⚔ Open this build in the planner
The stat spread
- Strength
- 8
- Agility
- 8
- Endurance
- 26
- Vitality
- 43
- Radiance
- 60
- Inferno
- 8
What that gives you
- Level
- 100
- Health
- 869
- Stamina
- 584
- Mana
- 554
- Equip load
- 122.0
The loadout
Three slots, and a caster fills all three. Both hands take a weapon that scales with Radiance, and it has to be one worth swinging — it is the alternate when a cast animation is too slow for the moment, or when the fight has closed to melee range. The third slot takes the catalyst, which deals no damage itself and sets the spell power every miracle multiplies. Strength and Agility sit at the floor because nothing here asks for either: the hammer needs Strength 8 and the catalyst needs Radiance 25. Those ten points buy 121 health instead.
752 attack rating two-handed at +10, Radiance scaling S , 7.8 weight. Carried and used, not kept for emergencies — the game rewards a mixed loadout.
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 Pieta's Sword: RR* 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 Sanctified Huntress Shield at 5.6: 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 Radiance is worth +15 attack rating here, while three Gravix in that off-hand is worth +204. Jeffrey's Dagger takes any three runes rather than typed ones and is 7 points out of reach here — worth knowing, because three Gravix in a triple-wildcard off-hand measured about +27% on a two-handed swing. It is found freely rather than behind a questline.
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
- 10
- AGI
- 8
- END
- 9
- VIT
- 11
- RAD
- 18
- INF
- 8
- STR
- 9
- AGI
- 9
- END
- 9
- VIT
- 9
- RAD
- 9
- INF
- 9
- STR
- 12
- AGI
- 8
- END
- 15
- VIT
- 11
- RAD
- 9
- INF
- 8
Rings and amulet
Spell power +20% · Catalyst slots -1
Holy damage +10%
Spell power +20% · Magic defence +15%
Runes worth socketing
Boost Radiance scaling
- Devoth
- Radiance +15
- Mhakev
- Radiance ×1.1, Inferno ×1.1
- Orimon
- Radiance ×1.15, Inferno ×0.85
Traps for this build
These advertise a bonus but carry a Radiance scaling penalty. Whether they are a net gain depends entirely on your stats — check in the planner before committing.
- Berlam
- Inferno ×1.15, Radiance ×0.85
Armor
The heaviest armour this build can wear and stay in a medium roll: 98.4 of 122.0 equip load (81%), weapons and rings included. Past 100% you fat roll.
| Piece | Slot | Poise | Weight |
|---|---|---|---|
| Ardent Penitent Head Cage | Head | 5.1 | 15.0 |
| Herald of the Maw Armour | Torso | 18.2 | 37.9 |
| Tancred's Gauntlets | Arms | 5.1 | 10.6 |
| Herald of the Maw Leggings | Legs | 9.1 | 17.9 |