Walls of text ahead
Patriarch Souflikar
Hmm….long long time since I made new char…….if I only could remember where that 'new char' button…...oh, here it is……
So I have the final weapon and I think paladin will be best for this item….hmm, crap, he's black….so Charles-henry sanson is out of the question …and this name will be quite ironic…ok, this name will do…
Game progress
Normal
Act 1
Act 2
Act 3
Act 4
Act 5
Nightmare
Act 1
Act 2
Act 3
Act 4
Act 5
Hell
Act 1
Act 2
Act 3
Act 4
Act 5
Leftovers
The Numbers
Without enchant/with enchant
STR – 160/168
DEX – 60/70
VIT – 194 (957 HP)
ENERGY – 20 (misclicked)
Skills left – 33
IAS – 45 (weapon) + 20, for fastest swing speed
FHR – 60%
DR – 12%
LL – 8%
ML – 6%
CB – 40%
Sacrifice and fanaticism – 20 each
Almost all the rest – 1
Equipment
The mercenary (HF one)
Finds
Act 1 (don't remember were)
Act 3 – mephisto first uniqe council member
Act 2 (NM)
Act 3 NM
Act 5 NM
Act1 Hell
Act2 Hell
Act3 Hell
Act5
Leftovers (the shields from Anya)
Fight with the Ancients
I\m really sorry about the sound quality. It worked fine on other attempts (Sound was fine, I'm not so much), this time for some reason the quality was bad...
Patriarch Souflikar
Hmm….long long time since I made new char…….if I only could remember where that 'new char' button…...oh, here it is……
So I have the final weapon and I think paladin will be best for this item….hmm, crap, he's black….so Charles-henry sanson is out of the question …and this name will be quite ironic…ok, this name will do…
Game progress
Normal
Act 1
P8 from the start, cleared the moor twice out of boredom (S&E first time). I always do a full clear in this area so I could twink my chars right from the start.
Gave him a rare polearm and rushed forward for a level or two until I could equip Fechmar, which packed enough punch to carry me all the way to the catacombs. Found the exit from level 2 before the waypoint, after some thought decided to continue straight to Andariel and hoped that I won't regret it. The fight actually went much better than I expected. Enough damage, good LL and 65 PR ensured I was never in real danger...time for act 2.
Gave him a rare polearm and rushed forward for a level or two until I could equip Fechmar, which packed enough punch to carry me all the way to the catacombs. Found the exit from level 2 before the waypoint, after some thought decided to continue straight to Andariel and hoped that I won't regret it. The fight actually went much better than I expected. Enough damage, good LL and 65 PR ensured I was never in real danger...time for act 2.
Act 2
Ah, act 2…major change of gear. With no good rares or runewords for this level the only weapon I had was the chieftain axe…it's not such a terrible choice but I can only hope that the chief was a zealot since this axe pack exactly enough punch for a zeal cycle or two but not as a normal attack.
The walkthrough was uneventful, finding Duriel took less time then killing him, wasn't in real danger even for a moment. Unlike the previous fight, this time he dropped nothing.
The walkthrough was uneventful, finding Duriel took less time then killing him, wasn't in real danger even for a moment. Unlike the previous fight, this time he dropped nothing.
Act 3
Decided not to change his gear for now, the progress was fast enough with his current gear. Got lots of rares and few charms that went straight to Ormus, I wish his luck will stay the same trough Hell too.
Flayer dungeon showed me how fragile this char is going to be when several encounters resulted in rapid movement in the bulb, nothing serious but still it's only act 3…
Before fighting the council decided it was time to bring a better weapon in the like of Bonesnap hammer.
Killing speed went up considerably but still decided to do few more runs for level 30 before moving forward. Encounters with maulers were funny especially with the superior version "fanatic mauler"… did few runs for another level and moved to act4.
Flayer dungeon showed me how fragile this char is going to be when several encounters resulted in rapid movement in the bulb, nothing serious but still it's only act 3…
Before fighting the council decided it was time to bring a better weapon in the like of Bonesnap hammer.
Killing speed went up considerably but still decided to do few more runs for level 30 before moving forward. Encounters with maulers were funny especially with the superior version "fanatic mauler"… did few runs for another level and moved to act4.
Act 4
Fine progress here, Bonesnap took care of everything in 1-2 hits. Got to the river in 10 minutes top, same for CS. Thought that Diablo won't pose any danger…of course I was wrong. Sadly zeal-lock just doesn't mix well with his lightning…I just suck at this game… 
Changed to single attack for mobility and took him down without further problems.

Changed to single attack for mobility and took him down without further problems.
Act 5
Had to get another level ASAP for upped Bonesnap. Once I got it, by the second waypoint, rest of the act was a smooth sailing…well actually not so smooth since I felt like I missed a lot but with 1-2 hits KO it was enough at this point. A wrong turn in ancients' way resulted in full clear and 2 more levels while searching for a waypoint. The Ancients themselves posed no problem at all. Last waypoints meant a twinking stop for a long session of Baal runs in order to reach level 52. Some key items include:
Kelpie Snare
SoE
Lava gloves
GFace
WT boots
All went well until level 51 then suddenly the leveling dropped to 4-5 runs per level, good thing that I decided to get only to 52 so no much problems here. Baal was killed just in time to get another level.
Kelpie Snare
SoE
Lava gloves
GFace
WT boots
All went well until level 51 then suddenly the leveling dropped to 4-5 runs per level, good thing that I decided to get only to 52 so no much problems here. Baal was killed just in time to get another level.
Nightmare
Act 1
One of my MF chars got a new and interesting item:
With this new axe instead of Bonesnap, and damage levels suited for Hell, early NM was a smooth sailing. Griswald (or is it Griswold?) took a bit longer to die on P8, but that’s was all the excitement in tristram…
The experience bar moved again at the cathedral which was the first place I needed a potion. The low resists don’t cope well with elemental attacks.
Catacombs level 3 brought the first NDE – was swarmed and missed lots of hits which resulted in 75% HP loss…moved back to let the potions work and this time finished them off.
3 RP potions took care of Andariel attacks. The only notable drop was 7%/10% SoE belt (meh…).
Code:
Dire Barb
Ancient Axe
Two-Hand Damage: 178 to 334
Durability: 33 of 50
Required Strength: 125
Required Level: 48
Axe Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xb83172a7
+294% Enhanced Damage
+33 to Attack Rating
+9 to Minimum Damage
Adds 1-9 fire damage
With this new axe instead of Bonesnap, and damage levels suited for Hell, early NM was a smooth sailing. Griswald (or is it Griswold?) took a bit longer to die on P8, but that’s was all the excitement in tristram…
The experience bar moved again at the cathedral which was the first place I needed a potion. The low resists don’t cope well with elemental attacks.
Catacombs level 3 brought the first NDE – was swarmed and missed lots of hits which resulted in 75% HP loss…moved back to let the potions work and this time finished them off.
3 RP potions took care of Andariel attacks. The only notable drop was 7%/10% SoE belt (meh…).
Act 2
First thing first is to hire a new merc, one that is true to "best defense is good offence", more on that later. First serious NDE at the 'Halls of the dead' taught me a quick lesson about fighting with groups…advanced more slowly from that point on but still not enough as I suffered a second death at the tomb due to slow reflex
.
The whole tomb was filled with undeads, they hit hard, can't be leached and come in big groups…all the disadvantages of this build. At some point was tempted to change from might to HF – less hits, less damage – but decided to keep this one for now…

The whole tomb was filled with undeads, they hit hard, can't be leached and come in big groups…all the disadvantages of this build. At some point was tempted to change from might to HF – less hits, less damage – but decided to keep this one for now…
Act 3
What a Nightmare…much much harder than I expected. Low defense, almost no DR and ~500 life made big encounters deadly…and every encounter in the jungle is big. Every fight had moments when the life bar dropped to half in a matter of seconds. No matter how slowly I moved and how much I tried to stay behind the merc, it just didn't worked. The inventible happened in Flayers dungeon, run into a group of dolls and ghosts just few steps of the entrance. One pack had fanaticism, the other…maybe might. Every moment either the life went down or the mana, I just couldn’t keep them up and keep fighting at the same time. I think you can guess the end – 3rd death. This was the point I gave up and changed the merc to HF. The remaining levels showed that survivability increased indeed, but we will see that in later acts.
Other interesting events include my first encounter vs PI zombie leader and soon after another one vs some other PI zombie, nothing a 1 point in vengeance can't solve. Although for future fights I must remember the sanctuary aura when fighting undead.
Rest of the journey to Durance of Hate was uneventful, HF really seemed to cool things down a bit. Found the entrance to sewers (2nd level) halfway through, with very few encounters on my way there. Every encounter vs dolls was still dangerous so decided to let the merc deal with them.
The council pack on DoH level 3 proved to be deadly as well due to LEFE boss, his death explosion left me with less than 100 HP, was sure it's going to end bad for me again…
Mephisto required few purples (he hit hard) but nothing dangerous. He also dropped nothing useful too.
Other interesting events include my first encounter vs PI zombie leader and soon after another one vs some other PI zombie, nothing a 1 point in vengeance can't solve. Although for future fights I must remember the sanctuary aura when fighting undead.
Rest of the journey to Durance of Hate was uneventful, HF really seemed to cool things down a bit. Found the entrance to sewers (2nd level) halfway through, with very few encounters on my way there. Every encounter vs dolls was still dangerous so decided to let the merc deal with them.
The council pack on DoH level 3 proved to be deadly as well due to LEFE boss, his death explosion left me with less than 100 HP, was sure it's going to end bad for me again…
Mephisto required few purples (he hit hard) but nothing dangerous. He also dropped nothing useful too.
Act 4
Had my first serious encounters with gloams (their NM version)…..was quite painful. With ~50 LR I couldn’t tank more than 3 of them at any given moment which meant a slow going but at least I made it alive.
Fast uneventful forward, the fight with Diablo was a bit messy due to wrong position and weapon range. Had to use several purples and reds to survive his lightning and fire attacks. The position was fixed and Diablo dropped nothing useful.
Fast uneventful forward, the fight with Diablo was a bit messy due to wrong position and weapon range. Had to use several purples and reds to survive his lightning and fire attacks. The position was fixed and Diablo dropped nothing useful.
Act 5
First area was uneventful one, got to the 2nd waypoint and decided to do some Eldritch runs for another level. When I decided to continue it was apparently one of the more unluckiest rolls, skeleton archers and slingers…they hurt like hell and this was Nightmare!
As long as I stayed near the merc we split the damage between us but once I tried to move ahead alone I got a painful reminder to stop fooling around…
I hoped it will end with the next area…but no, the 3rd one had slingers too ofc. Made my way to the waypoint which happened to be near Thresh Socket so did another stop to gain another level or two.
My bad luck continued in Frozen river with a combination of witches and skeleton mages. Halfway through the power went off…then the game decided to show that it always can get worse…with a combination of gloams, witches and snakes that caused me to miss the previous roll…yes, just perfect for this build. Advanced very slowly, constantly swapping between Fanaticism and Salvation, and in the end made it to Anya…alive.
Next 2 areas flew by leaving nothing memorable, got another waypoint (Frozen tundra) near the exit, great for MF chars but this is not one of them. For Ancients decided to bring Kelpie and Rockstopper for more resists and DR. Glad I did so (Talik was FE).
The last part was uneventful, grabbed the waypoint and did some baal runs to gain few more levels, had another twinking session once I hit 77 which speed the process even more – once decrepify triggers everything melt away. Got nothing useful from Baal…..as always, finally NM is over.
As long as I stayed near the merc we split the damage between us but once I tried to move ahead alone I got a painful reminder to stop fooling around…
I hoped it will end with the next area…but no, the 3rd one had slingers too ofc. Made my way to the waypoint which happened to be near Thresh Socket so did another stop to gain another level or two.
My bad luck continued in Frozen river with a combination of witches and skeleton mages. Halfway through the power went off…then the game decided to show that it always can get worse…with a combination of gloams, witches and snakes that caused me to miss the previous roll…yes, just perfect for this build. Advanced very slowly, constantly swapping between Fanaticism and Salvation, and in the end made it to Anya…alive.
Next 2 areas flew by leaving nothing memorable, got another waypoint (Frozen tundra) near the exit, great for MF chars but this is not one of them. For Ancients decided to bring Kelpie and Rockstopper for more resists and DR. Glad I did so (Talik was FE).
The last part was uneventful, grabbed the waypoint and did some baal runs to gain few more levels, had another twinking session once I hit 77 which speed the process even more – once decrepify triggers everything melt away. Got nothing useful from Baal…..as always, finally NM is over.
Hell
Act 1
P3 from the start, made small change in equipment to overcome the low AR which resulted in less than max resists. Did fine until Tristram were the blacksmith showed me that FE&Amp does not mix well with this char…yep, 4th death.
Recovered the body and continued slowly towards the monastery. The Fallen were a bit annoying due to their chaotic nature but since I was 1-hit KOing them it wasn’t a big deal. The tower had a challenging encounter in the form of pack of ghosts (HF&Amp) that took a full row of purples till the boss went down and I could swing in fast motion again.
Rest of the journey was uneventful due to slow and careful movement. Expected a hard battle vs Andariel but managed to get decrepify on her for enough time to take her life-bar all the way down, in the end got nothing useful.
Recovered the body and continued slowly towards the monastery. The Fallen were a bit annoying due to their chaotic nature but since I was 1-hit KOing them it wasn’t a big deal. The tower had a challenging encounter in the form of pack of ghosts (HF&Amp) that took a full row of purples till the boss went down and I could swing in fast motion again.
Rest of the journey was uneventful due to slow and careful movement. Expected a hard battle vs Andariel but managed to get decrepify on her for enough time to take her life-bar all the way down, in the end got nothing useful.
Act 2
Slow and steady. It felt like every 2nd boss pack is cursed and cleansing became useless so I just pushed forward very carefully with the red cloud above for most of the time.
The first serious obstacle was getting the amulet, lots of undead with their mummies and charging snakes…they forced me to use a bit of cat & mouse game to get the skeletons out and in some instances even forced me to retreat but eventually got to the 2nd level. There I just teleported to the altar and took them all one by one…didn’t felt like facing a big group of charging snakes…you understand me…right?
The 2nd level of the palace was a bit problematic due to 2 packs of skeleton archers, one sporting a fanaticism aura the other conviction aura. Once I broke through, I ran ASAP to the third level. It didn’t felt right and knighty so went back to finish the work.
The 3rd level wasn’t much better, cleared the way to the portal but decided to explore the level a bit more…costly idea, a cursed pack of archers took 200k in merc revives and quite a lot of time trying to separate them.
As much as the necro had good luck the paladin suffered from a bad one. Not really bad one as in dying a lot but annoying one. The tomb was literally a tomb…only undead: skeletons, ghouls, ghosts, mummies, only zombies and vampires were missing to complete the gallery. Dispatched them all on my slow, and way longer, way to Duriel. The final battle was a brutal one but…I survived.
The first serious obstacle was getting the amulet, lots of undead with their mummies and charging snakes…they forced me to use a bit of cat & mouse game to get the skeletons out and in some instances even forced me to retreat but eventually got to the 2nd level. There I just teleported to the altar and took them all one by one…didn’t felt like facing a big group of charging snakes…you understand me…right?
The 2nd level of the palace was a bit problematic due to 2 packs of skeleton archers, one sporting a fanaticism aura the other conviction aura. Once I broke through, I ran ASAP to the third level. It didn’t felt right and knighty so went back to finish the work.
The 3rd level wasn’t much better, cleared the way to the portal but decided to explore the level a bit more…costly idea, a cursed pack of archers took 200k in merc revives and quite a lot of time trying to separate them.
As much as the necro had good luck the paladin suffered from a bad one. Not really bad one as in dying a lot but annoying one. The tomb was literally a tomb…only undead: skeletons, ghouls, ghosts, mummies, only zombies and vampires were missing to complete the gallery. Dispatched them all on my slow, and way longer, way to Duriel. The final battle was a brutal one but…I survived.
Act 3
The beginning was fine, advanced carefully ahead while trying to engage small groups. It turned out I didn’t tried hard enough or maybe underestimated monsters' damage, especially those mosquitoes, because suddenly one fight resulted in quick death…apparently it was the original ZIKA carrier…
Somewhere at the beginning decided to finally max Sacrifice, man, I'm glad I did it because I had to dispatch this pack ASAP, and this one too.
Rest of the jungle was uneventful, I feared the encounters with Stomptree (or what the hell his name) and Sarina but few repositions with teleport gave me the victory.
Unlike the necro this time the council went down without much trouble and even Durance of Hate was tolerable, although it contained undead stygian dolls on it second level the merc took care of them. Mephisto fight was brutal one and had moments when I was sure it will end badly in another hit…..eventually I survived.
Somewhere at the beginning decided to finally max Sacrifice, man, I'm glad I did it because I had to dispatch this pack ASAP, and this one too.
Rest of the jungle was uneventful, I feared the encounters with Stomptree (or what the hell his name) and Sarina but few repositions with teleport gave me the victory.
Unlike the necro this time the council went down without much trouble and even Durance of Hate was tolerable, although it contained undead stygian dolls on it second level the merc took care of them. Mephisto fight was brutal one and had moments when I was sure it will end badly in another hit…..eventually I survived.
Act 4
It seems that Act 4 is all about traps. Nothing serious though and soon it was dispatched and I moved on. Most of the act flew by leaving nothing memorable. This was, as far as I remember, the first time I hoped to get some sort of those spawning types in RoF and luckly the game complied, more on that later.
CS felt just the same as the necro – long and tedious. Diablo was painful…..after the lesson from Normal I switched to normal attack and engaged. The fight was going OK, we traded blows with him getting the better ones since I had to use purples after a hit or two; then suddenly, when I was at 60% after tanking his fire attack, he got a critical and….I had to recover the body
. He was near the end too and went down few moments later, not without a fight.
CS felt just the same as the necro – long and tedious. Diablo was painful…..after the lesson from Normal I switched to normal attack and engaged. The fight was going OK, we traded blows with him getting the better ones since I had to use purples after a hit or two; then suddenly, when I was at 60% after tanking his fire attack, he got a critical and….I had to recover the body

Act 5
The beginning was just terrible, the first area was filled with land mines aka quill rats – they hurt a lot; the second wasn’t better at all, slingers and those spear women, the first group killed me twice (the 2nd time while trying to recover the body). When every strike hit, and with almost non-exist DR, fast attacks become deadly. Thresh socket was a whole new level of difficulty (PI, Extra Strong), it took a dozen trips to town to save the merc….so I could attack behind him from a safe position.
Crystal passage…..ahhh, the half way mark, and when you really start to feel like you in Hell difficulty. Snakes, witches, ghosts, you name it. Advanced VERY carefully but still managed to die (1-2 hit KO) against one pack of snakes (E-Strong, cursed…). Frozen river took ages to clear, with 2 types of those harpies and those charging zombies. Since I couldn’t engage big groups (2+) I had to split them and the only way to do it is to stand in their range and let them miss a lot…..very safe method, yes. In the end managed to save Anya, without dying I may add.
Glacial trail and frozen tundra were a nice relief from the Crystal passage but the game quickly recovered with Hell lords at ancients' way…..just great, exactly fit for this char. After about 5 encounters in which I lost all the purples I had and nearly lost the merc too, I learnt my lesson and switched to Kelpie spear to slow hell down. Found the exit relatively fast so didn’t struggled much in this area.
The fight with the Ancients was….a hard one. Took several attempts (the merc died, cursed, fanaticism, I died, etc) until managed to roll them without nasty mods and pass the test.
WSK…the game decided to show there is no end to how much difficult it can become. Harpies and vampires on level one had to fight my way from pillar to pillar – 'The Battle for Stalingrad' style. If that wasn’t enough so level 2 had Burning souls and their mummies…..every boss pack encounter was a Russian roulette with 5 rounds. I was using salvation and sanctuary is the way of the paladin in this area.
After level 2 I knew there is 90% to see burning souls in the throne too, well….I was wrong, but not by much. Instead I got some small, fast and red monsters that go BOOM quickly…..taking you with them sometimes. All in all wasn’t such a hard level compared to the previous ones. The throne was cleared and with enough room for various combat maneuvers the waves were easily dispatched. Lister was a true torment with his HF aura but him being alone removed any danger he could pose. Baal got the same treatment with the same results.
Crystal passage…..ahhh, the half way mark, and when you really start to feel like you in Hell difficulty. Snakes, witches, ghosts, you name it. Advanced VERY carefully but still managed to die (1-2 hit KO) against one pack of snakes (E-Strong, cursed…). Frozen river took ages to clear, with 2 types of those harpies and those charging zombies. Since I couldn’t engage big groups (2+) I had to split them and the only way to do it is to stand in their range and let them miss a lot…..very safe method, yes. In the end managed to save Anya, without dying I may add.
Glacial trail and frozen tundra were a nice relief from the Crystal passage but the game quickly recovered with Hell lords at ancients' way…..just great, exactly fit for this char. After about 5 encounters in which I lost all the purples I had and nearly lost the merc too, I learnt my lesson and switched to Kelpie spear to slow hell down. Found the exit relatively fast so didn’t struggled much in this area.
The fight with the Ancients was….a hard one. Took several attempts (the merc died, cursed, fanaticism, I died, etc) until managed to roll them without nasty mods and pass the test.
WSK…the game decided to show there is no end to how much difficult it can become. Harpies and vampires on level one had to fight my way from pillar to pillar – 'The Battle for Stalingrad' style. If that wasn’t enough so level 2 had Burning souls and their mummies…..every boss pack encounter was a Russian roulette with 5 rounds. I was using salvation and sanctuary is the way of the paladin in this area.
After level 2 I knew there is 90% to see burning souls in the throne too, well….I was wrong, but not by much. Instead I got some small, fast and red monsters that go BOOM quickly…..taking you with them sometimes. All in all wasn’t such a hard level compared to the previous ones. The throne was cleared and with enough room for various combat maneuvers the waves were easily dispatched. Lister was a true torment with his HF aura but him being alone removed any danger he could pose. Baal got the same treatment with the same results.
Leftovers
It's a tradition with my chars to leave HF and Nihilitak (stupid name) for the end. So after defeating Baal, it's time to finish those quests too.
Hell HF – couldn’t hope for a better roll
, the smith himself was tough but since we wasn’t PI he went down after I lured him away from his army. Got Io for my effort
Hell Nihil – Pindelskin….ouch, almost lost the merc and even myself, luckily decrepify went off just in time to leech life back. Level one was deserted except a lone poor minotaur soul which was sent to hell (or is it heaven for those guys?). Level two had the leftovers from the jungle – these barbs are real gold diggers – which meant a fun level for this char.
Level 3…physical immune women or poisonous snakes? this is the question. Nah, let have them both, way more interesting that way. Thank Tyreal I found the right path quickly and it wasn’t over populated with monsters. Quest done.
NM Nihil – wasn’t much of a challenge due to obvious reasons, only the snakes could do significant damage and it was countered by careful advance. Quest was over under 10 minutes.
NM HF – Fal rune
Normal – nothing to write home about, amn.
Hell HF – couldn’t hope for a better roll

Hell Nihil – Pindelskin….ouch, almost lost the merc and even myself, luckily decrepify went off just in time to leech life back. Level one was deserted except a lone poor minotaur soul which was sent to hell (or is it heaven for those guys?). Level two had the leftovers from the jungle – these barbs are real gold diggers – which meant a fun level for this char.
Level 3…physical immune women or poisonous snakes? this is the question. Nah, let have them both, way more interesting that way. Thank Tyreal I found the right path quickly and it wasn’t over populated with monsters. Quest done.
NM Nihil – wasn’t much of a challenge due to obvious reasons, only the snakes could do significant damage and it was countered by careful advance. Quest was over under 10 minutes.
NM HF – Fal rune
Normal – nothing to write home about, amn.
The Numbers
Without enchant/with enchant
STR – 160/168
DEX – 60/70
VIT – 194 (957 HP)
ENERGY – 20 (misclicked)
Skills left – 33
IAS – 45 (weapon) + 20, for fastest swing speed
FHR – 60%
DR – 12%
LL – 8%
ML – 6%
CB – 40%
Sacrifice and fanaticism – 20 each
Almost all the rest – 1
Equipment
Code:
Helm – Kira (70 res all)
Amulet & ring – angelic combo
Belt – SoE
Gloves – LoH
Switch – Blue teleport staff
Boots:
Imp Tread
Mesh Boots
Defense: 43
Durability: 16 of 16
Kick Damage: 23 to 52
Required Strength: 65
Required Level: 52
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x867d1908
Fire Resist +12%
Lightning Resist +30%
Poison Resist +25%
Replenish Life +4
19% Better Chance of Getting Magic Items
20% Faster Run/Walk
Ring:
Plague Knot
Ring
Required Level: 74
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x6855ddf0
+7 to Mana
Lightning Resist +19%
Cold Resist +30%
6% Mana stolen per hit
Replenish Life +8
Weapon:
Executioner's Justice
Glorious Axe
Two-Hand Damage: 227 to 469
Durability: 47 of 50
Required Dexterity: 55
Required Strength: 164
Required Level: 75
Axe Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xfa41d21f
+279% Enhanced Damage
+76 to Attack Rating
45% Increased Attack Speed
-33% Target Defense
25% Chance of Crushing Blow
50% Chance to cast Level 6 Decrepify When You Kill an Enemy
Socketed (1: 1 used)
Armor:
Duress
Superior Scarab Husk
'ShaelUmThul'
Defense: 1358
Durability: 30 of 31
Required Strength: 95
Required Level: 51
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xb0b0aa94
+179% Enhanced Defense
+7% Enhanced Defense
+13% Enhanced Damage
Fire Resist +15%
Lightning Resist +15%
Cold Resist +45%
Poison Resist +15%
Adds 37-133 cold damage over 2 seconds
Increase Maximum Durability 10% - COST ME A LOT
40% Faster Hit Recovery
33% Chance of Open Wounds
15% Chance of Crushing Blow
-20% Slower Stamina Drain
Socketed (3: 3 used)
The mercenary (HF one)
Code:
Helm – Vamp gaze
Armor – Duriel
Weapon:
Crescent Moon
Superior Thresher
'ShaelUmTir'
Two-Hand Damage: 37 to 439
Durability: 38 of 65
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x79ff52fc
+199% Enhanced Damage
+13% Enhanced Damage
20% Increased Attack Speed
Ignore Target Defense
25% Chance of Open Wounds
+2 to Mana After Each Kill
+10 Magic Absorb
7% Chance to cast Level 13 Static Field on striking
10% Chance to cast Level 17 Chain Lightning on striking
Level 18 Summon Spirit Wolf (30/30 Charges)
-35% to Enemy Lightning Resistance
Socketed (3: 3 used)
Finds
Act 1 (don't remember were)
Code:
Viper Harp
Composite Bow
Two-Hand Damage: 5 to 11
Required Dexterity: 35
Required Strength: 25
Required Level: 4
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 14
Fingerprint: 0xe813ee0e
+1 to Dexterity
+26% Enhanced Damage
+13 to Attack Rating
+1 to Maximum Damage
Poison Resist +6%
5% Mana stolen per hit
5% Chance to cast Level 1 Amplify Damage on striking
Act 3 – mephisto first uniqe council member
Code:
Raven Grasp
Ring
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 28
Fingerprint: 0xf5d869a4
+118 to Attack Rating
Cold Resist +15%
3% Mana stolen per hit
+1 to Light Radius
Half Freeze Duration
Act 2 (NM)
Code:
Sharp Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 46
Fingerprint: 0x8f91f327
+53 to Attack Rating
+10 to Maximum Damage
Act 3 NM
Code:
Amber Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 52
Fingerprint: 0xd7e1408c
+3 to Strength
Lightning Resist +28%
Act 5 NM
Code:
Cobalt Small Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 20
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x989cd942
+15 to Life
Cold Resist +9%
Expert's Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0x810df6eb
+18 to Life
+1 to Combat Skills (Barbarian Only)
Act1 Hell
Code:
Shimmering Jewel of Bliss
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 68
Fingerprint: 0xd52ef604
+7 to Minimum Damage
All Resistances +8
Ruby Jewel of Wrath
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 78
Fingerprint: 0xb1fe77cc
+33% Enhanced Damage
+7 to Maximum Damage
Act2 Hell
Code:
Sapphire Jewel of Hope
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x73515a9d
+12 to Life
Cold Resist +26%
Fine Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 76
Fingerprint: 0xcc085cff
+32 to Life
+28 to Attack Rating
+6 to Maximum Damage
Burning Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x31d09d59
+32 to Life
+1 to Fire Skills (Sorceress Only)
Act3 Hell
Code:
Gull
Dagger
One-Hand Damage: 2 to 19
Durability: 11 of 16
Required Level: 4
Dagger Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x81ea7d
-5 to Mana
+1 to Minimum Damage
+15 to Maximum Damage
100% Better Chance of Getting Magic Items
Steel Grand Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 35
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x8806d86b
+115 to Attack Rating
7% Faster Run/Walk
Lem Rune
Act5
Code:
Black Hades
Chaos Armor
Defense: 1022
Durability: 57 of 70
Required Strength: 140
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 99 <-- Baal
Fingerprint: 0x27ff1a5a
+198% Enhanced Defense
-2 to Light Radius
Half Freeze Duration
56% Damage to Demons
+228 to Attack Rating against Demons
Socketed (3: 0 used)
Leftovers (the shields from Anya)
Code:
Lum
Jewel of Carnage
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 63
Fingerprint: 0x1a7f1a42
+13 to Maximum Damage
Storm Aegis
Rondache
Defense: 26
Chance to Block: 35%
Smite Damage: 2 to 8
Durability: 30 of 30
(Paladin Only)
Required Strength: 26
Required Level: 26
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xd11fbee5
+10 to Mana
+39% Enhanced Defense
Magic Damage Reduced by 1
All Resistances +5
Attacker Takes Damage of 7
Half Freeze Duration
Wraith Guard
Protector Shield
Defense: 277
Chance to Block: 40%
Smite Damage: 18 to 24
Durability: 40 of 40
(Paladin Only)
Required Strength: 69
Required Level: 34
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xf3dc7c77
+12 to Life
+80% Enhanced Defense
All Resistances +8
+1 to Paladin Skill Levels
Stone Tower
Sacred Targe
Defense: 248
Chance to Block: 70%
Smite Damage: 22 to 70
Durability: 45 of 45
(Paladin Only)
Required Strength: 86
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8286199d
+56% Enhanced Defense
+15% Enhanced Damage
+27 to Attack Rating
+20% Increased Chance of Blocking
Damage Reduced by 6
All Resistances +3
Replenish Life +5
30% Faster Block Rate
+1 to Combat Skills (Paladin Only)
Fight with the Ancients
I\m really sorry about the sound quality. It worked fine on other attempts (Sound was fine, I'm not so much), this time for some reason the quality was bad...