DIABLO II: RESURRECTED

Class build guides

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

Magic Miasma

A Chaos caster who covers enemy paths with Miasma Chain and gathers enemies with Abyss to build up Magic damage. Magic damage is less affected by ordinary elemental immunities. You need to understand ground placement and damage over time.

Core requirements

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

Hard points
Level 90 · 101 points
Cast rate
A 145% / B 105%
Entropy
A 20 including gear
Damage type
Magic · not Poison damage

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthBefore equipping A 55 / B 95Hard points A 10 / B 80 · keep Enigma equipped
Dexterity0 hard pointsNo maximum block
VitalityA 450 / B 380 hard pointsIncludes 15 attribute quest points
Energy0 hard pointsInsight, potions and Mana after Each Kill
Attribute calculations and equipment changes

Strength

A first meets Mage Plate Enigma's 55 Strength requirement with base 15 + Torch 15 + Annihilus 15 + 10 allocated points. Equip the grimoire and boots after receiving Enigma's +67 Strength at level 90. B has base 15 + 80 allocated = 95, using a Spirit Crystal Sword, a low-requirement grimoire and light armor. Removing Enigma may disable A gear. A uses a conservative allocation calculated before equipping armor, excluding extra attributes from the selected gear. Actual total Strength after equipping it exceeds 55.

Dexterity

A Void in a Kris requires 45 Dexterity, met by base 20 + Torch 15 + Annihilus 15 = 50. B Spirit in a Crystal Sword and the grimoire require no Dexterity, so allocate none.

Vitality

At level 90, put the remaining points from the 460 total attribute points into Vitality after the Strength allocation above. If the weapon or base changes, recalculate requirements and put only the remaining points into Vitality.

Energy

Gear and an Insight mercenary supply the Mana needed to chain Consume, summons and attacks. If you temporarily invested in Energy while leveling, reclaim those points with your final respec.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Miasma Bolt20 points
  • Miasma Chain20 points
  • Abyss20 points
  • Consume20 points
  • Demonic Mastery10 points
  • Enhanced Entropy5 points
Prerequisite · support 1 point each
  • Summon Goatman1 points
  • Summon Tainted1 points
  • Summon Defiler1 points
  • Blood Oath1 points
  • Levitation Mastery1 points
  • Sigil: Lethargy1 points

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

Investment order

Miasma Bolt first, then unlock Miasma Chain·Abyss in sequence. Focus on learning Chain placement rather than conserving Mana potions.

Raise the 3 main skills to 20, then fill Consume 20·Demonic Mastery 10 and 5 Entropy to complete the level 90, 101-point allocation.

Equipment skill bonuses and allocation notes

The base Entropy allocation is 5 hard points, not 20. A adds +15 to Chaos Skills to reach 20 total. Do not add more hard points to aim beyond that.

Bind Demon has 0 base points. This tree does not support capturing Unique demons.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included

A·B Shared · Level 90, 101 points

Open this allocation in the simulator ↗
Warlock A·B Shared · Level 90 101 points. Miasma Bolt 20 points, Miasma Chain 20 points, Abyss 20 points, Consume 20 points, Demonic Mastery 10 points, Summon Goatman 1 points, Summon Tainted 1 points, Summon Defiler 1 points, Blood Oath 1 points, Levitation Mastery 1 points, Enhanced Entropy 5 points, Sigil: Lethargy 1 points
A·B Shared · Level 90, 101 points · 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 VoidBShieldRuneword SpiritA Magic damage · 40 FCR / B Skills · Mana
Weapon choice and replacement details

A · Setup requirements

3-socket Kris

40% FCR · Magic damage · +2 to All Skills

B · Setup requirements

4-socket Crystal Sword

Target 35% Faster Cast Rate

Selection rationale and replacements

For direct spell damage, prioritize skills, casting speed and reduction of the relevant enemy resistance.

Grimoire / off-handAArs Dul'MephistosBShieldRuneword SplendorA Enemy Magic Resistance reduction · at least 25 FCR
Grimoire / off-hand choices and swaps

A · Setup requirements

At least 25% FCR · Enemy Magic Resistance reduction

B · Setup requirements

2-socket grimoire requiring no more than 60 Strength

+1 skills · 10% Faster Cast Rate

Selection rationale and replacements

When wielding a two-handed weapon in one hand, the other hand must hold a grimoire. B uses a grimoire base for Splendor instead of a regular shield.

HelmAHellwarden's WillBHelmRuneword LoreA Magic Resistance reduction / B +1 skills
Helm choice and replacement details

A · Setup requirements

20% FCR · Enemy Magic/Fire Resistance reduction

B · Setup requirements

2-socket light helm

+1 skills · lightning resistance

Selection rationale and replacements

Choose skills and resistance reduction for your actual main damage source: Magic, Fire or summons.

ArmorAArmorRuneword EnigmaBSkin of the VipermagiA Teleport · regroup / B 30% Faster Cast Rate
Armor choice and replacement details

A · Setup requirements

3-socket Mage Plate

Teleport · +2 to All Skills

B · Setup requirements

30% Faster Cast Rate · all resistances

Selection rationale and replacements

Use Enigma to move both yourself and your summons together. B does not assume the same Teleport convenience.

GlovesAMagefistBMagefist20% FCR improves Chain placement speed
Glove choice and replacement details

A · Setup requirements

20% Faster Cast Rate · mana regeneration

B · Setup requirements

20% Faster Cast Rate · mana regeneration

Selection rationale and replacements

20% FCR improves responsiveness when summoning, casting Sigils and moving.

BeltAArachnid MeshBNightsmokeA 125% breakpoint / B Resistances and mana
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 to All Skills

B · Setup requirements

10 All Resistances · Mana

Selection rationale and replacements

Damage Taken Goes to Mana does not refund all Mana spent.

BootsASandstorm TrekBFaster Run/Walk and resistance boots

Requires no more than 95 Strength · Fire/Lightning Resistance

Poison Resistance, movement and survivability
Boot choice and replacement details

A · Setup requirements

Poison Resistance · Life · Hit Recovery

Selection rationale and replacements

First secure movement speed and resistances to escape packs.

AmuletAMara's KaleidoscopeBWarlock skill amulet

+1 to Skills · All Resistances

A +2 to All Skills supports Entropy
Amulet choice and replacement details

A · Setup requirements

+2 to All Skills · at least 20 All Resistances

Selection rationale and replacements

Obtain both skills and resistances while keeping the FCR specified in the table.

Ring 1ASlingBCast rate/mana/resistance ring

10% Faster Cast Rate required

A Magic Resistance reduction / B 10% Faster Cast Rate
Ring 1: choice and replacement details

A · Setup requirements

10% FCR · Enemy Magic Resistance reduction

Selection rationale and replacements

Include this ring's FCR in the actual total.

Ring 2ASlingBMana/resistance ring

Life · Mana · missing resistances

A Additional Magic Resistance reduction / B Survival
Ring 2: choice and replacement details

A · Setup requirements

10% FCR · Enemy Magic Resistance reduction

Selection rationale and replacements

Enemy Magic Resistance reduction affects your own Magic damage; it does not automatically transfer to summons.

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Prayer
PolearmRuneword Insight
ArmorRuneword Fortitude
Andariel's Visage
B
Act 2 Prayer
PolearmRuneword Insight
ArmorRuneword Treachery
Tal Rasha's Horadric Crest
Distinguish your damage types from your summons'
Mercenary details

Operating requirements

Insight sustains Mana; Might supports Physical damage. If you choose Infinity, Conviction lowers only Fire, Cold and Lightning Resistance, not Magic or Physical Resistance. Supply the mercenary with Life leech and resistances.

Weapon swapA
SwordRuneword Call to Arms
ShieldRuneword SplendorTome
B
Keep main weapon and grimoire
Does not assume an extra 156 Strength for a Monarch
Swap details

Operating requirements

Return to the main weapon after Battle Command and Battle Orders. A grimoire's skill bonuses cannot replace the hard points required for Demonic Mastery's summon count or Bind Demon's capture tier.

Upgrade order

  1. Exceed 75% FCR with Spirit, Splendor and Skin of the Vipermagi.
  2. First establish Defiler Consume, 10 Demonic Mastery and mercenary survivability.
  3. Add Magic damage and Enemy Magic Resistance reduction with Void and Ars Dul'Mephistos.
  4. After switching to Enigma, Hellwarden's Will and Arachnid Mesh, A reach 145% FCR and 20 total Entropy.

Playstyle

Buffs

Summon Defilers, Consume one, and maintain the remaining demons.

Buff details

Details

10 hard points in Demonic Mastery provide 3 slots. A consumed demon still occupies a slot; avoid losing the buff by summoning beyond the limit.

Guide the pack

Place Miasma Chain along the paths of enemies slowed by Sigil: Lethargy.

Pack guidance details

Details

Lead enemies through the Miasma clouds instead of repeatedly casting at the same spot.

Gather and burst

Place Abyss ahead of enemies, then follow with Chain and Bolt.

Gathering and burst details

Details

Use another skill or reposition during Abyss's casting delay.

Immune enemies

Handle Magic-immune enemies with Physical attacks from your Insight mercenary and Goatmen.

Immune-enemy details

Details

Infinity's Conviction does not lower Magic Resistance. The Magic-immune resurrected monsters in Baal's second wave need separate handling.

Maintain distance

A repositions with Enigma; B keeps its distance by walking and using Sigils.

Distance-management details

Details

B The tree does not include Blade Warp, so Teleport is not assumed as a built-in movement skill.

Leveling

Use an early Spirit and Splendor grimoire for FCR and Mana.

Leveling details

Details

Check Entropy including gear bonuses; decide on extra points only when changing gear.

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

Actual damage type

Despite the Miasma name, Bolt, Chain and Abyss primarily deal Magic damage. Enemy Poison Resistance reduction does not enhance them.

Chain stacking

Current Chains impose a next-hit restriction between clouds created by each individual Chain. Do not include early-version double ticks or unlimited stacking in damage calculations.

Consume and area coverage

Consuming a Defiler strengthens Magic attacks; Entropy adjusts area and duration. Direct damage synergies come from hard points in Bolt, Chain and Abyss.

FCR total

A 40+25+20+20+20+10+10=145%, reaching the 125% / 9-frame breakpoint. B 35+10+30+20+10=105%, reaching the 75% / 10-frame breakpoint.

Strengths, limitations and farming style

Strengths

Magic damage is less affected by ordinary elemental immunities.

Chain and Abyss control enemy movement paths.

Limitations

You need to understand ground placement and damage over time.

Magic immunities and summon-slot management require separate handling.

Additional variants

Budget option: prioritize area

Lower Consume from 20→11 to reclaim 9 points, then raise Entropy from 5→14; the total remains 101. The Consume buff weakens in exchange for improving B area coverage. This differs from the illustrated default allocation.

Add a bound demon

Bind Demon requires separate points in prerequisites such as Death Mark, Blood Boil and Engorge, plus hard points in Bind Demon. A Unique demon cannot be added for free while keeping the default Consume and Entropy allocations.