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Diablo IV · Season 7 · Spiritborn: Orange Quill · AceOfSpades

Complete S7 Orange Quill endgame variant using Kepeleke, Midnight Sun and Banished Lord for advanced Pit progression.

ArchiveSpiritbornSeason 7 · patch family 2.1 · archive
Guide coverage

Historical endgame · specific seasonal variant

Applicable seasons & seasonal adjustments (1)

Open your season’s rules and apply its listed class bonuses, Cube slots or seasonal powers alongside the base profile.

Season context and purpose

Historical Season 7, patch family 2.1. Complete S7 Orange Quill endgame variant using Kepeleke, Midnight Sun and Banished Lord for advanced Pit progression. Complete historical author plan captured on 2025-03-10. Optimization applies to the named activity and gearing stage; this is not a current or cross-season ranking promise.

Rod of Kepeleke and Ring of the Midnight Sun form the Vigor loop. Banished Lord defines the Overpower version, while Armored Hide and Unyielding Hits integrate Armor into damage scaling. The genuine March 10, 2025 S7 snapshot supplies the 71-point Uber Version; its separate Starter Version is a different progression stage.

Six bar slots and class system

Spirit Hall: Jaguar primary and secondary. Key passive: Prodigy’s Tempo. Thunderspike 2 is an off-bar prerequisite. The exact allocation invests four base points in Armored Hide and three in The Hunter; equipment ranks are additional. The Paragon board is Sapping, not Prodigy’s Tempo.

SlotSkill
1Quill Volley
2Ravager
3Armored Hide
4Vortex
5Scourge
6The Hunter

Skill points for the selected variant

Complete base-point allocation for the selected “Orange Quill S7 — Uber Version” variant: 71 points. Item-granted ranks are additional; allocated skills need not all be equipped. This table is not a level-by-level order.

Talent / upgradeBase points
Thunderspike2
Quill Volley5
Enhanced Quill Volley1
Advantageous Quill Volley1
Vigorous1
Balanced Exertion3
Follow Through3
Vortex1
Enhanced Vortex1
Measured Vortex1
Focal Point3
Apex3
Mirage1
Unrestrained Power3
Ravager1
Enhanced Ravager1
Measured Ravager1
Endurance1
Perseverance3
Armored Hide4
Enhanced Armored Hide1
Reinforced Armored Hide1
Scourge1
Enhanced Scourge1
Resilient3
Brilliance3
Potent3
Furnace3
Resolution3
Spiritual Attunement3
Supremacy3
The Hunter3
Harmonious The Hunter1
Exalted The Hunter1
Prodigy's Tempo1

Equipment, aspects and stat priorities

First verify that a Kepeleke critical strike reliably refills Vigor through Midnight Sun and total resource generation. The archived Uber Version lists 275+ Vigor and Paragon 240+ as the author’s targets; these are conditions for this variant, not universal breakpoints. Then improve Life, Attack Speed, Armor and Quill Volley ranks. Kepeleke carries the double Core hit chance; gloves and ring use resource reduction, and pants and boots use Barrier Generation. This allocation masterworks Harlequin, Shroud and Banished Lord toward maximum Life.

RoleEquipment / mechanic
WeaponRod of Kepeleke
HelmHarlequin Crest
ChestShroud of False Death
GlovesAspect of Unyielding Hits
PantsAspect of Disobedience
BootsDuelist’s Aspect
AmuletBanished Lord’s Talisman
Ring 1Aspect of Redirected Force
Ring 2Ring of the Midnight Sun

Rotation and resources

Keep Ravager and Armored Hide active before the damage window. Group with Vortex, use The Hunter for repositioning and Supremacy, then activate Scourge and land Quill Volley from close range. Check that the resource bar returns to full after critical strikes; correct the resource setup first if it stalls. Prodigy’s Tempo supports cooldown cycling. This bar uses Vortex rather than the Soar mentioned in older generic source prose.

Season mechanic and targeted choices

Witchcraft: six powers, at most one unique power, and three Occult Gems in jewelry. Check power tags, aura and gem conditions together. Runes and Mercenaries require Vessel of Hatred.

Selection
Vengeful Spirit
Hex of Whispers
Soul Harvest
Aura of Siphoning
Hex of Flames
Aura Specialization
Friend of the Bog; Phantom String; Dust Stone
Regular gems: Amethyst in armor.
Poc + Que; Xol + Xal
Raheir: Shield Charge, Raheir’s Guard, Provoke, Mocking Lure
Aldkin: Field of Languish

Paragon: boards and glyphs

First bring glyphs to ranks 15 and 46 for radius increases, then continue toward rank 100. Additional bonuses require enough purchased attributes within range.

Assigned glyphs: Headhunter, Fulminate, Hubris, Spirit, Canny.

BoardGlyph
StartHeadhunter
Viscous ShieldFulminate
SappingHubris
ConvergenceSpirit
RevealingCanny

Leveling, transition and patch limits

Begin with the source’s separate Starter plan, assembling Kepeleke, Midnight Sun and sufficient resource generation first. Adopt Banished Lord and the Mythics after the Vigor loop works under real combat conditions. Then transition to the complete Uber allocation and its five boards; until then, farm a Pit tier where Barriers and defenses remain stable.

The archived variant graph and its explicitly Season 7 skill and board data are authoritative here. The guide also contains older S6 FAQ prose about subsequently changed bugs and other glyphs; those passages are not reused as S7 mechanics or proof of a Pit 150 clear. Headhunter, Fulminate, Hubris, Spirit and Canny are the five actually assigned glyphs. Later Kepeleke, resource or Witchcraft changes require a fresh check.

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Sources & editorial reference date

Independently written guidance. Linked sources support verification of game systems, versions and described changes. Editorial reference date: 2026-10-23.

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