Matriarch Scythia Standard 1.07 Frozen Orb / Static Field build. Made for running LK for bases / and those few uniques that are better in 1.07. As an aside, I also use her to run a couple of chests in Nihl's temple for GC's to reroll in 1.13 as I have no viable Diablo / Nihl / Baal runner there. Code: Matriarch Scythia Sorceress Level 63 Strength 75 / 75 Vitality 115 / 115 Dexterity 25 / 25 Energy 35 / 79 Life 373 / 601 Mana 161 / 387 Fire -41 Cold -48 Lightning -48 Poison -48 155 Stat points unspent Low and negetive numbers across the board, I know, and a lot of unspent points. I was being cautious with my points in case more strength was needed in the beginning, and at the end, was quite surprised I had that many left, having got used to the + symbol on screen, and never really paying attention when I had the LCS open. With that many, I'm planning on dumping at least 100 into vitality, possibly 25 into strength, and saving the rest. As for the resists, I never found a 3os Tower Shield to stuff with PDiamonds, which would have helped, and I have yet to keep a thing worth keeping from Gambling over 5 million gold on various. Code: Skills Warmth - 1 Telekineses - 1 Teleport - 7 Static Field - 14 Ice Bolt - 1 / 3 Ice Blast - 1 / 3 Glacial Spike - 1 / 3 Frost Nova - 1 / 3 Blizzard - 1 / 3 Frozen Orb - 20 / 23 Cold Mastery - 20 / 22 6 points unspent. Gear - First Character in 1.07 so completely untwinked, and as stated, no success from gambling so far. Code: Cloudy Sphere of Enlightenment One-Hand Damage: 11 to 29 Durability: 25 of 35 (Sorceress Only) Required Dexterity: 20 Required Strength: 20 Required Level: 33 Orb Class - Normal Attack Speed Item Level: 91 Fingerprint: 0x7cd0cae1 +25 to Energy +35 to Mana +1 to Frozen Orb (Sorceress Only) +1 to Thunder Storm (Sorceress Only) Prefix 1000 Defender of the Fox Defense: 48 Chance to Block: 30% Smite Damage: 8 to 12 Durability: 55 of 68 Required Strength: 38 Required Level: 22 Item Level: 47 Fingerprint: 0x6d3b24ef +6 to Life All Resistances +15 Prefix 821 Serpentskin Armor of the Whale Defense: 184 Durability: 7 of 24 Required Strength: 43 Required Level: 37 Item Level: 83 Fingerprint: 0x414f7b6e +97 to Life +45% Enhanced Defense Prefix 1127 Circlet of Revivification Defense: 27 Durability: 12 of 35 Required Level: 30 Item Level: 68 Fingerprint: 0x345591cc Replenish Life +14 +2 to Cold Skills (Sorceress Only) Prefix 1003 Amulet Item Level: 55 Fingerprint: 0x7a9f064 All Resistances +7 Prefix 819 Demonhide Boots of Luck Defense: 46 Durability: 5 of 12 Required Strength: 20 Required Level: 24 Item Level: ** Fingerprint: 0x57a9c1aa +29% Enhanced Defense 34% Better Chance of Getting Magic Items Prefix 984 Ring of Chance Required Level: 9 Item Level: 38 Fingerprint: 0x4d96b5b9 +39 to Mana 11% Better Chance of Getting Magic Items Prefix 984 Ring of Wizardry Required Level: 33 Item Level: 77 Fingerprint: 0x70d49157 +19 to Energy +35 to Mana Demonhide Sash of the Whale Defense: 30 Durability: 9 of 12 Required Strength: 20 Required Level: 37 Item Level: 77 Fingerprint: 0x7f7a0526 +90 to Life Chance Guards Chain Gloves Defense: 23 Durability: 12 of 16 Required Strength: 25 Required Level: 15 Item Level: 87 Fingerprint: 0x1b0b1907 +25 to Attack Rating +15 Defense 200% Extra Gold from Monsters 24% Better Chance of Getting Magic Items +2 to Light Radius As you can see, I'm mostly geared towards combos of +life / mana / resists except for the boots / gloves and circlet. Code: Charms Prefix 962 Grand Charm Keep in Inventory to Gain Bonus Item Level: 87 Fingerprint: 0x7c1b59e9 +22 to Mana Small Charm of Sustenance Keep in Inventory to Gain Bonus Required Level: 17 Item Level: 71 Fingerprint: 0x3695ad68 +15 to Life Prefix 1042 Small Charm Keep in Inventory to Gain Bonus Item Level: 82 Fingerprint: 0xeae1560 Fire Resist +7% Prefix 976 Small Charm Keep in Inventory to Gain Bonus Item Level: 34 Fingerprint: 0x1be85e28 +5 to Mana Prefix 975 Small Charm of Inertia Keep in Inventory to Gain Bonus Required Level: 27 Item Level: ** Fingerprint: 0xe15f1ff +2 to Mana 3% Faster Run/Walk Small Charm of Inertia Keep in Inventory to Gain Bonus Required Level: 27 Item Level: 99 Fingerprint: 0x15ea8b07 3% Faster Run/Walk Small Charm of Vita Keep in Inventory to Gain Bonus Required Level: 39 Item Level: 99 Fingerprint: 0x7433343b +20 to Life Not much to say about the charms there, these are the only useful ones found so far. My priority atm is finding some better boots and gloves and a 3os tower shield. Mercenary Code: Emilio Might Mercenary lvl 63 Demon Visage Crown Defense: 75 Durability: 50 of 50 Required Strength: 55 Required Level: 33 Item Level: 40 Fingerprint: 0x6460b1ef +2 to Energy +64% Enhanced Defense Cold Resist +6% 12% Chance to cast Level 4 Charged Bolt when struck Repairs 1 durability in 20 seconds Viper Jack Gothic Plate Defense: 133 Durability: 45 of 55 Required Strength: 49 Required Level: 5 Item Level: 55 Fingerprint: 0x62ffd843 +4 to Strength Fire Resist +22% Poison Resist +9% Requirements -30% 17% Faster Hit Recovery +3 to Defense (Based on Character Level) Prefix 1234 Lance of Butchery Two-Hand Damage: 27 to 143 Durability: 12 of 25 Required Dexterity: ** Required Strength: 110 Required Level: 27 Spear Class - Slow Attack Speed Item Level: 85 Fingerprint: 0x56979faa +29 to Maximum Damage +68 poison damage over 2 seconds 2 seconds poison duration Yep, not much to say there except I need moar upgrades. He died fairly often, resulting in a fair amount of soloing. Mainly used him when I needed a break from being hammered to use SF on a particular monster. Playthrough notes. Normal and Nightmare were no real problem besides being sloooooow, right up until NM Baal and his mana burn of massive killing thing. Merc lasted about 5 seconds in the WS chamber and didn't get revived until Hell, just not worth the cost. NM Baal killed me quite a few times, but I always had a tp open, so I just perservered and finally he went down. Tyrael opended his portal right on top of a staligmite so I had to S&E, and thought if I didn't get credit for the kill, I was not going to be happy, but it worked, so all good. Hell, fairly standard 1.07 tactics, FO, FO and more FO, with SF on bosses than FO. The Merc survived more often here, at least up until quest and act bosses which gave him troubles. Loved the size of the countess tower, so nice a change after 1.13 expanded size. (Same with the Durance) Act 2 Duriel wasn't too bad, went home once after the merc died to revive him to give me a few seconds to further SF Duriel, than just ran around in circles with little D on my tail, throwing FO ahead of me until he died. Act 3, no problems, had to go through the great marsh, but found the sewer lvl 2, 2 ports from the stairs I took. No merc deaths until the Council who wilted him. Ended up clearing a bit of an area around some of the ponds to give me space to run around and repeated little D's tactics of throwing FO ahead. Mephy, cheesy but I used to moat to kill him, and also tp'ed past the council. Act 4 Went to LK and killed the merc so the corpulents etc wouldn't eat him. I lost one in a previous playthrough and learnt a painful lesson there. So had to solo hell right up to the CS, but mostly ported past a lot to grab the WP's. Raised the merc for Izual, a risk as there were corpulents around, but I did kill a wide area around hiim first, then again used him for a shiled while I SF'ed Izual. Skipped the HF, I had thoughts of bringing her forward to use the quest on a Beta CTA, but I doubt that will happen, the build is no good in 1.10, and I really dont want to go through 1.07 again with no players x command. The CS, raised the merc again, he didn't do to badly here, only died to the Infector of Souls. Raised him again, and used him as bait for Big D to attack while I spammed SF, then same tactics again, run and shoot FO ahead of me, change underwear after a near miss from lightning hose and no portal open, eventually finish him. Act 5 things turned nasty here, massed imps drained my life bulb fairly quick in both the Frigid highland and the Plateau. Eventually freed the barb's by porting around to rescue them, and ignoring most monsters. The Ice cave areas were much more easier, rescued Anya fairly easily, parked Frozenstein though. Nihlatalak was a damn nightmare, CE got me about 5 times, merc no help. I eventually led most of his minions away to kill so he couldn't CE me, raised the moron, and TP'ed next to him, spammed SF, changed to FO and prayed because he had a couple of minons left, but he died first. The ancient were actually fairly easy, no bad mods on them, so SF'ed Korlic right down straight away until the merc died, then ran and Spammed FO ahead, Korlic died quickly, followed by Talic, Madawac didn't throw much, but when he did I needed a full rejuv, but they all went down eventually. Gained 3 levels here. The WSK, got through with 1 death, was fairly cautious, found the WP, then the stairs down were nice and close, and the stairs down to 3 were in the next room from lvl 2 so that was nice. Cleared the throne level in preperation for the minions, first 2 waves were fairly simple, the council wasn't bad, just took some time. The Pit Lords were FAST! Quick tp'ing saved me and I picked them off one at a time and after a while they were all down. Last wave was deadly, ended up parking Lister. Baal. Mana burn thing. Horrible, died 8 or 9 times, but always had a TP open, so kept perservering. Couldn't get close safely to SF him at first, then just threw caution to the wind, and ported right in front of him and spammed SF while he spammed the blue pointy thing and I spammed Full Rejuvs then ported away. Eventually he went down. Funny to note that Tyreal again opened the Destructions End portal where I couldn't get to it, maybe he's lonely. So now I'm back to LK for some rack running. Didn't really have to Mat Scythia, but it's a nice acheivment., and I enjoyed most of it after a few levels in FO. Thanks for reading.