DIABLO II: RESURRECTED

Class build guides

Explore popular builds for each class, including stat and skill allocations and equipment.

Bone

Piercing magic damage makes this build less dependent on elemental immunities. Bone Wall, Bone Prison and a golem control the battlefield, but many synergies and caster gear are required; magic immunes and high-player-count boss fights remain difficult.

Core requirements

The advanced setup is A, and the budget setup is B.

Cast rate
A·B 125%
Main attack
Bone Spear 20 · magic damage
Survival
Bone Armor and Bone Prison
Resistances
75% fire/lightning resistance

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthA·B 156Total · meet requirements on both main and swap
Dexterity0 hard pointsEquipment requirements only · no maximum block
VitalityAll remaining pointsAfter meeting Strength and Dexterity requirements
Energy0 hard pointsMana potions and Insight
Attribute calculations and equipment changes

Strength

Do not rely on an item's own Strength to equip it initially, and meet requirements on swap too. Invest only the shortfall after accounting for Enigma and confirmed charm bonuses. Meet 91 Strength before equipping Sandstorm Trek without its own bonus; likewise, meet 65 before equipping Jalal's Mane without its own +20 Strength.

Dexterity

Wands and the Monarch need no extra Dexterity. The baseline chooses Vitality over maximum block.

Vitality

Fight behind your mercenary and summons, investing remaining attributes in life. B follows the same principle.

Energy

A and B both recover mana through an Insight mercenary. Use potions if it dies or moves out of range. Mana leech does not apply to poison/bone spells or Corpse Explosion, so do not invest hard points in Energy.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Bone Spear20 points
  • Bone Spirit20 points
  • Bone Wall20 points
  • Bone Prison20 points

Supporting investment

  • Teeth12 points
Prerequisite · support 1 point each
  • Bone Armor1 points
  • Clay Golem1 points
  • Golem Mastery1 points
  • Summon Resist1 points
  • Decrepify1 points
  • Corpse Explosion1 points
  • Terror1 points
  • Weaken1 points
  • Amplify Damage1 points

Includes 12 quest points; equipment skill bonuses are excluded. Unlisted skills have 0 points. A and B use the same allocation.

Investment order

Teeth to start, then at level 6 unlock Clay Golem·Corpse Explosion, level 18 Bone Spear. Bone Armor gets only 1 point; raise the synergies first.

  1. Bone Spear 20
  2. Bone Prison 20
  3. Bone Wall 20
  4. Bone Spirit 20
  5. Teeth 12 in that order. Decrepify, prerequisites and Golem Mastery·Summon Resist have 1 point each.

At levels 91–98, invest in Teeth to 20; at level 99, raise Corpse Explosion to 2 points for a wider radius.

Equipment skill bonuses and allocation notes

The table and image show 101 hard points. Equipment +skills are added separately and do not replace hard points for ordinary synergies.

A and B use the same base allocation. Changing equipment alone does not change the tree.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included

A·B Shared · Level 90 complete allocation

Open this allocation in the simulator ↗
Necromancer A·B Shared · Level 90 complete allocation. Bone Spear 20 points, Bone Spirit 20 points, Bone Wall 20 points, Bone Prison 20 points, Bone Armor 1 points, Clay Golem 1 points, Golem Mastery 1 points, Summon Resist 1 points, Decrepify 1 points, Teeth 12 points, Corpse Explosion 1 points, Terror 1 points, Weaken 1 points, Amplify Damage 1 points
A·B Shared · Level 90 complete allocation · Level 90 skill tree. Select the image to view the original.

Equipment

A / B: compare modifiers and replacement requirements.

By slot: A and B equipment comparison
SlotAdvanced ABudget BConditions
WeaponAWeaponRuneword WhiteBWeaponRuneword WhiteSame runeword · A invests in a better Bone Spear base
Weapon choice and replacement details

A · Setup requirements

Ordinary Bone Wand with 2 sockets

Recommended +3 Bone Spear base · 20% Faster Cast Rate

B · Setup requirements

Ordinary Bone Wand with 2 sockets

20% Faster Cast Rate · +3 Poison and Bone Skills

Base selection

White's own Bone Spear bonus adds to the base's inherent bonus. Blue magic wands cannot become runewords, and weapon skill bonuses do not count as hard-point synergies.

ShieldAShieldRuneword SpiritBShieldRuneword SpiritBoth require 156 Strength · the shield has no inherent fire resistance
Shield choice and replacement details

A · Setup requirements

Monarch with 4 sockets

35% Faster Cast Rate · +2 to All Skills

B · Setup requirements

Monarch with 4 sockets

At least 25% Faster Cast Rate · mana and Faster Hit Recovery

HelmAHarlequin CrestBHelmRuneword LoreB loses skills and survivability · make runewords in empty ordinary/superior bases
Helm choice and replacement details

A · Setup requirements

Class skills and survival modifiers · socket a rune for missing resistance

B · Setup requirements

Cap with 2 sockets

+1 to All Skills · lightning resistance

ArmorAArmorRuneword EnigmaBSkin of the VipermagiB travels on foot · replace the lost 30% Faster Cast Rate before switching to Enigma
Armor choice and replacement details

A · Setup requirements

Mage Plate with 3 sockets

Teleport · +2 to All Skills · Strength per level

B · Setup requirements

30% Faster Cast Rate · 20–35 all resistances

GlovesATrang-Oul's ClawsBTrang-Oul's ClawsMaintain the shared cast rate
Glove choice and replacement details

A · Setup requirements

20% Faster Cast Rate · casting support

B · Setup requirements

20% Faster Cast Rate

BeltAArachnid MeshBNightsmokeB obtains 20% Faster Cast Rate from armor
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 to All Skills

B · Setup requirements

10 all resistances · mana

BootsASandstorm TrekBAldur's AdvanceB strengthens fire resistance · A needs fire resistance charms
Boot choice and replacement details

A · Setup requirements

20% Faster Hit Recovery · 40–70 poison resistance

B · Setup requirements

40–50 fire resistance · 40% Faster Run/Walk

AmuletACrafted Necromancer caster amulet

+2 Necromancer Skills · at least 10% Faster Cast Rate · resistances

BCaster amulet

10% Faster Cast Rate · prioritize resistances/mana

At least 10% required in both setups
Ring 1ARare caster ring

10% Faster Cast Rate · missing resistances · life/mana

BRare caster ring

10% Faster Cast Rate · missing resistances · life/mana

10% Faster Cast Rate
Ring 2ARare caster ring

10% Faster Cast Rate · missing resistances · life/mana

BRare caster ring

10% Faster Cast Rate · missing resistances · life/mana

10% Faster Cast Rate · keep both rings

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Might
PolearmRuneword InsightEthereal elite polearm
ArmorRuneword Fortitude
Andariel's Visage(Ral)
B
Act 2 Might
PolearmRuneword Insight
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
Maintain aura range and mercenary survival
Mercenary details

Developing an Insight mercenary

Upgrade the Insight mercenary to an ethereal elite polearm to improve first-kill damage. Use Ral in Andariel's Visage to offset its -30 fire resistance; Tal Rasha's Horadric Crest can be equipped from level 66. A: when switching to another weapon, prioritize retaining its aura or enemy resistance reduction.

Weapon swapA
SwordRuneword Call to ArmsCrystal Sword
ShieldRuneword SpiritMonarch
B
Staff with Teleport charges
A Battle Command → Battle Orders; B is for escaping dangerous areas
Swap details

Charge management

Monitor Teleport charges and repair gold. You lose shield resistances while holding the staff, so do not land in the middle of enemies.

Upgrade order

  1. Secure base damage and mana with Bone Spear White and Insight
  2. Reach 125% with amulet 10, rings 20, gloves 20, armor 30 and Spirit at least 25
  3. Get 35% Spirit and Arachnid Mesh
  4. Even after switching to Enigma, A maintain 20+35+20+20+10+20=125%
  5. Add Call to Arms, Hellfire Torch and Poison and Bone Skills charms

Playstyle

Preparing to farm

Prepare Bone Armor, Clay Golem and Call to Arms warcries. Bring potions because mana sustain stops if the Insight mercenary dies.

Ordinary packs

Group enemies with Bone Wall or the golem and pierce the line with Bone Spear. Once corpses appear, cast Amplify Damage to strengthen Corpse Explosion's physical portion.

Bosses

Slow the boss with Clay Golem and Decrepify, then keep landing Bone Spear or Bone Spirit. Homing Bone Spirit is convenient against an isolated moving target.

Handling immunes

Conviction and Lower Resist do not break magic immunity. Let the mercenary kill the target or use Corpse Explosion from nearby nonimmune enemies. Bypass isolated magic immunes when there are no corpses.

B Farming areas

Progress through Nightmare Baal, the Hell Pit and Chaos Sanctuary. Until equipment improves, avoid magic-immune-heavy areas and high-player-count games where the Insight mercenary repeatedly dies.

Transition requirements

Bone Spear leveling is possible from level 18; damage improves at level 35 when White becomes available. Before Hell, obtain resistances and 75% Faster Cast Rate; B reaches 125% when complete.

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

125% Faster Cast Rate breakpoint

Necromancers cast at 10 frames with 75% Faster Cast Rate and 9 frames with 125%. B uses White 20 + Spirit 25 + armor 30 + gloves 20 + amulet 10 + rings 20 = 125% as the minimum package.

Defensive and offensive synergies

Hard points in Bone Wall and Bone Prison improve both Bone Spear damage and Bone Armor absorption. This is why Bone Armor itself is not raised to 20 first.

Magic damage and resistances

Amplify Damage does not increase Bone Spear's magic damage. Switch to it for Corpse Explosion after Bone Spear produces the first kill; maintain Decrepify when survival is needed.

Strengths, limitations and farming style

Strengths

Piercing magic damage is less constrained by elemental immunities.

Wall, Prison and the golem control the battlefield.

Limitations

Requires substantial synergy investment and caster equipment.

Slows down against magic immunes and bosses in high-player-count games.

Additional variants

75% Faster Cast Rate survival variant

Switching to Homunculus reduces Strength investment and adds resistances, but loses the baseline 125%. Choose this only when maintaining at least 75% and resetting equipment and attributes together.

Renewed magic Sunder Charm

Renewed Black Cleft's sunder and enemy magic resistance reduction can expand farming against immunes, but impose a personal magic resistance penalty. Use this separately from the baseline mercenary/Corpse Explosion approach.