1.07 News, Info and Gossip

I'd go with boots or demonhide sashes, possibly leather gloves. Not much good can come out of a 1.07 imbue.

Perhaps craft orbs, then imbue them, but wizard spike will be so much better in most cases.
 
it can drop in nightmare

so maybe a shitload mf for breakpoint NM and then kill easy to handle SUs

or just kill council (hell) like everyone else
 
Just going through some old 1.07 items and saw this

Stormspike
Stiletto
One-Hand Damage: 47 to 90
Durability: 16 of 24
Required Dexterity: 97
Required Strength: 47
Required Level: 41
Dagger Class - Fast Attack Speed
Item Version: Expansion
Item Level: 92
Fingerprint: 0x53a16c2a
+150% Enhanced Damage
Adds 30-60 lightning damage
Attacker Takes Lightning Damage of 20
25% Chance to cast Level 3 Charged Bolt when struck
+88 to Maximum Resist Damage (1 per Character Level)

This translates to + lite res (doesn't increase cap)
 
Weird, I have an armor rack that drops light plate (often), mage plate (less often) and archon plate (even less often I think)

edit: Also, i'm not aware of better armor crafts than safety. Especially for 1.07, dr/mdr is way too good
 
Ugh. Got bored of running andy/meph for SoJ/HLW (didn't get any) so moved back to running chests. At least now with wizardspike I have double the inventory space (less charms) for more items keys
 
Question:

Are there any uniques that can't be racked (such as bows) that can be found from special chests (the ones that do 1/50 chance of unique quality drops) and that are either super rare from unique monsters or impossible to get otherwise?
 
Ugh. Got bored of running andy/meph for SoJ/HLW (didn't get any) so moved back to running chests. At least now with wizardspike I have double the inventory space (less charms) for more items keys

I assume you are doing it bugged to get always uniques? What jewellery do they drop, I need Ravenfrost and HLW myself?
 
Ya, with 556 MF.

I don't remember which stuff andy DOESN'T drop (probably' mara's) but I recall seeing a screenshot of a HLW she dropped before, so you're probably good for that. I think it may also say in ATMA since for jewellery it should be accurate even though it isn't for weapons/armor
 
Is it bad that I'm tempted to put a tir rune in my wizardspike? 2 mpk is neat lol.

Other than that, I don't really need the -req and because it's wizzeh frankly I don't need much res... and ist is far too expensive to put in it (I only have 1).

Maybe I should just stack some more lite res? I honestly have no idea.
 
I'm not sure. I'll have to look through my jewels I guess

edit: just realized that I have one. I'll have to go through my other stashes to see if I have one with another useful mod. I also have +2 mpk/1 dex lol
 
Was googling around for old 1.07 info not already in any guides and came across this post

It doesn't fiddle with any files, or use any "fishy commands". This glitch is EXTREMELY useful if you are a character like a melee druid, or a staff using sorceress. Keep in mind that it does not work with a barbarian, so do not even attempt it. If you try it with an assassin, then you will see the two weapons as seperate damages in your character stat screen. Now this is how it works: Open your inventory screen. Make sure there is no weapon or shield in your "II" weapon slot. Place the 1-handed, 2-handed weapon, or shield you wish to double up with into your "I" slot. Press "w" to switch to your empty second weapon set. Hold the other item (1-handed, 2-handed weapon, or shield) you wish to use combined with the item in your "I" slot. Hold it over the weapon/armour slot of the characters left hand, or the right in the inventory. Now, your timing needs to be perfect with this. Press "w" to switch to your other weapon, but as soon as you press the "w" key, click into the right weapon/shield slot with the item you are holding. If you were successful, then you will see the damage of the two weapons added to each other in the character screen, or, in the case of a 2-handed weapon and a shield, you will see the damage of the 2-handed weapon with the bonus of the shields defence and the chance to block. If you did not get it the first time, try, try again. You will eventually get it. If I did not explain myself well enough, then tell me to explain it differently. There are obvious advantages to this, such as twice the damage with a melee character, twice the +skills with a sorce (if you use staves), increased attack speed with a two handed weapon (add a fast attack speed weapon to your slower attack speed weapon), and so on and so forth. If you manage succesfully,then your "II" weapon space will still be open for a different weapon set. Tell me what you think about this. I sure hope it isn't considered a cheat...

Has anyone heard about this before or tried it? Seems OP. Other comments in that thread suggest that it can corrupt the character or other problems.
 
Was googling around for old 1.07 info not already in any guides and came across this post



Has anyone heard about this before or tried it? Seems OP. Other comments in that thread suggest that it can corrupt the character or other problems.

It works and it is extremely powerful. Here are my two staves my Frozen Orb sorceress uses:

Code:
Prefix 1128 Battle Staff
Two-Hand Damage: 6 to 13
Durability: 40 of 40
Required Level: 33
Staff Class - Normal Attack Speed
Item Version: Expansion
Item Level: 84
Fingerprint: 0x33fd4651
+6 to Strength
+9 to Energy
Fire Resist +46%
Cold Resist +46%
18% Extra Gold from Monsters
+3 to Frozen Orb (Sorceress Only)
+1 to Meteor (Sorceress Only)
150% Damage to Undead
+3 to Cold Skills (Sorceress Only)
Socketed (4: 4 used)

Prefix 1128 Battle Staff
Two-Hand Damage: 6 to 13
Durability: 40 of 40
Required Level: 30
Staff Class - Normal Attack Speed
Item Version: Expansion
Item Level: 84
Fingerprint: 0x61398bd7
+3 to Frozen Orb (Sorceress Only)
150% Damage to Undead
+3 to Cold Skills (Sorceress Only)
Socketed (4: 0 used)

+12 frozen orb and 8 sockets. Pretty decent. :p

Never once had a character corrupted and I used this on almost all my characters (barbs and assassins didn't work I think). No problem opening in Atma either, just use the normal caution with Atma and 1.07. You might as well take a backup just in case though.

Here's my weapon my fury druid uses together with a off-hand weapon for stats or shield :)

Code:
Prefix 869 Cryptic Axe of Quickness
'ShaeEthShaeShae'
Two-Hand Damage: 219 to 364
Durability: 39 of 65
Required Dexterity: 103
Required Strength: 165
Required Level: 61
Polearm Class - Fastest Attack Speed
Item Version: Expansion
Item Level: 82
Fingerprint: 0x178640cc
+272% Enhanced Damage
60% Increased Attack Speed
40% Increased Attack Speed
-25% Target Defense
Socketed (4: 4 used)

ov9rIGX.jpg



And my MF sorc using two Gull's for easy MF.

OiK6GPm.jpg


The characters end up looking like this in the character screen though..


103a6173-e1a8-4163-87f0-d2beda5120a3
7m1i8bG.jpg


There are many ways of exploiting this, but I don't see why this would be tainted in anyway as it is an exploit possible in-game without any 3rd party software intervention at all. Enjoy! :)
 
Wow, informative post. Thanks.

I've been struggling to think of a use for some characters because I guess I misunderstood the restrictions...

So you can dualwield 2 1H weapons, then? 2x gull is extremely useful (beat's milabrega's at least which opens up a ring slot or something)

Can you do weapon swaps? safely or does it bug out? (like fcr switch into MF for kill)

I'm surprised no one else ever mentioned this in this thread (that I saw.. and I read the entire thread 2 years ago)

When you say be cautious with ATMA, do you mean runeword-cautious or just regular cautiousness? I can't handle the risk of simply looking over an item in ATMA with how much muling I do on most characters.

Also... 2x wizardspike!? That solves ALL fcr (200 fcr bp!!) and res problems lol. I can think of several other useful things even for cow mules (ex/ +6 oak sage instead of +4)
 
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