1.00 News, Info and Gossip

Wow those are some nice boots! I definitely think imakeigloospat was onto something. Maybe that's why the stats are broken, because they pick from both classic and lod affix pools. I had thought they only generated from the new pool.

By the way, it will be impossible to see what converts to what. Because if this is the case, it is entirely random based on the item's fingerprint. Thus, the only way would be to "brute-force" all 4,294,967,295 (0xffffffff) fingerprints and see what stats they generate. Still worth the fun though!
 
Well, I'm not selling off another rare for the time being. Even if only for self use, and not possible to bring to 1.07, some of these items will be worth it.
 
O... K....

Well, that would be another GOOD reason to ban pre-LoD items from trade.

Especially the possible (but unlikely) +4/20 amulet would be the most valuable item ever.

Other valuable stacked stats would be FRW, if 70% FRW can be made on a good pair...
I would kill for 70 frw in 1.07 lol. Too bad this is only 1.10+ right?

@imakeigloospat you tried similar items (in terms of affixes) but did you ever test identical items? ie same seed and stats? Since we know those are possible and relatively easy to get (should take less than 50 cow runs in normal to get a few pairs) this might be very powerful indeed.


20% fcr ring is so OP

edit: does ilvl affect what's available from either pool? Maybe you can get a much smaller pool of options (like ilvl 5 or whatever for those mpk rings in 1.07)...

edit: maybe someone can mule and gamble a bunch of clvl 1 rares to see what happens?
 
Last edited:
I would kill for 70 frw in 1.07 lol. Too bad this is only 1.10+ right?

@imakeigloospat you tried similar items (in terms of affixes) but did you ever test identical items? ie same seed and stats? Since we know those are possible and relatively easy to get (should take less than 50 cow runs in normal to get a few pairs) this might be very powerful indeed.


20% fcr ring is so OP

edit: does ilvl affect what's available from either pool? Maybe you can get a much smaller pool of options (like ilvl 5 or whatever for those mpk rings in 1.07)...

edit: maybe someone can mule and gamble a bunch of clvl 1 rares to see what happens?

Yes, as I wrote in my notes: identical items will be identical even after conversion! :)

About ilvl I am honestly not sure, never thought about it honestly and that's a very good point. One would need a high ilvl to get +4 skill / 20% FCR amulet, and I probably didn't test with a lot of high ilvl amulets..

And yes, this only applies to 1.10+. I assume it works in beta versions of 1.10 although I have not tested.
 
oops must have missed that somehow.

Well I think it's clear that ilvl testing is probably the highest priority. Low ilvl testing is the easiest thing to check because of the (probably) smaller pool of affixes, we can be statistically confident fairly quickly if that is indeed the case. Then we can get rares of various ilvl ranges to see whether ilvl matters for 1.00 vs 1.10 or both affix pools. Well, this might become obvious while testing low ilvl as well.

With all that figured out, we should have a good idea for what ilvl ranges are most optimal.
 
I could probably generate 40 random rare ilvl 1 amulets to transfer over, but I don't have Diablo 2 installed now. That would probably confirm if ilvl is relevant or not immediately.

I'll see what I can do.

Edit:
What does one not do for some Diablo 2 science... :)

I have been able to confirm that the ilvl both matters and is directly transfered as well with the item when converted. So an ilvl 95 1.00 item will remain ilvl 95 after it is transfered to 1.10+.

I generated 40 rare ilvl 1 rings in 1.00 which I then transfered to 1.11b and here's the result.

Skull Gyre
Ring
Required Level: 3
Fingerprint: 0x44b25853
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+16 to Attack Rating
+1 to Dexterity
+1 to Mana
29% Extra Gold from Monsters

Death Turn
Ring
Required Level: 12
Fingerprint: 0x109a3e2e
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+9 Maximum Stamina
Fire Resist +5%
48% Extra Gold from Monsters
+1 to Light Radius

Death Coil
Ring
Required Level: 12
Fingerprint: 0x361567e0
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Strength
+1 to Mana after each Kill
43% Extra Gold from Monsters
+1 to Light Radius

Ghoul Circle
Ring
Required Level: 12
Fingerprint: 0x513711f6
Item Level: 1
Version: Legacy (pre 1.08)
+9 Maximum Stamina
86% Extra Gold from Monsters
+1 to Light Radius

Viper Coil
Ring
Required Level: 2
Fingerprint: 0x16a43a8b
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Dexterity
Lightning Resist +5%
+1 to Mana after each Kill
29% Extra Gold from Monsters

Skull Gyre
Ring
Required Level: 12
Fingerprint: 0x1c725eba
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Energy
Fire Resist +5%
45% Extra Gold from Monsters
+1 to Light Radius

Wraith Finger
Ring
Required Level: 3
Fingerprint: 0x51b70f14
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Dexterity
+1 to Mana
+1 to Light Radius

Raven Loop
Ring
Required Level: 3
Fingerprint: 0x332809cc
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+21 to Attack Rating
+1 to Dexterity
+1 to Mana
+1 to Mana after each Kill
+1 to Light Radius

Shadow Coil
Ring
Required Level: 12
Fingerprint: 0x19ee44d6
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+2 to Life
+3 to Mana
+5 Maximum Stamina
Cold Resist +5%
44% Extra Gold from Monsters
+1 to Light Radius

Rune Grip
Ring
Required Level: 12
Fingerprint: 0x71d7f74
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Energy
Cold Resist +5%
Lightning Resist +5%
54% Extra Gold from Monsters

Grim Coil
Ring
Required Level: 4
Fingerprint: 0x1d3f1090
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+11 to Attack Rating
+1 to Dexterity
+4 to Life
+4 to Mana
Fire Resist +5%

Bone Grip
Ring
Required Level: 3
Fingerprint: 0x49cd1387
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+15 to Attack Rating
+1 to Strength
+1 to Energy
+1 to Mana after each Kill

Chaos Touch
Ring
Required Level: 12
Fingerprint: 0x4c0e0c3a
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Life
Cold Resist +5%
+1 to Mana after each Kill
47% Extra Gold from Monsters
+1 to Light Radius

Death Turn
Ring
Required Level: 3
Fingerprint: 0x2407b95
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+10 to Attack Rating
+1 to Dexterity
+4 to Mana
Cold Resist +5%
+1 to Light Radius

Order Hold
Ring
Required Level: 12
Fingerprint: 0x3f2a532c
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Energy
51% Extra Gold from Monsters
+2 to Light Radius

Plague Loop
Ring
Required Level: 12
Fingerprint: 0x1b221d18
Item Level: 1
Version: Legacy (pre 1.08)
+19 to Attack Rating
+1 to Strength
+1 to Mana after each Kill
94% Extra Gold from Monsters
+1 to Light Radius

Skull Band
Ring
Required Level: 12
Fingerprint: 0x73ad7859
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
Cold Resist +5%
Fire Resist +5%
+1 to Mana after each Kill
46% Extra Gold from Monsters

Order Eye
Ring
Required Level: 2
Fingerprint: 0x4c741905
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Mana
+2 to Mana after each Kill
+1 to Light Radius

Viper Grip
Ring
Required Level: 4
Fingerprint: 0x21044a6d
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Strength
+3 to Life
+7 Maximum Stamina
+2 to Mana after each Kill

Havoc Touch
Ring
Required Level: 4
Fingerprint: 0x308e2fa4
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Mana
Poison Resist +5%
+1 to Light Radius

Havoc Grip
Ring
Required Level: 1
Fingerprint: 0x2cb41a16
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Strength
+1 to Dexterity
Lightning Resist +5%
Poison Resist +5%
+1 to Mana after each Kill
+1 to Light Radius

Order Band
Ring
Required Level: 3
Fingerprint: 0x4a491aae
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+10 to Attack Rating
+1 to Dexterity
+8 Maximum Stamina
+1 to Light Radius

Raven Finger
Ring
Required Level: 4
Fingerprint: 0x9720bd
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+3 to Life
+2 to Mana after each Kill
25% Extra Gold from Monsters

Dread Turn
Ring
Required Level: 3
Fingerprint: 0x528920f2
Item Level: 1
Version: Legacy (pre 1.08)
+24 to Attack Rating
+1 to Dexterity
+1 to Energy
+1 to Mana
+1 to Mana after each Kill
+1 to Light Radius

Beast Band
Ring
Required Level: 1
Fingerprint: 0x1b9f4a77
Item Level: 1
Version: Legacy (pre 1.08)
+17 to Attack Rating
+1 to Strength
Cold Resist +5%
Poison Resist +5%
36% Extra Gold from Monsters

Storm Master
Ring
Required Level: 2
Fingerprint: 0x5d863e14
Item Level: 1
Version: Legacy (pre 1.08)
+23 to Attack Rating
+1 to Energy
Lightning Resist +5%
+1 to Mana after each Kill
+1 to Light Radius

Rune Gyre
Ring
Required Level: 4
Fingerprint: 0x6a6613f7
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Energy
+4 to Life
+1 to Mana
+1 to Mana after each Kill
+2 to Light Radius

Entropy Grasp
Ring
Required Level: 4
Fingerprint: 0x5c7d1224
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Strength
+1 to Dexterity
+1 to Energy
Cold Resist +5%
+1 to Light Radius

Grim Touch
Ring
Required Level: 3
Fingerprint: 0x1c1275cb
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
Lightning Resist +5%
Fire Resist +5%
+1 to Light Radius

Corruption Turn
Ring
Required Level: 4
Fingerprint: 0x3eb33823
Item Level: 1
Version: Legacy (pre 1.08)
+3 to Life
+1 to Mana
+8 Maximum Stamina
Poison Resist +5%
34% Extra Gold from Monsters

Beast Spiral
Ring
Required Level: 12
Fingerprint: 0x115a0828
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Strength
Poison Resist +5%
86% Extra Gold from Monsters
+1 to Light Radius

Blood Coil
Ring
Required Level: 3
Fingerprint: 0xcf06fa8
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Energy
+1 to Mana
Lightning Resist +5%

Storm Knot
Ring
Required Level: 12
Fingerprint: 0x7eab370d
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Energy
+5 Maximum Stamina
+1 to Mana after each Kill
78% Extra Gold from Monsters

Doom Grip
Ring
Required Level: 3
Fingerprint: 0x5cdb0548
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+1 to Strength
+1 to Mana
33% Extra Gold from Monsters

Blood Touch
Ring
Required Level: 1
Fingerprint: 0x37bc1492
Item Level: 1
Version: Legacy (pre 1.08)
+3 to Mana
+9 Maximum Stamina
30% Extra Gold from Monsters

Storm Hold
Ring
Required Level: 1
Fingerprint: 0x75e1666f
Item Level: 1
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Strength
+1 to Energy
Poison Resist +5%
+2 to Light Radius

Plague Touch
Ring
Required Level: 1
Fingerprint: 0x2a182789
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Strength
+1 to Dexterity
+1 to Mana
Cold Resist +5%
Lightning Resist +5%
38% Extra Gold from Monsters

Stone Knot
Ring
Required Level: 4
Fingerprint: 0x78b20c4
Item Level: 1
Version: Legacy (pre 1.08)
+15 to Attack Rating
+1 to Dexterity
+1 to Energy
+1 to Life
+1 to Mana
+1 to Mana after each Kill

Storm Loop
Ring
Required Level: 4
Fingerprint: 0x1d640ef2
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+20 to Attack Rating
+1 to Dexterity
+3 to Mana
+2 to Light Radius

Raven Hold
Ring
Required Level: 4
Fingerprint: 0x7170025c
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+11 to Attack Rating
+1 to Dexterity
+2 to Life
+8 Maximum Stamina
Fire Resist +5%

As you can tell it confirms that ilvl does in fact matter.

What I find weird however is the number of impossible mods that spawned, or rather didn't spawn. It is indeed quite rare, as there are only few evidences of any merged affixes in these items. Other than gold find being picked by both affix pools, I honestly don't see anything else. I would expect at least one or two +2 str/dex/energy rings, 10% single resistance or something..

Anyway, as GalaxyHaxz mentioned, items seem to have two kinds of fingerprints in pre-lod. One can manipulate the items by changing any of them. I guess he is right in saying that each fingerprint will have different result and it might not be any more consistency in that.

The fingerprint seems to be consistently transferred (DWA, or DWORD A I assume?), but by changing it the stats does not change. However, DWB is what tells what affixes and exact stats the item is going to have. So I can create identical items with same stats, affixes and fingerprints and identical items with same stats and affixes but different fingerprints.

See this pictures to understand what I am talking about.
View attachment 5830

And the result?

Bone Torc
Amulet
Required Level: 67
Fingerprint: 0x6e17066e
Item Level: 99
Version: Legacy (pre 1.08)
+2 to Necromancer Skill Levels
+16 to Dexterity
+39 to Life
Fire Resist +6%
Poison Resist +25%
Damage Reduced by 1

Bone Torc
Amulet
Required Level: 67
Fingerprint: 0x6e17066e
Item Level: 99
Version: Legacy (pre 1.08)
+2 to Necromancer Skill Levels
+16 to Dexterity
+39 to Life
Fire Resist +6%
Poison Resist +25%
Damage Reduced by 1

Bone Torc
Amulet
Required Level: 67
Fingerprint: 0x2a3e7d91
Item Level: 99
Version: Legacy (pre 1.08)
+2 to Necromancer Skill Levels
+16 to Dexterity
+39 to Life
Fire Resist +6%
Poison Resist +25%
Damage Reduced by 1

As you can see for yourself, the fingerprint does not seem to have any part of it at all, and it looks in fact to be affixes and/or exact stats, at least by these observations.

These amulets all had DWB 0x17254094, but DWA 0x6E17066E on the first two and DWA 0x2A3E7D91 on the last one, which was modified in 1.00 before being transferred.

The amulet in question had these stats which corresponds with DWB 0x17254094 affix/stats fingerprint.

Code:
Bitter Heart
Amulet
Required Level: 33
10 Damage taken Goes to Mana
+1 to Barbarian Skill Levels
Lightning Resist 28%
+7 to Mana
Replenish Life +5
+8 Poison Damage Min
+24 Poison Damage Max
Poison Length 75 seconds

So I guess both of these fingerprints are used in 1.00, but that in 1.10+ it is not this way at all and the stats and affixes are generated someway else which confuses the game when brought forward.

If you look at the above picture of the ring with DWA 0x44b25853 you can see that once transferred the fingerprint remains, although the DWB is gone.

Code:
Skull Gyre
Ring
Required Level: 3
Fingerprint: 0x44b25853
Item Level: 1
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+16 to Attack Rating
+1 to Dexterity
+1 to Mana
29% Extra Gold from Monsters

Just for kicks, I generated 40 ilvl 5 rings too which is the affix level for FCR to spawn on rings in pre-lod and lod.

Here's the result.

Havoc Grasp
Ring
Required Level: 15
Fingerprint: 0x44b25853
Item Level: 5
Version: Legacy (pre 1.08)
5% Mana stolen per hit
+2 to Strength
Cold Resist +9%
Fire Resist +9%

Death Turn
Ring
Required Level: 12
Fingerprint: 0x109a3e2e
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Dexterity
Cold Resist +9%
Lightning Resist +8%
57% Extra Gold from Monsters
12% Better Chance of Getting Magic Items

Death Coil
Ring
Required Level: 15
Fingerprint: 0x361567e0
Item Level: 5
Version: Legacy (pre 1.08)
4% Life stolen per hit
+1 to Dexterity
+1 to Mana
Fire Resist +8%

Ghoul Circle
Ring
Required Level: 7
Fingerprint: 0x513711f6
Item Level: 5
Version: Legacy (pre 1.08)
+2 to Strength
+3 to Mana
+9 Maximum Stamina

Viper Coil
Ring
Required Level: 10
Fingerprint: 0x16a43a8b
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Dexterity
+16 to Mana
26% Extra Gold from Monsters

Skull Gyre
Ring
Required Level: 10
Fingerprint: 0x1c725eba
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Strength
+5 to Mana
Magic Damage Reduced by 1

Wraith Finger
Ring
Required Level: 15
Fingerprint: 0x51b70f14
Item Level: 5
Version: Legacy (pre 1.08)
+18 to Attack Rating
5% Life stolen per hit
+1 to Dexterity
Cold Resist +5%

Raven Loop
Ring
Required Level: 13
Fingerprint: 0x332809cc
Item Level: 5
Version: Legacy (pre 1.08)
+15 to Attack Rating
+1 to Dexterity
+1 to Mana
Poison Resist +5%
Damage Reduced by 1
Magic Damage Reduced by 1

Shadow Coil
Ring
Required Level: 12
Fingerprint: 0x19ee44d6
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Maximum Damage
+22 to Attack Rating
+1 to Energy
+5 to Mana
Cold Resist +6%

Rune Grip
Ring
Required Level: 13
Fingerprint: 0x71d7f74
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Maximum Damage
Fire Resist +7%
Damage Reduced by 1
+1 to Mana after each Kill
+1 to Light Radius

Grim Coil
Ring
Required Level: 15
Fingerprint: 0x1d3f1090
Item Level: 5
Version: Legacy (pre 1.08)
4% Life stolen per hit
+9 to Mana
Damage Reduced by 1
28% Extra Gold from Monsters
+4 to Light Radius

Bone Grip
Ring
Required Level: 10
Fingerprint: 0x49cd1387
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Maximum Damage
+33 to Attack Rating
+7 to Mana
Poison Resist +5%

Chaos Touch
Ring
Required Level: 15
Fingerprint: 0x4c0e0c3a
Item Level: 5
Version: Legacy (pre 1.08)
+21 to Attack Rating
5% Life stolen per hit
+2 to Dexterity
+1 to Mana after each Kill
59% Extra Gold from Monsters

Death Turn
Ring
Required Level: 9
Fingerprint: 0x2407b95
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+3 to Life
Cold Resist +14%
Magic Damage Reduced by 1
13% Better Chance of Getting Magic Items

Order Hold
Ring
Required Level: 15
Fingerprint: 0x3f2a532c
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+27 to Attack Rating
5% Life stolen per hit
Magic Damage Reduced by 1

Plague Loop
Ring
Required Level: 15
Fingerprint: 0x1b221d18
Item Level: 5
Version: Legacy (pre 1.08)
+32 to Attack Rating
6% Life stolen per hit
+4 to Mana
Magic Damage Reduced by 1
Poison Length Reduced by 25%
+1 to Light Radius

Skull Band
Ring
Required Level: 13
Fingerprint: 0x73ad7859
Item Level: 5
Version: Legacy (pre 1.08)
+30 to Attack Rating
Lightning Resist +6%
Poison Resist +5%
Damage Reduced by 1
+1 to Light Radius

Order Eye
Ring
Required Level: 9
Fingerprint: 0x4c741905
Item Level: 5
Version: Legacy (pre 1.08)
+25 to Attack Rating
+1 to Energy
Poison Resist +6%
+2 to Light Radius

Viper Grip
Ring
Required Level: 10
Fingerprint: 0x21044a6d
Item Level: 5
Version: Legacy (pre 1.08)
+28 to Attack Rating
+6 to Life
+4 to Mana
+5 Maximum Stamina
+3 to Light Radius

Havoc Touch
Ring
Required Level: 9
Fingerprint: 0x308e2fa4
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Energy
+6 Maximum Stamina
Fire Resist +6%
+2 to Light Radius

Havoc Grip
Ring
Required Level: 9
Fingerprint: 0x2cb41a16
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Maximum Damage
Cold Resist +5%
Magic Damage Reduced by 1
11% Better Chance of Getting Magic Items
+1 to Light Radius

Order Band
Ring
Required Level: 12
Fingerprint: 0x4a491aae
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+10 to Attack Rating
+2 to Dexterity
+1 to Mana after each Kill
+1 to Light Radius

Raven Finger
Ring
Required Level: 6
Fingerprint: 0x9720bd
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Maximum Damage
+25 to Attack Rating
Poison Resist +5%
33% Extra Gold from Monsters

Dread Turn
Ring
Required Level: 15
Fingerprint: 0x528920f2
Item Level: 5
Version: Legacy (pre 1.08)
+10 to Attack Rating
5% Mana stolen per hit
Lightning Resist +5%
Poison Resist +5%
Magic Damage Reduced by 1
+2 to Light Radius

Beast Band
Ring
Required Level: 7
Fingerprint: 0x1b9f4a77
Item Level: 5
Version: Legacy (pre 1.08)
+15 to Attack Rating
+1 to Strength
+2 to Dexterity
Cold Resist +6%
+1 to Mana after each Kill

Storm Master
Ring
Required Level: 13
Fingerprint: 0x5d863e14
Item Level: 5
Version: Legacy (pre 1.08)
Cold Resist +8%
Poison Resist +5%
Damage Reduced by 1
Magic Damage Reduced by 1
+2 to Light Radius

Rune Gyre
Ring
Required Level: 12
Fingerprint: 0x6a6613f7
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+1 to Dexterity
Fire Resist +8%
Poison Length Reduced by 25%
+1 to Mana after each Kill
+1 to Light Radius

Entropy Grasp
Ring
Required Level: 13
Fingerprint: 0x5c7d1224
Item Level: 5
Version: Legacy (pre 1.08)
+15 to Attack Rating
+5 to Life
Fire Resist +5%
Damage Reduced by 1
+3 to Light Radius

Grim Touch
Ring
Required Level: 11
Fingerprint: 0x1c1275cb
Item Level: 5
Version: Legacy (pre 1.08)
+19 to Attack Rating
+1 to Strength
Fire Resist +6%
+1 to Light Radius

Corruption Turn
Ring
Required Level: 10
Fingerprint: 0x3eb33823
Item Level: 5
Version: Legacy (pre 1.08)
+39 to Attack Rating
+9 to Life
Cold Resist +5%
Magic Damage Reduced by 1
+1 to Mana after each Kill

Beast Spiral
Ring
Required Level: 10
Fingerprint: 0x115a0828
Item Level: 5
Version: Legacy (pre 1.08)
+27 to Attack Rating
+1 to Dexterity
+1 to Energy
+9 to Life
+1 to Mana after each Kill

Blood Coil
Ring
Required Level: 15
Fingerprint: 0xcf06fa8
Item Level: 5
Version: Legacy (pre 1.08)
6% Life stolen per hit
+1 to Strength
+3 to Mana
Poison Resist +6%

Storm Knot
Ring
Required Level: 9
Fingerprint: 0x7eab370d
Item Level: 5
Version: Legacy (pre 1.08)
+15 to Attack Rating
+1 to Strength
+1 to Dexterity
Cold Resist +6%
Lightning Resist +5%
+1 to Light Radius

Doom Grip
Ring
Required Level: 13
Fingerprint: 0x5cdb0548
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Strength
+2 to Mana
Cold Resist +5%
Damage Reduced by 1

Blood Touch
Ring
Required Level: 11
Fingerprint: 0x37bc1492
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Maximum Damage
Fire Resist +5%
+3 to Light Radius

Storm Hold
Ring
Required Level: 10
Fingerprint: 0x75e1666f
Item Level: 5
Version: Legacy (pre 1.08)
+2 to Dexterity
+1 to Energy
+8 to Mana
Lightning Resist +5%
28% Extra Gold from Monsters

Plague Touch
Ring
Required Level: 5
Fingerprint: 0x2a182789
Item Level: 5
Version: Legacy (pre 1.08)
+10 to Attack Rating
+1 to Dexterity
Fire Resist +5%
Damage Reduced by 1
+1 to Mana after each Kill
+2 to Light Radius

Stone Knot
Ring
Required Level: 9
Fingerprint: 0x78b20c4
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Dexterity
+1 to Energy
Lightning Resist +8%
Fire Resist +5%
Poison Resist +5%
Magic Damage Reduced by 1

Storm Loop
Ring
Required Level: 13
Fingerprint: 0x1d640ef2
Item Level: 5
Version: Legacy (pre 1.08)
+10% Faster Cast Rate
+38 to Attack Rating
+4 to Mana
Fire Resist +5%
Damage Reduced by 1
Magic Damage Reduced by 1

Raven Hold
Ring
Required Level: 10
Fingerprint: 0x7170025c
Item Level: 5
Version: Legacy (pre 1.08)
+1 to Maximum Damage
+32 to Attack Rating
+1 to Strength
+1 to Dexterity
+15 to Mana

Not even one single 20%FCR ring from a sample of 40 rings, even with the optimal ilvl. Damn, well I never said it would be easy...

I will try to do some more research tomorrow on ilvl 99 amulets. If I don't find any evidence after a few hundred amulets I will provoke some answers by disabling certain affixes to spawn from both tables from the game so I can artificially increase the chance for an impossible affix to spawn. This way it will still be legitimate and follow the games rules and not some kind of emulation.
 
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Guys, I think we broke the game. :D

View attachment 5837


After 160 ilvl 99 amulets without any modifications to the affix tables.

Honestly, I found many +3 skills just the first 80 amulets. And tons of +2/+2 amulets. No 20 FCR amulets at all, but such a huge affix pool at ilvl 99. The chances for the amulet to get +4 is 2/10 * 1/9 (3,33%?) if I am not mistaken when the amulet has actually decided to roll with two +2 skill suffixes. It actually doesn't seem too rare as I saw many +2/+2 amulets and honestly should be of no problem if one use the gold find barb at a high level to gamble amulets with 10% chance of rare per amulet gambled. Getting +4 skill / 20% FCR however will take some time. :p

1.11b item

Code:
Doom Noose
Amulet
Required Level: 67
Fingerprint: 0x759c246b
Item Level: 99
Version: Legacy (pre 1.08)
+4 to Barbarian Skill Levels
Damage Reduced by 4
Magic Damage Reduced by 2
8% Better Chance of Getting Magic Items
+2 to Light Radius

1.00 item
Code:
Doom Beads
Amulet
Required Level: 22
Fingerprint (DWA): 0x759C246B
Fingerprint (DWB): 0x0BBC5B24
Item Level: 99
+50 to Life
+19 to Attack Rating
+48 to Mana
+2 to Strength
Damage Reduced by 1
Poison Resist 15%

Congratulations to all 1.00 players, hopefully you have something new to strive for. I could finally have some real use for my level 96 barb in 1.00 to gamble high ilvl amulets. :rolleyes:

I think I also know why I have found items with the same stats but on different items in 1.00, say a rare flail and rare naga. They probably have had different fingerprints (DWA), but the same affix/stats fingerprint (DWB) applied to the item. This is something someone can maybe confirm too who actively play 1.00 and have duplicate items lying around.

I must confess I am proud to say that I think my theory was correct all along and it's nice to finally kind of see it through after so many years. Although there are probably more research to be done and more discoveries lying ahead in this always surprising, endless and epic game.

Quick side note, something I just thought of is that it won't be possible to get amulets with Druid or Assassin skills. :(

Now I have to go to bed, it's 01:22 AM and I have to wake up early for work. ^_^
 
Oh... another thought occurred. What happens if you have a duplicate item, and reroll one of them w/ pgems before forwarding?
 
Yeah I think that pretty much rivals the 1.07 h4x items. It's only a matter of time till someone finds a +4 sorc amulet. If the potential to roll two of any affix is indeed what is happening, I could imagine getting +40 all res or +60 ias. And Sockets! Lets not forget you get potentially get 2/2=4 sockets on a rare!
 
Yeah I think that pretty much rivals the 1.07 h4x items. It's only a matter of time till someone finds a +4 sorc amulet. If the potential to roll two of any affix is indeed what is happening, I could imagine getting +40 all res or +60 ias. And Sockets! Lets not forget you get potentially get 2/2=4 sockets on a rare!
No, sockets aren't part of the original affix pool, so you wouldn't be able to get more than 2. It has to be one from the original pool and one from the new for this to happen. You'll probably never see 48% FHR but you'd se 44% or 37%
 
Wow, this has some crazy potential! Very cool that you decided to publish your earlier findings, @imakeigloospat And to have your theory about it verified now.

I could see why many people wouldn't like to see people using these on their regular characters IF they take part of the MF tournaments here etc, let alone trading. Even though this is happening without any actual "haxz" :p However, I find this something really interesting and something that will be funny to explore. With enough patience one could build some quite neat Classic chars around these items, for example.

Hey btw, now that you're here imakeigloospat, is that lvl 96 Barb of yours leveled from Diablo kills or?! I've read that the exp penalty gets really steep later, though admittedly I have no idea how long the levels start taking from Urdar packs or so later (my Barb is only 84 now).

Did you use Sorc(s) a lot in 1.00 btw? I'm just building mine and wouldn't mind hearing what was your take on it if you happened to play some. Feel free to share any other builds you ended up playing longer or liked in general.
 
I've been thinking about this, and even if we use 2 beta BKWB and classic +4 skill amulet with 20FCR, this STILL doesn't break the game as much as torch and anni does....

....which kinda makes it fair!

Think about it. How big a quest isn't it obtaining these items? Far more tedious than the torch, and the way the anni spawns is just dumb luck for the typical player.
 
Oh... another thought occurred. What happens if you have a duplicate item, and reroll one of them w/ pgems before forwarding?

I am fairly certain that the original DWA fingerprint will remain and the affix/stat fingerprint DWB will change. In other words, the re-rolled one will indeed have different stats even though the DWA fingerprint (the fingerprint used in 1.10+) is identical.

I guess I could confirm this for you quick though when I have time.

Yeah I think that pretty much rivals the 1.07 h4x items. It's only a matter of time till someone finds a +4 sorc amulet. If the potential to roll two of any affix is indeed what is happening, I could imagine getting +40 all res or +60 ias. And Sockets! Lets not forget you get potentially get 2/2=4 sockets on a rare!

As Helvete said, the original affix pool don't have sockets in the affix table, but you could always get two at least! ;)

I honestly don't think I would need much time on my barb to gamble enough rare high ilvl amulets and bring forward to at least get one +4 amulet. +3 would be very quick by my research.

There are a lot of potential here, one just have to use the imagination. You could for instance have 30% IAS on gloves, 70% MF boots and amulets and 44% FHR belts, all with additional stats!

..or you know a +4 Necro / 40% FCR wand for your Necromancer. :)

Could you get prismatic prismatic meteoric ring of leech leech leech for like 14% life 7% mana stolen 150AR 26@res?

Yes, you could. 2 fused prefixes + 1 normal prefix and 2 fused suffixes and one normal suffix. 100% possible. It would be 45@res though with dual pris, as in pre-lod it goes up to 25 and lod it goes up to 20.

Good luck generating it! :D

Wow, this has some crazy potential! Very cool that you decided to publish your earlier findings, @imakeigloospat And to have your theory about it verified now.

I could see why many people wouldn't like to see people using these on their regular characters IF they take part of the MF tournaments here etc, let alone trading. Even though this is happening without any actual "haxz" :p However, I find this something really interesting and something that will be funny to explore. With enough patience one could build some quite neat Classic chars around these items, for example.

Hey btw, now that you're here imakeigloospat, is that lvl 96 Barb of yours leveled from Diablo kills or?! I've read that the exp penalty gets really steep later, though admittedly I have no idea how long the levels start taking from Urdar packs or so later (my Barb is only 84 now).

Did you use Sorc(s) a lot in 1.00 btw? I'm just building mine and wouldn't mind hearing what was your take on it if you happened to play some. Feel free to share any other builds you ended up playing longer or liked in general.

Thanks!

I've always found these kind of quirks very interesting myself, and I used to (many years ago) be a system administrator with a strong passion for programming so I always found myself trying to understand what's going on in the technical aspects.

The way I played the barb was mostly killing champion and minion packs in RoF and CotD. I actually found that to be a lot of fun. I would usually do CS runs with my Sorc in TCP/IP games so my Barb could kill Diablo by himself in 8-player games, so I guess I got some good experience from that as well. Even with the occasional EXP shrine that my Sorc found in CP or SF!

But mostly just champions and minions. There were many runs...

As for other characters, I did indeed have a Sorc which I used. Since spells don't have a timer, the spells are nerfed in that sense because they cost so much mana and you can't just spam 20 frozen orbs or spawn 10 hydras to quickly kill a pack of monsters.

Charged bolt, nova, lightning, chain lightning and thunder storm are all terrible spells. Can't even clear kill creeps in one player games in Hell Act 4, they are all utter trash.
Why? Because lightning mastery only reduce the mana cost of the lightning spells. Well played Blizzard....

Ice bolt, ice blast, frost nova, blizzard and frozen orb are not good spells either. I mean, frozen orb does a ton of damage (and has that quirky behavior as in 1.07 that you need to aim on the side of monsters) but cost more
than 75 mana at a decent level. Glacial spike is actually pretty decent though with good FCR in one player games.

Fire bolt, fire ball, inferno, blaze, fire wall and hydra is bad as well. Fire wall is probably the best spell the sorceress has in terms of damage, but too bad that it costs 75+ mana at a decent level making it useless.

So what am I trying to say? Well unfortunately for sorceress' there really is only one build that is optimal in 1.00, and that is static field + a spell to finish creeps of. Meteor has a lot of damage like fire wall and costs half
of what frozen orb, hydra and fire wall does and has a nice AoE. So you put 1 in lightning mastery, enough in teleport for it to be very low mana cost with your +skill on gear, max static field, warmth, meteor and fire mastery. You want good damage on your
meteor against monsters with high lightning resistance.

This is by far the best 1.00 character in terms of kill speed if you want to get a high level character, as you simply teleport to the seals, drop one or two meteor and cast static field untill monsters are dead. Rinse and repeat on all seal minions and kill Diablo.
With the 12,5% chance to get a rare item from minions you can find some very good items this way as well, although I preferred to run gold find runs with my barb and level him instead. If I remember correctly my sorc was at least level 92, so not too shabby.
Just make sure you have a good shield, lots of resistance and lots of life so you can tank the creeps while they burn up from meteor and static field. 63%+ FCR, 30% faster block rate on shield and 48%+ FHR is required as well, mine had 86%+ FHR I beleive. Alternatively you could use Wall of the Eyeless with low block to free up 20% FCR and just tank the damage instead. Also has the nice MPK mod.

Then you have the Cheese'o'mancer. Honestly, it's pretty good but nothing like the Sorc or the Barb. Thing is that it rocks in player one games, but with more players it takes too much time to get the first corpse. Poison Nova sucks, so you have to use bone spirit or bone spear and even with Lower Resistance that takes a while.
If you enjoy clearing CS in player one games then the Necro works wonders with CE obviously, and you can farm items with bone wall.

Never really enjoyed the Paladin in 1.00, but you can run a Hammerdin with concentration. It was a bug back then, and it does a ton of damage. Works very well, especially in one player games. Then you the thorns paladin which is super broken as well in player one games.
More monsters only increase health in 1.00, so the thorns effect is not as strong then.

Amazons sucks. Bows damage doesn't work and the spells are alright I guess, but cost a lot of mana and is kind of awkward with pierce. And since Javelins can only be as good as superior you cannot have attack speed on them. Doesn't matter though because the javelin skills sucks as well. :p
Amazons however is probably my favorite one player CS clearer in 1.04 with multi arrow and a good bow. It is super fast and super fun to play! Probably the fastest full clear one player CS runner in pre-lod, but only 1.04 though because of the "nice bugs". :)

I have always been kind of an optimalist when playing Diablo 2, so I only really cared about the barb, sorc and 1.04 bowazon. I am sure you can find viable builds in one player games, but that is not my cup of tea.

However, the one build I found fun to play which was not optimal by any sense of the word was my Singer barb. I made Freddie in 2009 (https://www.purediablo.com/forums/threads/freddie-the-in-progress-hc-untwinked-1-06-singer.746534/) and actually proved to be a useful character in player one games. So I made one in 1.00 too with my uber gear, and he is a beast. :d There's this technique you can have where your war cry hits a monster twice, effecitvely doubling your damage which makes the build pretty good in terms of kill speed, you just have to pick up all mana potions and rejuvination potions and spend time using 'Find Potion' if it doesn'

I've been thinking about this, and even if we use 2 beta BKWB and classic +4 skill amulet with 20FCR, this STILL doesn't break the game as much as torch and anni does....

....which kinda makes it fair!

Think about it. How big a quest isn't it obtaining these items? Far more tedious than the torch, and the way the anni spawns is just dumb luck for the typical player.

Haha, I guess that's true.
 
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@imakeigloospat could you do something for me? Generate a bunch of ilvl 89 amulets (just short of +2 skills in LoD) and forward them? If you don't get a single +3 amulet from whatever you previously got several from, then we'll know that the magic_level of 2 disappears upon forwarding. IF you were to get a +3, then it does NOT disappear, which will make it less attractive to get to lvl 95 in 1.00.... Furthermore, IF you encounter a single +4 amulet, then we'll know that the magic_lvl is retained, and there will be absolutely no need to level past 93.
 
So, I messed about running cow king in 1.00 (nm) for a bit today. Getting a few rares, converting them, seeing what they look like in 1.13; repeat. Just due to boredom.

After an hour and a half or so, the only item i got which was a double was this axe. Sadly, two-handed. Hopefully I'll find a one-handed +4 barb weapon soon. Or even two of them! I think that'll make a good battle-orders weapon in classic /or/ LOD!

e/ Also, I just want to express my amazement at the work that's been done in this thread over the past day or two. Really awesome stuff!
 
Hm. So I guess a 1H weapon with +4 and beta CtA (2@ + 3 BO) would give +9 to BO for a barb? That's kinda neat.
(and yes torch + anni is still more broken than all of this lol)
 
I have beaten normal with my barb and have been farming cow king. I found the unique pike fairly quickly and have even found an ok 130 damage 125 dura pike. The map I have seems decent so i may hold out for one with good secondary mods and a little more damage.

I did also find a rare plated belt with res, 100+ gf, and over 50 life which is pretty swanky.

I gambled greyform and I guess I forgot since it is so rare in lod but it is actually really nice armor. All the mods are really helpful for 1.00 and since defense is kind of moot there are few drawbacks to it except no life or fhr.

Is this the only patch where ww hits every frame? I am really enjoying playing a patch where physical fighters don't feel so useless next to spell casters but being so limited on weapon choices for a barb and amazons having their main weapon busted is no fun. I also like that farming is a lot less tedious than later patches. The cow king actually feels rewarding to do. When do they fix the weapons and when do they adjust ww down?
 
Decided to finish Hell, at lvl 82.

King Grapes!

The mule I had in CS with me (in hindsight I guess it shouldn't be necessary since I was getting the quest for the 1st time anyway) had a low level concentration aura, which helped with dps a bit!
Diablo's health bar was messed up as well. He basically "almost died" twice before the real deal ;) I think killing him was even faster than in NM, despite no weapon change... I guess all those points in WW add up.

edit: even with 2700 life Cow King is scary in hell... but he drops so many rares? I'll wait on the diagnosis for if ilvl matters to decide what to do next (lvl more/collect gold, cow king...)
 
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