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    1.12 Armageddon Werewolf Druid by Explopyro

    Version: 1.04 | Updated: 03/12/10 | Search Guide | Bookmark Guide

    Armageddon Wolf Druid Guide v1.04
    "It's a bird, it's a wolf... it's raining fire!"
    For Diablo II: Lord of Destruction v1.12
    (Also valid for 1.10 and 1.11)
    by Explopyro
    Version History:
    v1.04 (11 March 2010) - Added section (IV)(F), fixed an omission in (VI)(B).
    v1.03 (09 March 2010) - Fixed a few more omissions; thanks, rking.
    v1.02 (09 March 2010) - Fixed a few more omissions.
    v1.01 (06 March 2010) - Fixed a few minor errata and omissions.
    v1.00 (01 March 2010) - Initial draft.
    0.    TABLE OF CONTENTS                            {TBLCTNTS}
    I.    INTRODUCTION/OVERVIEW                        {INTR/OVR}
          A.    PURPOSE OF THIS GUIDE                  {GUIDPURP}
          C.    WHY TO PLAY IT                         {WHYPLAY?}
    II.   SKILLPOINTS                                  {SKILPNTS}
          A.    CORE DISTRIBUTION                      {COREDSTN}
          B.    RATIONALE & DISCUSSION                 {RTNLDSCN}
          C.    SUGGESTED ORDER                        {SUGGORDR}
    III.  STATPOINTS                                   {STATPNTS}
    IV.   EQUIPMENT                                    {EQUPMENT}
          A.    OVERVIEW                               {EQUPOVRV}
          B.    BREAKPOINT DISCUSSION                  {BRKPDSCN}
          C.    DETAILED ANALYSIS                      {EQUPDETL}
          D.    SPECIFIC ITEM SELECTIONS               {ITEMSELC}
          E     SOCKETING                              {ITEMSOCK}
          F.    OBEDIENCE VS. EARTH SHIFTER            {OBEDERTH}
    V.    MERCENARY SELECTION                          {MERCENRY}
          A.    OVERVIEW                               {MERCOVRV}
          B.    EQUIPMENT                              {MERCEQUP}
          A.    SKILL NOTES                            {SKILNOTE}
          B.    GENERAL PLAY STRATEGIES                {GENSTRAT}
          C.    EARLYGAME ADVICE                       {ERLYGAME}
    VII.  APPENDICES                                   {APPNDICE}
          A.    CRAFTING INFORMATION                   {CRFTINFO}
          B.    SOME NOTES ON HIGH RUNES               {HIGHRUNE}
          C.    THE STRENGTH BUG                       {STRENBUG}
          D.    MISCELLANEOUS RESOURCES                {MISCRESC}
    VIII. CLOSING REMARKS                              {CLOSRMKS}
          C.    ACKNOWLEDGMENTS                        {TNKSCRED}
    I.    INTRODUCTION/OVERVIEW                        {INTR/OVR}
    A.    PURPOSE OF THIS GUIDE                        {GUIDPURP}
    This guide is written for Diablo II: Lord of Destruction, patch version 1.12
    (although there are not many substantial differences between versions 1.10,
    1.11, and 1.12, so it should be valid for any of those three). Attempting to
    follow advice given in this guide for other versions of the game is not
    This guide is intended to provide an overview of the Armageddon Werewolf Druid
    build and provide detailed advice for anyone intending to play it. This is an
    interesting variant build and is not seen very often, but it's surprisingly
    effective and very enjoyable to play. However, please be forewarned: this is a
    very item-dependent character and is not easy to make. In addition, for those
    familiar with my earlier work, this guide will not be nearly as open-ended as
    my previous one, as this build is much less flexible itemwise.
    Furthermore, this guide is written from the perspective of Single Player
    gameplay, with the /players8 setting activated. For those unfamiliar with this
    setting, it causes the game to behave as if it were a multiplayer game with 8
    players present, treating the player as unpartied (the game increases several
    variables: +50% experience yield, +50% monster life, +6.25% monster damage
    per player beyond 1, so 8 players gives an additional 350% experience, 350%
    life, and 43.75% damage to every monster you face). This is a substantial
    difficulty increase, and in my opinion makes the game much more interesting,
    so I play nothing else. Any advice I give for /players8 should also be valid
    for lower player settings (although I must give a warning that doing so risks
    extreme boredom).
    More significant to some readers may be the Single Player aspect. This means
    that I am going to discuss PvM (Player versus Monster) gameplay only, and I
    will completely discount PvP (Player versus Player) play. I do not engage in
    PvP play and, therefore, have no experience and can give no advice regarding
    it; look elsewhere if you are seeking such information. However, I can say
    with no reservation that this build will not work well against players.
    I also assume that the player intends to play the game without cheating.
    However, I also expect that the player has access to a reasonable store of
    items, possibly through an item management application such as ATMA or GoMule
    that allows movement of items between Single Player characters and storage of
    items in "stash files", and I assume access to Ladder runewords. This is how
    I play, so it's obvious that it will influence my advice.
    I provide this disclaimer not to discourage you, the reader, from taking my
    advice, but merely to put it in its proper context. Anything I suggest will
    work just as well for characters made on Battle.net servers, although the
    difficulty of obtaining many items may vary. I wouldn't know.
    An Armageddon Werewolf Druid, as the name implies, is a hybrid Druid build
    focusing primarily on Armageddon and melee combat while in Werewolf form,
    usually using Fury.
    This build began as something of a thought-experiment. It began with
    consideration of the unique hammer Earth Shifter and how best to make use of
    all of the modifiers it carries: it's one of the most powerful physical melee
    weapons in the game, yet it also gives a massive boost to Elemental skills, as
    well as having a chance to cast Fissure. That's a rather eclectic set of
    modifiers, but supposing we want to make use of all of them on the same
    character... well, it'll have to be a Druid, and it will need to be capable of
    both physical combat and make use of Elemental skills in some way.
    All of this leads naturally to a build relying on Armageddon: it's the only
    Elemental skill that can be cast while shapeshifted, and we're going to want
    to shapeshift in order to get the best damage output from the weapon.
    Furthermore, Armageddon is a skill that complements melee well, since its
    effect is centred on the Druid and being in melee range maximises the chance
    of monsters being hit by the fireballs it drops. Using Armageddon also allows
    us to maximise the effectiveness of the Fissure proc, since they share
    synergies. Even better, Werewolf druids can get effective physical damage
    without heavy skill point investment, so there will be plenty of points
    available to spend in the Elemental tree.
    Although this build is a melee/spellcaster hybrid, it plays primarily like a
    melee fighter because of the way Armageddon works (it is a passive effect
    which works while you do something else).
    Armageddon Werewolf Druids are frequently something of a glass-cannon build:
    they are rather fragile and often die easily, but they hit very hard with both
    physical and fire damage. As a result, they can be challenging to play well.
    As previously mentioned, this build was primarily designed around Earth
    Shifter, and therefore it will not behave optimally without that weapon
    (although it is by no means impossible to make one without it). This guide
    will attempt to address both situations, although the primary focus will be
    on the Earth Shifter version.
    C.    WHY PLAY ONE OF THESE?                       {WHYPLAY?}
    I'll give a brief list of advantages and disadvantages to help decide whether
    or not to make this character.
    > Two types of damage built in, so immunities are rarely a problem.
    > Very high damage for both physical and fire.
    > Challenging but interesting to play; you'll be more than capable of getting
      through Hell, but it's not a mindless build and feels quite rewarding to
    > Extremely flashy and fun to watch in action; if you like special effects,
      this might be the build for you.
    > These aren't a common build, so you'll get plenty of style points.
    > If you have an Earth Shifter, what else are you going to do with it?
    > Fragile. You'll be a glass cannon, so I don't advise doing this in Hardcore,
      and I'd recommend stocking up on Full Rejuvenation Potions.
    > This build takes a long time to get going. You probably won't reach full
      capacity until the beginning of Hell at the earliest.
    > There aren't enough skill points to fully maximise all of your skills, so
      it's necessary to make trade-offs.
    > Item-dependent. This character doesn't function well without several rare
      and difficult-to-obtain items, including but not limited to Earth Shifter.
    > There are still some monsters you can't kill (fire/physical immunity is not
      unheard of).
    > Did I mention it's fragile?
    I'm sure there are more, but I won't belabour the point too much. There are
    advantages and disadvantages to everything.
    II.   SKILLPOINTS                                  {SKILPNTS}
    A.    CORE DISTRIBUTION                            {COREDSTN}
    There are a lot of options here, but the core is fairly standard, so I'll try
    to keep things straightforward.
    Elemental Tree:
    20 points in Firestorm                      (synergy)
    1+ points in Molten Boulder                 (synergy)
    1+ points in Fissure                        (prerequisite, synergy)
    20 points in Volcano                        (synergy)
    20 points in Armageddon                     (primary killing skill)
    1 point in Arctic Blast                     (prerequisite)
    1 point in Cyclone Armour                   (prerequisite)
    1 point in Twister                          (prerequisite)
    1 point in Tornado                          (prerequisite)
    1 point in Hurricane                        (prerequisite)
    Shapeshifting Tree:
    1+ points in Werewolf                       (primary wereform skill)
    1+ points in Lycanthropy                    (passive bonus)
    1 point in Feral Rage                       (prerequisite, utility skill)
    1+ points in Fury                           (primary killing skill)
    B.    RATIONALE AND DISCUSSION                     {RTNLDSCN}
    The core distribution above should be somewhat obvious given the build
    description. However, I'll discuss it in more detail below.
    Before discussing skills, it's necessary to discuss skill points. There are 98
    potential points available from level-ups, and 12 points available from quest
    rewards, so there is a total of 110 potential skill points to distribute.
    However, due to the severe diminishing returns in experience gain at high
    levels and the length of the game, it is EXTREMELY unlikely that a character
    will reach level 99, so it is impractical to plan for 110 points.
    For practical purposes it's generally best to assume an endgame level between
    80 and 90 when considering a single playthrough on /players8. Generally, my
    characters finish the game at level 88 if I clear most of the optional areas
    and don't skip monsters, level 86 if I'm lazy. I'm going to be conservative
    and assume level 84 for this discussion: that gives 95 points to distribute.
    Firstly, the core distribution:
    As you will no doubt know if you've made spellcasters before, spell damage is
    largely dependent on skill level and synergies. As such, if we want Armageddon
    to be useful (and what would an Armageddon Werewolf be without it?), it will
    need 20 hard points as well as a substantial number of points in synergies.
    That is non-negotiable. The question is: which synergies should we choose?
    There is a natural answer if we plan to use the Earth Shifter. That hammer
    comes with a substantial chance to cast Fissure on striking, so if we're going
    to use it, it makes the most sense to choose the synergies that benefit
    Fissure as well as Armageddon. As long as we'll be making some use of Fissure,
    we may as well make it as strong as we can. Therefore, the synergies to invest
    in first are Firestorm and Volcano.
    We will also need 1 point in all of the prerequisite skills, of which
    Armageddon has many (unfortunately).
    From there, we'll also need at least 1 point in all of the Shapeshifting
    skills we plan to use. Fury seems to function reasonably well without too many
    points, so it's safe to avoid investing too many there; the same is true for
    the most part of Werewolf and Lycanthropy. Feral Rage gets 1 point as a
    prerequisite for Fury, although it's also useful for utility if your gear has
    insufficient life leech.
    The core distribution as outlined above consumes 71 points. That leaves us 24
    more points to distribute by endgame. There are several considerations as to
    where they should go; those 24 points aren't enough to fully maximize all of
    the skills we'd ideally want (nor, in fact, would be the 39 points total we'd
    have remaining if we somehow reached level 99).
    Option 1: Further Synergise Armageddon
    With just the core, Molten Boulder and Fissure have both been left at 1 point.
    Molten Boulder is another damage synergy for Armageddon, and will offer a very
    significant damage improvement if we put more points in it.
    Fissure will add more duration to Armageddon, but it's not nearly as important
    (the duration of Armageddon is 10 seconds + 2 seconds per level of Fissure, so
    it will start at 12 seconds with the core build). 12 seconds is plenty - it's
    actually surprisingly long, and you'll quickly get used to recasting it as
    necessary (as long as you keep it bound to your right mouse button you'll be
    fine, and there's little reason not to since you can't cast much else while in
    werewolf form).
    My recommendation: After dealing with all of the other considerations, all the
    points you still have left to spend should go into Molten Boulder.
    Option 2: Improve Fury
    At just 1 point, Fury isn't all that impressive (although with a good weapon,
    it's still effective). Adding more points to Fury will improve your Attack
    Rating, which is important if you want to hit things, as well as your damage.
    It's also important to make sure you get at least slvl 4, so that you'll be
    guaranteed 5 hits.
    My recommendation: 5-10 points here is probably a good idea to improve your
    melee damage. At the very least, be sure you get 5 hits.
    Option 3: Improve your Shapeshifting Passives
    Points in Lycanthropy will improve your life, as well as extend the duration
    of your shapeshifting (which is convenient but not necessary).
    Points in Werewolf improve your Attack Rating as well as affecting your attack
    speed. It's important to make sure you hit the fastest speed breakpoint you
    can. Consult TitanSeal's Attack Speed Calculator:
    My recommendation: After dealing with attack speed considerations, if you feel
    like you need a bit more life or AR, add a few points, but it probably isn't
    worth putting more than 5 hard points in either.
    Option 4: Add Summoning Skills
    Depending on your play style, you may find it useful to invest a few points in
    getting a weak Oak Sage, Heart of Wolverine, or possibly Grizzly. The vines
    probably aren't worth it, although Carrion Vine is a possibility as well.
    Don't expect too much here, though. You probably won't have enough points to
    take full advantage of any of these skills unless you cripple yourself
    elsewhere (for instance, while Grizzly works well at 1 point for a Wind Druid,
    that's due in large part to the fact that he'll have a maxed Oak Sage and tons
    of +skills to boost both of them. An Armageddon Wolf's pets are likely to be
    fragile and, as such, much less useful).
    My recommendation: Possibly 1 point in Oak Sage, or maybe 1 point in Grizzly,
    but most likely I'd skip them.
    Overall recommendations:
    After completing the core of the build, I'd give priority to making sure that
    Fury is reasonably effective, then consider Werewolf and Lycanthropy, then put
    the rest of the points into Molten Boulder.
    C.    SUGGESTED ORDER                              {SUGGORDR}
    While the order of investment of skillpoints will not affect your character's
    endgame performance, it will have a significant effect on the character's
    capabilities in the earlygame and midgame and therefore requires significant
    attention. However, I will not give a level-by-level breakdown as so many
    guides do; I will merely explain the rationale and give general guidelines.
    Before I do so, it is necessary to discuss point saving for those unfamiliar
    with the practice. Essentially, it is not required to distribute skillpoints
    immediately upon level-up; you can then save them for later levels when more
    skills are available to invest them in. However, you cannot invest more points
    in a skill than one plus your level minus the skill's required level (for
    instance, take Cyclone Armour: the skill has a required level of 12; if your
    character is level 20, you can have up to 9 hard points invested in it). Point
    saving generally yields more optimal skill distributions than spending points
    immediately, so it is highly recommended.
    Early on, you're likely to want to focus on Firestorm. Don't worry too much
    about saving points, although you'll probably want to save a few so that you
    can put 1 point in each skill you'll be using as it becomes available. At this
    point in the game, you'll probably be killing with a combination of Firestorm
    and melee (whether in Werewolf form or otherwise). Fissure will also be a
    useful skill to use, since it will be synergised by Firestorm.
    You can switch your focus from Firestorm to Volcano once it becomes available,
    if you want to, although it won't make too much of a difference. Once you hit
    level 30 or 31, Armageddon will become available and you should invest all
    further points into it until it's maxed. From there, you can either finish
    maximising Firestorm and Volcano, or else stop to invest a few in Fury before
    going back to do so.
    From there, it's up to you - after the core is finished, the order in which
    you invest points will largely depend on the individual skills you've chosen.
    III.  STATPOINTS                                   {STATPNTS}
    This is going to be a short section, and fairly standard. There's not a lot to
    be said about statpoint distribution.
      Invest enough to equip whatever gear you want to use. Earth Shifter requires
      253 strength to equip, and it's unlikely you'll want to socket it with
      anything other than a Shael, so you're going to need a lot of this if you're
      using that weapon... this is one of the major reasons this build ends up
      being so fragile.
      Strength also increases your melee damage (you get 1.1% additional skill ED%
      for each point of Strength with a maul; the numbers are slightly different
      for other weapon types), so those points are not completely wasted.
      Remember to be wary of the strength bug (see Appendix).
      Because you'll be using a two-handed weapon, you aren't going to have a
      shield with which to block. Also, Earth Shifter has no Dexterity
      requirement. Therefore, the only reason at all to invest in Dexterity is
      Attack Rating. It's probably not worth doing unless your AR is extremely
      low and you're having trouble hitting, and even then there are better ways
      to go about fixing that problem (see discussion in the item section).
      If you are not using Earth Shifter, it may be necessary to invest some in
      Dexterity in order to be able to equip your weapon.
      Invest as many points as you can reasonably spare here. Unfortunately,
      unlike most other Druid builds, you won't be able to have a high level Oak
      Sage to multiply it, but you'll still get a bit of multiplication from
      Lycanthropy and some life is better than nothing. It's extremely difficult
      to deny that survival is important, and Vitality helps you survive.
      This build has very little need for mana, and your statpoints will be
      spread very thin as it is. Don't invest any points in Energy; you don't
      need them and will receive insignificant benefit from them.
    IV.   EQUIPMENT                                    {EQUPMENT}
    A.    OVERVIEW                                     {EQUPOVRV}
    Diablo II is an item-based game. There's absolutely no doubt of that; the
    equipment you choose to use will most likely make more of a difference than
    any other factor to your character's success. There is also no doubt that the
    best items in this game are extremely difficult to acquire (for instance,
    runewords containing runes Vex and beyond, or "high runes"/"HRs" in common
    parlance). What many players forget is that the majority of these items are
    more or less superfluous - it's possible to make perfectly competent and
    effective characters without using such items.
    However, for this character I am going to depart from my usual stance and say
    unequivocally that this build requires certain difficult to obtain items in
    order to function as intended, and therefore I shall not put as much effort
    into recommending 'budget' options as I normally do.
    Here is a list of modifiers that are desirable for this build:
    > +skills (+all, +druid, +elemental primarily, less so other trees)
    > -X% Enemy Fire Resistance
    > +X% Fire Skill Damage
    > Resistances
    > Life leech
    > Mana leech
    > Attack Rating
    > Increased Attack Speed (within reason: see next section)
    > Crushing Blow, Deadly Strike, Open Wounds
    > Fast Hit Recovery
    > Physical Resistance (Damage Reduced by X%)
    > +life
    That list is ordered slightly by priority, but all of those modifiers are
    important to this build's success and it would be a mistake to ignore any of
    them. More detail will follow in subsequent sections.
    B.    BREAKPOINT DISCUSSION                        {BRKPDSCN}
    > Hit Recovery (Werewolf)
      FHR%   Frames
      0      7
      9      6
      20     5
      42     4
      86     3
      280    2
    Comments: FHR is nice, but if you don't have any, don't worry too much - the
    druid has a very fast base recovery rate in werewolf form. That said, even
    just a small amount will give you a significant improvement; it's worth it.
    > Block Rate (Werewolf)
      FBR%   Frames
      0      9
      7      8
      15     7
      27     6
      48     5
      86     4
      200    3
    Comments: You almost certainly won't be using a shield, as wereforms tend to
    fare better without them, but in the odd case that you are, this table might
    be useful.
    > Attack Speed
    It's complicated, consult this calculator by TitanSeal:
    A few thresholds to keep in mind, however:
    -Earth Shifter with a Shael and slvl 15 Werewolf hits the fastest breakpoint
     possible for Fury with a Thunder Maul, 7/7/7/7/12
    -Earth Shifter with a Shael, slvl 8 Werewolf, and 20% off-weapoin IAS hits the
     fastest breakpoint for Fury, 7/7/7/7/12
    -With a Shaeled Earth Shifter and no off-weapon IAS, you will be swinging at
     10/10/10/10/17 (way too slow) with slvl 1 Werewolf
     slvl 2 Werewolf brings that up to 9/9/9/9/16
     slvl 5 Werewolf brings that up to 8/8/8/8/14
    -Earth Shifter with NO Shael and slvl 1 Werewolf gets 13/13/13/13/23;
     increasing the Werewolf slvl to 15 gets it to 10/10/10/10/17, or the
     equivalent of slvl 1 Werewolf with the Shael. Either way, that's far too
     slow. Also, without the Shael, the attack speed will cap at 8/8/8/8/14,
     instead of 7/7/7/7/12, and it will take a lot of off-weapon IAS% and/or a
     very high Werewolf slvl to reach that cap.
    In case it is not obvious from the examples above, the primary variables
    affecting attack speed are weapon IAS% (WIAS%) and Werewolf skill level;
    off-weapon IAS% plays a secondary role and is much less effective. This is why
    I keep saying to invest in Werewolf "within reason" - depending on your gear,
    you may need different levels of it to reach the fastest speed breakpoint.
    Of course, you can also keep +skills gear (like two Spirits) on the weapon
    switch and use that to elevate your Werewolf level at the time of casting to
    help with this. It's very important to reach the fastest breakpoint.
    General comments:
    So, what does this all mean? Experienced players should already know, but I'll
    explain for the benefit of newer players. Diablo II runs at a constant rate
    of 25 frames per second. In simplest terms, every animation has a length in
    frames; the fewer frames it takes to complete an action, the less time it
    takes to execute (divide the number of frames for the action by 25 to get a
    rough time in seconds it takes to perform the action). The fewer frames, the
    In this case (referring to the tables above), we're concerned with the number
    of frames it takes to perform attacks (Fury is actually a sequence of five
    attacks, hence why it's listed as five numbers; the last attack is slower than
    the preceding four), which is affected by Increased Attack Speed (IAS%) and
    Werewolf skill level; the number of frames it takes to get out of a hit
    recovery animation (this is affected by Faster Hit Recovery, FHR%; hit
    recovery animations are triggered by certain enemies' attacks and whenever you
    take more than 12% of your current life in damage), and the number of frames
    it takes to block with a shield (affected by Faster Block Rate, FBR%).
    See below in the section entitled "DETAILED ANALYSIS" for further discussion
    regarding the desirable breakpoints.
    C.    DETAILED ANALYSIS                            {EQUPDETL}
    Above, in "OVERVIEW", I listed a few modifiers that are desirable for this
    druid. However, I provided no explanations for my choices; it is time to
    rectify that mistake. I will discuss each of the relevant statistics, my
    reasoning as to why it is important or desirable, and what I think is an
    appropriate goal to aim for. In the next section, "SPECIFIC ITEM SELECTIONS",
    I will go into even more detail and suggest specific items that can actually
    meet these criteria.
    > +skills (+druid, +elemental, possibly +other trees)
      +skills are very important for this build. They're the primary way to
      improve Armageddon's damage; since Armageddon is the heart of this build,
      you're going to want as many of these as you can get. Armageddon seems to
      have some kind of increasing returns on damage with further +skills,
      although I don't know the exact formula; at the very least, it certainly
      does not suffer from diminishing returns. +all skills, +druid skills, and
      +elemental skills will all improve Armageddon.
      Aside from that, +skills can also be valuable for other skills. Bonuses to
      the shapeshifting tree will improve Werewolf, Lycanthropy, and Fury, all of
      which will receive significant benefit; also, if you've elected to invest in
      summons, you might receive some benefit from bonuses to the summoning tree.
      I wouldn't sacrifice other modifiers for summoning boni, however.
    > -X% Enemy Fire Resistance
      As far as improving fire damage goes, this modifier is perhaps the most
      important one there is. It will actually give even more improvement than
      +skills do, but unfortunately it's a very uncommon modifier and does not
      appear on many items. Think of it like this: if the enemy has no resistance,
      your damage will go up by the percentage its resistance is reduced: going
      from 0 resistance to -25% resistance gives you 25% extra damage. The more
      resistant the monster is, the more it helps you: against a monster with 75%
      resistance, you'll go from doing 25% of your normal damage to 50%; that's a
      100% improvement, i.e., you just doubled your damage. Unfortunately it
      doesn't work against immunity - they'll still be immune - but against
      everything else, trust me, you'll be astounded by how much this helps.
    > +X% Fire Skill Damage
      It's not nearly as good as -X% Enemy Fire Resistance, but every little bit
      helps. There aren't many items that carry this, though, and the most
      convenient source - Rainbow Facets - carry -X% EFR as well, so it's
      something of a moot point whether or not you'll have any of this.
    > Resistances
      In order not to die in late Nightmare and Hell difficulty, you need to have
      appreciable elemental resistances. It's especially difficult to obtain them
      on builds such as this that don't use shields, because that's often the most
      convenient slot from which to obtain them. After the Hell penalty of -100%
      to all resistances, it's quite difficult to get into the positives, even if
      you take the +10% per Anya quest into account. Ideally, you want to get them
      as high as you can, but 50% each is a reasonable goal to shoot for - that
      will actually be quite difficult, so just do your best.
    > Life leech
      You're going to be dealing massive physical damage, and life leech combined
      with that goes a long way toward helping you stay alive. It's not perfect,
      and it won't make you invincible, but it'll at least give you a fighting
      chance. The more you have, the better.
    > Mana leech
      As long as you're hitting things, why not get some mana for it? With just a
      small bit of mana leech, you won't have to worry about the mana costs of
      maintaining Armageddon or Werewolf. 2-3% is plenty.
    > Attack Rating
      You can't kill anything if you can't hit it, no matter how much damage you
      do. Attack Rating helps with that. In my opinion, the minimum you'll want to
      have in Hell is around 8000-9000 AR, although more is always better. I tend
      not to like playing with less than 10k AR in Hell on most melee characters,
      but a little less than that is fine and it's difficult to get extremely high
      AR with this build, due to the low base Dexterity you'll probably have and
      not having many points for Fury and Werewolf.
    > Increased Attack Speed (within reason: see 'BREAKPOINT DISCUSSION')
      The faster you hit, the faster you kill. Also, the faster you swing, the
      less likely your attack is to be interrupted by enemies hitting you;
      also, the faster you attack, the more likely you are to hit your enemies
      before they move out of range. It's especially important for Fury because
      Fury is a 5-attack cycle, and once you start swinging you're committed to
      making 5 attacks. The faster your swing speed, the more quickly the cycle
      ends and you can provide new input to your character.
      All of that said, IAS% on gear isn't always useful for shapeshifting druids.
      Please see above under 'BREAKPOINT DISCUSSION' for more details, but often
      off-weapon IAS% has very little effect on the druid's actual attack speed,
      because it is not factored in nearly as significantly as Werewolf skill
      level and on-weapon IAS%. It's important to get the attack speed as fast as
      you can, but there's no reason to use gear that won't actually provide any
      benefit, so be sure that any IAS gear you use is actually helping you.
    > Crushing Blow, Deadly Strike, Open Wounds
      The quintessential melee modifiers, these are always useful. Crushing Blow
      deals a fixed percentage of enemy life in damage when it triggers, Deadly
      Strike deals damage equal to twice your maximum physical damage when it
      triggers, and Open Wounds is a poison-like effect which lasts 8 seconds, and
      the primary use of which is to prevent monsters' life from regenerating
      (although it also does some damage). It's well worth obtaining at least some
      of each of these, if you can.
    > Fast Hit Recovery
      FHR contributes a great deal to your survivability. The faster you can
      recover from hits, the less time you will spend not attacking (and hence not
      leeching life). It's also easier to extricate yourself from dangerous
      situations if your hit recovery is decent. Werewolves have decent built-in
      hit recovery (7 frames at 0% FHR), so it's not the end of the world if you
      can't get any, but improving that to 5 or even 4 frames will go a long way
      toward mitigating the fragility problem. Unfortunately, it's difficult to
      find decent FHR on most of the items that are otherwise desirable for this
      character, so it often falls by the wayside...
    > Physical Resistance (Damage Reduced by X%)
      If you can get enough of this, it can be worthwhile, although it doesn't
      seem to do very much in small quantities. It reduces the physical damage you
      take by a static percentage, but in my experience it doesn't seem to make a
      noticeable difference until you reach 30% or so (it's also worth noting that
      it is capped at 50%). I generally don't like to seek this modifier out, but
      if it comes on an item I find otherwise attractive, so much the better.
    > +life
      The more life you have, the harder you are to kill. Life boosts from items
      will actually provide slightly more to your life pool than they say, thanks
      to the multiplier applied by Lycanthropy.
      It's worth noting that +life is a superior modifier to +Vitality, +life/lvl,
      or +Vitality/lvl. The latter three modifiers are unaffected by effects which
      multiply life (such as Lycanthropy and Oak Sage), while +life is.
    There are, of course, other modifiers which may prove useful, but those are
    the main ones. There are a lot of them, so we definitely have our work cut out
    for us in choosing which items to use.
    D.    SPECIFIC ITEM SELECTIONS                     {ITEMSELC}
    This part always gets long, so bear with me. I'll try to provide several
    options for each equipment slot at varying levels of attainability; however,
    it's important to note that for this build the requirements are much stricter
    than they are for many others, and there may not be many alternatives if there
    are any at all. Several items are practically non-negotiable for the
    Armageddon Werewolf, and it is unfortunate that they are often very difficult
    to obtain as well. There's no way around it.
    I see no reason to copy-and-paste item statistics, so feel free to consult
    Arreat Summit's database for that information. You can find it at this URL:
    > Earth Shifter (unique Thunder Maul)
      This weapon is the reason the build exists. Massive physical damage, plus it
      comes with +7 Elemental skills to pump Armageddon to ridiculous levels, 33%
      Crushing Blow, and 25% chance to cast a mid-level Fissure (which you can
      synergise, so it'll do some damage) on striking. Plus, it has a little IAS,
      which helps it not be ridiculously sluggish (although it needs a Shael to
      become fast enough to be usable, in all honesty). This build is pretty much
      designed to take full advantage of every modifier this hammer has to offer.
      That said, Earth Shifter has one major disadvantage: it requires 253
      Strength to equip. That will help you take advantage of the ridiculous
      damage it does, but it also makes you into a glass cannon because every
      point you put into Strength is a point that can't go into Vitality.
      The second problem with Earth Shifter is that it's very difficult to find:
      it's in Treasure Class 87, which is the highest TC and therefore one of the
      least likely to drop (and most monsters can't drop it, it can only be found
      from Super Uniques/Bosses, and Champions/Uniques in alvl 85 areas). I'd go
      so far as to say it's comparable to a high rune in rarity...
      The bottom line, though, is that this hammer is a big part of what makes the
      build. You could forego it, but it won't be quite the same.
    > Obedience (runeword: Hel Ko Thul Eth Fal, polearm, Ladder only)
      It's not Earth Shifter, but it's a very good alternative. It doesn't have
      any +skills, but it does have -25% Enemy Fire Resistance. As long as you can
      get a few +skills elsewhere, Armageddon will still be very strong,
      and actually it's quite possible that it will be more effective against
      heavily resistant monsters. Also, it's not quite as big a gap in +skills as
      it looks, because you can carry +skills on switch, cast Armageddon and then
      switch back to Obedience for combat (it'll be a hassle, but it's doable).
      Aside from that, Obedience is an excellent beatstick: 370% ED guaranteed is
      quite nice, and it also has 40% CB, 40% FHR, and 25-35% resist all... plus
      the chance to cast Enchant will do wonders for your AR. The only drawback
      is that it's a little slow because it carries no IAS: the fastest you'll be
      able to get one is to 7/7/7/7/12 (the same breakpoint as Earth Shifter,
      actually) if you make it in a Thresher and have at least slvl 11 Werewolf.
      If you don't have Earth Shifter, Obedience is the best weapon you can get;
      the main difference is that Armageddon will be slightly weaker with
      Obedience and you won't have the Fissure procs from Earth Shifter (or the
      convenience of being able to cast Armageddon without swapping weapons).
    > Ribcracker (unique Quarterstaff; upgrade to Stalagmite)
      A staple of shapeshifter druids everywhere. It's fast, it hits hard
      (especially if you upgrade it), it has tons of Crushing Blow and FHR%, and
      it has practically negligible stat requirements. It will need a Shael if
      upgraded to maintain the same attack speed.
      The main problem here is that... it isn't Earth Shifter. Ribcracker will
      serve you well for the physical part of the build (the damage isn't quite as
      good as Earth Shifter, but it'll hit about 2 frames faster), but it doesn't
      benefit Armageddon any. Also, because you won't have many points in Fury,
      you won't see nearly the damage output a pure Fury druid would get with it.
      Armageddon won't suffer quite as much as you'd think if you carry some
      +skills gear on your weapon switch to use for casting it, then swap to the
      Ribcracker before you start swinging, but that can get to be quite a hassle
      when you need to recast Armageddon every 12 seconds.
      Essentially, Ribcracker is the thing to use if you're interested in playing
      this build, but can't get your hands on Earth Shifter. It does have one
      major advantage, though: because it doesn't have the huge strength
      requirement to equip it, you won't be nearly as fragile with Ribcracker.
    > Tomb Reaver (unique Cryptic Axe)
      Tomb Reaver is a superb shapeshifter weapon, but it would be a shame to
      waste it on a build that isn't well-suited to using it. That said... it's
      fast, it hits hard, it has sockets for customisation, and it offers lots of
      resistance, so it's definitely a good choice. It would just be put to much
      better use on a purely physical shapeshifter build, and it's prohibitively
      rare, so I cannot in good conscience countenance using it here.
    My recommendation: Earth Shifter, obviously.
    Weapon switch:
    > Spirit sword and shield (runeword: Tal Thul Ort Amn, sword/shd, Ladder only)
      +4 to all skills is useful for prebuffing. The idea here is to swap to this
      set of weapons when casting Werewolf or other skills that would benefit from
      the boni (for instance, summons, if you elected to get them), then switching
      back to your primary weapon for combat purposes. If you don't have an Earth
      Shifter, you can also use these to get a bit of extra power for your
      Armageddon. The strength requirement of 156 for the Spirit shield isn't an
      issue if you're using Earth Shifter, but if you're not, and if the rest of
      your items require significantly less, it might be worth substituting a
      Lidless Wall or Splendour shield, trading off +1 skill for more life.
    > Hexfire (unique Shamshir) with Spirit shield
      Hexfire offers +3 to Fire skills, which means it boosts Armageddon more than
      Spirit will; it can also be socketed with a Rainbow Facet for slightly more
      of an increase. However, it's significantly worse for precasting Werewolf
      and Lycanthropy. This option is only useful if you are not using Earth
      Shifter, in which case Armageddon will likely be cast from the weapon switch
      rather than the primary weapon; otherwise, Spirits are better.
    > Call to Arms (runeword: Amn Ral Mal Ist Ohm, weapon) with Spirit shield
      This is the self-explanatory, obvious "if you have it, use it" option. Call
      to Arms gives oskills of Battle Orders and Battle Command, meaning that
      carrying this runeword on weapon switch gives you additional life/mana and
      an extra +skill that you wouldn't have otherwise. It also helps your pets
      and mercenary stay alive. No doubt, this is nice to have. The Spirit shield
      is there to boost the levels of the oskills.
      This is great if you can get it, and it would help to mitigate the low life
      total you'd otherwise have... but it's difficult enough to obtain that it's
      probably not worth considering (thanks to the "high rune" Ohm it contains),
      and it's by no means necessary for your success.
    > Whatever +skills you can cram in with other items
      See above discussion of Spirit for the rationale. However you choose to get
      them, some extra +skills on your weapon switch will be helpful for elevating
      your Werewolf slvl and anything else you'd cast outside of immediate combat.
      There's no real sense in using anything else here, because the other options
      would probably be items with charges, and you can't make use of them while
      you're in wolf form.
    > Demon Limb or Todesfaelle Flamme
      Enchant charges will do wonders for your Attack Rating, which you might find
      otherwise difficult to raise to useful levels. Actually, you don't even need
      to carry one of these on your weapon switch; because Enchant lasts so long,
      you can keep it in your inventory or in your stash in town and refresh it
      whenever necessary.
    My recommendation: Dual Spirits. Demon Limb etc might be useful as well if
    your AR is low.
    > Ravenlore (unique Sky Spirit)
      By far, Ravenlore is the best helm for this build. Nothing else comes
      remotely close to it; it's just THAT good. It has everything you could
      possibly want (well... pretty close): -10-20% Enemy Fire Resistance, +3 to
      Elemental skills, 15-25% resist all, and you can add a socket for
      customisation... +7 to Raven and 20-30 Energy are nothing to sneeze at
      either, although they aren't too significant. Of course, the primary thing
      that makes this helm so good is the reduction to enemy fire resistance -
      coupled with the +skills, this helmet does absolutely INSANE things for your
      Armageddon damage. It's difficult to obtain, though. In all honesty,
      however, I consider this helm practically mandatory for this character.
    > Jalal's Mane (unique Totemic Mask)
      This seems to be the 'standard' helm for most Druid builds, and it isn't
      bad, but it simply pales in comparison to Ravenlore. It offers +2 to Druid
      skills, an additional +2 to shapeshifting, tons of stats, 30% resist all,
      and 30% FHR. Those are some great modifiers, and it will work well if you
      are unable to obtain a Ravenlore (Jalal's is much more common). You can also
      add a socket for customisation.
    > Andariel's Visage (unique Demonhead)
      +2 to all skills, 20% IAS, and lots of life leech. The only problem with it
      is that it has -30% fire resistance, so it's practically mandatory to socket
      it with a Ral or a jewel with the Ruby (fire resist) prefix. If you can do
      that, however, this is a fabulous helm. Unfortunately, it still can't really
      hold a candle to Ravenlore.
    > Cerberus' Bite (unique Blood Spirit)
      A very melee-oriented helm. It has great modifiers for helping your Fury:
      tons of life leech, as well as a huge bonus to shapeshifting skills, as
      well as some Open Wounds and Attack Rating (although unfortunately it's %AR
      rather than straight +AR). Because it offers nothing to Armageddon, I think
      it's outclassed by the other options.
    > Delirium (runeword: Lem Ist Io, helmet)
      If you put it into a class-specific Druid helm with good innate +skills
      (staffmods), you can get great +skills from it (ideally you'd use something
      with an innate +3 to Armageddon and possibly something else useful). This
      will give you the most +skills you can get from your helmet, although
      Ravenlore will prove more effective for boosting Armageddon damage. However,
      the procs (Confuse, Terror, and Mind Blast) that Delirium offers could add
      significantly to your survivability, and therefore it could be worth using
      for that purpose.
    > Something else
      Aside from the above, your best bet is probably to take a magical, rare, or
      even plain class-specific Druid helm with good staffmods and/or +skills,
      socket it, and stuff it full of Rainbow Facets (a rare can get 1 socket,
      magical 1-2, and plain 1-3).
    My recommendation: Ravenlore, although Delirium may be better if you are using
    Obedience rather than Earth Shifter.
    > Skin of the Vipermagi (unique Serpentskin Armour)
      +1 to all skills, and up to 35% resist all. What's not to like? You need to
      get resistance somewhere, and this armour is very helpful in getting it. It
      also has a potential socket, for up to 15% more resistance, or possibly FHR
      or a Rainbow Facet. You can upgrade it to substantially increase the
      defence, but it's doubtful whether that will be helpful.
    > Naj's Light Plate (part of set: Naj's Ancient Vestige)
      +1 to all skills, 25% resist all, +65 life, and a potential socket. It's
      very similar to Vipermagi, and either of them will work.
    > Chains of Honour (runeword: Dol Um Ber Ist, armour)
      While this is a theoretical runeword, it's worth mentioning here because
      it's almost certainly the best possible armour for this character. It offers
      +2 all skills, 65% resist all, 7% life leech, and some physical resistance.
      It's prohibitively difficult to obtain, and it's not worth the cost for most
      builds, but if you have access to it, it's the perfect choice.
    > Fortitude (runeword: El Sol Dol Lo, armour, Ladder only)
      Another theoretical runeword. 300% off-weapon ED is ridiculous, and will
      help your physical melee significantly. It also has 25-30% resist all, a
      big boost to life (although it's level-based, so it won't be boosted by
      Werewolf/Lycanthropy), and huge defence, plus a chance to cast Chilling
      Armour for even more defence. It also offers several other miscellaneous
      useful modifiers. It doesn't do anything for Armageddon, but it's still
      quite the armour and it's difficult to go wrong with it.
    > Arkaine's Valour (unique Balrog Skin)
      While it doesn't have any resistance, this could still be a good choice.
      It can potentially have +2 to all skills, up to 15 PDR, and 30% FHR, which
      is great as long as you can make up the resistance elsewhere. It also has
      high defence and a boost to life (although unfortunately it's level-based,
      so it won't be boosted by Werewolf/Lycanthropy).
    > Duress (runeword: Shael Um Thul, armour)
      The quintessential melee armour, it offers Crushing Blow, a small bit of
      resistance, tons of FHR, and significant defence.
    > Treachery (runeword: Shael Thul Lem, armour)
      While it adds nothing to Armageddon, this is an excellent choice. 45% IAS
      might help get to the breakpoint you want depending on your Werewolf level,
      it offers a bit of FHR, and it has a chance to cast slvl 15 Fade when struck
      (which, since you have no shield, will probably happen often enough to rely
      on). Slvl 15 Fade gives 15% physical resistance and 60% resist all; that is
      definitely nothing to sneeze at defencively, and will go a long way toward
      keeping you alive. The Fade only lasts for about 3 minutes, so it's not very
      practical to try prebuffing it and then swapping to another armour.
    > Smoke (runeword: Nef Lum, armour)
      It's easy to make, and it has 50% resist all. That's all you get from this
      one, but if your resistances are low, it might be just what you need.
    My recommendation: Skin of the Vipermagi, unless you can afford CoH.
    > String of Ears (unique Demonhide Sash)
      Tons of life leech and physical resistance, but that's all you get. That
      said, this is one of the best sources of life leech, so it's well worth it.
    > Nosferatu's Coil (unique Vampireskin Belt)
      Lots of life leech, and a bit of IAS (which might be nice, depending on
      where you are on the Werewolf slvl continuum). It also has a bit of strength
      and some Hit Slows Target. If you're already at the top attack speed
      breakpoint without it, String of Ears is better.
    > Arachnid Mesh (unique Spiderweb Sash)
      +1 to all skills is basically all you get here, although it also has a bit
      of Hit Slows Target. If you're really desperate to improve Armageddon at the
      expense of melee capability, this is the belt for you.
    > Credendum (part of set: The Disciple)
      15% resist all, as well as big boosts to strength and dexterity. The primary
      reason to use this belt is to fix a resistance problem...
    > A decent craft
      The Blood belt recipe gets you some interesting things - life leech and Open
      Wounds, primarily, but if you get lucky you can get some other nice
      modifiers as well (primarily you're looking for resistance and FHR here, or
      maybe some life boosts).
    My recommendation: String of Ears, unless you need IAS from Nosferatu's Coil.
    If you have neither, then craft away.
    > Dracul's Grasp (unique Vampirebone Gloves)
      These have life leech and strength, but the primary reason to use them is
      that they give you a chance to cast Life Tap on striking. With Life Tap,
      it's much harder to die. There's not much to say about this; it's an obvious
      choice... however, I'm not overly fond of them. It only has a 5% chance to
      go off, so it's capricious and unpredictable, and it also can lead to sloppy
      or lazy play if you start relying on it too much.
    > Lava Gout (unique Battle Gauntlets)
      20% IAS and a small chance to cast Enchant; if you find yourself lower on AR
      than you're comfortable with, these are one possible solution to that
      problem. It's not perfect, because it's only a 2% chance, but it will go off
      eventually and once it does, it'll last a reasonably long time.
    > Magefist (unique Light Gauntlets)
      The only modifier on these that really matters is the +1 to Fire skills,
      which boosts Armageddon; this is the only source of +skills for the glove
      slot for this character. Magefist isn't a terrible choice, but I find it's
      generally better to use the glove slot to get some useful melee modifiers
      and get my +skills elsewhere.
    > A decent craft
      Blood gloves are great. They come with 5-10% Crushing Blow and 1-3% life
      leech built in, and they can get plenty of other nice modifiers - ideally,
      you want a pair with mana leech as well. It's even better if they come with
      resistance as well; also, you can get 10% or 20% IAS, which might be useful
      depending on where you fall on the Werewolf slvl continuum.
    My recommendation: If you really think you'll need Life Tap, go with Dracul's.
    Otherwise, if you have no mana leech, a decent pair of Blood gloves might be
    more useful.
    > Gore Rider (unique War Boots)
      These are the most convenient source of Deadly Strike, and the Crushing Blow
      and Open Wounds they carry come in handy too. They also have a nice amount
      of FRW, which is always convenient. Gore Riders are the best melee boots,
      bar none, and they're clearly the best option here.
    > Goblin Toe (unique Light Plated Boots)
      They have more Crushing Blow than Gore Riders, but nothing else to offer.
      You don't really need more CB on this build, but it's not horrible, so
      they're better than nothing.
    > Sandstorm Trek (unique Scarabshell Boots)
      These offer 20% FHR and 20% FRW, among other modifiers, which is the primary
      reason to use them. They have self-repair also, so if you have an ethereal
      pair you can take advantage of the extra defence.
    > A good rare or craft
      Either craft Blood boots, or gamble or look for a rare. Primarily, you're
      after FHR or resistance, although Blood boots will also come with a bit of
      life leech, which is always useful.
    My recommendation: Gore Rider is the uncontested best choice here, although if
    you're short on FHR you may want Sandstorm Trek.
    > Angelic Wings (part of set: Angelic Raiment)
      Paired with an Angelic Halo or two, this amulet provides an absurd boost to
      Attack Rating. Without this amulet, it's difficult to obtain a viable chance
      to hit.
    > Highlord's Wrath (unique Amulet)
      +1 to all skills and Deadly Strike based on character level. If you can make
      up the Attack Rating without the Angelic set, this is by far the best amulet
      to use, but that's a rather unlikely scenario.
    > Mara's Kaleidoscope (unique Amulet)
      Fairly mundane, but it isn't bad. +2 to all skills, 20-30% resist all, and a
      meager boost to all stats. If your Attack Rating is fine, and you're
      suffering from resistance problems, this might be a good choice.
    > Metalgrid (unique Amulet)
      This amulet is very rare, but it's not bad if you can get one. It offers
      25-35% resist all, 400-450 AR, and a bit of defence (as well as charges of
      Iron Golem and Iron Maiden, although both are pretty useless).
    > A decent rare or craft
      Anything with +druid skills and resistance will do, provided you don't need
      the Attack Rating boost from Angelics.
    My recommendation: Angelic Wings.
    > Raven Frost (unique Ring)
      Huge boosts to Dexterity and Attack Rating, as well as Cannot Be Frozen.
      This is basically non-negotiable; you're going to need at least one of
      these. Getting frozen with an attack as slow as this character's (7 frames
      at the absolute fastest with Earth Shifter) is a recipe for death,
      especially when you're unlikely to have a lot of life.
    > Angelic Halo (part of set: Angelic Raiment)
      When paired with Angelic Wings, it provides an absurd boost to Attack
      Rating, which is likely to be needed to attain a decent chance to hit in
      Hell. It offers very little else, though.
    > Bul-Kathos' Wedding Band (unique Ring)
      +1 to all skills, as well as 3-5% life leech and a small life boost (sadly
      level-based, so it won't be boosted by anything). If you don't need Angelics
      for some reason, and you have one of these to spare, by all means use it.
    My recommendation: Angelic Halo and Raven Frost.
    > Hellfire Torch
      No surprises here. Hellfire Torch is great if you can get one (a note: this
      isn't available in Single Player by default, but it can be obtained by using
      PlugY). +3 to Druid skills and up to 20 resist all for only two inventory
      spaces is ridiculously overpowered. However, you risk running afoul of the
      Strength bug if you aren't careful when using this; see the Appendix for
      more details. You can only carry one of these.
    > Annihilus
      Another obvious choice if you have it. +1 to all skills and up to 20% resist
      all at the cost of a single inventory slot is overpowered, and the bonus to
      experience gain is even better. You can only carry one of these. Again, you
      risk running afoul of the Strength bug if you aren't careful, though; see
      the Appendix for more details. (Note: this can't be obtained without PlugY).
    > Skill Tree Grand Charms
      No surprises. If you have these, it's worth using them - as many as you can
      reasonably squeeze in without hampering your ability to enjoy the game by
      picking up items is what I'd recommend. However, you don't need them - your
      character can be functional without them, obviously, but they'll offer
      significant improvement. If possible, try for life or FHR as the second
      modifier, but even plain these will be very beneficial.
      The difficult part here is finding the balance to strike between Elemental
      and Shapeshifting skills, as they benefit different aspects of your
      character; "salt to taste", effectively.
    > Resistance Charms
      If you're low on resistance, this is one way to go about fixing them. You
      can get up to 15% resist all or 30% resistance to a single element per Grand
      Charm; although it would be more efficient to use Small Charms (which can
      get up to 5% resist all or 11% to a single element each), it's less likely
      that you'll have enough of them.
    > Other charms
      If you have more room to spare, small or large charms with bonuses to life
      can be helpful. You're not going to have much life, so any way to boost it
      will be significant.
    That's more or less it for equipment selection. There aren't quite as many
    options for this build as there are for many others, but there are still a few
    choices to make...
    E.    SOCKETING                                    {ITEMSOCK}
    Several of the items I mentioned above (for a variety of different slots) are
    capable of having sockets added. For the most part, I did not discuss what to
    put in the sockets; I will do that here, because it's generally the last thing
    you should decide.
    If you've selected items from the choices above, you'll probably only have two
    sockets at most to fill: one in the helmet and one in the armour (there's no
    reason to put anything other than a Shael in your weapon). There are three
    major inserts you'd consider using:
    > Um runes/Scintillating jewels for resist all (15%/11-15%)
      If you're short on resistance, you'll probably want to fix that before
      anything else, and you're likely to be low because you won't have a shield.
    > Rainbow Facets (fire variety) for +3-5% fire damage/-3-5% enemy fire resist
      The best way to maximise your damage output. Reducing enemy fire resistance
      will do more for your Armageddon damage than anything else, and the bonus to
      fire damage that they come with is helpful too. I prefer the "100% chance to
      cast Meteor on Death" version to the "100% chance to cast Blaze on level-up"
      version, but neither of those effects do much of anything.
    > Shael runes for 20% FHR each
      FHR is surprisingly helpful for survivability purposes, and most of the
      items you'll be considering probably won't have much of it.
    Those are probably the only options you're going to want to consider.
    F.    OBEDIENCE VS. EARTH SHIFTER                  {OBEDERTH}
    While Earth Shifter was the inspiration for this build, it is a very rare item
    and therefore is unlikely to be available for the use of most players. That
    does not, however, mean that most players cannot make one of these characters;
    a variant using Obedience will work almost as well, and is actually capable of
    being superior in several ways.
    Comparing the two weapons, their physical capabilities are very similar. If
    made in a Thresher, Obedience hits the same speed breakpoint as Earth Shifter
    (it maxes out at 7/7/7/7/12 with slvl 11 Werewolf, comparable to Earth Shifter
    reaching that breakpoint at slvl 15 Werewolf; at lower slvls, IAS% gear can
    come into play but they're still pretty similar).
    The stat requirements of a Thresher, in total, are very similar to the total
    stat requirements of a Thunder Maul (Earth Shifter requires 253 strength while
    Obedience requires 122 strength and 95 dexterity). As a result, the druid's
    life total will be similar with either weapon choice.
    Both weapons have similar physical damage (Obedience's guaranteed 370% ED ends
    up being equivalent to a mediocre Earth Shifter roll after the difference in
    damage between the base weapons is factored in). They also have similar
    amounts of Crushing Blow (Earth Shifter has 33% and Obedience has 40%).
    Obedience has 40% FHR and 20-30% resist all, both of which Earth Shifter lacks
    and are hard to get on items you'd otherwise want to use on an Armageddon
    Wolf. It also has -25% enemy defence and an Enchant proc, which makes it much
    easier to get a decent chance to hit, and can quite possibly open up an amulet
    and ring slot since Angelics may no longer be necessary. Earth Shifter has the
    25% Fissure proc, which is not insignificant, but the defencive mods might end
    up being more useful especially when the character has a lowish life total due
    to heavy stat investments...
    After that, there's the main point of contention. Earth Shifter has +7
    Elemental skills, while Obedience has -25% Enemy Fire Resistance. Those are
    actually pretty comparable also; in fact, if you choose items elsewhere to
    make up for the difference you can get just as good Armageddon damage with
    Obedience (if not better, actually). Obedience + Delirium is very comparable
    to Earth Shifter + Ravenlore (provided that you cast Armageddon from a weapon
    switch using Spirits in the Obedience setup but not the Earth Shifter setup,
    Obedience + Delirium gets +9 Armageddon/-25% EFR while Earth Shifter +
    Ravenlore gets +10 Armageddon/-10-20% EFR, plus the potential of a Rainbow
    Facet in the helm). Against heavily resistant monsters, Obedience could win
    out... but even if not, the point is that they're very similar setups.
    What it really comes down to, then, is that Obedience can be just as good. The
    only downside is that it's not an insignificant hassle to swap weapons every
    12 seconds in order to recast Armageddon, especially mid-combat, and that
    issue does not present itself if you're using Earth Shifter but it does with
    anything else. Aside from that, it's a straightforward trade-off of the
    Fissure proc and slightly better physical damage of Earth Shifter versus the
    defencive mods and better chance to hit of Obedience.
    Of course, there's also the issue of style points; although a character
    wielding an Obedience Thresher still amasses plenty of those, it just can't
    compare to Earth Shifter in that department (in my humble opinion).
    The primary point to take away from this is that there's no reason to abandon
    this build if you happen not to have Earth Shifter. An Obedience Thresher is
    an attainable weapon that will serve you just as well.
    V.    MERCENARY SELECTION                          {MERCENRY}
    A.    OVERVIEW                                     {MERCOVRV}
    While the Armageddon Werewolf Druid makes unorthodox choices in many areas,
    mercenary selection is not one of them. The best mercenary for this build is a
    fairly standard setup, and frankly there isn't much to say here that wouldn't
    be said about choosing a mercenary for any character.
    For several reasons, which I'll discuss momentarily, this character benefits
    most from an Act 2 Town Guard. There are a few options as to aura selection
    and equipment, but it's not too open-ended.
    While the Town Guards have several disadvantages (primarily, they're a bit
    fragile, and their AI isn't very good), the auras they provide are very
    beneficial, and they're capable of using several weapons that can also provide
    practical benefits for the character. The primary reasons I recommend the Town
    Guard are these: (1) because you won't have that much skill ED%, a Might aura
    can actually have a significant impact on your melee damage, and (2) they can
    use The Reaper's Toll, which provides Decrepify.
    For those who don't know, here is the list of auras from mercenary types:
    Normal/Hell Offencive Type - Blessed Aim aura
    Normal/Hell Defencive Type - Defiance aura
    Normal/Hell Combat Type - Prayer aura
    Nightmare Offencive Type - Might aura
    Nightmare Defencive Type - Holy Freeze aura
    Nightmare Combat Type - Thorns aura
    Might is probably the best option, as I've already discussed, but there are a
    few alternatives. Holy Freeze can help you with survivability issues, because
    it will slow everything; if you're having a hard time staying alive, you might
    receive more benefit from the crowd control it provides. I might also consider
    Defiance, but you probably won't have enough defence from your gear to really
    benefit from it. If you're having AR problems, Blessed Aim could be a good
    choice too.
    If you want to avoid Town Guards (which I don't recommend), you could go with
    a Rogue from Act 1 (primarily for Inner Sight to improve your chance to hit,
    but she can also provide a bit of crowd control with Cold Arrow or if equipped
    with Delirium), an Iron Wolf from Act 3 (the cold variety, most likely; frozen
    enemies aren't as dangerous), or a Barbarian from Act 5 (they're really
    durable, they can equip Lawbringer for Decrepify, and they have Bash and Stun
    which are useful for crowd control and help him survive). However, I will not
    discuss these options further in this guide.
    B.    EQUIPMENT                                    {MERCEQUP}
    Assuming you've elected to use a Town Guard, whichever aura you happen to
    like, he's going to need equipment. That's what this section is for.
    For attack speed breakpoints, consult TitanSeal's calculator:
    Here's the hit recovery table for Town Guards, if you need it:
    FHR%     Frames
    0        15
    5        14
    9        13
    14       12
    20       11
    30       10
    42       9
    60       8
    86       7
    142      6
    The general goals when equipping him are to obtain at least some of the
    > Defence, FHR, and/or Physical Resistance to help keep him alive
    > Life leech, even more important to his survival than the above
    > IAS to speed up his attacks, especially to help encourage Decrepify procs
    > Crushing Blow, Deadly Strike, or Open Wounds
    > Resistances
    And now, on to the specific item selections:
    > The Reaper's Toll (unique Thresher)
      An all-around amazing weapon. It has a high chance to cast Decrepify, which
      both reduces enemy physical resistance (making both your and the mercenary's
      attacks more effective) and provides safety and crowd control by slowing and
      weakening them. Beyond that, it also does great damage, has tons of Deadly
      Strike, tons of life leech to help keep him alive, and ITD as well (which is
      sometimes handy). Socket it with a Shael or an Amn, depending on whether you
      think he needs more attack speed or life leech.
    > Insight (runeword: Ral Tir Tal Sol, polearm, Ladder only)
      This weapon's pretty easy to make, and if you put it in a good base weapon
      (some kind of elite polearm, especially if ethereal) it will do quite good
      damage. It also comes with Meditation aura, although you shouldn't really
      have enough mana problems in order to need it.
    > Infinity (runeword: Ber Mal Ber Ist, polearm, Ladder only)
      While it's theoretical and prohibitively difficult to obtain, the Conviction
      aura would make Armageddon even more devastating. It also has very strong
      physical capabilities, so the mercenary's damage output will be good.
      However, it's very unlikely that you'll ever see one of these.
    > Obedience (runeword: Hel Ko Thul Eth Fal, polearm, Ladder only)
      Obedience is a very big beatstick, especially if you put it in an ethereal
      elite polearm, and the chance to cast Enchant helps the mercenary's chance
      to hit significantly. It also has a decent amount of resistance on it, which
      is unusual for a two-handed weapon. Aside from physical damage, though, it
      doesn't have too much to offer.
    > Kelpie Snare (unique Fuscina)
      While it won't do much damage even if you upgrade it, Kelpie Snare's 75% Hit
      Slows Target can completely disable monsters, especially if coupled with a
      Holy Freeze aura. This is something you use for safety, not for damage.
    > Woestave (unique Halberd)
      Very similar to Kelpie Snare; it offers slowing, freezing, and blinding, so
      it allows him to disable monsters. He won't kill anything with it, though,
      even if you upgrade it twice...
    > Other options
      These aren't the only options by any means; if you can't obtain any of them,
      you can always just try to get as much physical damage as you reasonably can
      from his weapon.
    My recommendation: The Reaper's Toll.
    > Treachery (runeword: Shael Thul Lem, armour)
      45% IAS is just ridiculous, and that's just the beginning. It gives a chance
      to cast Venom, which will give him poison damage (helpful against immune or
      resistant monsters), but more importantly a chance to cast Fade when struck,
      which will add 60% resist all and 15% physical resistance. It also has FHR.
      If possible, put it in an ethereal-bugged armour for extra defence (if
      you're not familiar with this bug: socketing an ethereal armour with the
      cube recipe will cause the ethereal defence bonus to be applied again; the
      recipe is Tal + Thul + P. Topaz + Armour item = adds random number of
      sockets to armour item).
    > Stone (runeword: Shael Um Pul Lum, armour)
      If you like defence, this armour has tons of it. If you use an ethereal-
      bugged armour (see above for explanation), you can get more than 4000
      defence with this runeword. It also has tons of FHR. If you want to keep
      your mercenary alive, this is one of the best ways to do it.
    > Duress (runeword: Shael Um Thul, armour)
      This is a great armour. It has high defence, Crushing Blow, FHR, and some
      resistance too. In an ethereal-bugged armour, it can almost compete with
      Stone for defence (but not quite... a very good Duress might compare to a
      mediocre or poor Stone when it comes to defence). I prefer Treachery, but
      Duress is a solid choice too and may serve you better during boss fights
      (where Crushing Blow is more noticeable).
    > Shaftstop (unique Mesh Armour)
      Huge physical resistance makes this one a popular choice. Upgrade it if
      possible, and an ethereal one is even better.
    > Leviathan (unique Kraken Shell)
      Huge physical resistance, great defence, and massive strength. Sadly, it's
      indestructible so there's no way to get an ethereal one. Again, though, it
      lacks IAS, so it's not ideal.
    > Fortitude (runeword: El Sol Dol Lo, armour, Ladder only)
      A very popular choice online, but it requires a "high rune" so it's much
      more difficult to obtain than the others above. It's a great armour, though:
      high defence, Chilling Armour for even more defence, it adds tons of
      physical damage, adds life, and resistance. However, it lacks FHR and IAS,
      so you might be better off with something else.
    > Guardian Angel (unique Templar Coat)
      For some reason this is a popular choice with online players, but in my
      opinion it's terrible. Mercenaries do get decent innate resistances, but
      without a lot of help from the other items, they're not going to get high
      enough to take advantage of the increased maxima granted by this armour.
      If you socket it and the mercenary's helm with Um runes or Scintillating
      jewels, you might be able to (or if you use a high-resistance helm like
      Kira's Guardian or Rockstopper)... but it's not worth it. Just use something
      else, trust me.
    > Magical or rare armour
      As a last resort, if you don't have access to any of the above, you can
      always try to get a magical or rare ethereal armour with high enhanced
      defence; it's better than nothing.
    My recommendation: Treachery or Duress, depending on your preferences.
    > Andariel's Visage (unique Demonhead)
      20% IAS and tons of life leech make this an amazing hat; the only problem
      with it is the -30% fire resist penalty it carries. You can counteract this
      by socketing it with a Ral rune or a jewel with the Ruby (fire resist)
      prefix; if it has a suffix, ideally of Fervor, that's even better. If you
      can get an ethereal version of this helm, do so; it has more defence.
    > Tal Rasha's Horadric Crest (part of set: Tal Rasha's Wrappings)
      A great all-around mercenary hat. 15% resist all and 10% life leech, it's
      hard to go wrong with this one.
    > Vampire Gaze (unique Grim Helm)
      Another great all-around hat. It's very similar to Tal Rasha's, except it
      offers physical resistance instead of elemental resistance. It's even better
      when ethereal, if you can get one. Ethereal or not, though, don't upgrade a
      Vampire Gaze - it's one of several items that can actually lose defence when
      upgraded, so it's a very bad idea to try.
    > Guillaume's Face (part of set: Orphan's Call)
      This is an amazing helm as far as offencive modifiers go, and it also has
      30% FHR. It's definitely the best choice for boss fights, but because it
      lacks life leech, you might have problems keeping him alive elsewhere unless
      his weapon has some (which The Reaper's Toll does, for instance).
    > Crown of Thieves (unique Grand Crown)
      Tons of life leech, with some other nice modifiers. This is a great budget
    > Stealskull (unique Casque)
      Less life leech than Crown of Thieves or Tal Rasha's, but it offers IAS and
      FHR instead.
    My recommendation: All of these have different purposes, and you might find
    you prefer one to the others... but they'll all work well.
    Here are the primary options you'll want to consider for socketing in the
    mercenary's items:
    > Amn rune in the weapon for extra life leech
    > Shael rune in the weapon for IAS
    > Jewels of Fervour in the helmet or armour for IAS
    > Shael runes in the helmet or armour for FHR
    > Um runes, Scintillating jewels, or Ral/Ort/Tal/Thul runes in the helmet or
      armour for resistance
    > Perfect rubies for extra life
    Depending on which specific items you chose, your mercenary may be lacking in
    some area or another. Use the sockets to shore up his weaknesses.
    A.    SKILL NOTES                                  {SKILNOTE}
    Armageddon is treated as a "buff" or beneficial spell effect. It lasts for 10
    seconds + 2 seconds for each hard point in Fissure, which means the duration
    will be between 12 and 50 seconds per casting. It also has a 6 second casting
    delay, meaning that after it's cast you cannot cast any other timered spell
    for 6 seconds. While Armageddon is active, fireballs will fall from above and
    land within a 5.3 yard radius of your character. Armageddon always costs 35
    mana to cast, irrespective of skill level. Casting Armageddon before a
    previous cast of Armageddon has run out will simply reset the timer.
    It's also worth noting that Armageddon is the only non-Shapeshifting, non-
    Summoning skill that can be cast by a Druid while in a wereform.
    I have not been able to discern a general pattern in where the fireballs fall;
    however, it is important to note that the Armageddon effect follows the
    character, in contrast with the Sorceress' Blizzard which is a stationary
    effect. As such, it is well suited to melee combat: while the character is
    fighting monsters at close range, the fireballs Armageddon generates will be
    more likely to hit something.
    It is difficult, however, to intentionally aim Armageddon at monsters. As
    such, despite the fact that the build is focusing on it, in large part it
    plays like a supplementary skill. When you want to kill something, the
    approach is to activate Armageddon and then start swinging your weapon. It's
    possible that Armageddon will get the kill, but it might not; if Armageddon
    hits, the battle will be over very quickly, but if it doesn't, you should
    still be able to handle things. Of course, Armageddon works best when fighting
    groups of monsters or large monsters, because in those cases it is more likely
    that the fireballs will make contact.
    It is worth pointing out that the damage numbers the game gives for Armageddon
    are misleading and seem low. 7k-8k damage is actually quite substantial,
    especially if you have a source of -% enemy fire resistance, and will take off
    as much as a quarter or more of most monsters' life even in Act 5 Hell on
    /players8. Even a lower damage number will have a significant impact;
    certainly more than would be expected given a naive numerical comparison to
    most other skills.
    Fissure is an interesting skill, and has some quite strange behaviour. It
    seems to be most effective against groups of monsters. While this character
    will almost certainly not be casting Fissure directly, it is still instructive
    to understand how it works.
    When cast, Fissure causes a number of vents to appear. Specifically, it
    generates 14 vents randomly over 3.2 seconds (80 frames) in a 10 yard square.
    Each vent lasts for 84 frames and damages anything that collides with it,
    although it has a NextDelay of 5 frames. The vents also have LastCollide,
    which means that they can't collide with the same target twice. However,
    colliding with another target resets LastCollide and enables it to collide
    with its original target again; it only keeps track of the most recent target.
    What this adds up to is that Fissure is most effective against large groups
    of monsters, especially when they are moving over the vents. Stationary
    monsters can still be affected by it provided other monsters are colliding
    with the vents, but the monsters' moving seems to help ensure that the damage
    is consistently applied.
    For the Armageddon Wolf Druid this is mostly academic, as he has very little
    control over the Fissures he casts. However, it may help to assess the
    relative effectiveness of the Fissure procs compared to other damage that is
    being done.
    Many thanks to Onderduiker for this information, the original posting can be
    found at:
    When cast, Werewolf changes your character into wolf form and enables/disables
    the use of certain skills. Casting Werewolf again while in wolf form will
    return the Druid to human form. The Druid will also return to human form after
    a preset duration expires (by default this is 40 seconds, but it can be
    increased via points in Lycanthropy). Werewolf also gives a static +25% boost
    to life and stamina, as well as variable bonuses to attack speed and Attack
    Rating that are affected by the skill level.
    The attack speed provided by Werewolf has a more significant effect on the
    actual length in frames of the attacks than off-weapon IAS from items. The
    formulas are rather complicated, so the easiest way to determine whether
    further points in Werewolf will be useful for this purpose is by consulting a
    calculator such as TitanSeal's:
    Further technical information on attack speed formulae can be found here:
    Lycanthropy is a passive skill that enhances Werewolf and Werebear.
    Specifically, it increases the life boost by 5% per point and the duration by
    20 seconds per point. That's all it does.
    It's worth noting that percentage based life boosts, such as those provided by
    Lycanthropy, are additive with all other percentage-based life boosts (e.g.,
    from Oak Sage or Battle Orders). Also, only life obtained from hard points in
    Vitality and/or +life from items will be multiplied; +Vitality, +life based on
    character level, or +Vitality based on character level will not be boosted.
    Feral Rage:
    As Feral Rage is a prerequisite for Fury, this character will always have a
    point in it, and it's useful in some situations.
    Feral Rage behaves similarly to the Assassin's Charge-Up skills; it provides
    variable boosts to life leech and run/walk speed based on how many hits have
    previously been made with it. The charges will also apply to other skills, so
    if you build up a few hits of Feral Rage and then switch to Fury, you can
    still benefit from the life leech until the charges' timer runs out. It seems
    to take about 3 hits to reach the maximum level of charge.
    Also, unlike Fury, Feral Rage is a single-target attack, which could
    potentially be useful in some scenarios if you want to have more control over
    which monster you are hitting.
    Fury behaves very similarly to the Paladin's Zeal. It is a multiple-hit
    sequence that can target several enemies near the Druid; like Zeal, it gains
    1 hit per level, capped at 5 hits total, so skill level 4 or higher is
    necessary in order to get 5 hits. Because the final hit in the sequence is
    slower than those preceding it, it is worthwhile to obtain as many hits as
    possible in order to be able to attack more frequently.
    If you choose to use Ravenlore, and/or if you decide you want to invest a few
    points in summons, you'll have to get Raven. It can actually be quite useful.
    You can summon up to 5 ravens (actually, 1 per skill level, capped at 5), and
    you're practically guaranteed to have a high level of the skill with just 1
    point thanks to +skills. Ravens are invincible; they don't even have life.
    Each of them has a preset number of attacks it will make (based on your level
    of the skill), and once it has made that many attacks, it will disappear.
    Ravens do effectively no damage (I don't think I've ever seen the skill at a
    high enough level to do more than 30 damage per hit). The only reason to use
    them is the fact that they have a decent chance to cause blinding on enemies,
    which against certain types of monsters is very advantageous (Gloams, for
    instance, or fire skeleton archers, etc). It's not a huge advantage, but it
    can help; if you're having trouble with enemies that use high-damage ranged
    attacks, try using Ravens and advancing slowly to let them blind a few of them
    before you get too close. However, it's important to note that they may not
    always be worth casting because their blinding effect overwrites curses (it's
    effectively the same as Dim Vision) and so may overwrite Decrepify or Life Tap
    if you are using either.
    Spirit Wolf/Dire Wolf/Grizzly:
    While electing to invest in these skills means you'll have fewer points for
    Armageddon synergies, it may be worth it in order to have a recastable
    These three skills synergize each other, but unlike the druid's other
    synergies, it's coded as passive skills instead (unlike the others, these
    synergies were present in game version 1.09, which may explain why it's coded
    differently. I wonder why they never changed it). That means that +skills will
    increase the synergy bonuses in addition to benefitting the skills themselves,
    unlike most other synergies (there are a few other exceptions, but not for the
    druid, so I won't list them). Grizzly adds damage to the other two; Spirit
    Wolf adds Attack Rating and Defence; Dire Wolf adds life. This is mostly just
    a curiosity when it comes to this build, though, because you'll only be
    putting (at most) 1 hard point into each of these skills, and it's very likely
    you'll have the same number of +skills to all of them.
    You can only have pets from one of these three skills active at once (that
    means you get either 5 Spirit Wolves, 3 Dire Wolves, or 1 Grizzly). All three
    have their uses, although most of the time you'll probably be using the Bear:
    he's a major tank even at just 1 point with some +skills. However, sometimes
    it's better to have multiple distractions, and in those kinds of scenarios
    it's not a bad idea to opt for three Dires or five Spirits instead (the Spirit
    Wolves die a lot faster, but Dires can be pretty sturdy). Just remember that
    whichever pets you use, they aren't going to be doing any significant damage;
    like Ravens, you use them to distract enemies, not to kill them.
    B.    GENERAL PLAY STRATEGIES                      {GENSTRAT}
    Knowing how the skills behave goes a long way toward helping you figure out
    how to play the character; it's difficult to give advice that's too specific
    because everybody has a different play style. However, there are a few things
    that I can say.
    Firstly: it's important to stay in close range to maximise the chances that
    Armageddon will hit monsters. Because you'll be using Fury, it's easy enough
    to do this. However, when in melee range, it's very easy to get surrounded.
    Especially if you're using Earth Shifter, you probably won't have much life,
    and won't have a shield, so it's very easy to die once you're surrounded. This
    is especially true if you're low on FHR, as you can get stuck in the hit
    recovery animation and become unable to escape.
    As such, I don't recommend rushing into combat blindly. Take your time, and
    try to stay at the edges of the pack whenever possible. If it looks like the
    monsters might be able to surround you by the end of your next Fury cycle, it
    makes more sense to reposition than to use Fury again and end up stuck before
    you're able to respond again. You can't play this druid like a well-geared
    Zealot, simply wading into packs of monsters and holding down left-click until
    everything is dead. Or, well, you can, but you will most likely die.
    No matter how much care you take, however (especially if you have no pets,
    which isn't uncommon for this build), it is likely that you will still end up
    in sticky situations frequently. It's important to keep a good supply of
    Rejuvenation and/or Full Rejuvenation potions on hand for those situations; I
    like to keep at least three rows of them in my stash at all times, in addition
    to one or two columns of the belt. You may be surprised by how many of them
    this character goes through; unfortunately, emergencies seem to happen often
    when you have a small life total.
    I like to keep Armageddon bound to the right mouse button so that it's easy to
    recast it whenever it wears off. I usually try to keep it active at all times
    whenever I know there are monsters in the area; that way, as I explore, if I
    encounter monsters, there's a greater likelihood that they'll be hit by
    Armageddon before they reach me or I reach them.
    I also generally keep Werewolf bound to the right mouse button on the second
    weapon switch, so that I can quickly swap weapons and recast it when needed.
    After a fight with a reasonably-sized pack, I find it useful to unshift from
    werewolf form and reshift in order to reset the timer; that way, it's less
    likely to expire mid-combat. If Werewolf does expire in combat, retreat and
    then recast it as soon as possible; there's very little you can do in human
    form aside from waiting and hoping for Armageddon to hit, and you will be even
    more fragile than usual since the life bonus from Lycanthropy disappears.
    It's worth pointing out that you can end up in a bad situation if Werewolf
    expires right after you recast Armageddon; the 6 second casting delay from
    Armageddon will prevent you from recasting Werewolf until it runs out, and
    that leaves you vulnerable and unable to attack. There isn't too much you can
    do to avoid this, however, aside from keeping Werewolf refreshed so it's
    unlikely to wear off. If this does happen, disengage from combat if you can
    and keep your distance until you can transform again.
    Of course, it's possible to take advantage of hotkeys if you want to have
    other skills readily available, but aside from being able to quickly swap
    between Fury and Feral Rage on the left mouse button I have not found much use
    for them on this character. If investing in summons, however, those may be
    worth hotkeying as well in order to be able to quickly recast them when they
    die (as they will).
    Fire immune monsters that are not also physically immune are not difficult to
    deal with; you can simply kill them in melee like anything else, the only
    difference being that there will be no sporadic massive damage from Armageddon
    to help.
    Physically immune monsters are substantially more dangerous, primarily because
    you cannot leech life from them. Armageddon will kill them fine when it hits,
    but in order for it to do so you need to remain close to them (and therefore
    often within range of their attacks). Decrepify from a mercenary helps some,
    but it's not a perfect solution and he can often get killed before he's able
    to cast the curse as well (also due to the lack of life leech).
    C.    EARLYGAME ADVICE                             {ERLYGAME}
    Like many character builds in Diablo II, the Armageddon Werewolf takes a long
    time to get going. In particular, Earth Shifter cannot be equipped until level
    69, which isn't likely to come until late Nightmare or early Hell (most likely
    it will be around the beginning of Act 5 Nightmare assuming /players8). This
    means that it's not really feasible to play the character as intended until
    fairly late in his lifetime, and that other strategies are necessary in order
    to be able to reach that point.
    When first starting, you should be able to get by with just normal attacks.
    As you begin to invest points in Firestorm, you can start using that skill;
    it's reasonably effective early on, although the mana cost is prohibitive
    enough at that point that you can't use it exclusively (and will probably need
    to drink potions). It isn't really practical to start using Werewolf at this
    point, however; the mana cost of transforming is reasonably high when you're
    just starting out and is better spent on Firestorm while you melee in human
    form. Once Molten Boulder and Fissure become available, you can start using
    those as well, although Firestorm will probably still provide the best damage
    output overall. Once you get Volcano, you can start using that instead,
    especially if you decide to invest further points in it rather than Firestorm.
    Like so many other characters, there are also other approaches you can take
    early on: you can use poison gas potions, or (if you have them) socket items
    with Jewels of Envy for a ridiculous amount of poison damage compared to
    monsters' life at that point in the game (although some people consider that
    to be rather cheesy).
    Once you reach level 30, Fury and Armageddon become available and you can
    change your play style to incorporate them. Ribcracker (non-upgraded) becomes
    available at level 31, and with that weapon and a 1-point Fury you should be
    easily capable of killing through mid-Nightmare. The only difference between
    play at this point and the final setup is that it's advantageous to use a
    weapon switch to cast Armageddon at a higher skill level (e.g., dual Spirits),
    then switching to Ribcracker in order to use Fury; once you can equip Earth
    Shifter, casting Armageddon with your primary weapon active becomes more
    powerful thanks to its +7 Elemental skills.
    Fury with a non-upgraded Ribcracker starts to become a bit lackluster in late
    Act 4 of Nightmare, but by that point you should be getting close enough to
    level 69 that it should carry you the rest of the way. However, you may reach
    a point at which it seems expedient to upgrade Ribcracker; you can do so,
    although I don't advise it unless you have plans to use the upgraded
    Ribcracker on another character.
    VII.  APPENDICES                                   {APPNDICE}
    A.    CRAFTING INFORMATION                         {CRFTINFO}
    I've made references to crafted items in many places in this guide, but I have
    done so vaguely and left many details regarding them unclear. The purpose of
    this section is to correct that mistake; this is intended to serve as a mini-
    guide to effectively crafting items (although my focus will be on items for
    the purpose of this character, it will be easy to adapt the information to
    serve other purposes).
    Crafted items are created by transmuting a magical item (of a specific type)
    in the Horadric Cube along with a specific type of perfect gem, rune, and any
    magical jewel (the item type, gem type, and rune type are specified by the
    crafting recipe you want to use).
    So, how does crafting work? Crafted items receive several fixed properties
    (usually three), which depend on the recipe used, and then up to four random
    modifiers (like rare or magical items); the number of random modifiers depends
    on the item creation level (ilvl) of the output item. An ilvl of 71 or greater
    will guarantee that the item receives the maximum number (4) of affixes.
    The selection of these properties is random, although there is a small amount
    of control that can be had. Every affix has an "affix level" (alvl) associated
    with it, which is the minimum ilvl the item must have in order to be eligible
    to receive the affix. If there are affixes that you do not want on the item,
    you can attempt to restrict the ilvl to be below the alvl of the undesirable
    affix (although this may not always be convenient to do). Likewise, if there
    is an affix that you do want on the item, you should try to ensure that the
    ilvl is at or above the threshold set by the alvl of the affix you want.
    The ilvl of a crafted item is determined with this formula:
    floor(0.5*ilvl) + floor(0.5*clvl)
    where ilvl here is the ilvl of the input item (which has to be magical), and
    clvl is the level of your character. By "floor", I'm referring to the floor
    function, or in simpler terms, rounding down to the nearest integer.
    Determining the ilvl of the input item can be difficult. If you use an item
    management utility like ATMA or GoMule (see the resources section), you can
    determine the ilvl directly by examining it in that program; if not, you'll
    have to work it out based on first principles.
    The ilvl is determined by the source of the item. If it was dropped by a
    monster, the ilvl will be the monster's level (or mlvl). The mlvl can be found
    on Arreat Summit for monsters in Normal, while in Nightmare and Hell it's
    determined by the area level of the area in which you found the monster. I
    don't have a list of the area levels available, but the information is out
    there. Note that there is a bonus of +2 to the mlvl of Champions, and +3 to
    Uniques and their minions. Super Uniques have set mlvls; some commonly run
    bosses are as follows: Hell Diablo drops ilvl 94, Nihlathak drops ilvl 95,
    and Baal drops ilvl 99.
    If the item was bought from a vendor ("shopped"), NOT gambled from a vendor
    ("gambled"), its ilvl will be equal to your character's level plus 5. If it
    was purchased during a multiplayer game, the ilvl will be determined by the
    clvl of the FIRST character to talk to a vendor in town (the vendors will all
    be reset once every character leaves town, and then the ilvl will be
    redetermined when another character speaks to a vendor; as long as there is at
    least one character in town, the vendors' inventories will remain constant).
    If the item was gambled, its ilvl will be randomly selected from the range
    clvl - 5 to clvl + 4, where clvl is your character's level.
    Okay, enough digression about determining ilvls. Now you know roughly how to
    figure out what ilvl you're going to get out of the craft; now we need to find
    the target ilvl that we want.
    To do this, we need the affix levels of everything we want on the item... but
    there's an easier way. This affix calculator does all of the hard work for us:
    Just choose the item class you want to see affixes for, click "Show Affixes",
    then on the next page you can enter an ilvl (the default setting is all) and
    it will show all of the affixes that are eligible at or below that ilvl. If
    you look at the list of all affixes, it also displays the alvl associated with
    each, so you can use this easily to figure out what's available and what ilvl
    of output item you're going to want.
    Furthermore, the calculator also provides information as to the frequency with
    which each affix is selected; this will allow you to calculate a rough
    probability of how likely you are to get something close to what you want.
    It's difficult to find the probability with very good accuracy, though,
    because there are so many variables involved.
    On to specifics. I've mentioned several recipes as desirable for this
    character, so I'll focus on those here. They are (courtesy of Arreat Summit):
    > Blood Gloves
      Ingredients: Magical Heavy Gloves/Sharkskin Gloves/Vampirebone Gloves
                   + Nef Rune + Perfect Ruby + Any Jewel
      Preset modifiers:
        5-10% Crushing Blow
        1-3% life leech
        +10-20 to Life
    > Blood Belt
      Ingredients: Magical Belt/Mesh Belt/Mithril Coil
                   + Tal Rune + Perfect Ruby + Any Jewel
      Preset modifiers:
        5-10% Open Wounds
    	1-3% life leech
    	+10-20 to Life
    > Blood Boots
      Ingredients: Magical Light Plated Boots/Battle Boots/Mirrored Boots
                   + Eth Rune + Perfect Ruby + Any Jewel
      Preset modifiers:
        Replenish Life +5-10
        1-3% life leech
    	+10-20 to Life
    For amulets, the desired output ilvl is 90 or higher, in order to enable the
    +2 class skills affixes to spawn. In order to facilitate this, the ideal is to
    gamble and craft with a character of level 93 or higher, which guarantees
    every amulet attempt will be eligible. The lower the level of your crafting
    character, the more the chances of getting an eligible amulet will decrease
    (although, again, if you use ATMA or GoMule, you can check the ilvls with it
    and discard ineligible amulets without wasting crafting materials). A level 88
    character is the lowest possible that can still obtain eligible amulets,
    although only 1 in 10 gambled amulets will be such. Of course, lower ilvl
    amulets can still get +1 to class skills or +2 to tree skills, so it's not a
    total loss if you are unable to craft with a high enough level character.
    If you are crafting for other slots, it really depends what affixes you want.
    Generally, I find that any ilvl high enough to guarantee four affixes (i.e.,
    71 or higher) is more than sufficient, as there are less high alvl affixes
    that are desirable on belts, boots, or gloves. All I can say is, play with the
    affix calculator and figure out what ilvl you like.
    Generally the most popular crafting recipes are: Caster amulets, Blood gloves,
    Blood belts, Hitpower gloves (for Bowazons), Caster belts, and to a lesser
    extent Blood rings, Blood boots, and Safety amulets. Look at the preset
    modifiers, and see if it looks like something you'd like if you could add four
    random affixes to it.
    It's worth mentioning that crafted gloves can get +skills as one of the random
    affixes, although only +1-2 to each of the following trees can appear:
    Amazon Javelin & Spear, Amazon Bow & Crossbow, Amazon Passive & Magic, and
    Assassin Martial Arts. Blood gloves are popular for this, as well as for the
    fact that they come with Crushing Blow and life leech, and can get among other
    things mana leech and IAS.
    Blood belts are useful for the Open Wounds, Hitpower gloves for the Knockback,
    Caster belts for FCR, Blood rings for life leech, Blood boots for life leech,
    and Safety amulets for increased chance to block. I mention these only because
    they're generally the most popular recipes after Caster amulets and Blood
    gloves, which are generally considered the best crafting recipes and are the
    most widely used. Most of these items have little application to wind druids.
    B.    SOME NOTES ON HIGH RUNES                     {HIGHRUNE}
    Ah, high runes. They're a very commonly discussed subject, and can be
    controversial at times, so I thought it was worth including a section here to
    offer some information about them (especially since I've mentioned them in
    several portions of the guide). It is commonly abbreviated "HR".
    The definition of the term "high rune" isn't all that clear - generally, it
    refers to any rune that cannot be obtained through the Hellforge quest, which
    would be Vex, Ohm, Lo, Sur, Ber, Jah, Cham, and Zod. This is how I generally
    use the term, although I sometimes exclude Vex.
    However, on Battle.net, the term "high rune" or "HR" is generally used more
    to refer to runes of a certain trading value, and therefore the list sometimes
    is altered to reflect current trading preferences. This differs depending on
    whom you're talking to, but it can sometimes also include Ist, Mal, Um, and
    possibly Gul (although less likely), and it may exclude Sur, Cham, and Zod, as
    they generally have fewer uses. Because this is so variable, and reflects
    trading value rather than the actual difficulty of finding them ingame, I will
    generally ignore this definition and focus on the previous one; I mention this
    only to explain how the term is commonly used elsewhere.
    Firstly, some notes about the Hellforge quest. In Normal, it drops runes from
    El to Amn; in Nightmare, from Sol to Um; in Hell, from Hel to Gul. The chance
    of obtaining any given rune in each difficulty is the same, 1 in 11. On
    average, for each 11 characters completing the Hellforge quest in a given
    difficulty level, you should expect to receive one of each potential rune
    (though in practice, of course, this rarely occurs; remember we are discussing
    probabilities here).
    Many players use the Hellforge quest as a method to attempt to obtain runes,
    generally to attempt to use the cube recipes to upgrade to high runes, but
    also to obtain quantities of mid-level runes. This is usually done by creating
    many characters and using a high level character to rush them through the
    quests in a multiplayer game (either on Battle.net, or through TCP/IP games;
    it is also possible to do this with a single computer if you use a utility
    that allows you to run multiple instances, although attempting to do so on
    Battle.net can get your account banned).
    Here is a link to some analysis that shows how many Hellforge quests it
    generally takes to obtain high runes, and also to obtain many runewords that
    contain high runes. It's worth a look to put things into perspective.
    Alternatively, many players hunt runes in Lower Kurast, thanks to a bugged
    type of chest there that offers a much higher chance of obtaining high runes
    than normal. This is a popular method of search in diii.net's Single Player
    The chests are located in oblong huts near the large campfires (they have a
    distinctive appearance; it's a campfire surrounded by a circle of slim, tall
    torches). Each campfire should have one hut to its northeast and one hut to
    its southwest; the northeast hut contains a single "super chest" and the
    southwest one contains two of them. There will be either one or two such
    campfires in a given Lower Kurast map, so a given map will contain either
    three or six chests.
    The most popular players settings to run this on are 3-4 and 7-8 (3 and 4 have
    the same drop patterns, as do 7 and 8). There is a 1/65536 chance of obtaining
    each of the following runes: Lo, Sur, and Ber on /players3 or /players4, and
    Vex, Sur, or Ber on /players7 or /players8 (there are other possible drops,
    obviously, including mid-level runes, but these are generally the noteworthy
    ones). My preference leans toward /players8 for doing these runs, because it
    yields more finds in other item types (gems, charms, and rare/unique items),
    but I believe /players3 is more popular for rune purposes.
    A word of caution: it can take a lot of these runs to find such runes, and of
    course this is rather dependent on luck; I've done many runs, and have yet to
    find a high rune in any of them. It's quite possible to do thousands of runs
    and not see any high runes; the probability may be much higher than that of
    finding such a rune elsewhere, but that doesn't mean it's a high probability.
    Basically, what I'm trying to get at here is that high runes are very
    difficult to obtain. Their drop rates are so low that it is extremely unlikely
    that you will see one, and attempting to cube to one is a daunting task that
    will take a long time and lots of work, as is Lower Kurast running. It's
    generally a matter of luck as to whether or not you see them.
    On the other hand, high runes are frequently traded on Battle.net (both on
    Ladder and on non-Ladder), to the point where many if not most players
    consider them a form of currency. The discrepancy may be due to duplication
    (or "duping" as it is frequently called); as a result, many runes obtained
    through trading may be prone to spontaneously disappearing, or "poofing" in
    common parlance, due to Blizzard's anti-cheating measures (although from what
    I have heard, these measures are not very thorough). I do not know much about
    duplication, nor do I want to know about it. Trade for duplicated runes at
    your own risk.
    So why all of this discussion about high runes? Primarily it's to put things
    into perspective: many players like to suggest using lots of them when giving
    build advice, without taking into account the difficulty of obtaining them (or
    with the expectation that the player will avail him/herself of the results of
    duplication online, or use a cheat program in Single Player). I cannot stress
    this enough: high runes are NOT necessary in order to make a competent
    character, and you do NOT need them to stand a chance of completing Hell
    difficulty! I have made many suggestions for item choices in the appropriate
    section above, and while high runes do make an appearance, you will notice
    that the items using them are never my top choice and I provide plenty of more
    reasonable alternatives to them. I also left out a popular choice in the
    socketing section (Ber runes for physical resistance) intentionally, because
    I believe it's a foolish and wasteful use of those runes even if one has them.
    Will having high runes make your character better? Yes, I cannot deny that, if
    you use them properly they will offer you significant benefit. Does the
    improvement given by high runes warrant the level of difficulty and work
    required to obtain them? My answer to that is a resounding NO. If you doubt my
    qualifications to comment on this, allow me to mention that I have found and
    cubed several high runes throughout my Diablo II career; I have used them, and
    I find they generally aren't worth the time investment.
    C.    THE STRENGTH BUG                             {STRENBUG}
    This may not be of concern to many players, but it's well worth knowing about,
    as it can cause serious problems. Many people seem to be unaware of the
    implications of this bug, and it's always bothered me that there seems to be
    so little concern about it.
    The bug actually occurs with both strength and dexterity, as it pertains to
    item requirements, but I call it "the strength bug" for convenience and will,
    for shorthand purposes, discuss strength primarily. Anything I say here
    concerning "strength", "strength requirements", "+strength from charms", etc
    should be understood as applying to dexterity as well.
    This bug occurs when a piece of equipment (usually something with a high
    strength requirement) is equipped by a character without enough strength from
    hard points and other equipped items to meet its requirements. The key here is
    that in order to avoid the bug, the character must have enough strength from
    hard points and OTHER EQUIPPED items, and cannot include strength bonuses from
    the item in question itself, or from charms in the inventory. If charms are
    used to support an item, or if the item is supporting itself (which can occur
    if an item has an innate strength bonus, and was equipped while some other
    item was providing a bonus to strength enough to meet its requirements, and
    the second item was later removed), the bug will result.
    So what is the strength bug? If an item is supported in such a way as to cause
    it, what happens is that the game will only sometimes recognize that the
    character is equipping the item. To the player controlling that character, all
    will seem normal, but in multiplayer games other players will see the
    character as if the item were not equipped.
    That may seem insignificant, and most players tend to think of it as such.
    What's the harm, you might be asking? Isn't it just an aesthetic issue? Why
    should it matter if other players don't see my character looking the same way
    as I do?
    Here's why. Aside from changing the character's appearance, certain items can
    have an effect on the character's animations. This is a problem with any item
    that has a speed-altering statistic (IAS, FCR, FRW, FHR, FBR) or which will
    change the animation used for an attack (weapons, for instance, have a
    different attack animation than the unarmed punch). What will happen in this
    case if such an item is strength-bugged is that the animation will play for
    you at the correct speed, but will be displayed to other players at the speed
    with which it would have occurred if you lacked the strength-bugged item.
    This can and will cause substantial desynchronization problems, as the two
    game clients will receive very different information regarding the character's
    actions. It can also interfere with where the game thinks the monsters are,
    because they may (for instance) have been put into hit recovery by an attack
    that the other player's client doesn't see because it thinks your attack speed
    is slower than it is, so on their screen the monster will continue moving and
    all of a sudden their game has lost track of the monster and displays it in
    the wrong location.
    Likewise, if, for instance, an item provides FRW and is strength-bugged, the
    character's movement speed will be reported differently to both players. Any
    information the other player receives regarding your position will be
    incorrect, and monsters' reactions and positions will be displayed differently
    to both players, which will make it much more difficult to tell what's going
    on (everybody will be seeing something different, and all of the information
    will most likely be wrong).
    It's easy to see why this causes problems. The end result is that it makes the
    information displayed to other players about the game status unreliable:
    monsters may not be where the game is displaying them; monsters may be present
    where the game says there is nothing; projectiles may not be where the game
    tbinks they are, and so on. Being attacked by invisible monsters and being
    unable to harm anything because the monsters you're targeting aren't actually
    there is very frustrating, and can easily get players killed.
    This doesn't just affect the other players, in case you think you can do it
    and get away with being selfish; once the other players start receiving
    incorrect information as to where you and the monsters are located, their
    actions will be affected accordingly, which can then be reported incorrectly
    to you and cause further desynchronization. There is a profound snowball
    effect involved.
    The long and short of this is: it is unadvisable to strength-bug items when
    playing in multiplayer games. I strongly recommend trying to avoid doing this
    whenever possible if there is the slightest chance that the character will be
    participating in multiplayer games or interacting with other characters in any
    way whatsoever. While this may require slightly overinvesting in strength (or
    dexterity, as remember, dexterity requirements suffer the same problem) in
    order to safely equip the items you want to use, I find that much more
    palatable than the alternative. It's just polite not to risk your friends'
    lives, isn't it?
    D.    MISCELLANEOUS RESOURCES                      {MISCRESC}
    There are many resources well worth consulting for Diablo II information. I
    consulted several in the writing of this guide, and while substantial
    information has been reproduced here, I thought it best to provide links to
    many useful tools for further use as well.
    > Arreat Summit:
    This is an obvious one, a Blizzard-approved compendium of information. Sadly,
    not everything there is correct, but there's still a lot of useful information
    to be had (the item databases especially are very convenient).
    > Librarian's FAQtoids:
    An amazing compilation of useful tables and data, as well as descriptions of a
    lot of common bugs and issues. There's tons of information there, and I
    consult it frequently.
    > Affix Calculator
    As previously mentioned when discussing crafting, this is an excellent tool to
    use when trying to figure out what properties an item can and cannot have.
    It's helpful when considering gambling also, so you can decide at what
    character level it starts to be worth your money.
    > Attack Speed Calculator
    Useful for determining breakpoints for attack speed. TitanSeal's calculator is
    by far the most accurate for wereform speed calculations.
    > Skill Damage Calculator
    There are others, but this one's convenient.
    > Physical Damage Calculator
    For conveniently figuring out how much damage weapon-based attacks will deal.
    It requires a lot of detailed input, however, to cover all of the variables.
    > ATMA and GoMule
    Single Player item-management applications. They also contain useful drop
    calculators, in case you want to figure out the best place to search for a
    given item. Among other things, they allow you to move items between
    characters and create "stash files" for external storage (both programs are
    compatible with the same stash file format).
    > Runeword Mod and Red Rune Mod
    Runeword Mod is a modification that makes the Ladder runewords accessible in
    Single Player; Red Rune Mod makes runes' names appear red ingame to make them
    easier to see. The original site that used to host them is down, so we've
    mirrored them at d2offline.
    > PlugY
    A modification that allows you to fight Diablo Clone and experience the "Chaos
    Tristram"/"Uber Tristram" quest in Single Player. However, it also offers
    other features that can be used for cheating purposes, so use with caution.
    PlugY version 9.00 is fully compatible with Diablo II: Lord of Destruction
    version 1.12.
    > Blizzard's FTP for downloading patches
    Here you can find any patches for Diablo II: Lord of Destruction, if for some
    reason you need to download them.
    > The Amazon Basin Diablo II Forums
    A great place to discuss all things Diablo II. There's lots of information
    available in the archives and in older topics there as well.
    VIII. CLOSING REMARKS                              {CLOSRMKS}
    Questions on various subjects, from myself to the guide to wind druids, etc.
    Feel free to add your own.
    Q: What about a Hurricane Werewolf?
    A: I won't discount the possibility, but it's not nearly as practical. Unlike
       Armageddon, Hurricane can't be cast while shapeshifted, so it would be more
       inconvenient to keep it active than Armageddon. Furthermore, Hurricane is
       not nearly as powerful as Armageddon is, especially if only partially
       synergized, so its purpose would primarily be defencive, to slow enemies.
       It might be an interesting build, but it would be much more difficult to
       get right in my opinion.
    Q: What about Cyclone Armour?
    A: Without significant points in synergies, the protection it offers will be
       pitiful, and this character doesn't have the points available.
    Q: Are you from England?
    A: No, but I'm asked this frequently. I'm actually from the eastern United
       States, but I prefer to use British spellings and have a mild accent,
       despite the fact that neither I nor my family are of British descent, nor
       have we spent any time in the UK.
    Q: Why do you use the name Explopyro online?
    A: It's a long story. When I was younger I wanted to write a story about an
       imaginary society that discovered explosives before the wheel, and the
       strange way in which they developed; I needed a name for their chief god,
       and Explopyro was what I eventually decided on. I never finished the story,
       having only written a lengthy prologue, but I'd already started using the
       name as my handle online, so I kept doing so. I use it more out of force of
       habit than anything else these days, as I don't really like it that much in
       all honesty.
    Q: Tell me about yourself.
    A: That isn't a question... but okay. At the time of this writing, I'm 20
       years old, currently a university student, and living in the eastern United
       States. That's all I'll disclose here.
    Q: Why don't you play on Battle.net?
    Q: Why do you play Single Player?
    A: There are a lot of reasons for that, but discussing this subject generally
       causes flame wars on the boards, so I'd really rather not.
    Q: Why is this guide so long?
    A: I wanted to be thorough; I tried to include everything that I thought may
       be relevant. More to the point, I started writing this guide and realized
       that I have a lot to say on the subject, so I decided it was best to say
       it all. I'm of the opinion that more information is always better.
    Q: Why does this guide look so much like your Wind Druid guide?
    A: I liked the format of my previous guide, and to be perfectly frank, there
       were some sections that were still relevant and didn't need to be changed.
       However, most of the information outside of a couple of boiler-plate
       sections is new and hopefully relevant. I'm not planning to pursue legal
       action against myself for plagiarism.
    Q: If you play Single Player, you can use Hero Editor.
    A: That's not a question... but yes, you can. You can also choose to buy a gun
       on the street and rob a bank, but that doesn't necessarily mean that you
       should. I'm strongly of the opinion that games are more fun when played
       without cheating, and therefore I disapprove of the use of Hero Editor in
       Diablo II (and for the record, I have tried it before. I prefer legitimate
       play, and I can say that having experienced the alternative). As such, I
       will offer no further comment regarding its use; if you want to do so,
       I can't stop you, but if you do, don't play multiplayer or trade with me or
       ask me for advice.
    Q: Why did you leave out <X>?
    A: I'm not perfect, and I may have overlooked something. If you think I left
       something out, please feel free to send me an email. If I think your
       addition is warranted, I will add it to a future version of this guide and
       give you due credit in the acknowledgments section.
    Q: What is the ideal equipment?
    A: It really depends on your needs. I don't think this is a question worth
       answering, for the most part. Just make sensible choices, stop worrying
       about what is "ideal", and get back to playing the game instead.
    Q: You used an abbreviation I didn't understand. What does it mean?
    A: I hope it's clear from the writing what every abbreviation stands for; I've
       tried to use the full term at least once before using any abbreviations for
       it. If something is unclear, please send me an email and I'll explain it,
       and I'll also try to rewrite that section to make it more clear what the
       abbreviation stands for.
    Q: What are those goofy words in curly brackets next to the section headers?
    A: Those are intended to be used as search codes, for easy navigation of the
       guide with Ctrl-F. Each code is only located in two places: in the table of
       contents, and at the beginning of the section it's associated with. Use
       Ctrl-F once to go to the section, then use it again to be taken back to the
       table of contents.
    Q: Why didn't you include the exact stats of items?
    A: That information is readily available on Arreat Summit, so I didn't think
       it was worth bloating this guide further by including them; it's long
       enough as it is. I'm assuming the reader has at least a passing familiarity
       with Diablo II, and therefore I assume a moderate level of familiarity with
       the items. If you don't know what an item does, it's easy to look it up.
       Also, I've noticed that many guides are nothing more than a glorified list
       of items, with the majority of the space taken up by items' stats; I wanted
       to do something different.
    Q: I have a question you didn't answer here. Will you answer it?
    A: Send me an email, and I'll respond as soon as I can. If I think others will
       benefit from the answer to your question as well, I'll add it to a future
       version of the guide.
    Q: How can I contact you?
    A: My email address is explopyro[at]verizon[dot]net. Send me an email with a
       descriptive subject line (it's probably a good idea to mention Diablo II
       and this guide in it), and I will reply as soon as I can. Please use
       proper spelling, grammar, and punctuation when contacting me, however; it
       peeves me to no end when people do not.
    This document is copyright (C) 2010 to Mitchell C. Bender (alias Explopyro),
    and may only be displayed online by sites which have the express permission
    of the author. If you see this somewhere and suspect that that is not the
    case, please contact the author immediately.
    Users have the author's permission to make digital or print copies of this
    document for their own personal use only. This document may not be reproduced
    or distributed for profit.
    The author can be contacted by email at explopyro[at]verizon[dot]net. Please
    feel free to send email with questions, constructive criticism, or comments
    regarding the guide. Please do not send spam, flaming messages, et cetera.
    C.    ACKNOWLEDGMENTS                              {TNKSCRED}
    While this guide was written by one person, it would never have been possible
    without substantial prior work having been done by others, in addition to the
    assistance and support of many during its writing.
    Special thanks go to:
    rking, Lucas, sheepish, Bisco, and everyone else at d2offline who offered
    feedback, support, and suggestions during the writing of this guide.
    Ghostkat at the Amazon Basin for catching a few omissions in previous versions
    of this guide.
    onderduiker and all of the other dedicated testers at the Amazon Basin
    forums whose hard work helped to determine many strange details of how this
    game behaves. Thanks to them, this guide is much more complete.
    Liquid_Evil at the DiabloII.net (now diii.net) Single Player Forum, who wrote
    a guide to a similar build quite some time ago. His guide inspired me to put
    my own spin on the character, which in turn inspired this writing; for further
    information, his work is also well worth consulting. It can be found here:
    The DiabloII.net Single Player Forum community (now diii.net), for their
    diligent testing of Lower Kurast and other "super chest" locations.
    Previous guide authors at various sites (too many to count or to remember),
    whose work I may at times have consulted for information.
    Blizzard, Blizzard North, and the team responsible for creating Diablo II.
    It's more than ten years later, and people are still avidly playing the game
    they created, so they must have done something right.
    And last, but certainly not least, to you, the reader, for trudging through
    my long-winded blatherings. Hopefully you found them to be of some use.

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