Maximum +skills to RS and SM

Arkardo

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Sep 30, 2006
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Maximum +skills to RS and SM

I'm trying to get the most possible of +skills for my skellies. My equipment to summon my skellies is:

- Call to Arms (+1, then switch to AoKL)
- AoKL (+5 to RS, +5 to SM)
- Darkforce Spawn (+3 to Summoning)
- MP Enigma (+2)
- Harlequin Crest (+2)
- Arachnid Mesh (+1)
- Marrowwalk (+2 to SM)
- Golemlord's Amulet (+3 to Summoning)
- 2x Bul-Kathos's Wedding Band (2x +1)

- Necromancer Torch (+3)
- Annihilus (+1)
- 9x Graverobber's Grand Charms

So, counting this up I have level 52/54 skellies. A Golemlord's Circlet would bring that up to 53/55.

So, now my question: is there any way to increase these skill levels? I've vaguely heard of +6 to Bone Spear Heads, don't know if that's just a silly story, though. But if there are, there should be +6 to RS heads as well, right?
 
The highest skill level EVER attainable (until +2 summon +2 necro circlets are proven real *sobs*)

+3 Summoning Circlet
+3 Summoning Ammy
+2 Enigma
+6 Skeleton Head (+3 Summoning, +3 Skele +3 Mage)
+6 Skeleton Wand (Same as head)
+2 Rings
+1 Arach
+3 Torch
+1 Annihilus
+9 Summon Gcs
+1 BC Prebuff with CTA
+2 Skill Shrine

So, a lvl 59 skele and 59 mage is attainable, and lvl 55 Raise Skeleton, so you would have 22 Skeles and 22 Mages, an insane number, even w/o the skill shring, you would still meet the min req for 22 of each, that would be insane, but kinda hard to track down all of those magic items.... INSANE SKELE LVLS FTW!!!
 
So, a lvl 59 skele and 59 mage is attainable, and lvl 55 Raise Skeleton, so you would have 22 Skeles and 22 Mages, an insane number, even w/o the skill shring, you would still meet the min req for 22 of each, that would be insane, but kinda hard to track down all of those magic items.... INSANE SKELE LVLS FTW!!!

Heh, so they do exist... I guess those would go for even more than certain Gripphon's Eye's. Guess there's a loooot more work for me in store. :tongue:

Btw, how come I've never even seen a +4 to RS wand/head? Is that a similar story as to why Holy Shield can appear (albeit with an obscene rarity) on Scepters?

Anyway, I'd love to see a Hammerdin getting their behind handled by those beasties! :grin:



 
I'm trying to get the most possible of +skills for my skellies. My equipment to summon my skellies is:

- Call to Arms (+1, then switch to AoKL)
- AoKL (+5 to RS, +5 to SM)
- Darkforce Spawn (+3 to Summoning)
- MP Enigma (+2)
- Harlequin Crest (+2)
- Arachnid Mesh (+1)
- Marrowwalk (+2 to SM)
- Golemlord's Amulet (+3 to Summoning)
- 2x Bul-Kathos's Wedding Band (2x +1)

- Necromancer Torch (+3)
- Annihilus (+1)
- 9x Graverobber's Grand Charms

So, counting this up I have level 52/54 skellies. A Golemlord's Circlet would bring that up to 53/55.

So, now my question: is there any way to increase these skill levels? I've vaguely heard of +6 to Bone Spear Heads, don't know if that's just a silly story, though. But if there are, there should be +6 to RS heads as well, right?

The tier 1 skills can't appear on items with the +3 summoning skills prefix, for complicated item generation reasons.

The best wand to my knowledge is AoKL, and the best shield is a +3/+3 head with splendor rune word in it. I have one that is +3 RS/+1 SM with splendor; the difficult part of finding one is that you only have a chance to get them very early on in the game (think Act I normal).

Supposedly, there's a method to get a rare +2 summoning/+3 RS (+3 SM) head by a technique involving thousands of pskulls and rerolling a precise item level, but I didn't understand the math and reason behind it when I read it, and I haven't tried to duplicate it since I would rather use Trang's shield.

Btw, how come I've never even seen a +4 to RS wand/head? Is that a similar story as to why Holy Shield can appear (albeit with an obscene rarity) on Scepters?

Anyway, I'd love to see a Hammerdin getting their behind handled by those beasties! :grin:
+4 to any skills is not possible. Holy Shield can sometimes appear on scepters, but it's extremely rare and to the best of my knowledge it is a glitch involving a failed roll occuring several times consecutively.

Blessed Hammer would probably wipe out your army.

AFAIK, the theoretical maximum should be 54/56 or 56/58 with a skill shrine.



 
Thank you for the information. Would getting the best chance getting such a +3 RS +3 SM head be running Normal Tristam and kill Griswold? And if correct, my character level would not influance the chance on such a head, right?
 
ur character level will not influence drops in any way (possitivew or negative)

tamoes highlands seems to be a good spot to run for them also as its an area clear that gets done very very fast with an army of skellies, rather than making a game every 1-2 mins (rishing realm down or getting tagged...fail to joins) and only getting 1 kill. tamoe is were a few different 'head's can be dropped. hope for a +3 skelli mastery +3 summon and possibly +3 clay golem (come on u know u love the Gumby!!!)

make it into splendor and there u go...+4 on all above


VERY hard to find...and proberly the time u find it it will be a crappy magical so u cant rune word it...still good though if ur going for pure skills with a beast and spirit or something on switch for extra killing speed
 
VERY hard to find...and proberly the time u find it it will be a crappy magical so u cant rune word it...still good though if ur going for pure skills with a beast and spirit or something on switch for extra killing speed

Good that you mention it; gotta ditch all the MF I have on the character I'm going to use.



 
lets do this:

Skill---------------------------------RS----RM----SM----CE
GEAR:

GolemLord HeadGear---------------------3-----3-----3-----0
ENI------------------------------------2-----2-----2-----2
Ananch---------------------------------1-----1-----1-----1

GolemLord Amu--------------------------3-----3-----3-----0
BK3x2----------------------------------2-----2-----2-----2

MAgeFist-------------------------------0-----0-----0-----1
MorrowWalk-----------------------------0-----0-----2-----0

AOKL-----------------------------------5-----4-----5-----2
Splender+3head-------------------------4-----4-----4-----1

CTA------------------------------------1-----1-----1-----1

9Skiller,Torch,Anni-------------------13----13----13-----4

SkillShine-----------------------------2-----2-----2-----2

Skillpoint20each----------------------20----20----20----20

Total---------------------------------56----55----58----36
 
tamoes highlands seems to be a good spot to run for them also as its an area clear that gets done very very fast with an army of skellies, rather than making a game every 1-2 mins (rishing realm down or getting tagged...fail to joins) and only getting 1 kill. tamoe is were a few different 'head's can be dropped. hope for a +3 skelli mastery +3 summon and possibly +3 clay golem (come on u know u love the Gumby!!!)

How come Tamoe Highlands is a good place? Why not just do the Bloodmore and maybe the Cold Plains?



 
How come Tamoe Highlands is a good place? Why not just do the Bloodmore and maybe the Cold Plains?

Non-magical Preserved Heads don't drop in the Blood Moor or the Cold Plains. I looked up the math in order to explain it better. Basically, when a shrunken head is generated with an item level of 1-11, it has an 80% chance to possess tier 1 skills, which include Raise Skeleton and Skeleton Mastery (as well as Amplify Damage, Teeth, and Bone Armor), and a 20% chance of possessing tier 2 skills such as Clay Golem.

In order to maximize our chances of finding a non-magical Preserved Head with the desirable mods, we need to look for regular monsters between levels 1-11 that have that item in their treasure class. Here are some of the best choices:
Code:
Area                    Monster             Probability
-------------------------------------------------------
Black Marsh             Brute               1:162
Black Marsh             Night Clan          1:162
Black Marsh             Returned            1:162
Black Marsh             Blood Hawk Nest     1:173
Black Marsh             Carver Shaman       1:173
Black Marsh             Vile Archer         1:199
Dark Wood               Carver              1:162
Dark Wood               Vile Hunter         1:162
Dark Wood               Vile Lancer         1:162
Dark Wood               Skeleton Archer     1:199
Hole                    Brute               1:162
Hole                    Carver              1:162
Hole                    Misshapen           1:173
Hole                    Vile Archer         1:199
Monastery Gate          Disfigured          1:173
Monastery Gate          Returned Mage       1:173
Monastery Gate          Returned Archer     1:199
Monastery Gate          Dark Stalker        1:682
Pit                     Bone Warrior        1:162
Pit                     Devilkin            1:162
Pit                     Dark Archer         1:199
Pit                     Dark Stalker        1:682
Tamoe Highland          Dark Lancer         1:162
Tamoe Highland          Returned Mage       1:173
Tamoe Highland          Returned Archer     1:199
Tamoe Highland          Dark Stalker        1:682
Tower Cellar            Blood Clan          1:162
Tower Cellar            Devilkin            1:162
Tower Cellar            Dark Archer         1:199
Tristram                Night Clan          1:162
Tristram                Returned            1:162 
Tristram                Carver Shaman       1:173
Tristram                Skeleton Archer     1:199
Underground Passage     Carver              1:162
Underground Passage     Vile Hunter         1:162
Underground Passage     Misshapen           1:173
Underground Passage     Skeleton Archer     1:199

This was calculated for a full game of eight players to minimize the chance of no drop occuring. The probability is expressed as a ratio and means that on average it will drop once ever X number of kills. Any typos are mine.

The Black Marsh seems like the best place to look for this specific shrunken head, since all of the regular monsters there have a good chance of dropping one.

There is a 30% chance for a shrunken head to have at least two +skill mods, and a 10% chance for each of these to have +3 to that skill (calculated separately). The next table is just the math, feel free to skip:
Code:
Chance for a monster in Black Marsh to drop a Preserved Head:  approximately 0.58%.  This is the average of the six different regular monster types' chances.
 
Chance per monster to drop a Preserved Head      0.5797101449275362318840 5797101449275362318840...%
 
Chance to be non-magical                        79.09%
 
Chance to be non-ethereal                        0.97%
 
Chance to have either 0 or 2 sockets            94.4 4...%
 
Chance for both RS and SM                       15%
 
Chance for both to be +3                         1%
 
 
Approximately 1:158,718.
So, to get a perfect +3/+3 shrunken head with RS/SM is a 1 in 158,719 chance per regular monster in Black Marsh, and on average you would have to kill about 158,719 monsters and inspect about 728 shrunken heads to find a perfect one.

There's another option. If you only care about finding a +3 Raise Skeleton shrunken head to make Splendor in, and forget about finding a perfect +3/+3 head, then you'll find one on average after only killing about 11,022 monsters and inspecting about 51 heads. Perfectly reasonable for only having to kill level 5-11 monsters.

Either way, it's a matter of several hours to do. For the moment I'm just going to stick with my +3 RS/+1 SM Splendor.

Holy Shield is a forbidden staffmod, so if its id is selected the staffmod will reroll. However, if it is selected seven consecutive times it will stay. The odds of a staffmod roll hitting Holy Shield seven consecutive times on any scepter of ilvl 37 or more are 1 to 223213.285714 285714..., or about one in a quarter-million.

Sources: One. Two. Three.



 
At level 52SM/52RS, with you wearing Beast, a Might Merc wearing Pride and Bramble, each skeleton is hitting for about 2600 at 29% faster than normal. With amp, that's 5200 a hit at 29% IAS. And, each time a skeleton is getting hit, 1010% damage is being returned, which on average will be about 1000, also doubled to 2000 with amp. Very Impressive.

However, when you run into a physical immune you can't break, or can barely break (down to about 95%+ physical resistance) you may have to run.
 
giving the merc bramble ive found is a waste....i tested it myself.

i find to boost killing speed ebugged fort is much better for the extra defence and extra damage. makes getting that first body much faster and easier, but with pride everything the merc kilkls would be shattered cosa of the freeze mod...so merc is usless to gather bodies for the army or corpse explode
 
I myself never worry about Physical Immunes. Usually, CE takes them down. Otherwise my mages will. I think they're great fun, actually! :smiley:

And what's the hurt in running?
 
Ce is perfectly capable of taking them down, and mages (with enigma for tele) can take almost anything in the game down, including most players :p.
 
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