
Introduction
Salutations and welcome to this Diablo 2 Paladin Guide.
I am Kitteh, a long-time player of Diablo 2 and for the last decade or so, exclusively single-player, and now exclusively hardcore. My gameplay has varied from grinding to level 99 (Fordyl), running Ancient Tunnels (AT) 5,000 times (5,000 AT runs) because I like gold and green, and playing various builds to guardianship (Kitteh’s Rebirth). What I’m trying to [not] say is that I don’t like change and this game means an awful lot to me. I live in the single-player forum (SPF), where you will also find some of the most knowledgeable players in the game – feel free to pop in any time 🙂
This guide is written in the context of how I play the game, so do keep that in mind. There are no Hellfire Torches or Annihilus in single player, at least not at the current time, we shall see if Blizzard changes their mind on that for Diablo II Resurrected. The mods that allow those items are not accepted on these forums. We do, however, allow the use of Runeword Mod (RWM) which allows ladder-only runewords to be created in single player, and I will provide a link for this in the ‘Further Reading’ section. If an item requires RWM then it will have ‘RWM’ in parentheses. I will also refer to ‘untwinked’ gameplay, which is how we refer to playing a character strictly with items found by that character.
So, how do you use this guide? Most of the guide will be centred around the basic functionality of a zealot, this section is applicable regardless of the type of zealot that you decide to play and will introduce key mechanics of the build, stats that you want to get, and breakpoints for each. Once you understand these basics, you can choose a ‘flavour’ of zealot, specifically; physical, fire, lightning or cold. There are a few more flavour-specific stats that you want to aim for and these will be addressed in their own sections.
My goal is that after reading this guide, regardless of what you want to build a character for, there is a zealot that you feel comfortable using. I hope for this guide to be informative, but I will provide links to additional guides to provide a larger overview of specific areas where appropriate. I am also happy to take questions by PM on the forums.
Zealots – An Introduction and Key Mechanics
Mechanics of Zeal

A zealot, as one might expect, uses the ‘zeal’ skill to ‘phwack’, ‘phwack’, ‘phwack’, ‘phwack’, ‘phwack’ the hordes of The Burning Hells right back to where they came from. Zeal is assigned to your left click button and used in combination with an aura of your choice. It is the choice of aura that dictates the nature of your zealot build, and these choices will be explored in the next section.
Zeal is a melee skill with an elevated attack speed compared to a normal attack. As you allocate skill points to zeal you gain increased damage and attack rating (Table 1). At level one, zeal will strike two times per attack, increasing by one hit until you hit five times at level four. The first strike is aimed at your target and further strikes will hit adjacent enemies if there are any, otherwise all strikes will be targeted at your initial target. Each strike with zeal (so each of the individual five) has a separate chance to hit. Zeal will always cost two mana per attack, that is a volley of five strikes, not each individual strike.
Zeal is uninterruptible both from enemy effects and your own actions. This is important because this means that zeal is not interrupted by blocking, hit recovery, knockback, and stun. However, you can for example, still block, there is just no animation.
sLvl | % AR | % DMG | sLvl | % AR | % DMG | sLvl | % AR | % DMG | ||
1 | 10 | 0 | 11 | 110 | 42 | 21 | 210 | 102 | ||
2 | 20 | 0 | 12 | 120 | 48 | 22 | 220 | 108 | ||
3 | 30 | 0 | 13 | 130 | 54 | 23 | 230 | 114 | ||
4 | 40 | 0 | 14 | 140 | 60 | 24 | 240 | 120 | ||
5 | 50 | 6 | 15 | 150 | 66 | 25 | 250 | 126 | ||
6 | 60 | 12 | 16 | 160 | 72 | 26 | 260 | 132 | ||
7 | 70 | 18 | 17 | 170 | 78 | 27 | 270 | 138 | ||
8 | 80 | 24 | 18 | 180 | 84 | 28 | 280 | 144 | ||
9 | 90 | 30 | 19 | 190 | 90 | 29 | 290 | 150 | ||
10 | 100 | 36 | 20 | 200 | 96 | 30 | 300 | 156 |
Mechanics of Blocking
If you’re playing a zealot then you are going to be right up in the enemy’s face, saying rude things about their friends and pulling stupid faces to put them off. In turn, they will try to put you off by smashing your face in with a club, claw or bolt of lightning. You want to avoid this if at all possible and there are many ways to do so, the primary method being to block those attempts at disfiguring your beautiful face. Note: mercenaries cannot block.
When an attacker attempts to hit a defender with any applicable skill (Table 2), the first thing that happens is a hit check, unless you are running in which case the hit check is bypassed.
Table 2 – Skills which induce a hit check
Default | Amazon | Assassin | Barbarian | Druid | Necromancer | Paladin | Sorceress |
Attack | Fire arrow | Tiger strike | Bash | Feral rage | Poison dagger | Sacrifice | |
Throw | Cold arrow | Dragon talon | Double swing | Maul | Smite | ||
Multiple shot | Fists of fire | Stun | Rabies | Zeal | |||
Exploding arrow | Dragon claw | Double throw | Fire claws | Charge | |||
Ice arrow | Cobra strike | Leap attack | Hunger | Vengeance | |||
Immolation arrow | Claws of thunder | Concentrate | Fury | Conversion | |||
Strafe | Dragon tail | Frenzy | |||||
Freezing arrow | Blades of ice | Whirlwind | |||||
Jab | Dragon flight | Berserk | |||||
Power strike | Phoenix strike | ||||||
Poison javelin | Blade sentinel | ||||||
Impale | Blade fury | ||||||
Charged strike | Blade shield | ||||||
Plague javelin | |||||||
Fend | |||||||
Lightning strike |
*There are some specific exceptions to note; lightning bolt, guided arrow, lightning fury, smite (only for paladin) and charge (only for monsters).
The chance to hit is determined using the following formula;
% Chance to hit = 100 * 2 * (alvl / (alvl+dlvl) ) * (AR / (AR+DR))
Regarding notation; alvl being the level of the attacker, dlvl the level of the defender, AR the attacker’s attack rating and DR the defender’s defence rating. An attacker’s chance to hit is always 5% <= chance to hit <= 95%.
If the attacker succeeds with the hit check, you get an opportunity to block the attack. In order to block an attack you need to be holding an appropriate item; a shield, a shrunken head (necromancer only items) or an auric shield (paladin only items). Note: nobody calls an auric shield an ‘auric shield’ (they should, it’s a lovely word) so just call it a paladin shield or 75% of people won’t know what you mean and 87% will think you’re a bit weird.
You can block melee attacks, projectiles (arrows and bolts), throwing weapons (javelins, throwing knives and throwing axes) and physical damage missiles. There are two other assaults that you can block, the on-death explosion of a bone fetish and the explosion caused by a monster being fire enchanted. These are two very helpful situational blocks.
Unfortunately, there are also some unblockable attacks, some of which you don’t need to worry much about such as lightning bolt, the explosion from molten boulder, the pulse damage of tornado, impact damage from armageddon and smite (when used by a paladin). However, there are a few nasty exceptions; corpse explosion (including Nihlathak’s), and charge from claw vipers and reanimated hordes. As with chance to hit, there is a formula for calculating block chance;
% Chance to Block = min( (base blocking % of shield + blockfactor + blocking bonus) * (Dexterity-15) / (clvl*2) , 75)
The base blocking % of your shield is base-dependent (Table 3). Blockfactor is class-specific (Table 4) and included in the % that you see on the item. Blocking bonus includes holy shield (discussed below). clvl is the level of your character. The result is your % chance to block which is then capped at 75% when standing still or walking, and 25% when running.
Table 3 – Base block of shields
Normal Version | Base Block (%) | Exceptional Version | Base Block (%) | Elite Version | Base Block (%) | ||
Buckler | 0 | Defender | 10 | Heater | 22 | ||
Small shield | 5 | Round shield | 12 | Luna | 20 | ||
Large shield | 12 | Scutum | 14 | Hyperion | 24 | ||
Kite shield | 8 | Dragon shield | 18 | Monarch | 22 | ||
Spiked shield | 10 | Barbed shield | 17 | Blade barrier | 20 | ||
Bone shield | 20 | Grim shield | 20 | Troll nest | 20 | ||
Tower shield | 24 | Pavise | 24 | Aegis | 24 | ||
Gothic shield | 16 | Ancient shield | 16 | Ward | 24 |
Normal Version | Base Block (%) | Exceptional Version | Base Block (%) | Elite Version | Base Block (%) | ||
Targe | 10 | Akaran targe | 10 | Sacred targe | 30 | ||
Rondache | 15 | Akaran rondache | 15 | Sacred rondache | 28 | ||
Heraldic shield | 20 | Protector shield | 20 | Kurast shield | 25 | ||
Aerin shield | 22 | Gilded shield | 22 | Zakarum shield | 22 | ||
Crown shield | 25 | Royal shield | 25 | Vortex shield | 19 |
Note: Auric shields have a staff mod which is either +AR and % damage, or +XX to all resistances. This plus their slightly better block chance makes them the best shield base for a paladin, unsurprisingly. Use them for runewords whenever possible. If none are available, a bone shield base type is your best option for a balance of block % and strength requirement.
Table 4 – Block factor by class
Class | Amazon | Assassin | Barbarian | Druid | Necromancer | Paladin | Sorceress |
Block factor | 25% | 25% | 25% | 20% | 20% | 30% | 20% |
A key factor for a paladin is the skill ‘holy shield’, which provides a % chance to block so long as holy shield is active (Table 5). This % is part of ‘blocking bonus’. Holy shield also provides a hefty defence bonus, further increased by points in ‘defiance’. I wouldn’t build around defence generally speaking, but it’s a bonus. The reason that defence has to be very high to be of use, which in the case of a paladin is fairly easy.
Table 5 – Skill bonuses for holy shield by skill level
Skill Level | Duration (Sec) | Defence % | Block % | Skill Level | Duration (Sec) | Defence % | Block % |
1 | 30 | 25 | 14 | 16 | 405 | 250 | 34 |
2 | 55 | 40 | 18 | 17 | 430 | 265 | 34 |
3 | 80 | 55 | 20 | 18 | 455 | 280 | 34 |
4 | 105 | 70 | 23 | 19 | 480 | 295 | 34 |
5 | 130 | 85 | 25 | 20 | 505 | 310 | 35 |
6 | 155 | 100 | 26 | 21 | 530 | 325 | 35 |
7 | 180 | 115 | 27 | 22 | 555 | 340 | 35 |
8 | 205 | 130 | 28 | 23 | 580 | 355 | 36 |
9 | 230 | 145 | 29 | 24 | 605 | 370 | 36 |
10 | 255 | 160 | 30 | 25 | 630 | 385 | 36 |
11 | 280 | 175 | 31 | 26 | 655 | 400 | 36 |
12 | 305 | 190 | 31 | 27 | 680 | 415 | 37 |
13 | 330 | 205 | 32 | 28 | 705 | 430 | 37 |
14 | 355 | 220 | 33 | 29 | 730 | 445 | 37 |
15 | 380 | 235 | 33 | 30 | 755 | 460 | 37 |
If after all of this you initiate a block, damage is not applied, although piercing can still take place. Sucks to be the person behind you.
If you block during a zeal attack there is no animation, but if you block whilst not mid-zeal, your character enters a blocking animation which must be completed prior to any further actions. If you block again during the animation, the animation starts again and this can ultimately lead to you being locked into a series of blocks. I cannot stress how infuriating or dangerous this can be, much like with faster hit recovery. The difference is that at least here you are blocking the incoming damage. The stat ‘Faster block rate’ reduces the time required to go through this animation, thus getting you back in the game before another club comes a-swinging. There are breakpoints associated with faster block rate (Table 6). Increasing your % faster block rate without reaching the next breakpoint will not reduce the time taken for the animation to take place. Luckily for us we are using holy shield, so you will notice that we have adjusted breakpoints, reaching 2 block frames by default when holy shield is active. You can reach 1 block frame if you get 86% faster block rate. Don’t pursue this.
Table 6 – Faster block rate breakpoints
Character | Weapon / Skill / Form | Block Frames | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | ||
Amazon | 1H swinging weapon (*) | 0 | 4 | 6 | 11 | 15 | 23 | 29 | 40 | 56 | 80 | 120 | 200 | 480 | ||||
Other weapons | 0 | 13 | 32 | 86 | 600 | |||||||||||||
Assassin | All | 0 | 13 | 32 | 86 | 600 | ||||||||||||
Barbarian | All | 0 | 9 | 20 | 42 | 86 | 280 | |||||||||||
Druid | Human form | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | ||||||||
Bear form | 0 | 5 | 10 | 16 | 27 | 40 | 65 | 109 | 223 | |||||||||
Wolf form | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||||
Necromancer | All | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | ||||||||
Paladin | Normal | 0 | 13 | 32 | 86 | 600 | ||||||||||||
With Holy Shield | 0 | 86 | ||||||||||||||||
Sorceress | All | 0 | 7 | 15 | 27 | 48 | 86 | 200 |
For most classes there is always some debate about whether or not to go max block, and there are very valid arguments for both. Personally, I always go max block (or in some cases 50%) if I have a good blocking shield and I am playing a druid, necromancer or sorceress as they get less life per vitality point anyway, so the safety contribution is a little more balanced. However, if you are playing a paladin and using a shield, you are going max block. There is absolutely no reason not do so. Please don’t be that person 🙁
Here are some of the best blocking shields, plus some of the easier to access additional sources (Table 7).
Table 7 – Highlighted shields for blocking
Unique Shield | Block % for Paladin | % Faster Block Rate | Additional Key Stats |
Herald of Zakarum | 82 | 30 | 20% attack rating; +20 strength +20 vitality; +50 all resistances |
Stormshield | 77 | 35 | Damaged reduced by 35%; +60 cold resistance; +25 lightning resistance |
Moser’s Blessed Circle | 67 | 30 | Two open sockets; +25 all resistances |
Visceratuant | 70 | 30 | |
Steelclash | 63 | 20 | +15 all resistances; +1 paladin skills; |
Pelta Lunata | 50 | 40 |
Set Shield | Block % for Paladin | % Faster Block Rate | Additional Key Stats |
Griswold’s Honor | 75 | 65 | +45 all resistances; three open sockets |
Whitstan’s Guard | 97 | 40 | |
Sigon’s Guard | 74 | 0 | +1 all skills |
Runeword Shield | Block % | % Faster Block Rate | Additional Key Stats |
Rhyme (ShaelEth) | 20 | 40 | Cannot be frozen; +25 all resistances; 25% magic find |
Sanctuary (KoKoMal) | 20 | 20 | 20 faster hit recovery; +20 dexterity; +50-70 all resistances |
Source | Block % | % Faster Block Rate | Additional Key Stat |
Isenhart’s Set (Full) | 30 | ||
Eld rune in shield | 7 | ||
Caster shield | 5-10 | ||
Hit power shield | 5-10 | ||
Safety amulet | 1-10 | ||
Guardian Angel | 20 | ||
Twitchthroe | 25 |
Attack Speed
You ideally want to reach maximum attack speed, but if playing untwinked it is not as much of a priority. It is very simple, hitting faster means you will kill things faster. There are a few factors in play here. Firstly, zeal has a faster attack speed than standard attacks. Second, every weapon has an attack speed, the base is 0, values >0 are slower and values <0 are faster. Fanaticism provides 35% attack speed at level 20. Finally, you have attack speed on your gear. However, your speed can then be reduced by decrepify and holy freeze etc. This is particularly important if you plan to run Baal as you need to account for the decrepify. The best way to approach this is to use the attack speed calculator to bring all of these factors together.
Despite it’s relatively low base damage., the best bases for speed are phase blades in the endgame, for both the Grief runeword on fanaticism zealots (because the damage primarily comes from the +XXX damage, which is independent of the weapon damage), and for any runeword used on an elemental zealot, for which it primarily exists to deliver the attacks as quickly as possible. Berserker axes provide a slightly higher damage level for a little less speed. On a fanaticism zealot, speed is unlikely to be an issue, with the exception of Baal running because of decrepify. You need to adapt this to your circumstances. Do you have plenty of resources? Make an individualised weapon for every build. Not so many resources? A Phase blade is more widely applicable.
In terms of early game (or untwinked), crystal sword and flail bases (and their equivalents) are your best options for speed. In untwinked gameplay, I usually opt for flails and I make a duplicate (if possible) and keep it on switch in case I get caught out by durability and don’t want to lose a TP for questing. If you’re playing twinked, your best options are the Death’s Disguise set or the Sigon’s Complete Steel set with any reasonably fast physical weapon, for a fanaticism zealot, and the unique ‘The General’s Tan Do Li Ga’ for an elemental zealot. Other levelling weapons to consider include; ‘Steel’ runeword, ‘Strength’ runeword, ‘Black‘ runeword, Ginther’s Rift, Bloodrise and Butcher’s Pupil.
Damage Mitigation
Resistances
You absolutely, as with any character, want to achieve a minimum of 75 all resistances. You can relax on poison if you like, that’s a personal choice. After damaged reduced and magic damage reduced have been applied, resistances come into play. Resistance ‘resists’ a % of incoming damage, and is one of our primary sources of damage mitigation. You achieve this through your gear primarily, with your shield being a massive source of resistances due to the staff mod bonus available on auric shields. In addition, we gain resists from completing Anya’s quest in Act V, so be sure to do this. If you are playing on Bnet, then you also have the option of Hellfire Torch and Annihilus to help you reach these numbers. Ordinarily, charms are also a great source, but you really want to be saving charms for damage and attack rating + life if you’re a fanaticism zealot, although it’s not such a problem if you opt for an elemental zealot. If you have skill points left over (more so for a fanaticism zealot), place them into the resist ‘element’ auras. Every two hard points in these skills increases the corresponding maximum resistance by 1%, although this is hard capped at 95%. So 6 hard points in resist cold gives you +3 maximum resist. This is a massive bonus, so sink points here if you can. Similar stats are available on items.
‘Damage reduced by % (DR%)‘ is essentially a physical equivalent to resistance, reducing incoming physical damage by a %. The difference is that DR% is capped at 50% and this is a hard cap for players. Monsters however, can reach 100% and therefore be physical immune. It’s terribly irritating, actually. You can combat this with curses (discussed below), and Sanctuary (aura, available on Azurewrath, a unique phase blade, and the ‘Lawbringer’ runeword) will pierce enemy damage reduction. A negative DR% (as a default, a player has 0%) will result in more physical damage being taken, as with elemental resistances, but will not increase the effects of crushing blow (discussed later). Unlike elemental resistances, this modifier is a little harder to obtain. Below are some of the better sources of DR% (Table 8).
Table 8 – The best sources of % damage reduced
DR% | Item | DR% | Item | DR% | |||
Socketed ‘Ber’ rune (helmet, chest, shield) | 8 | Chains of Honour (DolUmBerIst) | 8 | String of Ears | 10-15 | ||
Rockstopper | 10 | Enigma (JahIthBer) | 8 | Verdungo’s Hearty Cord | 10-15 | ||
Harlequin Crest | 10 | Leviathan | 15-25 | Vampire Gaze | 15-20 | ||
Crown of Ages | 10-15 | Shaftshop | 30 | Stormshield | 35 |
Damage Reduced By
Elemental damage (and magic damage) can also be mitigated by the ‘magic damage reduced’ (MDR), which is applied after cyclone armour and energy shield (not relevant for us), but prior to resistance. MDR subtracts a numeric value from the damage taken, per element (including magic). For example, if you have 100 incoming damage which is split into 50 fire damage and 50 lightning damage, 20 MDR will reduced this to 30 fire damage and 30 lightning damage.
Similarly, ‘damaged reduced’ (DR), which is applied after bone armour and energy shield, but prior to % damage reduced. As with magic damaged reduced, it is an integer subtraction from the incoming damage number (physical only). If you have 100 incoming physical damage, ‘damage reduced by 20’ will reduce this to 80 physical damage.
Interestingly, if the damage reduced by ‘X’ > incoming physical damage, or magic damage reduced by ‘X’ is > incoming elemental/magic damage, the excess is applied to the sum of alternative damage, post-resistance. That is, if you have 50 MDR and incoming damage which consists of 30 fire damage and 70 physical damage, this will be reduced (prior to resistance) to 0 fire damage and 70 physical damage. However, after resistance takes effect, the difference of 20 MDR is applied to the remaining physical damage.
Generally speaking, it is far better to get your elemental resistances maxed, any absorb (see below) that is available and as much % damage reduction as possible. DR and MDR are primarily of use when you are subjected to a flurry of smaller hits, where the relative impact of an integer subtraction is greater. They do little to protect you from bigger hits.
Absorption
Absorb is somewhat similar to resistance, but is applied post-resistance and effectively capped at 40%. It is damage type specific and can exist either as a % absorption or an integer absorption. The % absorb is applied to the damage remaining post-resistance, followed by integer absorption being removed from the remaining damage. The player then heals for the value absorbed as HP. Finally, the damage is applied. As an example, if we have 100 incoming cold damage (post-resistance) with 20% absorb and 20 integer cold absorb, the damage is reduced to 80 cold damage by the 20%, then reduced to 60 cold damage by the 20 integer absorption, causing us to heal for 40 HP and then take 60 cold damage. As with DMR and DR vs DR% and elemental resistances, the numerical variant is more effective for multiple smaller hits, the best examples being lightning enchanted (much like charged bolts from scarab beetles) and hydras when fighting The Council. Below are some of the better sources of absorption (Table 9).
Table 9 – The best sources of absorption
Item | Element | % Absorb | ‘X’ absorbed |
Nord’s Tenderizer | Cold | 5-15 | |
Stormlash | Lightning | 3-9 | |
Lightsabre | Lightning | 25 | |
The Rising Sun | Fire | 0.75 /clvl | |
Raven Frost | Cold | 20 | |
Dwarf Star | Fire | 15 | |
Wisp projector | Lightning | 10-20 | |
Dragonscale | Fire | 10-20 | |
Nightwing’s Veil | Cold | 5-9 | |
Hellmouth | Fire | 15 | |
Thundergod’s Vigor | Lightning | 20 | |
Spirit Ward | Cold | 6-11 | |
Laying of Hands (1.07 version only, where there is also no cap) | Fire | 50 | |
Crescent Moon (ShaelUmTir) | Magic | 9-11 | |
Oath (ShaelPulMalLum) | Magic | 10-15 | |
Phoenix (VexVexLoJah) | Fire | 15-21 | |
Spirit (TalThulOrtAmn) | 3-8 |
Additional Mechanics
The following mechanics and attributes are generic to zealots. They apply regardless of which zealot build you choose. Each ‘flavour’ below has some more build-specific mechanics and attributes discussed, which allow you to specialise.
Open wounds and poison
When you attack, you have a % chance (summed from items) to apply open wounds, draining some of the defender’s life over 7 seconds, although the total duration of the effect is 8 seconds (no life drained for the first second). During the full 8 seconds, the defender is unable to regenerate life. This latter effect is the primary reason that we obtain open wounds. It is absolutely not required and don’t stress about getting it, but if you can grab it somewhere (it is often paired with our other desired modifiers) then do so. You can also get this effect from poison damage but you’ll need probably need an inventory slot for that. Below are the better sources of open wounds (Table 10).
Table 10 – The best sources of % chance of open wounds (OW)
Item | OW% | Extra Stats |
‘Um’ rune (weapon) | 25 | |
Duress (ShaelUmThul) | 33 | Faster hit recovery, resistances, crushing blow |
Crescent Moon (ShaelUmTir) | 25 | CtC static strike, -enemy lightning resistance, ignores target’s defence, attack speed |
Steel (TirEl) | 50 | Attack speed, mana after kill |
Beast (BerTirUmMalLum) | 25 | Fanaticism aura, crushing blow, attack speed, high damage, werebear o-skill, strength |
Dracul’s Grasp | 25 | CtC lifetap, strength, life leech |
Gore Rider | 10 | Faster run/walk, crushing blow, deadly strike |
Crushing blow
Getting % chance of crushing blow is a major offensive stat for a melee build, and is especially useful for uniques and bosses. Prior to your damage being dealt, you have a % chance to reduce the enemy’s current life by a percentage; 25% against normal enemies and 12.5% against champions and higher. This % is halved when using a missile weapon. Notably, you can get 100% chance for crushing blow. The effect of crushing blow is reduced by physical resistance of monsters, but not increased by a negative resistance. Below are the better sources of crushing blow (Table 11).
Table 11 – The best sources of % chance of crushing blow
Item | CB% | Extra Stats |
Blood gloves (crafted) | 5-10 | Life leech/+life guaranteed, potentially knockback |
Guillaume’s Face | 35 | Deadly strike, faster hit recovery |
Stormlash | 33 | Attack speed, CtC static field |
Ribcracker | 50 | Attack speed, faster hit recovery |
Heaven’s Light | 33 | Attack speed, -target defence, +2-3 paladin skills, 1-2 sockets |
Bonesnap | 40 | |
Rattlecage | 25 | |
Giant Skull | 10 | Knockback, strength, 1-2 sockets |
Goblin Toe | 25 | |
Gore Rider | 15 | Open wounds, faster/walk, deadly strike |
Black (ThulIoNef) | 40 | Attack speed |
Death (HelElVexOrtGul) | 50 | High damage, deadly strike |
Beast (BerTirUmMalLum) | 20 | Attack speed, fanaticism |
Duress (ShaelUmThul) | 15 | Resistances, faster hit recovery |
Faster Hit Recovery
When your character is hit with a damage value > 1/12th of the character’s maximum life, the character is stunned. This stun begins an animation which must be completed before any further actions can be taken. Unfortunately, this stun effect can be triggered repeatedly and if destiny slaps you in the face, you can die very quickly. This is bad. Obviously. To avoid this embarrassing end, we can obtain ‘faster hit recovery’ (FHR) which will decrease the number of frames required for the animation end. People often dismiss this mechanic, but I seriously recommend never listening to anything such a person says, whether that be advice on Diablo, cheese and cracker combinations or fashion choices. Ignore them. Faster hit recovery is an excellent attribute to take advantage of and in hardcore, you absolutely want to reaching a high breakpoint. Speaking of which, as with faster attack rate, faster cast rate and faster block rate, just getting your faster hit recovery as high as possible is not going to help. Frames do not function as fractions which means that you have to ‘reach’ a specific value of faster hit recovery in order to for your hit recovery to reach its next point of improvement. These breakpoints are below (Table 12). Your best sources of faster hit recovery are also below (Table 13).
I would at least get 48 faster hit recovery, but I always like to have 86 if I can.
Table 12 – Faster hit recovery breakpoints
Character | Equipped weapon | Hit Recovery Frames | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | ||
Amazon | all | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | |||||||
Assassin | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Barbarian | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Druid; Human form | 1H swinging weapon (*) | 0 | 3 | 7 | 13 | 19 | 29 | 42 | 63 | 99 | 174 | 456 | |||||
Other weapons | 0 | 5 | 10 | 16 | 26 | 39 | 56 | 86 | 152 | 377 | |||||||
Druid; Bear form | all | 0 | 5 | 10 | 16 | 24 | 37 | 54 | 86 | 152 | 360 | ||||||
Druid; Wolf form | all | 0 | 9 | 20 | 42 | 86 | 280 | ||||||||||
Necromancer; Human form | all | 0 | 5 | 10 | 16 | 26 | 39 | 56 | 86 | 152 | 377 | ||||||
Necromancer; Vampire form | all | 0 | 2 | 6 | 10 | 16 | 24 | 34 | 48 | 72 | 117 | ? | ? | ? | ? | ||
Paladin | Spears and staves | 0 | 3 | 7 | 13 | 20 | 32 | 48 | 75 | 129 | 280 | ||||||
Other weapons | 0 | 7 | 15 | 27 | 48 | 86 | 200 | ||||||||||
Sorceress | all | 0 | 5 | 9 | 14 | 20 | 30 | 42 | 60 | 86 | 142 | 280 | |||||
Merc Act 1 | all | 0 | 6 | 13 | 20 | 32 | 52 | 86 | 174 | 600 | |||||||
Merc Act 2 | all | 0 | 5 | 9 | 14 | 20 | 30 | 42 | 60 | 86 | 142 | 280 | |||||
Merc Act 3 | all | 0 | 5 | 8 | 13 | 18 | 24 | 32 | 46 | 63 | 86 | 133 | 232 | 600 | |||
Merc Act 5 | all | 0 | 7 | 15 | 27 | 48 | 86 | 200 | |||||||||
Character | Equipped weapon | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
Hit Recovery Frames |
Table 13 – The best sources of % chance of crushing blow
Item | FHR% | Additional stats |
‘of balance‘ on small charms | 5 | Paired prefix (resistances/damage/attack rating) |
‘Shael’ rune (armour) | 20 | |
Kira’s Guardian | 20 | All resistances, cannot be frozen |
Treachery (ShaelThulLem) | 20 | Assassin skills, attack speed, CtC fade, cold resistance |
Stealth (TalEth) | 25 | Faster cast rate, faster run/walk |
Duress (ShaelUmThul) | 40 | Crushing blow, open wounds, resistances |
Stone (ShaelUmPulLum) | 60 | All resistances, attributes, high defence |
Ribcracker | 50 | Attack speed, crushing blow, good damage |
Spirit (TalThulOrtAmn) | 55 | Faster cast rate, +skills, mana, magic absorb, resistances (shield) |
Sanctuary (KoKoMal) | 20 | Block chance/rate, dexterity, all resistances |
Verdungo’s Hearty Cord | 10 | Vitality, % damaged reduced |
Bloodfist | 30 | Attack speed, life |
Sandstorm Trek | 20 | Faster run/walk, poison resist, strength, vitality |
Griswold’s Legacy (full set) | 30 | All resistances, life, + paladin skills, attributes |
Cannot be frozen
Cannot be frozen prevents you form being slowed by cold/freeze length. Note: decrepify and the slowing effect of holy freeze, will still slow you down. This is pretty key for any melee build and you want to get it sharpish, if you can. Rhyme is a very easy source of this modifier, but Ravenfrost is the ideal source. There is an exception to this with WW barbarians in Travincal, where being frozen is actually beneficial. Below are the best sources of cannot be frozen (Table 14).
Table 14 – Items with cannot be frozen
Source | Additional Stats | Source | Additional Stats |
‘Cham’ rune (armour) | Voice of Reason (LemKoElEld) | CtC frozen orb, -enemy cold resistance | |
Kira’s Guardian | All resistances, faster hit recovery | Ravenfrost | Dexterity, cold absorb, attack rating |
Duriel’s Shell | Life, resistances, strength | Rhyme (ShaelEth) | Resistances, magic find, block |
Life stolen per hit
Life leech returns life to you when dealing physical attack damage. % life stolen per hit is summed across gear, although when dual wielding only the attacking weapon counts. Life stolen per hit is applied at 50% and 33% effectiveness in nightmare and hell, respectively. It is also effected by drain effectiveness, a stat held by monsters. As this value drops, so to does the amount of life returned to the leeching player, with a value of zero rendering life stolen per hit irrelevant. There are a series of monsters with a drain effectiveness value of 0 (Table 15), most notable Mephisto in nightmare and hell, and Diablo in hell. Also below is a table of the best sources of life stolen per hit (Table 16).
Table 15 – Monsters with 0 drain effectiveness
Barricade | Barricaded door | Barricaded tower | Catapult | Diablo’s bone prison | Evil demon hut | Fire tower |
Flying scimitar | Gargoyle trap | Lightning spire | Mummy sarcophagus | Night maruader | Prison door | Skeleton |
Skeleton archer | Skeleton mage | Spawn | Willowisp | Window | Wraith | Mephisto (NM/H) |
Diablo (H) |
Table 16 – The best sources of % chance of life stolen per hit
Item | Leech % | Extra Stats |
Blood gloves (crafted) | 1-3 | Life, crushing blow. |
Dracul’s Grasp | 7-10 | Life on kill, strength, open wounds, CtC life tap |
String of Ears | 6-8 | % damage reduced, magic damaged reduced by |
Nosferatu’s Coil | 5-7 | Attack speed, slows target, strength |
Vampire Gaze | 6-8 | % damage reduced, magic damage reduced by |
Stealskull | 5 | Attack speed, faster hit recovery |
Crown of Thieves | 9-12 | Life, dexterity, fire resistance |
Andariel’s Visage | 8-10 | + skills, attack speed, strength |
Tal Rasha’s Hoadric Crest | 10 | Life, all resistances |
Arreat’s Face | 3-6 | Faster hit recovery, + barbarian skills, strength, dexterity, resistances |
Chains of Honour (DolUmBerIst) | 8 | Resistances, + skills, % damage reduced by |
Breath of the Dying (VexHelElEldZodEth) | 12-15 | Attack speed, attributes, -target defence |
Strength (AmnTir) | 7 | Crushing blow, strength, vitality |
Honor (AmnElEthTirSol) | 7 | Deadly strike, + skills, strength |
Lawbringer (AmnLemKo) | 7 | Sanctuary aura, CtC decrepify, -enemy defence, dexterity |
The Reaper’s Toll | 11-15 | CtC decrepify, ignore target’s defence, deadly strike |
Bul Kathos’ Wedding Band | 3-5 | + skills, life |
Rare rings | 3-8 | Life, resists, attack rating |
Immortal King (Gloves 4 pieces) | 10 | Strength, dexterity, attack speed. |
Death’s Disguise (Any 2 pieces) | 8 | Attack speed, cannot be frozen. |
Sigon’s Complete Steel (Any 2 pieces) | 10 | Attack speed, attack rating |
CtC static strike
Static strike is a sorceress skill which removes 25% of an enemy’s current life, down to a maximum of 33% life in nightmare and 50% life in hell. Reductions to lightning resistance further this effect. With the frequency of attacking with zeal we get plenty of triggers, so we can make great use of three weapons with chance to cast static strike; Stormlash, Schaefer’s Hammer and Crescent Moon. I personally made a Schaefer’s Hammer zealot and it is great fun, and in fact somebody in the SPF got to level 99 with such a build. Additionally, Crescent Moon is best in slot for tesladins (holy shock zealot). Stormlash is exceptionally fast and comes with crushing blow. So, all three are great options!
Stats/Mechanics – Order of Importance
Hardcore
- Max resists (75%) (seek to increase your increase your lightning beyond 75)
- Max block (75%)
- Life stolen per hit
- Cannot be frozen
- 86 faster hit recovery
- Max attack speed (5.2 attacks per second)
- Crushing blow
Softcore
- Max resists
- Cannot be frozen
- Max attack speed (5.2 attacks per second)
- Life stolen per hit
- Crushing blow
- Max block (75%)
- 48 faster hit recovery (ideally 86, though)
Choose a Zealot Flavour
There are various things to consider when choosing a flavour. What do you want to achieve? What looks fun to you? What do you have available? What can you obtain?
- Fanatacism zealots are the most common, but I’d say holy shock zealots (tesladin) are on a par with them in terms of power.
- Fanatacism zealots make very good Travincal runners
- Fanatcism and holy shock zealots are both great Baal runners
- Holy freeze zealots are the safest for hardcore
- Holy fire zealots are kinda meh in the long term, but they are great for levelling.
What I’m doing here is giving you the information and explaining what you want to obtain in order for your zealot to be the best that it can be. What you can obtain and how you do it is ultimately up to you. Thus, when it comes to recommending gear for each flavour of zealot I am simply giving you the best options. You need to mix and match in order to fill the gaps in your own build. That being said, the item at the top of the list, and in bold, is my suggested best in slot if you have all of the emboldened items. Piece those emboldened items together and you have my ideal gear set-up.
Fanaticism – Physical
Introduction
Fanaticism is our aura of choice, providing huge attack speed, physical damage and attack rating (Table 17). This also benefits your mercenary, but only at 50% effectiveness.
Table 17 – Skill bonuses for fanaticism by skill level
Skill Level | Radius (Yards) | Damage % | Attack Speed % | Attack Rating % | Skill Level | Radius (Yards) | Damage % | Attack Speed % | Attack Rating % |
1 | 7 | 50 | 14 | 40 | 16 | 17 | 305 | 34 | 115 |
2 | 8 | 67 | 18 | 45 | 17 | 18 | 322 | 34 | 120 |
3 | 9 | 84 | 20 | 50 | 18 | 19 | 339 | 34 | 125 |
4 | 9 | 101 | 23 | 55 | 19 | 19 | 356 | 34 | 130 |
5 | 10 | 118 | 25 | 60 | 20 | 20 | 373 | 35 | 135 |
6 | 11 | 135 | 26 | 65 | 21 | 21 | 390 | 35 | 140 |
7 | 11 | 152 | 27 | 70 | 22 | 21 | 407 | 35 | 145 |
8 | 12 | 169 | 28 | 75 | 23 | 22 | 424 | 36 | 150 |
9 | 13 | 186 | 29 | 80 | 24 | 23 | 441 | 36 | 155 |
10 | 13 | 203 | 30 | 85 | 25 | 23 | 458 | 36 | 160 |
11 | 14 | 220 | 31 | 90 | 26 | 24 | 475 | 36 | 165 |
12 | 15 | 237 | 31 | 95 | 27 | 25 | 492 | 37 | 170 |
13 | 15 | 254 | 32 | 100 | 28 | 25 | 509 | 37 | 175 |
14 | 16 | 271 | 33 | 105 | 29 | 26 | 526 | 37 | 180 |
15 | 17 | 288 | 33 | 110 | 30 | 27 | 543 | 37 | 185 |
Deadly strike
- Provides a % chance of a critical hit, dealing double physical attack damage
- Any % chance to deadly strike will stack* for a final % chance – > 100% deadly strike is useless
- *There is an exception. When dual wielding, only the % from the attacking weapon counts
- The doubled damage from deadly strike occurs prior to conversion, but this is not relevant for us
Deadly strike provides a % chance of a critical hit, which doubles your physical attack damage. This occurs prior to conversion, but for us this has no impact. All sources of deadly strike will stack for a final % chance of deadly strike, unless dual wielding, in which case only the % on the attacking weapon counts. Again, this doesn’t affect us.
General damage modifiers
+ minimum or maximum damage is added to your weapon damage after on-weapon enhanced damage, but prior to any other % enhanced damage. + minimum and maximum damage are not modifiers that you should seek on your gear, because there are better modifiers, but they do push your damage if you happen to get them. The only source that you should focus on is charms, where you want to obtain ‘Fine’ small charms, granting + maximum damage and attack rating. Ideally, combined with a life modifier or faster hit recovery, depending on your needs.
The two big damage modifiers that you want are a large % damage on your weapon, which (after the application of the ethereal bonus) increases the base damage of the weapon by that percentage. For example, 300% weapon damage multiples your weapon’s damage 3x. The second big modifier is % damage which includes zeal, auras and other gear slots. Say we have 500% damage, our weapon damage is now x15. This is why these two modifiers are so important. They are easily accessible and they multiple to massively increased your damage.
Chance to cast amplify damage & decrepify
Chance to cast curse is a powerful modifier, especially for a fast hitting skill like zeal. There are two curses that we are interested in; amplify damage and decrepify. Amplify damage reduces the enemies damage by 100%, thereby doubling the effectiveness of your physical damage, which can also remove physical immunities. The second curse of interest is decrepify, reducing physical resistance by 50% (fewer monsters can have their immunity removed by a 50% decrease), reduces enemy physical damage by 50% and reduces enemy attack and movement speed by 50%. In terms of damage, there is no contest, amplify damage wins. However, I play hardcore and the defensive attributes of decrepify are absolutely worth the lower damage. Honestly, both are very powerful so choose whichever suits you best. Here are some sources of chance to cast (Table 18). The most commonly used are The Reaper’s Toll (decrepify) on a mercenary, Atma’s Scarab (amplify damage) on any fast hitting build and Witchwild String (amplify damage) on any bow character or hunter build.
Some people pursue life tap on a zealot. I don’t advise this on a physical zealot as it is not required, leech is plenty. The exception is Ubers. However, for elemental zealots it can be a good option.
Table 18 – Sources of chance to cast decrepify or amplify damage
Source | Curse | CtC % | CtC Type |
The Fetid Sprinkler | Decrepify | 5 | On striking |
Wrath (PulLumBerMal) | Decrepify | 30 | On striking |
The Reaper’s Toll | Decrepify | 33 | On striking |
Lawbringer (AmnLemKo) | Decrepify | 20 | On striking |
Executioner’s Justice | Decrepify | 50 | On kill |
The Cranium Basher | Amplify damage | 4 | On striking |
The Gavel of Pain | Amplify damage | 5 | On striking |
The Vile Husk | Amplify damage | 6 | On striking |
Atma’s Scarab | Amplify damage | 5 | On striking |
Lacerator | Amplify damage | 33 | On striking |
Witchwild String | Amplify damage | 2 | On striking |
Brand (JahLoMalGul) | Amplify damage | 35 | When struck |
Skill Points
Based on a level 90 character, which gives you 101 skill points.
Skill Points & Notes | Skill Icon |
---|---|
Zeal – 20 Points
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Sacrifice – 20 Points | ![]() |
Fanatacism – 20 Points
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Holy Shield – 20 Points
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What you do with your skill points from here is up to you. Vigor and redemption are nice utilities. Personally, I would sink your spare points into the resist auras to increase your maximum elemental resistances, as discussed in the damage mitigation section. Alternatively, put them in defiance for more defence from holy shield. Finally, if you’re really stuck for attack rating, hard points in blessed aim give 5% each.
Stat Points
- Allocate only enough to use all your equipment. This will vary
Dexterity
- Allocate only enough to use all your equipment and achieve max block. This will vary
Vitality
- All other stat points should be allocated here
Energy
- You need no points here. Please, please, please don’t put stat points here.
Gear
Head
- Guillame’s Face. Faster hit recovery, deadly strike and crushing blow. Socket it with an Um if you need resists, or a Ber rune otherwise. On the lower end, use a perfect ruby.
- Vampire’s Gaze. Leech and damage reduction.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Fortitude (ElSolDolLo) runeword (RWM) in an archon plate. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction. If you can get this, you probably have access to Fortitude though, which is objectively the best option.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck. Great on a mercenary.
- Duriel’s Shell. Life, cannot be frozen, resistances, strength.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances
Gloves
- Laying of Hands. Attack speed, 350% damage to demons and a big chuck of fire resists. You don’t actually need the attack speed here, but the damage to demons is massive and fire resists caps it off.
- Rare gloves with resists
- Bloodfists. Life and faster hit recovery.
- Lavagout. A cheap version of Laying of Hands.
- Dracul’s Grasp. Leech and life tap. As I said before, I don’t recommend the life tap route, but the option is there.
- Death’s Hand. Pair it with the belt for 30% attack speed and some life leech.
- Verdungo’s. Damage reduction, life and faster hit recovery. A girl’s best friend.
- String of Ears. Leech and damage reduction.
- Nosferatu’s Coil. Leech, slow enemies and a bit of attack speed.
- Rare belt with resists.
- Death’s Guard. Cannot be frozen. Pair it with the gloves for 30% attack speed and some life leech.
Boots
- Gore Rider. Crushing blow and deadly strike. Lovely.
- War Traveller’s. Flat physical damage is nice, but Gore Rider is a bit better. A very close second though.
- Rare boots with resists.
- Goblin Toe. A lesser version of Gore Rider. Still gets you some crushing blow.
Amulet
- Highlord’s Wrath. Attack speed, deadly strike and lightning resist.
- Metalgrid. Solid amounts of resistances and attack rating.
- Mara’s Kaleidoscope. Resists.
- Atma’s Scarab. Amplify damage.
- Rare amulet with life and resists
Ring 1
- Raven Frost. You absolutely need ‘Cannot be frozen’ somewhere, and this is the best place to get it.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Rare ring. Life, leech, resists.
Ring 2
- Rare ring. Life, life stolen, resists, attack rating.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Raven Frost. You absolutely need ‘Cannot be frozen’ somewhere, and this is the best place to get it.
Main Hand 1
- Grief (EthTirLoMalRal) (RWM) runeword. Best in slot, undeniably. Massive damage, attack speed, ignore’s defence, damage to demons and deadly strike. Stick it in a phaseblade.
- Death (HelElVexOrtGul) (RWM) runeword. Huge damage, huge crushing blow %, deadly strike and attack rating. It lack attack speed but that isn’t a problem for us. It’s indestructible so pop it in an ethereal berserker axe.
- Oath (ShaelPulMalLum) (RWM) runeword. Huge damage, attack speed and all at a relatively low cost. It’s indestructible, so put it in an ethereal base.
- Stormlash
- Schaefer’s Hammer
- Use and then upgrade an exceptional unique; Butcher’s Pupil and Ginther’s Rift.
- Low-end runewords; Honor (AmnElIthTirSol), Black (ThulIoNef).
Offhand 1
- Herald of Zakarum. Block chance, block rate, huge resists, good defence. Pop an Um rune in it, or a perfect diamond on the lower end.
- Sanctuary (KoKoMal) runeword. Block chance, block rate, faster hit recovery, huge resists and magic damage reduced. Put it in an auric shield and your resists are covered.
- Exile (VexOhmIstDol) runeword. Only pursue this if you insist on life tap. It has very nice defence.
- Spirit (TalThulOrtAmn) (RWM) runeword. Faster hit recovery and resists. Auric shield gives you even more resists.
- Rhyme (ShaelEth) runeword. Block chance, block rate, resistances and cannot be frozen. Auric shield for extra resists.
- Any shield from the table of good blocking shields, discussed in the blocking section.
Main hand 2
- Call to Arms (AmnRalMalIstOhm) runeword. Provides battle orders (BO) for a big life boost.
- Something elemental to deal with physical immunes; Barana’s Star, Gimmershed, Ginther’s Rift Lightsabre
- Demon’s Limb. Provides enchant charges.
Offhand 2
- Spirit (TalThulOrtAmn) (RWM) runeword. +2 skills for BO.
- If not using Call to Arms, pick a shield from ‘Offhand 1’
Inventory
- Cap your resists and reach any breakpoints you require; ‘shimmering’ (@resists) or ‘amber/emerald/ruby/sapphire’ (lightning/poison/fire/cold) as a prefix for resists, and ‘of balance’ as a suffix for faster hit recovery.
- After that, you want to fill up with charms carrying the prefix ‘fine’ for damage and attack rating, with the suffix ‘vita’ for life. If playing HC, prioritise the life.
Mercenary
The best mercenary is an act 2 mercenary for the aura. There are a few good options;
- Might – more physical damage. On softcore, I’d go for might. Offensive mercenary hired in nightmare
- Blessed aim – more attack rating. In untwinked play, you may benefit from this more, depends on your gear etc. Offensive mercenary hired in normal or hell
- Holy freeze – slows enemies. On hardcore, I’d recommend holy freeze every time. It doesn’t have a massive range though, so best not to get too reliant on it. Defensive mercenary hired in nightmare
In terms of gear, you are looking for the following; any application of curses or use of auras, life leech, maxed resists, crushing blow, raw damage, life. In that order.
Weapon
- The Reaper’s Toll – best in slot. Provides damage and safety through decrepify.
- Obedience runeword. A solid high damage weapon, easy to make.
- Hone Sundan. High % of crushing blow, decent damage and three open sockets.
- Kelpie snare. Decent damage, but mostly it slows targets by 75%. delicious for hardcore play.
- If you’re playing untwinked, a good savage polearm will get him along. It can’t roll an elite base.
Head
- Guillame’s Face. Crushing blow and deadly strike. A lovely helmet. Use if you get leech elsewhere.
- Vampire’s Gaze. Leech and damage reduction.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Andariel’s Visage. Leech, attack speed.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Fortitude (ElSolDolLo) runeword (RWM) in an ethereal bugged base, which you make by transmuting an ethereal base (no sockets) with Tal, Thul and a perfect topaz. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction. If you can get this, you probably have access to Fortitude though, which is objectively the best option.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck. Great on a mercenary.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances.
Holy Freeze – Cold
Introduction
Holy freeze has three components; a radial pulse of cold damage, a slowing effect (movement and attack speed) within its radius, and an addition of cold damage to your attacks (Table 19).
Table 19 – Skill bonuses for holy freeze by skill level
Skill Level | Radius (Yards) | Radial Damage | Weapon Damage | – Enemy Speed | Skill Level | Radius (Yards) | Radial Damage | Weapon Damage | – Enemy Speed |
1 | 4 | 2-3 | 10-15 | 30 | 16 | 14 | 25-26 | 125-130 | 53 |
2 | 5 | 3-4 | 15-20 | 34 | 17 | 15 | 28-29 | 140-145 | 53 |
3 | 5 | 4-5 | 20-25 | 37 | 18 | 15 | 31-32 | 155-160 | 53 |
4 | 6 | 5-6 | 25-30 | 40 | 19 | 16 | 34-35 | 170-175 | 54 |
5 | 7 | 6-7 | 30-35 | 42 | 20 | 17 | 37-38 | 185-190 | 54 |
6 | 7 | 7-8 | 35-40 | 44 | 21 | 17 | 40-41 | 200-205 | 54 |
7 | 8 | 8-9 | 40-45 | 45 | 22 | 18 | 43-44 | 215-220 | 55 |
8 | 9 | 9-10 | 45-50 | 46 | 23 | 19 | 47-48 | 235-240 | 55 |
9 | 9 | 11-12 | 55-60 | 48 | 24 | 19 | 51-52 | 255-260 | 55 |
10 | 10 | 13-14 | 65-70 | 48 | 25 | 20 | 55-56 | 275-280 | 55 |
11 | 11 | 15-16 | 75-80 | 49 | 26 | 21 | 59-60 | 295-300 | 56 |
12 | 11 | 17-18 | 85-90 | 50 | 27 | 21 | 63-64 | 315-320 | 56 |
13 | 12 | 19-20 | 95-100 | 51 | 28 | 22 | 67-68 | 335-340 | 56 |
14 | 13 | 21-22 | 105-110 | 51 | 29 | 23 | 72-73 | 360-365 | 56 |
15 | 13 | 23-24 | 115-120 | 52 | 30 | 23 | 77-78 | 385-390 | 56 |
The radial pulse occurs every two seconds, applying cold damage to all enemies within range. Note: two active holy freeze auras can both damage the same target.
Holy freeze also applies a slowing effect to enemies within its radius. People often mistake this as being a chilling effect due to its aesthetic, but it is actually a separate effect. This is important for two reasons. First, if enemies are able to be chilled then this slowing effect will stack with the chilling effect (there is no cold length), plus any other sources of slowing, meaning that holy freeze is a big crowd control boost. Second, no amount of cold resistance or ‘cannot be frozen’ modifiers will prevent holy freeze from applying its slowing effect, although it is capped by a monsters chill effectiveness, which is a modifier that determines how much effect slowing effects can actually have. In addition, all of the evils (prime and lesser) are immune to the slow effect and the radial damage (but not the added damage). There are a host of monsters that can be unaffected (Table 20).
The third component is the aforementioned added cold damage, which is applied to your attacks, and also the explosion effect of freezing arrow, in addition to the arrow itself. Not that we are using freezing arrow, but it’s still interesting. The added cold damage provided by holy freeze is actually mediocre compared to the other two elemental auras, the utility aspect of it is fantastic, which is why it is so good for hardcore play. Unlike fanaticism in our physical zealot variant, the effects of holy freeze do not transfer to your mercenary. That is, they will not have the cold damage added to their attacks.
Table 20 – Monsters with zero chill effectiveness
Barricade | Barricaded Door | Barricaded Tower | Catapult | Death Lord |
Diablo’s Bone Prison | Evil Demon Hut | Fire Tower | Korlic | Lightning Spire |
Mummy Sarcophagus | Prison Door | Talic | Trapped Soul | Window |
There are a few damage enhancing modifiers that you can look for. The first is % cold damage, which applies to the added cold damage twice, once prior to being added to weapon damage and then again for your melee attack. You can also obtain -XX to enemy cold resistance, lowering the amount of your cold damage that an enemy will resist. There are multiple sources of both of these, see below for the better sources (Table 21). Flat added cold damage also helps, of course. Finally, unlike fanaticism, the elemental auras benefit greatly from + skill levels as it scales their damage much like for a spell.
Table 21 – Relevant items with % cold damage and – enemy cold resistance
Item of Interest | % Cold Damage | – % Enemy Cold Resistance | Additional Stats of Interest |
Rainbow Facet | 3-5 | 3-5 | Added cold damage |
Ormus’ Robes | 10-15 | 0 | |
Nightwing’s Veil | 8-15 | 0 | 10-20 dexterity, +2 all skills |
Doom (HelOhmUmLoCham) | 0 | 40-60 | +2 all skills, 45% IAS, % damage |
Voice of Reason (LemKoElEld) | 0 | 24 | CtC frozen orb/ice blast, cold damage, cannot be frezon |
Skill Points
Based on a level 90 character, which gives you 101 skill points.
Skill Points & Notes | Skill Icon |
---|---|
Zeal – 20 Points
|
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Holy Freeze – 20
|
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Resist Cold – 20
|
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Holy Shield – XX Points
|
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Salvation – 20
|
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Stat Points
- Allocate only enough to use all your equipment. This will vary
Dexterity
- Allocate only enough to use all your equipment and achieve max block. This will vary
Vitality
- All other stat points should be allocated here
Energy
- You need no points here. Please, please, please don’t put stat points here.
Gear
Head
- Nightwing’s Veil. + skills, % cold damage, cold absorb, dexterity. Socket with a jewel of fervor, preferably scintillating. Alternative sockets if not using my preferred set-up. On hardcore, socket with Shael if you need faster hit recovery, Um if your resists need attention or a ruby for life. For softcore, pop in a Rainbow Facet jewel.
- Guillame’s Face. Faster hit recovery, deadly strike and crushing blow. Socket it with an Um if you need resists, or a Ber rune otherwise. On the lower end, use a perfect ruby.
- Vampire’s Gaze. Leech and damage reduction.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction.
- Fortitude (ElSolDolLo) runeword (RWM) in an archon plate. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Duriel’s Shell. Life, cannot be frozen, resistances, strength.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances
Gloves
- Crafted blood gloves. Crushing blow, attack speed, leech, resistances.
- Laying of Hands. Attack speed and fire resistance. You can also swap for some rare ias/resist gloves, especially if your fire is already healthy.
- Rare gloves with resists and attack speed.
- Bloodfists. Life and faster hit recovery.
- Lavagout. A cheap version of Laying of Hands.
- Dracul’s Grasp. Leech and life tap.
- Death’s Hand. Pair it with the belt for 30% attack speed and some life leech.
- Verdungo’s. Damage reduction, life and faster hit recovery. A girl’s best friend.
- Arachnid Mesh. + skills for the damage.
- String of Ears. Leech and damage reduction.
- Nosferatu’s Coil. Leech, slow enemies and a bit of attack speed.
- Rare belt with resists.
- Death’s Guard. Cannot be frozen. Pair it with the gloves for 30% attack speed and some life leech.
Boots
- Rare with faster run/walk, faster hit recovery and resists.
- Gore Rider. Crushing blow and deadly strike. Lovely.
- War Traveller’s. Flat physical damage is nice, but Gore Rider is a bit better.
- Goblin Toe. A lesser version of Gore Rider. Still gets you some crushing blow.
Amulet
- Mara’s Kaleidoscope. + skills and resists.
- Highlord’s Wrath. Attack speed, deadly strike and lightning resist.
- Metalgrid. Solid amounts of resistances and attack rating.
- Atma’s Scarab. Amplify damage.
- Rare amulet with life and resists
Ring 1
- Rare ring. Life, leech, resists, attack rating.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Raven Frost. Cannot be frozen.
Ring 2
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Raven Frost. Cannot be frozen.
- Rare ring. Life, leech, resists.
Main Hand 1
- Voice of Reason (LemKoElEld) runeword. -enemy cold resistance, cannot be frozen, dexterity, + cold damage, CtC frozen orb and ice blast (very aesthetically pleasing!).
- Grief (EthTirLoMalRal) (RWM) runeword. Attack speed, ignore’s defence. Stick it in a phaseblade.
- Stormlash
- Nord’s Tenderizer
- Use and then upgrade an exceptional unique; Butcher’s Pupil and Ginther’s Rift.
- Low-end runewords; Honor (AmnElIthTirSol), Black (ThulIoNef).
Offhand 1
- Herald of Zakarum. Block chance, block rate, huge resists, good defence. Pop an Um rune in it, or a perfect diamond on the lower end.
- Exile (VexOhmIstDol) runeword. Life tap and high defence. This is a better looking option for elemental zealots as we have less physical damage to provide leech. I generally do OK without it.
- Sanctuary (KoKoMal) runeword. Block chance, block rate, faster hit recovery, huge resists and magic damage reduced. Put it in an auric shield and your resists are covered.
- Spirit (TalThulOrtAmn) (RWM) runeword. Faster hit recovery and resists. Auric shield gives you even more resists.
- Rhyme (ShaelEth) runeword. Block chance, block rate, resistances and cannot be frozen. Auric shield for extra resists.
- Any shield from the table of good blocking shields, discussed in the blocking section.
Main hand 2
- Call to Arms (AmnRalMalIstOhm) runeword. Provides battle orders (BO) for a big life boost.
- Something elemental to deal with physical immunes; Barana’s Star, Gimmershed, Ginther’s Rift, Lightsabre
- Demon’s Limb. Provides enchant charges.
Offhand 2
- Spirit (TalThulOrtAmn) (RWM) runeword. +2 skills for BO.
- If not using Call to Arms, pick a shield from ‘Offhand 1’
Inventory
- Cap your resists and reach any breakpoints you require; ‘shimmering’ (@resists) or ‘amber/emerald/ruby/sapphire’ (lightning/poison/fire/cold) as a prefix for resists, and ‘of balance’ as a suffix for faster hit recovery.
- After that, you want to fill up with charms carrying the prefix ‘fine’/’steel’ for attack rating or ‘hibernal’ for cold damage, with the suffix ‘vita’ for life. If playing HC, prioritise the life.
Mercenary
The best mercenary is an act 2 mercenary for the aura. There are a couple of good options. Might is probably best to get a little more physical damage to help with leech, since you have less physical damage than a fanatacism zealot.
- Might – more physical damage. On softcore, I’d go for might. Offensive mercenary hired in nightmare
- Blessed aim – more attack rating. In untwinked play, you may benefit from this more, depends on your gear etc. Offensive mercenary hired in normal or hell
In terms of gear, you are looking for the following; any application of curses or use of auras, life leech, maxed resists, crushing blow, raw damage, life. In that order.
Weapon
- Infinity (BerMalBerIst) (RWM) runeword. Conviction aura for -enemy resistances plus a big chunk of crushing blow.
- The Reaper’s Toll. Provides damage and safety through decrepify.
- Obedience runeword. A solid high damage weapon, easy to make.
- Hone Sundan. High % of crushing blow, decent damage and three open sockets.
- Kelpie snare. Decent damage, but mostly it slows targets by 75%. delicious for hardcore play.
- If you’re playing untwinked, a good savage polearm will get him along. It can’t roll an elite base.
Head
- Vampire’s Gaze. Leech and damage reduction.
- Guillame’s Face. Crushing blow and deadly strike. A lovely helmet. Use if you get leech elsewhere.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Andariel’s Visage. Leech, attack speed.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Fortitude (ElSolDolLo) runeword (RWM) in an ethereal bugged base, which you make by transmuting an ethereal base (no sockets) with Tal, Thul and a perfect topaz. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction. If you can get this, you probably have access to Fortitude though, which is objectively the best option.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck. Great on a mercenary.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances.
Holy Shock – Lightning
The first component of holy shock is a radial pulse of lightning damage every two seconds, applying lightning damage to all enemies within range. Note: two active holy shock auras can both damage the same target. The second component is the addition of weapon lightning damage. As with the other elemental offensive auras, the weapon damage is only supplied to the wielder. As with all lightning damage, we have a high maximum damage output with the caveat of of a minimum damage of just 1. By the nature of zeal we are applying our damage at speed and therefore we counter some of that downside of lightning skills. Below are the bonuses provided by holy shock per skill level (Table 22).
Table 22 – Skill bonuses for holy shock by skill level
Skill Level | Radius (Yards) | Radial Damage (1-XXX) | Weapon Damage (1-XXXX) | Skill Level | Radius (Yards) | Radial Damage (1-XXX) | Weapon Damage (1-XXXX) |
1 | 4 | 10 | 60 | 16 | 14 | 116 | 696 |
2 | 5 | 16 | 96 | 17 | 15 | 126 | 756 |
3 | 5 | 22 | 132 | 18 | 15 | 136 | 816 |
4 | 6 | 28 | 168 | 19 | 16 | 146 | 876 |
5 | 7 | 34 | 204 | 20 | 17 | 156 | 936 |
6 | 7 | 40 | 240 | 21 | 17 | 166 | 996 |
7 | 8 | 46 | 276 | 22 | 18 | 176 | 1,056 |
8 | 9 | 52 | 312 | 23 | 19 | 188 | 1,128 |
9 | 9 | 60 | 360 | 24 | 19 | 200 | 1,200 |
10 | 10 | 68 | 408 | 25 | 20 | 212 | 1,272 |
11 | 11 | 76 | 456 | 26 | 21 | 224 | 1,344 |
12 | 11 | 84 | 504 | 27 | 21 | 236 | 1,416 |
13 | 12 | 92 | 552 | 28 | 22 | 248 | 1,488 |
14 | 13 | 100 | 600 | 29 | 23 | 263 | 1,578 |
15 | 13 | 108 | 648 | 30 | 23 | 278 | 1,668 |
There are a few damage enhancing modifiers that you can look for. The first is % lightning damage, which applies to the added lightning damage twice, once prior to being added to weapon damage and then again for your melee attack. You can also obtain -XX to enemy lightning resistance, lowering the amount of your lightning damage that an enemy will resist. There are multiple sources of both of these, see below for the better sources (Table 23). Flat added lightning damage also helps, of course. Finally, unlike fanaticism, the elemental auras benefit greatly from + skill levels as it scales their damage much like for a spell.
Table 23 – Relevant items with % lightning damage and – enemy lightning resistance
Item of Interest | % Lightning Damage | – % Enemy Lightning Resistance | Additional Stats of Interest |
Rainbow Facet | 3-5 | 3-5 | |
Griffon’s Eye Diadem | 10-15 | 15-20 | + skills, faster cast rate |
Ormus’ Robes | 10-15 | +3 specific lightning skill | |
Eschuta’s Temper | 10-20 | + sorceress skills, faster cast rate | |
Crescent Moon (ShaelUmTir) | 35 | Attack speed, CtC static strike, ignore target’s defence | |
Infinity (BerMalBerIst) | 45-55 | Conviction aura, crushing blow |
Skill Points
Based on a level 90 character, which gives you 101 skill points.
Skill Points & Notes | Skill Icon |
---|---|
Zeal – 20 Points
|
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Holy Shock– 20 Points
|
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Resist Lightning – 20
|
![]() |
Salvation – 20
|
![]() |
Holy Shield – XX
|
![]() |
Stat Points
- Allocate only enough to use all your equipment. This will vary
Dexterity
- Allocate only enough to use all your equipment and achieve max block. This will vary
Vitality
- All other stat points should be allocated here
Energy
- You need no points here. Please, please, please don’t put stat points here.
Gear
Head
- Griffon’s Eye. This gives us + skills, % lightning damage and – enemy lightning resistance. Objectively best in slot. Stick a jewel of fervor in here. Alternative sockets if not using my preferred set-up. On hardcore, socket with Shael if you need faster hit recovery, Um if your resists need attention or a ruby for life.
- Guillame’s Face. Faster hit recovery, deadly strike and crushing blow. Socket it with an Um if you need resists, or a Ber rune otherwise. On the lower end, use a perfect ruby.
- Vampire’s Gaze. Leech and damage reduction.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck.
- Fortitude (ElSolDolLo) runeword (RWM) in an archon plate. Fortitude has a big physical damage bonus, good defence, resists and +5% maximum lightning resist.
- Duriel’s Shell. Life, cannot be frozen, resistances, strength.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances
Gloves
- Crafted blood gloves. Crushing blow, attack speed, leech, resistances.
- Laying of Hands. Attack speed and fire resistance.
- Rare gloves with resists and attack speed.
- Bloodfists. Life and faster hit recovery.
- Lavagout. A cheap version of Laying of Hands.
- Dracul’s Grasp. Leech and life tap.
- Death’s Hand. Pair it with the belt for 30% attack speed and some life leech.
- Verdungo’s. Damage reduction, life and faster hit recovery. A girl’s best friend.
- Arachnid Mesh. + skills for the damage.
- String of Ears. Leech and damage reduction.
- Nosferatu’s Coil. Leech, slow enemies and a bit of attack speed.
- Rare belt with resists.
- Death’s Guard. Cannot be frozen. Pair it with the gloves for 30% attack speed and some life leech.
Boots
- Rare with faster run/walk, faster hit recovery and resists.
- Gore Rider. Crushing blow and deadly strike. Lovely.
- War Traveller’s. Flat physical damage is nice, but Gore Rider is a bit better.
- Goblin Toe. A lesser version of Gore Rider. Still gets you some crushing blow.
Amulet
- Highlord’s Wrath. Attack speed, deadly strike and lightning resist.
- Mara’s Kaleidoscope. + skills and resists.
- Metalgrid. Solid amounts of resistances and attack rating.
- Atma’s Scarab. Amplify damage.
- Rare amulet with life and resists
Ring 1
- Raven Frost. Cannot be frozen.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Rare ring. Life, leech, resists.
Ring 2
- Bul Kathos’ Wedding Band. + skills, life, leech.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Rare ring. Life, leech, resists.
Main Hand 1
- Crescent Moon (ShaelUmTir). Attack speed, -enemy lightning resistance, CtC static strike, ignores target’s defence and magic absorb. Absolutely best in slot. Make it in a phaseblade.
- Grief (EthTirLoMalRal) (RWM) runeword. Attack speed, ignore’s defence. Stick it in a phaseblade.
- Stormlash
- Use and then upgrade an exceptional unique; Butcher’s Pupil and Ginther’s Rift.
- Low-end runewords; Honor (AmnElIthTirSol), Black (ThulIoNef).
Offhand 1
- Herald of Zakarum. Block chance, block rate, huge resists, good defence. Pop an Um rune in it, or a perfect diamond on the lower end.
- Exile (VexOhmIstDol) runeword. Life tap and high defence. This is a better looking option for elemental zealots as we have less physical damage to provide leech. I generally do OK without it.
- Sanctuary (KoKoMal) runeword. Block chance, block rate, faster hit recovery, huge resists and magic damage reduced. Put it in an auric shield and your resists are covered.
- Spirit (TalThulOrtAmn) (RWM) runeword. Faster hit recovery and resists. Auric shield gives you even more resists.
- Rhyme (ShaelEth) runeword. Block chance, block rate, resistances and cannot be frozen. Auric shield for extra resists.
- Any shield from the table of good blocking shields, discussed in the blocking section.
Main hand 2
- Call to Arms (AmnRalMalIstOhm) runeword. Provides battle orders (BO) for a big life boost.
- Something elemental to deal with physical immunes; Barana’s Star, Gimmershed, Ginther’s Rift, Lightsabre
- Demon’s Limb. Provides enchant charges.
Offhand 2
- Spirit (TalThulOrtAmn) (RWM) runeword. +2 skills for BO.
- If not using Call to Arms, pick a shield from ‘Offhand 1’
Inventory
- Cap your resists and reach any breakpoints you require; ‘shimmering’ (@resists) or ‘amber/emerald/ruby/sapphire’ (lightning/poison/fire/cold) as a prefix for resists, and ‘of balance’ as a suffix for faster hit recovery.
- After that, you want to fill up with charms carrying the prefix ‘fine’/’steel’ for attack rating or ‘shocking’ for lightning damage, with the suffix ‘vita’ for life. If playing HC, prioritise the life.
Mercenary
The best mercenary is an act 2 mercenary for the aura. There are a couple of good options. Might is probably best to get a little more physical damage to help with leech, since you have less physical damage than a fanatacism zealot.
- Might – more physical damage. On softcore, I’d go for might. Offensive mercenary hired in nightmare
- Blessed aim – more attack rating. In untwinked play, you may benefit from this more, depends on your gear etc. Offensive mercenary hired in normal or hell
In terms of gear, you are looking for the following; any application of curses or use of auras, life leech, maxed resists, crushing blow, raw damage, life. In that order.
Weapon
- Infinity (BerMalBerIst) (RWM) runeword. Conviction aura for -enemy resistances plus a big chunk of crushing blow.
- The Reaper’s Toll. Provides damage and safety through decrepify.
- Obedience runeword. A solid high damage weapon, easy to make.
- Hone Sundan. High % of crushing blow, decent damage and three open sockets.
- Kelpie snare. Decent damage, but mostly it slows targets by 75%. delicious for hardcore play.
- If you’re playing untwinked, a good savage polearm will get him along. It can’t roll an elite base.
Head
- Vampire’s Gaze. Leech and damage reduction.
- Guillame’s Face. Crushing blow and deadly strike. A lovely helmet. Use if you get leech elsewhere.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Andariel’s Visage. Leech, attack speed.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Fortitude (ElSolDolLo) runeword (RWM) in an ethereal bugged base, which you make by transmuting an ethereal base (no sockets) with Tal, Thul and a perfect topaz. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction. If you can get this, you probably have access to Fortitude though, which is objectively the best option.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck. Great on a mercenary.
- Duriel’s Shell. Life, cannot be frozen, resistances, strength.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances.
Holy Fire – Fire
The first component of holy fire is a radial pulse of fire damage every two seconds, applying fire damage to all enemies within range. Note: two active holy fire auras can both damage the same target. The second component is the addition of weapon fire damage. As with the other elemental offensive auras, the weapon damage is only supplied to the wielder. Below are the bonuses provided by holy fire per skill level (Table 24).
Table 24 – Skill bonuses for holy fire by skill level
Skill Level | Radius (Yards) | Radial Damage | Weapon Damage | Skill Level | Radius (Yards) | Radial Damage | Weapon Damage |
1 | 4 | 1-3 | 6-18 | 16 | 14 | 12.5-14.5 | 75-87 |
2 | 5 | 1.5-3.5 | 9-21 | 17 | 15 | 14-16 | 84-96 |
3 | 5 | 2-4 | 12-24 | 18 | 15 | 15.5-17.5 | 93-105 |
4 | 6 | 2.5-4.5 | 15-27 | 19 | 16 | 17-19 | 102-114 |
5 | 7 | 3-5 | 18-30 | 20 | 17 | 18.5-20.5 | 111-123 |
6 | 7 | 3.5-5.5 | 21-33 | 21 | 17 | 20-22 | 120-132 |
7 | 8 | 4-6 | 24-36 | 22 | 18 | 21.5-23.5 | 129-141 |
8 | 9 | 4.5-6.5 | 27-39 | 23 | 19 | 24-26 | 144-156 |
9 | 9 | 5.5-7.5 | 33-45 | 24 | 19 | 26.5-28.5 | 159-171 |
10 | 10 | 6.5-8.5 | 39-51 | 25 | 20 | 29-31 | 174-186 |
11 | 11 | 7.5-9.5 | 45-57 | 26 | 21 | 31.5-33.5 | 189-201 |
12 | 11 | 8.5-10.5 | 51-63 | 27 | 21 | 34-36 | 204-216 |
13 | 12 | 9.5-11.5 | 57-69 | 28 | 22 | 36.6-38.5 | 219-231 |
14 | 13 | 10.5-12.5 | 63-75 | 29 | 23 | 40-42 | 240-252 |
15 | 13 | 11.5-13.5 | 69-81 | 30 | 23 | 43.5-45.5 | 261-273 |
There are a few damage enhancing modifiers that you can look for. The first is % fire damage, which applies to the added fire damage twice, once prior to being added to weapon damage and then again for your melee attack. You can also obtain -XX to enemy fire resistance, lowering the amount of your fire damage that an enemy will resist. There are multiple sources of both of these, see below for the better sources (Table 25). Flat added fire damage also helps, of course. Finally, unlike fanaticism, the elemental auras benefit greatly from + skill levels as it scales their damage much like for a spell.
Table 25 – Relevant items with % fire damage and – enemy fire resistance
Item of Interest | % Fire Damage | – % Enemy Fire Resistance | Additional Stats of Interest |
Rainbow Facet | 3-5 | 3-5 | |
Ormus’ Robes | 10-15 | +3 specific fire skill | |
Eschuta’s Temper | 10-20 | + sorceress skills, faster cast rate |
Skill Points
Based on a level 90 character, which gives you 101 skill points.
Skill Points & Notes | Skill Icon |
---|---|
Zeal – 20 Points
|
![]() |
Holy Fire – 20 Points
|
![]() |
Resist Fire – 20
|
![]() |
Salvation – 20
|
![]() |
Holy Shield – XX
|
![]() |
Stat Points
- Allocate only enough to use all your equipment. This will vary
Dexterity
- Allocate only enough to use all your equipment and achieve max block. This will vary
Vitality
- All other stat points should be allocated here
Energy
- You need no points here. Please, please, please don’t put stat points here.
Gear
Head
- Guillame’s Face. Faster hit recovery, deadly strike and crushing blow. Socket it with an Um if you need resists, or a Ber rune otherwise. On the lower end, use a perfect ruby.
- Vampire’s Gaze. Leech and damage reduction.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck.
- Fortitude (ElSolDolLo) runeword (RWM) in an archon plate. Fortitude has a big physical damage bonus, good defence, resists and +5% maximum lightning resist.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances
Gloves
- Crafted blood gloves. Crushing blow, attack speed, leech, resistances.
- Laying of Hands. Attack speed and fire resistance.
- Rare gloves with resists and attack speed.
- Bloodfists. Life and faster hit recovery.
- Lavagout. A cheap version of Laying of Hands.
- Dracul’s Grasp. Leech and life tap.
- Death’s Hand. Pair it with the belt for 30% attack speed and some life leech.
- Verdungo’s. Damage reduction, life and faster hit recovery. A girl’s best friend.
- Arachnid Mesh. + skills for the damage.
- String of Ears. Leech and damage reduction.
- Nosferatu’s Coil. Leech, slow enemies and a bit of attack speed.
- Rare belt with resists.
- Death’s Guard. Cannot be frozen. Pair it with the gloves for 30% attack speed and some life leech.
Boots
- Rare with faster run/walk, faster hit recovery and resists.
- Gore Rider. Crushing blow and deadly strike. Lovely.
- War Traveller’s. Flat physical damage is nice, but Gore Rider is a bit better.
- Goblin Toe. A lesser version of Gore Rider. Still gets you some crushing blow.
Amulet
- Highlord’s Wrath. Attack speed, deadly strike and lightning resist.
- Mara’s Kaleidoscope. + skills and resists.
- Metalgrid. Solid amounts of resistances and attack rating.
- Atma’s Scarab. Amplify damage.
- Rare amulet with life and resists
Ring 1
- Raven Frost. Cannot be frozen.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Rare ring. Life, leech, resists.
Ring 2
- Bul Kathos’ Wedding Band. + skills, life, leech.
- Dwarf Star. Life, magic damage reduced and fire absorb.
- Rare ring. Life, leech, resists.
Main Hand 1
- Grief (EthTirLoMalRal) (RWM) runeword. Attack speed (needs to be 35%+), ignore target’s defence. Stick it in a phaseblade.
- Stormlash
- Use and then upgrade an exceptional unique; Butcher’s Pupil and Ginther’s Rift.
- Low-end runewords; Honor (AmnElIthTirSol), Black (ThulIoNef).
Offhand 1
- Herald of Zakarum. Block chance, block rate, huge resists, good defence. Pop an Um rune in it, or a perfect diamond on the lower end.
- Exile (VexOhmIstDol) runeword. Life tap and high defence. This is a better looking option for elemental zealots as we have less physical damage to provide leech. I generally do OK without it.
- Sanctuary (KoKoMal) runeword. Block chance, block rate, faster hit recovery, huge resists and magic damage reduced. Put it in an auric shield and your resists are covered.
- Spirit (TalThulOrtAmn) (RWM) runeword. Faster hit recovery and resists. Auric shield gives you even more resists.
- Rhyme (ShaelEth) runeword. Block chance, block rate, resistances and cannot be frozen. Auric shield for extra resists.
- Any shield from the table of good blocking shields, discussed in the blocking section.
Main hand 2
- Call to Arms (AmnRalMalIstOhm) runeword. Provides battle orders (BO) for a big life boost.
- Something elemental to deal with physical immunes; Barana’s Star, Gimmershed, Ginther’s Rift, Lightsabre
- Demon’s Limb. Provides enchant charges.
Offhand 2
- Spirit (TalThulOrtAmn) (RWM) runeword. +2 skills for BO.
- If not using Call to Arms, pick a shield from ‘Offhand 1’
Inventory
- Cap your resists and reach any breakpoints you require; ‘shimmering’ (@resists) or ‘amber/emerald/ruby/sapphire’ (lightning/poison/fire/cold) as a prefix for resists, and ‘of balance’ as a suffix for faster hit recovery.
- After that, you want to fill up with charms carrying the prefix ‘fine’/’steel’ for attack rating or ‘flaming’ for fire damage, with the suffix ‘vita’ for life. If playing HC, prioritise the life.
Mercenary
The best mercenary is an act 2 mercenary for the aura. There are a couple of good options. Might is probably best to get a little more physical damage to help with leech, since you have less physical damage than a fanatacism zealot.
- Might – more physical damage. On softcore, I’d go for might. Offensive mercenary hired in nightmare
- Blessed aim – more attack rating. In untwinked play, you may benefit from this more, depends on your gear etc. Offensive mercenary hired in normal or hell
In terms of gear, you are looking for the following; any application of curses or use of auras, life leech, maxed resists, crushing blow, raw damage, life. In that order.
Weapon
- Infinity (BerMalBerIst) (RWM) runeword. Conviction aura for -enemy resistances plus a big chunk of crushing blow.
- The Reaper’s Toll. Provides damage and safety through decrepify.
- Obedience runeword. A solid high damage weapon, easy to make.
- Hone Sundan. High % of crushing blow, decent damage and three open sockets.
- Kelpie snare. Decent damage, but mostly it slows targets by 75%. delicious for hardcore play.
- If you’re playing untwinked, a good savage polearm will get him along. It can’t roll an elite base.
Head
- Vampire’s Gaze. Leech and damage reduction.
- Guillame’s Face. Crushing blow and deadly strike. A lovely helmet. Use if you get leech elsewhere.
- Crown of Thieves. Leech, life and some resistances.
- Tal Rasha’s Horadric Crest. Life, resistances and leech.
- Andariel’s Visage. Leech, attack speed.
- Kira’s Guardian. Massive resistances and cannot be frozen.
- Rare circlet with resists
Chest
- Fortitude (ElSolDolLo) runeword (RWM) in an ethereal bugged base, which you make by transmuting an ethereal base (no sockets) with Tal, Thul and a perfect topaz. Fortitude has a big damage bonus, good defence, resists and +5% maximum lightning resist.
- Chains of Honour (DolUmBerIst) runeword. A solid choice with leech, resists and damage reduction. If you can get this, you probably have access to Fortitude though, which is objectively the best option.
- Treachery (ShaelThulLem) runeword. 45% increased attack speed plus CtC fade when struck. Great on a mercenary.
- Shaftshop. Huge % damage reduction, plus life and defence.
- Stone (ShaulUmPulLum) runeword. Massive amount of defence, plus some resists.
- Lionheart (HelLumFal) runeword. Life, stats. resists and % damage.
- Smoke (NefLum) runeword. An easy +50 to all resistances.
Concluding Remarks
I hope that this has been helpful for anybody looking to play a zealot build. Remember, this guide is to give you the understanding of how to build your zealot with some example frameworks. Ultimately, just do what you enjoy the most. Found the complete Griswold’s set and want to make use of it? You go ahead and do that, choose the rest of your gear accordingly. Want to use Breath of the Dying just because its your chase item and you finally crafted it? Hell, I played a Sigonator zealot once (Full Sigon’s Complete Steel) – that was interesting. Power to you. Play the game in whatever way makes you happy, but these are the building blocks that you want to keep in mind when doing so.
Further Reading
Game Modifications
GoMule – download
Runeword mod (RWM) – download
Utilities
Additional Guides
Zealots completed by members of the single player forum
Swamigoon’s guide to overcoming monster resistances
Onderduiker’s enemy resistance spreadsheet
Swamigoon’s guide to quests and areas
Sunbearie’s guide to mercenaries