Matriarch/Patriarch/Guardian Archive Thread

Originally posted by GooberGrape on Jan 5, 2013:

Patriarch GooberGrave - Fishymancer [1.13 SC]

Standard issue Fishymancer, no surprises. Spare points went into Amp Damage and Golem Mastery.

Twinked out with standard issue Arm of King Leoric and Homunculus. Also my second mat/pat to beat the game wearing the full Disciple set. I like that set a lot. Good, cheap, fun!
Notable finds include Ist and Fal. Forge was a Hel. :hammerhead:

Playability is not really my style. I mean it's obviously powerful on /p1, corpse explosion is a screen killer. But I hated running in front of my minions, seeing a horde of bad guys, and having to retreat and get shot in the back waiting for my skellies to show up. Teleport would solve this problem, but switching to Naj's Puzzler killed two of my skellies so I avoided using it.

MVP goes to Attract. That's the best crowd control curse I've ever used. Toward the end there I would just charge into crowds, attract one guy, and stand point blank while they fought amongst themselves. Funny stuff. I also used Attract instead of Dim Vision for archers and gloams, because Amp won't override Attract.

Thanks to Nightfish for a great build. Once I get some better gear (Enigma) I'll definitely be back for more.

Stats: (not shown: +2 all skills and +50 all resist for set bonus)

Code:
Name:       Goobergrave
Class:      Necromancer
Experience: 861310909
Level:      82

            Naked/Gear
Strength:   106/116
Dexterity:  178/188
Vitality:   166/166
Energy:     25/45
HP:         528/738
Mana:       187/297
Stamina:    311/330
Defense:    44/1440
AR:         845/1007

Fire:       215/175/115
Cold:       159/119/59
Lightning:  141/101/41
Poison:     177/137/77

MF:         57       Block:      75
GF:         0
FR/W:       30
FHR:        20
IAS:        20
FCR:        10

Amplify Damage: 8/13
Dim Vision: 1/6
Weaken: 1/6
Iron Maiden: 0/0
Terror: 1/8
Confuse: 1/6
Life Tap: 0/0
Attract: 1/6
Decrepify: 1/6
Lower Resist: 0/0

Teeth: 1/6
Bone Armor: 1/6
Poison Dagger: 0/0
Corpse Explosion: 20/25
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: 20/28
Raise Skeleton: 20/28
Clay Golem: 1/6
Golem Mastery: 10/15
Raise Skeletal Mage: 1/8
Blood Golem: 1/6
Summon Resist: 1/6
Iron Golem: 1/6
Fire Golem: 1/6
Revive: 1/6


Gear:

Code:
Tome of Town Portal
Fingerprint: 0x884315f9
Item Level: 6
Version: Expansion 1.10+

Tome of Identify
Fingerprint: 0xaa6e74d4
Item Level: 6
Version: Expansion 1.10+

Key
Fingerprint: 0x9ebf1dc4
Item Level: 6
Version: Expansion 1.10+

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

Kira's Guardian
Tiara
Defense: 151
Durability: 25 of 25
Required Level: 77
Fingerprint: 0xd7c87d57
Item Level: 87
Version: Expansion 1.10+
+20% Faster Hit Recovery
+106 Defense
All Resistances +56
Cannot Be Frozen

Telling of Beads
Amulet
Required Level: 30
Fingerprint: 0xf71aa2f6
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
Cold Resist +18%
Poison Resist +36%
Attacker Takes Damage of 8

(2 items): +150 Defense
(3 items): Adds 22 Poison Damage Over 3 Secs (75 Frames)
(4 items): +10 to Strength
(5 items): +10 to Dexterity
+2 to All Skills
+100 to Mana
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%

Dark Adherent
Dusk Shroud
Defense: 804
Durability: 20 of 20
Required Level: 49
Required Strength: 77
Fingerprint: 0xaf878ad7
Item Level: 87
Version: Expansion 1.10+
25% Chance to cast level 3 Nova when struck
Adds 24 - 34 Poison Damage Over 2 Secs (50 Frames)
+410 Defense
Fire Resist +24%

(2 items): +150 Defense
(3 items): Adds 22 Poison Damage Over 3 Secs (75 Frames)
(4 items): +10 to Strength
(5 items): +10 to Dexterity
+2 to All Skills
+100 to Mana
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%

Nagelring
Ring
Required Level: 7
Fingerprint: 0x9a65c438
Item Level: 52
Version: Expansion 1.10+
+55 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
23% Better Chance of Getting Magic Items

Nagelring
Ring
Required Level: 7
Fingerprint: 0xf1dc582e
Item Level: 87
Version: Expansion 1.10+
+57 to Attack Rating
Magic Damage Reduced by 3
Attacker Takes Damage of 3
23% Better Chance of Getting Magic Items

Credendum
Mithril Coil
Defense: 113
Durability: 16 of 16
Required Level: 65
Required Strength: 106
Fingerprint: 0x39602b94
Item Level: 87
Version: Expansion 1.10+
+50 Defense
+10 to Strength
+10 to Dexterity
All Resistances +15

(2 items): +150 Defense
(3 items): Adds 22 Poison Damage Over 3 Secs (75 Frames)
(4 items): +10 to Strength
(5 items): +10 to Dexterity
+2 to All Skills
+100 to Mana
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%

Rite of Passage
Demonhide Boots
Defense: 58
Durability: 12 of 12
Required Level: 29
Required Strength: 20
Fingerprint: 0x732b587a
Item Level: 86
Version: Expansion 1.10+
+30% Faster Run/Walk
+25 Defense
+19 Maximum Stamina
Half Freeze Duration

(2 items): +150 Defense
(3 items): Adds 22 Poison Damage Over 3 Secs (75 Frames)
(4 items): +10 to Strength
(5 items): +10 to Dexterity
+2 to All Skills
+100 to Mana
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%

Laying of Hands
Bramble Mitts
Defense: 85
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x3c9e669c
Item Level: 87
Version: Expansion 1.10+
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

(2 items): +150 Defense
(3 items): Adds 22 Poison Damage Over 3 Secs (75 Frames)
(4 items): +10 to Strength
(5 items): +10 to Dexterity
+2 to All Skills
+100 to Mana
Cold Resist +50%
Lightning Resist +50%
Fire Resist +50%
Poison Resist +50%

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

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

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

Horadric Cube
Fingerprint: 0x1d766420
Item Level: 13
Version: Expansion 1.10+

Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x4e73a73
Item Level: 84
Version: Expansion 1.10+
+39 to Life

Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0xaeca1460
Item Level: 85
Version: Expansion 1.10+
+40 to Life

Large Charm of Vita
Large Charm
Required Level: 50
Fingerprint: 0xbadf782c
Item Level: 80
Version: Expansion 1.10+
+29 to Life

Lucky Grand Charm of Vita
Grand Charm
Required Level: 69
Fingerprint: 0x55a5f49f
Item Level: 85
Version: Expansion 1.10+
+38 to Life
11% Better Chance of Getting Magic Items

Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xb76f9836
Item Level: 85
Version: Expansion 1.10+
+17 to Life

Snake's Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x3e3db3ab
Item Level: 80
Version: Expansion 1.10+
+16 to Life
+8 to Mana

Large Charm of Vita
Large Charm
Required Level: 66
Fingerprint: 0xd701b14b
Item Level: 84
Version: Expansion 1.10+
+31 to Life

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

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

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

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

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

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

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

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

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

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

Naj's Puzzler
Elder Staff
Two Hand Damage: 200 - 232
Durability: 35 of 35
Required Level: 78
Required Strength: 44
Required Dexterity: 37
Fingerprint: 0x49645181
Item Level: 87
Version: Expansion 1.10+
+1 to All Skills
+30% Faster Cast Rate
150% Enhanced Damage
Adds 6 - 45 Lightning Damage
+35 to Energy
+70 to Mana
Level 11 Teleport (68/69 Charges)


Arm of King Leoric
Tomb Wand
One Hand Damage: 10 - 22
Durability: 15 of 15
Required Level: 36
Required Strength: 25
Fingerprint: 0x190a5375
Item Level: 94
Version: Expansion 1.10+
10% Chance to cast level 2 Bone Prison when struck
5% Chance to cast level 10 Bone Spirit when struck
+2 to Poison and Bone Skills (Necromancer Only)
+2 to Summoning Skills (Necromancer Only)
+10% Faster Cast Rate
+3 to Skeleton Mastery (Necromancer Only)
+3 to Raise Skeleton (Necromancer Only)
+2 to Terror (Necromancer Only)
+2 to Raise Skeletal Mage (Necromancer Only)
+102 to Mana (Based on Character Level)

Homunculus
Hierophant Trophy
Defense: 182
Chance to Block: 52
Durability: 20 of 20
Required Level: 42
Required Strength: 58
Fingerprint: 0x431dd127
Item Level: 87
Version: Expansion 1.10+
+2 to Curses (Necromancer only)
+2 to Necromancer Skill Levels
+30% Faster Block Rate
40% Increased Chance of Blocking
+157% Enhanced Defense
+20 to Energy
Regenerate Mana 33%
All Resistances +40
+5 to Mana after each Kill

Mercenary:

Name:       Hazade
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 66990246
Level:      82
Dead?:      false

            Naked/Gear
Strength:   181/211
Dexterity:  145/150
HP:         1647/1789
Defense:    1217/2020
AR:         1874/462878

Fire:       181/141/81
Cold:       211/171/111
Lightning:  181/141/81
Poison:    181/141/81

Tal Rasha's Horadric Crest
Death Mask
Defense: 119
Durability: 20 of 20
Required Level: 66
Required Strength: 55
Fingerprint: 0x2460ec4e
Item Level: 59
Version: Expansion 1.10+
10% Mana stolen per hit
10% Life stolen per hit
+45 Defense
+10 to Strength
+60 to Life
+30 to Mana
All Resistances +15
1 Sockets (1 used)
Socketed: Perfect Amethyst


Perfect Amethyst
Required Level: 18
Version: Expansion 1.10+
Weapons: +150 to Attack Rating
Armor: +10 to Strength
Shields: +30 Defense


Duriel's Shell
Cuirass
Defense: 684
Durability: 40 of 150
Required Level: 41
Required Strength: 65
Fingerprint: 0x25cf6d2
Item Level: 87
Version: Expansion 1.10+
+187% Enhanced Defense
+102 Defense (Based on Character Level)
+15 to Strength
+82 to Life (Based on Character Level)
Cold Resist +30%
All Resistances +20
Cannot Be Frozen
+100 Maximum Durability


Insight
Colossus Voulge
RalTirTalSol
Two Hand Damage: 92 - 827
Durability: 26 of 26
Required Level: 48
Required Strength: 200
Required Dexterity: 45
Fingerprint: 0x104b455f
Item Level: 86
Version: Expansion 1.10+
Level 16 Meditation Aura When Equipped
+35% Faster Cast Rate
235% Enhanced Damage
+9 to Minimum Damage
246% Bonus to Attack Rating
Adds 5 - 30 Fire Damage
Adds 75 Poison Damage Over 5 Secs (125 Frames)
+6 to Critical Strike
All Stats +5
+2 to Mana after each Kill
23% Better Chance of Getting Magic Items
Ethereal
4 Sockets (4 used)
Socketed: Ral Rune
Socketed: Tir Rune
Socketed: Tal Rune
Socketed: Sol Rune

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

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

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

Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage
Armor: Damage Reduced by 7
Shields: Damage Reduced by 7
 
Originally posted by Grishnakh on Sep 24, 2008:

Patriarch Maladath

Greetings all! Finally got time to play today and patted my fishymancer. My first pat since I started playing again. :jig: He leveled really fast and was very safe, died twice in a5 hell: first was to gloams in frozen river then again to the same gloams during body retrieval.


Level 83 with an act 2 nm might merc, he really ups kill speed of the skellies and it was noticeable when he died to iron maiden. I followed Nightfish's skill distribution pretty much to a t, tossing a few extra in amp and decrep. Resists 73/75/75/59. I'm in the process of trying to reroll some skillers from grand charms I picked up in Hell, got a paladin skiller with 23 life so far. I chose to go the route of just enough dex to equip an ali baba for an mf switch although I did save 50 stat points(no gull just yet)

Hell ancients were sloooowww, whirler and thrower were extra strong, leaper had holy freeze aura. I had to use decrep to counter the extra strong and that coupled with the freeze really made it drag out. The merc having crushing blow from guillame's helped some. Lister was a joke, extra fast spectral hit and I don't recall what else. He and his ilk were all dead within 20 seconds. Corpse explosion is fun.

Notable finds: peasant crown, +31 res all skin of the vipermagi, and a Gheed's, my first ever. The roll on the Gheed's was less than good (27% mf) but I'll take it. Gul from Hell helforge, another first :alright: I shopped a really great wand in a3 nm, 3 to summoning tree and 1 to amp.

Still need to rescue Anya and most likely kill nihlathak with him as I can do pindle with a sorc much more efficiently. The gloams in Frozen River spawned a boss pack on top of champs and they made short work of me even with max lr so I skipped it. Hoping for a little more forgiving combo on the next go. round.
 
Originally posted by Harrid on May 19, 2006:

1st Patriach - Hitoshura

Well, after spending many, many, many hours playing D1 and Hellfire, I finally got into D2/LoD earlier this year. Having always been a fan of melee-sorts and the macabre, I started out with a daggermancer. The general commonness of poison resistance made it annoyingly slow, though (playing /p8 constantly), so I was looking through the other necro builds and went with a fishymancer on the roll of a die. I actually pat'ed him a few weeks ago, but I've been putting off making an account here in favor of just lurking until now >_>.

Hitoshura
Level 86 Necromancer (killed Baal at 85 IIRC, been doing occational pit/countess/p/s/e runs since)

Stats (gear/naked):
STR: 125/100
DEX: 187/180 (I started wanting max block, but it was requiring too much of an investment for my liking, so I went with enough to keep the listed block %...a waste, yes, but it has saved me from the odd flayers/dolls that slipped by my minions in A3)
VIT: 210/210 (nothing boosting this one, heh <_<)
ENG: 52/25

5 stat points remaining now, although I actually had ~40-60 unspent from normal A5 to hell A5 until I just decided to dump the rest into vit for anti-gloamage

Hell Resists: 75/61/75/50

20 RS
20 SM
6 Revive (was just 1 until everything else got their points)
1 in rest of summons
20 CE
1 Teeth
7 Amp Dam
6 Decrep
6 Attract
1 in prereq curses

Gear:
Golemlord's Circlet of Wizardry (used a 'Lore' circlet and Sazabi's Mental Sheath for most of the game)
rare ammy with +4 str, +6% res all, +20% lit res, -25% poison length, 25 charges of teleport (used a +1 summoning ammy for most of norm/NM until I gambled this)
rare brest plate with +44 life, +28% fire rest, +29% lit rest, +3 defense/clvl, damage reduced by 1(!!11!111~eighty%%1)
rare wand with +8 energy, +7-22 cold damage, 4% life leech, +2 necro skills, +2 decrep, +1 bone prison, +3 poison nova, 8% CTC lvl3 chain lightning on attack
Chromatic Bone Shield socketed with 2 perfect diamonds (+66% res all)
Nightsmoke (used a leftover ethereal Goldwrap until it dropped to 2 durability)
Chance Guards (37% MF, yay normal Meph >_>)
Tearhaunch (found somewhere in either A2 or A3 of normal)
Scintillating Ring (+13% res all)
rare ring with +15 str, +2 energy, +2 dex, +44 mana, 10% MF

on switch:
Golemlord's Bone Wand of the Leech (also +1 summon res, +1 fire golem, +1 terror <_<) (very nice store purchase)
Mojo Demon Head of Guarding (also +1 bone spear...useless)

Charms:
+15% res all, +some poison damage grand charm
5% FRW large charm
+32 life, +some cold large charm
+1 str, +11% cold res small charm
+4% MF small charm

A2 Might Merc:
Spire of Honor (used Kelpie Snare earlier)
Godly Great Hauberk of the Tiger (1255 def, +25 life)
Tal Rasha's Horadoric Crest

Played normal and NM on /p8, did hell on /p1. First trouble was with NM A4 Gloams (accidentally hit a pack of like 10 with extra strong, IIRC, so I let my merc RIP until I slowly drew them away [with about 5 deaths along the way] for corpse popping on older killing grounds). Hell wasn't that hard except for act bosses taking a while, some A3 gloamage, Diablo (I don't know why he was so hard, but it took about 5 tries for me to do him [clearing CS that many times did net me a second Tal's mask and 2 IK mauls >_>]), and Baal's minions (Bartuc had conviction, Ventar had Fanaticism, Lister had something nasty too -_-). Baal himself was slowed to all hells with decrep + clay golem, but with no crushing blow anywhere, it took about 5 minutes to actually chip him to death.

Found a bunch of miscellaneous set/unique items (gambled an angelic set amulet and Ravenfrost >_>), and probably some good rares as well. Rune drops sucked (best was 1 Shael until I pat'ed, afterwhich pit/countess runs have gotten me 5 Dols <_<). Fun build overall. Used much of the nice stuff he found on the hammerdin I'm doing now (Hell A1), since my other characters are all under level 25 >_>.
 
Originally posted by HellHoundBarb on Jan 11, 2008:

Patriarch ZooKeeper - Fishymancer

Hey everyone!

I finally pat'ed my first character today. He is a Fishymancer named ZooKeeper.

STATS:

LEVEL: 85

STR: 134 (107)
DEX: 193 (173)
VIT: 211 (209)
NRG: 48 (26)

Health: 829 (619)
Mana: 482 (195)

Resists:
Fire: 9
Lightning: 30
Cold: 29
Poison: 44

SKILLS:

Curse tree:
All: 12 (1)
Terror: 14 (1)

Poison and Bone tree:
Corpse Explosion: 29 (20)
Bone Armor: 10 (1)
Bone Wall: 10 (1)
Prereq: 1

Summoning tree:
Raise Skeleton: 38 (20)
Skeleton Mastery: 40 (20)
Raise Skeleton Mage: 18 (1)
Revive: 16 (1)
All Golems: 16 (1) - except Fire Golem
Golem Mastery: 32 (17)
Summon Resist: 16 (1)

Heart of Wolverine: 5

EQUIPMENT:

Code:
Weapon: 
Arm of King Leoric
Tomb Wand
One-Hand Damage: 10 to 22
Durability: 15 of 15
Required Strength: 25
Required Level: 36
Staff Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xae937c0e
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)
10% Chance to cast Level 2 Bone Prison when struck
5% Chance to cast Level 10 Bone Spirit when struck
+106 to Mana (Based on Character Level)

Shield: 
ZooKeeper's 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: 87
Fingerprint: 0x8b31f955
+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)

Socketed with:
Perfect Diamond
Inserted into a Hierophant Trophy

All Resistances +19

Required Level: 18
Item Version: 1.10+ Expansion

Headgear:
Harlequin Crest
Shako
Defense: 107
Durability: 12 of 12
Required Strength: 50
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xf531869c
+2 to Strength
+2 to Energy
+2 to Dexterity
+2 to Vitality
Damage Reduced by 10%
74% Better Chance of Getting Magic Items
+2 to All Skill Levels
+127 to Life (Based on Character Level)
+127 to Mana (Based on Character Level)
Socketed (1: 1 used)

Socketed with:
Perfect Topaz
Inserted into a Shako

24% Better Chance of Getting Magic Items

Required Level: 18
Item Version: 1.10+ Expansion

Body Armor:
Trang-Oul's Scales
Chaos Armor
Defense: 857
Durability: 70 of 70
Required Strength: 84
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x2be86059
+150% Enhanced Defense
+100 Defense vs. Missile
Poison Resist +40%
Requirements -40%
40% Faster Run/Walk
+2 to Summoning Skills (Necromancer Only)

***Partial Set Item Bonuses***
Lightning Resist +50%
Damage Reduced by 25%
***Partial Set Item Bonuses***


Gloves:
Trang-Oul's Claws
Heavy Bracers
Defense: 67
Durability: 16 of 16
Required Strength: 58
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xab6752c2
+30 Defense
Cold Resist +30%
20% Faster Cast Rate
+2 to Curses (Necromancer Only)
+25% to Poison Skill Damage

Boots:
Marrowwalk
Boneweave Boots
Defense: 183
Durability: 16 of 16
Required Strength: 118
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x78327831
+11 to Strength
+17 to Dexterity
+170% Enhanced Defense
Regenerate Mana 10%
Heal Stamina Plus 10%
20% Faster Run/Walk
+2 to Skeleton Mastery (Necromancer Only)
Half Freeze Duration
Level 33 Bone Prison (13/13 Charges)
Level 12 Life Tap (10/10 Charges)

Belt:
Arachnid Mesh
Spiderweb Sash
Defense: 136
Durability: 12 of 12
Required Strength: 50
Required Level: 80
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x13dcee93
+117% Enhanced Defense
Increase Maximum Mana 5%
20% Faster Cast Rate
+1 to All Skill Levels
Slows Target by 10%
Level 3 Venom (11/11 Charges)

Ring 1:
Wisp Projector
Ring
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x6b3dacf7
18% Better Chance of Getting Magic Items
13% Lightning Absorb
10% Chance to cast Level 16 Lightning on striking
Level 5 Heart of Wolverine (13/13 Charges)
Level 7 Spirit of Barbs (11/11 Charges)
Level 2 Oak Sage (15/15 Charges)

Ring 2:
Dwarf Star
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xfa37a25
+40 to Life
+40 to Maximum Stamina
Heal Stamina Plus 15%
Magic Damage Reduced by 13
100% Extra Gold from Monsters
15% Fire Absorb

Amulet:
Eagle Eye
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 93
Fingerprint: 0xf79f69b
+14 to Strength
Lightning Resist +14%
23% Better Chance of Getting Magic Items
+2 to Necromancer Skill Levels
+2 to Light Radius
Level 1 Attract (22/22 Charges)

Switch:
Jeweler's War Staff of Teleportation
Two-Hand Damage: 12 to 28
Durability: 50 of 50
Required Level: 47
Staff Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x6aa2ca45
150% Damage to Undead
Level 5 Teleport (48/48 Charges)
Socketed (4: 0 used)

CHARMS:

Code:
Gheed's Fortune
Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 62
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x73aa4511
147% Extra Gold from Monsters
37% Better Chance of Getting Magic Items
Reduces All Vendor Prices 10%

Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x78cef861
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xce593d02
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x23df5d54
+1 to Summoning Skills (Necromancer Only)

Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 73
Fingerprint: 0xb419e4ab
+1 to Summoning Skills (Necromancer Only)

Ocher Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 14
Fingerprint: 0xcb9cde7a
+10 to Life
Lightning Resist +7%

Jade Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0xc59059b7
Poison Resist +8%
5% Faster Hit Recovery

Small Charm of Fortune
Keep in Inventory to Gain Bonus
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0xed3fbb34
5% Better Chance of Getting Magic Items

Garnet Small Charm of Frost
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 45
Fingerprint: 0x134aa618
Fire Resist +9%
Adds 1-2 cold damage over 1 seconds

Amber Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x446981b9
Lightning Resist +10%

Viridian Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 7
Fingerprint: 0x6bba9139
+10 to Life
Poison Resist +7%

Sapphire Small Charm of Incineration
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0x6fa4c7ba
Cold Resist +10%
Adds 7-13 fire damage

Ruby Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0xe50dfa1c
+1 to Dexterity
Fire Resist +11%

Burly Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 63
Fingerprint: 0x1f35beff
+19 to Life
+16 Defense

Amber Small Charm of Thunder
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 63
Fingerprint: 0x4cfce06c
Lightning Resist +10%
Adds 1-12 lightning damage

MERCENARY:

Act 2 Might mercenary

Code:
EQUIPMENT:

Weapon:
Insight
Cryptic Axe
'RalTirTalSol'
Two-Hand Damage: 167 to 729
Durability: 33 of 33
Required Dexterity: 93
Required Strength: 155
Required Level: 59
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xf2b9365
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+224% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+1 to Critical Strike
35% Faster Cast Rate
242% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 15 Meditation Aura When Equipped
Ethereal (Cannot be Repaired), Socketed (4: 4 used)

Body Armor:
Shaftstop
Mesh Armor
Defense: 637
Durability: 40 of 45
Required Strength: 92
Required Level: 38
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0xc5181982
+60 to Life
+198% Enhanced Defense
+250 Defense vs. Missile
Damage Reduced by 30%

Headgear:
Guillaume's Face
Winged Helm
Defense: 217
Durability: 21 of 40
Required Strength: 115
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x6be1ddaf
+15 to Strength
+120% Enhanced Defense
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike

STATS:

Level: 85

STR: 206 (186)
DEX: 155 (150)

Damage: 762-2528
Defense: 2157

Res. All: 49

This is my 2nd character after my restart (before that I was a D2 noob... didn't even complete Nightmare with any char). The first one was a failure, so he was deleted.

ZooKeeper was an easy character, he only died once. (by Gloams - didn't expect an attack and boom, 5-10 chain lightnings at the same time :undecided: )

Normal was really easy, he didn't even use one Potion, if I remember well.

Nightmare was also pretty easy, however I saw I need to stay away from the fighting. At the end of Act V, I had equipped everything of my end-game equipment but the Arachnid Mesh.

Hell was also not hard, apart from some moments (coughgloamscough) and got through it fairly fast. I didn't find any really good items here... (M'avina's Embrace was the best)
Hell Baal Fight pics and 1 WSK pic: Lots of blood due to CE, Baal Full Health, Baal Low Health, Baal Death, Baal Drops

Then the finds:
2x Um (one from Nightmare Hellforge, one from Nightmare Mephisto - 3rd run)
1x Lem
Some +10 stat runes
M'avina's Embrace Kraken Shell
Lots of Uniques/Sets I didn't have before.

Strategy:
When I start the game, I immediately summon my Clay Golem, Heart of Wolverine and Bone Armor. Then I let my Mercenary kill the first monster and summon a few Skeleton Fighters (until I have 14 - I use CE sometimes between some summons to speed up the killing). After I have all 14 Skeleton Fighters, I mostly use CE. Sometimes I want to have Mages too (8 max) and summon them. I hardly ever use Revives.
I almost always use Amplify Damage. Against bosses and hard enemies I use Decrepify and against high damaging ranged enemies I use Dim Vision (love this curse!).
The Teleport charges on my switch weapon are used to Tele in monster packs and bosses.

My next project: Set Sept. That means IK barb, Aldur Druid, Tal Rasha Sorc, Trang-Oul Necro, Gris Pally, M'avina Zon and Natalya Sin.
My IK barb is at the start of Hell, my M'avina Zon is at Act II normal. The rest is still to be started.

Well, I hope 2008 will bring a lot more Pats/Mats!

HHB
 
Originally posted by IAMGEEK on Jan 15, 2006:

Patriarch LitchLoath

First Pat since returning to D2 1.11b RWM

Im at work at the moment so stats are approx and after items

Patriarch Litchloath
Level 86 Fishymancer

Stats
Strength: 110
Dex:170ish
Life:890
Mana: 250ish

Skills

(Again some guess work here)

20 Seleton
20 Skelly Mastery
20 Corpse Explosion
14 Amp Damage
4 attract
4 Decrept
6 summon resist
rest pre-reqs

Gear

Harlequin Crest
Amulet of Teleportation/+2 Summoning Skills rare
DuskShroud with 4 perfect Topaz
Goldwrap
Chance Guards
2X Nagelrings
Homoculus
Gull/Arm of King Leoric
War Travellers

Geeds
1x Summoning g/c


Might Merc
Insight Cryptic Axe
Guillaume's
Shaftstop


This was a fun, safe build. I used the akol + rare ammy to prebuff skeles, then switched to gull & amulet of teleportation.

As you can see he was MF all the way from as soon as he could hold that Gull.

Only 2 Deaths, one in hell act 4, a Gloam pack waiting at the stairs to the city of the damned, I went down the stairs skeles + revives slowly walking behind, when Bam ahhhh, juv, teleport infront a step run behind army, amp, but unfortunatly the gloams went round my army, bam bam bam, juv bam dead. Dammit.
The second was probably more my fault, I was feeling brave and decided to run the pits on players/8.

The first three times this was not a problem merc went once but that was all.
The fourth time I encountered a massive group of monsters, fallen with some rouges, there were at least 2 bosses with might + other nasty mods, my skeles were going down one every 2 seconds no matter what I did, and the shamen kept revivng the corpses before I could exploderize them, so foolishly I thought Thats it I'm gona teleport to the shamen and kill them first. BAD IDEA im now trapped with no escape. We get swarmed bam bam, run, juv, try teleing ,no faster hit recovery cant tele, dead.

So to get my body back I go summon army in blood moor, wp run to pit on the way find a pack we fight and I get Peasant crown with no MF or items on at all. Back into pits round 2, I make a dent this time but still all my skeles die back to town get new skeles back to pits and finally beat them get my body and no good items.

In terms of drops hes doing pindle runs with not much luck Nataylas mark + eth shadowkiller, about the best although one of the garden skeles gave me Tiamats rebuke. Hellforge was Ist 👍 WWOOOOTT. Hell Baal gave me gloves + boots from sigons, Cathans something, some other low level set + junk rare bow BOOOO:largeannoyed:

Any questions just ask
 
Originally posted by Indemaijinj on Jan 20, 2005:

Just another Patriarch celebration thread. (/players 8 all the way)

Finally after much procrastination I have Pat'ed my first character.

He is nothing that has'nt been seen before. Your standard Fishymancer gone Overlord.

He played all the way at players/8 setting (even Hell Ancients and Baal) doing full clears to the best of hus ability. He did use lesser setting when redoing certain areas for MF purposes though (mainly Meph at /players 3).


Benfisk, the Fishymancer was made with the intention of being my first MF'er. I had begged myself to a 4x Ptopaz gothic plate prior to creating him and this was pretty much his starting gear.
He actually used that old Ptopaz gothic plate until Act 2 Hell where he found Tal Rasha's Guardianship after a particularily hairy Unraveller encounter in one of the False Tombs.
Most of the stuff he wore were found along the way by himself though he did use a few donations (Thanks whoever gave me that Gheed's Fortune, Homonculus and War Travellers).

Notable encounters in Hell difficulty:

Act 2:

A really annoying possessed Sand Maggot. Everytime I had it down a bit it would burrow and regenerate. Wasted a good half an hour nailing that SoB.
An even more annoying (and actually quite dangerous) Steel Scarab boss with Cold Enchanted, Stone Skin and Extra Fast. I finally managed to whack him with the help of a Poison Mage and all my Full Rejuvenation potions.
Corpse Exploding the hell out of Coldworm the Burrower's chamber is such a great stress reliever.

Somehow THREE full Unraveller bosspacks and an Unraveller Champion pack together with a Wraith bosspack had managed to appear in the same room. Arguably one of the hairiest (but also one of the funnier) battles. I even got a Tal Rasha's Guardianship for my troubles. Scouring the False Tombs can be rewarding.

Act 3:

My first encounter with a Hell Gloam bosspack ended, of course, in disaster. I had just dispatched a few gloams without incident (mainly by being very careful) and was becoming a bit too cocky. I decided to speed up my progress a bit and was instantly rewarded by six convergent beams of Gloam lightning. Now, a sane man would probably had called it a day and quit, but I pride myself in actually retrieving my corpse whenever possible (it's a Diablo 1 thing). After several more deaths I somehow managed to completely scatter the pack with an elaborate combination of Terror and Dim Vision. Of course the boss turned out to be Stone Skinned (groan).

Another hairy corpse recovery scenario happened in Travincal. When laying siege to the main tower i was rushing myself a bit to prevent my minions from being distracted by those stupid sea serpent thingies. I soon found my corpse lying deep within the unholy edifice presided over by Geleb Flamefinger and a bunch of mad Zakarumite Hierophants. Now, the situation would have been trivial were it not for the fact that neither me, nor my merc had any "Cannot be Frozen" on us. (I had a Rhyme head, but that was lying on my corpse at the moment). I don't recall exactly how I solved the problem, but I think it involved sending a some throwaway skellies in and using the brief window of time to Dim Vision the priests to stop their stupid Blizzards. My merc could contend with an uncursed Geleb, while I was busy keeping anyone else under constant Dim Vision.

The final act 3 incident didn't happen when I was questing but rather when I was doing MF runs on Mephisto. Bremm Sparkfist can be a menace. Especially when he spawns with Conviction, Stone Skin and Cursed backed up by TWO full Blood Lord bosspacks one with Holy Freeze. Don't ask me how many skeletons fell flushing that out. After that I made a habit of aborting any runs where Bremm spawned Conviction.

Act 4:

I did the entire act 4 in one sitting. Most of it was rather uneventful. Sure I had some grotesque scenarios, one involving a Stoneskinned Extra Fast Corpulent who was constantly running away and a horde of Stygian Hags and their offspring that I managed to attract chasing him around. After the smoke cleared, a football-field size area was completely covered in gore. I also more or less picked the entire Cold Plains clean raising skeletons for the war effort. It really accellerated when those stupid Oblivion Knights started appearing with their blasted Iron Maiden, but Hephaesto also took his fair share as well as a nasty incident just at the base of the staircase leading from the Pandemonium Fortress to the Outer Steppes. Oh yeah, Lord De Seis also took about three waves of skeletons to nail.

But what what really hairy was Diablo himself. The fight just seemed to get off on a wrong end. A good number of my mages initially fell to his Flame Wave and in a stroke of luck he managed rather accurately to fry the remaining five with a single dose of pink lightning. A few regular skellies were lost as well. Even worse my Merc kept dying to his Firestorm of all things. It all culminated with my merc dead, me trapped in a Diablo Bone Prison (those bleedin' things last forever!). Yet miraculously three remaining skeleton warriors and a Golem I kept recasting managed to slowly wear the giant down. Those three anonymous skeletons will forever be in my heart.

Act 5:

Act 5 had it's share of "argh"-worthy moments, but less that I would initially have imagined. Spear Cats are no problem when you've got Maxblock. Death Maulers (or whatever else they are called) are more of a problem because they are so darn tough! What is really really aggravating though are those blasted guard towers. In Normal they merely provide a bit of atmosphere, in Nightmare they are occasionally a minor nuisance, but in /players 8 Hell they drain all semblance of fun from the game. The things takes AGES to destroy and for some reason my minions seem to go for them to the exlusion of anything else. Even if a big bad Death Beserker pack is picking them apart a mere centimetre away. What is worse, there is not a thing you can do about it if you want to do a full clear. Oh, and to add insult to injury there are never any imps about to actually make use of those stupid things.

The Frozen River also tried my frayed patience. I was trying my darndest to clear the thing as slowly and meticulously as possible, but with Succubi, Bats and Ghosts fluttering about the whole place and overgrown packs of abonimable snowmen tying my footsoldiers down. Those fliers really used their mobility against switfly flying over the rivers only to fly back again once I had dragged my cumbersome army over to the opposite bank (attracting a lot of unwanted attention in the process). The last part dissolved into total chaos with, i think, 5 different bosspacks converging on my troops. Flyrrying all about the place while my skellies died as fast as I could raise them.

The Ancients are trouble as well on /players 8, but less than I would have imagined. I thankfully never had to deal with any Fire Enchanted ones, but two times one of them spawned the Cursed mod. The third time was successful. My winning strategy included raising a big wad of revived Frenzytaurs. They went down so fast I thought I had accidentally forgot to set /players 8.

Worldstone Keep was remarkably easy for me. I mean, one of the levels spawned Blowgun Soul Killers, Storm Casters and Hell Temptresses. It was so easy that even my Heart of the Wolverine (from a Wisp Projector i found earlier) felt safe. I even drew Black Souls once and passed with flying colours. Tackling Two bosspacks and a champion pack (with a possessed member) simultaneously. I tell you, it's all about movement (and a maxed lightning resist).

Baal was exactly like I imagined him. He took ages to do in, but pretty much just sat there and suffered all the time. As customary he dropped a load of complete garbage. (Ahh, what do we have here? A Cathan's Seal, a Death's Touch and a necro head without any staffmods on it? Gee thanks!).


Stuff, I was sadly forced to ditch along the way:

Act 2:
A Stone Skinned Extra Fast Spectre bosspack still haunts the Arcane Sanctuary. They had compacted themselves into an ultradense blot of light that vapourised anything that came in contact with them.

A possessed Unraveller resides over an empty False Tomb. He wasn't much of a danger, but I just couldn't seem to put a dent in him.

Act 5:
A bosspack of Fanatic Thorned Hulks lurks at the entrance to Harrogath. I was forced to reroll as the beasts had pretty much surrounded the entrance.

A lonely Frenzytaur walks the icy halls of the Ancients' Way. Unbreakably physical immune Frenzytaur = Fun, NOT!
 
Originally posted by janooo on Sep 2, 2010:

Patriarch #1 - Fishymancer

As the title says: He is my first Patriach ever. After some intensive gaming, I finally killed Baal with him...3 months ago

The Character:

Character name : Skeletor (...yeah, I know)
Character type : Necromancer
Character level : 88 (actually He was around 84-85 when killing Baal)
Character exp : 1371790608

Stats:

Strength : 100 (102)
Energy : 25 (35)
Dexterity : 25 (39) (Chance to block: 3% ...against Fallen:afro:)
Vitality : 350
Stat Points Rem : 30
Skill Points Rem: 2

Life : 1033 / 905
Mana : 329 / 199

Resists (in Hell):
Fire: 6
Cold: -28
Lightning: 31
Poison: 6


Skills:

Summoning:
Skeleton Mastery - 20 (28)
Raise Skeleton - 20 (28)
Clay Golem - 1 (9)
Golem Mastery - 1 (9)
Raise Skeletal Mage - 20 (28)
Blood Golem - 1 (9)
Summon Resist - 1 (9)
Iron Golem - 1 (9)
Revive - 1 (9)

Poison & Bone:
Teeth - 1 (4)
Corpse Explosion - 20 (23)

Curses:
Amplify Damage - 1 (4)
Dim Vision - 6 (9) ---> I think further points will go into this
Weaken - 1 (4)
Terror - 1 (4)
Decrepify - 1 (4)


The Gear:
Code:
Lore
Bone Helm
'OrtSol'
Defense: 36
Durability: 40 of 40
Required Strength: 25
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 27
Fingerprint: 0x7b256636
+10 to Energy
Damage Reduced by 7
Lightning Resist +30%
+2 to Light Radius
+1 to All Skill Levels
+2 to Mana After Each Kill
Socketed (2: 2 used)

Stealth
Superior Studded Leather
'TalEth'
Defense: 40
Durability: 34 of 36
Required Strength: 27
Required Level: 17
Item Version: 1.10+ Expansion
Item Level: 20
Fingerprint: 0xdcef334f
+6 to Dexterity
+15 to Maximum Stamina
+12% Enhanced Defense
Regenerate Mana 15%
Magic Damage Reduced by 3
Poison Resist +30%
Increase Maximum Durability 12%
25% Faster Run/Walk
25% Faster Hit Recovery
25% Faster Cast Rate
Socketed (2: 2 used)

Golemlord's Amulet of Luck
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 63
Fingerprint: 0xc81daa13
33% Better Chance of Getting Magic Items
+3 to Summoning Skills (Necromancer Only)

Carin Shard
Petrified Wand
One-Hand Damage: 8 to 24
Durability: 15 of 15
Required Strength: 25
Required Level: 35
Staff Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x5948b653
Replenish Life +5
+1 to Necromancer Skill Levels
30% Faster Hit Recovery
10% Faster Cast Rate
150% Damage to Undead
+2 to Summoning Skills (Necromancer Only)
+110 to Life (Based on Character Level)
+110 to Mana (Based on Character Level)

Armageddon Shell
Mummified Trophy
Defense: 64
Chance to Block:  23%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 38
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0x955c0c3d
+11 to Life
+31% Enhanced Defense
Damage Reduced by 1
All Resistances +18
Adds 2-7 poison damage over 3 seconds
+1 to Necromancer Skill Levels
Level 4 Terror (90/90 Charges)

Storm Hold
Chain Gloves
Defense: 17
Durability: 15 of 16
Required Strength: 25
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0xbf8776a5
+6 to Dexterity
+71% Enhanced Defense
+10 to Attack Rating
Fire Resist +26%
20% Better Chance of Getting Magic Items
10% Increased Attack Speed

Goldwrap
Heavy Belt
Defense: 36
Durability: 18 of 18
Required Strength: 45
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x5c66f249
+60% Enhanced Defense
+25 Defense
71% Extra Gold from Monsters
30% Better Chance of Getting Magic Items
+2 to Light Radius
10% Increased Attack Speed

Ring of Fortune
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 53
Fingerprint: 0x717e596c
25% Better Chance of Getting Magic Items

Ring of Fortune
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x8d3bcca7
23% Better Chance of Getting Magic Items

Doom Spur
Wyrmhide Boots
Defense: 110
Durability: 12 of 12
Required Strength: 50
Required Level: 52
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xcadf6ce9
+76% Enhanced Defense
Fire Resist +15%
Lightning Resist +28%
Adds 1-20 lightning damage
Replenish Life +5
20% Better Chance of Getting Magic Items

Charms:
Code:
1: Coral Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5383f26a
+7 to Life
Lightning Resist +8%

2: Lapis Small Charm of Fortune
Keep in Inventory to Gain Bonus
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0xd98da2ec
Cold Resist +7%
5% Better Chance of Getting Magic Items

3: Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x5b7107ee
All Resistances +5

4: Shimmering Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0x7c7e5cc5
+2 to Strength
All Resistances +4

5: Emerald Small Charm of Fortune
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x6a3330b7
Poison Resist +11%
3% Better Chance of Getting Magic Items

6: Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 51
Fingerprint: 0x85611df8
All Resistances +4

7: Shimmering Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe285e070
+2 to Dexterity
All Resistances +4

Merc:
Kasim, act 2 Might
Code:
Tal Rasha's Horadric Crest
Death Mask
Defense: 115
Durability: 20 of 20
Required Strength: 55
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 51
Fingerprint: 0x4cfae3bc
+60 to Life
+30 to Mana
+45 Defense
All Resistances +15
10% Life stolen per hit
10% Mana stolen per hit

Duriel's Shell
Cuirass
Defense: 696
Durability: 150 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xad69030c
+15 to Strength
+189% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+110 to Defense (Based on Character Level)
+** to Life (Based on Character Level)

Insight
Cryptic Axe
'RalTirTalSol'
Two-Hand Damage: 121 to 513
Durability: 65 of 65
Required Dexterity: 103
Required Strength: 165
Required Level: 59
Polearm Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xfed8f40c
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
+242% Enhanced Damage
+9 to Minimum Damage
Adds 5-30 fire damage
+75 poison damage over 5 seconds
23% Better Chance of Getting Magic Items
+5 to Critical Strike
35% Faster Cast Rate
182% Bonus to Attack Rating
+2 to Mana After Each Kill
Level 17 Meditation Aura When Equipped
Socketed (4: 4 used)

Necromancers and especially the Fishy are my favourite characters and I was trying to finish the game with this build since I first played with it. But every time when I started from scratch I went with a Meteorb sorc because I thought I can build up wealth with that character faster because of Teleport. Unfortunately, every single time I lost interest in the game after a few months due to boredom. This time I changed my mind and went with a Fishy... finally.

Questing:
Normal:
As I was untwinked I tried to wear as much MF as possible. I don't know why is that but I always do this with my characters.:crazyeyes:
I went through on Normal on /players8 of course and it was quite easy. I pumped into Raise Skeleton heavily, then Skeleton Mastery with a point into CE. I made all those low level runewords when the Countess provided the runes for it (first the Stealth, then Lore, Insight and Rhyme). The act bosses went down quickly, though Diablo killed my merc fast but the Golem and Decrep helped a lot, and I killed him with a Crushflange and the remaining skellies. At Baal, I was lucky as he didn't duplicate himself and all of my skeletons survived the battle.

Nightmare:
/players8 as well. Not much happened until Diablo, who killed my entire army with a single fire nova except maybe 2 skeletons, but we finally managed to kill him:alright: (Clay Golem & Decrep again). To be honest, I don't remember much from Nightmare but I think I might as well copy/paste what I wrote about Normal here. Let's skip.

Hell:
This is where the fun begins--> /players1:whistling:
I ran The Pits for a few levels from lvl 75 until maybe 77 or 78 but as my MF never went above 200 I decided to move on and come back after Baal. The next stop was Act 2 with every Fishymancer's favourite places: Maggot Lair and Arcane Sanctuary. It went really slow with those tight places and unbreakable PI's, but somehow I managed to do that as well. Duriel was no problem at all. Then came Act 3 which was way faster. I don't like that Act at all, but it was fun to see how efficient Corpse Explosion can be against those flyer guys:) But then came the Souls and those Hierophants with their Blizzard. Take a look at my resists and guess what happened.:coffee: My progress was slow, but I killed the Council and Mephisto as well. Then came the Souls again (few deaths). The fight with Diablo was easier in this difficulty then in Nightmare actually. Act 5 went pretty fast, only this guy slowed me down a bit. (I don't know why I went to the drifter cavern). In fact, the battle with The Ancients and Baal together was easier than him...

Drops:
- Hellforge: ?/Um/Mal
- Nightmare:- Carin Shard (Tomb of Tal Rasha)
- Burning Grand Charm of Strenght (Diablo)
- 2 Guardian Angel (Pindlegarden, Baal)

- Hell: - Executioner's Justice
- Widowmaker
- Alma Negra
- Spike Thorn
- -4/+4 lvl up cold Facet
- Corpsemourn
- Sazabi's Ghost Liberator
- 2nd Carin Shard (from Andy)
- Djinn Slayer
- Arreat's Face
- Rune Master
- Horizon's Tornado


I decided to do a set of Hellforge rush with my future characters, and I think I started with the slowest possible.
Here are the results:
Code:
Char  Normal    Nightmare    Hell
1      el         lum        mal
2      eth        lem        lem
3      tal       shael       ko
4      tal        lum        um
5      thul       dol        lem
6      el         lem        io
7      tal        lem        lum
Some nice finds:
- Nosferatu's Coil from Mephisto (eth)
- Andariel's Visage
- Burning Grand Charm of Incineration
- Lion Branded Grand Charm
- Demon Limb
- +2 bow and crossbow skillz mat bow

I don't think it's worth the effort though.


Thoughts:
I died a few times, mainly because of Gloams/Souls and Cold Enchanted enemies, but aside from those and archers/slingers the most annoying things are unbreakable PI's. Even better if they're stone skinned too.
The game with this build is basically: Amp...wait for the minions to kill stuff...CECECECECE...show items. It can be boring sometimes but I like it. It is quite safe though.
I love the Clay Golem. 2900 life with only 4 points invested. Well worth it.👍

Future:
I will put some better gear on him (Shako for example) and do some MF/Baaling.

Thanks:
To Nightfish: Your guide was a great inspiration
To You for reading (sorry for the bad English).
👋
 
Last edited:
Originally posted by JMJimmt on Nov 22, 2009:

Patriarch Resoul

Well, I'm no word smith like Liquid, however, I did manage to get my first Single Player Patriarch last night (previously only bnetters).

Patriarch Resoul
A, sort of, level 89 Fishymancer

Skills
20 Raise Skeleton
20 Skeleton Mastery
15 Clay Golem
15 Golem Mastery
6 Corpse Explosion
5 Summon Resist
1 Each Curse, Teeth, Bone Armour, Bone Spear (bad idea, don't ask), Blood/Iron/Fire Golem, Raise Skeletal Mage, and Revive

Gear
Tarnhelm s/PTopaz (73mf)
Entropy Heart Amulet (+1 Necro Skills, 15 Resist Fire/Lightning/Poison, 31 Resist Cold)
Gull Dagger
Homunculus s/PDiamond (170 EDef%)
Skullder's Ire s/PTopaz
Chance Guards (27 EDef%, 38mf)
Nagelring (29mf)
Felicitous Ring of Fortune (32mf)
War Travellers (167 EDef%, 37mf)
Combined Charms +60mf, +44 Resist All

On Switch:
Homunculus (181 EDef%)
Golemlord's Bone Wand (+3 Summon Skills, +1 Revive)

Might Mercenary (at time of Patriarchage)
Grim's Burning Dead Grim Scythe s/Amn (175 EDam%, +214 AR)
Griswold's Heart s/Um, 2 Jewels (+1-50 Lightning Damage, 48% EDam%)
Steal Skull Casque (224 EDef%, 41mf)

LCS Claims:
Str 128
Dex 30
Vit 366
En 56

Life 939
Mana 238
Defense 1042
Attack Rating 242
Attack Damage 37-104 (hell yess!)
Resists 48/64/48/48
Magic Find 534


So what is special about him?
Absolutely nothing! He mfs good.

Reward for completing
On my way to 2nd Baal kill, a mob was nice enough to drop a Hone Sundan which I promptly socketed with Shael/Shael/Amn. I've been /p8 MFing Baal ever since.
 
Originally posted by jrlafrance on Jan 29, 2006:

Mat/Pat #6

Introducing Patriarch Retsam_Melog (Golem_Master backwards).

This character was fun to play. It is quite a bit different from the barbarians that I love playing. I went through normal and nightmare at /p8, and Hell level A1-A3 /p8, A4 was at /p5 except for Chaos Sancuary and Diablo /p1, then A5 was at /p1. I was using an Act II defiance merc, so you can see why the lower players setting later in the game. If I had used a might merc, I probably coulda finished the game at /p8. I had this character on hold in A3, after a death in one of the temples in Kurast Bazaar. After finishing IK barb, and my PvP pally, I decided it was time to get back to him. I did not do full clear from Crystalline Passage on, just to speed up the game a little bit.

OK, now for some screenies and stats:

LCS

Summoning Tree
This
is a little screenie with all my skellies, golem and merc.

Poison & Bone Skills

Curses


I got all of 3 items from Hell Baal, gold, 1 yellow, and 1 blue. I figure he was too close to the edge and I lost the others. I did find this in WSK:

Steel Carapace
Shadow Plate
Defense: 1623
Durability: 70 of 70
Required Strength: 230
Required Level: 66
Unidentified
Item Version: 1.10 Expansion
Item Level: 88
Fingerprint: 0x290d419d
+191% Enhanced Defense
Regenerate Mana 12%
Damage Reduced by 14
Cold Resist +60%
20% Faster Hit Recovery
8% Chance to cast Level 6 Iron Maiden when struck
Repairs 1 durability in 20 seconds

Other than that, Lem from Hell Hellforge. Nothing else spectacular.

Thanks for the read!
 
Last edited:
Originally posted by @Kitteh on Jan 26, 2013:

Redemptio - The Road to Redemption [Pat Thread + Diary to Level 99]

Level: 94







1586101389451.png


In the dimmest nights, of the darkest days, a force beyond all comprehension lingered in the cover of nightfall. Men and woman alike would be found mutilated, spread out on the cobbled streets. Howls of pain would echo through the wind tunnel roads of Das Kyrias, The City Of Altars. Cries of torment descend from The Great Altar, filling the market with sound, and emptying it of people.

Years pass and the agony of those trapped within the greatest torture chamber imaginable, once a great city of commerce, continues. Foregone are the times of mercy, the times of pity. Those who lived within the walls of Das Kyrias were criminals of the most demonic factions. They were lured into The City Of Altars in hordes, captivated by the promise of wealth.

And so it came to pass as it always does in such recounts of history, that a hero rose from the ashes of the peace and prosperity that was scorched from the land, and vanquished the evil that had besieged this once magnificent dominion. It came however, in the most unlikely of forms. A young man of no spectacular heritage, for he had none that was known to this world, came across the damned domain of which I have spoken. It was in that moment of recognition that the young man threw aside his Human form, and from the blinding light caused by such a transformation, an Angel rose. An Angel, called Tyrael. How he had come to exist in this world, he did not know. His own world was but a faint memory of laughter and golden gates. With a power rivalled only by that of the evil he could see before him, he smote down the barred gates of Das Kyrias, and marched with great purpose to The Great Altar. He was aware that this evil has no physical form, but with a mind as keen as his blade, he fought this great evil for what in the physical realm was a split second, but in the realm of spirits, it was an age. With an exhausted sigh, Tyrael looked at his foe, and wondered what he would do with the soul he had trapped within his previous form. In that moment, he began... To remember...

What you ask, did Tyrael do? Sit my child, and I will tell you, and I will tell you only because it is this world in which we exist, that the impossible would take place.

...Tyrael shook the young man until he awoke, frightened and weak.
"You have brought the the most villainous of people to this dark city, and upon them you have exacted evil beyond what even they could have dreamed. You did this not because they themselves were evil, but because they were easily corrupted, easily lured into your encampment. "

"You will earn your peace spirit of the realm, or you will suffer for eternity in the Wailing Halls."

"A great evil has come to this world of Sanctuary, and it must be defeated. You spirit of the realm, will defeat this great evil. You will raise those cretins, whom you tortured, to do your bidding. In the light of your hatred, you will redeem yourself, and you will redeem your victims! Furthermore, you will grow and you will learn, until you are as powerful as a Necromancer can be. Then spirit, then you will be redeemed."

Tyrael released the now spiritually bound being, and set him loose to fight the evil that had crawled through the gates of Hell. With one last blast of authority, he bellowed at the spirit.

"You will need a name hero, and I think this to be fitting. Go forth, Redemptio!


1586101412508.png



Ok, sorry about that, it's probably awful, but it was rather enjoyable!

This is partly a Patriarch thread, and partly my journey to level 99. Redemptio has now defeated Baal, but he has much to learn as yet, and learn he will. I plan for him to learn all that can be learnt, until he can progress no more.

I will basically update this thread regularly, detailing the journey. I imagine there will be some joy, some loot, and some frustration.

Before I even start the second part of the journey (getting to 99), I would like to thank Cyrax for giving me some advice on a set-up for Baal, specifically the mercenary. I have pretty much gone by what Cyrax said, apart from the boneflame, which I swapped out for Homunculus.

Hope you enjoy the read, and please feel free to check in every now and then to see how I'm doing!


The Redeemed Souls


1586101443707.png
Arshuk
Faction: Thieve's Guild
Crime: Theft, Treason

1586101448235.png
Dransyk
Faction: Thieve's Guild
Crime: Theft, Murder

1586101452800.png
Ansria
Faction: N/A
Crime: Serial Adultery

1586101456623.png
Lanshis
Faction: Asymite Brotherhood
Crime: Murder, Treason

1586101460898.png
Nyvil
Faction: City Guard (exiled)
Crime: Desertion, Treason, Murder

1586101465362.png
Phynelm
Faction: Rebel Court
Crime: Rebellion, Treason

1586101468912.png
Nymettra
Faction: Thieve's Guild
Crime: Theft, ****

1586101473758.png
Shyraik
Faction: Asymite Brotherhood
Crime: Murder, Assault, Theft

1586101478011.png
Ursuul
Faction: Asymite Brotherhood
Crime: Murder, Treason

1586101481334.png
Einshard
Faction: N/A
Crime: Murder, ****

1586101485791.png
Hynzial
Faction: City Guard (exiled)
Crime: Corruption, Desertion

1586101489995.png
Janzeel
Faction: Thieve's Guild
Crime: Theft, Murder

1586101493097.png
Lenshuire
Faction: Asymite Brotherhood
Crime: Murder




Gear:

Weapon
1586101514364.png

Shield
1586101531196.png

Armour
1586101556788.png

Helm
1586101574512.png

Gloves
1586101592331.png

Boots
1586101611453.png

Belt
1586101629305.png

Amulet
1586101646460.png

Rings
1586101666006.png
1586101687868.png

Switch
1586101707390.png
1586101730260.png




Videos:

Baal Run 1

Chaos Run 1



Notable Finds:

High Runes:

Ber
1586101756772.png
Sur
1586101785842.png

Charms:
Gheeds
1586101812658.png

Uniques:
Boneflame
1586102042241.png
Ethereal 67@resist Kira's
1586102017993.png
Eschuta's
1586102091927.png
Horizon's
1586102108925.png
5/5 Facet
1586102125204.png
Tomb Reaver
1586102144036.png
Stormspire
1586102165887.png


Sets:


Rares:
1586102186362.png

Quirks:
Screenshot002_zps39a6f00d.jpg



Misc Screenshots:


Baal:


Raising the army:
1586102231100.png

Killing Pindle:
1586102250030.png

Awful Pindle Drop (reason I no longer bother):
1586102270996.png

Clearing the Throne:
1586102325268.png

Wave 1:
1586102343346.png

Wave 2:
1586102362883.png

Chilling with Malah:
1586102388980.png


Wave 3:
1586102549622.png

Wave 4:
1586102571033.png

Wave 5:
1586102589166.png

Fighting Baal:
1586102606114.png

Baal crying like a baby:
1586102627467.png


Entries:

Entry #1
Entry #2
Entry #3
Entry #4
Entry #5
Entry #6



Related Links of Interest:

 
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Originally posted by Lacerta on May 30, 2004:

Patriarch GummyFish

Warning - This is my first Patriarch, so this post is quite long.

Name : GummyFish (most of my characters are Gummy something or other, left over habit from b.net, since they were rarely taken)
Type : Fishymancer
Level: 84 (almost 85)

Strength: 111 (165)
Dexterity: 168 (182)
Vitality: 181 (193)
Energy: 50 (62)

Life : 811
Mana : 289
MF: a whopping 73%

Resists in Hell:
Fire: 48
Cold: 75
Lightning: 69
Poison: 39

Skills:
20 Raise Skeleton
20 Skeleton Mastery
20 Corpse Explosion
7 Revive
7 Summon Resist
4 Amp Damage
2 Bone Armor
1 to all curses and prerequisites


Equipment:
Helm: Undead Crown
Amulet: Saracan's Chance
Weapon: Suicide Branch
Armor: Duriel's Shell (just found this today, before that I was using Trang-Oul's)
Shield: Sigon's Guard
Gloves: Chance Guards
Ring: Dwarf Star
Belt: Immortal King's Detail
Ring: Nagelring (18% :mad: )
Boots: Immortal King's Pillar

Gear is only so-so, but I had deleted all my old stuff long ago, so I started fresh in 1.10, and I'm not real big on endless MF runs, nor am I very fast at them, so this is what I have to work with.

My helper was an act 2 might merc (of course), also level 84. He was wearing:
Undead Crown
Bonehew
Toothrow


This is my first Pat/Mat since 1.10 came out, so I'm pretty excited. Actually I figured my Wind Druid would be the first one here, since he has been hanging out with Hell Meph for a while now, and is level 85, but this guy was so easy to play, it just sort of happened.

On Thursday, he was level 60ish and at Nighmare Baal. I played him a little the last couple of days, up to halfway through Hell Act 2, just before the Arcane Sanctuary. I sat down to play this morning and just kind of kept going.

Durial: Piece of cake
Mephisto: No problem
Diablo: Big Bad Bob (TM) was no big deal, but the OKs kept taking out my moron, so this room was expensive

That took me up to the ancients. The first try, no FE, but all my skellies died almost immediately. I'm not sure why, but I went and got a new pack, and tried again. No FE again, but I couldn't get everyone to focus, so I had all three down to about half before my merc died. Rounded up another batch of skellies and went back for a third time. This time, I had to try about 15 times to get no FE, once I even had 2 FE at the same time. Eventually I got a good roll, and killed first Talic, then Korlic, finally Madawc.

Now, it should be stated that I haven't been in the WSK in Hell in 1.10 at all, and these gloams with their "feature" were really worrying me. All I can say is that I'm glad I had lots of decoys. As it was, I used a lot of potions, but made it safely through. I have an awesome Level 2 map, if I can find a teleport ammy, I don't even have to fight anything. Looks like I need to go shopping. None of my characters have ever managed to find one, despite much gambling of ammys.

The throneroom itself wasn't tough at all. Same strategy as everywhere else. Let minions take one critter down, corpse explode everything else to death. Each group lasted about 15 seconds, except Lister's pack, who took about 30. The big man himself was the same story as the other prime evils. Keep a clay golem on him, keep him decrep'd and never look back. I think I used one health potion on my merc. Funny thing with the end guys is, if they are decrep'd, they don't do their special attacks (or hardly ever). Andy only Poison'd once, Meph never did anything, Diablo fire streamed once and lightning breath'd once, and Baal...well, Baal apparantly won't teleport or summon a twin if he is decrep'd. He did do the mana steal thing a couple times and the cold arrow twice. I noticed all this in Nightmare, and I'm convinced of it now.

Drops for the day:
Hellforge threw me a Lem
Someone (not a big bad) gave me Duriel's Shell
Baal was especially generous, giving me (as the only green or gold)...a Gnasher Hand Axe. Level 5 Normal Unique. Thanks, Big Guy. (Actually I needed it still for my grail, so I'll forgive him if he promises to throw out a Vex or higher next run) :lol:

Up next, my wind druid, since he is only 2 acts away and level 85 already, its about time I finished him off.
 
Originally posted by LD50 on Aug 20, 2008:

Patriarch Lorgalis, a SC Fishymancer.

Presenting Patriarch Lorgalis, a Fishy necromancer.

The details:

LCS

Character info:
Title: Patriarch
Name: Lorgalis
Class: Necromancer
Level: 81

Stats (base/gear):
Strength: 60/83
Dexterity: 30/31
Vitality: 270/270
Energy: 35/55

100 Stat points left. Would be just as well to put these in vitality but whatever.

Life: 735/832
Mana: 205/360

Resists:
Fire: 50
Cold: 20
Lightning: 53
Poison: 25

Skills (base/with eq):
Amplify Damage: 6/12
All other curses: 1/7

Corpse Explosion: 20/24

Skeleton Mastery : 20/27
Raise Skeleton : 20/27
Clay Golem : 5/12
Golem Mastery : 2/9
Raise Skeletal Mage : 1/8
Blood Golem : 1/8
Summon Resist : 1/9
Iron Golem : 1/8
Fire Golem : 0/0
Revive : 3/10

Still 5 Skill points left. No use.


Final equipment:

Helm: rare Storm Cowl <-----twink
Amulet: of Teleport charges
Weapon1: Golemlords wand of whatever
Shield1: Homunculus (PDiamond) <----- twink
Weapon2: ------
Shield2: Milabregas
Rings: Dwarf Star
Nagelring
Gloves: rare with 11%MF and 16% LR
Belt: Nightsmoke
Boots: rare with 25%MF and some resists

Only a few charms, FRW and something

Merc:
Pratham (A2 might)
Darksight Helm
Hwanins Bill
M'avinas Embrace

Finds
M'avinas armor and Taebaeks Glory, that's pretty much it, itemwise. Plain Druid elemental GC somewhere in late Hell. Forges were Fal and Um. Overall nothing spectacular, but pretty nice for one guy just playing through at players1..


Discussion:

Usually I like going players3 all the way, and also go untwinked until Hell, where I allow 3 items to be twinked on. This time I switched to players1 in NM, just because I was just not going to sit around waiting for my minions kill something.

Somehow I didn't like this char too much. Sure it's fast and safe to do full clears with CE, but the style just isn't for me... My biggest problem seems to be that I get used to the regular mobs, with which it;s like, amp-wait-CE. Then a tough boss comes along and I can't change my style quick enough, just stand around waiting for it to go down like the rest. Usually they do, all it takes is just the one kill, but sometimes it gets ugly, especially ghosts gave me more grief than others combined.

Also a somewhat funny but mostly annoying thing I noticed in the plains of act5, was that the minions seem to be more concerned about the towers and doors, than with the enemies that actually hurt you.

Ancients were just like all bosses, cast decrep and wait for them to die. The same with Baal, except that it took longer. My Clay golem had about 50% slow, and that was enough so I could keep Baal amped instead of decrep. Still it must have taken 10 minutes for him to go down. I actually got up and got myself coffee while the skellies poked him (revives had expired long ago, of course).

Future plans:

None.

So that's it. Two left, Assassin and Druid, who are both still in A1 normal. :)
 
Originally posted by LowLander on Nov 9, 2005:

Pat Elric.

So I finally did it. Had some time on my hands, and I decided he had to become a Patriarch, because it had taken too long anyhow.

He's a pretty standard Summoner as per Nightfish's guide, only without the high dex, because I didn't have any high-block shields, and he was (almost) untwinked. So I pumped Vit instead, and though the return per point there is small, he did OK.

The only things twinked on were a Gheeds I received in a giveaway, and I didn't want to waste that beautiful thing, and the Arm of king Leoric. That one was found by my Meph runner Morwen, and also seemed too good to waste away in an ATMA stash.

Stats:

Character name : Elric
Character type : Necromancer
Character level : 84
Character exp : 989716599

Strength : 82
Energy : 25
Dexterity : 34
Vitality : 284
Stat Points Rem : 80
Skill Points Rem: 17

Life : 904 / 767
Mana : 277 / 191
Stamina : 469 / 431

Equipment:

Weapon: Arm of King Leoric (Skills). Gull dagger on switch. (MF)
Shield: The Ward (Resists, CBF): Rhyme voodoo head on switch. (MF, skills)
Armour: Smoke Demonhide armor. (resists)
Belt: Dire Cord. (Rare battle belt, resists)
Boots: Imp Greaves (Rare Greaves, MF, FRW, HFD)
Pain Touch. (Rare demonhide gloves, resists, MF)
Helm: Peasant crown (Skills)
Ring1: Blood Circle. (Resists)
Ring 2: Ghoul Gyre. (Resists, FCR)
Amulet: Golemlord's Amulet of Blight. (Skills)

Merc: Act-2 NM, Might.

Weapon: Bonehew, Hel Amn.
Armor: Shaftstop
Helm: Brimstone Crest (Rare Giant Conch, resists)

Main skills:
RS: 20/29
SM: 20/29
CG: 1/7
GM: 1/7
CE: 20/22 (I think)


Playing Style: Let's not discuss that... :D

Anyhow, that's my first Patriarch ever! Thanks, NF for the guide!

He'll maybe do some Pit runs, or I may even retire him altogether. In the beginning he was a blast to play, but it tapered off at the end. Great fun nonetheless!
 
Originally posted by @LozHinge the Unhinged on Sep 20, 2009:

Patriarch GumbyBalboa, a Golemancer

There are two LONG threads in the Necromancer forum which relate to the adventures of GumbyBalboa. They are imaginatively titled, Golemancer Attempt No.1 and Golemancer Attempt No.2. Thankfully, I will only supply a brief summary here of what the character set out to achieve, and what he did achieve.

Balboa is a Golemancer, and aside from employing a merc, that's about it. No skeles, no Corpse Explosion, no Bone Spear, nothing. ATMA was used for an extended stash.
He played through the game, untwinked, self-found, single-pass and full-clears, at Players 8 until his first death (Level 2 Pits in Hell). He was then P5 until his third death in one of the underground temples on Kurast Causeway, P3 until the City of the Damned WP, and P1 for the RoF onwards. His adventures started in June 2007 but RL interfered and it is only now that his labours are over.

As soon as he was able, Balboa used an Iron Golem and only reverted to Clay or Fire when he had run out of suitable materials. Various types of Rusty were tried, from Rare polearms to an Honor Matriarchal Spear but it is my opinion that the best base for an untwinked IG is the Malice runeword - better even than a Strength base Rusty. Strength was the weapon of choice for the merc. Amazingly, I rarely ran out of runes and weapons to make runeword Rusties, but it did happen. Muling on gear was a pain (due to single-pass restrictions) but it was possible.

Enough waffle, the stats and stuff:

Level 88

Stats Naked/Gear

Str 54/ 65
Dex 25/ 32
Vit 325/325
Eng 25/ 41

Skills Base/Best Switch
CG 20/27
GM 20/30
BG 20/27
SR 1/ 8
IG 11/21
FG 1/ 8

BA 1/ 5
BW 1/ 5

Curses 1/5 except
DV 16/23
LR 0/ 0

Gear
Main Switch
Blue Bone Wand +16 Eng +2 Necro +2 SR
Preserved Head +3 DV +2 BA +38 ResAll (PDiamonds)

Pre-buff
Blue Bone Wand +3 Summons
Imbued Zombie Head +31 Life +4 Mana +2 Necro +3 IG +3 GM (Yeah! I know!)

Wormskull
Amu +1 Necro
Darkglow
Rare Gloves +2 Dex +29LR +16CR +8PR +10MF Half Freeze
Rare Belt +2 Str +7 Life +24FR +28LR
Rare Boots +34LR 20FRW Self Repair (replaced by eth Tearhaunch near the end)
Rare Ring +14 Life +26AR +22LR +11PR Lvl1 Telekinesis (useful!)
Rare Ring +22AR +25FR +10LR

Charms - Various ... +PR FRW +CR +Str +MF +Life +FR +PsnDam

Merc
Act2 Normal Defensive, traded up for Act2 NM HF, back to Normal Defensive and ultimately back to NM HF. The HF one is the one to use, definitely. Most of the game, merc gear was abysmal but eventually he ended up with some good stuff ...

Merc Gear
Strength Giant Thresher
Treachery Dusk Shroud
Rockstopper

This character was very fragile, as you can imagine, especially at the higher
Player settings. At P1 and with high level DV, he was actually rather safe (except for stair traps, he'll never like them). Only three deaths, two were effectively stair traps in Hell Pit and a Kurast temple - the other was poor play on my part in one of the tombs in Act 2 Hell.

Best finds were an Ist (in Hell Catacombs, IIRC), 2x Pul, Lem and that unimaginably wonderful imbued Zombie Head - I will never get another Imbue that will come close to being as good or as useful. Hell HF was a Ko. Meh.

The Progress Threads I did over in the Necro Forum were fun but amazingly time consuming. Still, some folks seemed to enjoy it!

Future Plans
Yeah, right. It's a Golemancer! Level 99, anyone? :)
 
Originally posted by MukTuk on Aug 25, 2008:

Patriach Cerberus, Fishymancer

This is proof that I do play characters other than druids, really >.>

I had started this guy months ago, and got bored of him somewhere mid Act 2 NM, but decided to finish him a few days ago, so here I am. For that reason I don't remember much of the early game, but it was generally easy.

Things are pretty easy as a fishy, let your minions engage things, throw an amp damage, and as soon as a corpse drops, explode away and watch everything before you fall at the same time. Good fun. Corpse explosion really is quite overpowered, once its around slvl 25 or so it hits most of the screen, so things you wouldn't think are in range actually are, and are them subsequently turned into corpses themselves, ready to explode and kill things you can't even see yet. Its also great for speeding things up, skeletons can kill stuff on hell, but it'll take forever to kill a large bosspack or three, so corpse explosion helps out.

I also tried using revive a few times, to see how that worked out. It didn't work very well, most monsters are useless because of one of the following: they're too slow so they can't keep up and get left behind and then die, they use elements that the rest of the monsters are immune to, or just have useless attacks or just aren't as good against themselves and other monsters as they are against you. They're also good for scaring the bajeezus out of yourself, as revived monsters seem to be faster than normal, and seeing a might-enchanted Frenztaur or other vauge black shaped object suddenly come rushing to you out of the darkness because they teleported ahead of you is sure to give you a heart-attack. They also get in the way of your skeletons, too many melee units and you end up with some just milling around doing sweet f a, so you think a good monster to revive would be a fast moving, ranged attacker right?

Nope, they just scare the hell out of you too. I tried reviving gloams and succubi, but sometimes when running up against more of them, things just got utterly chaotic with blood stars and lightning bolts flying all over the damn place, and you have no idea which are safe and which will kill you, so its hard to decide where to move. So I didn't bother reviving them much.

As for deaths, I had some. Mostly from being impatient and running way ahead of my army or standing in the wrong place when things got chaotic. I found it funny, I can play a risky melee character like a fury wolf and get no deaths at all, but when I play the safest character possible I die all the time. Maybe I just don't like sitting still =p

Notable items and stuff: Ist from Hellforge. Gimmershred, Lacerator and then Thunderstroke, all within a few play hours of each other (whats with the throwing weapons recently RNG?). A 199% ED Grandfather, and about three Angelic Amulets that dashed my hopes again and again.

Blah blah blah, character dump time.

STATS
Cerberus
STR: 68 (65)
DEX: 130 (128)
VIT: 262
NRG: 55 (45)

I put some points into dex because I was going to try max-block, but after my break I decided I'm not going to find a better head than I have and the block rate on that kinda sucks, so I changed to vit.

Life: 942
Mana: 272

Skeleton damage: 262-275, 11 skeletons
CE Radius: 10.3

Resistances:
58/66/75-16

SKILLS
I'm lazy, so heres the gist of it: Max Skeleton, Skeleton Mastery, CE, nearly-maxed Amp damage and some into Dim vision which I never used, and a few points here and there in other skills. Done.

GEAR
A mix of twinked and self-found. I'm sure you can tell whats what.

Code:
Blackhand Key
Grave Wand
One-Hand Damage: 13 to 29
Durability: 14 of 15
Required Strength: 25
Required Level: 41
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xa9239e9b
+50 to Life
Fire Resist +37%
+2 to Necromancer Skill Levels
-2 to Light Radius
30% Faster Cast Rate
20% Damage Taken Goes to Mana
150% Damage to Undead
+1 to Curses (Necromancer Only)
Level 13 Grim Ward (30/30 Charges)
 
Gemmed Zombie Head
Defense: 4
Chance to Block:  25%
Durability: 20 of 20
(Necromancer Only)
Required Strength: 14
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 10
Fingerprint: 0x72e388a3
All Resistances +19
Adds 2-7 poison damage over 3 seconds
+3 to Raise Skeleton (Necromancer Only)
+2 to Amplify Damage (Necromancer Only)
Socketed (1: 1 used)
 
Lore
Circlet
'OrtSol'
Defense: 30
Durability: 35 of 35
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 38
Fingerprint: 0xd736086e
+10 to Energy
Damage Reduced by 7
Lightning Resist +30%
+2 to Light Radius
+1 to All Skill Levels
+2 to Mana After Each Kill
Socketed (2: 2 used)
 
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: 0x1c2ed1b8
+120% Enhanced Defense
Magic Damage Reduced by 13
All Resistances +23
30% Faster Cast Rate
+1 to All Skill Levels
 
Brimstone Buckle
Plated Belt
Defense: 11
Durability: 22 of 24
Required Strength: 60
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x3fa2b461
+3 to Strength
+26 to Maximum Stamina
Lightning Resist +25%
Cold Resist +26%
Poison Length Reduced by 25%
 
Corpse Grasp
Leather Gloves
Defense: 2
Durability: 10 of 12
Required Level: 12
Item Version: 1.10+ Expansion
Item Level: 70
Fingerprint: 0x8dce6452
Fire Resist +17%
Cold Resist +14%
44% Extra Gold from Monsters
24% Better Chance of Getting Magic Items
 
Natalya's Soul
Mesh Boots
Defense: 138
Durability: 66 of 66
Required Strength: 65
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xa582e5ac
+96 Defense
Lightning Resist +21%
Cold Resist +15%
+50 Maximum Durability
40% Faster Run/Walk
Heal Stamina Plus 20% (Based on Character Level)
 
Death Master
Ring
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 21
Fingerprint: 0xb3268ae6
+10 to Attack Rating
Damage Reduced by 1
Lightning Resist +9%
Cold Resist +15%

 
Rune Master
Ring
Required Level: 13
Item Version: 1.10+ Expansion
Item Level: 21
Fingerprint: 0x4fc9776
+3 to Mana
+19 to Maximum Stamina
Lightning Resist +26%

 
Death Mark
Amulet
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 37
Fingerprint: 0xfe4d382
+2 to Dexterity
+44 to Life
+11 to Mana
Fire Resist +13%
Lightning Resist +26%
Cold Resist +13%
Poison Resist +13%

CHARMS
Heres me being lazy again. 128 life, +Summoning skills, 12% FHR, 11% cold res and 7% light res spread over 3 large, 1 medium, and 5 small.

SCREENSHOTS
Just a few shots I took for the fun of it

Fighting Diablo

... and falling asleep doing so

This guy took *forever* to kill

And would burrow into the ground and mock and shock me.

Appropriate name =p

I'm the invisible man! I'm the invisble man! Incredible how you can, see right through me!

WHERE ARE MY MANA POTIONS MALAH?!

The epic battle with Baal

continued



EDIT: Whoops, listed my gloves 4 times. Copy and paste error.
 
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Originally posted by muzzz on Jun 4, 2006:

Patriarch Crucifer

About a month after picking up D2 again and joining the SPF, I am proud to present the culmination of everything that is the SPF for me. Crucifer the skelliemancer has become my very first patriarch 😁

Stats
Level 83
Str 100
Dex 150
Vit 150
En 60

Life 539
Mana 306

Skills
20 Raise Skeleton
20 Skeleton Mastery
20 Corpse Explosion
16 Raise Skeletal Mage
1 All AI curses, all other summoning skills, bone armor

Game
His items don't deserve their own heading. Sigon's Guard, Spirit Shroud, decent +skills and crappy rares in the other slots. He found some really neat stuff (at least by my standards) for other classes but nothing for himself.

Normal was easy as always, as were the first four acts of NM. Act 5 NM started with slingers and burning dead archers in the foothills. I must've died almost a dozen times. That was where I learned to really, really appreciate Attract.

As some of you might recall, he was first character to go into hell. He learned a new definition of pain in the blood moor :embarassed:. But he adjusted quickly enough and the rest of Act I was easy. Act 2 tested my patience instead of my skill, but I pulled through. The next two acts were scary at times but he did better than I'd expected. The ranged guest monsters in Act 5 were the biggest challenge for him. Especially the gloams. Sometimes they'd charge and my skellies would intercept and a minute later life would be peachy again. But other times they just filled the corridors with lightning from outside the aquisiton range of my skellies, practically forcing me to charge in.

Baal was a real dissapointment. Even in Hell my Moron can outwit him once the first decrepify hits. Bah...

Future
One thing I want to do is get some practice with a teleport ammy against gloams. This will have to wait until we've just earned a new level of course :wink3:

He told me to thank you all for the advice and inspiration 👍 .
 
Originally posted by Naab on Dec 30, 2005:

Patriarch messiah(summoner)

lvl 84
stats:
Strenght:105/135
Dexterity:26/43 accident:(
vitality:332/352
energy:47/76
life with eq 928
mana with eq 295
Equipment:

Necromancer's Yew Wand of Brilliance(2 to all skills,+9 energy,+3 fire golem,+1 decr)
Trang-Ouls Scales
Rhyme in demon head(+2 fire golem,+2 terror)
Peasant crown
Immortal kings detail
Tearhaunch
Golemlords ammy of the tiger(+3 summoning and +25 life)
rare ring(29% lr and some not useful mods)
lapis ring of fortune-29% gr,23% mf
rare gauntlets(77% more gold,15% fr,24%ed,19% lr)

The last 3 were my weakest links

Merc equipment:
Honor in cryptic axe
rare balrog skin 844 def and some resitances
holy giant conch 303 def

skills:
20 dim vision,sm,rs,CE
1 dec,amp,IM,weaken,teeth,bone spear,summon resist,iron golem,clay golem,fire golem,raise mage,golem mastery,revive.

The hardest monsters were gloams in arreat platteu-i skipped them becoz merc died all the time.

This is my first patriarch.
 
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Originally posted by maxgerin on Sep 14, 2008:

Pat Maksin -- SummonMancer

Pat Maksim -- SummonMancer


Character name : Maksim
Character type : Necromancer
Character level : 88
Character exp : 1391236188


Stats:
Strength : 100/162
Energy : 25/35
Dexterity : 195/71
Vitality : 155/310
Stat Points Rem : 55
Skill Points Rem: 26


Equipment:
Helm: Harlequin Crest (socketed w/ PTopaz)
Amulet: +28% RA Mara's Kaleidoscope
Armor: "Chains of Honor" Archon Plate
Main Weapon: Indestructible Eth "Beast" BA (+249% ED / +33 Str)
Main Shield: Homunculus (socketed w/ PDiamond)
Switch Weapon: "Call to Arms" PB ( +5 BO)
Switch Shield: "Splendor" Grim Shield
Gloves: +40% MF Chance Guards
Belt: Upped Goldwrap (Battle Belt)
Ring 1: Stone of Jordan
Ring 2: Stone of Jordan
Boots: +50% MF War Traveler


Inventory:
24x SC's of Good Luck (all 7% MF): mostly plain, but some with minor mods
+40% MF Gheed's Fortune

Total Bonus from Charms:
+208% MF
+132% Gold
-13% Vendor Prices
+9% Poison Resist
+1--9 Lightning Damage
+2--4 Cold Damage
+1--2 Fire Damage
+2 Max Damage
+13 Attack Rating
+17 Mana
+8 Defense


Skills:
Raise Skeleton: 20
Skeleton Mastery: 20
Clay Golem: 2 (made a mistake, clumsy hand)
Blood Golem: 1
Iron Golem: 1
Golem Master: 1
Raise Skeletal Mage: 1
Revive: 1
Summon Resist: 1 (editted in this part, forgot to put it before, but it's in the picture)

Teeth: 1
Corpse Explosion: 20

Amplify Damage: 1
Weaken: 1
Terror: 1
Decrepify: 1

ITEM BONUS: +10 All Skills, and +2 Curses


Merc:
Azrael--Might
Helm: eth Andy's with +30% FR / +15%IAS j00l
Armor: eth "Fortitude" Archon Plate (+30% RA / +1.125 Life per clvl)
Weapon: eth "Infinity" Cryptic Axe (+289% ED / -47% LR)


Game Play:
I can't remember the early parts, but I'm sure the ever handy v1.09 Raven Claw played a vital role. :D
The char was left off a long time ago somewhere in early NM.
Got bored with it, to be honest.
When I finally decided to complete it, I went /p8 all the way to help boost my level faster, and higher when I complete the game.

This char was the main reason why I made a "Beast".
However, even with that weapon I didn't experience the awesome-ness of the build.
Probably due to the low level of my summons, I don't know.
Or maybe /p8 was too much for the skellies.
Most of the time I felt as if the skellies actually slowed the kills.
My main weapon was the Merc, with his high damage.
Add in the Conviction + Amp + CE, critters were no match.
However, my merc was constantly blocked from engaging the critters faster because of the wall of skellies.
I can't drop them cuase I'll most likely get swarmed if I do, so I settled with the slower pace.

I kinda enjoyed the build.
Really, I have nothing against it.
I can even eat while playing.
Just that I was kinda expecting something more.
Would using skillers make a big difference?

EDIT: BTW, what should I do with all those spare skill points? Amp Damage? Iron Golem?


Notable Finds:
NM / Hell Forge: Fal / Lum
Sparking Grand Charm
Spiritual Grand Charm
Shimmering Large Charm (+8% RA)
Razor's Edge
Rune Master
Demon Limb
Bonehew
Ondal's Almighty
eth Blinkbat's Form

Nokozan Relic
The Mahim-Oak Curio
Manald Heal
Raven Frost

and THIS! :alright:...I thought it was another of the less desirable one.



Schaefer's Hammer
Legendary Mallet
One-Hand Damage: 111 to 136
Required Strength: 189
Required Level: 79
Mace Class - Normal Attack Speed
Indestructible
Unidentified
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xaff5ab45
+50 to Life
+123% Enhanced Damage
Lightning Resist +75%
Adds 50-200 lightning damage
+1 to Light Radius
20% Increased Attack Speed
150% Damage to Undead
Indestructible
20% Chance to cast Level 10 Static Field on striking
+2 to Maximum Damage (Based on Character Level)
+8 to Attack Rating (Based on Character Level)




Suggestions, comments, rants, questions, whatnots are appreciated! :)


Thanks for reading!


--maxgerin
 
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Originally posted by @maxicek on Jan 30, 2007:

Patriach Maxigoth - Fishymancer

"I love the smell of Corpse Explosion in the morning"

Presenting Patriach Maxigoth, Fishmancer.

Character name : Maxigoth
Character type : Necromancer
Character level : 84
Character exp : 989279243

Strength : 116
Energy : 25
Dexterity : 153
Vitality : 216

Life : 684 / 631
Mana : 450 / 191
Stamina : 380 / 363

Skills
20 RS
20 SM
20 CE
1 in revive, all curses.
Rest in bone wall for the synergy to bone armour, not that I really needed it.

Equipment
Weapon: Arm of King Leoric
Shield: Homunculus
Switch: 'Edge' Longbow for gambling.
Armour: Trang-Oul's Scales
Belt: Arachnid Mesh
Boots: Marrowwalk (+1 SM)
Gloves: Trang-Oul's Claws

Helm: Stone Cowl
Coronet
Defense: 35
Durability: 30 of 30
Required Level: 72
Item Version: 1.10+ Expansion
Item Level: 68
Fingerprint: 0x244da6ae
+11 to Energy
Poison Resist +40%
10% Faster Run/Walk
+2 to Summoning Skills (Necromancer Only)
Level 1 Bone Spirit (22/22 Charges)

Jewelery
Beast Gorget (given to me by nebux)
Amulet
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x63aa2cf9
+79 to Mana
+4 to Maximum Damage
Lightning Resist +14%
7% Mana stolen per hit
+1 to Necromancer Skill Levels
Level 2 Teleport (25/25 Charges)

Stone Eye
Ring
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 19
Fingerprint: 0x3f5c5f8f
+7 to Maximum Stamina
+16 to Attack Rating
Cold Resist +18%
6% Better Chance of Getting Magic Items
10% Faster Cast Rate
Poison Length Reduced by 25%

Order Touch
Ring
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0x6013ab5c
+10 to Maximum Stamina
+3 to Maximum Damage
Cold Resist +19%
Poison Resist +21%
10% Faster Cast Rate
Half Freeze Duration

Charms
Writing this I have realised I was carrying around some really low life charms :rolleyes:

Code:
Graverobber's Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0xa9405afa
+1 to Summoning Skills (Necromancer Only)

Russet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 7
Fingerprint: 0x469a5555
Fire Resist +7%

Ocher Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 31
Fingerprint: 0xed12f773
+21 to Life
Lightning Resist +17%

Large Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 48
Fingerprint: 0x6ef4f565
+13 to Life

Septic Large Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 9
Item Version: 1.10+ Expansion
Item Level: 37
Fingerprint: 0x1486f5e3
+10 to Life
+10 poison damage over 3 seconds

Lapis Small Charm
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 32
Fingerprint: 0xcb0076f3
Cold Resist +7%

Russet Small Charm
Keep in Inventory to Gain Bonus
Required Level: 10
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0x525fe02b
Fire Resist +6%

Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 14
Item Version: 1.10+ Expansion
Item Level: 23
Fingerprint: 0xad726c14
+9 to Life

Ocher Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xd489ca10
+2 to Strength
Lightning Resist +7%

Mercenary Items :

Armour: Shaftstop
Helm: Tal Rasha's Horadric Crest
Weapon: Arioc's Needle (+4 skills)

Drops
Hellforge was bad. NM I can't remember, Hell was well.... Hel.
Found a couple of skillers (Barb Mastery, Paladin Offensive Auras), but other than that nothing interesting really.

Comments
A fishy was my first (and only) pat on BNet, so was one of the first characters I played when I returned to SP. Only real problems I had was when I got stuck in a crossfire of souls at the Throne entrance and couldn't get my body back (4 deaths trying) so I had to S&E. Next attempt was OK though.

On BNet I put the rest of my points into mages. Having played it both ways, I agree with Nightfish. Mages suck. Only other thing I would note is that I would go max Vit next time and forget about block. With points in Bone Armour, the biggest problem is souls.

Next char to push from the Pits to Pat: WW Barb.
 
Originally posted by @Miron on Apr 30, 2010:

Patriarch Callis

Patriarch Callis


Stats & Skills (+8 to summon skills)

(base / with gear)

Code:
Strength   95 / 135
Dexterity   120 / 159
Vitality   175
Manna   base

Points left:   85

Life   535
Manna   180 / 360

Damage 570 – 1387 (with enchant & HoW)
AR 5133 (with enchant & HoW)

Resists (switch 1 / switch 2)

75 to all / 75 65 54 67


Grizzly   20
Life 5362
Damage 1959 – 2077

Dire wolf 20
Life 940
Damage 509 – 553

Spirit wolf 20
Life 585
Damage 312 – 327

Attack 725%
Damage 295%
Defense 320%

HoW spirit 20
Life 1054
Damage 209%
Attack 214%

Carrion vine
Life 285
Heals 8%

Points left: 7

Equipment

Rich (BB code):
The disciple set
Jalal's mane
Lacerator
Widowmaker + ort (+4 to GA)
Moser's shield + 2 Pdiamonds
Raven frost 17 / 165

Ring 2: Bitter Loop
Ring
Required Level: 31
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x7abee9e5
+9 to Dexterity
Damage Reduced by 2
Fire Resist +10%
Lightning Resist +29%
Cold Resist +22%

Charms

3 summon skillers
2 x 100 poison damage sc with secondary mods
175 poison damage lc

Merc – act 1 rouge
Howltusk
Crow cow
Goldstrike arch

Damage 444 – 1192 (with enchant & HoW)


Game play

Unlike most builds and especially casters you can start using his main skills already on level 17 when you can summon 5 spirit wolves. This is a big advantage since one of the most boring parts of the game is the early levels when you can't use your main skills or they are too weak or manna consuming.
The plan was to max spirit wolves first then grizzly, dire and HoW in the end but when I was close to max the spirit wolves I suddenly realized that if I won't raise dire wolves and HoW by few points the spirit wolves will be too weak, so I spent enough points to get level 10 (after + skills from equipment) in both skills, then I continued as planned. The spirit wolves were strong enough to carry me through normal, NM and up until act 4 in Hell. From act 4 and on I used grizzly more and more because the wolves were too weak and died fast.
The effectiveness of spirit wolves dropped badly in NM /p8, as a result I lost interest in the build so it took me a while to finish NM difficulty. Maybe I should have used dire wolves instead of spirit but I prefer having as much minions, around me, as I can...probably leftovers from playing necro summoner in the past (<- my favorite build)

I played as a typical summoner, staying behind my army and helping them when they faced too many or too strong monsters. I changed his gear as he gained levels until I was able to equip all the end-game equipment. Unlike necromancers I didn't had any curses at my disposal so I used weapons with elemental damage on them and the "open wounds" mod. I kept Gimmershred and Tiamat's rebuke in the stash but never used them since the "amplify damage" from lacerator was enough.
I got the idea of using widowmaker after facing the blue devilkins in the ice caves in act 5 NM. It was actually a good idea especially in Hell against all the shamans and range monsters that stayed behind their minions like: devilkin shamans, grotesque, and especially hierophants.
I tried a different set-up in act 4, I tried to reach 100% of open wounds, I had to use dracul's gasp in order to reach it. I lost 1 skill in the end (+7 instead of +8) but got 100%. It worked quite well but for some reason I didn't liked it so I changed back to the disciple set.

Merc – I knew that I won't use this druid ever again after I finish him so this looked like an opportunity to use something different and not the obvious act2 merc. Even more, I just had to use something different, only the thought about using another act2 merc made me sick, so I settled for act1 rouge, and I must say she did a great work. The combination of knock-back, OW and terror did wonders for crowd control and keeping the pressure off the wolves. It was the merc who really took me through NM difficulty and although the journey with act2 merc (might and reaper toll) would have been much shorter, I don't have any regrets about choosing act1 merc instead.

Tough spots – I remember only one. At the gate to travincal the game placed a small and nice group of hierophants and their minions to welcome me when I enter the gate. I think the group consisted of 5-8 hierophants, all in close range, some of them were champions and one unique. Every time I tried to assault the gate they killed my minions in a matter of seconds and I had to retreat. I couldn’t kill the zakarum zealots too since they ran away and were healed by the hierophants. It took me ~20 minutes of cat and mouse games to lure the melee monsters out of the gate and kill them before I could deal with the hierophants.

Deaths – I had 2, the first one took place in the durance of hate level 2, I was caught by a group of dolls (ran a ahead of my army) and was locked in a hit recovery animation after a second or two I died. Not sure if it was because of death explosion or they just hit me hard enough.
The second death took place in a WSK 2, I muled the kelpie snare for baal and went through the wp to WSK. At the end of the bridge I was charged by a group of snakes and because I choose a wrong position the managed to kill me.

In the end it was a good char and I enjoyed playing him in Hell difficulty.

Thanks for reading...
 
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