1.07 News, Info and Gossip

@WoRG @zemaj ^^I think you'll be interested in this
Wouldn't any sane man?

I'm thinking now that it will actually be kind of easy to get ilvl91+ crafts, which means guaranteed 4 affixes. Also, this gives us +2 skills on Amulets. :D If your rune came from Lower Kurast, that gives it an ilvl of eighty-eight (confirmed), so if you are clvl 49, your crafted Amulet is already able to spawn affixes of level 90.

There should be a few more affixes that are possible to spawn, like some high-level hitpoints suffixes, as well as some high-level damage affixes.
Can we try to pinpoint the exact moment rune ilvl gets zapped? Only when leaving game, or when an ongoing game saves?

Well I can at least confirm that the game wipes the ilvl when leaving the game. The game sees it's a simple item, and skips saving the ilvl. I don't know what happens when the game auto-saves, I assume that the ilvl gets wiped at that point as well, but that would not affect the item in-game in real-time, and therefore wouldn't go in affect until you leave the game. But I have no clue what happens when these muling programs swap items; are they taken from the save file, or the game? Do these programs save simple items as simple items, and thus remove the ilvl themselves? I'm clueless to how they work. :p



Thought I'd mention btw, that at first it is actually the jewel that overwrites the ilvl of the weapon/armor. The cube function simply reads the entry (from cubemain.txt) from left to right. So if the rune wasn't bugging things out, then we would have used the jewel's ilvl, and still not that of the weapon/armor. :p The gem is successfully skipped, as the rune also should've been.
 
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Hm. Are there recipes without runes that use jewels which we should keep that in mind for?
Nope. In cubemain.txt, all crafting recipes are listed as: #1 weapon/armor, #2 jewel, #3 rune, #4 gem.

The only other recipe that might be affected is the SoJ + rare item re-roll recipe. :p The ilvl of the SoJ possibly overwrites the ilvl of the rare. But somehow I doubt anyone uses this recipe in 1.07.
So the jewel and rune need to be crafted before S&E? Is that the short of it?
Won't matter for jewels. For all 30 crafting recipes, it's the rune's ilvl that's used. Besides, jewels are not considered simple items, so their ilvl gets saved. :)


Edit: @helvete
Auto-save also writes ilvl, or in this case wipes it. Though when exactly auto-saves happen I don't know. But if hotmuling with ATMA takes the item from the game directly somehow, then this wouldn't make a difference.
 
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I believe auto save happens upon changing act, and when someone joins or leaves a game. The game will also auto save periodically, but how often or if there are specific triggers, I don't know.
 
heh, guess you losers who rush a char to LK without leveling them a ton like I did will be missing out on your craft potential ;)

(soo... what would the minimum ilvl be for a lvl ~60 char + LK runes)

I guess I'll be using my 99 sorc again?
 
If your rune came from Lower Kurast, that gives it an ilvl of eighty-eight (confirmed), so if you are clvl 49, your crafted Amulet is already able to spawn affixes of level 90.

heh, guess you losers who rush a char to LK without leveling them a ton like I did will be missing out on your craft potential ;)

(soo... what would the minimum ilvl be for a lvl ~60 char + LK runes)

I guess I'll be using my 99 sorc again?

@pharphis i thought fruit was saying the opposite, that all you need is a level 49 char to get 4 mods guaranteed. Am I missing something?
 
Confirmed. Level 81 char, ith rune found in LK, BP shopped from Asheara (Iron Wolf lady, not sure about her name because I've NEVER had to check her inventory before). Jewel and gem were muled on beforehand from ATMA:

Ghoul Pelt
Breast Plate
Defense: 82
Durability: 40 of 50
Required Strength: 30
Required Level: 14
Item Version: Expansion
Item Level: 99
Fingerprint: 0x455b58d8
+4 to Mana
+19% Enhanced Defense
Damage Reduced by 6
Magic Damage Reduced by 3
Poison Resist +20%
Half Freeze Duration
Repairs 1 durability in 20 seconds

EDIT: Damn... We actually solved the mystery of ilvl 99 1.07 crafts! Guess I'll have to continue my time-travel guides soon.
 
Worked again. This time, I had to spend time at Alkor gambling for the base:

Carrion Knuckle
Heavy Gloves
Defense: 5
Durability: 13 of 14
Required Level: 27
Item Version: Expansion
Item Level: 99
Fingerprint: 0x44fe52bc
+18 to Life
Poison Resist +6%
2% Life stolen per hit
19% Better Chance of Getting Magic Items
+5 to Light Radius
5% Chance of Crushing Blow
+3 to Martial Art Skills (Assassin Only)

EDIT: This dramatically increases the value of TIR runes in my runs... ELD for the boot recipe also comes to mind. Jewels = new 1.07 currency?

EDIT 2:

Bramble Blazer
Light Plated Boots
Defense: 15
Durability: 15 of 18
Required Strength: 50
Required Level: 57 <--- 79 ingame
Item Version: Expansion
Item Level: 99
Fingerprint: 0x43a13145
+15 to Dexterity
+12 to Life
+32% Enhanced Defense
2% Life stolen per hit
Replenish Life +5
33% Better Chance of Getting Magic Items
30% Faster Run/Walk

89% Slower Stamina Drain

These actually seem decent. Wish I had gotten high fire resist on them, because that would make for some mean MF boots for spirit users in 1.10+
 
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Just gotta say that this was and is a quite interesting read, and that is one heavy understatement... Even though it seems that the mystery is solved, I'm craving for more! And I'm craving to test these by myself.
 
Worked again. This time, I had to spend time at Alkor gambling for the base:

Carrion Knuckle
Heavy Gloves
Defense: 5
Durability: 13 of 14
Required Level: 27
Item Version: Expansion
Item Level: 99
Fingerprint: 0x44fe52bc
+18 to Life
Poison Resist +6%
2% Life stolen per hit
19% Better Chance of Getting Magic Items
+5 to Light Radius
5% Chance of Crushing Blow
+3 to Martial Art Skills (Assassin Only)

EDIT: This dramatically increases the value of TIR runes in my runs... ELD for the boot recipe also comes to mind. Jewels = new 1.07 currency?

EDIT 2:

Bramble Blazer
Light Plated Boots
Defense: 15
Durability: 15 of 18
Required Strength: 50
Required Level: 57 <--- 79 ingame
Item Version: Expansion
Item Level: 99
Fingerprint: 0x43a13145
+15 to Dexterity
+12 to Life
+32% Enhanced Defense
2% Life stolen per hit
Replenish Life +5
33% Better Chance of Getting Magic Items
30% Faster Run/Walk

89% Slower Stamina Drain

These actually seem decent. Wish I had gotten high fire resist on them, because that would make for some mean MF boots for spirit users in 1.10+
That much life and dex and rep life and mf. Those are sweet!
 
(soo... what would the minimum ilvl be for a lvl ~60 char + LK runes)
Well the ilvl of the craft is simply set to (rune_ilvl*66/100) + (clvl*66/100), so you can always predict the ilvl of the craft. For a level 60 character with a rune from LK that would be (eighty-eight*66/100) + (60*66/100) = 97. What the maximum possible affix level is will depend on the qlvl of the weapon or armor, but for a clvl 60 char the "lowest maximum" should be 75, which is when you craft a base with a qlvl of 44-46. If the qlvl is any lower or higher than that, then the maximum possible affix level will go up. Hopefully this wasn't too vague. ^^
@pharphis i thought fruit was saying the opposite, that all you need is a level 49 char to get 4 mods guaranteed. Am I missing something?
No no, what I meant was that if you craft an Amulet with a clvl 49 character, using a rune from Lower Kurast, then the +2 to skill affixes are possible. But for guaranteed 4 affixes, you'll need to be clvl 50 if your rune came from LK. I guess I should work on my clarity. :D
Even though it seems that the mystery is solved, I'm craving for more!
I thought it was a little anti-climactic honestly. :p When this stuff came up in 2017 I was so convinced that there was some super obscure bug going on, but in the end it turned out to be something so simple, it feels a bit like searching for your lost keys while they were just lying right there on the table the entire time. But hey, juicy crafts. Very juicy.


Edit: @helvete Dunno if you really cared but it looks like every 8192 frames there's an auto-save, so once in about 5 minutes and 27 seconds. Maybe that this timer also gets reset when a "triggered" save happens.
 
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I think I'm going to have to roll a lot more crafting boots... May as well do the cheap variety, since eld runes drop constantly and you can shop the boots easily.

Man so many missed opportunities for affixes
 
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