Skull Greaves
Boots
Defense: 2
Durability: 11 of 12
Required Level: 32
Item Version: Expansion
Item Level: 56
Fingerprint: 0xce464e9
+15 to Mana
Regenerate Mana 5%
Increase Maximum Mana 10%
32% Better Chance of Getting Magic Items
30% Faster Run/Walk
Imp Grip
Vampirebone Gloves
Defense: 102
Durability: 10 of 14
Required Strength: 50
Required Level: 61
Item Version: Expansion
Item Level: 99
Fingerprint: 0x231c0ead
+22 to Life
6% Life stolen per hit
78% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
20% Increased Attack Speed
15% Chance of Crushing Blow
+43 to Defense (0.5 per Character Level)
Wow, I assumed the item would just get moved around, not saved. What horrible losses must we suffer in the name of science.Unless you sell the rune to a vendor and buy it back, of course...
Hellforge is indeed area level (27, 60, 93), and Qual-Kehk is clvl.I was wondering, what is the ilvl of quest reward runes in Normal/NM/Hell? (Hellforge, Qual-Kehk) Is it clvl? some set lvl? What about in 1.08?
P1 P2 P3 P4 P5 P6 P7 P8
Andariel: 22,777 45,554 68,331 85,413 102,496 -48,192 -36,804 -25,415
Duriel: 48,250 96,500 -23,022 13,166 49,352 85,540 109,665 -33,981
Mephisto: 59,213 118,426 9,867 54,277 98,686 143,096 4,931 34,537
Diablo: 67,108 134,216 33,552 83,882 134,213 16,773 50,327 83,880
Baal: 69,431 138,862 40,521 92,594 144,667 28,969 63,684 98,399
Edit: Forgot to post this earlier, but yes this is the same in 1.08. Qual's runes = clvl, Hellforge its runes = area level.What about in 1.08?
Could be. On Nightmare it's possible for all bosses except Andariel to end up with negative hitpoints. But I really thought I've had it happen to all bosses on Hell. Well, maybe I'm just misremembering, it's been a while since I've done mass boosts.Definitely happens to meph... but maybe I'm thinking of nm?
Did the corkscrew attack do more damage or something?Ah yes, the true "corkscrew o' doom"...
Without it, Baal is much less of an end-boss than Diablo... in fact, usually a breeze after the minion waves
Just think: when have you ever seen a melee Guardian in 1.07?
1.07 melee sounds like a proper difficult single-pass HC playthrough. I was really interested in trying out Fury Druid this way, but there is a massive de-sync between client- and server animations, so that's not nearly as good as on paper. So I wonder what (viable) options there are besides WW barb. I was thinking maybe a Maul Druid, but I've never really been a fan of skills like that, that have so many charge levels which you have to build up, and then only keep temporarily. Assassin has crippled kick damage because boots don't provide any.But untwink single pass would be pretty scary. SPF horror story?
How so? The average damage should go up from 74 in 1.07 to 92 in 1.14. The max dmg goes down slightly, but the min damage gets a juicy boost (from 16 to 60!). Edit: rangeadder also goes up by 1.glorious axes seem to be nerfed when brought forward...