⚔ Open this build in the planner
The stat spread
- Strength
- 8
- Agility
- 8
- Endurance
- 26
- Vitality
- 43
- Radiance
- 8
- Inferno
- 60
What that gives you
- Level
- 100
- Health
- 869
- Stamina
- 584
- Mana
- 554
- Equip load
- 122.0
The loadout
Same three slots as Radiance, different school. Both hands take the Fallen Lord’s Sword, which asks for Inferno 30 and nothing else — no Strength, no Agility — and scales almost entirely off Inferno. That is why a caster can swing a forty-two weight greatsword at all, and why it is worth swinging rather than a stick carried out of habit. The third slot takes the catalyst. Strength and Agility stay at the floor and the spare ten points go to health.
850 attack rating two-handed at +10, Inferno scaling A+ , 42.3 weight. It asks nothing of Strength or Agility and scales purely off Inferno — 13 of the 150 melee weapons in the game are built that way, which is the designers leaving casters something worth swinging rather than a stick carried out of habit.
One per playthrough, so two-handed is the whole of it. A matched pair out-damages two-handing on any weapon — this is simply not a weapon you can pair.
618 spell power at +10 — the highest any catalyst reaches at this spread. It deals no weapon damage itself; every spell multiplies this figure.
Two hands on one weapon still leaves the off-hand slot equipped, and conditional runes apply from it — measured in game at 620 to 788 with three Gravix in an off-hand dagger while two-handing. An empty off-hand is three sockets thrown away. Two-handing, take the Pyric Cultist Staff: *** sockets for 5.3 weight, runes on their damage-increasing weapon function, and you cannot block while both hands are committed anyway. One-handing instead, take the Lightreaper's Shield at 5.0: the same runes switch to their shield function — 38 of the 39 do something different there — and you get the block. And it is the best three points on the page: three more Inferno is worth +14 attack rating here, while three Gravix in that off-hand is worth +230.
Runners-up worth taking anyway
The pick above wins on attack rating. These are behind on that and ahead on something the rating cannot see.
Which class to start as
Ranked by fewest wasted points — stats a class starts with that this build does not want, and which cannot be refunded.
- STR
- 9
- AGI
- 8
- END
- 11
- VIT
- 9
- RAD
- 8
- INF
- 18
- STR
- 9
- AGI
- 9
- END
- 9
- VIT
- 9
- RAD
- 9
- INF
- 9
- STR
- 12
- AGI
- 8
- END
- 13
- VIT
- 13
- RAD
- 8
- INF
- 22
Rings and amulet
Spell power +20% · Catalyst slots -1
Spell power +10%
Spell power +20% · Magic defence +15%
Runes worth socketing
Boost Inferno scaling
- Anarkos
- Inferno +15
- Berlam
- Inferno ×1.15, Radiance ×0.85
- Dhalwe
- Inferno ×1.1
- Mhakev
- Radiance ×1.1, Inferno ×1.1
Traps for this build
These advertise a bonus but carry a Inferno scaling penalty. Whether they are a net gain depends entirely on your stats — check in the planner before committing.
- Orimon
- Radiance ×1.15, Inferno ×0.85
Armor
The heaviest armour this build can wear and stay in a medium roll: 109.1 of 122.0 equip load (89%), weapons and rings included. Past 100% you fat roll.
| Piece | Slot | Poise | Weight |
|---|---|---|---|
| Veteran of the Veil Helm | Head | 2.2 | 5.5 |
| Veteran of the Veil Warplate | Torso | 12.4 | 29.1 |
| Veteran of the Veil Gauntlets | Arms | 2.5 | 6.1 |
| General Engstrom’s Leggings | Legs | 8.7 | 17.0 |