- Apr 27, 2009
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Originally posted by helvete on Jul 9, 2016
[As with my other guides, this can and will be edited to reflect new information]
Hi, and welcome to the 1.06b part of the Time Traveler's Guide to Diablo II
If you haven't already, read my general time travel guide first to better understand this one.
1.06b was the final version of Diablo II before the expansion Lord of Destruction was released. As I already did an extensive guide to 1.00, and as a good guide has already been written for 1.06b in general http://www.diabloii.net/forums/threads/a-guide-to-classic-1-06b.745320/, I'll make this short.
Our use of 1.06b will be singular: Cubing rare amulets for 1.07 and later, with ingredients gathered in 1.00. The only really interesting recipe is: "6 Perfect Skulls + any rare item = new rare item with ilvl 99". The recipe was introduced in 1.04, but I don't believe anything changed with regard to amulets or the recipe until the expansion, where this recipe can never yield item levels above 65.
In case you want to have a go at 1.06b anyway, these are the changes which make the biggest impact:
- Plentiful stability improvements, none of which matter to present day computers
- Cow level portal can no longer be opened by any character who got credit for a King Kill (1.02)
- Whirlwind is significantly nerfed; however, lances can now drop, so it's still brutal
- Infernal and Milabrega sets can no longer boost skill levels indefinetly
- Two-handed swords, hammers (and bows) now have their proper damage
- Corpse Explosion has greatly reduced radius, and no longer scales with extra players
- "Bonefarming" no longer works (1.04)
- Gem effects are no longer randomized
- Iron Maiden/Blood Golem combo is not as good as it used to be, but still feasible.
- Lord De Seis no longer "thieves" potions
- Experience is no longer awarded for maggot eggs nor young [can someone plz check?]
Well, back to the cube!
As there is no use for skulls in 1.00, we will forward them to 1.06b for a chance at some pretty nifty amulets
[INSERT SCREENSHOTS HERE] <--- to be updated
As you may already know, classic has no "magic only" affixes. However, LoD 1.07 lists +2 class skills as magic only. And in 1.00, the only feasible way of getting +2 class skills amulets is gambling with a lvl 84+ character.
Here is the list of available affixes on amulets:
Now, there are three things which need to be crystal clear:
1 - Anything with a RANGE in this list, such as "titan", suffers from the "off by one" bug. This entails that even if "titan" is listed with a range of 16-20, the actual range is only 16-19. This goes for ANY affix whith a "-" in it.
2 - Amulets in 1.00 through 1.06b have a "magic_lvl" of 2, which means their ilvl gets a bonus of +2 before affix selection. Thus, the actual ilvl required to get +2 Character Skills is actually ** (eighty-eight), not 90 as indicated in the above table.
3 - Prefixes and suffixes are grouped. Any affix CANNOT be chosen on a rare IF another (or the same for that matter) has already been picked from that group for that item. I have no hard evidence, but from what I could gather from testing:
- Anything which grants the same bonus, but in different ranges, are in the same group. Thus, an amulet with the "titan" suffix CANNOT also have the "giant" suffix. This is what we're used to from LoD.
- Skill bonuses are in 5 DIFFERENT groups, which allows a 2/2/2 sorc/necro/pala amulet, but NOT a +3 skills amulet.
- A prefix cannot be in the same group as a suffix, so any combination should be allowed, which SHOULD make 48MF amulets possible...
- Resistances are grouped by fire, lightning, cold, poison and all. Two resist fire affixes cannot spawn on the same item UNLESS one is part of the "prismatic" prefix. Same for the other elements.
[Still needs confirmation for dual leech. Could both leech suffixes be in the same group?]
[As with my other guides, this can and will be edited to reflect new information]
Hi, and welcome to the 1.06b part of the Time Traveler's Guide to Diablo II
If you haven't already, read my general time travel guide first to better understand this one.
1.06b was the final version of Diablo II before the expansion Lord of Destruction was released. As I already did an extensive guide to 1.00, and as a good guide has already been written for 1.06b in general http://www.diabloii.net/forums/threads/a-guide-to-classic-1-06b.745320/, I'll make this short.
Our use of 1.06b will be singular: Cubing rare amulets for 1.07 and later, with ingredients gathered in 1.00. The only really interesting recipe is: "6 Perfect Skulls + any rare item = new rare item with ilvl 99". The recipe was introduced in 1.04, but I don't believe anything changed with regard to amulets or the recipe until the expansion, where this recipe can never yield item levels above 65.
In case you want to have a go at 1.06b anyway, these are the changes which make the biggest impact:
- Plentiful stability improvements, none of which matter to present day computers
- Cow level portal can no longer be opened by any character who got credit for a King Kill (1.02)
- Whirlwind is significantly nerfed; however, lances can now drop, so it's still brutal
- Infernal and Milabrega sets can no longer boost skill levels indefinetly
- Two-handed swords, hammers (and bows) now have their proper damage
- Corpse Explosion has greatly reduced radius, and no longer scales with extra players
- "Bonefarming" no longer works (1.04)
- Gem effects are no longer randomized
- Iron Maiden/Blood Golem combo is not as good as it used to be, but still feasible.
- Lord De Seis no longer "thieves" potions
- Experience is no longer awarded for maggot eggs nor young [can someone plz check?]
Well, back to the cube!
As there is no use for skulls in 1.00, we will forward them to 1.06b for a chance at some pretty nifty amulets
[INSERT SCREENSHOTS HERE] <--- to be updated
As you may already know, classic has no "magic only" affixes. However, LoD 1.07 lists +2 class skills as magic only. And in 1.00, the only feasible way of getting +2 class skills amulets is gambling with a lvl 84+ character.
Here is the list of available affixes on amulets:
Code:
Pre/Suf Name Effect ILVL
Prefix Glimmering +1 to light radius 1
Prefix Bronze +10-20 to attack rating 1
Suffix Strength +1-3 points to strength 1
Suffix Craftsmanship +1-2 points to maximum damage 1
Suffix Greed + (40-60)% extra gold from monsters 2
Prefix Lizards +1-5 points to mana 3
Suffix Jackal Adds 1-5 pts to life 3
Prefix Crimson +5-10% to resist fire 5
Prefix Azure +5-10% to resist cold 5
Prefix Ocher +5-10% to resist lightning 5
Prefix Beryl +5-10% to resist poison 5
Prefix Fortuitous +10-15% chance of finding magic item 5
Suffix Dexterity +1-3 points to dexterity 5
Suffix Apprentice Fast Cast Rate 5
Suffix Energy + 1-5 points to mana 5
Prefix Glowing +2 to light radius 6
Prefix Snakes +5-10 points to mana 6
Suffix Fox Adds 5-10 pts to life 6
Suffix Light +1 to light radius 6
Suffix Leech +4-7% life stolen per hit 6
Suffix Bat +4-8% mana stolen per hit 6
Suffix Health Damage reduced by 1 7
Suffix Warding Magic damage reduced by 1 7
Suffix Remedy Poison length reduced by 25% 7
Suffix Maiming +3-4 points to maximum damage 7
Prefix Vulpine 10% damage goes to mana 9
Suffix Skill +4-6 points to dexterity 10
Suffix Regeneration +3 life regeneration 10
Suffix Might +4-6 points to strength 10
Suffix Mind + 6 - 10 points to mana 10
Suffix Thawing Half Freeze Duration 10
Prefix Burgundy +11-20% to resist fire 12
Prefix Lapis +11-20% to resist cold 12
Prefix Tangerine +11-20% to resist lightning 12
Prefix Jade +11-20% to resist poison 12
Suffix Excellence +3 points to minimum damage 12
Suffix Chance +(10-19)% chance of getting magical item 12
Prefix Serpents +11-20 points to mana 14
Prefix Rugged +5-10 points to maximum stamina 14
Suffix Wolf Adds 11-20 pts to life 14
Suffix Radiance +3 to light radius 15
Suffix Fortune +(20-35)% chance of getting magical item 16
Suffix Regrowth +5 life regeneration 17
Suffix Sun +5 to light radius 17
Suffix Wealth + (80-120)% extra gold from monsters 17
Prefix Garnet +21-30% to resist fire 18
Prefix Cobalt +21-30% to resist cold 18
Prefix Coral +21-30% to resist lightning 18
Prefix Viridian +21-30% to resist poison 18
Suffix Amelioration Poison length reduced by 50% 18
Suffix Ox +7-10 points to strength 18
Suffix Accuracy +7-10 points to dexterity 18
Suffix Brilliance + 11-15 points to mana 18
Suffix Protection Damage reduced by 2 18
Suffix Sentinel Magic damage reduced by 2 18
Prefix Drakes +21-30 points to mana 20
Suffix Tiger Adds 21-30 pts to life 20
Suffix Precision +11-15 points to dexterity 22
Suffix Giant +11-15 points to strength 22
Suffix Sorcery + 16-20 points to mana 22
Suffix Life Adds 5 pts to life 23
Prefix Dragons +31-40 points to mana 24
Suffix Mammoth Adds 31-40 pts to life 24
Prefix Amber +31-50% to resist lightning 25
Prefix Ruby +31-50% to resist fire 25
Prefix Sapphire +31-50% to resist cold 25
Prefix Emerald +31-50% to resist poison 25
Suffix Defiance Poison length reduced by 75% 25
Suffix Absorption Damage reduced by 3 26
Suffix Guarding Magic damage reduced by 3 26
Prefix Prismatic +15-25% resist all 27
Prefix Wyrms +41-60 points to mana 30
Prefix Fletcher +1 to skills - Amazon 30
Prefix Slayer +1 to skills - Barbarian 30
Prefix Monks +1 to skills - Paladin 30
Prefix Summoner's +1 to skills - Necromancer 30
Prefix Angels +1 to skills - Sorceress 30
Suffix Colossus Adds 41-60 pts to life 30
Suffix Titan +16-20 points to strength 30
Suffix Perfection +16-20 points to dexterity 30
Suffix Wizardry + 21-30 points to mana 30
Suffix Life Damage reduced by 4 35
Suffix Negation Magic damage reduced by 4 35
Suffix Flame +(1-2) - 6 points fire damage 40
Suffix Shock +1 - 8 points lightning damage 50
Suffix Blight +2-7 points poison dmg - 3 seconds 50
Suffix Frost +1-4 points to cold dmg - 5 seconds 55
Prefix Archers +2 to skills - Amazon 90
Prefix Berserkers +2 to skills - Barbarian 90
Prefix Priests +2 to skills - Paladin 90
Prefix Necromancers +2 to skills - Necromancer 90
Prefix Archangel's +2 to skills - Sorceress 90
Now, there are three things which need to be crystal clear:
1 - Anything with a RANGE in this list, such as "titan", suffers from the "off by one" bug. This entails that even if "titan" is listed with a range of 16-20, the actual range is only 16-19. This goes for ANY affix whith a "-" in it.
2 - Amulets in 1.00 through 1.06b have a "magic_lvl" of 2, which means their ilvl gets a bonus of +2 before affix selection. Thus, the actual ilvl required to get +2 Character Skills is actually ** (eighty-eight), not 90 as indicated in the above table.
3 - Prefixes and suffixes are grouped. Any affix CANNOT be chosen on a rare IF another (or the same for that matter) has already been picked from that group for that item. I have no hard evidence, but from what I could gather from testing:
- Anything which grants the same bonus, but in different ranges, are in the same group. Thus, an amulet with the "titan" suffix CANNOT also have the "giant" suffix. This is what we're used to from LoD.
- Skill bonuses are in 5 DIFFERENT groups, which allows a 2/2/2 sorc/necro/pala amulet, but NOT a +3 skills amulet.
- A prefix cannot be in the same group as a suffix, so any combination should be allowed, which SHOULD make 48MF amulets possible...
- Resistances are grouped by fire, lightning, cold, poison and all. Two resist fire affixes cannot spawn on the same item UNLESS one is part of the "prismatic" prefix. Same for the other elements.
[Still needs confirmation for dual leech. Could both leech suffixes be in the same group?]