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[Guide] The Time Traveler's Vortex - Part 2 - A guide to Version 1.00

Discussion in 'Single Player Forum' started by helvete, Jul 9, 2016.

  1. helvete

    helvete IncGamers Member

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    [This will be edited as new information is available. Please, do not hesitate to post. I will update ASAP]

    If you haven't already, see my general time travel guide for better understanding of this part

    Welcome to the Time Traveler's Guide to 1.00


    We start in 1.00 because it is convenient. Like in all pre-LoD versions, gambling odds are FAR better with regards to Sets and Uniques, the portal to the Secret Cow Level can be created even by characters who have killed the Cow King. And the Cow King is by far the best source of Uniques and Rares which would be costly to gamble for. Another reason is the fact that Maggot Young and Maggot Eggs actually give exp and drop items in 1.00. In other words, you can run around in the River of Flame all day long without creating new games. Since there is no /players command, this makes it a lot less time consuming when using self-MP to level main character and/or characters to forward to the other patches.

    Quest items:
    Just hold off on any quest involving items if using self-MP method. At least make sure to actually use whatever quest item obtained in that act, before you leave it. The "Gidbinn" quest can give some sick rings, but beware, completing the first quest of act 3 (jade figurine thing) and waiting to use the reward (potion adding 20 life) is NOT a good idea. I've had that one bug out on me, losing the potion and any chance of the +20 life that quest gives.

    A quick note on Magic Find
    It only works on normal monsters (possibly minions). No random bosses, superuniques, champions, act bosses, objects or racks. Exceptional items seem to have some sort of bonus to their quality, which strangely enough makes them eligible for only three qualities (at least in act 4 hell): Superior, Magic and Rare. Magic and Rare can be failed uniques.

    I personally never bothered with MF because the Cow King drops really good quality anyway (and he's the only boss worth running for items). Really good MF items should be forwarded to 1.07 eventually.

    Let's do a short introduction to the characters, as they were back in the Stone Age:

    Barbarian
    The Barbarian skill Whirlwind, although mana costly, has attack checks EVERY frame. Yes, regardless of weapon speed, Whirlwind attacks 25 times per second! As you can imagine, even with an average damage of 400 and a hit rate of 50%, this is 5k damage per second. The drawback is the mana cost; it starts at 25 and increases by 2 for each level, making for a whopping 65 mana per WW if maxed and no +skills. Luckily, mana leech items aren't that hard to come by, and neither are +mana items. If you can get your mana to around 140 points (most likely with Frostburns and Battle Orders), go ahead and max Whirlwind after your mastery.

    The skill Leap Attack counts as a ranged attack, and thus is an Iron Maiden solution. This is good, because Berserk is NOT magic damage only in 1.00 and thus a bad alternative when under the effect of Iron Maiden. Leap Attack starts at +100% damage and increases by 30% each level. A good candidate for spare skillpoints. I wouldn't bother with other combat skills, simply because WW is so damn strong in 1.00.

    When it comes to Warcries, you'll quickly notice that their duration is nothing like what we're used to. Synergies were years away too, so no added duration to Shout nor Battle Command when maxing Battle Orders. Battle Orders is the only one worth more than one point, and you'll probably want to max it. If you can stand recasting it every minute, then wait until after maxing Mastery, WW, 5-6 points to Natural Resist and 1 point in Increased Speed. You're holding off on maxing BO because it has brutal diminishing returns, unlike what we're used to.

    Because of a bug, monsters have four times the AR they should have, so there is no use in more than one point in Iron Skin or Shout early on. And late game, there is no need for defense since you'll be leeching like mad. Trust me, defense needs to be VERY high for it to matter, and odds are you don't want to stat 170 strength for an Ornate Plate until it's too late for defense to matter anyway.

    When it comes to Weapon masteries, this of course depends on your weapon. Please note that there are NO magic+ throwing weapons, so Throwing Mastery is best left untouched. Also, two-handed maces (such as mauls, great mauls, war clubs [which can't drop anyway] and Martel De Fers) all do their "one handed" damage. Which is 1-1 min/max damage. Regardless of what the item claims, no Enhanced Damage will take it farther than 2-2 actual damage, leaving these weapons useless. You COULD still find an awesome Battle Hammer, and just go with using a shield, but you'll do far less damage than two handed axes, spears or polearms. For my first barb, I'd leave Mace Mastery alone as well. Sword Mastery comes out a little better, but there is a bug here too. Two-handed swords do not actually have a two-handed damage, regardless of what is stated on the item or the character screen. They all have their one-handed damage displayed correctly though, so swords are more viable than maces. Only one weapon is used for WW; no alternation, so better go with a shield to pair with.

    Then we're left with Spear, Polearm and Axe Masteries. Spear means "Pike". Easy as that. None of the exceptional spears can match the damage of a Pike. Pikes also have lower requirements than the exceptional axes and polearms, but exceptional axes and polearms have a little better damage. The troublesome part is, you'll pretty much need to decide on a weapon type from the get go and max its mastery, else you'll do inadequate damage and progress extremely slowly until level 30. It IS doable, though, especially if leveling a sorc in tandem with the barb.

    Sorceress
    The 1.00 sorceress is somewhat of an art to play. There are no immune monsters at all, but some have very high resistances. There also are no cast delays on anything, so Fire Wall and Frozen Orb can be spammed really fast. This will quickly deplete mana, though, and mana pots cannot be bought. The solution is Static Field and Warmth. Static has low mana cost, and cost even less with points in Lightning Mastery. Furthermore, there is no cap on Static Field in classic in any version, so every single monster in the game can be slivered by it. Just note that some are heavily lightning resistant, and this can't be helped when self-MP or single playing. This is why we have Fire Wall and Frozen Orb.

    You'll need to stat a LOT of energy, and you should probably sink some points in Energy Shield because of this. Warmth needs maxing eventually, or you'll be going back to town to refill mana twice a minute. Savour items that add to your mana, and get a Tower Shield, either Sigon's or one with 3 Perfect Diamonds. Possibly Wall of the Eyeless late game.

    Necromancer
    Corpse Explotion! Every point in this skill adds a yard to the radius, which is insane. It scales with players in the game, and can kill enemies off screen when maxed. Also, when using Blood Golem and Iron Maiden in conjunction, the game believes that the damage monsters do to themselves when hitting the Blood Golem is damage done by the golem, and heals you both from it. Which means immortality when fighting melee monsters. IM/BG/CE necros can walk the entire game if played correctly. [Need to gather more info. Perhaps... even play one :p]

    Paladin

    These guys can be built in a number of ways. None as effective as barbarian or sorceress, and they have a lot less life than barbarians and no teleport to get out of harm's way. Thorns/Conversion was popular, but it's a bit slow since when monsters convert back, they retain their thorns aura for a while, and thus finishing them off can be dangerous. Hammerdin is certainly possible, but won't be the 1.10 killing machines we know today. Zealots suffer from three annoying drawbacks; no %ED on Fanaticism, no cap on zeal swings, and when a swing misses, every subsequent swing will also miss.

    None of the elemental auras do anything but their (weak) pulse damage, and conviction is much less powerful. In short, fun to try, but not very effective compared to barbs or sorcs.

    Amazon
    There's a bug with bows which means %ED has no effect, which makes bowazons a lot weaker than they should be. Still playable (because strafe is bugged the other way around...) but ineffective. Lightning Fury has a graphic which will make you go blind or epileptic in 3 seconds, and I believe there are bugs with jab and fend similar to the zeal bug. Weapon speed is ignored, though, so some serious damage can still be dished out. Overall, Amazons are the weakest class in 1.00.

    Beating the game
    If you have 4 or more cores on your processor, you should start all 8 instances, then task manager. Right-click each game.exe process and choose "Set affinity..." and then deselect one of the cores, the same for each process. This is because game.exe WILL use any available processing power if allowed to do so, and this will make web browsing etc. extremely sluggish. Keeping D2 away from one core should allow other programs to function when you decide to take a break or want to check resources like this one.

    ACT I
    I would start right off with an 8-player party of at least two barbarians, and the rest sorceresses. Perhaps a Necromancer. The reason we're doing two barbarians is that we want a backup one IF that perfect exceptional rare weapon should drop, and we have 20 points in the wrong mastery. If your computer can't handle 8 games simultaniously, try for 5. 5 players maxes out item drops for normal monsters (90%).

    You'll want to level one barb and one sorc simultaniously. This can be done in one of two ways:
    1 - Clear the first area with the sorc, then pop back into town and clear the next area with the barb. Keep going like this throughout act 1.
    2 - If you have a strong preference for either barb or sorc early game, park the other one in the beginning of each area and clear with your preferred character. The "must be within couple of screens to get exp" thing wasn't invented until 1.10, so both chars will gain experience.

    Pump Warmth, Static and Weapon Mastery, and leave the rest at 1 point. Stat points need to be spread around a little, heaviest in Energy for the sorc and Strength/Vita for the barb. You may want to move all characters to just outside town, else you will have trouble resetting merchant inventories. Try to resist the urge to open the gamble screen. One or more of the items could very easily spawn as unique, and if it does, it cannot spawn again in that game. Don't gamble until at least the stash is maxed with gold (which takes a while in act 1).

    Before long, you'll notice that the barb gets slow, while the sorc kills reasonably fast due to Static Field. When this happens (and it WILL happen if you chose spear mastery or to hold off on choosing a mastery), switch to playing the sorc only. We'll want to get to the Canyon of the Magi, or at least the maggot lair for some power-leveling.

    There really is no point to cubing gems until Nightmare difficulty, except for diamonds, since you'll want 3 perfects for a shield. Amethyst can be left on the ground, but I'd drop every topaz/sapphire/emerald/ruby of any quality in town to be picked up by one of the rushees. Items don't disappear in town, at least as long as someone is nearby. Don't sort them; you'll be using ATMA by the time you forward them. Except for skulls, those need to be cubed/shrined to perfect and later sent to 1.06b.

    Repair items before you sell them. This exploit wasn't fixed until 1.08, so take full advantage of it. Do not repair items if [current value + repair cost > vendor max pay]. Rings and Amulets sell for almost no gold, so keep them for later cubing. You'll want all the chances of getting high mana or high leech that you can get.

    ACT II
    Even if you had decent luck with weapons for your barb, this will start to get tough. BEWARE of the vulture type monsters! I'd use the sorc for killing, Static Field and Glacial Spike shines against undead who might be resurrected. Sorceresses need all the skillpoints they can get, so don't go too heavy with Glacial Spike, and leave static at 5-7 points. Concider Fire Wall; it is a great skill except for in Act IV. Rest still in warmth to cut down a little on those trips to town, which should have been quite a few already.

    Get the cube, and cube up diamonds and skulls if you kept them, and start cubing 3 rings to 1 amulet and vice versa. Look for leech and improvements to your sorc.

    Push your way through, preferably to the Canyon of the Magi, but Maggot Lair is good too. Especially Maggot Lair lvl 3 can be exploited to spawn a LOT of maggots, which all give exp and items, even the eggs upon hatching (no need to kill them) and the young. You can clear everything but the last chamber, use a rushee to set up an everlasting portal, and just pop in and out of it to level, occationally killing some young. When this gets slow, you should push on to Canyon of the Magi, clear a corner for safety, leave the barb there and run around killing anything but large maggots and eggs. If you can get into the high 20's with both characters by doing this, you should be fine against Duriel, as Battle Orders become available at lvl 24.

    Use both sorc and barb to handle Duriel. Hire a merc with the sorc, BO right before Duriel's Chamber, and proceed to enter with the sorc. Static like mad, then get out of there (if HC) or just die and switch to the barb to finish off the last of Duriel's HP. Get the drops and proceed to the next act.

    ACT III
    Just a little further to lvl 30 and WW ownage. Park the barb just outside town, and proceed to clear the Spider Forest with the sorc. When you hit a new area, clear a bit and move the barb up.

    You really want to do all the quests in act III, since the 20 HP from the first quest is sorely needed, 8 rare rings will have a great chance for much needed leech and other stats, and the 5 stat points will also be a nice boost. Don't talk to Asheara (the final part of the Blade of the Old Religion quest), because if you want to rush characters later, you will be able to activate the Gidbinn with the rushing character. If you really need a cold merc though, you should get one, but remember that they can't be equipped and vanish when changing acts.

    As soon as you hit lvl 30, put a point in WW, Natural Resistance, Frozen Orb, and all the elemental masteries. You should be able to shop pikes by now. Even with no added damage, Pikes are scary weapons. If you went with Spear Mastery, it should be almost at max, making one point in WW and some leech of each type all you need to start using WW to speed things up considerably!

    Act III will be where your gold account starts to ramp up. I'd gamble for rings/amulets, but not if total gold is less than 200k, since you might not afford a ring and miss one of the uniques. It is important to get all three, since carrying Nagelring and Manald Heal will force SoJs (or rares if SoJ is/was also in the game at any point).

    Push forward as best you can. Mephisto is dangerous, but can be killed slowly by Fire Wall from across the moat. Act bosses only drop good when killed by a character to complete the quest, so don't bother thinking about running him.

    ACT IV
    For the final act, I should give you one tip and two warnings:
    Tip: Little maggots are a great source of exp, far better than in act 2.
    Warning 1: Hephasto the Armorer is VERY dangerous.
    Warning 2: Oblivion Knights cast Iron Maiden, which makes the Chaos Sanctuary in general very dangerous to barbs, and Lord De Seis (who spawns with Oblivion Knight minions) extremely dangerous.

    Remember that Leap Attack counts as a missile attack, and that you do have a sorc. The warcry Taunt can be used to progress safely, albeit very slowly through the Chaos Sanctuary. Fire resist and MDR will help in act VI in general, and a lot against Diablo himself.

    THE MOO MOO FARM
    You probably noticed by now, but I'll mention it anyway. Drops don't work the same way as in the expansion. I don't know exactly how or why, but the same area tends to drop the same items over and over again unless the map is rerolled. This can be heavily exploited, since the Cow King will drop rare/unique items very frequently, and his drops per map seem to be very limited. This is how I got my hands on Frostburn, Tearhaunch, Bladebuckle, The Face of Horror, one SoJ, Silks of the Victor, the Tannr Gorerod and many more costly-to-gamble items:

    Start a multiplayer game with one of the other characters, and keep it open. Join with the barb, go get Wirt's Leg and proceed to open the portal. WW until you hit the king, and kill him. Take a mental note of what he drops, pick it up and ID/sell/keep, then exit the MP game with the barb. If the map was good (short distance from WP to Tristram, king close to red portal, king dropped desireable base item) then keep the MP game still running. You can now create a Single Player game with the barb, and the map will be the same. Run this map until the king drops the item(s) you were looking for. If you need to mule, just join the MP game again.

    If the map was bad, or you got what you were looking for, start new multiplayer games with the other characters, and repeat until you have some good gear. Remember to keep The Tannr Gorerod unique pike in your stash even though it is a weak option for use. All uniques have five times base durability, and so do rares which are failed uniques. Pikes have 25 base durability, and need very frequent repairs, but if you can get a failed unique with at least 100+ max damage, you are pretty much set.

    NIGHTMARE
    Don't be afraid of NM; you can teleport past all of act 1, most of act 2 and 3, and all of act 4, just stopping to complete quest objectives. Leave the Hell Forge alone in NM and hell; gems have no use in this patch anyway. If you feel underleveled, feel free to stop in NM Canyon of the Magi or hell River of Flame to level to 40-50. The same monsters which were dangerous in normal are still dangerous in nightmare, but WW should demolish anything and if you have gotten enough leech, you should only need to go back to town to sell/repair. If you got Frostburns from the Cow King, and leech is good enough without the Hand of Broc, your mana should be enough to start putting points in WW now. Your mastery should be maxed, BO at around 10 points, natural resist at 4-5. I never felt the need to get strength high for more damage, so get to a comfortable HP with BO and save unneeded points. You will never have use for more than 2k life, so might as well save points for strength. Nightmare Cow King should get a visit, especially since he can drop Ancient Axes and Bec De Corbins (for your other barb).

    HELL
    Same as nightmare, tele past anything unimportant and complete quests as you go. The goal is the River of Flame. When you get there, the leveling should start. If underleveled (as in 50 or less), prioritize your barb and leave other characters in town. If 50+ and you can handle maggots, go ahead and clean one corner of the river, place all remaining characters there, then proceed to kill anything which isn't a big maggot or an egg. This makes for potentially endless leveling, and not at a bad speed either:

    MOVING ON
    When your rushee sorcs get to around level 65, consider moving one or two of them to expansion 1.07. If you've collected 12-18 perfect skulls, slap some useless rare amulets, a cube and all your perfect skulls on a fresh made character and forward it to 1.06b. This will likely be your first +2 skills amulet. When you get one for sorc, forward it to 1.07.

    Keep cubing amulets, though, the potential is very high. You should probably get 2 SoJs, some decent rare boots/belts/gloves/armor/helm for each of them. Also worth forwarding is MF gear if you have it, but be advised that it will take some racking first before you can MF efficiently in 1.07, so prioritize cast rate and safety. Be sure to kill Diablo with the entire party before moving on, so that hell act 5 will be readily available.

    Some levels to shoot for (if you have the patience):
    - lvl 61: This allows use of the 1.07 Wizard Spike, which will greatly increase rack run speed. Also grants the best chance of a SoJ when cubing rings in 1.07
    - lvl 62: Allows use of 1.07 Harlequin Crest, which greatly increases kill speed and survivability, should you choose to do more leveling in 1.07
    - lvl 67: Allows use of +2 skill rare amulets; recommended for just about any sorc, and especially if you by any chance have a good +2 sorc amu in 1.00 (rushes).
    - lvl 76: Allows use of Tal Rasha's Guardianship, a highly recommended MF armor in 1.07 and beyond.
    - lvl 91: Crafted amulets in 1.07 will be ilvl 60, which allows +3 skilltab crafts. I dare you to level this far in 1.00 though....


    Your initial barb and sorc should stay in 1.00 indefinetly. You'll want to rush more characters after a while, and 1.00 is the safest and quickest place to do it. You'll want to be able to create full games for leveling purposes, as leveling past the mid 80's is tedious enough as it is, and you need as high a level as possible for eventually gamble +2 skill rares for use in 1.00.

    Items to look for in this patch which are valuable in later patches:
    - Any quality ruby/topaz/emerald/sapphire: Forward to 1.07
    - Exploding potions: buy from Lycander in act 2 and forward to 1.07
    - White War Scepters with +3 Holy Shield/+x Redemption: Forward to 1.10s (CtA base)
    - Perfect Skulls: Forward to 1.06b to cube rare amulets
    - Rare boots/belts/gloves/rings/amulets: Pay attention to stats vs. level req! Great twinking gear, and some stats which are impossible to get in LoD.
    - Stones of Jordan



    That's all for now; please leave your suggestions for improvement below. Much apprechiated!
     
    Last edited: Jul 11, 2016
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  2. helvete

    helvete IncGamers Member

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    How to get items for use in 1.00

    There are only three effective ways for getting the top-end gear you'll want to use in 1.00
    1 - Finding stuff by chance during normal play
    2 - Gambling
    3 - Cow King runs

    During normal play
    This is the least efficient way, however, it is the only way of getting certain items. Ume's Lament comes to mind. Also, there is sort of a "mid-tier" of items which the Cow King can't drop and which are still very costly to gamble. Iceblink and Wall of the Eyeless falls into this category. There's no big secret to this, kill speed outweighs MF most the time, especially as MF only works on normal monsters. Uniques/Champions/Act Bosses all have really poor drops, except for act boss' first kill drops. Look for the unique items where their base items are most common. For Ume's this would be act 4, but for Iceblink, act 4 is a very poor choice. See the tables [which will be posted in the future] for where to look for certain bases.

    Gambling
    Gambling is the best way to get around half the useful uniques and most of useful rare items. Seeing as Defense Rating has very little use, you can use low defense items for boots/armor/gloves/head and even belt if you can stand having less than 4 rows of potions. Gambling odds are pretty good, are as follows

    3% Unique (or 5x durability rare if the unique is/has been in the game)
    5% Set (or 3x durability magic if there is no set version)
    7% rare
    85% magic

    As you can see, WAY better odds than in LoD, and the real treat is that prices do NOT scale with character level. They stay at 2,500 for boots, 3,250 for Quilted Armor etc indefinitely.

    There are drawbacks, though. The gambling screen doesn't refresh simply by closing and reopening it, you have to leave town as if it were the vendor inventory you aimed to reset. This is tedious, but can be done efficiently by opening a cow portal next to Gheed.

    Do NOT gamble randomly for uniques. If you're looking for several specific uniques, and it spawned on the first gambling screen, it will count as having been in the game even if you did not actually buy it.

    Also, rings/amulets are NOT forced to spawn. This makes for tedious gambling of rings/amulets at higher levels, because as more items become eligible for gambling, the odds that a ring or amulet is one of the twelve spawned items will decrease. Rapidly. Again, this can be circumvented if looking for uniques, as they don't have a qlvl and thus can be gambled by a lvl 1 character. Level 5 or 7 is still recommended, as you'd need to start an MP game, drop gold from one or more high level characters, then pick it up with the low level character and gamble with that one.

    As mentioned in the general guide, unique rings and amulets spawn in a set order: Nagel -> Manald -> Soj and Nokozan -> Etlich -> Mahim Oak. This is why you'll treasure Nagelring and Manald Heal; if you already have them, every new unique ring will be forced to be a Stone of Jordan. Just mule off the SoJs as you get them, and keep going. Also, this will force rares if you carry all three uniques, which is very useful for high level characters gambling for rare amulets, but can still provide enhanced odds for rare rings if you're looking for those.

    Do not throw away the low level uniques (Hotspur, Biggin's, etc.) but mule them off. You'll want to gamble for rares in an MP game and enter/leave that game with a mule with uniques you'd rather see as a rare item. Or you could simply carry them, but then there is less space for keeping rares you're unsure about.

    Getting gold for gambling
    There are generally three ways of doing this:
    1 - Hoard gold from selling items during general play
    2 - Creating a Goldfind character
    3 - Run the Cow King and sell his drops

    In 1.00, gold is worth its weight in... well, gold. Learn which items sell the best, generally superior items and those with staffmods. The higher defense, the better. Also, some sets/uniques with +defense (not %enhanced defense) sell VERY well. Repair/Sell these during general play and try not to die, as the gold loss is painful.

    Creating a dedicated goldfind character is probably the most efficient way of getting gold, however, it is more difficult than one might suspect. Especially since the best goldfind weapons have really low damage.

    Running the Cow King is less efficient, but here you have the added potential of him dropping something desirable directly. And speaking of the Cow King....

    Running the Cow King
    Thanks @Treeharl for writing a wonderful guide explaining everything you want to know about running the Cow King!

    In patch 1.02, restrictions were added as to who gets to open the Red Portal, but these restrictions DO NOT apply to 1.00 or 1.01. Which is one of a few major reasons to play 1.00 and not 1.04 or 1.06b.

    So which items should I be looking for?
    Short version: Rares! There are no "magic only" affixes pre-LoD, so ANY blue item is potentially beaten by a yellow one. This goes for green ones as well, with the exception of Sigon's Guard Tower Shield and Death's Guard Sash. Rares also have a much more limited affix pool than in LoD, and thus the good affixes (stats, life, mana, resists) are selected more frequently. See the table in the next post for what affixes are available at which item levels.

    Long version:
    There are maybe a dozen uniques which can't be beaten by rares due to their stats. From the top of my head:
    - Iceblink (Splint Mail) - Freezes Target is really, really awesome.
    - Frostburn (Gauntlets) - 40% more mana can really help
    - Magefist (Light Gauntlets) - The only FCR gloves. Also helps mana regen a good bit.
    - Chance Guards (Chain Gloves) - 200% Goldfind. MF is always 24% and can be easily beaten by rares.
    - Undead Crown (Crown) - 5% LifeLeech is great
    - Wormskull (Bone Helm) - 4% LifeLeech isn't as great as 5% but it's still leech.
    - Silks of the Victor (Ancient Armor) - 5% ManaLeech and +1 skills. Dencent defense. Only armor with +skills or ML.
    - The Eye of Etlich (Amulet) - LifeLeech, Cold Damage and +1 Skills at lvl 1. Great choice for Amulet.
    - The Stone of Jordan (Ring) - Shouldn't need further explanation.
    - Nightsmoke (Belt) - 50% Damage Taken Goes to Mana. Some resists too.
    - The Hand of Broc (Gloves) - 3% Dual Leech. If you're short on leech, these are good. Otherwise, get rares.
    - Bloodfist (Heavy Gloves) - 30%FHR and 40 life. Good for the FHR, but Frostburns or rares can be better in most situations.
    - Ume's Lament (Grim Wand) - 20%FCR and 40 Mana. Can be beaten by blues and rares, but not very easily, especially not if you're a Necromancer.
    - The Patriarch (Great Sword) - 100% Goldfind. Use as offhand weapon on goldfind barbs, otherwise sell.
    - Goblin Toe (Light Plated Boots) - 25% Crushing Blow. Rarely useful on 2H WW barbs (as they have enough damage that it almost never triggers) but I can see other builds making good use of these.

    Notice the lack of weapons here? That's because most of them do NOT have the %Enhanced Damage we're used to from LoD. Rares is the way to go. If you use Pikes, keep the Tannr Gorerod in your stash at all times, since you want that added chance of getting a rare, and especially with 5x durability as pikes only have 25 dura by default and thus WW breaks them really fast.
     

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    Last edited: Jul 23, 2016
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  3. helvete

    helvete IncGamers Member

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    Tables (Thanks @T72on1 for alligning these)

    The term "qlvl" (quality level) was invented with the expansion, which means affix generation is based ONLY on item level (and magic_lvl which is +2 for amulets and AFAIK don't apply to any other items).

    (All of the affix tables are 1.06b data. I don't know of any changes whatsoever, but if there are any, please let me know!)

    Amulet Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Glimmering    +1 to light radius                        1
    Prefix    Bronze        +10-20 to attack rating                   1
    Suffix    Strength      +1-3 points to strength                   1
    Suffix    Craftsmanship +1-2 points to maximum damage             1
    Suffix    Greed         + (40-60)% extra gold from monsters       2
    Prefix    Lizards       +1-5 points to mana                       3
    Suffix    Jackal        Adds 1-5 pts to life                      3
    Prefix    Crimson       +5-10% to resist fire                     5
    Prefix    Azure         +5-10% to resist cold                     5
    Prefix    Ocher         +5-10% to resist lightning                5
    Prefix    Beryl         +5-10% to resist poison                   5
    Prefix    Fortuitous    +10-15% chance of finding magic item      5
    Suffix    Dexterity     +1-3 points to dexterity                  5
    Suffix    Apprentice    Fast Cast Rate                            5
    Suffix    Energy        + 1-5 points to mana                      5
    Prefix    Glowing       +2 to light radius                        6
    Prefix    Snakes        +5-10 points to mana                      6
    Suffix    Fox           Adds 5-10 pts to life                     6
    Suffix    Light         +1 to light radius                        6
    Suffix    Leech         +4-7% life stolen per hit                 6
    Suffix    Bat           +4-8% mana stolen per hit                 6
    Suffix    Health        Damage reduced by 1                       7
    Suffix    Warding       Magic damage reduced by 1                 7
    Suffix    Remedy        Poison length reduced by 25%              7
    Suffix    Maiming       +3-4 points to maximum damage             7
    Prefix    Vulpine       10% damage goes to mana                   9
    Suffix    Skill         +4-6 points to dexterity                 10
    Suffix    Regeneration  +3 life regeneration                     10
    Suffix    Might         +4-6 points to strength                  10
    Suffix    Mind          + 6-10 points to mana                    10
    Suffix    Thawing       Half Freeze Duration                     10
    Prefix    Burgundy      11-20% to resist fire                    12
    Prefix    Lapis         +11-20% to resist cold                   12
    Prefix    Tangerine     +11-20% to resist lightning              12
    Prefix    Jade          +11-20% to resist poison                 12
    Suffix    Excellence    +3 points to minimum damage              12
    Suffix    Chance        +(10-19)% chance of getting magical item 12
    Prefix    Serpents      +11-20 points to mana                    14
    Prefix    Rugged        +5-10 points to maximum stamina          14
    Suffix    Wolf          Adds 11-20 pts to life                   14
    Suffix    Radiance      +3 to light radius                       15
    Suffix    Fortune       +(20-35)% chance of getting magical item 16
    Suffix    Regrowth      +5 life regeneration                     17
    Suffix    Sun           +5 to light radius                       17
    Suffix    Wealth        + (80-120)% extra gold from monsters     17
    Prefix    Garnet        +21-30% to resist fire                   18
    Prefix    Cobalt        +21-30% to resist cold                   18
    Prefix    Coral         +21-30% to resist lightning              18
    Prefix    Viridian      +21-30% to resist poison                 18
    Suffix    Amelioration  Poison length reduced by 50%             18
    Suffix    Ox            +7-10 points to strength                 18
    Suffix    Accuracy      +7-10 points to dexterity                18
    Suffix    Brilliance    +11-15 points to mana                    18
    Suffix    Protection    Damage reduced by 2                      18
    Suffix    Sentinel      Magic damage reduced by 2                18
    Prefix    Drakes        +21-30 points to mana                    20
    Suffix    Tiger         Adds 21-30 pts to life                   20
    Suffix    Precision     +11-15 points to dexterity               22
    Suffix    Giant         +11-15 points to strength                22
    Suffix    Sorcery       + 16-20 points to mana                   22
    Suffix    Life          Adds 5 pts to life                       23
    Prefix    Dragons       +31-40 points to mana                    24
    Suffix    Mammoth       Adds 31-40 pts to life                   24
    Prefix    Amber         +31-50% to resist lightning              25
    Prefix    Ruby          +31-50% to resist fire                   25
    Prefix    Sapphire      +31-50% to resist cold                   25
    Prefix    Emerald       +31-50% to resist poison                 25
    Suffix    Defiance      Poison length reduced by 75%             25
    Suffix    Absorption    Damage reduced by 3                      26
    Suffix    Guarding      Magic damage reduced by 3                26
    Prefix    Prismatic     +15-25% resist all                       27
    Prefix    Wyrms         +41-60 points to mana                    30
    Prefix    Fletcher      +1 to skills - Amazon                    30
    Prefix    Slayer        +1 to skills - Barbarian                 30
    Prefix    Monks         +1 to skills - Paladin                   30
    Prefix    Summoner's    +1 to skills - Necromancer               30
    Prefix    Angels        +1 to skills - Sorceress                 30
    Suffix    Colossus      Adds 41-60 pts to life                   30
    Suffix    Titan         +16-20 points to strength                30
    Suffix    Perfection    +16-20 points to dexterity               30
    Suffix    Wizardry      + 21-30 points to mana                   30
    Suffix    Life          Damage reduced by 4                      35
    Suffix    Negation      Magic damage reduced by 4                35
    Suffix    Flame         +(1-2) - 6 points fire damage            40
    Suffix    Shock         +1 - 8 points lightning damage           50
    Suffix    Blight        +2-7 points poison dmg - 3 seconds       50
    Suffix    Frost         +1-4 points to cold dmg - 5 seconds      55
    Prefix    Archers       +2 to skills - Amazon                    90
    Prefix    Berserkers    +2 to skills - Barbarian                 90
    Prefix    Priests       +2 to skills - Paladin                   90
    Prefix    Necromancers  +2 to skills - Necromancer               90
    Prefix    Archangel's   +2 to skills - Sorceress                 90
    
    

    Armor Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Sturdy        120-130% Defense                          4
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Balance       Fast Hit Recovery                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Suffix    Health        Damage Reduced by 1                       7
    Suffix    Warding       Magic Damage Reduced by 1                 7
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Strong        131-140% Defense                          9
    Suffix    Stability     Fastest Hit Recovery                      9
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Prefix    Jade          Poison Resist +11-20%                    12
    Suffix    Thorns        Attacker Takes Damage of 1-3             14
    Suffix    Wolf          +11-20 to Life                           14
    Suffix    Ease          Requirements -20%                        15
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Amelioration  Poison Length Reduced by 50%             18
    Prefix    Viridian      Poison Resist +21-30%                    18
    Prefix    Glorious      141-150% Defense                         19
    Suffix    Tiger         +21-30 to Life                           20
    Suffix    Spikes        Attacker Takes Damage of 2-6             21
    Suffix    Life          +5 to Life                               23
    Suffix    Mammoth       +31-40 to Life                           24
    Suffix    Simplicity    Requirements -40%                        25
    Prefix    Blessed       151-160% Defense                         25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Defiance      Poison Length Reduced by 75%             25
    Suffix    Colossus      +41-60 to Life                           30
    Prefix    Saintly       161-180% Defense                         31
    Prefix    Holy          181-200% Defense                         36
    Prefix    Serpent's     +11-20 to Mana                           37
    Suffix    Measure       +2 to Minimum Damage                     37
    Suffix    Skill         +4-6 to Dexterity                        45
    Prefix    Dragon's      +31-40 to Mana                           52
    Suffix    Precision     +11-15 to Dexterity                      60
    Suffix    Regeneration  Replenish Life +3                        70
    

    Belt Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Strength      +1-3 to Strength                          1
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Sturdy        120-130% Defense                          4
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Balance       Fast Hit Recovery                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Radius        Glowing +2 to Light Radius                6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Strong        131-140% Defense                          9
    Suffix    Stability     Fastest Hit Recovery                      9
    Suffix    Regeneration  Replenish Life +3                        10
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Prefix    Jade          Poison Resist +11-20%                    12
    Suffix    Thorns        Attacker Takes Damage of 1-3             14
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Prefix    Rugged        +5-10 to Max Stamina                     14
    Suffix    Wealth        80-120% Extra Gold From Monsters         17
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Ox            +7-10 to Strength                        18
    Prefix    Glorious      141-150% Defense                         19
    Suffix    Tiger         +21-30 to Life                           20
    Prefix    Drake's       +21-30 to Mana                           20
    Suffix    Spikes        Attacker Takes Damage of 2-6             21
    Suffix    Giant         +11-15 to Strength                       22
    Suffix    Life          +5 to Life                               23
    Prefix    Blessed       151-160% Defense                         25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Colossus      +41-60 to Life                           30
    Suffix    Titan         +16-20 to Strength                       30
    Prefix    Saintly       161-180% Defense                         31
    Prefix    Holy          181-200% Defense                         36
    Suffix    Skill         +4-6 to Dexterity                        45
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec    55
    Suffix    Regrowth      Replenish Life +5                        55
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Precision     +11-15 to Dexterity                      60
    Suffix    Mammoth       +31-40 to Life                           60
    

    Boot Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Pacing        10% Fast Run/Walk                         2
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Sturdy        120-130% Defense                          4
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Dexterity     +1-3 to Dexterity                         5
    Suffix    Balance       Fast Hit Recovery                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Strong        131-140% Defense                          9
    Suffix    Stability     Fastest Hit Recovery                      9
    Suffix    Skill         +4-6 to Dexterity                        10
    Suffix    Thawing       Half Freeze Duration                     10
    Prefix    Lapis         Cold Resist +11-20%                      12
    Suffix    Haste         20% Faster Run/Walk                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Prefix    Jade          Poison Resist +11-20%                    12
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Rugged        +5-10 to Max Stamina                     14
    Prefix    Tireless      Heal Stamina +50%                        14
    Suffix    Fortune       20-35% Better Chance of Getting Mag Item 16
    Suffix    Wealth        80-120% Extra Gold From Monsters         17
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Suffix    Accuracy      +7-10 to Dexterity                       18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Prefix    Glorious      141-150% Defense                         19
    Suffix    Tiger         +21-30 to Life                           20
    Suffix    Speed         30% Fastest Run/Walk                     22
    Prefix    Sapphire      Cold Resist +31-50%                      25
    Prefix    Blessed       151-160% Defense                         25
    Prefix    Ruby          Fire Resist +31-50%                      25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Titan         +16-20 to Strength                       30
    Prefix    Saintly       161-180% Defense                         31
    Prefix    Holy          181-200% Defense                         36
    Prefix    Serpent's     +11-20 to Mana                           37
    Suffix    Ox            +7-10 to Strength                        47
    Suffix    Shock         Adds 1-8 Lightning Damage                50
    Prefix    Dragon's      +31-40 to Mana                           52
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Precision     +11-15 to Dexterity                      60
    Suffix    Giant         +11-15 to Strength                       62
    Suffix    Regeneration  Replenish Life +3                        70
    

    Bow Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Jagged        +110-120% Damage                          1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Suffix    Worth         +1 to Minimum Damage                      2
    Prefix    Iron          +21-40 to Attack Rating                   4
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec     4
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage         4
    Suffix    Shock         Adds 1-8 Lightning Damage                 4
    Suffix    Quality       +2 to Maximum Damage                      4
    Prefix    Sharp         +10-20 to AR, +Damage: 110-120%           5
    Prefix    Azure         Cold Resist +5-10%                        5
    Prefix    Deadly        +121-130% Damage                          5
    Suffix    Dexterity     +1-3 to Dexterity                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Suffix    Blight        Adds 2-7 Poison Damage over 3 Seconds     5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Light         +1 to Light Radius                        6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Measure       +2 to Minimum Damage                      6
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Prefix    Vicious       +131-140% Damage                          8
    Suffix    Alacrity      Attack Rate Increase                      8
    Prefix    Fine          +21-40 to AR, +Damage: 121-130%           9
    Suffix    Skill         +4-6 to Dexterity                        10
    Suffix    Slaying       +5-7 to Maximum Damage                   11
    Prefix    Silver        +61-80 to Attack Rating                  12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Prefix    Brutal        +141-150% Damage                         14
    Suffix    Gore          +8-10 to Maximum Damage                  14
    Suffix    Ease          Requirements -20%                        15
    Prefix    Warrior's     +41-60 to AR, +Damage: 131-140%          15
    Suffix    Fire          Adds 2 Minimum to 6-11 Fire Damage       15
    Suffix    Radiance      +3 to Light Radius                       15
    Suffix    Lightning     Adds 1-16 Lightning Damage               15
    Suffix    Venom         Adds 4-14 Poison Damage over 3 Seconds   15
    Prefix    Gold          +81-100 to Attack Rating                 17
    Suffix    Wed           +5 to Light Radius                       17
    Suffix    Glacier       Adds 4 - 12 Cold Damage, Cold Dur: 6 sec 18
    Suffix    Accuracy      +7-10 to Dexterity                       18
    Suffix    Performance   +4-5 to Minimum Damage                   18
    Suffix    Carnage       +11-15 to Maximum Damage                 19
    Prefix    Massive       +151-165% Damage                         20
    Prefix    Soldier's     +61-80 to AR, +Damage: 141-150%          21
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Precision     +11-15 to Dexterity                      22
    Suffix    Simplicity    Requirements -40%                        25
    Prefix    Knight's      +81-100 to AR, +Damage: 151-165%         25
    Prefix    Sapphire      Cold Resist +31-50%                      25
    Suffix    Burning       Adds 10 Minimum to 10-20 Fire Damage     25
    Suffix    Thunder       Adds 1-32 Lightning Damage               25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Slaughter     +15-20 to Maximum Damage                 25
    Suffix    Pestilence    Adds 12-28 Poison Damage over 4 Seconds  25
    Prefix    Savage        +166-180% Damage                         26
    Prefix    Meteoric      +121-150 to Attack Rating                27
    Prefix    Lord's        +101-120 to AR, +Damage: 166-180%        30
    Suffix    Perfection    +16-20 to Dexterity                      30
    Prefix    Fletcher      +1 to Amazon Skill Levels                30
    Prefix    Merciless     +181-200% Damage                         32
    Prefix    King's        +121-150 to AR, +Damage: 181-200%        35
    Prefix    Lapis         Cold Resist +11-20%                      35
    Prefix    Burgundy      Fire Resist +11-20%                      35
    Prefix    Tangerine     Lightning Resist +11-20%                 35
    Prefix    Jade          Poison Resist +11-20%                    35
    Prefix    Archer        +2 to Amazon Skill Levels                40
    Suffix    Wolf          +11-20 to Life                           45
    Suffix    Ox            +7-10 to Strength                        47
    Prefix    Cobalt        Cold Resist +21- 30%                     55
    Prefix    Garnet        Fire Resist +21-30%                      55
    Prefix    Coral         Lightning Resist +21-30%                 55
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Regeneration  Replenish Life +3                        70
    

    Glove Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Sturdy        120-130% Defense                          4
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Dexterity     +1-3 to Dexterity                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Strong        131-140% Defense                          9
    Suffix    Skill         +4-6 to Dexterity                        10
    Suffix    Thawing       Half Freeze Duration                     10
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Prefix    Jade          Poison Resist +11-20%                    12
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Rugged        +5-10 to Max Stamina                     14
    Suffix    Fortune       20-35% Better MF                         16
    Suffix    Thu           +5 to Light Radius                       17
    Suffix    Wealth        80-120% Extra Gold From Monsters         17
    Suffix    Accuracy      +7-10 to Dexterity                       18
    Prefix    Glorious      141-150% Defense                         19
    Suffix    Tiger         +21-30 to Life                           20
    Prefix    Blessed       151-160% Defense                         25
    Suffix    Perfection    +16-20 to Dexterity                      30
    Prefix    Saintly       161-180% Defense                         31
    Prefix    Lapis         Cold Resist +11-20%                      35
    Prefix    Holy          181-200% Defense                         36
    Prefix    Serpent's     +11-20 to Mana                           37
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage        40
    Suffix    Regeneration  Replenish Life +3                        40
    Suffix    Ox            +7-10 to Strength                        47
    Prefix    Dragon's      +31-40 to Mana                           52
    Prefix    Cobalt        Cold Resist +21-30%                      55
    Prefix    Garnet        Fire Resist +21-30%                      55
    Prefix    Coral         Lightning Resist +21-30%                 55
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Precision     +11-15 to Dexterity                      60
    Suffix    Mammoth       +31-40 to Life                           60
    Suffix    Giant         +11-15 to Strength                       62
    

    Ring Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Strength      +1-3 to Strength                          1
    Suffix    Greed         40-60% Extra Gold From Monsters           2
    Prefix    Triumphant    +1 Point of Mana After Each Kill          3
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Iron          +21-40 to Attack Rating                   4
    Prefix    Fortuitous    10-15% Better Chance of MF                5
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Dexterity     +1-3 to Dexterity                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Suffix    Energy        +1-5 to Mana                              5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Apprentice    Fast Cast Rate                            5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Health        Damage Reduced by 1                       7
    Suffix    Warding       Magic Damage Reduced by 1                 7
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Suffix    Skill         +4-6 to Dexterity                        10
    Suffix    Thawing       Half Freeze Duration                     10
    Suffix    Regeneration  Replenish Life +3                        10
    Suffix    Mind          +6-10 to Mana                            10
    Suffix    Might         +4-6 to Strength                         10
    Prefix    Silver        +61-80 to Attack Rating                  12
    Suffix    Chance        10-19% Better Chance of MF               12
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Prefix    Rugged        +5-10 to Max Stamina                     14
    Suffix                  +3 to Light Radius                       15
    Suffix    Fri           +5 to Light Radius                       17
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Suffix    Protection    Damage Reduced by 2                      18
    Suffix    Accuracy      +7-10 to Dexterity                       18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Sentinel      Magic Damage Reduced by 2                18
    Suffix    Brilliance    +11-15 to Mana                           18
    Prefix    Viridian      Poison Resist +21-30%                    18
    Suffix    Ox            +7-10 to Strength                        18
    Suffix    Tiger         +21-30 to Life                           20
    Prefix    Drake's       +21-30 to Mana                           20
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Mammoth       +31-40 to Life                           24
    Prefix    Dragon's      +31-40 to Mana                           24
    Prefix    Sapphire      Cold Resist +31-50%                      25
    Prefix    Ruby          Fire Resist +31-50%                      25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Prefix    Emerald       Poison Resist +31-50%                    25
    Prefix    Meteoric      +121-150 to Attack Rating                27
    Suffix    Wizardry      +21-30 to Mana                           30
    Prefix    Wyrm's        +41-60 to Mana                           30
    Prefix    Jade          Poison Resist +11-20%                    35
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage        40
    Suffix    Blight        Adds 2-7 Poison Damage over 3 Seconds    45
    Suffix    Shock         Adds 1-8 Lightning Damage                50
    Suffix    Regrowth      Replenish Life +5                        55
    Suffix    Precision     +11-15 to Dexterity                      60
    Prefix    Prismatic     +5-15% to each Resistance                62
    Suffix    Giant         +11-15 to Strength                       62
    

    Scepter Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Jagged        +110-120% Damage                          1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Prefix    Triumphant    +1 Point of Mana After Each Kill          3
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Iron          +21-40 to Attack Rating                   4
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec     4
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage         4
    Suffix    Shock         Adds 1-8 Lightning Damage                 4
    Suffix    Quality       +2 to Maximum Damage                      4
    Prefix    Sharp         +10-20 to AR, +Damage: 110-120%           5
    Prefix    Azure         Cold Resist +5-10%                        5
    Prefix    Deadly        +121-130% Damage                          5
    Suffix    Dexterity     +1-3 to Dexterity                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Suffix    Energy        +1-5 to Mana                              5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Apprentice    Fast Cast Rate                            5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Measure       +2 to Minimum Damage                      6
    Suffix    Puncturing    -10-20 to Monster AC Per Hit              6
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Prefix    Vicious       +131-140% Damage                          8
    Suffix    Bear          Knockback                                 8
    Suffix    Alacrity      Attack Rate Increase                      8
    Prefix    Fine          +21-40 to AR, +Damage: 121-130%           9
    Suffix    Skill         +4-6 to Dexterity                        10
    Suffix    Regeneration  Replenish Life +3                        10
    Suffix    Mind          +6-10 to Mana                            10
    Suffix    Might         +4-6 to Strength                         10
    Suffix    Slaying       +5-7 to Maximum Damage                   11
    Prefix    Silver        +61-80 to Attack Rating                  12
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Prefix    Jade          Poison Resist +11-20%                    12
    Prefix    Brutal        +141-150% Damage                         14
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Suffix    Gore          +8-10 to Maximum Damage                  14
    Prefix    Warrior's     +41-60 to AR, +Damage: 131-140%          15
    Suffix    Fire          Adds 2 Minimum to 6-11 Fire Damage       15
    Suffix    Radiance      +3 to Light Radius                       15
    Suffix    Lightning     Adds 1-16 Lightning Damage               15
    Prefix    Howling       Hit Causes Monsters to Flee              16
    Suffix    Bashing       -25-40 to Monster AC Per Hit             16
    Prefix    Gold          +81-100 to Attack Rating                 17
    Suffix    Regrowth      Replenish Life +5                        17
    Suffix    Sun           +5 to Light Radius                       17
    Suffix    Magus         Fastest Cast Rate                        17
    Suffix    Glacier       Adds 4-12 Cold Damage, Cold Dur: 6 sec   18
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Suffix    Accuracy      +7-10 to Dexterity                       18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Brilliance    +11-15 to Mana                           18
    Suffix    Performance   +4-5 to Minimum Damage                   18
    Prefix    Viridian      Poison Resist +21-30%                    18
    Suffix    Ox            +7-10 to Strength                        18
    Suffix    Carnage       +11-15 to Maximum Damage                 19
    Suffix    Swiftness     Attack Rate Increase                     19
    Prefix    Massive       +151-165% Damage                         20
    Suffix    Locust        8-10% Life Stolen Per Hit                20
    Prefix    Drake's       +21-30 to Mana                           20
    Suffix    Vampire       9-12% Mana Stolen Per Hit                20
    Prefix    Soldier's     +61-80 to AR, +Damage: 141-150%          21
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Precision     +11-15 to Dexterity                      22
    Suffix    Sorcery       +16-20 to Mana                           22
    Suffix    Giant         +11-15 to Strength                       22
    Prefix    Dragon's      +31-40 to Mana                           24
    Suffix    Piercing      Ignores Target's Defense                 25
    Prefix    Knight's      +81-100 to AR, +Damage: 151-165%         25
    Suffix    Burning       Adds 10 Minimum to 10-20 Fire Damage     25
    Suffix    Thunder       Adds 1-32 Lightning Damage               25
    Suffix    Slaughter     +15-20 to Maximum Damage                 25
    Prefix    Emerald       Poison Resist +31-50%                    25
    Suffix    Quickness     Greater Attack Rate Increase             25
    Prefix    Savage        +166-180% Damage                         26
    Prefix    Meteoric      +121-150 to Attack Rating                27
    Prefix    Lord's        +101-120 to AR, +Damage: 166-180%        30
    Suffix    Wizardry      +21-30 to Mana                           30
    Prefix    Wyrm's        +41-60 to Mana                           30
    Prefix    Monk's        +1 to Paladin Skill Levels               30
    Prefix    Merciless     +181-200% Damage                         32
    Prefix    King's        +121-150 to AR, +Damage: 181-200%        35
    Prefix    Priest's      +2 to Paladin Skill Levels               40
    

    Shield Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Suffix    Blocking      +10% Increased Blocking                   1
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Sturdy        120-130% Defense                          4
    Prefix    Azure         Cold Resist +5-10%                        5
    Suffix    Balance       Fast Hit Recovery                         5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Health        Damage Reduced by 1                       7
    Suffix    Warding       Magic Damage Reduced by 1                 7
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Suffix    Remedy        Poison Length Reduced by 25%              7
    Prefix    Devious       Magic Damage Reduced by 1                 7
    Prefix    Vulpine       10% Damage taken Goes to Mana             9
    Prefix    Strong        131-140% Defense                          9
    Suffix    Stability     Fastest Hit Recovery                      9
    Suffix    Reduction     Thawing Half Freeze Duration             10
    Suffix    Might         +4-6 to Strength                         10
    Suffix    Deflecting    +20% Increased Blocking                  11
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Prefix    Jade          Poison Resist +11-20%                    12
    Suffix    Thorns        Attacker Takes Damage of 1-3             14
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Prefix    Fortified     Magic Damage Reduced by 2                14
    Suffix    Ease          Requirements -20%                        15
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Amelioration  Poison Length Reduced by 50%             18
    Prefix    Viridian      Poison Resist +21-30%                    18
    Prefix    Glorious      141-150% Defense                         19
    Suffix    Tiger         +21-30 to Life                           20
    Suffix    Spikes        Attacker Takes Damage of 2-6             21
    Suffix    Life          +5 to Life                               23
    Suffix    Mammoth       +31-40 to Life                           24
    Suffix    Simplicity    Requirements -40%                        25
    Prefix    Blessed       151-160% Defense                         25
    Suffix    Defiance      Poison Length Reduced by 75%             25
    Suffix    Colossus      +41-60 to Life                           30
    Prefix    Saintly       161-180% Defense                         31
    Prefix    Holy          181-200% Defense                         36
    Suffix    Regeneration  Replenish Life +3                        40
    Suffix    Skill         +4-6 to Dexterity                        45
    Suffix    Ox            +7-10 to Strength                        47
    Suffix    Precision     +11-15 to Dexterity                      60
    Suffix    Giant         +11-15 to Strength                       62
    

    Staff Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Jagged        +110-120% Damage                          1
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Prefix    Triumphant    +1 Point of Mana After Each Kill          3
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Iron          +21-40 to Attack Rating                   4
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec     4
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage         4
    Suffix    Shock         Adds 1-8 Lightning Damage                 4
    Suffix    Quality       +2 to Maximum Damage                      4
    Prefix    Sharp         +10-20 to AR, +Damage: 110-120%           5
    Prefix    Azure         Cold Resist +5-10%                        5
    Prefix    Deadly        +121-130% Damage                          5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Suffix    Energy        +1-5 to Mana                              5
    Suffix    Blight        Adds 2-7 Poison Damage over 3 Seconds     5
    Prefix    Beryl         Poison Resist +5-10%                      5
    Suffix    Apprentice    Fast Cast Rate                            5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Measure       +2 to Minimum Damage                      6
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Prefix    Vicious       +131-140% Damage                          8
    Suffix    Bear          Knockback                                 8
    Suffix    Alacrity      Attack Rate Increase                      8
    Prefix    Fine          +21-40 to AR, +Damage: 121-130%           9
    Suffix    Vileness      Prevent Monster Heal                      9
    Suffix    Mind          +6-10 to Mana                            10
    Suffix    Slaying       +5-7 to Maximum Damage                   11
    Prefix    Silver        +61-80 to Attack Rating                  12
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Prefix    Jade          Poison Resist +11-20%                    12
    Prefix    Brutal        +141-150% Damage                         14
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Suffix    Gore          +8-10 to Maximum Damage                  14
    Prefix    Warrior's     +41-60 to AR, +Damage: 131-140%          15
    Suffix    Fire          Adds 2 Minimum to 6-11 Fire Damage       15
    Suffix    Radiance      +3 to Light Radius                       15
    Suffix    Lightning     Adds 1-16 Lightning Damage               15
    Suffix    Venom         Adds 4-14 Poison Damage over 3 Seconds   15
    Prefix    Howling       Hit Causes Monsters to Flee              16
    Prefix    Gold          +81-100 to Attack Rating                 17
    Suffix    Mon           +5 to Light Radius                       17
    Suffix    Magus         Fastest Cast Rate                        17
    Suffix    Glacier       Adds 4 - 12 Cold Damage, Cold Dur: 6 sec 18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Brilliance    +11-15 to Mana                           18
    Suffix    Performance   +4-5 to Minimum Damage                   18
    Prefix    Viridian      Poison Resist +21-30%                    18
    Prefix    Massive       +151-165% Damage                         20
    Suffix    Locust        8-10% Life Stolen Per Hit                20
    Prefix    Drake's       +21-30 to Mana                           20
    Suffix    Vampire       9-12% Mana Stolen Per Hit                20
    Prefix    Soldier's     +61-80 to AR, +Damage: 141-150%          21
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Sorcery       +16-20 to Mana                           22
    Prefix    Dragon's      +31-40 to Mana                           24
    Suffix    Piercing      Ignores Target's Defense                 25
    Prefix    Knight's      +81-100 to AR, +Damage: 151-165%         25
    Prefix    Sapphire      Cold Resist +31-50%                      25
    Suffix    Burning       Adds 10 Minimum to 10-20 Fire Damage     25
    Prefix    Ruby          Fire Resist +31-50%                      25
    Suffix    Thunder       Adds 1-32 Lightning Damage               25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Pestilence    Adds 12-28 Poison Damage over 4 Seconds  25
    Suffix    Wizardry      +21-30 to Mana                           30
    Prefix    Wyrm's        +41-60 to Mana                           30
    Prefix    Angels's      +1 to Sorceress Skill Levels             30
    Prefix    Arch-Angels's +2 to Sorceress Skill Levels             40
    Suffix    Regeneration  Replenish Life +3                        70
    Prefix    Cobalt        Cold Resist +21-30%                       -
    

    Wand Affixes
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Jagged        +110-120% Damage                          1
    Prefix    Glimmering    +1 to Light Radius                        1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Prefix    Triumphant    +1 Point of Mana After Each Kill          3
    Suffix    Jackal        +1-5 to Life                              3
    Prefix    Lizard's      +1-5 to Mana                              3
    Prefix    Iron          +21-40 to Attack Rating                   4
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec     4
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage         4
    Suffix    Shock         Adds 1-8 Lightning Damage                 4
    Suffix    Quality       +2 to Maximum Damage                      4
    Prefix    Sharp         +10-20 to AR, +Damage: 110-120%           5
    Prefix    Azure         Cold Resist +5-10%                        5
    Prefix    Deadly        +121-130% Damage                          5
    Prefix    Crimson       Fire Resist +5-10%                        5
    Prefix    Ocher         Lightning Resist +5-10%                   5
    Suffix    Energy        +1-5 to Mana                              5
    Suffix    Blight        Adds 2-7 Poison Damage over 3 Seconds     5
    Suffix    Apprentice    Fast Cast Rate                            5
    Suffix    Fox           +5-10 to Life                             6
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Light         +1 to Light Radius                        6
    Prefix    Glowing       +2 to Light Radius                        6
    Prefix    Snake's       +5-10 to Mana                             6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Measure       +2 to Minimum Damage                      6
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Prefix    Vicious       +131-140% Damage                          8
    Suffix    Bear          Knockback                                 8
    Suffix    Alacrity      Attack Rate Increase                      8
    Prefix    Fine          +21-40 to AR, +Damage: 121-130%           9
    Suffix    Vileness      Prevent Monster Heal                      9
    Suffix    Mind          +6-10 to Mana                            10
    Suffix    Slaying       +5-7 to Maximum Damage                   11
    Prefix    Silver        +61-80 to Attack Rating                  12
    Prefix    Lapis         Cold Resist +11-20%                      12
    Prefix    Burgundy      Fire Resist +11-20%                      12
    Prefix    Tangerine     Lightning Resist +11-20%                 12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Prefix    Brutal        +141-150% Damage                         14
    Suffix    Wolf          +11-20 to Life                           14
    Prefix    Serpent's     +11-20 to Mana                           14
    Suffix    Gore          +8-10 to Maximum Damage                  14
    Prefix    Warrior's     +41-60 to AR, +Damage: 131-140%          15
    Suffix    Fire          Adds 2 Minimum to 6-11 Fire Damage       15
    Suffix    Radiance      +3 to Light Radius                       15
    Suffix    Lightning     Adds 1-16 Lightning Damage               15
    Suffix    Venom         Adds 4-14 Poison Damage over 3 Seconds   15
    Prefix    Howling       Hit Causes Monsters to Flee              16
    Prefix    Gold          +81-100 to Attack Rating                 17
    Suffix    Tue           +5 to Light Radius                       17
    Suffix    Magus         Fastest Cast Rate                        17
    Suffix    Glacier       Adds 4-12 Cold Damage, Cold Dur: 6 sec   18
    Prefix    Cobalt        Cold Resist +21-30%                      18
    Prefix    Garnet        Fire Resist +21-30%                      18
    Prefix    Coral         Lightning Resist +21-30%                 18
    Suffix    Brilliance    +11-15 to Mana                           18
    Suffix    Performance   +4-5 to Minimum Damage                   18
    Prefix    Massive       +151-165% Damage                         20
    Suffix    Locust        8-10% Life Stolen Per Hit                20
    Prefix    Drake's       +21-30 to Mana                           20
    Suffix    Vampire       9-12% Mana Stolen Per Hit                20
    Prefix    Soldier's     +61-80 to AR, +Damage: 141-150%          21
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Sorcery       +16-20 to Mana                           22
    Prefix    Dragon's      +31-40 to Mana                           24
    Suffix    Piercing      Ignores Target's Defense                 25
    Prefix    Knight's      +81-100 to AR, +Damage: 151-165%         25
    Prefix    Sapphire      Cold Resist +31-50%                      25
    Suffix    Burning       Adds 10 Minimum to 10-20 Fire Damage     25
    Prefix    Ruby          Fire Resist +31-50%                      25
    Suffix    Thunder       Adds 1-32 Lightning Damage               25
    Prefix    Amber         Lightning Resist +31-50%                 25
    Suffix    Pestilence    Adds 12-28 Poison Damage over 4 Seconds  25
    Suffix    Wizardry      +21-30 to Mana                           30
    Prefix    Wyrm's        +41-60 to Mana                           30
    Prefix    Summoner's    +1 to Necromancer Skill Levels           30
    Prefix    Jade          Poison Resist +11-20%                    35
    Prefix    Necromancer's +2 to Necromancer Skill Levels           40
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Regeneration  Replenish Life +3                        70
    

    Weapon Affixes (Swords, Maces, Axes, Spears, Polearms, Knives... anything not mentioned seperately)
    Code:
    Pre/Suf   Name          Effect                                   ILVL
    Prefix    Bronze        +10-20 to Attack Rating                   1
    Prefix    Jagged        +110-120% Damage                          1
    Suffix    Craftsmanship +1-2 to Maximum Damage                    1
    Suffix    Readiness     Slight Attack Rate Increase               1
    Suffix    Worth         +1 to Minimum Damage                      2
    Prefix    Triumphant    +1 Point of Mana After Each Kill          3
    Prefix    Iron          +21-40 to Attack Rating                   4
    Suffix    Frost         Adds 1-4 Cold Damage, Cold Dur: 5 sec     4
    Suffix    Flame         Adds 1 Minimum to 2-6 Fire Damage         4
    Suffix    Shock         Adds 1-8 Lightning Damage                 4
    Suffix    Quality       +2 to Maximum Damage                      4
    Prefix    Sharp         +10-20 to AR, +Damage: 110-120%           5
    Prefix    Deadly        +121-130% Damage                          5
    Suffix    Blight        Adds 2-7 Poison Damage over 3 Seconds     5
    Suffix    Leech         4-7% Life Stolen Per Hit                  6
    Suffix    Bat           4-8% Mana Stolen Per Hit                  6
    Suffix    Measure       +2 to Minimum Damage                      6
    Suffix    Puncturing    -10-20 to Monster AC Per Hit              6
    Suffix    Maiming       +3-4 to Maximum Damage                    7
    Prefix    Steel         +41-60 to Attack Rating                   8
    Prefix    Vicious       +131-140% Damage                          8
    Suffix    Alacrity      Attack Rate Increase                      8
    Prefix    Fine          +21-40 to AR, +Damage: 121-130%           9
    Suffix    Vileness      Prevent Monster Heal                      9
    Suffix    Might         +4-6 to Strength                         10
    Suffix    Slaying       +5-7 to Maximum Damage                   11
    Prefix    Silver        +61-80 to Attack Rating                  12
    Suffix    Excellence    +3 to Minimum Damage                     12
    Prefix    Brutal        +141-150% Damage                         14
    Suffix    Gore          +8-10 to Maximum Damage                  14
    Suffix    Ease          Requirements -20%                        15
    Prefix    Warrior's     +41-60 to AR, +Damage: 131-140%          15
    Suffix    Fire          Adds 2 Minimum to 6-11 Fire Damage       15
    Suffix    Lightning     Adds 1-16 Lightning Damage               15
    Suffix    Venom         Adds 4-14 Poison Damage over 3 Seconds   15
    Prefix    Howling       Hit Causes Monsters to Flee              16
    Suffix    Bashing       -25-40 to Monster AC Per Hit             16
    Prefix    Gold          +81-100 to Attack Rating                 17
    Suffix    Glacier       Adds 4-12 Cold Damage, Cold Dur: 6 sec   18
    Suffix    Performance   +4-5 to Minimum Damage                   18
    Suffix    Ox            +7-10 to Strength                        18
    Suffix    Carnage       +11-15 to Maximum Damage                 19
    Suffix    Swiftness     Attack Rate Increase                     19
    Prefix    Massive       +151-165% Damage                         20
    Suffix    Locust        8-10% Life Stolen Per Hit                20
    Suffix    Vampire       9-12% Mana Stolen Per Hit                20
    Prefix    Soldier's     +61-80 to AR, +Damage: 141-150%          21
    Prefix    Platinum      +101-120 to Attack Rating                22
    Suffix    Giant         +11-15 to Strength                       22
    Suffix    Simplicity    Requirements -40%                        25
    Prefix    Knight's      +81-100 to AR, +Damage: 151-165%         25
    Suffix    Burning       Adds 10 Minimum to 10-20 Fire Damage     25
    Suffix    Thunder       Adds 1-32 Lightning Damage               25
    Suffix    Slaughter     +15-20 to Maximum Damage                 25
    Suffix    Pestilence    Adds 12-28 Poison Damage over 4 Seconds  25
    Suffix    Quickness     Greater Attack Rate Increase             25
    Prefix    Savage        +166-180% Damage                         26
    Prefix    Meteoric      +121-150 to Attack Rating                27
    Prefix    Lord's        +101-120 to AR, +Damage: 166-180%        30
    Prefix    Slayer        +1 to Barbarian Skill Levels             30
    Prefix    Merciless     +181-200% Damage                         32
    Prefix    King's        +121-150 to AR, +Damage: 181-200%        35
    Prefix    Lapis Cold    Resist +11-20%                           35
    Prefix    Burgundy      Fire Resist +11-20%                      35
    Prefix    Tangerine     Lightning Resist +11-20%                 35
    Prefix    Jade Poison   Resist +11-20%                           35
    Prefix    Serpent's     +11-20 to Mana                           37
    Prefix    Berserker     +2 to Barbarian Skill Levels             40
    Suffix    Wolf          +11-20 to Life                           45
    Suffix    Shock         Adds 1-8 Lightning Damage                50
    Prefix    Cobalt        Cold Resist +21-30%                      55
    Prefix    Garnet        Fire Resist +21-30%                      55
    Prefix    Coral         Lightning Resist +21-30%                 55
    Prefix    Viridian      Poison Resist +21-30%                    55
    Suffix    Mammoth       +31-40 to Life                           60
    Suffix    Regeneration  Replenish Life +3                        70
    

    Note that these tables DO NOT account for the "off by one" bug, which wasn't fixed until the expansion some time. This means that when it says "+31-40 to life" or something else with a range, the max value is actually not possible. 31-39 is the adjusted range.

    Also note that Amulets have a magic_lvl of 2, which functions as a bonus to their item level. This is NOT accounted for in the table. The actual ilvl required for +1 to skills is not 30, it's 28.
     
    Last edited: Aug 25, 2016
    SunsetVista and pharphis like this.
  4. Treeharl

    Treeharl IncGamers Member

    Joined:
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    @helvete Nice guide.

    Still some personal opinions (as 1.00 player)
    - Cow king itemfarming is usually the best at player 1 with as much "droppable" uniqueitems in stash as possible (expecially armor items are important!)
    - It is a good idea to stay at act 4 normal or nm before moving to a higher difficulty. Act 4 drops alot of rods and armor pieces which sell for much more money as the items you find at act1 to act 3.
    - (not sure if allowed) but if it is include a paragraph concerning bonefarming. I also figured out that mf doesn't influence bonefarming at all. The only thing that include the drops are the number of players in the game and the amount of walls sumoned.

    Questions:
    - Do the young maggots start dropping items when you portal to town and then return or do they drop items indefiniatly?
    - Do grotesque wyrms at ROF give experience after you portalled to town. (Be sure to not put anyone in the rof lvl to test this)?
    - What is your opinion about running flayers + flayer dungeons till lvl 68 on hell?
    - Does questbugging work the same way as 1.13? If it is Diablo is by far the best scource of getting an Umes

    Cow King explained
    Cow king drops "act 4 end items" meaning it will drop Bone Helm. Crown ,Gothic Plate, Full Plate Mail, Light Plate, Ancient Armor, Gauntlets, Greaves, Plated Belt, Gothic Shield, War Scythe, Pike, War Sword, War Staff, Great Sword, Long Battle Bow, Giant Axe, Great Maul, War Hammer, Flamberge, Mask. Repeating Crossbow( I possibly forgot two)
    Cow King doesn't drop Grim Wands or War Scepters I believe. I also never seen ring's and amu's.

    The drops are divided in to 3 scenario's. Each scenario has 33,3% chance.
    - A regular rare item. In this case only a rare drops with normal durability. In this case only one pick is selected and it can't be multiplied by any means.
    - A set item. In this case a set is selected. If a failed set is selected it will drop as magic item and another call will be made. This goes up to 5 (failed) set items. Putting items in your stash does nothing as sets aren't restricted.
    - A unique item. As you already explained unique items only appear if that item isn't in the game. This means whenever an unique item is selected which is also in your stash a 5 times durability rare will appear, also as the drop failed another call will be made untill or a unique item drops or 5 items have been generated this way. Whenever an exeptional item is selected in nm or hell it is a default failed call and another call will be made. Due to this reason Cow King hell is by far the best scource of getting rare ornates, rare mage plates and for forwarding to 1.06 rare martels (two hand dmg bug in 1.00). Do note that Lances and Grim helms don't spawn!

    What items should be Gambled on:
    - Boots (Hotspur in stash ofcourse)
    - Caps (Bigginn's Bonet in stash)
    - Quilted Armor (Greyform in stash)
    - Rings (Sojs for forwarding and [email protected] rare rings, nagel and manald in stash)
    - Amu's (Only for characters from lvl 83 and above, 3 unique amu's in stash)
    - Plated Belts (Bladebuckle in stash, rather run Cow King or Lower Kurast for these)
    - Bone Shields just to get Wall of the Eyeless
    - Gauntlets to get frostburn and if you're inpatient (Cow King is by far the best scource!)
    - Light Gauntlets to get Magefist

    Lower Kurast:
    Lower Kurast has a niche in 1.00 as 5% of the superchests spawn as rares. Also the itempool is very limited. From what I've seen: Pike, Plated Belt, Great Helm, War Hammer, Blade, Gauntlets, Greaves, Tower Shield, Long Sword, Bone Helm , Flamberge (no pieces of bodyarmor drop!) Yes this work on 1.06 aswell and yes on 1.06 Lances and Grim Helms are possible (maybe the best scource!). Lower Kurast is the best scource of finding rare Plated Belts, Gauntlets, Greaves and Battle Hammers!
     
    Last edited: Jul 9, 2016
  5. helvete

    helvete IncGamers Member

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    Maggot Young always give exp and drop items, but I haven't seen any of the Flesh Beast Young drop items or give any exp.

    I haven't personally ran flayers much, since it takes a bit of effort to get a game running with seven extra players. They could possibly be good, but I prefer just running act 4 hell. Some of those (balrog type) monsters give a LOT of exp, even in the high 80's.

    Thanks for the Cow King explanation, it's good to have some facts as to why he's the best target for high (gamble) cost uniques. He does drop rings and masks at least, since I have had him drop me a SoJ before. He also seem to always drop one low-end magic item with any drop. Usually a sash, wand, hand axe or other items we've come to know as "TC3" in LoD.

    I actually wouldn't keep Hotspur, Biggin's, Greyform nor Blinkbat's in stash, because they're so cheap it doesn't really matter.

    I don't think act bosses can be quest bugged. When I have rushed characters, killing act bosses with the rusher just gives one or two blue items, even if the quest is completed for the rushees.
     
  6. Treeharl

    Treeharl IncGamers Member

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    @helvete, the reason you need to keep them in the stash is you have an aditional 3% of gambling a rare instead of the selected unique. I rather want to gamble that 30 frw 17 str 49 lres boots instead of another hotspur :). You get 10% of gambling rare boots with hotspur in the stash instead of 7%!

    The tc3 items drop because the Cow King is concidered an act 1 boss. Are you sure he drops rings though, I never seen he does? If so that would be an amazing scource for unlimitid sojs! The tc3 items can never be rare if you wonder though, so no rare demonhide sashes or war hats for us. He indeed drops masks and I'll add that one to the list.

    About the wyrm point, just mass them at the wp and then setup a portal and leave act 4. Then return at the portal, I really wonder what will happen!

    About the questbugging I think you make a slight mistake. You need a character with a complete diablo quest, he hosts the game. Then your sorceress enters the game which has the diablo quest open. Now your sorceress should have "you cannot complete this quest" in the window. If the sorceress kills diablo now you're questbugging, the character who opened the game shoudn't kill diablo as that obviously don't work. Also with rushees you won't get quest drops as the rushing character has the quest done and as such no quest drop appears!
     
  7. helvete

    helvete IncGamers Member

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    Yeah, but the stash is so small. Better to create a MP game and join/leave with mules with those items if 2500 gold is too expensive to waste once.

    I haven't tried the quest drop thing because I thought that kind of "first kill" drop was added with 1.10
     
  8. Treeharl

    Treeharl IncGamers Member

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    @helvete not at all. The rare set or unique item asigned to the boss on the first kill is the questdrop. This rare set or unique item disappears after continueously killing the same boss with a character that has the quest. Diablo is a bit of an exeption here as the two items he drops have a 12,5% chance of being rare.

    Two questions:
    1. Is discussion on Bonefarming allowed on the forum or is it "expoiting a not allowed expoit of an ingame bug"
    2. What is your opinion on lowerkurast running on 1.00?
     
    Last edited: Jul 9, 2016
  9. helvete

    helvete IncGamers Member

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    Allowed. Haven't tried.
     
  10. Treeharl

    Treeharl IncGamers Member

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    Alright in that case I can sum up some personal experience. Don't have my 1.00 nec anymore, going to make a new one.

    How bonefarming works:
    First of all we need a necro with bonewall. The skill level doesn't really mather but it is convenient to have atleast level 5 because of the duration. The hitpoints of the bonewall are influenced by the ingame playersetting. The trick is to summon as much bonewalls as possible, then leave the area (heal yourself) then return to the area and witness your bonewalls collapse. The bonewalls drop items. Be sure to don't summon the bonewalls straight on or near the waypoint as it will often result in collapsing bonewalls that don't drop items.

    Facts and uses:
    - When bonefarming on hell the itemlevel is 58 no mather where you bonefarm.
    - The itempool of bonefarming is rather limited and usually drops act 4 items and normal gems.
    - I haven't seen exeptional items when bonefarming in nm I expect the rate 11% exeptional items.
    - MF doesn't work!!!!
    - Roughly 1 in 150 items is rare
    - Bugging Cow King results in more rare and better rare items.
    - Bonefarming is influenced by playersetting ALWAYS bonefarm with atleast 4 extra players in the game (5 total)
     
  11. helvete

    helvete IncGamers Member

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    I never got bonefarming to work, but explain the bugging cow king thing. Never heard of that!
     
  12. Treeharl

    Treeharl IncGamers Member

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    That would be a boring explanation as I posted the reasoning above. It's behavior is unintended (as in all bosses are limited to one item due to balancing reasons.). It is a simple oversight on development that after a failed unique another call will be made and as such another unique or failed unique will spawn. A developent oversight is litterary a bug, that's what I ment with "bugging the Cow King". Also you can influence this oversight by putting items in your stash and as such feeding on the bug. The same as you would reference the random socket on ethereal armors defense increase as "ethereal bugged or simpely bugged"

    PS: Sorry for the boring answer. nothing new here
     
  13. Treeharl

    Treeharl IncGamers Member

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    Maybe a handy paragraph for your guide as the answer isn't always Cow King. I'll post all items that have a certain niche.

    How to get desired items?

    Unique items and Set Items:

    Easy gamble
    Hotspur
    Biggins Bonet
    Tarnhelm
    Greyform
    Bloodfist
    Lenymo and Death's Sash
    Gull
    Nightsmoke
    Hand of Brock

    Moderate Gamble
    Chance Guard
    Goldwrap
    Soulflay
    Goblin Toe

    Hard Gamble
    Stone of Jordan
    Nokozan
    Eye of Etlich
    Mahim Oak
    Wall of the Eyeless (Cow king doesn't drop!)
    Spectral Shard (Cow king doesn't drop!)

    Cow King (don't gamble these!) 1.00 to 1.02 only
    Silks of the Victor
    Frostburn
    Tearhaunch
    Heavely Garb
    Goldskin
    The Ward (quite useless but rare gothic shields can be very decent!)
    Wormskull
    Face of Horror
    Nagelring
    Manald heal
    Stone of Jordan (this one can and should be gambled aswell, becuz unlimited SOJ's)
    Steeldriver
    Iron Jade Bong (can't be gambled)
    Rattlecage
    Culwen's Point

    Other locations:
    Ume's Lament - Diablo normal questkill
    Sigon's Guard - Anywhere at act 4 hell with 194+ mf
    Maelstrom - Act 2 ghosts or act 3 flayers or Duriel questkill (by far the hardest item to come by!)

    Rares

    Normal rares
    Boots / Quilted Armor / Leather Gloves / Cap - Gamble with the same class unique item in stash (10% chance to get the desired rare)
    Plated Belts - Lower Kurast Hell (they are rarer from the Cow King).
    Grim Wands: Regular or bosses on act 4 normal!! (after normal the chance of getting decent resistance decreases dramatically)
    Light Plate/Gothic Plate/ Full Plate Mail/ Ancient Armor - Cow King Hell
    Bone Helm - Lower Kurast Hell (they are rarer from the Cow King).
    Rings - Gamble or Cow King (keep nagel and manald in stash!)
    Amulets - Gamble after lvl 83 (keep all unique amu's in stash!)
    Bone Shields Lower Kurast Hell

    Exeptional rares
    War Boots / War Belts / War Gauntlets / Battle Hammer / Naga / Pavise - Lower Kurast Hell (they are rarer from the Cow King).
    Mage Plate / Ornate Plate / Martel de Fer / Grand Crown / Gothic Bow - Cow King Hell
    War Hat / Demonhide Sash / Demonhide Gloves - Act 1 Hell with 196+ mf
    Lance / Grim Helm - impossible at 1.00 - 1.02, Lower Kurast Hell 1.04 -1.06 only!
     
  14. helvete

    helvete IncGamers Member

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    @Treeharl : very useful posts, especially this last one. I got confused about the cow king, I thought it somehow related to bone farming. It's too late in the evening, and I'm too intoxicated, but I'll soon have a look through every reply, and incorporate any good information into the OP. I'll also start adding screenshots shortly; that's why I reserved posts 2 and 3.
     
  15. Treeharl

    Treeharl IncGamers Member

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    Good idea Helvete, I'll post exact tables from several scources. I'll be also playing 1.00 for the next 3 days and as such I could maybe help. Still my character is just lvl 27 so several things might take a while.
     
  16. Treeharl

    Treeharl IncGamers Member

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    Treeharl's paragraph of Gambling,

    Gambling is techincally the best way of getting desired rare items! Gambling has fixed prices and don't increase by level! However gambling needs a carefull preparation.

    Facts
    - The gambling screen doesn't refresh unless you leave town
    - Unique items have 3% chance of being gambled, rares 7% and sets 5%
    - If you have the desired unique item in your stash the 3% chance of an unique shifts to a 3% chance of a 5x durability rare
    - Ring's and amu's don't always appear ibn every screen, they appear only 15% of the time.
    - 12 Items always appear on the gamble screen

    Getting gold:
    Gambing requires gold. With the powerfull 10% rare rate farming gold is core buissyness in 1.00. Where should I farm gold?

    Act 4 ONLY!! (any difficulty). Any other acts has a horrid armor and rod pool and as such give multiple times less gold per minute. You might concider selling leftover magic items on lower kurast runs, but still act 4 is better. ALWAYS, ALWAYS, ALWAYS repair the item first before selling unless the repair cost is higher as the proffit you can make. (If I have a grim wand that sells for 22K and it costs 8K to repair I won't repair it as the selling cap is 25K gold). Be sure to mass gold (altleast 250K or so).

    Items to sell:
    - Any rod with staffmods (don't bother with cracked as they can't have staffmods)
    - Field Plate, Light Plate, Full Plate Mail, Ancient Armor and all exeptional torso armors
    - War Belts, War Gauntlets, Ancient Shield, Pavise, Grand Crown
    - Rings and Amus

    Don't bother with
    - Magic weapons even exeptional versions sell for few gold.
    - Any piece of normal armor that is not a torso and not magic+
    - Throwing potions and gems

    Gambling itself
    First check your mules, if you have several unique items that you want to gamble on put them in the stash of your gambling character.
    Start a Cowrun, get the leg as you normally would do and open the portal straight near gheed. Clean the opening area so you won't get bothered with cows. Now click on Gheed, choose your items return to the Cow level and repeat. IMPORTANT if you're gambling the selected unique do NOT EVER sell it unless you want that unique multiple times (highly unlikely that is any usefull). You can also have the selected items to be put on your mule, as long the mule is in your game you will get 10% rares aswell! The argument well I sell my Hotspur because it is just 2,5K gold is invalid. If we massed 250K gold and we gamble 100 boots we want 10 rares instead of 7 rares and 3 hotspur! If you gambled a SOJ don't continue gamble on rings untill you created a new game and have muled the soj to your mule!

    Best items to gamble:
    - Boots (clvl 20+)
    - Caps (clvl 20+)
    - Quilted Armor (not usefull for barbs) (clvl 20+)
    - Leather Gloves (clvl 20+)
    - Rings (clvl 65+ or if you want to mass sojs)
    - Amulets (clvl 84+ personally I would recommend clvl 87+)
    - Items you need the unique from and not dropped by the Cow King (Magefist for example)
     
    Last edited: Jul 10, 2016
  17. helvete

    helvete IncGamers Member

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    Some of those facts are incorrect. The gambling screen always spawn 12 items, rings/amulets decrease in spawning odds as higher base items get available. A lvl 1 character would typically see a lot of rings/amulets but not much else. Also, the odds for set should be 10% I believe, as they are more common than rares up until patch 1.08 or 1.09 (can't remember for the life of me).

    Also, about uniques, they only need to have been present in a game, so in an MP game, you can eliminate every unique by just joining/leaving with mules. It is NOT possible to gamble a unique which has been in the game, even for a short visit.

    Rare amulets require a clvl of 84 for even 10% of them to be ilvl ** which can spawn +2 skills.
     
  18. Treeharl

    Treeharl IncGamers Member

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    @helvete good post, yes it is true rings and amu's appear more at clvl1 than clvl 25 indeed. Still it is not very usefull as a lvl 1-5 character can carry a very low gold amount. The 12 items is correct indeed.

    About the Set items gamble is the only exeption I believe where rares are less rare as sets. I have read various times it is 5% rather than 10%.

    Also yes it is true you can eliminate those items by putting them on a mule indeed. I forgot to mention indeed. Still imo it is most practical to have Hotspur etc on your gambler instead of your mules, as you can just go with a p1 game. Clean cowlevel without fpsdrops or some ping and gamble your target item.

    DOH! I am stupid with clvl 83 indeed it should be 84. Treeharl is feeling very stupid now and crawls back to its cave. (Good catch though!)

    Edited the main post
     
  19. Treeharl

    Treeharl IncGamers Member

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    @helvete It seems I made an assumption which didn't hold true, my lowerkurast infromation I provided is true for 1.06 and no other log mentioned tc change (exept lances and grim helms). After testing it seems 1.00 lower kurast has a way worse drop unfortuniatly (only tested normal sofar) , I didn't know this... Fact is even the assigned data provides different results (moddisclaimer not modified data, playing legit 1.00 vanilla here!) as it should be. I guess we should do about 50-100 lower kurast hell runs and make a table of all the items that can drop and do the same for 1.06. 1.00 seems to get more confusing after all!
     
  20. helvete

    helvete IncGamers Member

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    I tend to run out of space for the rares I want to keep, so I usually go with a MP game regardless. That also allows me to use whatever lvl character I wish for gambling (although anything lower than 5 would be really slow because of the low amount of gold which can be carried).
     

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