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Diablo 2 Countess Guide

Guide by: Luhkoh -

Diablo 2 Countess Guide

Who is The Countess?

The Countess is a Superunique monster in Diablo 2. She is found at the bottom (cellar level 5) of the Forgotten Tower which is in the Black Marsh in Act 1. Her elevated rune drop chances make her a common target to run in all difficulties of the game. In this guide, I will discuss why and how to run The Countess as well as the calculated chances for her to drop commonly sought runes in hell. At the end of the guide, I will also provide a “Runeword Reference”, originally written by Sparks, which can be used to see what Runewords are available to you at each difficulty from a reasonable number of countess runs.

Why Run The Countess?

the countess The Moldy Tome - Diablo 2 Resurrected
The Countess as seen in Diablo 2.

The Countess has an interesting treasure class, which causes her to drop runes reliably. She drops from two treasure classes, Countess Item and Countess Rune. The former is commonly called The Countess’s “normal drop” and the latter her “special rune drop”. Simply put, if a rune is available from her special rune drop, she is almost always the fastest and easiest way to farm that rune. Her special rune drop drops up to Ral, Io, and Ist in normal, nightmare, and hell difficulties, respectively.

On BattleNet, she is also often run in Hell difficulty for Keys of Terror, needed in torch farming. She will drop those keys in single-player as well, but they have no use.

How to Run The Countess

Playersetting

The first thing to know about running the countess for runes is that it should always be done on players1. Due to the way her treasure class (which determines what she can drop) is structured, dropping items from her normal drop often takes away potential rune drops. So running on p1 will give many more runes

Normal and Nightmare

In normal and nightmare difficulty she is a common target for rerunning with nearly all characters. It doesn’t take too long to farm runes for common Runeword such as Leaf, Stealth, or even Ancient;s Pledge (from cubing Rals to an Ort) in normal difficulty, as well as ones such as lore or rhyme in nightmare difficulty. See the Runeword reference at the end of the guide for more. But for all of these, there is little strategy or optimization needed. Almost every build can handle her, and she drops all the runes available from her special rune drops frequently enough that even slow runners can grind out their desired Runewords without too much trouble before advancing. I will note that she has 75 fire resistance in nightmare difficulty, though fire-based characters seem to handle her just fine on players1.

Hell Difficulty

In Hell Difficulty, a bit more preparation may be needed. The Countess is both cold and fire immune in hell, and her minions are cold immune. The monsters that can spawn on the way to the countess also have several immunities. The Devilkin and Blood Clan are fire immune, the Ghosts are physical immune, and the Archers are lightning immune. This can make even getting to The Countess fairly dangerous for many characters who don’t have teleport. However most reasonably strong builds have the attacks, spells, or crowd control to be able to get down to level 5 consistently enough, and many times one can simply run past most of the monsters (though that can sometimes be dangerous). So farming a Pul for a weapon upgrade or an Um or Mal for a Runeword is often very doable before moving on to the rest of hell.

Considerations for Prolonged Farming

Now if you are wanting to farm Hell Countess for runes for a more extended period of time, likely looking for a few PulIst runes or several, then it becomes more important to consider run speed and builds.

Builds

Due to her native and quickly cast teleports, the Sorceress is automatically the ideal class to run The Countess. As not much damage is needed to kill her players1, travel speed becomes the primary consideration. So 200fcr is ideal for countess runs, but 105 works very well too. With the countess being fire and cold immune, lightning attacks are ideal, and indeed both Lightning and Nova sorceresses are probably the best two choices for running her. However hybrid sorceresses do just fine as well. And lastly, even fire Sorceresses and fire/cold hybrids can run her reasonably quickly. Her minions are not fire immune and can be taken out with fire spells, and then the way is cleared for the mercenary to kill the countess (particularly if you use static field).

That being said, other classes can run The Countess extremely proficiently if one has the Engima runeword. Otherwise, there is no contest, and a Sorceress will be much much faster. But if Engima is available, most every class can run her quickly. In particular, the Barbarian is quick, with his fcr frames matching those of the sorceress, and the Necromancer and Paladin get the job done speedily as well. Most common builds for each class work well, provided the only source of damage isn’t cold-based, and preferably not fire-based either (though that can work ok as described above).

Map and Runtime

If you’ve got your Countess running build up and running with reasonably decent gear and want to put in a good amount of runs (perhaps farming several Ists for a 6ist weapon for example), then trying for a decent map will pay off in the long run. I reroll maps until the tower is fairly close to the Black Marsh waypoint, and then see if the path down to the countess has several long paths between levels.

Getting short paths on every level is possible, but it is extremely hard to find a map like this. So if the paths are of a decent average length, then I would do maybe 20 or so runs and see what the average runtime is. In my experience with a 200fcr lightning Sorceress, it doesn’t take too much effort to find a map where you can do runs in about 35 seconds. So this is what I recommend shooting for. Runs under 30 seconds are very possible, but often require a map that takes quite a bit of time to roll.

Rune Drop Chances in Hell

I manually calculated the correct rune drop chances for The Countess in Hell difficulty and presented them in this thread. This is a fairly complex calculation due to her item tc and rune tc interacting (as described in the linked post), and the most commonly used drop calculators are off by a fair margin. I will include the tables of the results in this guide as well.

Table 1: Average runs for direct drop of rune

This first table is the direct drop chance of a given rune from the countess. So the average number of runs to get a given rune, without any consideration giving to cubing lower runes up.

RUNEPlayers 1/2Players 3/4Players 5/6Players 7/8
Lum34465661
Ko51698492
Fal6689109119
Lem99133163179
Pul131175215235
Um196262322353
Mal192257316346
Ist288386473519
Gul29745180701608215445
Vex44617271042412323168
Ohm42353257292289921992
Lo63530385933434832988

Table 2: Runs to find or cube at least 1 of rune with 63.2% confidence level

That’s a complicated title, and you can read more about it in the linked article above. But simply put, use this table to determine how many runs you should expect to have to do to be able to find or cube a single rune you’re seeking. Note that this considers cubing up the runes 2 levels below the rune that is sought.

RUNEPlayers 1/2Players 3/4Players 5/6Players 7/8
Fal567592101
Lem81108133145
Pul110147180197
Um126169207227
Mal135181222243
Ist176236289317
Gul382507618674

Table 3: Long term runs per cubed rune

If you are doing a lot of runs (this number assumes infinite runs, but I would recommend using it if doing anywhere around 1000 runs or more), and want to know how many of a given rune you can expect to cube at the end, use this table. Again, this considers cubing up the runes 2 levels below the rune that is sought.

RUNEPlayers 1/2Players 3/4Players 5/6Players 7/8
Fal41546673
Lem587895104
Pul79106130142
Um95127155170
Mal104139170186
Ist136183224245
Gul326431524571

As an example for how I might use the numbers above (also presented in the drop chances article linked), let’s say I want to know the time to find or cube 6 ists for a Pitzerker Phase Blade. At some high number of Ists the “long term average runs” becomes very accurate, but deciding how many runs you have to do for it to be accurate is very complicated. I personally would say to myself “well we know it’s between 176 and 136 for expectation.” And I would be fine with that. Maybe if you want 6 Ists for the phase blade, plan to do something like 150×6 = 900 runs. After all, it is only an estimate. It very well may take many more runs, or many less. But I do think it’s beneficial to see the numbers and get a practical idea of what to expect.

Runeword Reference

Thanks to Sparks from the SPF forum for putting this together back in 2010. Below are the Runewords you might consider stopping at The Countess to farm in each difficulty. I will also interject that farming hell Countess for a Pul to upgrade a unique weapon to elite is a common tactic for melee character playthroughs.

Normal Countess

In Normal the Countess drops from El to Ral. It is very easy to cube an Ort; Rune Words containing up to Ort are listed here.

Original

Ancient’s Pledge Shield (3os, Ral + Ort + Tal)
Note: These Runes can also be obtained from a quest reward in Act V.

+50% Enhanced Defense
Cold Resist +43%
Fire Resist +48%
Lightning Resist +48%
Poison Resist +48%
10% Damage Goes To Mana


Holy Thunder Scepter (4os, Eth + Ral + Ort + Tal)
Note: You won’t be able to get a base until Larzak’s quest reward, using an ilvl 26+ Scepter, or waiting for a Nightmare drop.

+60% Enhanced Damage
-25% Target Defense
Adds 5-30 Fire Damage
Adds 21-110 Lightning Damage
+75 Poison Damage Over 5 Seconds
+10 To Maximum Damage
Lightning Resistance +60%
+5 To Maximum Lightning Resistance
+3 To Holy Shock (Paladin Only)
Level 7 Chain Lightning (60 Charges)


Leaf Staff (2os, Tir + Ral )
Note: Will only work on Staves and not Staff class weapons like wands.

Adds 5-30 Fire Damage
+3 To Fire Skills
+3 To Fire Bolt (Sorceress Only)
+3 To Inferno (Sorceress Only)
+3 To Warmth (Sorceress Only)
+2 To Mana After Each Kill
+ (2 Per Character Level) +2-198 To Defense (Based On Character Level)
Cold Resist +33%


Malice Melee Weapon (3os, Ith + El + Eth)

+33% Enhanced Damage
+9 To Maximum Damage
100% Chance Of Open Wounds
-25% Target Defense
-100 To Monster Defense Per Hit
Prevent Monster Heal
+50 To Attack Rating
Drain Life -5


Nadir Helm (2os, Nef + Tir)

+50% Enhanced Defense
+10 Defense
+30 Defense vs. Missile
Level 13 Cloak of Shadows (9 Charges)
+2 To Mana After Each Kill
+5 To Strength
-33% Extra Gold From Monsters
-3 To Light Radius


Stealth Body Armor (2os, Tal + Eth)

Magic Damage Reduced By 3
+6 To Dexterity
+15 To Maximum Stamina
Poison Resist +30%
Regenerate Mana 15%
25% Faster Run/Walk
25% Faster Cast Rate
25% Faster Hit Recovery


Steel Sword/Axe/Mace (2os, Tir + El)

20% Enhanced Damage
+3 To Minimum Damage
+3 To Maximum Damage
+50 To Attack Rating
50% Chance Of Open Wounds
25% Increased Attack Speed
+2 To Mana After Each Kill
+1 To Light Radius


Zephyr Missile Weapon (2os, Ort + Eth)

+33% Enhanced Damage
+66 To Attack Rating
Adds 1-50 Lightning Damage
-25% Target Defense
+25 Defense
25% Faster Run/Walk
25% Increased Attack Speed
7% Chance To Cast Level 1 Twister When Struck

Nightmare Countess

In Nightmare the Countess can drop up to Ko, however this is from her normal drop, so it’s rare.  From her special Rune drop she can drop from El to Io which is more common.  It is possible to cube a Lum from her drops; Rune Words using up to Lum are listed here.

Original

Black Club/Hammer/Mace (3os, Thul + Io + Nef)

+120% Enhanced Damage
40% Chance Of Crushing Blow
+200 To Attack Rating
Adds 3-14 Cold Damage – Cold Duration 3 Seconds
+10 To Vitality
15% Increased Attack Speed
Knockback
Magic Damage Reduced By 2
Level 4 Corpse Explosion (12 Charges)


Honor Melee Weapon (5os, Amn + El + Ith + Tir + Sol)
Note: 5os weapons won’t drop till late Nightmare Act I.

+160% Enhanced Damage
+9 To Minimum Damage
+9 To Maximum Damage
25% Deadly Strike
+250 To Attack Rating
+1 to All Skills
7% Life Stolen Per Hit
Replenish Life +10
+10 To Strength
+1 To Light Radius
+2 To Mana After Each Kill


King’s Grace Sword/Scepter (3os, Amn + Ral + Thul)

+100% Enhanced Damage
+100% Damage To Demons
+50% Damage To Undead
Adds 5-30 Fire Damage
Adds 3-14 Cold Damage – 3 Second Duration
+150 To Attack Rating
+100 To Attack Rating Against Demons
+100 To Attack Rating Against Undead
7% Life Stolen Per Hit


Lore Helm (2os, Ort + Sol)

+1 To All Skill Levels
+10 To Energy
+2 To Mana After Each Kill
Lightning Resist +30%
Damage Reduced By 7
+2 To Light Radius


Memory Staff (4os, Lum + Io + Sol+ Eth)

+3 to Sorceress Skill Levels
33% Faster Cast Rate
Increase Maximum Mana 20%
+3 Energy Shield (Sorceress Only)
+2 Static Field (Sorceress Only)
+10 To Energy
+10 To Vitality
+9 To Minimum Damage
-25% Target Defense
Magic Damage Reduced By 7
+50% Enhanced Defense


Radiance Helm (3os, Nef + Sol + Ith)

+75% Enhanced Defense
+30 Defense Vs. Missile
+10 To Energy
+10 To Vitality
15% Damage Goes To Mana
Magic Damage Reduced By 3
+33 To Mana
Damage Reduced By 7
+5 To Light Radius


Rhyme Shield (2os, Shael + Eth)

20% Increased Chance of Blocking
40% Faster Block Rate
All Resistances +25
Regenerate Mana 15%
Cannot Be Frozen
50% Extra Gold From Monsters
25% Better Chance Of Getting Magic Items


Smoke Body Armor (2os, Nef + Lum)

+75% Enhanced Defense
+280 Defense Vs. Missile
All Resistances +50
20% Faster Hit Recovery
Level 6 Weaken (18 Charges)
+10 To Energy
-1 To Light Radius


Strength Melee Weapon (2os, Amn + Tir)

35% Enhanced Damage
25% Chance Of Crushing Blow
7% Life Stolen Per Hit
+2 To Mana After Each Kill
+20 To Strength
+10 To Vitality


White Wand (2os, Dol + Io)

Hit Causes Monster To Flee 25%
+10 To Vitality
+3 To Poison And Bone Skills (Necromancer Only)
+3 To Bone Armor (Necromancer Only)
+2 To Bone Spear (Necromancer Only)
+4 To Skeleton Mastery (Necromancer Only)
Magic Damage Reduced By 4
20% Faster Cast Rate
+13 To Mana

1.10

Splendor Shield (2os, Eth + Lum)

+1 To All Skills
+10% Faster Cast Rate
+20% Faster Block Rate
+60-100% Enhanced Defense (varies)
+10 To Energy
Regenerate Mana 15%
50% Extra Gold From Monsters
20% Better Chance of Getting Magic Items
+3 To Light Radius

1.10 (Ladder Only)

Edge Missile Weapon (3os, Tir+ Tal + Amn)
Note: Does not reduce the price for resurrecting hirelings.

Level 15 Thorns Aura When Equipped
+35% Increased Attack Speed
+320-380% Damage To Demons (varies)
+280% Damage To Undead
+75 Poison Damage Over 5 Seconds
7% Life Stolen Per Hit
Prevent Monster Heal
+5-10 To All Attributes (varies)
+2 To Mana After Each Kill
Reduces All Vendor Prices 15%


Insight Polearm/Staff (4os, Ral + Tir + Tal + Sol)

Level 12-17 Meditation Aura When Equipped (varies)
+35% Faster Cast Rate
+200-260% Enhanced Damage (varies)
+9 To Minimum Damage
180-250% Bonus to Attack Rating (varies)
Adds 5-30 Fire Damage
+75 Poison Damage Over 5 Seconds
+1-6 To Critical Strike (varies)
+5 To All Attributes
+2 To Mana After Each Kill
23% Better Chance of Getting Magic Items


Spirit Sword/Shield (4os, Tal + Thul + Ort + Amn)
Note: Only the Elite shield Monarch and up can have 4os, however all Paladin shields can have up to 4os.

Weapons
+2 To All Skills
+25-35% Faster Cast Rate (varies)
+55% Faster Hit Recovery
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage 3 Second Duration (Normal)
+75 Poison Damage Over 5 Seconds
7% Life Stolen Per Hit
+250 Defense Vs. Missile
+22 To Vitality
+89-112 To Mana (varies)
+3-8 Magic Absorb (varies)

Shields
+2 To All Skills
+25-35% Faster Cast Rate (varies)
+55% Faster Hit Recovery
+250 Defense Vs. Missile
+22 To Vitality
+89-112 To Mana (varies)
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb (varies)
Attacker Takes Damage of 14

1.11

Myth (Barbarian) Body Armor (3os, Hel + Amn + Nef)

3% Chance To Cast Level 1 Howl When Struck
10% Chance To Cast Level 1 Taunt On Striking
+2 To Barbarian Skill Levels
+30 Defense Vs. Missile
Replenish Life +10
Attacker Takes Damage of 14
Requirements -15%


Peace (Amazon) Body Armor (4os, Shael + Thul + Amn)

4% Chance To Cast Level 5 Slow Missiles When Struck
2% Chance To Cast level 15 Valkyrie On Striking
+2 To Amazon Skill Levels
+20% Faster Hit Recovery
+2 To Critical Strike
Cold Resist +30%
Attacker Takes Damage of 14

Hell Countess

In Hell the Countess can drop up to Lo but these are very rare as they are from her normal drop.  From her special Rune Drop she can drop from El to Ist.  With some patience it will be easy to cube up to Gul and Vex, below are Rune Words that use up to Gul and Vex.

Original

Lionheart Body Armor (3os, Hel + Lum + Fal)

+20% Enhanced Damage
Requirements -15%
+25 To Strength
+10 To Energy
+20 To Vitality
+15 To Dexterity
+50 To Life
All Resistances +30


Melody Missile Weapon (3os, Shael + Ko + Nef)

+50% Enhanced Damage
+300% Damage To Undead
+3 To Bow and Crossbow Skills (Amazon Only)
+3 To Critical Strike (Amazon Only)
+3 To Dodge (Amazon Only)
+3 To Slow Missiles (Amazon Only)
20% Increased Attack Speed
+10 To Dexterity
Knockback


Silence Weapon (6os, Dol + Eld + Hel + Ist + Tir+ Vex)

200% Enhanced Damage
+75% Damage To Undead
Requirements -20%
20% Increased Attack Speed
+50 To Attack Rating Against Undead
+2 To All Skills
All Resistances +75
20% Faster Hit Recovery
11% Mana Stolen Per Hit
Hit Causes Monster To Flee 25%
Hit Blinds Target +33
+2 To Mana After Each Kill
30% Better Chance Of Getting Magic Items


Venom Weapon (3os, Tal + Dol + Mal)

Hit Causes Monster To Flee 25%
Prevent Monster Heal
Ignore Target’s Defense
7% Mana Stolen Per Hit
Level 15 Poison Explosion (27 Charges)
Level 13 Poison Nova (11 Charges)
+273 Poison Damage Over 6 seconds


Wealth Body Armor (3os, Lem + Ko + Tir)

300% Extra Gold From Monsters
100% Better Chance Of Getting Magic Items
+2 To Mana After Each Kill
+10 To Dexterity

1.10

Crescent Moon Axe/Sword/Polearm (3os, Shael + Um + Tir)

10% Chance To Cast Level 17 Chain Lightning On Striking
7% Chance To Cast Level 13 Static Field On Striking
+20% Increased Attack Speed
+180-220% Enhanced Damage (varies)
Ignore Target’s Defense
-35% To Enemy Lightning Resistance
25% Chance of Open Wounds
+9-11 Magic Absorb (varies)
+2 To Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)


Delirium Helm (3os, Lem + Ist+ Io)
Note: The Delirium ability morphs your character into a Bone Fetish for a period of about 1 minute. You can also do normal attacks in the form of a headbutt.

1% Chance To Cast Level 50 Delirium (morph) When Struck
6% Chance To Cast Level 14 Mind Blast When Struck
14% Chance To Cast Level 13 Terror When Struck
11% Chance To Cast Level 18 Confuse On Striking
+2 To All Skills
+261 Defense
+10 To Vitality
50% Extra Gold From Monsters
25% Better Chance of Getting Magic Items
Level 17 Attract (60 Charges)


Duress Body Armor (3os, Shael + Um + Thul)

+40% Faster Hit Recovery
+10-20% Enhanced Damage (varies)
Adds 37-133 Cold Damage 2 sec. Duration (Normal)
15% Chance of Crushing Blow
33% Chance of Open Wounds
+150-200% Enhanced Defense (varies)
-20% Slower Stamina Drain
Cold Resist +45%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15%


Gloom Body Armor (3os, Fal + Um + Pul)

15% Chance To Cast Level 3 Dim Vision When Struck
+10% Faster Hit Recovery
+200-260% Enhanced Defense (varies)
+10 To Strength
All Resistances +45
Half Freeze Duration
5% Damage Taken Goes To Mana
-3 To Light Radius


Heart of the Oak Staff/Mace (4os, Ko + Vex + Pul + Thul)
Note: Mace means Mace, Morning Star, Flail, and Exceptional/Elite versions.

+3 To All Skills
+40% Faster Cast Rate
+75% Damage To Demons
+100 To Attack Rating Against Demons
Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
7% Mana Stolen Per Hit
+10 To Dexterity
Replenish Life +20
Increase Maximum Mana 15%
All Resistances +30-40 (varies)
Level 4 Oak Sage (25 Charges)
Level 14 Raven (60 Charges)


Kingslayer Sword/Axe (4os, Mal + Um + Gul + Fal)

+30% Increased Attack Speed
+230-270% Enhanced Damage (varies)
-25% Target Defense
20% Bonus To Attack Rating
33% Chance of Crushing Blow
50% Chance of Open Wounds
+1 To Vengeance
Prevent Monster Heal
+10 To Strength
40% Extra Gold From Monsters


Passion Weapon (4os, Dol + Ort + Eld + Lem)

+25% Increased Attack Speed
+160-210% Enhanced Damage (varies)
50-80% Bonus To Attack Rating (varies)
+75% Damage To Undead
+50 To Attack Rating Against Undead
Adds 1-50 Lightning Damage
+1 To Berserk
+1 To Zeal
Hit Blinds Target +10
Hit Causes Monster To Flee 25%
75% Extra Gold From Monsters
Level 3 Heart of Wolverine (12 Charges)


Prudence Body Armor (2os, Mal + Tir)

+25% Faster Hit Recovery
+140-170% Enhanced Defense (varies)
All Resistances +25-35 (varies)
Damage Reduced by 3
Magic Damage Reduced by 17
+2 To Mana After Each Kill
+1 To Light Radius
Repairs Durability 1 In 4 Seconds


Sanctuary Shield (3os, Ko + Ko + Mal)

+20% Faster Hit Recovery
+20% Faster Block Rate
20% Increased Chance of Blocking
+130-160% Enhanced Defense (varies)
+250 Defense vs. Missile
+20 To Dexterity
All Resistances +50-70 (varies)
Magic Damage Reduced By 7
Level 12 Slow Missiles (60 Charges)


Stone Body Armor (4os, Shael + Um + Pul + Lum)

+60% Faster Hit Recovery
+250-290% Enhanced Defense (varies)
+300 Defense Vs. Missile
+16 To Strength
+16 To Vitality
+10 To Energy
All Resistances +15
Level 16 Molten Boulder (80 Charges)
Level 16 Clay Golem (16 Charges)

1.10 (Ladder Only)

Death Sword/Axe (5os, Hel + El + Vex + Ort + Gul)
Note: One-handed Weapons: 370% (400% when using 15% Superior Weapon), Two-Handed 385% (400% with 15% Superior Weapon).

100% Chance To Cast Level 44 Chain Lightning When You Die
25% Chance To Cast Level 18 Glacial Spike On Attack
Indestructible
+300-385% Enhanced Damage (varies)*
20% Bonus To Attack Rating
+50 To Attack Rating
Adds 1-50 Lightning Damage
7% Mana Stolen Per Hit
50% Chance of Crushing Blow
+(0.5 per Character Level) 0.5-49.5% Deadly Strike (Based on Character Level)
+1 To Light Radius
Level 22 Blood Golem (15 Charges)
Requirements -20%


Harmony Missile Weapon (4os, Tir + Ith + Sol + Ko)

Level 10 Vigor Aura When Equipped
+200-275% Enhanced Damage (varies)
+9 To Minimum Damage
+9 To Maximum Damage
Adds 55-160 Lightning Damage
Adds 55-160 Fire Damage
Adds 55-160 Cold Damage
+2-6 To Valkyrie (varies)
+10 To Dexterity
Regenerate Mana 20%
+2 To Mana After Each Kill
+2 To Light Radius
Level 20 Revive (25 Charges)


Lawbringer Sword/Hammer/Scepter (3os, Amn + Lem + Ko)

20% Chance To Cast Level 15 Decrepify On Striking
Level 16-18 Sanctuary Aura When Equipped (varies)
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense Vs. Missile (varies)
+10 To Dexterity
75% Extra Gold From Monsters


Oath Sword/Axe/Mace (4os, Shael + Pul + Mal + Lum)

30% Chance To Cast Level 20 Bone Spirit On Striking
Indestructible
+50% Increased Attack Speed
+210-340% Enhanced Damage (varies)
+75% Damage To Demons
+100 To Attack Rating Against Demons
Prevent Monster Heal
+10 To Energy
+10-15 Magic Absorb (varies)
Level 16 Heart Of Wolverine (20 Charges)
Level 17 Iron Golem (14 Charges)


Obedience Polearm (5os, Hel + Ko + Thul + Eth + Fal)

30% Chance To Cast Level 21 Enchant When You Kill An Enemy
40% Faster Hit Recovery
+370% Enhanced Damage
-25% Target Defense
Adds 3-14 Cold Damage 3 Second Duration (Normal)
-25% To Enemy Fire Resistance
40% Chance of Crushing Blow
+200-300 Defense (varies)
+10 To Strength
+10 To Dexterity
All Resistances +20-30 (varies)
Requirements -20%


Rift Polearm/Scepter (4os, Hel + Ko + Lem + Gul)

20% Chance To Cast Level 16 Tornado On Striking
16% Chance To Cast Level 21 Frozen Orb On Attack
20% Bonus To Attack Rating
Adds 160-250 Magic Damage
Adds 60-180 Fire Damage
+5-10 To All Stats (varies)
+10 To Dexterity
38% Damage Taken Goes To Mana
75% Extra Gold From Monsters
Level 15 Iron Maiden (40 Charges)
Requirements -20%


Voice of Reason Sword/Mace (4os, Lem + Ko + El + Eld)

15% Chance To Cast Level 13 Frozen Orb On Striking
18% Chance To Cast Level 20 Ice Blast On Striking
+50 To Attack Rating
+220-350% Damage To Demons
+355-375% Damage To Undead (varies)
+50 To Attack Rating Against Undead
Adds 100-220 Cold Damage
-24% To Enemy Cold Resistance
+10 To Dexterity
Cannot Be Frozen
75% Extra Gold From Monsters
+1 To Light Radius

1.11

Bone (Necromancer) Body Armor (3os, Sol+ Um + Um)

15% Chance To Cast level 10 Bone Armor When Struck
15% Chance To Cast level 10 Bone Spear On Striking
+2 To Necromancer Skill Levels
+100-150 To Mana (varies)
All Resistances +30
Damage Reduced By 7


Enlightenment (Sorceress) Body Armor (3os, Pul + Ral + Sol)

5% Chance To Cast Level 15 Blaze When Struck
5% Chance To Cast level 15 Fire Ball On Striking
+2 To Sorceress Skill Levels
+1 To Warmth
+30% Enhanced Defense
Fire Resist +30%
Damage Reduced By 7


Principle (Paladin) (3os, Ral + Gul + Eld)

100% Chance To Cast Level 5 Holy Bolt On Striking
+2 To Paladin Skill Levels
+50% Damage to Undead
+100-150 To Life (varies)
15% Slower Stamina Drain
+5% To Maximum Poison Resist
Fire Resist +30%


Rain (Druid) Body Armor (3os, Ort + Mal + Ith)

5% Chance To Cast Level 15 Cyclone Armor When Struck
5% Chance To Cast Level 15 Twister On Striking
+2 To Druid Skills
+100-150 To Mana (varies)
Lightning Resist +30%
Magic Damage Reduced By 7
15% Damage Taken Goes to Mana


Treachery (Assassin) Body Armor (3os, Shael + Thul + Lem)

5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skills
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters

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