boy was i wrong. It had only just begun. When going to the councils i ran into lots and lots of zealots. Lots of them were minions too. Then my army gets hit by multiple blizzards. With skellies chilled by the cold and with lots of healing it took a while to get some zealots down. Apparently my skellies couldn't take the heat..uhm cold too wel because i had to tp out and get a new army two or three times. After clearing most of the zealots i discovered where the heavy blizzard activity came from. Not 1 but 2 bosses and some regular hierophants. With some careful placing of the golem to distract them (so they wouldn't heal the one my skellies were attacking) i finally managed to take them out.
After that the councils weren't so bad, even though it took another trip back for a new army. Meph didn't put up much of a fight, which might have been caused by a decrepify/clay golem combo. His drop wasn't really useful.

In act IV i had to watch out for souls when looking for Izual. Even though my LR was above 0, they're still something to be carefull with. Izual himself went down surprisingly fast thanks to CE.
Next up was HF. It was crawling with bosses, including one with fanat aura. But once you get the first few corpses CE makes short work of just about anything. Only Hephasto himself was refusing to give up, but my army convinced him to bite the dust anyway. Collecting the forge was surprisingly fruitfull. For once my very, very bad forgeluck stayed away and i got a gul.

Then followed by a not so eventfull trip through the rest of the act and the better part of act V. Until the frozen river that is. There i got those deathlord types, which were all PI. Amp broke most of them, but i did get 2 bosses which were still PI even with amp. So my mages came in handy after all. All that made for a very slow progress because even when broken they still had very high physical resists. All in all not as dangerous as expected, just slow.

Well, up to the ancients then. Maybe i should've rerolled them since one had a fanat aura, but i didn't feel like it and thought my skellies should be able to take them anyway. It started out fine. They took out a couple of iron golems, but not much else. Since my skellies didn't focus like a regular player would do i ended up with 3 half dead ancients when a couple of skellies dropped and even worse, so did my merc. So no more might aura for me. Now i did get to feel a bit of tension. Luckily they took out the one with the aura first. All i had to do now was watching out for the thrower who sometimes tried taking a shot at me, and stay away from them both since they both were FE and i didn't want to get caught in their deathexplosion. In the end i think i had 6 skellies and maybe 1 or 2 mages left.

WSK wasn't that bad, except one lvl (can't remember which) were i got some more souls. The waves went just fine. Lister's pack even didn't pose much of a threat. Lister himself took a while though. Since he was amped i couldn't see it, but i suspect he was PI before amp.
So only one left. And we all know that without CB it takes forever. So that's exactly what happened. No danger except maybe dying of boredom. And he didn't even drop me anything nice. However i did get my shiny new title: guardian.

As far as gameplay goes i think everyone knows what goes on with this type of guys so i'm not gonna go into that.
Nice finds were:
- nightwings veil (spider forest IIRC)
- gul from forge
- rare boots and belt (see below) never wore either since my resist priorities lay elsewhere but still nice items

Hailstone Track
Greaves
Defense: 13
Durability: 16 of 24
Required Strength: 70
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0xee034dae
Lightning Resist +22%
Cold Resist +29%
Poison Resist +25%
20% Faster Run/Walk
Half Freeze Duration

Cruel Winding
Light Belt
Defense: 4
Durability: 12 of 14
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x7c18c743
+28 to Strength
+16% Enhanced Defense
Fire Resist +20%
Cold Resist +16%
56% Extra Gold from Monsters
24% Faster Hit Recovery


Thanks for reading and perhaps till next time 👍.
 
Originally posted by @DaveWThe2nd on Apr 24, 2008:

Guardian Thread from DaveW

Here is my first Guardian, an untwinked Fishymancer. By untwinked I mean ATMA was used to store stuff and I chose gear from it according to what he needed. Without further ado, let me introduce Guardian AriseChild (I like the name)

Character name : AriseChild
Character type : Hardcore Necromancer
Character level : 81
Character exp : 805787359

Strength : 78
Energy : 30
Dexterity : 56
Vitality : 321
Stat Points Rem : 0
Skill Points Rem: 9

Life : 972 / 837
Mana : 276 / 195
Stamina : 465 / 465

Gold (Inventory): 63930
Gold (Stash) : 1142166

Skill Points
Raise Skeleton 20
Skeleton Mastery 20
Corpse Explosion 20

Amp Damage 3
Dim Vision 3
Attract 3
Revives 3
and points in Prereqs.

Equipment
Code:
Blood Finger
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 21
Fingerprint: 0x102f1c8d
+11 to Attack Rating
Lightning Resist +29%
9% Better Chance of Getting Magic Items

Tal Rasha's Fine-Spun Cloth
Mesh Belt
Defense: 95
Durability: 16 of 16
Required Strength: 46
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 46
Fingerprint: 0xaa7d8c33
+20 to Dexterity
+30 to Mana
12% Better Chance of Getting Magic Items
Requirements -20%
37% Damage Taken Goes to Mana

***Partial Set Item Bonuses***
+60 Defense
10% Faster Cast Rate
***Partial Set Item Bonuses***


Shadow Horn
Circlet
Defense: 23
Durability: 35 of 35
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 39
Fingerprint: 0xcc42d295
+12 to Strength
+31 to Mana
Damage Reduced by 4
+2 to Summoning Skills (Necromancer Only)
Repairs 1 durability in 20 seconds

Storm Clasp
Amulet
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 34
Fingerprint: 0xa50c04a0
+43 to Life
All Resistances +15
8% Better Chance of Getting Magic Items
10% Faster Cast Rate
Half Freeze Duration
+1 to Summoning Skills (Necromancer Only)


Grim Grip
Ring
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x57e27b1
+9 to Minimum Damage
Lightning Resist +7%
Cold Resist +11%
4% Life stolen per hit
22% Better Chance of Getting Magic Items



Cruel Trample
Light Plated Boots
Defense: 11
Durability: 18 of 18
Required Strength: 50
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0xc3a75323
+5 to Dexterity
Fire Resist +35%
Lightning Resist +37%
30% Faster Run/Walk

Sander's Taboo
Heavy Gloves
Defense: 29
Durability: 14 of 14
Required Level: 28
Item Version: 1.10+ Expansion
Item Level: 71
Fingerprint: 0xb200c350
+40 to Life
+23 Defense
Adds 8-10 poison damage over 3 seconds
20% Increased Attack Speed

Smoke
Gothic Plate
'NefLum'
Defense: 225
Durability: 55 of 55
Required Strength: 70
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 41
Fingerprint: 0x6cbefd92
+10 to Energy
+75% Enhanced Defense
+280 Defense vs. Missile
All Resistances +50
-1 to Light Radius
20% Faster Hit Recovery
Level 6 Weaken (18/18 Charges)
Socketed (2: 2 used) 

Necromancer's Burnt Wand of the Locust
One-Hand Damage: 8 to 18
Durability: 15 of 15
Required Strength: 25
Required Level: 42
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 63
Fingerprint: 0xa91be1ea
6% Life stolen per hit
+2 to Necromancer Skill Levels
150% Damage to Undead

Ghoul Shield
Preserved Head
Defense: 7
Chance to Block:  23%
Durability: 19 of 20
(Necromancer Only)
Required Strength: 12
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x5613bb28
+3 to Strength
+32% Enhanced Defense
+3 to Maximum Damage
All Resistances +19
Adds 2-7 poison damage over 3 seconds
+2 to Necromancer Skill Levels
Level 5 Bone Spear (0/97 Charges)
Socketed (1: 1 used)
(PDiamond)

I made SMOKE after my Hell HF drop. Before that I was wearing Heavenly Garb, the ugliest armour for a Necro. :rolleyes: And for most of the game I was using a 3 PDiamond Kite shield. I wanted to use the Preserved Head but didn't want to lose resists. But when the Lum dropped for Smoke, I socketed the Head and kissed the kite goodbye.


Mercenary Items :
Code:
Rockstopper
Sallet
Defense: 185
Durability: 13 of 18
Required Strength: 43
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x9e5fe395
+15 to Vitality
+194% Enhanced Defense
Damage Reduced by 10%
Fire Resist +32%
Lightning Resist +36%
Cold Resist +26%
30% Faster Hit Recovery 

Haemosu's Adamant
Cuirass
Defense: 694
Durability: 36 of 50
Required Strength: 52
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x6215214c
+75 to Life
+500 Defense
+35 Defense vs. Missile
+40 Defense vs. Melee
Requirements -20% 

Death Fang
Thresher
Two-Hand Damage: 12 to 141
Durability: 33 of 65
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xd27551db
7% Life stolen per hit
8% Mana stolen per hit
20% Increased Attack Speed
Not the best weapon but it did have LL.

The Rockstopper dropped in Hell Act 3. Before that he was wearing anything I could find. I wanted something with Life Leech for him (Tals Crest or Vampire Gaze) but would they drop? Nooo waaayyy. Haesmosus Adamant dropped in Hell Act 2 iirc. Before that he was wearing an Eth Rattlecage which is really annoying because the CtC Flee makes the little buggers run away.



HellForge Drops
NM - Hel
Hell - Lum

Well AriseChild faced the usual tricky spots for a Fishymancer (Maggot Lair and Arcane Sanctuary) but this was mainly in Hell. In Normal and NM I kept all the skellies and merc and dropped the setting to players 1. A couple of times his life bulb got taken to about 50% (Hell Jail Level 1 when my tp got swarmed) and NM Cows when I missed the tp and picked up a potion instead. Needless to say a very determined looking cow came along, looking to make a name for himself. Both times I hit S&E (which saved me from the A&E (Accident and Emergency Clinic. lol))

But the best (or worst NDE) was with the Hell Ancients. I re-rolled once because my merc went down. I took the opportunity to gather some hard hitters from the River of Flame and went back in. I had separated the Ancients into a group of 2 and 1 and kept the decrip on. Pretty good. The first to go was in the group of two, so I still had 2 separated Ancients. Still good. I concentrated on the WW guy while casting decrip over my shoulder at Madawc. Alrighty. But I got excited about Mr Whirly going down and must have forgotten to keep Madawc decripped. Anyways WW guy explodes taking my merc with him and nearly my whole life bulb! And guess who is standing right next to me. Madawc ... he must have been amazed at my transparent life bulb too cause he didn't attack. Hit the rejuv button and went on the decripfy. The Clay Golem and 9 skellies were able to take him out. Waahoo!

But Baal was a total anti-climax. 15 minutes maybe. I kept the decrip on and with the Clay Golem he was slowed and pinned beside a pillar. The merc and skellies pecked away at him.

Future plans for AriseChild? WSK runner and gather gear for another Guardian or 2. I must say HC is pretty damn exciting. 👍
 
Originally posted by @DaveWThe2nd on May 16, 2011:

Guardian LittleSucka: IronGolemancer

LittleSucka
Hardcore Necromancer

Stats/Skills
Code:
Strength        : 60
Energy          : 25
Dexterity       : 152
Vitality        : 238

Life            : 828 / 669
Mana            : 324 / 183
Stamina         : 381 / 381

Max Golem Mastery/Fire Golem/Corpse Explosion
Will max Blood Golem for extra HPs
Points into Amp/Decrip/Attract and prereqs.
Points in Revive for added meat shield support.
Hell Forges ... nothing.

Gear
Code:
Iratha's Coil
Heart of the Oak
Homunculus
Tal Rasha's Fine-Spun Cloth
Treads of Cthon
Iratha's Collar
Iratha's Cuff
Nagelring
Nagelring
Skin of the Vipermagi

Inventory
Code:
Stout Large Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 35
Fingerprint: 0xe52c22be
+4 Defense
8% Faster Hit Recovery

Large Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 37
Fingerprint: 0x9abb529b
8% Faster Hit Recovery

Large Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 2
Item Version: 1.10+ Expansion
Item Level: 42
Fingerprint: 0xa80658b1
+3 to Strength

Amber Large Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 46
Fingerprint: 0x3a0ed715
+14 to Life
Lightning Resist +15%

Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 54
Fingerprint: 0x9691a860
All Resistances +5

Shimmering Large Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x5a68b444
+25 to Life
All Resistances +7

Serpent's Small Charm
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xb13d0f05
+17 to Mana

Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x42c9887d
+38 to Life

Serpent's Small Charm
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x9d4c6c02
+17 to Mana

Stalwart Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 40
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x2e4abef5
+16 to Life
+28 Defense

Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x3a006a30
5% Faster Hit Recovery

Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x5d00a4c8
+18 to Life

Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x945003ad
5% Faster Hit Recovery

Might Mercenary
Code:
Iron Pelt
Crown of Thieves
Hone Sundan

LittleSucka has beaten back the tides of evil, and the world is safe ..... for now. The IGMancer is a very safe and effective build, as any summons-based Necromancer are. The items used for the IG were 3 IK Mauls, a Windhammer, a Bonesnap and an Insight (in a Bec-de-Corbin), plus a few other random weapons I had in my stashes. (a Battlebranch and something else I can't re-call) Nothing hurts him except elemental damage + conviction. But an annoying feature was him constantly being chilled. I couldn't think of a way to prevent that or lessen the inconvenience of having him slowed. A good thing is that he takes damage in manageable amounts: A 1/4 life lost then then pause, another 1/4 life lost, then pause, giving me time to TP and heal him up.

In terms of gameplay, the IGMancer plays slightly different to the standard Fishymancer. I liken a Fishy to a bludgeon type attack, throwing walls of soldiers into the fray until a crack appears and CE the hell out of the place. But the IGMancer is like the surgeon knife of the Summoncer builds: the army is smaller, more mobile and has 2 sources of DPS: mercy and IG. CE is not so effective (tho it still rocks) due to merc and IG often fighting separate battles. Because the army is smaller and battles are often fought on double fronts, the Revives have to play a more covering style of play, distracting monsters from the Necro. I made ample use of the usual Necro tricks to further keep the villains busy: Attract and Dim Vision (DV more for dangerous ranged attackers) Once again, the mercs AI is way behind that of the IG. LittleSucka would always stay up with me whereas dumbass Emilio skives off round the back for a cigarette. Just plain annoying.

The Hell Ancients were very easy. Re-rolled once due to a Conviction spawn, then tele'd to separate and Decrip to slow them down. The mercs Hone Sundan and IK Maul IG made short work of them. Didn't need any revives for the Ancients but used a full retinue (8) in the WSK and Throne Room. Listers Mob were handled with Iron Maiden which was surprisingly effective, especially since they targetted LittleSucka. His Thorns damage adds to the IM damage. Three went down relatively fast and CE took care of the rest. Baal was Decripped and CB took him down.

Overall a fun and effective character. With some twinking of gear, he could be a good MFer too. He rips up the RoF for instance. I'm gonna try him out in some level85 areas. Wish me luck. Big ups to NF for info and inspiration for this guy. Thx for reading. Laters! 👋
 
Originally posted by DeathMaster on Feb 19, 2004:

My first 1.10 HC and first ever Guardian

My Fishymancer made Guardian last night (very late night), at level 83.

He is my first ever Guardian, and first HC 1.10.

There are few things worth to point out with this build, and during play time.

1) He didn't get help form anyother char/item, all "solo" and only used he found on the way.
2) All his items are pretty crappy, none would hold any trade value at all (not even give away for free).
3) He beat NM and almost the whole act1 hell with empty handed, practicly naked. The only monster he couldn't beat naked is hell Andy.
4) I believe he found a bug in game that almost took his life: He was in ancient's way, and cleaned the area he was standing and surround, so there were 100% no monsters near, and the ground was cleaned as well, all CEed and revived. I did a cube there to save space (didn't want to leave, why waste a TP?), and I noticed his health bar suddenly dropped to almost ZERO, I hit full reg posion, and esc the cube screen, I found nothing around, all skelly and revives were doing nothing, no fight, no dead body. Where was the "attack" coming from? Some kind of delayed damage?
5) he finished official Fishy build at lvl 76, since then, no single skill pts spend, and about 44 stat pts saved. Don't know what to do with them yet.
6) shaman is one of the worst monster type for this build, gloam, blacksoul, burningsoul are bad monsters, but not as bad as shaman.
7) I met quite few unbreakable PIs, and half of them were not possible to kill with this build.
8) sometime, I had to play reckless in order to pass certain area, not good for HC, but can be done.
9) I don't believe you can beat the game naked with Fishymancer, at least, not HC.
 
Originally posted by Doctor Clock on Mar 2, 2012:

My first Guardian: Guardian Tao





"Go forth, and death be thy destination," Ommadon.


Guardian Tao

Level 85 Fishymancer


Stats:


Strength: 82
Dexterity: 39
Vitality: 410
Energy: 25


HP: 1349


Resists: 75/75/75/40




Summoning Spells:


20 (26) Skeletal Mastery
20 (26) Summon Skeleton
13 (19) Clay Golem
1 (7) Golem Mastery
1 (7) Raise Skeletal Mage
1 (7) Summon Resist


Poison and Bone Spells:


16 (18) Corpse Explosion
1 (3) Bone Armor
1 (3) Bone Wall


Curses:


3 (7) Amplify Damage
13 (17) Dim Vision
1 (5) Life Tap
1 (5) Decrepify


Items:


Head: Death Brow Circlet (+2 Summoning Skills, 4 resist all, Ral rune)
Amulet: +2 Summoning Skills Amulet
Weapon: Spirit Long Sword
Armor: Artisan's Full Plate of the Colossus (Thul rune, Ort rune, Perfect Ruby)
Shield: Artisan's Kite Shield (3 Perfect Diamonds)
Glove: Trang Oul's Claws
Ring 1: Shadow Hold (37 life, 10 Fire resist, 8 Poison resist)
Belt: Brimstone Cord (6 Strength, 38 Life, 26 Lightning resist)
Ring 2: Storm Touch (8 Resist All, 28 Cold resist)
Boots: Spirit Shank (30% FRW, 10 Fire resist, 22 Poison resist)


Back Pack: Various life and resist charms.


Mercenary:


Durga
Act 2 NM Offensive


Head: Sazbi's Mental Sheath
Weapon: Insight Colossus Voulge
Armor: Griswold's Heart (Fal, Fal, 12 resist all jewel)




Ramblings:


Well, I decided to jump on the recent first Guardian bandwagon. Finishing off that Diablo 2 bucket list. He's a Fishymancer so it wasn't particularly difficult. High level Dim Vision makes even the scarier boss packs pretty easy Having 12 or so meat shield between you and the baddies doesn't hurt, either. Only the Ancients and a double boss pack of Burning Souls in the WSK proved somewhat challenging.

/Players 8 through Normal and Nightmare and /players 3 through Hell. Single pass, untwinked. Notable finds were an Ist rune, Ribcracker, and a Sparking grand charm. Pul and Lum from Nightmare and Hell Hellforge.

I stuck my only two Fal runes in the merc's armor because I used up all my Amethyst cubing elite polearms for Insight and Durga didn't have enough strength to equip a colossus voulge. Unfortunately, it meant I couldn't make Lionheart when a Lum finally dropped.

I have plans to do a Sept, but hopefully D3 will be out before I get around to that, and it will actually good enough that I won't want to. At the very least, I completed my first Hardcore character, and he stands proud and menacing among my collection. He was a lot of fun and I'm glad to have finished the character.

Thanks for reading.
 
Originally posted by GoHabsGo on Sep 28, 2007:

Guardian TDC-Kovalev : Back to Basics

SPF Introduction
Hello everyone! I've been lurking and posting on the SP forum for quite a while now but I will use this as my introduction post. I started playing Diablo II the day it came out (been playing D1 until that). Back then, I made two single players char before moving on to Battle Net ... and never looked back. Until recently, I never understood the reasons for someone to prefer SP over Battle Net.

But as the ladder reset lured me back into this game that once possessed me so badly (yes I've reached level 99 on b.net), I experienced a pretty sour journey. My hard-working WindDruid got TPPKed at level 88. Not the type to quit so quickly, I gathered the strenght to restart but the overly mature and helping USeast community we're able to convince me of my supreme noobness. I took a small break and when I got back, all those mules that we're holding the few items I managed to save we're expired. Well that was it. From that every moment, I felt Battle Net had nothing more to offer me. I had done it all. So I had to start something new, or come back to where it all started...

So without wasting more time, I glady present my first Single Player Guardian!

Guardian TDC-Kovalev : Back to Basics

Warning : if for you, the only accomplishements worth mentionning are beating Hell Baal with a naked sorc using unsynergised Ice Bolt or other challenge of that nature, you might as well stop reading right now as you will find this build very ... usual.

For my first serious SP char, I wanted something meaningful. Since my first character of all time was a necromancer named Boner (omg, what an original name!) I figured I should make one and finish what I started more than 7 years ago. Plus, a lot of guides we're suggesting this path for a ''start from scratch'' char.

So I went with the easy Summoner path. A pleasant experience I must say. Never before had I made a character who could fight the minions of evil while I cooked supper, watched a movie or cleaned my room.

I was able to beat normal and nightmare on P8 without much challenge (except for Diablo in normal who was quite a showcase of patience). It's not before Hell that I really learned the tricks of this little summoner. Even with level 30 RS/SM and a Might merc, the killing speed dropped drastically. And then came Corpse Explosion. I had never been a big supporter of this skill. And now? Well if Blizzard would plan to remove, I'd certainly join the riot in front of their office. This skill is nasty but so powerfull. ''The bigger they are, the harder they fall'' took all his meaning here. All the monsters I usually hate suddenly became my favorites spawns (maggots, flesh spawners, etc). So I cruised trough Hell Act 1 & 2, I even did the Spider Forest without trouble...

''You are now entering the Great Marsh''
Guess what? If you've never been a pro with Dim Vision, you better learn to use it here or Deeds of Valor WILL be remembered. Just like CE, I had heard many praises about this skill. At that point, I had been saving skills (almost 20) and had only 1 pts in DV. Well after 2 Gloams pack encounter, I pumped 10 hard points in Dim Vision. The rest is history, with a combination of Amp and DV, I finished my journey without problem. Baal fell to me last night (on P5), I didn't even use one potion during that fight.

Finally, the stats/skills/equipment listing:

TDC-Kovalev
Necromancer - Level 83

Stats Points (base)
Str: 75
Dex: 25
Vit: 320
Ene: 25

Unused: 60


Skill Points (base)
Raise Skel: 20
Skel Mast: 20
Clay/Blood/Iron Golems: 1
Golem Mastery: 1
Summon Resist: 1
Skel Mages: 1
Revives: 1

Teeth: 1
Corpse Explo: 20

Amp Dmg: 1
Dim Vision: 11
Terror: 1
Weaken: 1
Decrep: 1

Unused: 11 skills points

I'm not sure what to do with them yet. It's between pumping Skel Mages or maxing Dim Vision (never far enough!)


Equipment

Golemlord's Yew Wand
One-Hand Damage: 2 to 8
Durability: 14 of 15
Required Level: 45
Staff Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0x7ddf8690
+2 to Summon Resist (Necromancer Only)
150% Damage to Undead
+3 to Summoning Skills (Necromancer Only)


Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 11 of 24
Required Strength: 43
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 59
Fingerprint: 0xcd32769
+120% Enhanced Defense
Magic Damage Reduced by 13
All Resistances +31
30% Faster Cast Rate
+1 to All Skill Levels



Undead Crown
Crown
Defense: 144
Durability: 26 of 26
Required Strength: 45
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0x53a82640
+51% Enhanced Defense
+40 Defense
Poison Resist +50%
5% Life stolen per hit
+3 to Skeleton Mastery (Necromancer Only)
Half Freeze Duration
50% Damage to Undead
+69 to Attack Rating against Undead
Ethereal (Cannot be Repaired)
*I switched between this and Iratha's Helm a lot


Doom Finger
Heavy Gloves
Defense: 5
Durability: 12 of 14
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 22
Fingerprint: 0xbc8f7481
+1 to Dexterity
Lightning Resist +21%
Cold Resist +13%
14% Better Chance of Getting Magic Items
10% Chance to cast Level 3 Nova when struck


Death Shank
Greaves
Defense: 23
Durability: 21 of 24
Required Strength: 70
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xffbe008f
+49% Enhanced Defense
Heal Stamina Plus 50%
Lightning Resist +8%
25% Better Chance of Getting Magic Items


Dire Lock
Demonhide Sash
Defense: 29
Durability: 12 of 12
Required Strength: 20
Required Level: 24
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x8b111944
+5 to Strength
+47 to Life
Fire Resist +11%
Repairs 1 durability in 33 seconds


Fortuitous Ring
Required Level: 8
Item Version: 1.10+ Expansion
Item Level: 43
Fingerprint: 0x8b23180
15% Better Chance of Getting Magic Items


Grim Whorl
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 22
Fingerprint: 0x9f520c62
+1 to Dexterity
+5 to Mana
+93 to Attack Rating
+2 to Minimum Damage
Cold Resist +22%
6% Better Chance of Getting Magic Items


Golemlord's Amulet
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0x2d6805b4
+3 to Summoning Skills (Necromancer Only)





This character got all the Way Points and did all the Quests in the game (except for Hell Nhil since I plan on running Pindle sometime). Normal and Nightmare we're done on P8 while Hell was a mix of P5 and P3.

So that's it, my 1st SP Guardian is now behind me. I can move on to a new exciting project. My goal is to make a Sept of HC chars.
 
Originally posted by @Grisu on Feb 26, 2011:

Guardian #8 - Poison_Dexter, obsession tourney Necromancer

And finally another Guardian from the very much liked Obsession tournament hosted by Wolron back in 2007. After having guardianed the Obsession sorc No_Sushi and the Obsession Paladin Lightning_Monk, Poison_Dexter is the third one - leaves four to go :rolleyes:

For those who don't want to go through pages of rules:
  • I was only allowed to use these 3 skills: first CE till maxed, then Decrepify till maxed, then Raise Skeleton. Synergies were allowed to be pumped, but not to be used.
  • only 1 point per level in either DEX, STR or ENE. The others had either to be spent on Vitality or saved for after the tournament.
  • Items: only those that mention either "Poison", "Vitality", "All Resistances", "All Attributes", "Corpse Explosion", "Decrepify" or "Raise Skeleton" may be used.
  • Items: in Nightmare only Excetional/Elite items or all Uniques/Set (in addition to the restrictions above), in Hell only Elite items or all Exceptional/Elite S/U (in addition to the restrictions above)
  • HC
  • single pass
  • untwinked

Without further ado:

Guardian Poison_Dexter, the obsessed Necromancer, and his faithful desert mercenary Mizan (Might)

Code:
Name:       Poison_Dexter
Class:      Necromancer
Experience: 1216077105
Level:      86

            Naked/Gear
Strength:   84/84
Dexterity:  25/30
Vitality:   380/410
Energy:     25/55
HP:         961/987
Mana:       194/222
Stamina:    526/526
Defense:    6/1441
AR:         80/149

Fire:       169/129/69
Cold:       157/117/57
Lightning:  163/123/63
Poison:     189/149/89

MF:         33       Block:      3
GF:         92
FR/W:       55
FHR:        32
IAS:        0
FCR:        20

Amplify Damage: 1/2
Dim Vision: 0/1
Weaken: 1/2
Iron Maiden: 0/0
Terror: 1/2
Confuse: 0/0
Life Tap: 0/0
Attract: 0/0
Decrepify: 20/22
Lower Resist: 0/0

Teeth: 1/5
Bone Armor: 0/6
Poison Dagger: 0/0
Corpse Explosion: 20/24
Bone Wall: 0/0
Poison Explosion: 0/0
Bone Spear: 0/5
Bone Prison: 0/0
Poison Nova: 0/0
Bone Spirit: 0/0

Skeleton Mastery: 20/25
Raise Skeleton: 20/24
Clay Golem: 1/2
Golem Mastery: 1/2
Raise Skeletal Mage: 0/0
Blood Golem: 0/0
Summon Resist: 11/12
Iron Golem: 0/0
Fire Golem: 0/0
Revive: 0/0

Rich (BB code):
White
Polished Wand
DolIo
One Hand Damage: 18 - 33
Durability: 22 of 22
Required Level: 41
Required Strength: 25
Fingerprint: 0x13602ef7
Item Level: 69
Version: Expansion 1.10+
+3 to Poison and Bone Skills (Necromancer Only)
+20% Faster Cast Rate
+1 to Decrepify (Necromancer Only)
+3 to Bone Armor (Necromancer Only)
+4 to Skeleton Mastery (Necromancer Only)
+2 to Bone Spear (Necromancer Only)
Hit Causes Monster to Flee 25%
+10 to Vitality
+13 to Mana
Magic Damage Reduced by 4
2 Sockets (2 used)
Socketed: Dol Rune
Socketed: Io Rune


Rhyme
Minion Skull
ShaelEth
Defense: 139
Chance to Block: 23
Durability: 19 of 20
Required Level: 44
Required Strength: 77
Fingerprint: 0x38d432ef
Item Level: 1
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Adds 5 - 14 Poison Damage Over 3 Secs (75 Frames)
+3 to Raise Skeleton (Necromancer Only)
+1 to Dim Vision (Necromancer Only)
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

Viridian Grand Charm of Balance
Grand Charm
Required Level: 7
Fingerprint: 0xd0c6993c
Item Level: 48
Version: Expansion 1.10+
+12% Faster Hit Recovery
Poison Resist +20%

Peasant Crown
War Hat
Defense: 108
Durability: 12 of 12
Required Level: 28
Required Strength: 20
Fingerprint: 0x2c2951bb
Item Level: 60
Version: Expansion 1.10+
+1 to All Skills
+15% Faster Run/Walk
+100% Enhanced Defense
+20 to Vitality
+20 to Energy
Replenish Life +12

Prismatic Amulet of the Tiger
Amulet
Required Level: 31
Fingerprint: 0x1a490f1a
Item Level: 53
Version: Expansion 1.10+
+26 to Life
All Resistances +19

Smoke
Wyrmhide
NefLum
Defense: 759
Durability: 24 of 24
Required Level: 50
Required Strength: 84
Fingerprint: 0x89791284
Item Level: 78
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

Rainbow Ring
Ring
Required Level: 48
Fingerprint: 0xf0f60eb5
Item Level: 58
Version: Expansion 1.10+
All Resistances +11

Dread Coil
Ring
Required Level: 13
Fingerprint: 0x65ef891a
Item Level: 30
Version: Expansion 1.10+
+25 to Attack Rating
Fire Resist +29%
Poison Resist +29%
Half Freeze Duration
8% Better Chance of Getting Magic Items

Lenymo
Demonhide Sash
Defense: 33
Durability: 12 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x25bab9ea
Item Level: 28
Version: Expansion 1.10+
+15 to Mana
Regenerate Mana 30%
All Resistances +5
+1 to Light Radius
Required Level +5

Poison_Dexter's Natalya's Soul
Mesh Boots
Defense: 162
Durability: 66 of 116
Required Level: 25
Required Strength: 65
Fingerprint: 0x417d0dc9
Item Level: 66
Version: Expansion 1.10+
+40% Faster Run/Walk
+124 Defense
Heal Stamina Plus (Based on Character Level) +21%
Cold Resist +17%
Lightning Resist +23%
+50 Maximum Durability


Pain Grasp
Bramble Mitts
Defense: 58
Durability: 12 of 12
Required Level: 42
Required Strength: 50
Fingerprint: 0x29a67a9f
Item Level: 56
Version: Expansion 1.10+
+19 to Attack Rating
+5 to Dexterity
42% Extra Gold from Monsters
+1 to Light Radius
Level 2 Poison Dagger (25/25 Charges)

Weapon Switch (only for the additional score...)

Bitter Wand
Ghost Wand
One Hand Damage: 20 - 40
Durability: 14 of 14
Required Level: 48
Required Strength: 25
Fingerprint: 0xcfcb9a0c
Item Level: 83
Version: Expansion 1.10+
Ignore Target's Defense
Adds 13 - 34 Cold Damage Over 2 Secs (50 Frames)
6% Life stolen per hit
+3 to Attract (Necromancer Only)
+3 to Bone Prison (Necromancer Only)
+3 to Summon Resist (Necromancer Only)
Poison Resist +6%
Repairs 1 Durability in 20 Seconds

Sturdy Minion Skull
Minion Skull
Defense: 175
Chance to Block: 0
Durability: 20 of 20
Required Level: 44
Required Strength: 77
Fingerprint: 0x25f228c0
Item Level: 64
Version: Expansion 1.10+
Adds 2 - 7 Poison Damage Over 3 Secs (75 Frames)
+1 to Summon Resist (Necromancer Only)
+1 to Lower Resist (Necromancer Only)
+25% Enhanced Defense
Code:
Mercenary:

Name:       Mizan
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 77218816
Level:      86
Dead?:      false

            Naked/Gear
Strength:   188/188
Dexterity:  151/161
HP:         1807/1867
Defense:    1330/1582
AR:         1922/1922

Fire:       185/145/85
Cold:       185/145/85
Lightning:  165/125/65
Poison:    171/131/71

Greyform
Ghost Armor
Defense: 134
Durability: 20 of 20
Required Level: 54
Required Strength: 38
Fingerprint: 0x63adb64d
Item Level: 44
Version: Expansion 1.10+
Adds 14 - 50 Fire Damage
5% Life stolen per hit
+20 Defense
+10 to Dexterity
Cold Resist +20%
Fire Resist +20%
Poison Resist +6%
Magic Damage Reduced by 3
Required Level +5
1 Sockets (1 used)
Socketed: Beryl Jewel of Burning

Beryl Jewel of Burning
Jewel
Required Level: 49
Fingerprint: 0xb541542e
Item Level: 60
Version: Expansion 1.10+
Adds 14 - 50 Fire Damage
Poison Resist +6%


Tal Rasha's Horadric Crest
Death Mask
Defense: 118
Durability: 14 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x4fd65744
Item Level: 75
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



Hone Sundan
Yari
Two Hand Damage: 104 - 212
Durability: 28 of 28
Required Level: 37
Required Strength: 101
Fingerprint: 0x9c123ef9
Item Level: 52
Version: Expansion 1.10+
+20% Increased Attack Speed
193% Enhanced Damage
Adds 20 - 40 Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
45% Chance of Crushing Blow
Repairs 1 Durability in 10 Seconds
3 Sockets (3 used)
Socketed: Tal Rune
Socketed: Amn Rune
Socketed: Shael Rune

As you can see, I had quite some lucky drops - esp. the Hone Sundan, but Natalya's Boots were a nice upgrade, too. Well, the gloves could have needed an upgrade :rolleyes:

"White" and "Rhyme" are always great runewords for single pass tournaments, so I relied on them for Hell, plus some upgraded gear, e.g. upped Lenymo of Greyform (had to up those to be able to use these due to tournament rules).

In Normal and NM I used MF gear only, once I got to Hell I chose safety over MF though, and the setup above almost didn't change over the entire difficulty.

Gameplay in general was easy and looked like that: FIrst, I had to level CE to level 20 (mana hungry, I tell you), then Decrepify to level 20 (I was actually considering taking Amplify Damage as an obsession skill instead of Decrepify, but went with the latter because of boss fights, esp. Diablo). After that, I started to spend points in Raise Skeleton, then maxed SM and after that points in the remaining synergy I was allowed to put points into: Summon Resist. That means, that until mid-Hell my Skeletons didn't do much damage at all, but were a useful meat (or rather bone) shield.

After I made the "White" wand, the skellies could even kill things on their own, although it took a long time. But my mercenary with Hone Sundan was a quick and reliable killer.

If you want to read detailed reports about my progress, here are the update links from the tournament thread:


Notable finds:
A complete set of Essences :p
Doombringer
Ghostflame
Um Rune
Pul Rune from Hell HF
Gull
Lenymo
The Hand of Broc
Arctic Furs
some other useful stuff for untwinked gameplay if I was a melee/bow character (String of Ears, Goldstrike Arch, Tal's Belt in addition to the Mask, Griswold's Heart, IK Detail, LoH, Blackhorn's Face)


Thanks to Wolron for hosting the tournament back then (has it really been 4 years???), to jiansonz for his excellent "Guide to untwinked MF", without which I probably wouldn't have got that far, and to everyone who took their time reading through this thread! (and special thanks to those reading through all those long-winded updates in the tourney thread 😉).


EDIT: And yes, I skipped a Guardian - again 😉 This time #7, my LF Amazon used for running cows. Maybe I'll make a thread some time...
 
Originally posted by Hp_Sauce on Oct 16, 2006:

Guardian #1: CalvinAndHobbes

Well folks, dispite school, girlfriend, and other such nasties I've managed to complete my first SP Guardian. He would be a summoning Necromancer of course. I may post some screen shots at the end but for those of you who are anti-screenshot here he is in a nut shell. Nothing special really.

Helm: Tarnhelm
Weapon: +3 RS, +1 Amp Wand (0 of 1 Sockets used)
Shield: Rare Head: +2 All Skills, +5 Resist All, +33 Life (1 PDiamond) - (This was a +2 RS 2x Pdiamond Head until Act 5 Hell)
Armour: Smoke Cuirass
Gloves: Rare Gauntlets with FR & LR, etc.
Boots: Rare Chain Boots with LR & FR, etc.
Belt: Goldwrap
Ammy: Rare with +2 Summoing 10%FCR & LR
Ring1: Rare with LR & CR, etc.
Ring2: Rare with +24 Mana & +7 Resist all, etc.

Weapon Switch:
None

Lvl: 82
Stats:
Life: 767
Mana: 231

Str: 100
Dex: 152
Vit: 225
Energy: Base

Resists: 75/60/75/30

Skills: (Base/After +skills)
SM - 20/26
RS - 20/29
Clay Golem - 2/8
Golem Mastery - 2/8
Summon Resist - 2/8
Mages - 1/7
Revives - 2/8
Pre-req - 2 (Blood, & Iron Golem)

CE - 20/23
Bone Armour - 1/4

Amp - 6/9
Attract - 6/9
All Others - 1/4

Might Merc: Lvl 82
Life: 1729
Crappy rare Helm
Duriels Shell (Though it was Crappy rare armour til WSK2 where I found the Duriels)
Hone Sundan (Shael, Shael, Amn)

He was fairly fun to play and fairly solid, a typical summoner. He used the same Wand and Head that I found in act 1 Norm until I found that nice rare Head in the Ancients Way Hell, the +2 all skills on it bumped up my CE and Amp radiuses enough, and improved my skellies just enough that the game was pretty much a walk in the park after that.

Most of the Charms he's using were found by him with the exception of one resist all LC that I muled on. The Tarnhelm, Goldwrap, and Smoke were also muled on. I made the Smoke for him in late NM after he found the Lum and I realize my resists were terrable and I wasn't going to find any +skills armour with resists anytime soon.

Being my first SP Guardian I found a lot of Whites and Socketables that I can make use of in the future. Notable finds were a Gheeds in the Hell CS, Baraners Star which dropped somewhere in late Hell (and its now been given to Skunk for my entrance into the Ultimate Tournament, its drop was excellent timing!), and the Duriels Shell from WSK 2 Hell which my merc is now wearing. Also I got a Lum in the NM Plains of Dispair and an Um from the NM Hell Forge. The Hell Hell Forge netted me an Io which I was rather unimpressed with. Oh! and a Summoning Grand Charm which I found in Act 1 Hell. I could hardly believe my luck when I found it, its so rare that you find a skiller at all, and then when its actually one that that character needs, well its a rare time.

There were a few Stone Skin, PI's that caused a slow down but nothing serious. The worst was one in the maggot layer that I had to lure out into an open room because my merc simply couldn't damage him fast enough vs. his regeneration. The Ancients were a trio of wusses, their mods were some of the easier ones I've seen and I only lost a few skeletons.

A few NDE's in Norm vs. Diablo, and a few in NM because I was pushing but nothing notable really. The only one that actually scared the crap out of me was in Act 3 Hell. The pack that appears after you set fire to the Gidbin thingy was the cause. My minions engaged and I started CE'ing but I was standing slightly too close when the last guy poped. He was obviously cold enchanted, and I'd love to know what else he was enchanted with because when his cold 'pop' hit me it took me from full health to nothing, and I do mean nothing. I couldn't see anymore red in my orb, I drank a Juv right away so I didn't have time to check the actualy numbers but I'm guessing I had something like 1-20 health left.

For some reason when I play summoners I always insist uppon keeping the 3 or so Mages summoned even though I only put a point there to get to Revives. I don't know why and I wish I could stop, they drive me up the wall! Always stopping in doorways and blocking the rest of my army.

I can't really think of much else to tell you. I'm not sure if I will play him much now that he's done. Usualy once I finish a summoner he's done. I wont strip him for a while though just incase.

I've got a couple Sorc's and a Thrower Barb on the go so I might try one of them next, or maybe not. I have no idea!

Thanks for reading, sorry for rambeling.

Cheers
-hps

p.s. Going to bed has out weighed uploading screen shots.
 
Originally posted by Jason Maher on Mar 27, 2010:

Guardian Deeds - Summoner Necro

Finally, I've managed to get the monkey off my back!

Guardian Deeds - Level 81 Summoner Necro

Screenie (Baal has been buried under a pile of rubble - never noticed that before).

Stats

Strength: 95 (121)
Dexterity: 160 (184)
Vitality: 172 (179)
Energy: 25 (52)
Unspent: 43

Resists: 75/75/75/72
Life: 954
Mana: 369

Skills

Raise Skeleton - 20 (37/41)
Raise Skeletal Mage - 20 (37/41)
Skeleton Mastery - 20 (39/43)
Revive - 15+ (32/33)
Clay Golem, Golem mastery, Summon Resist, Blood Golem, Iron Goelm - 1 (18/19)

All Curses - 1 (17)

Teeth - 1 (12/13)
Corpse Explosion - 1+ (12/13)

Level 5 Heart of Wolverine charges from Wisp Projector ring

Gear

Shako (PTopaz)
Mara's
Blackhand Key + Homonculus (PDiamond) (main switch)
Arm Of King Leoric + Boneflame (summoning switch)
Vipermagi (PTopaz)
Arachnid
Trang-Oul's Claws
BKWB
Wisp Projector
Marrowwalk

6x Graverobber's GCs with +99 Life total
SCs with Resists and/or Life

The gear for most of the journey was Wizardspike + Whitsan's (PTopaz, not Pdiamond as Fire and Cold were covered with other gear), which sorted my resists and blocking, with +3 Summoning circlet + ammy, with more + Summoning on switch. Obviously the summons (and curses) were a much lower level than my end-game gear, but it worked surprisingly well. Max resists + max (fast) block = win.

Moron

Holy Freeze (Act 2 NM Combat) - wielding Obedience + Vampire Gaze + Leviathan. I used a Prayer + Insight merc until A2 NM. The Holy Freeze merc still used Insight most fo the way, until I picked up an Obedience stick in a giveaway, and I decided to switch to drinking pots. I decided the slow from Holy Freeze would aid my survivability better than Might or Prayer + Insight. This is HC, after all. Holy Freeze + cold mages + Gumby = lots of things standing very still.

Concept + Play

After getting a bit emo after my last Guardian attempt failed in A5 Hell, I decided to go the lame ultra-safe route of a Summoner. I picked the name Deeds in a lame (but ultimately successful) attempt at reverse-psychology. However, I can never do something as standard as a Fishymancer, so I went for a summon as many critters as possible approach, which turned out to be 13 skeles + 13 mages (should have theoretically been 14@ slvl 37 on my main switch, but for some reason any extras above 13 always poofed), a Gumby, and a whole swathe of Revives. I was pretty much reviving everything that dropped, as they have a habit of poofing if you move more than 3 cm in any direction, unless there's an enemy in sight. I found the mages, and occasionally the skeles, would poof en masse also if I moved too far with no enemies in sight. Bloody annoying to have to constantly re-summon them.

I know people say you shouldn't use skeles and mages together, as they benefit from different curses, but I found the mages packed a decent enough punch without Lower Resist. On the odd occasion I did switch curses, usually when the skeles and revives couldn't reach a bunch of enemies and the mages were the only ones hitting.

It was certainly fun to have 40-50 critters I could hide behind, but there were many occasions where I had to do a double take to figure out which critters were my revives, and which were enemies. I know they're coloured differently, but with so many of them, it can be difficult to tell, which did make for the odd nervous moment. One advantage of going for as many summons as possible is I didn't waste a lot of time looking for the monsters which amke the better revives, I just revived everything. By the time you get to 30 Revives, the first ones have either poofed or their timer has run out, so picking and choosing is a complete waste of time.

Overall, a very safe and capable character, but a bit of a grind due to having to constantly summon and re-summon. The boss fights were a doddle once I had Decrep (Normal Duriel onwards). I don't know if I'll keep playing with Deeds in his current configuration, or whether I'll respec him as a more standard Fishymancer for MF purposes.

Credits

You may note some rather tasty gear being sported by Deeds. Almost none fo this was self-found. I benefitted from a couple of generous giveaways, most recently from Thomh, and previously from jdkerr and Anaesthesia. Many, many thanks to these wonderful people.
 
Originally posted by @Kitteh on Jun 7, 2017:

Guardian #1 - Flynn - Raising the Dead From Dusk Until Dawn

1590831641939.png

Hey!

Guardian number one of my 'Rebirth' restart is now complete :)

I went with a Fishymancer for my first Guardian because it is just a really fun build and I thought that it would ease me back into it a bit. My spare points when into bone wall for extra safety, although I never truly needed it, I liked knowing that it was there. Two NDEs, once in Hell Plains of Despair when I got two horrible boss packs really close to each other (loads of souls) and it was all very messy, the second in Hell WSK, which would have really irritated me :p

It feels good to get the first one out of the way. I'm planning to do a 1.14 Guardian during summer when I'm in Glasgow, which will be 100% vanilla, so that will be fun - probably a frost zealot. I will start another Guardian before then but I don't see it being finished before I leave for Glasgow - I'm not sure on the build yet but I'm thinking throw barb or pj/fury, feel free to give suggestions :)

I got really lucky with my Hell ancients roles, they were a breeze.
1590831628645.png

Here is us fighting Baal...
1590831620122.png


...and here is us still fighting Baal 5 hours later :(
1590831608611.png


Hellforges were; 'X', Hel and Ko.

Some decent finds:
Code:
Sapphire Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xe2ba8fcd
Item Level: 85
Version: Expansion 1.10+
Cold Resist +10%
6% Better Chance of Getting Magic Items

Jade Small Charm of Fortune
Small Charm
Required Level: 20
Fingerprint: 0x5629eae0
Item Level: 58
Version: Expansion 1.10+
Poison Resist +8%
5% Better Chance of Getting Magic Items

Shaftstop
Mesh Armor
Defense: 620
Durability: 37 of 45
Required Level: 38
Required Strength: 92
Fingerprint: 0x1a61eb55
Item Level: 55
Version: Expansion 1.10+
+190% Enhanced Defense
+250 Defense vs. Missile
+60 to Life
Damage Reduced by 30%

Kelpie Snare
Fuscina
Two Hand Damage: 78 - 143
Durability: 30 of 35
Required Level: 33
Required Strength: 77
Required Dexterity: 25
Fingerprint: 0x97defe76
Item Level: 87
Version: Expansion 1.10+
153% Enhanced Damage
Adds 30 - 50 Damage
Slows Target by 75%
+10 to Strength
+93 to Life (Based on Character Level)
Fire Resist +50%

Lenymo
Sash
Defense: 2
Durability: 7 of 12
Required Level: 7
Fingerprint: 0x4c7418d3
Item Level: 87
Version: Expansion 1.10+
+15 to Mana
Regenerate Mana 30%
All Resistances +5
+1 to Light Radius

Verdungo's Hearty Cord
Mithril Coil
Defense: 152
Durability: 14 of 16
Required Level: 63
Required Strength: 106
Fingerprint: 0x3ab9ed0c
Item Level: 88
Version: Expansion 1.10+
+10% Faster Hit Recovery
+131% Enhanced Defense
+38 to Vitality
Replenish Life +11
+108 Maximum Stamina
Damage Reduced by 12%

Gul Rune
Required Level: 53
Version: Expansion 1.10+
Weapons: 20% Bonus to Attack Rating
Armor: +5% to Maximum Poison Resist
Shields: +5% to Maximum Poison Resist

Captain's Grand Charm
Grand Charm
Required Level: 42
Fingerprint: 0xf760d30
Item Level: 64
Version: Expansion 1.10+
+1 to Offensive Aura Skills (Paladin Only)





Text Dump:
I'm feeling generous, so went I through and deleted potions/tomes etc :p
Code:
Name:       Flynn
Class:      Necromancer
Experience: 899982133
Level:      83

            Naked/Gear
Strength:   83/85
Dexterity:  40/41
Vitality:   357/379
Energy:     25/31
HP:         912/944
Mana:       189/315
Stamina:    503/503
Defense:    10/634
AR:         155/253

Fire:       193/153/93
Cold:       211/171/111
Lightning:  185/145/85
Poison:     173/133/73

MF:         90       Block:      9
GF:         150
FR/W:       6
FHR:        55
IAS:        0
FCR:        31

Amplify Damage: 3/6
Dim Vision: 1/4
Weaken: 1/4
Iron Maiden: 0/0
Terror: 1/4
Confuse: 1/4
Life Tap: 0/0
Attract: 1/4
Decrepify: 1/4
Lower Resist: 0/0

Teeth: 1/4
Bone Armor: 1/4
Poison Dagger: 0/0
Corpse Explosion: 20/23
Bone Wall: 15/18
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: 1/5
Blood Golem: 1/5
Summon Resist: 1/5
Iron Golem: 1/5
Fire Golem: 1/5
Revive: 1/5

Cruel Slippers
Boots
Defense: 4
Durability: 12 of 12
Required Level: 12
Fingerprint: 0xf55591b8
Item Level: 18
Version: Expansion 1.10+
+12% Enhanced Defense
Lightning Resist +15%
Poison Resist +17%
Poison Length Reduced by 25%
24% Better Chance of Getting Magic Items

Doom Hold
Ring
Required Level: 41
Fingerprint: 0x8660039b
Item Level: 64
Version: Expansion 1.10+
+93 to Attack Rating
+5 to Life
Replenish Life +9
+6 to Mana
Fire Resist +28%
13% Better Chance of Getting Magic Items

Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0xc6fc35dc
Item Level: 23
Version: Expansion 1.10+
Fire Resist +7%

Pain Grasp
Light Gauntlets
Defense: 21
Durability: 18 of 18
Required Level: 24
Required Strength: 45
Fingerprint: 0x6d9e1fad
Item Level: 52
Version: Expansion 1.10+
+78% Enhanced Defense
Cold Resist +22%
Fire Resist +15%
17% Better Chance of Getting Magic Items
Level 2 Poison Dagger (25/25 Charges)

Blood Scarab
Amulet
Required Level: 18
Fingerprint: 0x37716435
Item Level: 62
Version: Expansion 1.10+
+1 to Summoning Skills (Necromancer Only)
Replenish Life +9
+19 to Mana
Lightning Resist +38%
Damage Reduced by 2
Level 3 Inner Sight (41/41 Charges)

Pain Cord
Belt
Defense: 5
Durability: 16 of 16
Required Level: 13
Required Strength: 25
Fingerprint: 0x498426cb
Item Level: 69
Version: Expansion 1.10+
Cold Resist +27%
Fire Resist +13%
Poison Resist +19%
Repairs 1 Durability in 33 Seconds

Sazabi's Mental Sheath
Basinet
Defense: 178
Durability: 30 of 30
Required Level: 43
Required Strength: 82
Fingerprint: 0xdcc3475b
Item Level: 58
Version: Expansion 1.10+
+1 to All Skills
+100 Defense
Lightning Resist +20%
Fire Resist +18%


Scintillating Ring of the Mind
Ring
Required Level: 59
Fingerprint: 0xae87a086
Item Level: 76
Version: Expansion 1.10+
+6 to Energy
All Resistances +13

Lapis Small Charm of Blight
Small Charm
Required Level: 10
Fingerprint: 0xdcb23885
Item Level: 33
Version: Expansion 1.10+
Adds 6 Poison Damage Over 3 Secs (75 Frames)
Cold Resist +7%

Azure Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x355d7af5
Item Level: 58
Version: Expansion 1.10+
+3% Faster Run/Walk
Cold Resist +4%

Beryl Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x7ba1935a
Item Level: 50
Version: Expansion 1.10+
Poison Resist +5%

Jade Small Charm of Fortune
Small Charm
Required Level: 20
Fingerprint: 0x5629eae0
Item Level: 58
Version: Expansion 1.10+
Poison Resist +8%
5% Better Chance of Getting Magic Items

Lapis Large Charm
Large Charm
Required Level: 12
Fingerprint: 0xd5eda0aa
Item Level: 43
Version: Expansion 1.10+
Cold Resist +10%

Viridian Small Charm of Frost
Small Charm
Required Level: 10
Fingerprint: 0xee90cb5e
Item Level: 16
Version: Expansion 1.10+
Adds 1 - 2 Cold Damage Over 1 Secs (25 Frames)
Poison Resist +6%

Tangerine Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0xb41cf0a6
Item Level: 28
Version: Expansion 1.10+
+8 to Life
Lightning Resist +5%

Sapphire Small Charm of Good Luck
Small Charm
Required Level: 33
Fingerprint: 0xe2ba8fcd
Item Level: 85
Version: Expansion 1.10+
Cold Resist +10%
6% Better Chance of Getting Magic Items

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x7434c92e
Item Level: 52
Version: Expansion 1.10+
+13 to Life

Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x48c15f17
Item Level: 79
Version: Expansion 1.10+
+6 to Life

Beryl Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x9c1d24b7
Item Level: 28
Version: Expansion 1.10+
Poison Resist +5%

Viridian Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x705fcd36
Item Level: 22
Version: Expansion 1.10+
Poison Resist +6%

Beryl Small Charm of Dexterity
Small Charm
Required Level: 5
Fingerprint: 0x1b07bdd
Item Level: 15
Version: Expansion 1.10+
+1 to Dexterity
Poison Resist +4%

Tangerine Small Charm of Inertia
Small Charm
Required Level: 27
Fingerprint: 0x466c9769
Item Level: 64
Version: Expansion 1.10+
+3% Faster Run/Walk
Lightning Resist +4%

Goldskin
Full Plate Mail
Defense: 390
Durability: 70 of 70
Required Level: 28
Required Strength: 80
Fingerprint: 0x926332ae
Item Level: 42
Version: Expansion 1.10+
+141% Enhanced Defense
All Resistances +35
Attacker Takes Damage of 10
100% Extra Gold from Monsters
+2 to Light Radius

Cobalt Small Charm of Strength
Small Charm
Required Level: 20
Fingerprint: 0xdd808ddb
Item Level: 42
Version: Expansion 1.10+
+2 to Strength
Cold Resist +9%

Russet Large Charm
Large Charm
Required Level: 12
Fingerprint: 0x9fd47e4e
Item Level: 79
Version: Expansion 1.10+
Fire Resist +9%

Lapis Grand Charm of Burning
Grand Charm
Required Level: 10
Fingerprint: 0x2b40b642
Item Level: 47
Version: Expansion 1.10+
Adds 2 - 7 Fire Damage
Cold Resist +19%

Spirit
Crystal Sword
TalThulOrtAmn
One Hand Damage: 5 - 15
Durability: 20 of 20
Required Level: 25
Required Strength: 43
Fingerprint: 0x503fd2d8
Item Level: 60
Version: Expansion 1.10+
+2 to All Skills
+31% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1 - 50 Lightning Damage
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
+250 Defense vs. Missile
+22 to Vitality
+101 to Mana
+4 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Rhyme
Bone Shield
ShaelEth
Defense: 26
Chance to Block: 40
Durability: 40 of 40
Required Level: 29
Required Strength: 25
Fingerprint: 0x6ae6d123
Item Level: 20
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:       Razan
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 69457654
Level:      83
Dead?:      false

            Naked/Gear
Strength:   183/188
Dexterity:  147/152
HP:         1687/1747
Defense:    1245/1916
AR:         1889/345687

Fire:       147/107/47
Cold:       147/107/47
Lightning:  147/107/47
Poison:    172/132/72

Wormskull
Bone Helm
Defense: 51
Durability: 21 of 21
Required Level: 21
Required Strength: 15
Fingerprint: 0x7271944
Item Level: 46
Version: Expansion 1.10+
+1 to Necromancer Skill Levels
Adds 80 Poison Damage Over 8 Secs (200 Frames)
5% Life stolen per hit
+10 to Mana
Poison Resist +25%
Ethereal


Shaftstop
Mesh Armor
Defense: 620
Durability: 37 of 45
Required Level: 38
Required Strength: 92
Fingerprint: 0x1a61eb55
Item Level: 55
Version: Expansion 1.10+
+190% Enhanced Defense
+250 Defense vs. Missile
+60 to Life
Damage Reduced by 30%


Insight
Cryptic Axe
RalTirTalSol
Two Hand Damage: 122 - 516
Durability: 42 of 65
Required Level: 59
Required Strength: 165
Required Dexterity: 103
Fingerprint: 0x9a641f70
Item Level: 85
Version: Expansion 1.10+
Level 17 Meditation Aura When Equipped
+35% Faster Cast Rate
244% Enhanced Damage
+9 to Minimum Damage
182% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+2 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
[code]


Any questions, just ask! :D
 

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Originally posted by krovak on Jun 17, 2007:

~ Guardian Galthran - 3/7 complete ~

Let me introduce Galthran the skellymancer!

He's my 3rd HC untwinked character, who was able to beat hell Baal. Overall it was a very safe character, I was able to complete all quests including hell Nihlathak without problems. However, I had one NDE, because of the bugged viper's poison cloud in Halls of Vaught. My mercenary died along with the whole army of skeletons and a golem several times after entering that damned "poison". I misclicked once and entered the cloud as well. I swallowed several full purple potions and managed to escape imminent death - but it was *so* close...:embarassed:

Galthran receives a reward for becoming a Guardian - from now on he's free to pick his equipment from a stash, created by his predecessors. Oh, how much he's looking forward to replace his ugly old pink bone shield with a shiny (not so)new Rhyme heater! He'll probably create himself a Smoke armor, maybe he can find a nice amulet or ring as well. Oh, do I have an Ali Baba? Hmm, and then... to the Pit! He'll be my main MF character, at least until his friend (censored) the cold sorceress is old enough to help him. Maybe she will even be able to smash a Homunculus out of Mephisto!

Ok, here are the stats - as seen by Atma:

Character name : Galthran
Character type : Hardcore Necromancer
Character level : 83
Character exp : 920153659

Strength : 95
Energy : 25
Dexterity : 155
Vitality : 230
Stat Points Rem : 0
Skill Points Rem: 0

Life : 979 / 658
Mana : 389 / 189
Stamina : 435 / 376

Gold (Inventory): 0
Gold (Stash) : 416447


His chance to block is now 53 %, he should be able to reach 75 % with further investment in dexterity, once he gets his hands on a Homunculus.


Skills:

Raise Skeleton 20
Skeleton Mastery 20
Clay Golem 1
Gole Mastery 1
Summon Resist 1
Revive 1

Amplify Damage 8
Decrepify 1

Corpse Explosion 20
Bone Armor 1
Bone Wall 14 (armor synergy)

All prerequisites 1


Equipment:

Code:
Spirit
Long Sword
'TalThulOrtAmn'
One-Hand Damage: 3 to 19
Durability: 44 of 44
Required Dexterity: 39
Required Strength: 55
Required Level: 25
Sword Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x95fde156
+22 to Vitality
+106 to Mana
+250 Defense vs. Missile
Adds 1-50 lightning damage
Adds 3-14 cold damage over 3 seconds
+75 poison damage over 5 seconds
7% Life stolen per hit
55% Faster Hit Recovery
35% Faster Cast Rate
+2 to All Skill Levels
+6 Magic Absorb
Socketed (4: 4 used)

Galthran's Scintillating Bone Shield of Deflecting
Defense: 11
Chance to Block:  60%
Durability: 40 of 40
Required Strength: 25
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 41
Fingerprint: 0x2dd12ce4
+20% Increased Chance of Blocking
All Resistances +13
30% Faster Block Rate

Galthran's Death Cowl
Circlet
Defense: 48
Durability: 35 of 35
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 65
Fingerprint: 0xfd48bc05
+9 to Dexterity
+55% Enhanced Defense
+6 to Minimum Damage
All Resistances +18
+1 to Necromancer Skill Levels
Level 3 Holy Bolt (27/27 Charges)

Spirit Fringe
Plated Belt
Defense: 9
Durability: 24 of 24
Required Strength: 60
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 56
Fingerprint: 0xacb423a7
+36 to Life
Lightning Resist +30%
Poison Resist +17%
Attacker Takes Damage of 6
17% Faster Hit Recovery

Trang-Oul's Claws
Heavy Bracers
Defense: 74
Durability: 16 of 16
Required Strength: 58
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0xc53764cb
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Gemmed Scarab Husk <-- poor man's smoke:))
'OrtOrtRalThul'
Defense: 468
Durability: 28 of 28
Required Strength: 95
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x78284208
Fire Resist +30%
Lightning Resist +60%
Cold Resist +30%
Socketed (4: 4 used)

Death Blazer
Chain Boots
Defense: 9
Durability: 16 of 16
Required Strength: 30
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 20
Fingerprint: 0xe43b4748
+19 to Maximum Stamina
Fire Resist +19%
Poison Resist +20%
14% Better Chance of Getting Magic Items
10% Faster Hit Recovery
Half Freeze Duration

Chromatic Amulet
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 69
Fingerprint: 0xcd6dac98
All Resistances +26

Entropy Spiral
Ring
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x604c12b9
+43 to Mana
+18 to Maximum Stamina
+3 to Minimum Damage
+1 to Maximum Damage
Cold Resist +27%
12% Chance to cast Level 4 Charged Bolt when struck

Doom Circle
Ring
Required Level: 43
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xea8dde3f
+25 to Life
+13 to Attack Rating
Fire Resist +5%
Lightning Resist +24%



On switch:

Gnarled Staff of Teleportation
Two-Hand Damage: 4 to 12
Durability: 35 of 35
Required Level: 24
Staff Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xb1bb53f8
+1 to Chilling Armor (Sorceress Only)
150% Damage to Undead
Level 4 Teleport (45/45 Charges)


Charms: Various life and resists


In a stash:

Golemlord's Grim Wand
One-Hand Damage: 5 to 11
Durability: 15 of 15
Required Level: 45
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x44b0bfee
+2 to Summon Resist (Necromancer Only)
+2 to Life Tap (Necromancer Only)
150% Damage to Undead
+3 to Summoning Skills (Necromancer Only)

Cruel Shell
Succubus Skull
Defense: 135
Chance to Block:  30%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 95
Required Level: 60
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0x6f3520e3
+6 to Strength
Damage Reduced by 2
All Resistances +19
Adds 12-28 poison damage over 4 seconds
+1 to Necromancer Skill Levels
Repairs 1 durability in 20 seconds

Golemlord's Amulet of Thawing
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0xe562d7db
Half Freeze Duration
+3 to Summoning Skills (Necromancer Only)


Mercenary Items : 

Tal Rasha's Horadric Crest
Death Mask
Defense: 121
Durability: 14 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0xe4587dfa
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit

Rattlecage
Gothic Plate
Defense: 329
Durability: 27 of 55
Required Strength: 70
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 72
Fingerprint: 0x76378ce7
+45 to Attack Rating
+200 Defense
Hit Causes Monster to Flee 40%
25% Chance of Crushing Blow

Malice
Hyperion Spear
'IthElEth'
Two-Hand Damage: 46 to 167
Durability: 17 of 30
Required Dexterity: 120
Required Strength: 155
Required Level: 43
Spear Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x8bac0dd0
+33% Enhanced Damage
+50 to Attack Rating
+9 to Maximum Damage
Drain Life -5
+0 to Light Radius
-25% Target Defense
Prevent Monster Heal
-100 to Monster Defense Per Hit
100% Chance of Open Wounds
Socketed (3: 3 used)


Lucky finds:

Forge: NM - Lum; Hell - Gul
Immortal King's Soul Cage (The Pit lvl 2)
The Reaper's Toll (Hell Diablo)
Corpsemourn (Durance lvl 2)
Vampire Gaze (Sewers under Lut Gholein)
Tal Rasha's Horadric Crest(Crystalline Passage)

And last but not least, a mighty drop from hell Baal himself: Yes, I mean the green one:grin:


That's all, thanks for reading!:laugh:
 
Originally posted by @MizzouFTW on Nov 15, 2011:

Guardian StrangeLove

Code:
Name:       StrangeLove
Class:      Necromancer
Experience: 693726885
Level:      80

            Naked/Gear
Strength:   104/167
Dexterity:  120/167
Vitality:   241/243
Energy:     25/27
HP:         675/818
Mana:       182/486
Stamina:    384/393
Defense:    30/1558
AR:         555/6510

Fire:       73/33/-27
Cold:       97/57/-3
Lightning:  107/67/7
Poison:     174/134/74

MF:         50       Block:      63
GF:         0
FR/W:       20
FHR:        50
IAS:        0
FCR:        30


Took me three days or roughly thirteen hours to get this guy to guardian. I'm not going to bother listing his gear. It's a bunch of gear scrambled together. He originally started out untwinked. However, I have never had much patience for taking necromancers through the game untwinked.

This guy does use a stormshield and a bramble dusk shroud. Once I find a deaths web, I'll be respecing for nova/summoner. Until then, i'm going to equip him with resist gear, life scs and mf gear to run WS K.

The next guardian will have screenshots. It will also have a more interesting write up. I'm too busy this week to put too much thought into this.

Thanks.
 
Originally posted by Mursilis on Nov 26, 2007:

First Guardian named Bob

Bob is a Fishymancer out of the No Vitality tournament. He also has the distinction of being my very first guardian so yes I am very proud of him. I only play HC in tournaments, and my next closest guardian was a lightning sorceress in Skunkbelly's Six of One, Half Dozen of the Other tournament that died in Act V Hell.

Anyway, for those that aren't in the tournament, the basic premise is that no stat points may be placed into vitality. Equipment and charms that give vitality are fine, just no hard points. This means Bob ended his quest with 284 unused stat points, but all of the skill points were used as they became available. This is a single pass, no twinkling tournament (as is the norm).

Bob is a traditionally build Fishymancer, so:
Skeleton Mastery: 20
Raise Skeleton: 20
Raise Skeletal Mage: 20
Corpse Explosion: 20
Decrepify: 1
Revive: 1
Summon Resist: 1
Dim Vision: 1
Bone Armor: 1

One in all the prerequisites as well. That last one (Bone Armor) was quite key, I'm sure it saved Bob more times than I can count, especially in the beginning of the tournament when Bob had so little life.

Obviously +life and +vitality items were prized and those were equipped before anything else, except maybe lightning/fire resistance items. This resulted in some interesting stat numbers:

Strength: 151 (156)
Dexterity: 25 (31)
Vitality: 15 (57)
Energy: 25 (45)
Life: 226 (621)
Mana: 187 (397)

Final stats/inventory setup

And his equipment:
Code:
Peasant Crown
War Hat
'Ort'
Defense: 108
+20 to Energy
+20 to Vitality
+100% Enhanced Defense
Lightning Resist +30%
Replenish Life +6
15% Faster Run/Walk
+1 to All Skill Levels
Socketed (1: 1 used)

Ume's Lament
Grim Wand
+40 to Mana
+2 to Necromancer Skill Levels
20% Faster Cast Rate
+2 to Decrepify (Necromancer Only)
+3 to Terror (Necromancer Only)
Hit Causes Monster to Flee 50%
150% Damage to Undead

Spirit
Monarch
'TalThulOrtAmn'
Defense: 145
Chance to Block:  42%
+22 to Vitality
+92 to Mana
+250 Defense vs. Missile
Lightning Resist +35%
Cold Resist +35%
Poison Resist +35%
Attacker Takes Damage of 14
55% Faster Hit Recovery
28% Faster Cast Rate
+2 to All Skill Levels
+3 Magic Absorb
Socketed (4: 4 used)

Jeweler's Gothic Plate
'RalOrtRal'
Defense: 135
+38 to Life
Fire Resist +60%
Lightning Resist +30%
Socketed (4: 4 used)

Trang-Oul's Claws
Heavy Bracers
Defense: 72
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Tearhaunch
Greaves
Defense: 61
+5 to Strength
+5 to Dexterity
+68% Enhanced Defense
+35 Defense
All Resistances +10
20% Faster Run/Walk
+2 to Vigor (Paladin Only)

Plated Belt of the Whale
Defense: 10
+96 to Life

Wraith Emblem
Amulet
+33 to Mana
+8 to Maximum Stamina
+3 to Minimum Damage
+1 to Maximum Damage
+2 to Summoning Skills (Necromancer Only)

Garnet Ring
Fire Resist +30%

Scintillating Ring
All Resistances +12

And the mercenary equipment:
Code:
Hwanin's Justice
Bill
Two-Hand Damage: 42 to 159
+200% Enhanced Damage
+330 to Attack Rating
Adds 5-25 lightning damage
40% Increased Attack Speed
Indestructible
10% Chance to cast Level 3 Ice Blast on striking

Hwanin's Refuge
Tigulated Mail
Defense: 379
+100 to Life
+200 Defense
Poison Resist +27%
10% Chance to cast Level 3 Static Field when struck

Death Hood
Circlet
Defense: 24
+7 to Energy
+15 to Life
+98 to Attack Rating
Fire Resist +36%
Lightning Resist +14%
Cold Resist +14%
Poison Resist +14%

Overall Bob was quite fun, and frustrating to play. I've never actually gotten a Fishymancer all the way through Hell before, HC or SC, as I got bored. However I believe being a tournament and HC was enough incentive to keep me glued to playing him. His minions kept running all over the place and I truely wished I had found a teleport amulet to organize things easier. By far the hardest places were the indoor areas with narrow corridors: Act II tombs, Catacombs, Act III dungeons/sewers. More often than not the army didn't want to walk through the door until Bob had, which isn't very healthy for Bob as I couldn't see what was on the other side. I ended up using the clay golem as a scout, casting it into the next room and then watching what it did. Slow, but fairly safe.

Going was fairly slow but constant in Normal and NM, it was in Hell that he really shined. Reason for this is that Normal/NM was run on /p8 while Hell at /p1, so Corpse Explosion became available and viable in Hell. By the end of it Bob had quite the army going:

1 might mercanry (Mizan)
1 clay golem
11 skeleton warriors
11 skeleton mages
8 revives

Enough meat shields to keep elemental attacks away from Bob. His three worst enemies were Gloams (of course), Slingers (piercing attack) and Oblivion Knights (IM). Thankfully they never all appeared at the same time.

If you'd like to review his progress I posted about it in the tournament thread.

Posts: 171, 205, 223 , 249, 255, 272, 333, 339, 359, 368, 389, 429, 433

Edit: Question: Which curses can affect Oks? I ask as Dim Vision doesn't apparently do anything to them. I was attempting to use it as a way to get around being IMed, and it failed miserably.
 
Originally posted by NatNit on Mar 6, 2011:

[Guardian #1] Tomburego, Fishymancer

Tomburego, the first of my planned sept (untwinked HC), hit guardian tonight. I hadn't made a guardian since 1.09 bnet, so I'm quite proud of him. Fishymancers are supposed to be the easiest HC untwinked characters to play, and I have to say I agree with the the common wisdom. :)

Name:
A random word that me and my friends from high school used to throw around quite a bit. I wanted to get up and running with my first SP char, so just used the first thing to came to mind.

Stats:
Level: 85

Strength: 87 (71)
Dexterity: 184
Vitality: 257 (235)
Energy: 35 (25)

HP: 863 (671)
Mana: 335 (193)

Resists:
Fire: 36
Cold: 52
Lightning: 114 (whoops, didn't realize I went so far over :p)
Poison: 5

Skills:
20 Raise Skeleton
20 Skeleton Mastery
1 in Skeletal Mage/Revive/Golems
3 Summon Resist
2 Golem Mastery

20 Corpse Explosion
1 Bone Armor + 9 Synergies
1 Bone Spear

4 Amplify Damage/Dim Vision
1 in AI Curses and Decrepify

Gear:
Hat: Lore Cap
Weapon: Spirit Crystal Sword
Shield: Rhyme Bone Shield
Switch: Staff with Teleport Charges (was +3 SummonSkills Wand + Lidless)
Armor: Vipermagi (20 res) with PTopaz
Gloves: Rare with light/fire res and GF
Boots: Rare with light/cold res and MF
Belt: +82 life spiderweb sash (was Razortail)
Amulet: Safety crafted +10% blocking, 43 mana, +10 res all, +15 fire res
Ring1: Blue +15 res all and GF
Ring2: Rare mana steal, +strength, +19 light res

Charms adding up to: 109 life, 10 cold res, 7 fire res, 5 prismatic res

Code:
Lore
Cap
OrtSol
Defense: 4
Durability: 12 of 12
Required Level: 27
Fingerprint: 0x71aa9d07
Item Level: 12
Version: Expansion 1.10+
+1 to All Skills
+10 to Energy
Lightning Resist +30%
Damage Reduced by 7
+2 to Mana after each Kill
+2 to Light Radius
2 Sockets (2 used)
Socketed: Ort Rune
Socketed: Sol Rune

Spirit
Crystal Sword
TalThulOrtAmn
One Hand Damage: 5 - 15
Durability: 20 of 20
Required Level: 25
Required Strength: 43
Fingerprint: 0x6afe414f
Item Level: 36
Version: Expansion 1.10+
+2 to All Skills
+26% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1 - 50 Lightning Damage
Adds 3 - 14 Cold Damage Over 3 Secs (75 Frames)
Adds 75 Poison Damage Over 5 Secs (125 Frames)
7% Life stolen per hit
+250 Defense vs. Missile
+22 to Vitality
+99 to Mana
+7 Magic Absorb
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune


Rhyme
Bone Shield
ShaelEth
Defense: 22
Chance to Block: 40
Durability: 40 of 40
Required Level: 29
Required Strength: 25
Fingerprint: 0xb96a8938
Item Level: 36
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

Shivering War Staff of Teleportation
War Staff
Two Hand Damage: 12 - 28
Durability: 50 of 50
Required Level: 30
Fingerprint: 0x12007f4a
Item Level: 88
Version: Expansion 1.10+
Adds 13 - 38 Cold Damage Over 2 Secs (50 Frames)
+1 to Blizzard (Sorceress Only)
+2 to Frozen Orb (Sorceress Only)
Level 5 Teleport (48/48 Charges)


Skin of the Vipermagi
Serpentskin Armor
Defense: 279
Durability: 24 of 24
Required Level: 29
Required Strength: 43
Fingerprint: 0x684c927
Item Level: 56
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
+120% Enhanced Defense
All Resistances +20
Magic Damage Reduced by 10
24% Better Chance of Getting Magic Items
1 Sockets (1 used)
Socketed: Perfect Topaz

Storm Grasp
Gauntlets
Defense: 14
Durability: 24 of 24
Required Level: 21
Required Strength: 60
Fingerprint: 0xc0e5e7ea
Item Level: 41
Version: Expansion 1.10+
12% Chance to cast level 4 Nova when struck
Lightning Resist +22%
Fire Resist +9%
53% Extra Gold from Monsters
Repairs 1 Durability in 20 Seconds

Fiend Blazer
Sharkskin Boots
Defense: 39
Durability: 14 of 14
Required Level: 25
Required Strength: 47
Fingerprint: 0xc17d90a0
Item Level: 55
Version: Expansion 1.10+
+8 Maximum Stamina
Cold Resist +37%
Lightning Resist +38%
Half Freeze Duration
Poison Length Reduced by 25%
20% Better Chance of Getting Magic Items

Spiderweb Sash of the Whale
Spiderweb Sash
Defense: 58
Durability: 24 of 24
Required Level: 46
Required Strength: 50
Fingerprint: 0xc9f9cd3
Item Level: 83
Version: Expansion 1.10+
+82 to Life

Bitter Scarab
Amulet
Required Level: 41
Fingerprint: 0x3f8eb9e8
Item Level: 61
Version: Expansion 1.10+
10% Increased Chance of Blocking
+43 to Mana
All Resistances +10
Fire Resist +15%
Damage Reduced by 1
Magic Damage Reduced by 1

Scintillating Ring of Greed
Ring
Required Level: 59
Fingerprint: 0xe2f01733
Item Level: 68
Version: Expansion 1.10+
All Resistances +15
26% Extra Gold from Monsters

Doom Grip
Ring
Required Level: 47
Fingerprint: 0x9d12fc98
Item Level: 72
Version: Expansion 1.10+
Adds 1 - 14 Lightning Damage
4% Mana stolen per hit
+14 to Strength
Lightning Resist +19%
8% Better Chance of Getting Magic Items
+1 to Light Radius

Charms:
Code:
Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x55b45bd0
Item Level: 45
Version: Expansion 1.10+
+12 to Life

Azure Small Charm
Small Charm
Required Level: 1
Fingerprint: 0xbd957fae
Item Level: 26
Version: Expansion 1.10+
Cold Resist +5%

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0x5b685494
Item Level: 71
Version: Expansion 1.10+
+11 to Life

Large Charm of Sustenance
Large Charm
Required Level: 19
Fingerprint: 0xd42e9689
Item Level: 85
Version: Expansion 1.10+
+19 to Life

Azure Small Charm
Small Charm
Required Level: 1
Fingerprint: 0x5f82bb49
Item Level: 41
Version: Expansion 1.10+
Cold Resist +5%

Large Charm of Sustenance
Large Charm
Required Level: 34
Fingerprint: 0x25a2a287
Item Level: 87
Version: Expansion 1.10+
+23 to Life

Russet Small Charm
Small Charm
Required Level: 10
Fingerprint: 0x5fdae87f
Item Level: 28
Version: Expansion 1.10+
Fire Resist +7%

Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0x7724f5b7
Item Level: 85
Version: Expansion 1.10+
+30 to Life

Small Charm of Sustenance
Small Charm
Required Level: 17
Fingerprint: 0xd47f4a1b
Item Level: 38
Version: Expansion 1.10+
+15 to Life

Shimmering Small Charm of Strength
Small Charm
Required Level: 25
Fingerprint: 0xed882efa
Item Level: 82
Version: Expansion 1.10+
+2 to Strength
All Resistances +5

Mercenary:
Ahsab, level 85, Might (A2 NM)

Tal Rasha's Horadric Quest
Insight War Scythe
Godly Dusk Shroud of the Fox

Code:
Tal Rasha's Horadric Crest
Death Mask
Defense: 117
Durability: 16 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x39a18ab6
Item Level: 50
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
War Scythe
RalTirTalSol
Two Hand Damage: 60 - 123
Durability: 36 of 55
Required Level: 27
Required Strength: 80
Required Dexterity: 80
Fingerprint: 0x52b583ec
Item Level: 40
Version: Expansion 1.10+
Level 13 Meditation Aura When Equipped
+35% Faster Cast Rate
244% Enhanced Damage
+9 to Minimum Damage
184% 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

Godly Dusk Shroud of the Fox
Dusk Shroud
Defense: 1212
Durability: 19 of 20
Required Level: 49
Required Strength: 77
Fingerprint: 0xd9f82557
Item Level: 85
Version: Expansion 1.10+
+159% Enhanced Defense
+10 to Life

Gameplay:
Hellforge: Lem/Gul!

Normal was pretty uneventful. After the initial investment in RS/SM, I grabbed gumby/AI curses/decrepify. I pumped strength early on, as well as some energy to speed things along, followed by vit. I found a good number of Shael/Amn, but didn't find a Sol until Hell A1 (during a Pit run). Made the mistake of using my first cubed up Sol in Lore, when I should have made Insight first. Fought cows after Normal Baal, and my minions accidentally killed the king. :(

Nightmare was more of the same. I quested with fire golem all the time, bringing out gumby for bosses. Once I made Insight, I respecced, grabbing base energy, enough dex for listed shield block, and minimal strength to wear gear. The Vipermagi was a very pleasant surprise on an untwinked char, as was the Fugly for my merc. I started using a lot of Attract and corpse explosion as well.

Hell was pretty dangerous at times. I crafted the safety amulet with prismatic resists, and starting grabbing bone armor. It was mostly a waste, since physical attacks never really threatened me. Then I started throwing around points more or less randomly. :) Once I reached A2, I parked Tomburego, and did some MF Pits runs with him. Had a NDE experience standing a bit too close to a FE/CE (negative resists with MF gear on). I was using a +3 summoning bone wand and a lidless wall on switch, for beefier summons, but finally gave in and shopped a teleport staff once I hit Hell A3. Got a little carried away with it, and had another NDE in Durance. I had accidentally moved my minimap around, and ended up blindly teleporting around without a shield, chugging ~6 full purples in the process.

Hell A4 was the only place I actually used Dim Vision, due to those blasted gloams. In general, I've found attract to be more useful anyway, and ended up casting Dim Vision maybe 20-30 times throughout the entire playthrough. A5 was pretty uneventful. I hate those teleporting gremlins with a passion! This my first time experiencing randomized Act 5 monsters as well, and that was kind of fun. :) The ancients took forever, but I was never in any danger. And I was bored to tears during the Baal fight. :(

He was a slow and safe character: fun at first, but a bit boring in the long run. I'm used to playing support/nukers characters in games like LoL, so the Necro always seems like a good choice. Next up is probably something more nukey, like a sorc of some sort.
 
Originally posted by Nightfish on Jun 6, 2005:

#12 of 49

Well, a few moments ago my latest creation made it through the game. This time it's Dalariath the Golemmancer who brings me to a total of 12 with 37 remaining for my septuple sept. Whee!

Yes, he used RTB's FE Mod, all my chars do. In the light of recent events I wasn't sure if he'd be welcome here. I still figured I'd post him and see what people say instead of just vanishing. If you chose to turn this thread into a clone of farting_bob's guardian thread... so be it.

Anyway, here's some pictures to look at and later on some yadayada on the char:

Stats & Inventory (melee gear)
Dalariath_-_Stats-Gear.jpg


Skills - Summon
Dalariath_-_Summon.jpg


Skills - Curses
Dalariath_-_Curses.jpg


Skills - P&B
Dalariath_-_P-B.jpg


Might Merc
Dalariath_-_Merc.jpg



The Golem
Well, as you might see from the stats and stuff this isn't your average golemmancer. This one actually use the golem to deal damage directly rather than rely on iron maiden to do that. For that purpose I used a lot of the high end set and unique weapons I had.

Stuff I lost along the way includes but is not limited to: exceptional bonesnap & steeldrivers, 4 IK Mauls, 2 Ethereal Edges, 2 Windhammers, 3 Bonehews. Mostly I lost the golem due to carelessness and slow reflexes vs iron maiden. He doesn't really get killed any other way. With >6.5k life in hell that's not surprising.

Interestingly, I stopped losing stuff in hell and only need a total of 2 iron golems there. An IK Maul which I lost in mid act 2 and another windhammer which is still going strong. Kills stuff in about 2 hits.

The Build
Originally my plan was to melee along with my troops. Good old ribcracker, angelic trio and demon limb should help there. Also vamp gaze & SoE. And I actually did that for most of nightmare, especially when levelling for hell. But in hell it wasn't really useful for questing. Stuff just died too fast to my minions and using CE was more effective. I did melee all the important battles, though. All the act bosses and the ancients namely. Also vs lister because my troops (both of them) got stunned too much and would have died.

I don't think this guy was every seriously in danger. A couple times it was close when I played in a window while chatting and teleported through the durance of hate for example. Couldn't see the black monsters against the black background. A horde of >20 gloams with a conviction boss (and izual on top of that) in act 4 hell were dicey, too, but my iron golem just wouldn't die even after my merc had long evaporated and got me the corpse I needed to work my magic.

Basic strategy was to just run up to stuff, spam amp and maybe a bit of attract and CE the **** out of everybody. Worked like a charm and this guy is actually an excellent MF character so long as there is no iron maiden.

As always, I've got spare skill points out the wazoo. 15 left at level 83. I almost spent them on lifetap vs the ancients but remembered that Marrowwalk has charges that last for 40 seconds.One was more than enough to kill the old people. Between my golems and my CB and my mercs static field they just went the way of the dodo. Even though 2 of them ganged up on Iggy they couldn't put a dent in him. Go golem!

See the battle here:
Dalariath_-_vs_Ancients.jpg


Gear & Skills:
Well, most of it is pretty obvious from the pictures. Stuff is what you'd expect it to be. One setup focused on high skills and MF (which was pointless, didn't find anything good), the other on melee. I did use the cheesy marrowwalk bug to beef up bonearmour which helped I guess. Not that I was really in danger without BA since I forgot to cast it frequently and still lived.

The 20 points in fire golem are there too synergise IG, obviously. On a sidenote, I couldn't cast fire golem if I wanted to. Dun have enough mana...

Conclusion:
A very fun build that turned out a lot better than I feared. Unexpectedly strong and unexpectedly fun, too, and even useful for MF. Though not quite as good as your regular skelliemancer with an iron golem as backup. This is also my 6th Ribcracker Guardian, maybe I can get myself to play a passive zon to complete that sub-sept and have one ribcracker guardian per class.

What's next:
Well, it's still quite a way to my 49 guardian sept but I've got a lot of chars going, some of them on hold because I got bored or don't have any bright ideas to make them special yet:

- 2h Mauler Bear in Act 1 NM
- 2h Avenger in Act 5 N
- Zeal/Hammer Hybrid in Act 1 NM
- Blizzard Sorc in Act 1 N
- WW Barb in Act 1 N

and the one I'm most eager to play, yet to be born:
- Sword Frenzier Barb

I've got such a grand idea for him, he's gonna rule. :D

Well, thanks for reading. :)
 
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