[1.07-1.08] Racking Guide

art_vandelay

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This guide explains the mechanics of racks in versions 1.07-1.08 of Diablo 2: Lord of Destruction. It will go over where you can find racks, the process by which racks choose what items to drop and how they can be persuaded to drop a different item.
There is also an extensive section on commonly racked items which includes a list of all elite Unique and Set items which in 1.07 can only obtained by racking.


1) Why should I rack in 1.07-1.08?

There are a lot of good reasons to rack in these patches:
  • Getting unique and set items that are otherwise unobtainable (in 1.07) or very hard to get your hands on (in 1.08), such as Arkaine's Valor.
  • To get a steady influx of magic circlets or godly pelts and primal helms. (3/20 circlets, 6 skills/3os pelts, ...).
  • Obtaining plenty of crafting materials which would be hard to get in any other way (or even impossible).
  • Finding the perfect ethereal base for a runeword. (1.07-1.08 ethereal items are better than they are in any other version!).
The primary reason why racks in these versions work so well is that you can find a "stable" rack which will consistently drop the same item. Furthermore there are techniques in order to influence a rack's drop which make it easier to find the item you are interested in. Last but not least racking can be combined with Lower Kurast runs since there usually are a few racks in Lower Kurast, some of which are guaranteed to be next to superchests.


2) Where to find racks?

The following areas can spawn with racks. They are grouped by their area levels in normal/nightmare/hell.

Act 1
  • Crypt & Mausoleum (3/36/69)
  • Tower Cellar Level 1-5 (7/40/73)
  • Barracks (9/42/75)
  • Jail Level 1-3 (10/43/76)

Act 2
  • Stony Tomb Level 2 & Halls of the Dead Level 1 (12/45/78)
  • Halls of the Dead Level 2-3 (13/46/79)
  • Claw Viper Temple Level 1 (14/47/80)
  • Tal Rasha's Tomb (17/50/83)

Act 3
  • Lower Kurast & Kurast Bazaar (22/55/88)
  • Upper Kurast (23/56/89)
  • Disused Fane & Forgotten Reliquary (23/56/89)
  • Forgotten Temple, Ruined Fane & Disused Reliquary (24/57/90)
  • Durance of Hate Level 1-3 (25/58/91)

Act 5
  • Frozen River (29/62/95)
  • Halls of Anguish (33/66/99)
  • Halls of Pain (34/67/100)
  • Halls of Vaught (36/69/102)
There are no racks in act 4.


3) What base items can racks drop?

In the game files there are three tables containing basic information on the various item types, these are armor.txt for all armor types, weapons.txt for all weapon types (including throwing potions) and misc.txt which contains jewelry and the rest of the item types (e.g. gems, runes, potions, etc.).

Armor racks select items from armor.txt and weapon racks select items from weapons.txt which we will call "the list" in the following. The algorithm narrows down the list in a few step before it picks an item to drop.

The process for picking an item to drop is similar for armor and weapon racks and only differs in a few steps:
1) The algorithm starts by removing ineligible items from the respective lists, that is all items which have "spawnable" set to 0 or "quest" set to anything other than 0 will be ignored.
In the unmodded game there are no unspawnable or quest armors and the following weapons are quest items and unspawnable (all other weapons are non-quest and spawnable).
decoy dagger
Gidbinn
Wirt's Leg
Horadric Malus
Hellforge Hammer
Horadric Staff
Staff of the Kings
KhalimFlail
SuperKhalimFlail
Where the "decoy dagger" is an unused quest item, probably related to the Gidbinn.

2) Now the game takes the arealevel alvl and sets ilvl = alvl-1. All item types with quality level (qlvl) higher than ilvl will be taken off the list.

3) In order to understand what happens in the this step we first need to know a few things about areas and acts:
  • Each act has an index, this is its number minus one, i.e. act 1 has index 0 while act 3 has index 2.
  • Each area has an id and a level (alvl). The former is a unique identifier ranging from 0 to 132 while the latter can not be used to distinguish areas from each other. (see the previous section for some examples)
  • The area ids are the same in every difficulty while the area levels vary by difficulty.
  • Since an area is determined by its area id you can get the act index from the area id.
For reference here is a list of act indexes and the area id ranges within them:
  • 0: 1-39
  • 1: 40-74
  • 2: 75-102
  • 3: 103-108
  • 4: 109-132
For example the pit has area id 12 which is in the 1-39 range, hence we can conclude that it is located in act 1.

Now this might seem trivial but the game actually attempts to determine the index of the act the rack is located in by comparing the area id with the ranges in the above list. However instead of using the actual area id for this comparison it takes the value ilvl = alvl-1 which makes no sense whatsoever. For example a rack in the Halls of Vaught in normal difficulty takes the area level minus one which is 35 = 36-1 and from this concludes that the act index is 0, i.e. act 1.

So this step can be summarized as follows: The game takes ilvl = alvl-1, tests into which area id range it falls and based on that returns the act index. Let's call the returned act index x.

4) Every eligible item in armor.txt and weapons.txt has a so called "rarity" ranging from 1 to 5. The game now does a random roll for each item that is still on the list in order to decide whether to keep it or not. The chance for the item to be kept is (100/max{1, rarity-x})%.

The lowest chance is hence 20% which happens if rarity = 5 and act index is 0 (which can't happen in hell). In hell every area with a rack has level at least 66 and at most 102 which means that x is either 1 or 2. To be more precise every area in hell with a rack from the Outer Cloister onwards has x = 2. That means the chance for an item to be kept in these areas is always at least 1 in 3.

The rarity values for armor and weapons are the same in both 1.07 and 1.08. The only weapons that will be able to drop from a rack that have rarity 5 are the claws in the Scissors Katar line which technically makes them the hardest weapons to find a rack for.

5) Now the game does a random roll over the finished list in order to pick an item to drop.

6) If the item is an armor or if it is a weapon whose "bitfield" value is 3 the algorithm is finished and drops that item with item level given by alvl-1. If the bitfield is 0, 1 or 5 it jumps back to step 1).

For reference these are the items of bitfield not equal to 3.
bitfield 0:
All throwing potions

bitfield 1:
Club
Spiked Club
Crystal Sword
Cudgel
Barbed Club
Dimensional Blade
Truncheon
Tyrant Club
Phase Blade
All bows, crossbows and Amazon bows

bitfield 5:
All wands, staves and orbs

One final note: the algorithm runs until it has picked an item to drop. This is in contrast to 1.14d where the algorithm only runs six times and if the end result has the wrong bitfield it will be dropped anyway. This means that you really can't rack a Windforce in 1.07.


4) Quality Selection

The quality of an item from a rack is determined similar to the usual drop process. It checks for Unique, Rare, Set, Magic, Superior and Normal quality in that order and if all of them fail a low quality item is dropped.

The reciprocal chance to pass one of those tests is given by:
rarity-[(ilvl-qlvl)/divisor]
where ilvl is the level of the item the rack generated (given by area level minus one), qlvl is the quality level of the base item and rarity and divisor are taken from the following table:
107108itemratio.png
This is essentially the content of itemratio.txt for 1.07 and 1.08 with the exception of the divisors for Unique, Rare and Set items which are 1 for the generation of items from a rack.


5) Standout Items

There are five types of items that are commonly racked which are special in some way:
  • Circlets
  • Hard to obtain or otherwise unobtainable item types
  • Unique and set items
  • Runeword bases for 1.09+
  • Items with low qlvl in a high alvl area.

Circlets
Circlet type items in 1.07-1.08 are always magic quality or higher but can only get one socket in 1.07-1.09. Thus it is possible to rack every type of magic circlet and get them two sockets in 1.10f+. It is not possible to rack a three socket circlet in 1.07-1.08, the sockets will be capped at 1 and are not upgraded when forwarded to 1.10f+.

The qlvl and magic level (mlvl) of circlets are different in 1.07-1.08. This results in a different minimum affix level as well different minimum ilvl bounds to reach for affix level 90 (+2 to Class Skills):
107108circlets.png
In particular circlets racked in one of the three parts of Kurast (Lower, Bazaar and Upper) can spawn with +2 to Class Skills.

For completeness we mention the affix level formula for items with magic level bigger than 0:
alvl = max{ilvl, qlvl}+mlvl
When optimizing the level keep in mind that the number of sockets a circlet will get in 1.10+ will also depend on the ilvl. So while a blue Diadem of level 1 might get all affixes it would only get one socket in 1.10+ due to its ilvl.


Hard to obtain or unobtainable item types
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 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. The wands and staves can't be gambled so they are only available via shopping but it is not clear which one can and can't spawn.

Since these weapons can only be aquired via shopping, gambling or Anya rewards they are restricted to the qualities magic, rare and crafted.


Unique and Set items
Since 1.07 armor and weapon drops from monsters and chests are capped to qlvl 66 and gambling uniques and sets is not possible this means that some uniques and sets can only be obtained via racking and some not at all. This changed with 1.08 where every unique and set can drop but some of them are still incredibly rare to find from monsters or chests.

All normal and exceptional item types are of qlvl 64 or lower in 1.07 so they can drop. As a result all unique and set versions of them can drop as well. This leaves the elite items among the unique and set items as candidates for unrackable items.
107108eliteuniques.png
Only the Harlequin Crest, Baranar's Star, Lightsabre and Wizardspike can drop from monsters or chests. Since racks can't drop staffs and bows we also see that Stormspire, Eaglehorn and Windforce can neither drop nor be racked. To our current understanding they can't be generated at all in 1.07.
107108elitesets.png
Only the Dark Adherent, Dangoon's Teaching, M'avina's True Sight and Naj's Puzzler can drop from monsters or chests. Since racks can't drop bows we also see that M'avina's Caster can neither drop nor be racked. To our current understanding it can't be generated at all in 1.07.


For both sets and uniques there are three elite items that were changed from 1.07 to 1.08:
  • Laying of Hands: Changed '+50% Fire Absorb' to '+50% Fire Resistance'.
  • Naj's Puzzler: Replaced '+30% Increased Attack Speed' with 'Level 11 Teleport (69 Charges)'
  • Wizardspike: Changed '+95% to all Resistances' to '+75% to all Resistances'.
So be careful before trying to rack Laying of Hands or Wizardspike in the wrong patch. (Naj's Puzzler can't be racked)


Runeword Bases
The most popular runeword bases that people look for in 1.07-1.08 are ethereal weapons which are then used in 1.09+ to make runewords for a mercenary, runewords with the indestructible property or to ATMA-bug them and use them as bases for runewords without the indestructible property.

Ethereal weapons in 1.07-1.08 receive a different bonus than in 1.09+ which they keep when forwarded while also receiving the 1.09+ ethereal bonus. In contrast to this the 1.07-1.08 receive a different bonus than in 1.09+ which they keep when forwarded but they do not receive the 1.09+ ethereal bonus when forwarded. However they can still receive it ONCE if you eth-bug them in 1.11+, the broken recipe will apply the modern eth bonus to them.
The bonuses are as follows:
  • Ethereal weapons spawn with a bonus of +50% enhanced maximum damage which is applied at the same point as regular on-weapon enhanced damage.
  • Ethereal armor spawns with a bonus of +50% enhanced defense which causes the base defense to be set to maximum base defense plus one.
Keep in mind that in 1.07 the base defense for all shields except shrunken heads is lower than in 1.08+ and this is NOT upgraded when they are forwarded. (Further testing required on whether block chances are updated upon forwarding)

In 1.07 monsters and chests may not drop items of qlvl 67 and above which makes racks the only option to find these bases in this patch. In 1.08 this changed and items with qlvl up to 90 can now drop from monsters and chests. They are however prohibitively rare and so racks are the best source for them.

Another thing to consider when racking bases in 1.07-1.08 is that the maximum number of sockets in 1.07, 1.08 and 1.09+ can vary for some items. For this purpose I created an overview of socket numbers in each patch which can be found here:
Most importantly Polearms have a maximum of four sockets in 1.07-1.08 which means that getting bases for Infinity and Insight is very easy since Larzuk will punch four sockets in them by default. Also of note are claws which in 1.07 only get two sockets regardless of type.

The chance for a superior weapon to roll enhanced damage at this point are believed to be 1 in 2, so half of superior items are not worth keeping. Furthermore the chance for a superior weapon to roll +15% enhanced damage are believed to be between 1 in 17 and 1 in 18 (precisely 23 in 396).


Examples:
We calculate the chance for some commonly racked base items. In doing so we ignore the chance for those items to fail the unique, rare, set and magic tests since those are very close to one anyway. We also only calculate the chance for them to be superior, not the chance to roll +% enhanced damage or even a perfect +15% enhanced damage.

1) A superior ethereal Berserker Axe with five sockets has to pass the following chances to drop from a rack in LK:
  • Pass the Superior test, which is 1 in 11 in 1.07 LK and 1 in 12 in 1.08 LK. (The qlvl of the Berserker Axe changed from 71 to 86 but the alvl of LK is the same)
  • Pass the ethereal test, which is 1 in 20.
  • Roll five sockets which is a 1 in 18 chance since it's a 1 in 3 chance to be socketed and a 1 in 6 chance to roll five sockets.
We arrive at a chance of 1 in 3960 in 1.07 LK and 1 in 4320 in 1.08 LK.

2) A superior ethereal Great Poleaxe with four or no sockets (Larzuk!) has to pass the following chances to drop from a rack in LK:
  • Pass the Superior test, which is 1 in 12 in both 1.07 and 1.08.
  • Pass the ethereal test, which is 1 in 20.
  • Roll four sockets or none at all which is a 3 in 4 chance. This is a 2 in 3 chance to get no sockets plus a (1 in 3) times (1 in 4) chance to get four sockets.
We arrive at a chance of 1 in 320 in both 1.07 and 1.08 LK.


Racking low qlvl items in high alvl areas
The reciprocal chance to pass a quality test for racks is rarity-[(alvl-1-qlvl)/divisor]. In 1.07-1.08 the areas with the highest level which can also spawn racks are the Halls of Anguish (alvl 99), the Halls of Pain (alvl 100) and the Halls of Vaught (alvl 102).
We would like to use this to aquire low qlvl class-specific magic items with staffmods quickly. The idea is that the unique and rare tests are so unlikely that they can be neglected while the rarity for set items is 95 for normal class-specific items. So if we rack them in one of the lvl 99+ areas we can force them to always pass the set test which will result in a failed set item, i.e. a magic item with double durability.

Example:
  • Wolf Head and Jawbone Cap have a qlvl of 4 and hence in the Halls of Anguish the reciprocal chance to pass the set test is 95-(99-1-4)=1, they always pass.
  • Hawk Helm and Fanged Helm have a qlvl of 8 and hence in the Halls of Vaught the reciprocal chance to pass the set tes is 95-(102-1-8)=2, they pass half the time.

The potential for farming items of low qlvl is very high since the items will have ilvl 98 or 99 if they are racked in one of the three Halls (Anguish, Pain, Vaught) and as a result they may spawn with nearly every affix. For example one can find a Hawk Helm with +3 to Fissure Staffmod and the +3 to Elemental Skills affix which would grant a total of +6 to Fissure. On top of that the helm can receive three sockets from Larzuk which can hold fire facets making for a helm that can beat even Ravenlore.


6) Running Racks

This section will briefly look at the ways one can do a rack run.

Where to rack?
The most popular racks are in Lower Kurast, Upper Kurast and the Halls of X (X = Pain, Vaught). The former just have a lot of racks and feature superchests (especially Lower Kurast) while the latter have a very high alvl which lends itself to the idea of racking low qlvl items as explained in the previous section.

The campfire tile in Lower Kurast features an armor and a weapon rack. The armor rack is always located north of the campfire and outside the huts while the weapon rack is in the upper corner of the right hut. There are two more tiles in Lower Kurast which feature an armor and a weapon rack respectively.

If you are after the most efficient rack run you want to reroll your map until you get one where the rack is on a tile immediately next to the waypoint. As will be explained shortly you want to have no monsters spawning near the rack at all or it will be "unstable". A good map allows you to hit a rack every 10-15 seconds.


What to rack?
This was mostly covered in the previous section but one thing remains to be said. Act bosses in Hell can be forced to drop sets/uniques and because of that they are the best source for the set and unique items they are able to drop. They are capped at the following qlvls:
  • Andariel: 15
  • Duriel: 24
  • Mephisto: 33
  • Diablo: 36
  • Baal: 39
so theoretically you can get every unique/set item of qlvl 39 or below by running act bosses.

In reality running Baal or Diablo is hard so you will most likely do Mephisto runs extensively. Even if you manage to run Baal efficiently the chance for qlvl 37-39 items is still very low. So the best strategy is to run act bosses until you have about 95% of the items that they can drop and then to either proceed to the next higher act boss or rack the remainder. Of course this doesn't apply to items that can't be racked, such as Torch of Iro. Here your best bet is to keep running bosses, especially Andariel when it comes to TC3 items.


How to rack?
Racking can be as simple as getting to a rack and clicking it. However the path you take to the rack, the monsters that spawn near the rack as well as your own actions can influence what item the rack drops.

To understand how to influence rack stability via pathing we need to first see how a map is built. This is how a LK map is made:
lkgrid2.png
When it comes to rack stability one needs to split up the 2x1, 1x2 and 2x2 tiles further into 1x1 pieces, called 'segments'.

Crossing into a different segment can change what a rack drops. So when approaching a rack you should always visit the same segments in the same order before clicking the rack.

Secondly if monsters spawn on the same segment that a rack is on it will influence what is dropped. That is why you want to get a map where the segment with the rack is free of monsters.

Just as a monster spawning on a rack segment will have an influence on the rack the same is true for player minions and town portals. A common strategy is to cast either a town portal, hydra, decoy or any other minion near or on a rack to influence what it drops. The position of the summon will play a role as well.

The art of racking is to test after each map reroll what items you can get to consistently drop from a rack with the right path and the correct amount of summons. It takes a bit of playing around with different configurations in order to maximize the potential of a rack.

It is not advisable to run an unstable rack unless the rack is not the main focus of the run. A rack that drops a Balrog Skin only half the time will drop Arkaine's Valor on average twice as unlikely as a stable rack would.

The act of changing what a rack drops by summoning a minion or opening a TP is referred to as "ticking" a rack. People also say that a monster spawn "ticked" a rack.


7) Credits

Thanks to everyone in the 1.07 News, Info & Gossip thread that helped research racks in the last 15 years. But the biggest thanks goes out to @Fruit for reverse engineering racks in 1.07 and sharing his findings.


Appendix A

In order to know which item can drop from what rack you will need access to all the qlvls which are available in the .txts the game comes with.

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

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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I would add to that a compilation of what is actually worth to rack.

Most class specific sets are pure garbarge in that patch, still there are some exceptions:

laquered plate-> nice
kolossblade&mythical sword -> decent for barb and merc
trollbelt -> don't know if it has it, but cnbf could be good if you don't have raven
heavy bracers-> magefist is imo better, but easier to get
sharkskinbelt-> the only belt with 40 frw, great for rackrunning and solid endgame solution for sorc&javazon
battleboots and ring boots -> 40 frw with bonus resis

and under the expansion sets there are good ones too

winged helm / thorngloves (LoH)
mithril coil -> 15@ on a belt, better than nothing
 
Nice guide Art.

I think a practical list of commonly racked items and why may be a nice add too. Also ineresting items that can't be racked in LK.
 
Can Gris shield be gotten in Kurast?
yes because set items have very low qlvl, but I advice against it, it can't beat a simple white 45 @ shield, and if you forward any set you don't get the full set bonus.

and magics can have 4 sockets as well, so a viable shield would be:

+2/45@/30% block 4 sockets (pally doesn't need faster block anyway)
 
Also ineresting items that can't be racked in LK.
I should add this to the guide: Hell LK has area level 88, i.e. you can rack everything that is rackable except for Sacred Armors (qlvl 88) and Cranium Basher (ulvl 91). The former can be racked in Kurast Bazaar and above while the later must be racked in act 5.

I think a practical list of commonly racked items and why may be a nice add too.
I really struggle to make such a list because everyone would want their favorite items added to the list. Instead I went ahead and took the uniqueitems.txt and added columns to indicate the sources an item can be gotten from. I attached it to this post.

I wish we had an item database like for 1.10+ where one could look up all the stats of 1.07 items. Is something like that possible on this site?
 

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yes because set items have very low qlvl, but I advice against it, it can't beat a simple white 45 @ shield, and if you forward any set you don't get the full set bonus.

and magics can have 4 sockets as well, so a viable shield would be:

+2/45@/30% block 4 sockets (pally doesn't need faster block anyway)
Ok thanks.

I was looking for a different kind of shield (one for max -damage) Ideally a 60% resist/15PDR would be great with for sockets for 60Resall/43PDR.
 
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as all jewelry can drop, though it is not related to racking at all. Perhaps more accurately all base item drops are capped at qlvl=66.
It's not really a mistake but more of a misleading way for me to phrase it. I should have said this: Armor and Weapons at or below qlvl 66 may drop from monsters and chests but those above can not. (Because those item types are dropped via the "Equip" TCs which feature the armo and weap TCs which in 1.07 go up to 66)

In contrast to that misc items (including rings, amulets, jewels and charms as well as gems and runes) are dropped from different TCs which are not generated according to qlvl (like the armo and weap TCs are). The misc items do have qlvls though:
  • Rings, Amulets, Jewels: 1
  • SCs, LCs, GCs: 28, 14, 1
  • Runes: qlvl = rlvl except for Hel where qlvl = 33
  • Every other misc item that can drop has qlvl 0
So the only misc items with qlvl above 66 that can drop are Cham and Zod. So if I wanted to keep my statement above without refining it to armor and weapons I would have to say: Monster and chest drops in 1.07 are capped to qlvl 66 except for Cham and Zod.

That being said I think it would be a confusing statement, so I'm going to stick with this:
  • Armor and Weapons at or below qlvl 66 may drop from monsters and chests but those above can not.
Thanks for noticing it!
 
I will dump this here in case it is useful, all this is from my perspective, others may have a different list.

Essentials
Balrog Skin - Arkaine’s Valour
Winged Helm - Guillaumes and Valkyrie Wing
Heavy Bracers - Trang’s gloves for the FCR
Berserker Axe - Runeword Bases
Shako - Harlequin Crest
Thresher - Runeword Bases
War Scepter - +X Holy Shield for Runeword Bases
Colossus Blade - BK Sword, Grandfather, Runeword Bases
Great Poleaxe - Runeword Bases
Bone Knife - Wizardspike

Nice to Have
Ceremonial Javelin - 1.07 Crafting Bases, possibly Titan’s
Grim Helm - Vampire Gaze
Slayer Guard - Arreat's Face
Runic Talons - RW Bases
Greater Talons - Imbue Quests in 1.14d, RW bases
Assault Helmet - +xWW and rlvl30 for LLD
Antlers - +2 Elemental, +3 Tornado / Fissure for LLD (Socket in 1.07 for 3os)
Russet Armour - Skulder’s Ire
Laquered Plate - Tal Rasha’s Guardianship

Honorable Mentions for RW Bases
Balrog Blade (Oath)
Champion Sword (Oath)
Colossus Sword (Death)
Decapitator (Death)
Glorious Axe (Death)
 
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Has anyone tested the 100% slows target from 1.07 Kelpie snare :p ? Somehow I still don't have one of these!
 
All claws have not much durability in 1.07 I believe

for assasin who makes not much damage with her claws, that's a nogo imo,

still you could hope for magic runic talons at 13 runs per claw to cube in 1.10a/s (dont know which one)
 
Has anyone tested the 100% slows target from 1.07 Kelpie snare :p ? Somehow I still don't have one of these!

Slows Target by X% is capped at 90% against normal monsters and 50% against other targets.
 
@maxicek Is this what you though of? I made a list for sets, uniques and one for items that are worse than in later patches. Sorry, but I had to put Grandfather in the "weaker" category :p

Set items:
Name​
Base​
slvl​
qlvl​
Rackable?​
Dropable?​
Best Source​
Comment​
Natalya’s Mark​
Scissors Suwayyah​
22​
67​
y​
n​
Rack​
Same as in modern.​
Tal Rasha’s Guardianship​
Lacquered Plate​
26​
84​
y​
n​
Rack​
Useful for 1.07-1.09 MF, inferior to 1.10+ version (no partial bonus).​
Trang Oul’s Claws​
Heavy Bracers​
32​
43​
y​
y​
Blood Raven​
Same as in modern.​
M’avina’s Tenet​
Sharkskin Belt​
21​
39​
y​
y​
Blood Raven​
+40% FRW and +(10-15)% Mana Leech.​
M’avina’s Caster​
Grand Matron Bow​
21​
67​
n​
n​
-​
Only set item that can’t spawn in 1.07.​
Laying of Hands​
Bramble Mitts​
39​
67​
y​
n​
Rack​
+50% Fire absorb instead of resist.​
Guillaume’s Face​
Winged Helm​
41​
51​
y​
y​
Blood Raven​
Same as in modern.​
Bul-Kathos' Sacred Charge​
Colossus Blade​
50​
76​
y​
n​
Rack​
Same as in modern.​
Bul-Kathos' Tribal Guardian​
Mythical Sword​
50​
72​
y​
n​
Rack​
Same as in modern.​


Weaker Items:
Hone Sundan​
Yari​
1os.​
Wizendraw​
Long Battle Bow​
No -% ECR.​
Chance Guards​
Chain Gloves​
Perfect +24% MF. (modern: up to +40%)​
Nagelring​
Ring​
Perfect +15% MF. (modern: up to +30%)​
Suicide Branch​
Burnt Wand​
+50% FCR but no skill.​
Ribcracker​
Quarterstaff​
Completely different, it’s a caster weapon.​
Witchwild String​
Short Siege Bow​
0os and doesn’t fire magic arrows.​
Buriza-Do Kyanon​
Ballista​
All around weaker, +1% pierce when forwarded to 1.09+.​
Skin of the Vipermagi​
Serpentskin Armor​
Perfect resistances/MDR but no skill.​
Duriel’s Shell​
Cuirass​
No CBF.​
Lidless Wall​
Grim Shield​
No FCR, skill or MPK.​
Lance Guard​
Barbed Shield​
No deadly strike.​
Hellmouth​
War Gauntlets​
CBF instead of integer fire absorb.​
Gorerider​
War Boots​
No crushing blow.​
Razortail​
Sharkskin Belt​
+1% pierce when forwarded to 1.09+.​
Snowclash​
Battle Belt​
No bonus to Blizzard and no cold armor.​
Thundergod’s Vigor​
War Belt​
No bonus to Lightning Fury and no integer lightning absorb.​
Stormshield​
Aegis​
Different (heavy) base but same stats.​
Schaefer’s Hammer​
Legendary Mallet​
Much worse than 1.09+ version.​
Lightsabre​
Elegant Blade​
Different base than 1.09+ version.​
Grandfather​
Colossus Blade​
Weaker than 1.09+ version, huge life bonus.​
Mara’s Kaleidoscope​
Amulet​
20% to all resistances, +1 to all skills and +5 to all attributes.​
Raven Frost​
Ring​
No mana, no cold absorb, no dex and no AR.​
Titan’s Revenge​
Ceremonial Javelin​
No FRW, mostly worse otherwise, knockback.​
The Oculus​
Swirling Crystal​
No resistances, less skills and slows target.​
Bartuc’s Cut-Throat​
Greater Talons​
Low enhanced damage, hit blinds target and high IAS.​
Jalal’s Mane​
Totemic Mask​
Knockback and +25% crushing blow (less than Guillaume’s).​
Nosferatu’s Coil​
Vampirefang Belt​
Only +3% IAS.​


Unique Items:
Name​
Base​
ulvl​
qlvl​
Rackable?​
Dropable?​
Best Source​
Comment​
Azurewrath​
Crystal Sword​
18​
11​
n​
y​
Andariel+​
Weaker stats and different base. Collector’s item.​
Raven Claw​
Long Bow​
20​
8​
n​
y​
Andariel​
Forward to 1.10+ for lvl 30 exploding arrow.​
Wall of the Eyeless​
Bone Shield​
27​
19​
y​
y​
Duriel+​
Same as modern, useful early game.​
Magefist​
Light Gauntlets​
31​
20​
y​
y​
Duriel+​
No enhanced defense.​
Goblin Toe​
Light Plated Boots​
30​
20​
y​
y​
Duriel+​
Better than 1.07-1.08 Goreriders.​
Stone of Jordan​
Ring​
39​
1​
n​
y​
Andariel​
Easier to get in Classic.​
Kelpie Snare​
Fuscina​
41​
36​
y​
y​
Diablo+​
Slows Target +100%.​
Valkyrie Wing​
Winged Helm​
52​
51​
y​
y​
Rack​
+30% FHR, FRW, FCR and IAS.​
Vampire Gaze​
Grim Helm​
49​
50​
y​
y​
Rack​
Always perfect, +25% damage reduced and no cold damage.​
Skullder’s Ire​
Russet Armor​
50​
49​
y​
y​
Rack​
+25 MDR. Display error: GF/lvl instead of MF/lvl.​
Visceratuant​
Defender​
36​
34​
y​
y​
Diablo+​
+2 Necro skills and +80 to life.​
Gravepalm​
Sharkskin Gloves​
39​
39​
y​
y​
Baal​
Perfect +200% ED vs. Undead.​
Ghoulhide​
Heavy Bracers​
44​
43​
y​
n​
Rack​
+4% ED/lvl vs. Undead (up to 396%!)​
Waterwalk​
Sharkskin Boots​
40​
39​
y​
y​
Baal​
Perfect +65 to Life, no maximum fire resistance.​
War Traveller​
Battle Boots​
50​
49​
y​
n​
Rack​
Perfect +45% MF, 100% GF, 5% less FRW and dex instead of str.​
String of Ears​
Demonhide Sash​
39​
39​
y​
y​
Baal​
Same as modern but always perfect.​
Harlequin Crest​
Shako​
69​
65​
y​
y​
Rack​
+40% to maximum life but no damage reduction and mana bonus.​
The Gladiator’s Bane​
Wire Fleece​
85​
70​
y​
n​
Rack​
Perfect +25 PDR, +20 MDR and CBF.​
Arkaine’s Valor​
Balrog Skin​
85​
77​
y​
n​
Rack​
+2 to all skills, +2,5 vitality/lvl, +2 life/lvl, +30% FHR, +50% fire resistance and around 1500 defense.​
Wizardspike​
Bone Knife​
69​
58​
y​
y​
Rack​
+95% to all resistances, otherwise the same.​
Stormspire​
Archon Staff​
78​
70​
n​
n​
-​
Can’t spawn in 1.07, rarest item in 1.08.​
Eaglehorn​
Crusader Bow​
77​
70​
n​
n​
-​
Can’t spawn in 1.07.​
Windforce​
Hydra Bow​
80​
74​
n​
n​
-​
Can’t spawn in 1.07.​
Bul-Kathos’ Wedding Band​
Ring​
66​
1​
n​
y​
Andariel​
Slightly worse than modern, still +1 to all skills and some life.​
The Rising Sun​
Amulet​
73​
1​
n​
y​
Andariel​
+1 Fire Absorb/lvl.​
Highlord’s Wrath​
Amulet​
73​
1​
n​
y​
Andariel​
No deadly strike and +30% FRW instead of +20% IAS.​
Saracen’s Chance​
Amulet​
55​
1​
n​
y​
Andariel​
Prismatic Atma’s Scarab essentially. (Higher CtC and lvl)​
Arreat’s Face​
Slayer Guard​
50​
43​
y​
y​
Rack​
Reduces target defense 15%, +0,5 maximum damage/lvl.​
Herald of Zakarum​
Gilded Shield​
50​
40​
y​
y​
Rack​
CBF, +2% ED vs. Undead/lvl and +2,5 AR vs. Undead/lvl.​

That should cover most of the good items and all I can add is the mandatory list of items you shouldn't touch with a ten-foot pole:
Name​
Base​
Iceblink​
Splint Mail​
Axe of Fechmar​
Large Axe​
Bing Sz Wang​
Dacian Falx​
 
Last edited:
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Yes, great list.
War Traveller (maybe others?) is not droppable but is Horkable (I have done it.)

I found an Ethereal Kelpie in 1.07. I forwarded it to 1.10a, it is upped and on my Andariel Sorc's merc :cool:
 
Who has specific tips around the racks in the Halls? Vaught (nillys level) seems quick unreliable, as monsters almost always around it, so its very hard to get something consistent. Has anyone documented the tips of map tiles and what to look for? Eg if you can get 1/2 sets of weapon racks.

I try at times then get really frustrated and switch to something else.
 
@Timinator I haven’t really tried it much, but I would be interested in this too.

@art_vandelay I always try the “magic line “ for racks - Teleporting to the left or right of the rack can give different results. Is this purely about the segments?
 
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