[1.07-1.08] Crafting Guide

art_vandelay

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Mar 13, 2019
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Welcome to the crafting guide for 1.07-1.08! So far most information on crafting in these patches was spread across various forum posts in the SPF and in the minds of the more experienced time travellers.

The last guide on crafting in 1.07 was written about a decade ago by @WoRG who has probably crafted more in 1.07 and 1.08 than anyone who ever played 1.07-1.08 has together. His guide was the starting point for mine and I owe him a lot, especially for keeping the 1.07 News, Info & Gossip thread alive for all these years. Here's a link to the original guide:
and should it ever go down here is the link to the version on this site:

The other big contributor to this guide is @Fruit who joined the party rather late in 2017 but managed to revolutionize 1.07-1.08 crafting 18 years after release of these versions by solving the mystery of the ilvl 99 crafts. Before then it was believed that crafting Ilvl was capped at 65 which would mean that +2 to class skills couldn't spawn on amulet crafts for example.

I start this guide off with a short overview of what is possible in 1.07-1.08 crafting and then delve into the theoretical aspects and mechanics needed to reach the full potential of crafts in these versions.


1) 1.07-1.08 Crafts: The Greatest Hits

Here's a short selection of the best crafts that are possible in 1.07-1.08:
  • 1.07: Body armors with up to 16 MDR, 30 PDR and three sockets for potentially up to 51 PDR on a single item.
  • 1.07: Gloves with +3 to a skill tab (e.g. Java or Martial Arts), up to 15% crushing blow, 20% increased attack speed and up to 34% life leech.
  • 1.07: Rings with 10% FCR, dual to triple resists, up to 39% life leech and up to 120 mana.
  • 1.07: Weapons with up to 511% enhanced damage, up to 40% increased attack speed, up to 63 maximum damage and up to 40% life leech as well as three sockets.
  • 1.08: Amulets with +2 to class skills, up to 25% FCR (!!!) and big resists.
  • 1.08: A belt with up to 10% crushing blow AND deadly strike.
Some of these might seem good in modern versions while others are more suited to 1.07-1.09 where the rules are different. What they all have in common is that their stats are outrageous.


2) Crafting Recipes

General Info
Every crafting recipe is of the form:
Jewel + Gem + Rune + Base -> Craft
where the details vary by version and craft. A few general remarks:
  • Any quality jewel can be used for crafting. The jewel must just be present, none of its stats have any influence on the result.
  • In 1.07 the quality of gem does not matter, e.g. you could craft a blood ring with a flawed ruby if you wanted. In 1.08 crafts require perfect gems.
  • In order to get the best possible results the rune must be crafted in the same game it was found in. See the next few sections for more info on this.
  • Only magic armor of the specified type can be used in a recipe. There are no exceptional armor crafts in 1.07 and exactly four in 1.08.
  • In 1.07-1.08 any quality and type of weapon can be used for any weapon craft. In particular you can craft the same weapon type multiple times if you just use the result of the previous craft.

The Recipes
For 1.07 the following recipes are enabled:
107crafts.png
while the ones for 1.08 are:
108crafts.png
In addition to the above 1.08 has four special recipes called deadly crafts which are only available on certain days of the month:
deadlycrafts108.png

1.07 Discussion
A few things about the 1.07 crafts:
  • There are no Helm crafts enabled.
  • Only the greater jewelry crafts are enabled.
  • There are barely any hitpower crafts enabled and they are all bad which means that all of your sapphires can go to resistance ring cubing.
  • The blood amulet and caster amulet and belt are bugged to only give +1% to faster run/walk and faster cast rate respectively.
  • The greater weapon crafts only differ by +(6-13)% enhanced damage from their lesser versions yet are much more expensive by comparison. As we will see in the section on bugs the maximum enhanced damage on greater and lesser weapon crafts is actually the same, so there is nothing wrong with crafting lesser weapons.
  • The safety crafts allow for ridiculously high MDR and PDR numbers and additionally you can get magic only affixes on them that stack with the automods. The fact that 1.07 calculates MDR and PDR after resistances makes these very strong defensive options.
  • The blood crafts for items which can spawn with life leech sometimes bug out to give very high life leech numbers, see the section bugs for more info.
As detailed in the affix section of this guide in 1.07 any craft can spawn with magic only affixes which makes for some insane combinations such as weapons with over 500% enhanced damage, three sockets and 40% increased attack speed.

1.08 Discussion
In 1.08 all crafts are enabled and the broken recipes from 1.07 are fixed. In particular the caster amulet and belt can now spawn with +(1-15)% faster cast rate. This makes 1.08 the first patch with real FCR belts (other than the 1.07 1% FCR caster belt) and the only patch with up to 25% faster cast rate on an amulet. Note also how the bonuses to speed on amulets and the FCR bonus on belts are the same on lesser as on greater crafts which means that they are very easy to obtain.

The deadly crafts are unique in the history of Diablo II since they are only available on certain days of the month. Of course the helm and the boots are beaten by Guillaume's Face (1.07+) and Goreriders (1.09+). Similarly the gloves are certainly nice but for certain characters 10% deadly strike is not going to matter more than 5% extra crushing blow (as obtainable on greater blood gloves).

The true prize are the deadly belts which are the only source of crushing blow and deadly strike on a belt in any version of the game. Usually the belt is considered to be somewhat of a "free" slot on a melee character so this means that deadly belts are a perfect fit for them. Sadly the fact that runes need to be "fresh" (i.e. used to craft in the game they were found in) to produce a guaranteed four affixes together with the fact that you must find the rune on days 23 to 31 of the month means that deadly belts are the hardest crafts in all of Diablo II.

Another big change from 1.07 is that crafts can't spawn with magic only affixes any more.


3) Getting the Ingredients

Gems
Since 1.07 crafting doesn't put any constraints on the quality of the gem used in the craft it is actually very simple to get enough gems for crafting. So simple in fact that you can easily also craft resistance rings with sapphires and rubies and cube (or shrine) flawless amethysts to perfect and forward them to 1.08 for caster crafts without losing out on 1.07 crafts.

The gem situation in 1.08 is essentially the same as in later patches when it comes to crafting, however since runes are more scarce than in modern patches it can easily happen that you run out of runes long before you run out of gems still.

In both cases doing normal HF rushes for gems isn't really needed.

Runes
There are essentially three ways of obtaining runes for crafting:
  • Drops from killing monsters and opening chests
  • HF rewards (El-Amn in Normal/ Sol-Um in NM)
  • Qual-Kehk rewards (Ral, Ort, Tal)
As explained in the next two sections a rune is best used "fresh", that is it should be used to craft in the same game as it was found in. This defines how crafting is done in 1.07-1.08 and makes it so that you always need to have jewels, gems and suitable bases on your character when looking for runes.

The first way is probably the least reliable since getting a rune in 1.07-1.08 is as likely as in any other patch given that the "good" TC was chosen, however the distribution of runes itself is heavily skewed towards the bottom end. The most common runes are El and Eld while the greater and deadly crafting recipes require runes of Amn and above. The most popular crafting recipe with a "low" rune is the blood craft for heavy gloves for which getting the Tir rune is actually doable in a reliable fashion by running Lower Kurast or the council.

The HF is a lot more reliable since each of the 11 runes it offers has the same probability of occuring. For reasons explained in the rune ilvl section the runes from the normal HF are not suitable for crafting though. The NM and Hell HF are probably the best way to reliably get runes for greater crafts, especially amulet and ring crafts. In fact if you want to do a lot of deadly crafts you basically have to do HF rushes or get very lucky with drops. Since the Hell HF is capped at Um in 1.07-1.08 (and also 1.09) you can't get Mal from it which incidentally prevents you from making a large quantity of deadly belt crafts, making it the hardest and most exclusive craft in the history of Diablo II.

Qual-Kehk's runes are always the same and offer Tal and Ort, the first being interesting for Amulet crafts in 1.08 while the second is used for weapon crafts in both patches. As explained in the rune ilvl section you will need very high level characters to get good results from crafts made with these runes but if you reach those levels it should be the fastest way of obtaining these particular runes.

Jewels
Your best bet of obtaining jewels is to run Lower Kurast, Travincal or multiplayer Cows. Other chests can work as well but Lower Kurast has the highest density of superchests in any area. The most important fact about jewels is that in 1.08 they are as likely to drop as in modern patches but are 1,9 times as likely to drop than in 1.07, i.e. you will run out of jewels in 1.07 if you craft too many things. This makes it necessary to carefully pick a selection of craft recipes and stick to it without wasting jewels on crafts you don't really want or need.

Bases
One of the trickiest aspects of crafting is getting a reliable stream of bases. To narrow down on why this is we first look at the easy to get bases which are jewelry and normal items.

You can always gamble a ring or an amulet since they are guaranteed to show up in the gambling screen.

Similarly it is possible to shop or gamble most normal bases and in fact all of them can drop in 1.07-1.08 with a lot of them being rackable as well.

Weapons play a special role because you can use a crafted weapon to craft, i.e. if you get your hands on a very rare crafting base (such as a Grand Matron Bow) you can craft it as long as you want without having to get a second one. (Of course you should stop if you get something good ;) )

A lot of elite armors can't drop in 1.07 and a small selection is neither shoppable nor gambleable which in these cases only leaves racking. However the chance of a magic item from a rack is rather high so that racks are very reliable sources of these bases once you find a rack that drops the item you want.

To be perfectly precise on what can drop, be gambled, shopped or racked would go beyond the scope of this guide but here are some rough infos you can use as a guideline:
All normal and exceptional item types are of qlvl 64 or lower in 1.07 so they can drop. In 1.08 all item types can drop.

Furthermore in 1.07 every piece of armor EXCEPT elite belts can either drop, be shopped or be gambled while all armor item types can be racked. This means that elite belts can only be obtained via racking. This is due to two reasons:
  • All elite belts have qlvl 67 or higher and can thus not drop.
  • There is a mistake in armor.txt which causes normal belts to upgrade to elite boots instead of elite belts, so elite belts can't appear in shopping windows or gambling screens.

As for weapons in both patches it's not possible to rack the crystal sword line, the club line, the spiked club line, orbs, wands, staves, bows or crossbows. The unrackable and undropable items in 1.07 are:
  • Diamond Bow
  • Crusader Bow
  • Ward Bow
  • Hydra Bow
  • Colossus Crossbow
  • Demon Crossbow
  • Grand Matron Bow
  • Lich Wand
  • Unearthed Wand
  • Shillelagh
  • Archon Staff
  • Dimensional Shard
The first six items can still be gambled for and some of them even shopped. The Grand Matron Bow can only be aquired via the Anya quest reward for Amazons and the same goes for the Dimensional Shard for Sorceresses. Wands and Staves can't be gambled so they are only available via shopping but it is not clear yet which ones can and can't spawn.

Inventory management
As already mentioned earlier you asbolutely want to craft with runes in the same game they dropped in. This means you need to have the other ingredients with you at all times to be prepared for a potential crafting rune drop. The best way of achieving this is to always keep a few jewels in your stash together with a selection of amethysts, rubies, sapphires and emeralds (depending on what recipes you're interested in). The hard part are the base items which can take up a lot of space in your stash with e.g. a Great Hauberk taking up 6 slots. This somewhat limits the amount of crafts you can prepare for realistically.

A simple solution to this is to always keep a lot of gold on your character so that you can gamble a few of the interesting bases if needed. This applies to rings and amulets especially, there is simply no need to keep those in your stash at all times. But also most normal items can quickly be gambled if needed, e.g. heavy gloves.

In reality the amount of crafting materials you want to store is also bounded by how many jewels they use up on average. Especially lesser glove crafts are draining since they only need a Tir rune which isn't all that uncommon.

If you want to craft greater crafts you should sometimes pass on lesser crafts if you are low on jewels. There will always be more low runes but finding a Ko and not being able to use it in its "fresh" state to craft a blood ring with it is painful to say the least.


4) Basic Mechanics

What is the item level of a craft?
As usual with crafts we refer to the item level of the result as Ilvl while the item level used to calculate it is called ilvl. The Ilvl formula for crafting in 1.07-1.08 is then:
Ilvl = [0,66*clvl]+[0,66*ilvl]
where clvl is the character level of the crafter and ilvl is the item level of the rune.

What? Runes have an ilvl? Yes, in 1.07-1.08 runes have an item level which defaults to 1 as soon as you leave the game. This is because they are classified by the game as "simple" items, that is they do not save variable stats upon exiting the game. This means that in order to have control over the Ilvl you need to craft with a rune in the same game as you found it. If you do not do this the Ilvl will be calculated as:
Ilvl = [0,66*clvl]
and thus capped at 65 which you can only achieve with a level 99 character. For information on how the ilvl of a rune is determined and what wipes it you can consult the section on rune ilvl.

We say that a rune that didn't have its ilvl wiped is "fresh" and otherwise we call it "stale".

To close of this subsection we tackle the question of why the game does not use the ilvl of the item used to craft as in later versions. The idea here is that the game is told by the cubemain.txt to scan the ingredients of the craft for an ilvl. The first ingredient it checks is already the item you craft with and it readily takes its ilvl. But now the game doesn't stop, it goes on to check the jewel's ilvl and overwrites the item's ilvl with that of the jewel. Now the same thing happens to the rune but not the gem because somehow the game knows to skip gems when looking for ilvl. Since the last ilvl read was that of the rune the game is now working with that level to calculate Ilvl.

How many affixes does a craft get?
The number of randomly generated affixes is directly influenced by the Ilvl of the craft as follows:
ilvl \ affixes​
1​
2​
3​
4​
1-30​
40%​
20%​
20%​
20%​
31-60​
0%​
60%​
20%​
20%​
61-90​
0%​
0%​
80%​
20%​
91-99​
0%​
0%​
0%​
100%​
Note that crafing with "stale" runes can only ever guarantee a minimum of three affixes but is capped at a 20% chance for four affixes.

How many sockets does a craft get?
In 1.07 Larzuk will attempt to give any craft three open sockets while in 1.08 he is capped at one open socket. This is not a random roll of one to three sockets, rather Larzuk will determine how many sockets the item can get (based on Ilvl) and if this number is S he will give a total of min{S, 3} sockets to the item. For a table of all socket numbers in 1.07-1.08 refer to this post:
Despite that information being available in the list I will reiterate the following here: in 1.07-1.08 Bone Visages, Troll Nests, Blade Barriers, Shrunken Heads and Orbs get zero sockets by default and additionally in 1.07 Wands get 0 sockets. This limits the crafting potential for these items severely.

What is the required level of a craft?
The required level formula for crafts is essentially the same as nowadays:
rlvl(craft) = max{rlvl(base item), 10+3*#affixes+max{rlvl(affix) | affix on craft}}
where #affixes is the amount of random affixes spawned on the item and the third term in the sum is the maximum over the rlvl of all affixes spawned on the craft. This might further be overwritten by the rlvl of staff- and automods on the item but this will not happen often in practice.

You might have noticed that there is no contigency for rlvls over 99 in the above formula. Indeed the game will happily create crafts with rlvl over 99 and think nothing of it. The highest rlvl achievable should be 108 which happens if the suffix "of Freezing Arrows" spawns on gloves. This affix has rlvl 86 and so if the craft gets four affixes you get to and rlvl of 10+3*4+85 = 108.

This rlvl formula (just as in 1.09+) makes it very hard to create useful low level crafts since any craft will have at least a level requirement of 13 and the really interesting ones with four affixes have an rlvl of at least 22.


5) Rune ilvl

We already know that runes have an ilvl in 1.07-1.08 but what remains to be seen is how we can actually know what it is. Again there are three sources of runes in 1.07-1.08:
  • Drops from killing monsters and opening chests
  • HF rewards (El-Amn in Normal/ Sol-Um in NM)
  • Qual-Kehk rewards (Ral, Ort, Tal)
The next few subsections deal with the ilvl of runes from each of the three sources and what crafter clvl is needed to reach the craft Ilvls of 91 and 99 respectively. The first one being interesting because it guarantees four affixes while the second one maximizes the list of affixes that can spawn on the craft (but doesn't guarantee that all affixes can spawn).

Drops
The ilvl of a dropped rune is equal to the level of the monster or container (i.e. chest) that dropped it. For chests this makes it very easy since they drop items of level equal to the level of the area they are in and one can easily read those out of the files:
For reference the area level of Lower Kurast is 88.

Now in 1.07-1.08 monsters have levels independent of the area level which makes it harder to determine ilvl without having the game files at hand. For now let's just say that regular cows and council member minions have a level of 90 while champions except berserkers have base+2 and uniques and berserkers have level base+3 where base is the level of the monster type they are based on. Minions in 1.07-1.09 (maybe even 1.10a) do NOT get a bonus of +3 to base level.

HF rewards
The HF rewards take their item level from the area level of the River of Flame which is 27, 60 and 93 in Normal, NM and Hell respectively. As you can see the ilvl of a normal HF rune only adds 17 to the level of a craft which makes it impossible to guarantee four affixes for these runes.

Qual-Kehk rewards
These runes have as item level the clvl of the character receiving the reward. The most efficient way to farm these rewards is to rush characters in 1.07 and giving them the three ancient quest rewards in order to level them. A level 1 character will be level 24 after normal ancients, level 42 if you add nightmare ancients and finally level 52 if you complete all three quests.

What clvl do I need to craft these runes?
The following table lists the most common rune ilvls, what Ilvls you can achieve with them using a clvl 99 character and what clvl you need to craft Ilvl 91 and 99 crafts with them:
clvlneeded.png
As you can see a "stale" rune, a Qual-Kehk rune from a once Ancient'ed rushee as well as a normal HF rune can never produce Ilvl 91 crafts. For Qual-Kehk runes even a twice Ancient'ed rushee can only guarantee four affixes if the rusher is level 97 while a three times Ancient'ed rushee needs a more modest clvl 87 rusher to guarantee four affixes.

Of note is NM HF which only needs a level 79 crafter to guarantee four affixes AND a chance at the +2 to class skills affixes on amulets.

The Hell HF is usually picked up in 1.10a-1.10s to make use of the higher drop range of Hel-Gul which can then be used to make beta runewords. For this reason a perfect rush harvests Qual-Kehk rewards in 1.07-1.08, NM HF in 1.07-1.08 and Hell HF in 1.10a-1.10s. The normal HF is only done to quickly get a lot of gems (i.e. it is done with the whole party in the game in contrast to NM and Hell where you need to do them individually with each rushee because it only gives one rune regardless of partysize)

When do runes become "stale"?
There are a few things that are known to make a rune lose its ilvl:
  • Leaving the game. (Found by @Fruit)
  • Transfering a rune via the trade window. (Found by @WoRG)
  • Completing an act and traveling to the next one also does this. (Found by @WoRG)

The game auto-saving does NOT affect the ilvl of the rune, so you have plenty of time to gamble or shop bases if needed. There is currently no known way to "refresh" a rune. @WoRG tried selling and rebuying a rune to do this but it did not work. Similarly you can't try cubing runes up since those recipes were only introduced with 1.09.

Should I craft with "stale" runes?
You should avoid it at all costs since you can never guarantee four affixes that way. In fact you should aim for all of your crafts to have Ilvl at least 91 or 80% of them will fall short of their potential. Assuming the best case clvl of 99 a rune still needs to be at least level 40 to guarantee Ilvl 91. So forget about stale runes, once Ancient'ed rushees and their Qual-Kehk runes and normal HF.


6) Affixes

The formulas and considerations here can basically be applied to any quality whether magic, rare or crafted. Note that in 1.07 crafts can get magic only affixes while in 1.08 they are limited to rare affixes.

The Affix Level Formula
Every affix of level at most the level of the affix level of an item can spawn on that item. The affix level of an item is calculated using the magic, quality and item level of the item which we will call mlvl, qlvl and ilvl for short. Note that for crafts what we called Ilvl above is now what is used as our ilvl. Also remember that the monster level is sometimes abbreviated as mlvl but it is essentially different from the magic level.

The affix level formula for an item is:
alvl = max(ilvl, qlvl)+mlvl
if 0 < mlvl else it is given by:
alvl = max{ilvl, qlvl}-[qlvl/2]+max{0, qlvl-45}
Note that the last term is 0 for items with qlvl at most 45 so it acts as a sort of bonus to items with qlvl above 45.

Magic Level 0 (1.07 only)
This section is strictly about items with magic level 0, whatever is said here does not apply to items with positive magic level at all. Here is a visualization of the alvl(ilvl) function for 1.07-1.08:
alvl107.png
followed by the same table for 1.10+ (and most likely 1.09 as well):
alvl110.png
The main difference here is that the 1.10+ formula is more refined and is actually scaled in such a way that an ilvl 99 item will have alvl 99 as well. The same is not true for 1.07 where the highest alvl possible on an item type is sometimes less than 99. (This value is displayed next to 99 at the upper right corner in all four graphs).

For example a qlvl 45 item has a maximum alvl of 77 (at ilvl 99). However as a close look at the alvl formula shows this is the worst case scenario, that is: at ilvl 99 every item always has at least alvl 77.
Now how is this relevant? As it turns out the list of affixes of level higher than 77 is actually very short:

Prefixes:
  • alvl 90: Skill bonus affix: +2 to class skills; can only spawn on amulets (and circlets, but their mlvl is non-zero)

Suffixes:
  • alvl 78: Mana leech affix: +(7-8)% mana stolen per hit; can only spawn on amulets (and circlets).
  • alvl 81: Minimum damage affix: +(10-13) minimum damage; can only spawn on rings and amulets (and circlets)
  • alvl 83, 85, 90, 92, 94: Five different crappy charges of Amazon attack skills; can only spawn on gloves.
  • alvl 91: Life affix: +(41-45) to life; can only spawn on grand charms.
  • alvl 110: Life affix: +(46-50) to life; can only spawn on grand charms.
Right of the bat we can say that we don't care about the grand charm affixes for crafting (and the alvl 110 can't ever spawn anyway) and if you are sane you don't want anything to do with the charges either. That means that the highest affix level that is interesting for crafting is 90.

But here it comes: Every item with qlvl 19 or less as well as every item of qlvl 71 or more has alvl 90 or higher at ilvl 99 anyway. Since we can force ilvl 99 from crafts this means that we don't need to worry about the seven class skill prefixes (amulets have qlvl 1) as well as the mana leech and minimum damage affixes (rings also have qlvl 1).

So as long as your crafts have ilvl 99 they can get every affix except for maybe five charges on gloves.

Magic Level != 0 (1.07-1.08)
This is not anywhere as interesting as the first case since the affix level formula is more straightforward. Here is a list of all items with non-zero magic level together with their qlvl and minimum alvl:
mlvlalvlqlvl107.png
qlvlmlvlalvl108.png
Note that circlets can't be crafted but should rather be racked directly. Other than that all items with non-zero magic level can be crafted to have ilvl 99 and thus get any affix available.

A sample calculation for stale runes in 1.07
This subsection is supposed to give you an example of how to use the affix level formula to determine when an affix can spawn on a craft. We will look at lesser blood gloves (base: heavy gloves) and answer the question which clvl is needed to craft them with a stale rune so that they can still get the "Lancer's" prefix (+3 to Javelin and Spear Skills). At the same time we will show that greater blood gloves (base: vampirebone gloves) crafted with a stale rune will never get that same affix.

First off we find out what the alvl of the "Lancer's" prefix is, maybe by looking up this table of affixes:
which is in the third spoiler. We see that the prefix has affix level 60.

Heavy gloves are qlvl 7 so they have alvl = max{ilvl, 7}-[7/2]+max{0, 7-45} = max{ilvl, 7}-3. This means that Ilvl needs to be at least 63 in order to reach affix level 60.

Vampirebone gloves are qlvl 69 so they have alvl = max{ilvl, 69}-[69/2]+max{0, 69-45} = max{ilvl, 69}-10. Crafting with a stale rune means that the maximum Ilvl will be 65 which is reached at clvl 99. So we have alvl = max{65, 69}-10 = 69-10 = 59 < 60 which means that the "Lancer's Prefix" can never spawn on these crafts.

Now what clvl do we need in order to get Ilvl 63 on our crafted heavy gloves? Well we are essentially interested in the smallest clvl for which we have 63 <= [clvl*0,66]+[ilvl*0,66] where the second term vanishes because ilvl = 1 as we are crafting with a stale rune, so the condition becomes 63 <= [clvl*0,66] which is equivalent to 63 <= clvl*0,66 which in turn is equivalent to 63/0,66 <= clvl. Now since clvl is an integer this last statement is equivalent to roundup(63/0,66) <= clvl. But the right hand side is just 96. Thus we need at least clvl 96 in order to craft lesser blood crafts with the "Lancer's" prefix using stale runes.

As you may have noticed the alvl of vampirebone gloves crafted with a stale rune will always default to 59. This is not a coincidence:
  • A stale rune craft has Ilvl at most 65.
  • For every item of qlvl at least 65 the term max{ilvl, qlvl} will default to qlvl.
Hence for items of qlvl at least 65 the alvl of an item crafted with a stale rune is constant and given by:
alvl = 2*qlvl-[qlvl/2]-45
This means you can't improve these crafts via higher clvls or exclude affixes using a lower level character.


7) Crafting Bugs: The Good, the Bad and the Ugly

The Good
Through a mysterious mechanic called stacking crafts in 1.07 can sometimes bug out and have their automods added to a randomly rolled affix. The two most notable examples of this are life and mana leech on blood crafts.

If a blood craft spawns with life leech as a random affix it can happen that the life automod becomes life leech instead. For example a lesser blood glove gets (1-4)% life leech as an automod as well as +(10-20) to life. Now if the life leech affix spawns on this item (it gives +3% life leech) and the craft bugs out you get +(17-30)% life leech instead of +(4-7)% life leech and +(10-20) to life.
This bug can occur on blood crafted items which may spawn with life leech affixes, i.e. gloves, weapons and rings. (amulets can't spawn life leech in 1.07-1.09)

A variation of this happens if instead of a life leech affix a mana leech affix spawns. In this case the life leech automods can get converted to mana leech. Sadly this stacking is nowhere near as profitable since the life leech automod is much lower than the life automod.
This bug can occur on blood crafted items which may spawn with mana leech affixes, i.e. gloves, weapons and amulets. (rings can't spawn mana leech in 1.07-1.09)

There is another such bug with hitpower weapons but it's not beneficial to us.

We do not understand the mechanics behind stacking as of yet.

In 1.08 there is a potentially unintended dynamic where bonuses to FCR and FRW (and potentially FHR, FBR as well) have their values rounded up to 5% if they are below 5%. This means you can't actually get a caster amulet with less than 5% FCR. A rather minor bug but still technically beneficial to the player.


The Bad
At least in 1.07 (not confirmed yet in 1.08 and probably not possible) the enhanced damage that can be on a craft is capped at 511% since the game uses 9 bits to store the enhanced damage. One possible combination that could lead to this is Grandmasters (up to 200% ED) combined with Cruel (up to 300% ED) together with a weapon craft automod.
As a consequence the best possible crafts for lesser and greater weapon crafts will not differ in their enhanced damage at all.

It seems that socket affixes do not work when they spawn on a craft in 1.07 but there are no reports about this in 1.08. Of course we don't care about the Mechanic's and Artisan's affixes because Larzuk can outmatch (or just match) them with a guaranteed number of sockets. Nevertheless this means that you can't get four open sockets via the Jeweler's affix on a craft. In fact it will just end up taking up an affix slot doing nothing.

Related to the stacking bugs (high life leech) in 1.07 there is a "bug" in 1.08 which makes affixes not stack with automods in certain cases. It seems as though this is meant to be a fix for the stacking bugs but ends up deleting affixes instead. Here is some speculation:
Luckily it has been confirmed that the FCR on caster crafts do stack with the FCR suffix so all is well. As with the stacking bug the actual mechanics behind it are not understand as of yet.

The Ugly
There has been a report of certain crafts having the potential to corrupt your ATMA stashes:
This is serious news and maybe using 1.08 caster boots is a bad idea because of it.


8) Credits

This guide would not have been possible without @WoRG and @Fruit who are crafting experts in every sense of the word! Also thanks to @GalaXyHaXz and @Helvete for helping uncover the ilvl 99 mystery!


Appendix A

In order to do affix level calculations like the ones above you will need access to all the qlvls, alvls and mlvls which are all available in the .txts the game comes with.

Generally you look for the item/affix you are interested in and then look in the "level" column for the respective level.

The .txts are attached below. If you want more detailed information on how to read them a google search such as "phrozen keep fileguides" will give you the necessary details. Note that 1.09 and 1.10+ guides can be good approximations if there is no 1.07/1.08 guide available. Just don't assume too much!
 

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Also, there is a bug:
(1.07)
complete the barbarian quest in act 5 with your fast character (preferably sorceress) in normal (or later if you wish)

now open a game with another character who didnt complete this quest.

don't PP with your fast killing char, just make the quest as normal (even tho you completed it already) (with you main char)

after the third barbarian prison, talk to Quakehk (with your main char), he will give you his runes, despite already done quest.

repeat if you wish.

@maxicek is that allowed?

seeing just a Tal-rune is required for caster amulet 1.08, this could be quite useful

also gives you all the Ort runes you need for 1.07 weapons
 
Amazing work @art_vandelay ! Just read the whole guide and, like so many of your posts, yet again I learned some interesting things:

  • I had no idea deadly belts could be made - cant wait to make one!
  • That trading a rune or switching acts reduces its freshness :p
  • That high clvls only benefit crafts with low qlvl items
  • Greater weapon crafts are essentially pointless due to cap of 511%
  • Wands, orbs and some (important types of) shields cannot be socketed!
 
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Quick question: It seems clvl 99 is required if you use a stale rune to craft a weapon (elite base) and want the Grandmaster's (alvl 69) prefix...am I going back to Moo Moo farm?

Edit: After much study (thx @art_vandelay ), I have come to understand that:

with stale runes, only Giant Threshers and Colossus Blades can get the Grandmaster's prefix.​

Clvl 91 is the best you can do to ensure your chances and leveling any further won't help!
 
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And I am 99% sure that Runes are ruined if you take the Red Portal back to town (1.07 MooMoo). I'll test and document it when I go there next time but I have had many failed Crafts lately.

m4ke
 
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Nice work Art, it is great to have all this info together.

@d2lover I don’t see how it helps you for 1.08 as you need to S&E. I also think getting the jewels will be a constraint. At least I always seem to run out of these.
 
It wasn't the Red Portal. Something is going on there anyway. I'll find out what :p

m4ke
 
@maxicek I think the idea would be to permantly have the date set to one of the belt dates because all the other ones kinda suck.
I'm also not sure when the game fetches the date but I would guess it does so when the craft is attempted.
 
Qual-Kehk rewards
These runes have as item level the clvl of the character receiving the reward. The most efficient way to farm these rewards is to rush characters in 1.07 and giving them the three ancient quest rewards in order to level them. A level 1 character will be level 24 after normal ancients, level 42 if you add nightmare ancients and finally level 52 if you complete all three quests.

@art_vandelay Wouldn't it be wise to wait with turning in the Qual-Kehk quests on all difficulties until after completing hell ancients so that they are level 52?
 
@art_vandelay Wouldn't it be wise to wait with turning in the Qual-Kehk quests on all difficulties until after completing hell ancients so that they are level 52?
I thought that was implied :unsure: I just mentioned the numbers because not everyone has a character that can handle p8 ancients.

In the end I never used Qual-Kehk runes to craft anyway, the collecting is annoying and I don't have a high level char in 1.07/1.08 which can craft the runes. I just don't bother with leveling since most stuff I look for is in LK/trav.

In 1.08 the LK running pays off more in the long run because of Mal/Ist/Ohm, 5% frw SCs, generally good SC/GCs, jewels and tons of gems. Just more of a spread I guess.
 
I'm assuming 1.08?
The Bad
...

Related to the stacking bugs (high life leech) in 1.07 there is a "bug" in 1.08 which makes affixes not stack with automods in certain cases. It seems as though this is meant to be a fix for the stacking bugs but ends up deleting affixes instead. Here is some speculation:
Luckily it has been confirmed that the FCR on caster crafts do stack with the FCR suffix so all is well. As with the stacking bug the actual mechanics behind it are not understand as of yet.

...
So you probably got MDR and PDR on the craft and the automods vanished instead of stacking. At least that's the current theory. See the link in the quote.
 
I've finally gotten around to checking out crafting in 1.08, and I've learned a lot...but first:

ATMA
Any discussion of crafting in 1.08 has to start with a warning about ATMA... if you're going to do any crafting in 1.08, or using crafted items forwarded from 1.07, turn OFF autosave in ATMA. I've done a lot of crafting and poking around in 1.08, and I've yet to have ATMA corrupt a character or a stash, but it WILL mess up your items if you leave autosave turned on.

I think ATMA is missing some datafiles or something in 1.08 (as this is not a problem in 1.07 or in 1.09+), which leave it unable to parse some crafted items (note that the GAME has no problem with these items, and neither does ATMA in 1.09+ if you forward them, it is a problem with ATMA in 1.08)... when this happens, it throws an error stating that item data may be corrupt, do you want to continue? If you click no, it aborts loading the character/stash, if you click yes, it will 'fix' the item by removing all its mods (sometimes it leaves one or two, but they are often not even mods the original item had...), and if you have autosave turned on, it will save it that way!!
108_ATMAerror1.jpg
108_ATMAerror2.jpg
Note the error listed in the Info window at the bottom...
However, this IS a bug, and it's not consistent... You can usually get ATMA to sucessfully load an item without erroring by repeatedly opening & closing a character/stash... eventually it will open ok. Even if it opens once, however, that's no guarantee it won't error again the next time. I therefore strongly suggest using old school mules to hold items that cause ATMA problems, because the game handles these items just fine... putting them in a stash is just asking for trouble.

Most crafted items are fine and cause no issues, but crafted rings are pretty much guaranteed to cause errors... boots, weapons, & gloves occasionally cause errors (especially if they were crafted in 1.07 and forwarded). I've only had 2 amulets cause errors, and one of those was forwarded from 1.07... I haven't had any issues with crafted body armor, shields, belts, or helms (yet)

OK, now that that's covered...
Crafting
The great news is that yes, the FCR automod on Caster amulets does stack with the FCR affix, and can exceed the max of 20FCR on modern crafts! I haven't gotten a 25FCR amulet yet, but I've rolled 2 with 24FCR, and a few more with >20... but even without rolling a FCR affix, the fact that the automod can give up to 15FCR is awesome!

Unfortunately, that's just about the only automod on a craft that DOES stack... @art_vandelay, I'd definitely move the stacking "fix" from The Bad to The UGLY :mad:

Automods that stack:
%FCR on Caster Amulets
%Increased Chance of Blocking on Hitpower/Caster Shields

%Enhanced Damage on Weapons DOES stack with AR/%ED affixes (Sharp, Fine, Warriors, Soldiers, Knights, Lords, Kings)
it is OVERWRITTEN (and disappears/doesn't stack) with %ED affixes (Jagged, Deadly, Vicious, Brutal, Massive, Savage, Merciless)
(took me a minute to work THAT out... :p)

automods that are OVERWRITTEN and don't stack:
+Life on Blood crafts (n)
%LL on Blood Gloves, Rings, and Weapons
Replenish Life on Blood boots
ATD on Blood Shields
+Strength on Blood Rings (TRAGIC! (n))
+Mana on Caster crafts (n)
+Energy on Caster Rings
%Enhanced Defense on Safety armor (meaning non-weapon or jewelery) crafts
+%L/F/C/P Resistance on Safety Helm/Boot/Glove/Belt Crafts (n)
PDR & MDR on Safety Shields, Body Armor, Amulets, and Rings (Somebody should be flogged... no, REALLY!!:mad:)
CtC Frost Nova by any other CtC affix on Hitpower Crafts (observed on Weapons, needs more testing on others)
ATD on Hitpower Belts, Shields, and Body Armor
+Dexterity on Hitpower Rings (TRAGIC! (n))

Other automods don't get overwritten because there is no corresponding affix for that item type to overwrite it...

It's great that 1.08 enabled the full range of crafts, and you can definitely craft some really great items, but I do think whoever was responsible for the 'fix' to stacking bugs should have been taken out behind the woodshed and... dealt with :mad::mad::mad:

WoRG
 
😅
I've finished most of my initial exploratory crafting in 1.08, which allowed me to test everything for my previous post. I had done extensive crafting in 1.08 previously, but that was prior to the discovery of 'fresh' runes and nailing down the alvl formula for 1.07/1.08... I still have the stashes from that earlier crafting, and a fresh perusal of them with the updated knowledge revealed a lot and saved me a bunch of effort, at least for those craft types I had done previously... I still need to do a bit more testing on blood, hitpower, and safety amulets, as I focused pretty hard on caster amulets.

In my opinion, caster amulets are easily the biggest draw for crafting in 1.08. The automod FCR is extraordinary and unique... not only does it make >20FCR possible on an amulet, but it ALSO makes 11-14FCR possible, and that from the automod alone!! It can make hitting those odd breakpoints for many classes that aren't an even multiple of 10 easier to achieve... The FCR automod on lesser caster amulets is the same as on the greater, so the only thing the more expensive greater craft gives you is an extra 5 mana (which will be overwritten anyway if you roll a mana affix) and 7-21% mana regen instead of 4-12%, which means Tal runes are sufficient, making these amulets among the most accessible crafts in 1.08.

The range of 1 - 15 for the FCR automod @art_vandelay listed in the first post is correct, but there is an additional condition of [min(5)], making the observed range 5 - 15. If the actual range was 5 - 15, then ~10% would roll 5FCR, if its [1 - 15 |min(5)], then ~1/3 would. In my initial batch of 100 caster amulets, 34 rolled 5FCR. Its also quite possible that the automod is calculated, including the min(5), before affix FCR is added... of 22 amulets that rolled 11 - 14FCR, NONE of them rolled the 10FCR affix, and if we add in the 5 that rolled 21 - 24FCR (so all that rolled 11 - 14 on the automod), we get 27 amulets (expected value 26.6666666667). If true, then if you roll the FCR affix, you'll get at least 15FCR, same as a modern craft... (none of the 7 amulets that got 15FCR rolled the FCR affix, either, but that doesn't mean anything... EV=6.6666666667)

Anyway, here's the initial batch of 100 1.08 caster amulets... I've shown several of them in the IFT(s) over the last few weeks as I rolled them (should also quash that rumor that all my crafts are great...:p)
Code:
Keep in mind that ATMA doesn't get rlvls right in 1.07/1.08...

1: Plague Necklace
Amulet
Required Level: 49
Item Version: Expansion
Item Level: 99
Fingerprint: 0x16fb2c60
+29 to Life
+20 to Mana
Regenerate Mana 12%
Fire Resist +30%
Cold Resist +13%
+2 to Paladin Skill Levels
5% Faster Cast Rate

2: Viper Beads
Amulet
Required Level: 80
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5d24883c
+14 to Strength
+19 to Mana
Regenerate Mana 7%
Lightning Resist +17%
+1 to Necromancer Skill Levels
18% Faster Cast Rate

3: Plague Mark
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2adb1f49
+20 to Energy
+15 to Mana
+12 to Attack Rating
Regenerate Mana 8%
All Resistances +12
+1 to Barbarian Skill Levels
9% Faster Cast Rate

4: Stone Heart
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x71943dee
+14 to Mana
+8 to Maximum Stamina
Regenerate Mana 5%
All Resistances +6
7% Mana stolen per hit
15% Faster Cast Rate
+1 to Druid Skill Levels

5: Blood Torc
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0xcecd9d2
+13 to Mana
Regenerate Mana 9%
Fire Resist +10%
Lightning Resist +10%
Cold Resist +18%
Poison Resist +10%
36% Extra Gold from Monsters
5% Faster Cast Rate
+1 to Cold Skills (Sorceress Only)

6: Blood Wing
Amulet
Required Level: 65
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4801ae9d
+15 to Mana
+4 to Minimum Damage
Regenerate Mana 8%
Magic Damage Reduced by 1
Lightning Resist +27%
Adds 1-20 lightning damage
13% Faster Cast Rate

7: Plague Beads
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x13c99d72
+13 to Mana
Regenerate Mana 7%
Damage Reduced by 3
Fire Resist +35%
Lightning Resist +5%
+2 to Barbarian Skill Levels
5% Faster Cast Rate

8: Dread Emblem
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x71b53831
+1 to Mana
Regenerate Mana 7%
6% Mana stolen per hit
18% Faster Cast Rate
+1 to Fire Skills (Sorceress Only)

9: Storm Scarab
Amulet
Required Level: 70
Item Version: Expansion
Item Level: 99
Fingerprint: 0x31f9eb4a
+15 to Mana
Regenerate Mana 11%
All Resistances +15
Adds 1-3 cold damage
Adds 2-7 poison damage over 3 seconds
4% Mana stolen per hit
5% Faster Cast Rate

10: Havoc Heart
Amulet
Required Level: 59
Item Version: Expansion
Item Level: 99
Fingerprint: 0x68e70a16
+12 to Strength
+1 to Dexterity
+16 to Mana
Regenerate Mana 11%
Poison Resist +20%
+1 to Amazon Skill Levels
9% Faster Cast Rate

11: Order Beads
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x787f104c
+1 to Strength
+19 to Mana
+20 to Attack Rating
Regenerate Mana 6%
All Resistances +13
5% Better Chance of Getting Magic Items
13% Faster Cast Rate

12: Shadow Heart
Amulet
Required Level: 65
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6e8114b1
+12 to Mana
Regenerate Mana 4%
Magic Damage Reduced by 1
Lightning Resist +9%
Cold Resist +21%
16% Better Chance of Getting Magic Items
5% Faster Cast Rate

13: Havoc Collar
Amulet
Required Level: 61
Item Version: Expansion
Item Level: 99
Fingerprint: 0x446ab99b
+1 to Strength
+51 to Mana
Regenerate Mana 12%
10% Faster Cast Rate
Half Freeze Duration
+2 to Assassin Skill Levels

14: Bone Talisman
Amulet
Required Level: 46
Item Version: Expansion
Item Level: 99
Fingerprint: 0x25e4631b
+10 to Energy
+16 to Mana
Regenerate Mana 9%
All Resistances +9
16% Better Chance of Getting Magic Items
7% Faster Cast Rate
Level 3 Teleport (11/27 Charges)

15: Stone Scarab
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x15717de0
+16 to Life
+12 to Mana
Regenerate Mana 8%
Lightning Resist +8%
11% Better Chance of Getting Magic Items
7% Faster Cast Rate
+2 to Defensive Aura Skills (Paladin Only)

16: Stone Talisman
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4d6f506f
+5 to Mana
Regenerate Mana 7%
Poison Resist +32%
32% Extra Gold from Monsters
+1 to Sorceress Skill Levels
5% Faster Cast Rate

17: Beast Gorget
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x59622328
+11 to Energy
+11 to Dexterity
+14 to Mana
+9 to Minimum Damage
Regenerate Mana 9%
11% Faster Cast Rate
+1 to Cold Skills (Sorceress Only)

18: Order Wing
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x772e54d6
+18 to Energy
+10 to Dexterity
+17 to Mana
+18 to Attack Rating
Regenerate Mana 10%
14% Faster Cast Rate
+1 to Warcry Skills (Barbarian Only)

19: Storm Gorget
Amulet
Required Level: 51
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1c9df9cc
+15 to Mana
+6 to Minimum Damage
Regenerate Mana 8%
Lightning Resist +17%
19% Faster Cast Rate
+2 to Fire Skills (Sorceress Only)

20: Plague Heart
Amulet
Required Level: 52
Item Version: Expansion
Item Level: 99
Fingerprint: 0x12c5c247
+13 to Mana
Regenerate Mana 10%
Damage Reduced by 4
Fire Resist +5%
Lightning Resist +20%
5% Faster Cast Rate
Level 2 Tornado (16/25 Charges)

21: Entropy Emblem
Amulet
Required Level: 65
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4eb68e1
+20 to Mana
Regenerate Mana 11%
Magic Damage Reduced by 1
All Resistances +13
6% Better Chance of Getting Magic Items
7% Faster Cast Rate
+1 to Assassin Skill Levels

22: Havoc Eye
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x716ac0ea
+16 to Mana
+1 to Maximum Damage
Regenerate Mana 4%
Cold Resist +28%
Poison Resist +5%
9% Faster Cast Rate
+2 to Passive and Magic Skills (Amazon Only)

23: Skull Noose
Amulet
Required Level: 57
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5a6d0ef6
+23 to Life
+18 to Mana
+1 to Maximum Damage
Regenerate Mana 12%
Adds 1-6 fire damage
8% Better Chance of Getting Magic Items
12% Faster Cast Rate

24: Corruption Necklace
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3609bf10
+5 to Energy
+40 to Life
+18 to Mana
Regenerate Mana 10%
Poison Resist +18%
10% Faster Cast Rate
+1 to Shape-Shifting Skills (Druid Only)

25: Plague Clasp
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5865ef4e
+11 to Mana
Regenerate Mana 10%
Fire Resist +16%
Lightning Resist +18%
+2 to Amazon Skill Levels
7% Faster Cast Rate
Level 3 Teleport (5/27 Charges)

26: Death Beads
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5caf16fd
+1 to Dexterity
+13 to Mana
+6 to Maximum Stamina
Regenerate Mana 7%
Fire Resist +40%
+1 to Sorceress Skill Levels
5% Faster Cast Rate

27: Storm Scarab
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x371b72a7
+20 to Strength
+14 to Mana
+4 to Minimum Damage
Regenerate Mana 12%
All Resistances +20
21% Faster Cast Rate

28: Bone Collar
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6b8d19c5
+3 to Energy
+20 to Mana
Regenerate Mana 5%
Fire Resist +13%
Adds 1-3 cold damage
7% Faster Cast Rate
+1 to Offensive Aura Skills (Paladin Only)

29: Beast Beads
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3dfa178b
+38 to Life
+54 to Mana
+16 to Attack Rating
Regenerate Mana 5%
5% Faster Cast Rate
+2 to Masteries Skills (Barbarian Only)

30: Rune Eye
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1dfd2f32
+11 to Mana
Regenerate Mana 5%
Damage Reduced by 1
All Resistances +11
5% Faster Cast Rate
+1 to Masteries Skills (Barbarian Only)
5% Chance to cast Level 3 Frost Nova when struck

31: Eagle Gorget
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x50933e72
+19 to Mana
+15 to Maximum Stamina
Regenerate Mana 5%
Damage Reduced by 1
5% Mana stolen per hit
5% Faster Cast Rate
Level 7 Inner Sight (42/56 Charges)

32: Ghoul Collar
Amulet
Required Level: 47
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5e01dca4
+9 to Dexterity
+13 to Mana
Regenerate Mana 5%
Damage Reduced by 3
All Resistances +20
15% Faster Cast Rate
8% Chance to cast Level 3 Chain Lightning on attack

33: Beast Collar
Amulet
Required Level: 59
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2c073ec3
+19 to Mana
+3 to Maximum Damage
Regenerate Mana 11%
Damage Reduced by 2
Fire Resist +18%
11% Faster Cast Rate
14% Chance to cast Level 5 Charged Bolt when struck

34: Skull Necklace
Amulet
Required Level: 70
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1be072aa
+13 to Mana
Regenerate Mana 8%
Lightning Resist +9%
4% Mana stolen per hit
8% Better Chance of Getting Magic Items
+1 to Amazon Skill Levels
13% Faster Cast Rate

35: Entropy Beads
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x72fa4523
+5 to Mana
Regenerate Mana 5%
Damage Reduced by 3
Poison Resist +29%
10% Faster Cast Rate
+1 to Assassin Skill Levels

36: Doom Beads
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3263cd81
+29 to Mana
Regenerate Mana 10%
Lightning Resist +27%
35% Extra Gold from Monsters
+1 to Sorceress Skill Levels
5% Faster Cast Rate

37: Skull Beads
Amulet
Required Level: 65
Item Version: Expansion
Item Level: 99
Fingerprint: 0x7791fba
+18 to Mana
Regenerate Mana 8%
Damage Reduced by 4
Magic Damage Reduced by 3
All Resistances +19
+2 to Necromancer Skill Levels
15% Faster Cast Rate

38: Raven Wing
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x7a177155
+36 to Mana
+3 to Maximum Damage
Regenerate Mana 10%
All Resistances +7
11% Faster Cast Rate
14% Chance to cast Level 5 Charged Bolt when struck

39: Chaos Beads
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2951cfae
+10 to Mana
+12 to Attack Rating
+9 to Minimum Damage
+1 to Maximum Damage
Regenerate Mana 11%
5% Faster Cast Rate
10% Chance to cast Level 3 Charged Bolt when struck

40: Blood Scarab
Amulet
Required Level: 74
Item Version: Expansion
Item Level: 99
Fingerprint: 0xdb2672a
+13 to Mana
+13 to Maximum Stamina
+4 to Maximum Damage
Regenerate Mana 10%
Replenish Life +7
13% Faster Cast Rate
+2 to Lightning Skills (Sorceress Only)

41: Eagle Clasp
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x298d9342
+18 to Strength
+14 to Mana
+15 to Attack Rating
Regenerate Mana 9%
Lightning Resist +5%
12% Faster Cast Rate
+1 to Offensive Aura Skills (Paladin Only)

42: Raven Heart
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x69b5135f
+54 to Life
+18 to Mana
Regenerate Mana 9%
All Resistances +15
22% Faster Cast Rate
+1 to Assassin Skill Levels

43: Bone Heart
Amulet
Required Level: 56
Item Version: Expansion
Item Level: 99
Fingerprint: 0x8b3e523
+20 to Strength
+5 to Life
+6 to Mana
+9 to Maximum Stamina
Regenerate Mana 9%
5% Faster Cast Rate

44: Stone Eye
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6f75ed4f
+18 to Life
+20 to Mana
Regenerate Mana 4%
Fire Resist +39%
Cold Resist +36%
Adds 1-11 lightning damage
12% Faster Cast Rate

45: Bitter Collar
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1442e55c
+10 to Energy
+5 to Mana
Regenerate Mana 5%
Fire Resist +15%
+1 to Sorceress Skill Levels
5% Faster Cast Rate

46: Beast Collar
Amulet
Required Level: 74
Item Version: Expansion
Item Level: 99
Fingerprint: 0x12931822
+12 to Mana
Regenerate Mana 6%
Fire Resist +12%
Lightning Resist +12%
Cold Resist +12%
Poison Resist +18%
Replenish Life +6
7% Faster Cast Rate
+2 to Summoning Skills (Necromancer Only)

47: Chaos Torc
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0xf80ba14
+16 to Mana
Regenerate Mana 9%
Poison Resist +8%
12% Better Chance of Getting Magic Items
14% Faster Cast Rate
+1 to Shape-Shifting Skills (Druid Only)
10% Chance to cast Level 3 Charged Bolt when struck

48: Order Emblem
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x13ce83e5
+20 to Life
+11 to Mana
+1 to Maximum Damage
Regenerate Mana 9%
Fire Resist +12%
5% Faster Cast Rate
+1 to Assassin Skill Levels

49: Beast Gorget
Amulet
Required Level: 90
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4a3c6a85
+2 to Dexterity
+5 to Mana
+2 to Minimum Damage
+1 to Maximum Damage
Regenerate Mana 9%
5% Faster Cast Rate

50: Beast Heart
Amulet
Required Level: 74
Item Version: Expansion
Item Level: 99
Fingerprint: 0x48800222
+12 to Energy
+14 to Life
+12 to Mana
Regenerate Mana 8%
Poison Resist +7%
Replenish Life +10
8% Faster Cast Rate

51: Bitter Scarab
Amulet
Required Level: 90
Item Version: Expansion
Item Level: 99
Fingerprint: 0x24e50071
+13 to Mana
+2 to Minimum Damage
+4 to Maximum Damage
Regenerate Mana 7%
11% Faster Cast Rate
+1 to Poison and Bone Skills (Necromancer Only)
Level 6 Holy Bolt (5/35 Charges)

52: Blood Necklace
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3284e851
+49 to Mana
Regenerate Mana 10%
Fire Resist +46%
Lightning Resist +11%
Cold Resist +11%
Poison Resist +11%
15% Faster Cast Rate
Poison Length Reduced by 75%

53: Bone Collar
Amulet
Required Level: 37
Item Version: Expansion
Item Level: 99
Fingerprint: 0x70774f9f
+17 to Life
+16 to Mana
+1 to Maximum Damage
Regenerate Mana 6%
All Resistances +13
5% Faster Cast Rate
Poison Length Reduced by 25%

54: Chaos Noose
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x66163111
+17 to Mana
+6 to Maximum Stamina
+4 to Minimum Damage
Regenerate Mana 6%
All Resistances +5
22% Better Chance of Getting Magic Items
5% Faster Cast Rate

55: Corruption Gorget
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x44b58cfe
+17 to Mana
Regenerate Mana 6%
Lightning Resist +24%
Cold Resist +8%
5% Faster Cast Rate
Poison Length Reduced by 50%
+1 to Shape-Shifting Skills (Druid Only)

56: Death Talisman
Amulet
Required Level: 65
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4e0de05
+1 to Energy
+16 to Mana
Regenerate Mana 12%
Magic Damage Reduced by 1
Fire Resist +40%
13% Faster Cast Rate
5% Chance to cast Level 3 Frost Nova when struck

57: Eagle Clasp
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5f8c9d36
+3 to Life
+15 to Mana
+20 to Attack Rating
Regenerate Mana 4%
Damage Reduced by 3
Lightning Resist +8%
13% Faster Cast Rate

58: Eagle Gorget
Amulet
Required Level: 35
Item Version: Expansion
Item Level: 99
Fingerprint: 0x527cdb75
+13 to Mana
+4 to Minimum Damage
Regenerate Mana 11%
Damage Reduced by 3
All Resistances +11
16% Better Chance of Getting Magic Items
5% Faster Cast Rate

59: Eagle Heart
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4e2906c3
+14 to Mana
Regenerate Mana 8%
Cold Resist +21%
Poison Resist +37%
6% Faster Cast Rate
Half Freeze Duration
+1 to Martial Art Skills (Assassin Only)

60: Order Eye
Amulet
Required Level: 90
Item Version: Expansion
Item Level: 99
Fingerprint: 0x25a2157d
+10 to Mana
+2 to Minimum Damage
+1 to Maximum Damage
Regenerate Mana 5%
Poison Resist +19%
Adds 1-4 cold damage
5% Faster Cast Rate

61: Plague Beads
Amulet
Required Level: 80
Item Version: Expansion
Item Level: 99
Fingerprint: 0x189924ed
+13 to Mana
+1 to Maximum Damage
Regenerate Mana 6%
Lightning Resist +22%
Cold Resist +20%
14% Faster Cast Rate
8% Damage Taken Goes to Mana

62: Rune Emblem
Amulet
Required Level: 80
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3ce5425c
+9 to Energy
+14 to Mana
Regenerate Mana 5%
All Resistances +18
13% Faster Cast Rate
11% Damage Taken Goes to Mana
8% Chance to cast Level 5 Chain Lightning on attack

63: Stone Scarab
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x206a1be0
+6 to Energy
+18 to Mana
Regenerate Mana 8%
Damage Reduced by 3
Poison Resist +33%
12% Faster Cast Rate
+1 to Fire Skills (Sorceress Only)

64: Viper Clasp
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x45b48477
+58 to Life
+2 to Mana
Regenerate Mana 6%
Fire Resist +3%
Lightning Resist +3%
Cold Resist +38%
Poison Resist +3%
6% Faster Cast Rate

65: Wraith Mark
Amulet
Required Level: 37
Item Version: Expansion
Item Level: 99
Fingerprint: 0x54071e8e
+5 to Life
+13 to Mana
+6 to Maximum Stamina
Regenerate Mana 12%
Damage Reduced by 1
15% Faster Cast Rate
12% Chance to cast Level 4 Charged Bolt when struck

66: Beast Talisman
Amulet
Required Level: 62
Item Version: Expansion
Item Level: 99
Fingerprint: 0x157e2285
+1 to Mana
Regenerate Mana 5%
25% Extra Gold from Monsters
+1 to Amazon Skill Levels
5% Faster Cast Rate
Poison Length Reduced by 50%

67: Bone Collar
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5e8c0ff2
+7 to Strength
+35 to Life
+19 to Mana
Regenerate Mana 11%
Poison Resist +39%
+1 to Amazon Skill Levels
5% Faster Cast Rate

68: Bitter Clasp
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x45fefb5d
+1 to Energy
+16 to Mana
Regenerate Mana 10%
Damage Reduced by 1
All Resistances +14
+1 to Paladin Skill Levels
5% Faster Cast Rate

69: Death Emblem
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0xd19c706
+13 to Mana
+1 to Maximum Damage
Regenerate Mana 12%
Fire Resist +39%
Lightning Resist +8%
Cold Resist +8%
Poison Resist +8%
+1 to Paladin Skill Levels
5% Faster Cast Rate

70: Death Heart
Amulet
Required Level: 59
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1686aa58
+10 to Mana
+4 to Minimum Damage
Regenerate Mana 12%
Damage Reduced by 3
8% Better Chance of Getting Magic Items
+1 to Amazon Skill Levels
5% Faster Cast Rate

71: Dread Clasp
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4fae267b
+1 to Strength
+17 to Life
+18 to Mana
Regenerate Mana 6%
Lightning Resist +16%
+1 to Paladin Skill Levels
11% Faster Cast Rate

72: Grim Heart
Amulet
Required Level: 59
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3d6fa145
+14 to Mana
Regenerate Mana 4%
All Resistances +10
+1 to Amazon Skill Levels
7% Faster Cast Rate
Half Freeze Duration

73: Havoc Clasp
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x42c9cde1
+18 to Life
+11 to Mana
+1 to Maximum Damage
Regenerate Mana 6%
+1 to Paladin Skill Levels
7% Faster Cast Rate
Level 6 Holy Bolt (35/35 Charges)

74: Order Talisman
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3c804e3a
+4 to Energy
+13 to Mana
Regenerate Mana 5%
Fire Resist +8%
Poison Resist +39%
6% Faster Cast Rate
+1 to Assassin Skill Levels

75: Raven Scarab
Amulet
Required Level: 70
Item Version: Expansion
Item Level: 99
Fingerprint: 0x222a80f6
+4 to Energy
+16 to Mana
Regenerate Mana 11%
Lightning Resist +6%
4% Mana stolen per hit
+1 to Sorceress Skill Levels
5% Faster Cast Rate

76: Shadow Emblem
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x65b2813
+1 to Dexterity
+34 to Mana
Regenerate Mana 8%
All Resistances +14
12% Faster Cast Rate
+1 to Assassin Skill Levels

77: Dread Mark
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x45392175
+12 to Mana
Regenerate Mana 5%
Lightning Resist +34%
6% Faster Cast Rate
Poison Length Reduced by 75%
+2 to Druid Skill Levels

78: Dread Talisman
Amulet
Required Level: 62
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4bdde0aa
+14 to Mana
Regenerate Mana 7%
Damage Reduced by 3
8% Mana stolen per hit
13% Faster Cast Rate
+2 to Druid Skill Levels
12% Chance to cast Level 4 Charged Bolt when struck

79: Entropy Scarab
Amulet
Required Level: 90
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1082dbd1
+19 to Mana
+3 to Minimum Damage
Regenerate Mana 10%
Cold Resist +8%
8% Better Chance of Getting Magic Items
6% Faster Cast Rate
+2 to Druid Skill Levels

80: Order Collar
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5cf2da40
+5 to Energy
+20 to Mana
Regenerate Mana 8%
Damage Reduced by 3
Fire Resist +35%
5% Faster Cast Rate
+2 to Assassin Skill Levels

81: Death Necklace
Amulet
Required Level: 52
Item Version: Expansion
Item Level: 99
Fingerprint: 0x74bce1f3
+16 to Mana
+17 to Maximum Stamina
Regenerate Mana 11%
39% Extra Gold from Monsters
9% Faster Cast Rate
+2 to Masteries Skills (Barbarian Only)
Level 2 Tornado (17/25 Charges)

82: Doom Beads
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x4625264
+14 to Dexterity
+14 to Mana
+14 to Attack Rating
Regenerate Mana 11%
Adds 1-5 cold damage
8% Faster Cast Rate
+2 to Defensive Aura Skills (Paladin Only)

83: Grim Talisman
Amulet
Required Level: 41
Item Version: Expansion
Item Level: 99
Fingerprint: 0xe217c7a
+16 to Mana
+1 to Maximum Damage
Regenerate Mana 9%
Damage Reduced by 4
15% Faster Cast Rate
+2 to Summoning Skills (Druid Only)
10% Chance to cast Level 3 Charged Bolt when struck

84: Raven Gorget
Amulet
Required Level: 52
Item Version: Expansion
Item Level: 99
Fingerprint: 0x50c6787f
+9 to Life
+12 to Mana
Regenerate Mana 4%
5% Faster Cast Rate
Poison Length Reduced by 25%
+2 to Fire Skills (Sorceress Only)
Level 2 Grim Ward (11/25 Charges)

85: Raven Talisman
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x445c8d80
+15 to Mana
+1 to Maximum Damage
Regenerate Mana 11%
Lightning Resist +27%
Poison Resist +31%
5% Faster Cast Rate
+2 to Passive and Magic Skills (Amazon Only)

86: Shadow Necklace
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3bac9acd
+10 to Strength
+20 to Mana
Regenerate Mana 10%
Cold Resist +31%
+2 to Light Radius
8% Faster Cast Rate
+2 to Cold Skills (Sorceress Only)

87: Storm Collar
Amulet
Required Level: 62
Item Version: Expansion
Item Level: 99
Fingerprint: 0x155d64f2
+3 to Mana
Regenerate Mana 6%
Cold Resist +24%
6% Mana stolen per hit
11% Faster Cast Rate
+2 to Masteries Skills (Barbarian Only)

88: Viper Beads
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0xdc56a60
+10 to Mana
+16 to Attack Rating
Regenerate Mana 12%
Cold Resist +35%
Adds 1-5 fire damage
5% Faster Cast Rate
+2 to Summoning Skills (Necromancer Only)

89: Viper Heart
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6e5ff0bc
+17 to Mana
+14 to Attack Rating
Regenerate Mana 7%
Lightning Resist +34%
5% Mana stolen per hit
6% Faster Cast Rate
+2 to Summoning Skills (Necromancer Only)

90: Viper Torc
Amulet
Required Level: 63
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5407ec55
+18 to Mana
Regenerate Mana 6%
Fire Resist +5%
Lightning Resist +36%
6% Mana stolen per hit
5% Faster Cast Rate
+2 to Martial Art Skills (Assassin Only)

91: Viper Wing
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1e15ce22
+15 to Mana
+11 to Attack Rating
+1 to Maximum Damage
Regenerate Mana 4%
Magic Damage Reduced by 1
5% Faster Cast Rate
+2 to Poison and Bone Skills (Necromancer Only)

92: Grim Emblem
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2999d37
+2 to Strength
+19 to Mana
+5 to Minimum Damage
Regenerate Mana 11%
Poison Resist +10%
24% Faster Cast Rate

93: Death Talisman
Amulet
Required Level: 67
Item Version: Expansion
Item Level: 99
Fingerprint: 0x6ae3674
+2 to Life
+11 to Mana
Regenerate Mana 8%
16% Better Chance of Getting Magic Items
19% Faster Cast Rate
+1 to Lightning Skills (Sorceress Only)

94: Eagle Collar
Amulet
Required Level: 71
Item Version: Expansion
Item Level: 99
Fingerprint: 0x1dee6f84
+15 to Mana
+14 to Attack Rating
+4 to Minimum Damage
Regenerate Mana 7%
19% Better Chance of Getting Magic Items
9% Faster Cast Rate
Poison Length Reduced by 25%

95: Bitter Gorget
Amulet
Required Level: 74
Item Version: Expansion
Item Level: 99
Fingerprint: 0x822b43a
+16 to Mana
Regenerate Mana 8%
Poison Resist +31%
8% Mana stolen per hit
Replenish Life +7
12% Faster Cast Rate
8% Chance to cast Level 3 Chain Lightning on attack

96: Dread Noose
Amulet
Required Level: 57
Item Version: Expansion
Item Level: 99
Fingerprint: 0x66b73906
+18 to Dexterity
+39 to Mana
Regenerate Mana 7%
Fire Resist +9%
Lightning Resist +9%
Cold Resist +9%
Poison Resist +24%
6% Faster Cast Rate

97: Beast Scarab
Amulet
Required Level: 62
Item Version: Expansion
Item Level: 99
Fingerprint: 0x41013bf9
+60 to Life
+12 to Mana
Regenerate Mana 5%
8% Mana stolen per hit
19% Faster Cast Rate
+2 to Druid Skill Levels

98: Stone Collar
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x3a20af31
+18 to Mana
Regenerate Mana 5%
Fire Resist +14%
Adds 2-7 poison damage over 3 seconds
+2 to Amazon Skill Levels
21% Faster Cast Rate

99: Bitter Gorget
Amulet
Required Level: 54
Item Version: Expansion
Item Level: 99
Fingerprint: 0x2346da4f
+20 to Dexterity
+18 to Mana
Regenerate Mana 12%
8% Mana stolen per hit
+2 to Amazon Skill Levels
24% Faster Cast Rate

100: Wraith Necklace
Amulet
Required Level: 64
Item Version: Expansion
Item Level: 99
Fingerprint: 0x5b658876
+20 to Strength
+11 to Mana
Regenerate Mana 5%
80% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
+1 to Paladin Skill Levels
15% Faster Cast Rate

And a quick spreadsheet I whipped up to show the distribution of FCR rolls:
108_CasterAmmyXL01.jpg

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