DIABLO II: RESURRECTED

Class build guides

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

Nova ES

Sustains Energy Shield through Telekinesis and mana recovery, repeatedly casting Nova at nearby enemies. Its wide close-range attacks and Teleport make it fast and responsive. A has a high cost for Infinity, Griffon's Eye and mana equipment.

Core requirements

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

Hard points
Level 90 · 101 points
Cast rate
A 105% / B 105%
Telekinesis
20 hard points
Absorption
A Prebuff level 40 · 95%

Attributes

Total attributes with equipment · hard points shown separately

Strength, Dexterity, Vitality and Energy allocation
StrengthBefore equipping A 91 / B 156Hard points A 51 / B 146 · A Excludes boots' Strength
Dexterity0 hard pointsA Scythe requirement 41
VitalityA 0 allocated / B 100B has lower Energy Shield absorption
EnergyA 409 / B 214 hard pointsIncludes 15 attribute quest points
Attribute calculations and equipment changes

Strength

A uses an Infinity Scythe and Sandstorm Trek. Base Strength 10 + Torch 15 + Annihilus 15 + 51 allocated = 91, enough to equip the boots without their own Strength bonus. B needs 156 Strength for a Spirit Monarch, or 146 allocated points without bonuses. A does not use a Monarch on swap. A gains the boots' Strength bonus after equipping them. The listed 91 is the pre-equip requirement, excluding their own bonus.

Dexterity

A meets 41 with base 25 + Torch and Annihilus 30. B uses a Crescent Moon Crystal Sword and Monarch, requiring no extra Dexterity.

Vitality

A is a softcore Energy build with 95% Energy Shield and sufficient mana recovery. B has a lower prebuff level and allocates 100 Vitality. Retreat immediately if poisoned or out of mana.

Energy

From 460 total points at level 90, A subtract 51 Strength to leave 409; B subtract 146 Strength and 100 Vitality to leave 214 for Energy. Recalculate required stats whenever equipment bonuses change.

Skills

Level 90 · 101 hard points

Main skills and synergies

  • Nova20 points
  • Static Field20 points
  • Lightning Mastery20 points
  • Telekinesis20 points
  • Energy Shield15 points
Prerequisite · support 1 point each
  • Charged Bolt1 points
  • Lightning1 points
  • Chain Lightning1 points
  • Teleport1 points
  • Warmth1 points
  • Frozen Armor1 points

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

Investment order

Nova 20 and Static Field Build the synergy first while securing Teleport·Warmth.

Before switching to Energy Shield, Telekinesis to 20, then Lightning Mastery to completion. At level 90, Energy Shield has 15 hard points.

At 91–95, raise Energy Shield to 20, then put the remaining 4 points into Warmth 5 . If prebuffing already reaches level 40, move those extra Energy Shield points to Warmth as a separate respec.

Equipment skill bonuses and allocation notes

A/B Hard-point allocation is the same, but equipment bonuses and the mana/Vitality split differ. B should not be assumed to have 95% Energy Shield.

With 20 hard points in Telekinesis, each 1 damage absorbed costs 0.75 mana. Equipment bonuses to Telekinesis do not improve this ratio.

Choose skill tree setupEquipment bonuses +0 · all prerequisites included

A·B Shared · Level 90, 101 points

Open this allocation in the simulator ↗
Sorceress A·B Shared · Level 90 101 points. Nova 20 points, Static Field 20 points, Lightning Mastery 20 points, Telekinesis 20 points, Energy Shield 15 points, Charged Bolt 1 points, Lightning 1 points, Chain Lightning 1 points, Teleport 1 points, Warmth 1 points, Frozen Armor 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
WeaponAPolearmRuneword InfinityBSwordRuneword Crescent MoonA Self-wielded Conviction and resistance reduction / B Crescent Moon
Weapon choice and replacement details

A · Setup requirements

4-socket non-ethereal Scythe

Enemy lightning resistance -45 to -55% · Conviction 12

B · Setup requirements

3-socket Crystal Sword

Enemy lightning resistance -35%

Selection rationale and replacements

The resistance reduction on self-wielded Infinity applies to your character. B has no Conviction, so do not assume the same farming coverage as Infinity.

ShieldAEmpty hand

Two-handed weapon: no shield

BShieldRuneword SpiritA Two-handed / B Requires 35% FCR
Shield choice and replacement details

B · Setup requirements

4-socket Monarch

35% Faster Cast Rate required

Selection rationale and replacements

A uses two-handed Infinity. B needs 35% FCR on the shield.

HelmAGriffon's EyeBHelmRuneword LoreA 25% FCR and enemy lightning resistance reduction
Helm choice and replacement details

A · Setup requirements

25% FCR · enemy lightning resistance reduction

B · Setup requirements

2-socket light helm

+1 skills · lightning resistance

Selection rationale and replacements

A provides offensive or defensive bonuses, while B provides +1 skills at a low cost.

ArmorASkin of the VipermagiBSkin of the Vipermagi 30% FCR · reduces damage passing through Energy Shield
Armor choice and replacement details

A · Setup requirements

30% FCR · magic damage reduction · resistances

B · Setup requirements

30% Faster Cast Rate · all resistances

Selection rationale and replacements

Skin of the Vipermagi provides 30% FCR, all resistances and magic damage reduction without a Strength bonus. It helps against damage passing through Energy Shield while maintaining 105% FCR.

GlovesAMagefistBMagefist Keep 20% FCR in both setups
Glove choice and replacement details

A · Setup requirements

20% Faster Cast Rate · mana regeneration

B · Setup requirements

20% FCR · boosts Warmth

Selection rationale and replacements

Magefist's 20% FCR counts toward the casting total. Its +1 Fire Skills applies to fire spells and Warmth.

BeltAArachnid MeshBNightsmokeA 20% Faster Cast Rate / B Resistances and mana
Belt choice and replacement details

A · Setup requirements

20% Faster Cast Rate · +1 to All Skills

B · Setup requirements

All resistances 10 · Mana 20

Selection rationale and replacements

B returns mana based on physical damage actually dealt to life. Damage Taken Goes to Mana does not refund all damage or Energy Shield's mana loss.

BootsASandstorm TrekB Rare run/walk and resistance boots

20–30% faster run/walk · fire/lightning resistance; no Strength bonus counted

Prioritize poison resistance · A Invest without counting the boots' Strength
Boot choice and replacement details

A · Setup requirements

Target 15 Strength · poison resistance

Selection rationale and replacements

A meets 91 Strength without counting Sandstorm Trek's own Strength bonus. B uses resistance boots, so no Strength bonus is counted. Fill poison resistance first.

AmuletA Sorceress FCR amulet

+2 Sorceress skills · requires 10% FCR

B Skill and FCR amulet

+1 Sorceress skills · 10% FCR

A·B 10% Faster Cast Rate completes 105% total
Amulet choice and replacement details

Selection rationale and replacements

A 25+30+20+20+10=105%. B reaches 35+30+20+10+ring 10=105%.

Ring 1AThe Stone of JordanBMana/resistance ring

Mana · fire/lightning resistance

A Stone of Jordan for mana and Energy Shield levels
Ring 1: choice and replacement details

A · Setup requirements

+1 skills · maximum mana

Selection rationale and replacements

Adds mana and skills. If resistances are low, prioritize survival over a small damage increase.

Ring 2AThe Stone of JordanBCast rate/mana ring

Requires 10% FCR · mana

A Second Stone of Jordan / B 10% Faster Cast Rate
Ring 2: choice and replacement details

A · Setup requirements

+1 skills · maximum mana

Selection rationale and replacements

B has no FCR on the belt, so this ring's 10% is required.

Mercenary and weapon swap

Mercenary and swap comparison
SlotAdvanced ABudget BConditions
MercenaryA
Act 2 Prayer
PolearmRuneword Insight
HelmRuneword Cure
ArmorRuneword Chains of Honor
B
Act 2 Prayer
PolearmRuneword Insight / Tal Rasha's Horadric Crest
ArmorRuneword Treachery
Maintain Meditation · life recovery
Mercenary details

Operating requirements

A uses Cure, which has no life steal, so the armor supplies it. B uses life steal from the helm. Healing and Cleansing help manage poison but do not replace poison resistance.

Weapon swapA
made in a +3 Energy Shield base:
WeaponRuneword Memory
B
WeaponRuneword Memory or a staff with +Energy Shield
A Verify prebuff level 40
Swap details

Operating requirements

A Hard points 15 + Memory 9 + other equipment, Torch and Annihilus 11 + Lightning skill charms 5 = 40. Memory's 9 comes from +3 Sorceress skills, +3 Energy Shield and +3 on the base. B should not be shown as 95% if these requirements are not met.

Upgrade order

  1. Use Crescent Moon, 35% FCR Spirit and Skin of the Vipermagi to reach B and its 105% target.
  2. First improve the Insight mercenary's survival, poison resistance and total mana.
  3. Combine Griffon's Eye, self-wielded Infinity, Arachnid Mesh and a +2 skills/10% FCR amulet to retain 105% after removing the shield.
  4. Once you have a +3 Energy Shield base for Memory and 5 Lightning skill charms, A can respec to its 95% shield and Energy-based stats.

Playstyle

Prebuff

Cast Energy Shield and Frozen Armor with Memory, then return to the main weapon.

Prebuff details

Details

A must verify level 40 Energy Shield in the actual tooltip. Swapping weapons after casting preserves the shield's absorption.

Engaging

Teleport to the edge of a pack rather than its center.

Engaging: details

Details

Even with a strong shield, repeated hits can drain mana and prevent both attacks and Teleport.

Attacking

Lower enemy life with Static Field, then repeatedly cast Nova.

Attacking: details

Details

Static Field 20 is also a direct synergy for Nova.

Mana management

Keep the Insight mercenary alive and retreat immediately if mana drops sharply.

Mana management details

Details

Do not expect self-wielded Infinity to recover mana. Keep rejuvenation potions for emergencies.

Handling poison

Use Cure, antidote potions and life recovery when poisoned.

Handling poison: details

Details

Poison bypasses Energy Shield. Prioritize 75% poison resistance even with Cure's aura.

B Farming coverage

Do not force a full clear of areas with mixed immunities, such as the Hell Pit.

B Farming coverage: details

Details

Farm areas with few lightning immunes and repeat Nightmare runs to fund A .

Mechanics and notes

Patch 3.3 · Ladder 15 · 2026-09-28

Energy Shield and resistances

Damage redirected to Energy Shield is processed before ordinary elemental resistance. High resistance does not reduce shield mana loss by the same percentage. Poison bypasses the shield.

Telekinesis calculation

The base mana cost is 2 times absorbed damage, reduced by 0.0625 per 1 hard point in Telekinesis. At 20 hard points, 2−20×0.0625=0.75.

Mana and damage

20 hard points in Static Field give Nova a +100% synergy. A applies Infinity's enemy lightning resistance reduction to Nova because the character wields it.

Strengths, limitations and farming style

Strengths

Wide close-range attacks and Teleport make it fast and responsive.

A fully developed Energy Shield and mana recovery support continuous farming.

Limitations

A has a high cost for Infinity, Griffon's Eye and mana equipment.

Vulnerable to poison and mana depletion, while B has limited ways to handle immunities.

Additional variants

Mercenary Infinity variant

Keeping Crescent Moon and Spirit while giving Infinity to the mercenary makes your own FCR and resistances easier to manage. Losing Insight's Meditation requires rebuilding your mana recovery.

Vitality Nova

Reducing Energy Shield from 15 to 0 and Telekinesis from 20 to 1 frees 34 points. Put 19 into Warmth, from 1 to 20, and 15 into Thunder Storm, from 0 to 15. This totals 101 points and is a separate allocation that also changes Energy-based stats to Vitality.