1.07 News, Info and Gossip

I read somewhere that the 3 PG recipe in 1.07 generates ilvl 1 items?

Wouldn't that enable a +6 skeleton/mastery head on the correct elite wand/head? Making a +12 skeleton/mastery prebuff possible....
I checked it and it's only possible with a blue Bloodlord Skull or Succubus Skull, once they are forwarded to 1.09+ after doing the 3 Pgem recipe once in 1.07. The wands above Qlvl 66 can't drop in 1.07, and those that can don't have a high enough Qlvl in higher patches to allow +3 skilltabs.
It should however be possible to get +5 skeleton/mastery from your wand by getting an Ilvl 1 magic Grave Wand in 1.07, then forwarding it to 1.09+. It can get +2 necro skills.
Just don't expect to get either of these in a lifetime.



 
How about shopping those wands?

At any rate, it would be HARD to beat arm of king leoric, but for a head....

Yeah, it was the cold recipe. How would one go about crafting a necro head? I had really hoped for circlets to be able to be crafted, but I suppose they can't be.
 
How about shopping those wands?

At any rate, it would be HARD to beat arm of king leoric, but for a head....

Yeah, it was the cold recipe. How would one go about crafting a necro head? I had really hoped for circlets to be able to be crafted, but I suppose they can't be.

caster shield -> Luna + Jewel + Hel + ame (automods: REGENMANA_PERCENT 7-21 MAXMANA 15-25 TOBLOCK 8-15)
blood shield -> Aegis + Jewel + Hel + rub (automods: LIFESTEAL 2-6 MAXHP 15-25 ATTACKERTAKES_DAMAGE 8-15).



 
Nice bugged ring you got there. Using the cold resist recipe I presume?
Didn't you say you were "99% certain" that your ring bugged MPK ring came from the lightning recipe? Have you changed your mind? Just curious.

Dusted off 1.07 after a long absence and took a shot at racking Gerke's. Again. Still no luck, but found another Gul rune. Also a barb combat skiller with +14max damage.

Any thoughts on what barb builds benefit most from combat charms? (Any version)


Interesting fact: In 1.07 Sheal runes are called Shae and Io runes are called Po.

Fun fact: Po runes turn into Io runes in 1.07 once you socket them.



 
Didn't you say you were "99% certain" that your ring bugged MPK ring came from the lightning recipe? Have you changed your mind? Just curious.

Yes I did say and yes I have since changed my mind. In my memory it came when I was transmuting a bunch of topaz gems, but wiser minds than mine (ie yours) said it is a bug with the cold recipe and I did do some cold that day too, so...... I accept the probability that it is my memory that is faulty (and I did say I was only 99% sure so it seems the 1% my be winning out - yay for the underdog).

@Helvete: D'oh! I really should have read that bit about shields better before posting. Crafting wands would work though.



 
Just got a Lem rune from a NM LK Superchest. No way to craft it, no way to cube it, and as far as I can see, only one semi-decent runeword (Death) which doesn't require HRs.

Are there any 5s swords in 1.07? I might go hire a barb merc.

Death gives you knockback and CtC flee--not recommended for a melee character. And I don't belive runewords work on mercs in 1.07. It makes a super bow or xbow weapon, though it is slow. I'm using one on a strafeazon in Hell right now with an A1 Merc using Rattlecage and most the monsters are running off. It's slow and I'm switching out the merc armor for a dual resist armor because I'm tired or ressurecting the merc every time we run into a LE monster.

Here's the ATMA of my crafted Greater Blood gloves that yuiman wanted:

Hailstone Hold
Vampirebone Gloves
Defense: 72
Durability: 11 of 14
Required Strength: 50
Required Level: 51
Item Version: Expansion
Item Level: 80
Fingerprint: 0x561c9bc3
+1 Dexterity
+18 Life
+10% Enhanced Defense
14% Cold Resist
6% Life Steal
20% Increased Attack Speed
14% Crushing Blow

Crafted by a L78 character who gambled the base gloves in Hell A1


 
Would you mind posting a full ATMA readout of those gloves Glatwish? I was of the opinion that the greater recipe couldn't give 20%IAS or more than +1skilltree due to an unfortunate combination of ilvl vs qlvl of vapirebone gloves, although I'd love to be wrong about this. Thanks.
Would you mind citing the source for your opinion? Thanks.

:wink3:



 
Would you mind citing the source for your opinion? Thanks.

:wink3:

It was my own thinking - not tested properly or confirmed (although it had appeared to hold up with every craft I've seen except Galtwish's gloves). Basically my thinking went that affixes spawn much like they do in 1.09+ with ilvl=0.66*clvl and then ilvl or qlvl being used to determine alvl. According to a German site that has an affix calculator, Vbone gloves shouldn't be able to get 20IAS due to the maximum ilvl being 65 (99*0.66 rounded down).

Its interesting on Galtwish's gloves though that the ilvl seems to have stayed at its pre-craft level of 80 which could explain why it was able to get 20IAS(ilvl 71 is needed for 20IAS). I've also read elsewhere someone posted some crafted gloves with an ilvl of 99 and +3 to a skill tree which is awesome.

In a strange coincidence, the Rlvl of those gloves is 51 which is the crafters level*0.66 (rounded down).

With this in mind, I'm still thinking that I'm right in that ilvl/qlvl determines alvl in the same way as 1.09+ but that the ilvl=0.66*clvl doesn't always work as it was intended to ie in Glatwish's case it appears not to have been used and in other cases seems to give a much higher ilvl than it should.



 
Question 1: How does Energy Shield work in 1.07? Currently, I have one point in it. I also have like 90 unspent stat points. Don't really want to spend them in life if I can get away with a ES build. I discovered that minions don't carry manaburn in 1.07 and probably not until 1.10?

Question 2: Did anyone make a list of the sets/uniques not droppable from act bosses, or from random uniques and superuniques? I don't know, but it seems that the drop calc in ATMA isn't entirely correct for 1.07.
 
I'm making a trap-free Assassin for my next build, and have a few questions:

Does the Shadow Master have good enough AI to use over the tanking Shadow Warrior?

Venom seems like it was nerf'd in later versions, but looks pretty good in 1.07--I'm thinking of using an imbued Chu-ko-Nu for Venom damage on switch from + skills claws. Good idea, or will I just be extending duration?

The claws seem like really weak damage, esp in Hell: should I pump claw mastery and bite the bullet?

What charge up/finishing moves are recommended? I'm Level 24 with 1 point in each MA and Shadow skill other than Blades of Ice and Mind Blast, so I've got plenty of extra skills at this point.

(The Strafeazon has hit the proverbial wall in A3 Hell--it just takes forever to move these physical damage characters. Immo Arrow is doing a good job for PIs, though, and the Valk is doing better now that I can recast at will due to Tal's Crest taking care of my mana issues.)
 
With this in mind, I'm still thinking that I'm right...
So, since you haven't yet encountered evidence to the contrary, you're going to assume your theory is correct? :grin:

Soul Finger
Vampirebone Gloves
Defense: 57
Durability: 7 of 14
Required Strength: 50
Required Level: 61
Item Version: Expansion
Item Level: 56
Fingerprint: 0x1cafcc49
+19 to Life
Cold Resist +25%
6% Life stolen per hit
20% Increased Attack Speed
14% Chance of Crushing Blow

My theory, which I will not assume is correct without a report from Galtwish, is that he typed the info in his post rather than cut/paste from ATMA. Barring that, I think RTB did say that craft ilvls are sometimes inexplicably high, although I'm not at all sure he was talking about 1.07 at the time. But since one can get 20% ias on crafted heavy gloves, it stands to reason that there is an error in your theory somewhere.

@helvete: energy shield works differently prior to 1.10 if you are thinking of an "energy sorc" build, but I've not experimented with it at all. Good luck.

@Galtwish: a trap-free assassin? And venom to deal with the Physical Immunes? Sounds interesting.

As far as I could determine, the finishing moves for non-claw weapons were all pretty useless complements to Tiger Strike in 1.07. The biggest issue with TS was AR when releasing the charges, and a finishing move seemed like it would help... but I think they are bugged and do not add the charged up damage from Tiger Strike.

Not too helpful since you are probably going to be using skills from the other side of the tree, and I suggest you make your own observations.

Shadow Master is far stronger than Shadow Warrior in pretty much any situation.

Claws can do decent 1h damage. Compare the Cruel Berserker Axe of Slaughter (119.5 average damage) that yiuman posted earlier with this claw:

Prefix 869 Suwayyah
One-Hand Damage: 63 to 150 (106.5 average)
Durability: 15 of 24
Required Dexterity: 120
Required Strength: 120
+276% Enhanced Damage
+1 to Dragon Flight (Assassin Only)

The axe does more damage and can get 4 sockets, but the claw benefits from claw mastery (a single skill point gave 100% critical strike in 1.09, same as barb masteries, so may in 1.07 as well... RTB?) and opens up the left side of the MA tree.

Shocking claws are easily shopped once you are the right level, and might help until you can get better weapons. I'd go with a fast attack and plenty of crushing blow (hardly fresh advice for 1.07).

I assume (there's that word again) that you are using a chu-ko-nu because venom and BoS can't be active at the same time, but a fast bow with good magical affixes might be better since it can get down to 9 frames instead of 11. Faster is definitely preferable even without venom because CB pierces PI, and there will likely be AR problems with a ranged attack.

Lastly, I might have missed something, but what are you planning to use +skills claws for? They will probably not be needed to buff your shadow skills and are not very beneficial for combat, so if you are going to have a ranged weapon on switch, I'd have killing tools for main use.

Have fun!

Edit: thrown weapons can be even faster and could offer an extra source of damage from a shield such as Stormchaser or the underpowered Tiamat's.



 
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Ted is right on about my ATMA "readout"--my D2 machine at home is off-line and doesn't have a R/W CD-ROM and my work computer doesn't have a floppy drive, so there is no way to transmit info directly from my ancient Pentium 500 to the Intertron.

The +skills claws are for Shadow Tree (2 +3 Shadow Tree claws). I also have about 5 +2 Assassin skill claws with other + skills, the best matching one give a combined +5 Claws of Thunder on top of the +4 Assassin Skills. My thought for Hell was the Chu-ko-Nu (which does roughly 40-100 damage due to a decent %ED roll and has IAS) with Venom for PIs with my previously mentioned Vampirebone gloves and the Claws of Thunder on switch for non-LI monsters OR the + Shadow skills for a burly Shadow Master and switch over to the xbow w/Venom as the main attack w/Cloak of Shadows to help AR and crowd control.

Thanks for the suggestion on a thrown weapon: I've got a mule full of javelins and spears collecting dust until I make a LF/PJ 'zon, and rows of throwing axes that all look so pretty when I pick them up--time to give them a shot!
 
So, since you haven't yet encountered evidence to the contrary, you're going to assume your theory is correct? :grin:
Sounds like good scientific practice to me :grin:
Soul Finger
Vampirebone Gloves

Item Level: 56
20% Increased Attack Speed
There is the evidence to the contrary now :wink:
But since one can get 20% ias on crafted heavy gloves, it stands to reason that there is an error in your theory somewhere.

I agree there is an error in my theory (I never claimed that it was right - I've said that it was just how I thought it worked and seemed to fit with the items I'd a)crafted and b) seen readouts from other people for until now) but just because you can get 20IAS on heavy gloves, it doesn't mean that you can get it on vbones. The thing with heavy gloves is that their lower qlvl means that you can get affixes at lower ilvls than you would be able to with Vbone gloves.

That said I'm very happy to be wrong here as the numbers I'd crunched didn't give me the conclusions I wanted. I'd really love to know how crafting really works in 1.07 though and see at what levels affixes really become available. With the exception of greater glove crafting, I'm personally going to continue with my original theory of using the ilvl=0.66*clvl and the 1.09 affix generation method to calculate at what level I want to start crafting. The evidence is showing that this isn't right, but it also seems that its wrong on the side of caution (ie I'll be a higher level than necessary which IMHO is much better than being a lower level than necessary and not getting the affixes you are after!).

@Helvete: I've not had any experience with EShield pre-1.10 but I do remember one of the old timers (I can't remember who or where) posting that it was pretty uber in 1.09. Pretty useless info I know, but its all I have for Eshield.

@Galtwish: When I finish racking Nats set, I'm going to make a 1.07 CoT/PStriker.



 
I seem to remember something about dmg--->mana working very well with ES, but that it was 1.09 info. I don't know if I'll have enough spare skill point either, but atm the build looks like this:

prereqs
20 orb
20 nova
20 light mastery
rest in cold mastery and ES

ATM I'm about hell ready, lvl 53, BUT! I want a skullder from that NM LK rack before I go.
 
The thing with heavy gloves is that their lower qlvl means that you can get affixes at lower ilvls than you would be able to with Vbone gloves.
I'd need to see a detailed explanation to believe this is true. In general, the higher the qlvl, the more affixes are available except in items with very high ilvls where qlvl may be irrelevant and disregarding any mods where maxlevel is set to exclude them.

Certainly it was true in 1.09. Recall, 3 chipped gems and a magic sword resulted in a 3-socketed magic sword with an ilvl of 30. Because of the relatively low ilvl that couldn't otherwise occur on an elite weapon, only six swords could get the "cruel" affix. I think they were cryptic, conquest, mythical, champion, colossus blade and colossus sword.

Point being that items with lower qlvls can't get the highest affixes if their ilvl is low, so I don't see how gloves with a qlvl of 7 are going to have access to a wider range affixes than gloves with a qlvl of 63 (1.09 value) unless their ilvl is higher.

But I'm no expert, so if you can teach me the way things really are, cool.



 
I'd need to see a detailed explanation to believe this is true. In general, the higher the qlvl, the more affixes are available
True
except in items with very high ilvls where qlvl may be irrelevant and disregarding any mods where maxlevel is set to exclude them.
This is a simplification that whilst gives a good approximation isn't quite right. Qlvl is never excluded from the affix generation, it is just used in different ways.
Certainly it was true in 1.09. Recall, 3 chipped gems and a magic sword resulted in a 3-socketed magic sword with an ilvl of 30. Because of the relatively low ilvl that couldn't otherwise occur on an elite weapon, only six swords could get the "cruel" affix. I think they were cryptic, conquest, mythical, champion, colossus blade and colossus sword.

Point being that items with lower qlvls can't get the highest affixes if their ilvl is low, so I don't see how gloves with a qlvl of 7 are going to have access to a wider range affixes than gloves with a qlvl of 63 (1.09 value) unless their ilvl is higher.
Its not quite that simple. The difference between ilvl and qlvl is also important, ie you can get cruel at a lower ilvl (although still quite high) with a lower qlvl item than a higher qlvl item. The fact that those swords you mention could get cruel just demonstrates the different ways qlvl is used depending on the difference between qlvl and ilvl, not that qlvl is the be all and end all. If ilvl is fixed the obviously different qlvls can lead to different alvls.
But I'm no expert, so if you can teach me the way things really are, cool.

Ok then, here goes.

Here is the he relevant formula for affix generation from the stickies (it is 1.10/1 but I’m fairly sure that affix generation didn’t change much from 1.09 to 1.10 with the exception that cruel can now appear on rare weapons. I must admit that I did use a affix generator to see what could appear rather than calculating it by hand, but that shouldn’t make a difference.
Ruvanal said:
When an item is generated that has prefixes the alvl is calculated* from ilvl and qlvl as follows

If (ilvl>99) then {ilvl=99}
if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below [this is the line that means that the 3 chippies recipe can get cruel for those 6 swords as the qlvl becomes the ilvl and is high enough to get cruel - Yiuman]
if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
else
{
if (ilvl<(99-qlvl/2))
then {alvl=ilvl-qlvl/2} [This is the point where having a low qlvl can make it easier to get a high alvl - Yiuman]
else {alvl=2*ilvl-99}
}
If (alvl>99) then {alvl=99}
*all calculations use integers so there are no fractions at any step.
** this new ilvl value is only used for the duration of this calculation. The ilvl value that is stored in the items data file will remain unchanged.
Ok, heavy gloves have a qlvl of 7 and Vbone gloves of 69 (in 1.07 from RTB) and the magic level is 0 for both. Lets run through the formulas for each (I’m pretty sure the game rounds down not up at each step so this is what I’ll do but it won’t make a huge difference either way):

Heavy gloves
If (ilvl>99) then {ilvl=99} (Well, as I understand crafting, ilvl=0.66*clvl so this is false)
if (qlvl>ilvl) then {ilvl=qlvl} (qlvl for havy gloves is 7 so unless you are crafting with a level 11 or below character this is false too)
if (magic_lvl>0) then {alvl=ilvl+magic_lvl} (magic level is 0 so this is also false therefore we have to go to the formulas below)
else
if (ilvl<(99-qlvl/2)) which becomes ilvl<99-7/2 or ilvl<95 so this is true for all characters of level less than 144 so all characters
then {alvl=ilvl-qlvl/2} so alvl= ilvl-7/2 which as the maximum ilvl we can get from crafting is 65 means that the maximum alvl we can get is 65-7/2=61 at clvl 99.

Vbone gloves
If (ilvl>99) then {ilvl=99} (false again for the same reasons)
if (qlvl>ilvl) then {ilvl=qlvl} (qlvl for Vbone gloves is 69, and as the highest ilvl you can is 65 this is true so ilvl=qlvl=69)
if (magic_lvl>0) then {alvl=ilvl+magic_lvl} (magic level is 0 so this is also false therefore we have to go to the formulas below)
else
if (ilvl<(99-qlvl/2)) which becomes ilvl<99-69/2 or ilvl<64, so as ilvl=69 this is false and we go to the formula
else {alvl=2*ilvl-99} so alvl = 2*69-99 = 39

20IAS has an alvl of 43 (according to AS) and so shouldn’t be able to spawn on Vbone gloves in 1.07 if the above was correct. As it is not correct something is obviously wrong here, but I hope that you can see how a combination of qlvl and ilvl could keep certain affixes from appearing on Vbone gloves that appear quite readily on heavy gloves. The thing with crafting (at least in later patches) is you generally want the qlvl to be either as high or low as possible to make the most of alvl=2*qlvl-99 (for high qlvls) and alvl=ilvl-qlvl/2 (for low qlvls). The unfortunate thing (I thought) about Vbone gloves is that their qlvl is too high for the ilvl formula, but not high enough to get the affixes you want due to their qlvl and in 1.07 at least it would have appeared to me that you can’t get the ilvl high enough to over come the qlvl>ilvl part of the formula.

Another thought that could possibly explain this has just come to me. It is interesting that the only affix I’ve seen on greater gloves (including the pair that has just been posted) that would indicate the above is wrong is IAS (never say, +2 or +3 skills, except on the strange ilvl=99 pair I mentioned earlier where something strange obviously happened). All the other affixes I’ve seen on greater gloves fall under the alvl=39 threshold. RTB has also previously posted a rare axe that had 30IAS at one ilvl lower than 30IAS should have been available to it. I wonder if the alvls for IAS were lower in 1.07? Does anyone know how we could find this out? This would kinda make sense as for gloves at least as I think 1.07 was the first time you could get 20IAS on non-set/unique gloves (although I could well be wrong here) so it would make a little bit of sense that Blizz would change it a bit although this still leaves the 30IAS on RTBs weapon. This would explain why 20IAS would appear on crafted Vbone gloves in 1.07 if the alvl of 20IAS was 39 or less in that patch. If the alvls are the same as later then obviously the above formulas don’t apply in the same way and this is all a load of tosh.



 
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Well... about the affix levels, I've found several +3 skill tab circlets in NM Lower Kurast (from chests, etc). These items have an ilvl of 54, so with the magic_level of circlets being 3, it should yield affix level 57, which in 1.10 would NOT enable +3 skilltab, as it's alvl 60. So my best guess is that 1.07 had lower affix levels, possibly for a lot of affixes.

I wonder if a crafted Great Hauberk could get "of the Whale" ?
 
My theory, which I will not assume is correct without a report from Galtwish, is that he typed the info in his post rather than cut/paste from ATMA. Barring that, I think RTB did say that craft ilvls are sometimes inexplicably high, although I'm not at all sure he was talking about 1.07 at the time. But since one can get 20% ias on crafted heavy gloves, it stands to reason that there is an error in your theory somewhere.
Your craft definatly proves that the algorithm isn't used. And yes, there are occasions where the Ilvl is too high, such as Ilvl 80, or even Ilvl 99. I suppose these are the occasions where the .66*Clvl and .66*Ilvl are added, instead of taking the higher of the two. But when and why that happens, no idea. And if that Ilvl 80 one was crafted by a Clvl 78 character and a gambled pair of gloves, then it's just plain random at times. I once tested a Colossus Sword and it got Cruel once when crafting, when it should not have been able to.

The axe does more damage and can get 4 sockets, but the claw benefits from claw mastery (a single skill point gave 100% critical strike in 1.09, same as barb masteries, so may in 1.07 as well... RTB?) and opens up the left side of the MA tree.
I don't know, it's easy to test for anyone playing though.

Going through the differences between 1.07 and 1.10 affixes:
Prefix differences
+defense on jewels starts lower, has same maximum
+min/max on charms obviously much higher and several more are enabled
+% dmg on jewels nerfed (5% for Cinnabar, 21-25% for Ruby for example)
+stamina on jewels nerfed
+ar on jewels slightly lower (max is 92, vs 100 in 1.09+)
ed%/ar up to Knight's (51-65% ed) allowed to spawn on staves and wands
ed% up to Massive (51-65% ed) allowed to spawn on staves and wands
Bright lacks +10 ar
Lucky on charms very nerfed (4% highest on all)
Emerald on jewels at 2-3% mf
Lizards (+mana) has minimum at +1
Great Wyrm's (+mana) not allowed to spawn on rares
+mana on jewels starts lower, same maximum
+20 res all on grand charms
+13 res all on large charms
+6 res all on small charms
Chromatic maxes out at +25
res all on jewels badly nerfed (+5 maximum)
+individual res on grand charms to +36
+individual res on grand charms to +24
+individual res on grand charms to +12
+% dmg to demons allowed to spawn on wands and orbs
Mnemonic (+mana/Clvl) at .5/Clvl
No elemental/poison prefixes on rares
Poison is at 2 second duration, starts slightly higher rate, doesn't scale as high
+stack size halved

Suffix differences
+10/20% IAS spawns on wands
+block rate missing on blocking suffixes
Of winter has lower Alvl and lower dmg
of the Glacier is melee weapons only
Of incineration has lower Alvl and spawns on any weapon
of Storms spawns on any weapon
Elemental dmg has far lower maximum.
+min/max on charms obviously higher and several more are enabled
poison dmg nerfed, spawns on wands/staves/orbs
+dex slightly lower minimum on torso/boots
PMH spawns on wands/staves/orbs
gold find% on grand charms up to 33%
gold find on jewels nerfed to 5-20%
MF% on charms/jewels nerfed
+light radius affixes don't have +ar
-req spawns on orbs (yeah, very useful.)
of Atlas does not spawn on rares
of the Titan (rings, scep, mace, tors) does not spawn on rares
of the Giant (melee weap, gloves) does not spawn on rares
of Pacing (+10% frw) has far lower Alvl and Clvl req
Quantity replenish at half speed
hp/mana per Clvl halved
Charges of Teeth do not spawn
Charges of Iron maiden spawn on wands/knives/shields
Charges of Bash/Stun/Conc only spawn on barb helms (still typoed in 1.11, nice one Blizz)
CtC amp spawns on Orbs
elem dmg on jewels nerfed
elem dmg affixes on charms missing
 
Your craft definatly proves that the algorithm isn't used. And yes, there are occasions where the Ilvl is too high, such as Ilvl 80, or even Ilvl 99. I suppose these are the occasions where the .66*Clvl and .66*Ilvl are added, instead of taking the higher of the two.
From my admittedly small amount of testing (on a range of character levels from 1 - about 80) the output ilvl is always 0.66*clvl and the input ilvl is not used. I believe the idea that the output ilvl is the higher of .66*Clvl or.66*Ilvl is a mistake in the guide.

But when and why that happens, no idea. And if that Ilvl 80 one was crafted by a Clvl 78 character and a gambled pair of gloves, then it's just plain random at times. I once tested a Colossus Sword and it got Cruel once when crafting, when it should not have been able to.
But if alvls were lower in 1.07 wouldn't this mean that the same algorithm could be used and explain why some items can get affixs that don't seem possible based on their ilvl? Is there a way to see what the alvls are for affixes in 1.07?

Going through the differences between 1.07 and 1.10 affixes:
Prefix differences

+individual res on grand charms to +36
+individual res on grand charms to +24
+individual res on grand charms to +12

Suffix differences
+min/max on charms obviously higher and several more are enabled

Some good info there thanks, but I think you meant
+individual res on grand charms to +36
+individual res on large charms to +24
+individual res on small charms to +12

and the +min suffix on charms wasn't enabled (stupid Blizz, sigh).



 
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