Core requirements
The advanced setup is A, and the budget setup is B.
- Required weapon
- A·B Demon Machine
- Pierce
- 66 + 33 = 99%
- Projectiles
- 4 mirrored + 1 original
- IAS from gear
- A 40% / B 20%
Attributes
Total attributes with equipment · hard points shown separately
| Strength | A 55 before equipping / B 80Hard points A 10 / B 65 |
|---|---|
| Dexterity | A·B 95 or moreHard points A 10 / B 45 |
| Vitality | A 440 / B 350 hard pointsAll remaining points after requirements |
| Energy | 0 hard pointsInsight · Mana after Each Kill |
Attribute calculations and equipment changes
Strength
A equips Mage Plate Enigma with base 15 + Torch 15 + Annihilus 15 + 10 allocated. Its 67 Strength at level 90 then exceeds the crossbow's 80 requirement. B meets the unupgraded Demon Machine's 80 requirement with base 15 + 65 allocated. Choose boots and a helm requiring no more than 80 Strength.
Dexterity
A has base 20 + Torch/Annihilus 30 + Razortail 15 + Horazon gloves 10 + boots 10 + 10 allocated = 95. B has base 20 + Razortail 15 + Raven Frost 15 + 45 allocated = 95. Higher rolls allow fewer allocated points.
Vitality
From 460 total attribute points at level 90, subtract A 10 Strength and 10 Dexterity, or B 65 Strength and 45 Dexterity; allocate the remainder. When changing gear with attribute bonuses, recheck requirements first.
Energy
Physical Mana leech does not refund the full cost of Magic damage. Sustain Mana with Insight, Mana after Each Kill and potions.
Skills
Level 90 · 101 hard points
Includes 12 quest points; equipment skill bonuses are excluded. Unlisted skills have 0 points. A and B use the same allocation.
Investment order
Level with other skills early on, then prepare Demon Machine at level 49 and Razortail.
Mirrored Blades, Bane and
Consume — raise these to 20 first, then fill the 20 Purge synergy,
Demonic Mastery 10 and prerequisites to complete 101 points at level 90.
Equipment skill bonuses and allocation notes
The default is a Bane Magic build; 20 hard points in Purge provide a Bane damage synergy. This does not mean Purge is simultaneously active as a main skill.
In the original game data, Consume, Purge and Mirrored Blades each give Bane +35% damage per hard point. Gear bonus points do not contribute to these synergies.
A·B Shared · Level 90, 101 points
Open this allocation in the simulator ↗
Equipment
A / B: compare modifiers and replacement requirements.
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Weapon | A | B | Required in both · IAS including helm: A 40 / B 20 |
Weapon choice and replacement detailsA · Setup requirementsUnupgraded Chu-Ko-Nu Shael 20% IAS · 66% Pierce · Explosive Bolts B · Setup requirementsUnupgraded Chu-Ko-Nu Shael 20% IAS · 66% Pierce · Explosive Bolts Selection rationale and replacementsDo not replace it with another crossbow merely because its Physical damage is low. This setup centers on Bane's Magic damage and piercing projectiles. | |||
| Grimoire / off-hand | AEmpty hand | BEmpty hand | Bows and crossbows are two-handed |
Grimoire / off-hand choices and swapsSelection rationale and replacementsThe special pairing of a two-handed melee weapon with a grimoire does not apply to crossbows. | |||
| Helm | A | B | A IAS · Magic Resistance reduction |
Helm choice and replacement detailsA · Setup requirements20% FCR · 20% IAS · Enemy Magic Resistance reduction B · Setup requirements2-socket light helm +1 skills · lightning resistance Selection rationale and replacementsA Gear IAS is Shael 20 + helm 20 = 40%; B has 20% from Shael. Do not apply the Sorceress's Chu-Ko-Nu frames directly to the Warlock's mirrored attack. | |||
| Armor | A | B | A Movement / B Resistances · FCR |
Armor choice and replacement detailsA · Setup requirements3-socket Mage Plate Teleport · +2 to Skills B · Setup requirements30% FCR · resistances Selection rationale and replacementsB has no Enigma Teleport; use Blade Warp on the dagger swap and walk. | |||
| Gloves | A | B | A Additional damage / B Support casting |
Glove choice and replacement detailsA · Setup requirementsAdditional Fire damage · Attack Rating · at least 10 Dexterity B · Setup requirements20% Faster Cast Rate · mana regeneration Selection rationale and replacementsDistinguish the main Magic damage from the gloves' added Fire component. The default does not require Enchant from another character. | |||
| Belt | A | B | Maintain the 99% Pierce setup |
Belt choice and replacement detailsA · Setup requirements33% Pierce · 15 Dexterity B · Setup requirements33% Pierce · 15 Dexterity Selection rationale and replacements66+33 gives 99, not guaranteed 100%. A different belt is a separate 66%-Pierce variant. | |||
| Boots | A | BFaster Run/Walk and resistance boots | A Cannot Be Frozen / B Obtain it from a ring |
Boot choice and replacement detailsA · Setup requirementsCannot Be Frozen · at least 10 Dexterity · Run/Walk Selection rationale and replacementsA gets Cannot Be Frozen from boots, freeing both ring slots for Magic damage and FCR. | |||
| Amulet | AWarlock FCR amulet | BWarlock FCR amulet | 10% Faster Cast Rate |
Amulet choice and replacement detailsSelection rationale and replacementsA 20+10+10+10=50%, B 30+20+10+10=70%, exceeding the 48% breakpoint for movement and support spells. | |||
| Ring 1 | A | B | A Check the modifier type |
Ring 1: choice and replacement detailsA · Setup requirementsChoose the Magic Skill Damage roll · 10% FCR B · Setup requirementsCannot Be Frozen · at least 15 Dexterity Selection rationale and replacementsFor Opalvein, choose Magic Skill Damage from its random damage types. Do not count Physical or other elemental rolls as the same bonus. | |||
| Ring 2 | A | BCast rate/mana/resistance ring | Keep the FCR total |
Ring 2: choice and replacement detailsA · Setup requirements-3 to -5% Enemy Magic Resistance · 10% FCR Selection rationale and replacementsSling's Enemy Magic Resistance reduction supports your Bane damage; it does not increase Physical and Fire damage by the same percentage. | |||
Mercenary and weapon swap
| Slot | Advanced A | Budget B | Conditions |
|---|---|---|---|
| Mercenary | A Act 2 Might | B Act 2 Prayer | Mana and Physical support |
Mercenary detailsOperating requirementsThe default is a Bane Magic build, so Infinity is not used to reduce Magic Resistance. Compare Conviction separately only for variants that add external Enchant or a larger Fire component. | |||
| Weapon swap | A | B | Return to crossbow after Consume, Hex and Ward |
Swap detailsOperating requirementsWith +Skills gear equipped, Consume a Defiler and cast Bane and Psychic Ward, then return to the crossbow. B uses Blade Warp on this swap. Do not add the attributes of the attack crossbow and grimoire as though both were equipped together. | |||
Upgrade order
- First secure Demon Machine, Shael and Razortail to preserve the build's core.
- B completes Cannot Be Frozen, resistances, Insight and at least 48% support FCR.
- Add Hellwarden's Will and Horazon gloves/boots for extra damage, Attack Rating and Cannot Be Frozen.
- Add Enigma, a Magic-roll Opalvein and Sling, then prepare a Void/grimoire prebuff set.
Playstyle
- Prebuff
Consume a Defiler, cast Bane and Psychic Ward, then return to the crossbow.
Prebuff details
Details
10 hard points in Demonic Mastery provide up to 3 slots. Maintain Defilers, Goatmen or other demons within that total, including 1 consumed slot.
- Attack packs
Fire across multiple enemies with Mirrored Blades.
Pack attack details
Details
At level 20, the original attack 1 plus 4 mirrored shots gives 5 total projectiles. Do not simply multiply damage by 5 assuming every shot hits the same enemy.
- Use Pierce
Choose a firing line through several rows of enemies.
Pierce usage details
Details
Each bolt has a 99% Pierce chance and can fail to pierce. Calculate explosive Fire and Bane's Magic component separately.
- Hit chance and freezing
Maintain Bane and Attack Rating bonuses, and obtain Cannot Be Frozen.
Hit chance and freezing details
Details
An explosive effect does not mean all bolts and all additional effects automatically hit.
- Mana management
Sustain continuous attacks with Insight, Mana after Each Kill and potions.
Mana management details
Details
Leech from the low Physical weapon damage cannot recover the full Mana cost of the Magic damage.
- Immune enemies
B prioritizes the Hell Pit and Mausoleum, skipping Magic-immune enemies.
Immune-enemy details
Details
Neither area's ordinary monsters are Magic-immune; avoid volleys from Pit archers. Plague Bearers in the Lost City and Magic-immune Unravellers in the Claw Viper Temple and Tal Rasha's Tombs should be bypassed by B early on. Conviction and a Fire Sunder Charm do not apply to Bane's Magic damage.
- Movement
A repositions with Teleport; B uses Blade Warp on swap to reposition.
Movement details
Details
Do not describe support-spell FCR as the attack speed of actual mirrored shots.
Mechanics and notes
Bane and synergies
20 hard points each in Consume, Purge and Mirrored Blades, totaling 60, give Bane +2100% Magic damage synergy. This is a synergy coefficient, not a guarantee of final damage or all five ranged shots hitting.
Explosions and Pierce
Demon Machine provides Explosive Bolts and 66% Pierce; Razortail brings it to 99%. Mirrored attacks deliver Bane's Magic damage. Treat Fire damage from gloves or Enchant and Physical weapon damage separately.
Different kinds of speed
Mirrored shooting uses attack speed; Blade Warp on swap, Hexes and Enigma use casting speed. A 50%·B 70% reaches the 48% / 11-frame breakpoint for support spells; this is not a shooting frame table.
Prebuffs and patch changes
In 3.2, a bug applying the copied-projectile damage adjustment to the first ranged mirrored projectile was fixed. Do not add main-set and swap bonuses as though both were equipped at once.
Strengths, limitations and farming style
Strengths
Keep the required crossbow and Pierce gear even on a budget.
Delivers main Magic damage alongside Physical and Fire support damage.
Limitations
Manage prebuffing, weapon swaps and summon slots.
Resistances can be difficult to fill, and hit-chance and speed calculations are complex.
Additional variants
Add Unique binding · exchange 101 points
Lower Purge 20→3 to reclaim 17 points. Allocate 1 to Blood Boil, 1 to Engorge and 15 to Bind Demon, keeping 101 total. Bane's synergy decreases, but Unique demons become available; keep this separate from the default allocation shown.
66%-Pierce belt variant
Replacing Razortail leaves only the weapon's 66% Pierce. Do not claim 99% Pierce or the same Dexterity total; also replace the lost 15 Dexterity.
External Enchant variant
Receiving Enchant from another Sorceress can add more Fire explosion damage. Compare a Fire Sunder Charm and Infinity separately in that case; they are not required gear for the default Bane Magic build.















