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Oct 8 2008 11:20am
Crafting Handbook

- a guide for the novice and the experienced craftsman


Table of Contents
- [1] The Basics
- [2] Calculating Affix Level
- [3] General Advice
- [4] Caster Amulet
- [5] Blood Belt
- [6] Hit Power Gloves

Level Terms
alvl: affix level
Alvl: area level
clvl: character level
ilvl: internal level of magic ("blue") item, i.e. the "input item level"
Ilvl: internal level of crafted ("orange") item, i.e. the "output item level"
mlvl: monster level
qlvl: base item quality level
rlvl: required level


The following section is mandatory if you are new at crafting. Experienced craftsmen may want to browse it, in case they need to refresh their memory.


[1] The Basics

The crafting page @ the Arreat Summit, http://www.battle.net/diablo2exp/items/crafteditems.shtml covers the elementary aspects of crafting and most of all, it appears to be a decent first read.
I merely prefer to list the information in a different order, hence this section. I have included some additional remarks and examples which will hopefully make crafting more accessible to everyone.

Craft Recipes
These all have the same basic form,
    1 magic item (specific type) + 1 rune (specific) + 1 perfect gem (specific) + 1 jewel (any quality) icon_pointr.gif 1 crafted item (of the same type)
Specially for the sceptics amongst us,
  • The item to be crafted MUST be MAGIC and AMONGST those listed in the recipe
  • When crafting, the original properties are lost; a NEW item is generated
  • The jewel has NO impact on the result of crafting whatsoever
  • ANY jewel works, magic, rare, or even unique
Note : Ethereal magic items work as well, however they will be turned into non-ethereal crafted items.

As of now, there are 4 classes of crafted items, each containing 9 recipes,Due to the plethora of rare/set/unique items and rune words, rather few craft recipes are worth considering. Some of the desirable modifiers can only spawn together on crafted items, hence why the recipes
are relevant to us (see [4]-[6] for some examples). And unlike other items, crafted items possess both fixed properties and random affixes (prefixes, suffixes).

Popular Recipes
  • Hit Power Gloves
  • Blood Gloves
  • Blood Belt
  • Blood Ring
  • Blood Weapon
  • Caster Boots
  • Caster Amulet
  • Safety Amulet
I have chosen to cover 3 of these (Caster Amulet, Blood Belt, and Hit Power Gloves) in detail. Refer to [4]-[6]. Reading this guide should enable you to work out how to craft efficiently, no matter the recipe.

Fixed Properties
A crafted item will receive either 3 or 4 fixed properties which are invariably set by the recipe. Each of these properties will spawn at one of the values listed, picked at random. Fixed properties should not be
confused with random affixes (see below).

However, some fixed properties and random affixes are two of a kind, perhaps with different values. In that case, they are coupled into one single property. This is how those amulets with (15-20) % FCR are
crafted (Caster Amulet only). Life, Mana, or Strength are other examples of properties that may be coupled from a fixed property and a random affix when using certain recipes.

Ilvl ("crafted item level")
Some of you who have read the Arreat Summit on crafting might be a little confused, because the AS uses 'ilvl' for both the magic and crafted item. It is important to distinguish between the two. The ilvl of the
magic item to be crafted is used when determining the Ilvl (note the capital 'I') of the crafted item.
  • Both the character level (clvl) and the internal level (ilvl) of the magic input item matter when crafting.
The internal level (Ilvl) of the crafted item is then calculated as follows,

Code
(craft formula)

Ilvl = int(clvl/2) + int(ilvl/2)

; Ilvl is capped below at 1.

D2 uses integers; the integer function 'int' truncates fractions, e.g. int(1/2) = 0 whereas int(30/2) = 15. Note that the crafting character (clvl) and the magic item to be crafted (ilvl) are equally important.

Verily, the above formula for the Ilvl is the backbone of crafting. Without knowing it, everyone would be "blindcrafting", not having the faintest idea what affixes they might get or how to influence the ones
that are available. This will be even more obvious once you have read the following - and section [2].

Random Affixes
On top of the fixed properties, a crafted item receives 1-4 random affixes, depending on Ilvl,
  • Ilvls 1-30: 40 % chance of 1 affix, 20 % chance (each) of 2, 3, or 4 affixes
  • Ilvls 31-50: 60 % chance of 2 affixes, 20 % chance (each) of 3 or 4 affixes
  • Ilvls 51-70: 80 % chance of 3 affixes, 20 % chance of 4 affixes
  • Ilvls 71+: 100 % chance of 4 affixes
Additionally,
  • The random affixes that spawn on crafted items are picked from the list of affixes available on RARE items of the same item type. Magic-only affixes cannot spawn.
Therefore, the affix selection rules for rare items also apply to crafted items, viz, max 3 prefixes/suffixes from distinct affix groups. So, 4 affixes can only spawn as either 1/3, 2/2, or 3/1 prefixes/suffixes
(never 0/4 or 4/0). Usually, this is not a serious restriction but nonetheless worth noting, as it explains what affix combinations we can possibly craft. Again, refer to sections [4]-[6] for some examples.

Required Level (rlvl) of a Crafted Item
The required level, i.e. the minimum character level to use a crafted item, is calculated as follows,

Code
(rlvl formula)

rlvl = rlvl_affix + 10 + 3*N

; rlvl is capped at 98.

Here, rlvl_affix is the highest rlvl amongst the random affixes and N is the number of random affixes (1, 2, 3, or 4).

For instance, a crafted amulet with 4 random affixes and +2 <class> skills having the highest rlvl (rlvl_affix = 67) will have rlvl = 67 + 10 + 3*4 = 89. So, at least a lvl 89 character is needed to wear the amulet.
In earlier patches, certain charged affixes would force the rlvl beyond 99 ^^ This was remedied in 1.11 with a check to ensure that if the calculated rlvl exceeds 98, then it is set to 98 (it cannot bypass the cap).

Even then, in some cases the rlvl formula is still of some concern (see [4] and [6] in particular).


[2] Calculating Affix Level

What is this 'affix level' ? OK, when an item with affixes is generated, the affix level (alvl) is an integer assigned to the item which is then used to determine what affixes are available to spawn on that item.
Every affix has its own 'level', namely the minimum alvl for an item of the appropriate type to acquire that affix. The higher the alvl an item has, the larger the affix pool.
  • Because crafted items receive 1-4 random affixes (depending on Ilvl), it is dead important to know the affix level of a crafted item.
In general, the alvl depends on base item quality level (qlvl), internal level (Ilvl in the case of crafted items), and magic level (magiclvl), the latter only if magiclvl > 0. However, magic level is largely irrelevant
when dealing with crafted items; only a Hit Power Weapon or Caster Weapon can be made from an item having magiclvl > 0. And just how many of us craft staves/wands ? Very few, if any.

Refer to the AS item pages for base item quality levels: http://www.battle.net/diablo2exp/items/weaponsandarmor.shtml

In case you want to craft staves/wands anyway, these have magiclvl = 1 (elite wands receive no magic level bonus, though).

Affix Level (alvl) of a Crafted Item
The affix level is calculated as follows,

Code
IF(magiclvl > 0)

  (1) THEN alvl = max{Ilvl,qlvl} + magiclvl

ELSE IF(max{Ilvl,qlvl} < 99 - int(qlvl/2))

  (2) THEN alvl = max{Ilvl,qlvl} - int(qlvl/2)
  (3) ELSE alvl = 2*max{Ilvl,qlvl} - 99

; alvl and Ilvl are capped at 99, though Ilvl cannot exceed 98 (craft formula).

That is,
    a ) IF the item has magiclvl > 0 (staves, non-elite wands), THEN the alvl is given by (1).
    b ) ELSE we consider max{Ilvl,qlvl}. IF max{Ilvl,qlvl} < 99 - int(qlvl / 2), THEN the alvl is given by (2), ELSE the alvl is given by (3).
If you read the Arreat Summit on crafting, particularly the Berserker Axe example, the above might seem a little confusing. But if you take a closer look, you will notice that b ) yields the exact same result.

Sections [4]-[6] illustrate how (2) and (3) may be used to our advantage. First some tips.


[3] General Advice

I will not be the last one to admit that it can be hard to grasp all the pertinent details of crafting. But do keep trying, even if it means you have to read over it several times. It just might pay off in the end.
Know this for certain ... crafting without the requisite information at hand is very often a waste of resources.

The odds of crafting what you want are usually quite low already. Please do yourself a favour and read the following, at least to ensure that the only reason you have to craft repeatedly is simply bad luck.

Tips when crafting
  • Know what you want (desired affixes) and if they can possibly spawn. Crafting for impossible results is obviously stupid.
  • Look up the level of the highest affix (use the affix tables @ Arreat Summit or inDiablo - I personally prefer inDia)
  • ALWAYS check that the crafted Ilvl (calculated from the craft formula) suffices to generate the highest affix
  • Run the relevant numbers in the rlvl formula whenever the required character level is of any concern
  • Gambling the magic items is usually the easiest way to quickly obtain a supply of craft material
  • Edge (rune word) and Gheed's Fortune offer a total gambling discount of (25-30) %
Gambled items are ilvl = clvl - 5 + rnd[10], i.e. ilvls from clvl - 5 to clvl + 4, with a minimum of ilvl 5. Check the gambling page @ the AS : http://www.battle.net/diablo2exp/basics/gambling.shtml

Relying on magic item drops as your only craft material is not recommended unless you cannot shop or gamble the items at all. In any event, item drops can be useful if you know what "item levels" (ilvl)
you need and where to find them. Hence these relations between ilvl, monster level (mlvl), and area level (Alvl),
  • ilvl = mlvl (monster drops)
  • ilvl = Alvl (chest drops)
  • ilvl = Alvl - 1 (rack drops)
  • mlvl = Alvl (regular monsters)
  • mlvl = Alvl + 2 (Champion packs)
  • mlvl = Alvl + 3 (bosses and minions)
Monster-Area level relations slightly simplified here; there are some exceptions. Browse the Treasure Classes guide if such details interest you. As well, refer to the Area Levels posted by Morph or browse
my profile for "Area Levels (pdf)"

In what follows, (P) and (S) denote 'prefix' and 'suffix', respectively.

I guess we are all set. Ready ? It's time to deal !
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Oct 8 2008 11:21am
[4] Caster Amulet

Caster Amulets offer an inherent FCR bonus, granting you from +(5-10) % FCR to +(15-20) % FCR, the latter when coupled with the "Apprentice" suffix, +10 % FCR. Other FCR values cannot spawn.

Fixed Properties
+(5-10) % FCR
Reg. Mana (4-10) %
+(10-20) to Mana

Random (desired) Affixes
(P) +(61-90) mana (level 37, rlvl 29)
(P) +(16-20) all res (level 42, rlvl 31)
(P) +2 <class> skills (level 90, rlvl 67)
(S) +10 % FCR (level 5, rlvl 3)
(S) +(41-60) life (level 30, rlvl 22)
(S) +(21-30) str (level 71, rlvl 63)

Granted, there might be a few more, but these are indeed popular. Remember, only some of them can spawn on the same Amulet (refer to section [1]).

icon_pointl.gif a Caster Amulet

From the picture, we deduce that the Amulet has the required fixed properties (Caster Amulet). Additionally, it has the maximum 4 affixes, (P) +2 sorc skills, (P) +(61-90) mana (coupled with the fixed
property, +(10-20) mana, yielding a total of 104 mana), (S) +21 str, and (S) +10 dex. The affix having the highest rlvl: +2 sorc skills (rlvl_affix = 67), hence rlvl = 67 + 10 + 3*4 = 89, as indicated.

Crafting a Caster Amulet
The highest affix is +2 <class> skills (level 90, rlvl 67), so we need at least alvl 90 when crafting. Now, any Amulet has qlvl 1, so in this case, max{Ilvl,qlvl} = Ilvl. If Ilvl < 99 - int(1/2) = 99, then (2)
yields alvl = Ilvl. Since 98 >= Ilvl (by the craft formula), this will always be the case. So we need Ilvl >= 90 when crafting. Using the craft formula, we have

int(clvl / 2) + int(ilvl / 2) >= 90

Now, as mentioned in [3], it is easiest to gamble the craft material. Suppose we do this, then ilvl_min = clvl - 5 and ilvl_max = clvl + 4. Here, we pick the "worst case scenario" (ilvl = clvl - 5), hence

Code
int(clvl/2) + int((clvl - 5)/2) >= 90

Solving this inequality yields clvl >= 93 (check it !)
  • Gambling and crafting an Amulet to have a chance of +2 <class> skills is most conveniently done with a level 93 character.
How about the rlvl ? We know it will be 89 whenever +2 <class> skills is the affix having the highest rlvl. Isn't that always the case ? No, highest affix level is not equivalent to having the highest rlvl.
There are two other affixes with rlvl > 67, viz, (S) Level 1 Bone Spirit charges (level 72, rlvl 72) and (S) +6 % LL (level 85, rlvl 73).

Because of this, we might occasionally be looking at rlvl 94 or 95.


[5] Blood Belt

Blood Belts are known as "OW Belts" in the trade, because of the fixed Open Wounds property.

Fixed Properties
(5-10) % Chance of Open Wounds
(1-3) % Life Stolen Per Hit
+(10-20) to Life

Random (desired) Affixes
(P) +(101-200) % ED (level 50, rlvl 43)
(P) +(21-30) % f/c/l/p res (level 18, rlvl 13)
(S) +24 % FHR (level 18, rlvl 13)
(S) +(41-60) life (level 30, rlvl 22)
(S) +(21-30) str (level 71, rlvl 63)

icon_pointl.gif a Blood Belt

Notice, the depicted belt has all 3 fixed properties (8 % OW, 1 % LL, +19 Life), making it a Blood Belt. And it has the maximum 4 random affixes. Leaving it for you to identify prefixes and suffixes.
Affix with highest rlvl: +28 str (rlvl_affix = 63), hence rlvl = 63 + 10 + 3*4 = 85, as indicated.

Crafting a Blood Belt
The highest affix is the "Atlas" suffix, +(21-30) str (level 71, rlvl 63), so we need at least alvl 71 when crafting. Now, there are 3 cases to check here, as either a Belt (qlvl 12), a Mesh Belt (qlvl 43),
or a Mithril Coil (qlvl 75) may be used in the Blood Belt recipe.

Belt (qlvl 12)
Note that max{Ilvl,12} < 99 - int(12/2) = 93 whenever Ilvl < 93. Suppose this is the case and we want alvl >= 71, then (2) yields

max{Ilvl,12} - 6 >= 71 <=> Ilvl >= 77

Hence, at least Ilvl 77 is required to have +(21-30) str spawn on a crafted Belt.

Mesh Belt (qlvl 43)
Note that max{Ilvl,43} < 99 - int(43/2) = 78 whenever Ilvl < 78. Suppose this is the case and we want alvl >= 71. From (2),

max{Ilvl,43} - 21 >= 71 <=> Ilvl >= 92

However, this contradicts Ilvl < 78. Oh well, then suppose Ilvl >= 78 and remember, we want alvl >= 71. Now, (3) yields

2*max{Ilvl,43} - 99 >= 71 <=> max{Ilvl,43} >= 85

Hence we need at least Ilvl 85 when crafting a Mesh Belt to have a chance of +(21-30) str.

Mithril Coil (qlvl 75)
Same calculations. Consider max{Ilvl,75} < 99 - int(75/2) = 62. This is impossible. From (3) we get the same result as before, at least Ilvl 85.

We choose to gamble again. By the craft formula and accounting for the "worst case scenario" (ilvl = clvl - 5),

Code
int(clvl/2) + int((clvl - 5)/2) >= 77 icon_pointl.gif Belt
int(clvl/2) + int((clvl - 5)/2) >= 85 icon_pointl.gif Mesh Belt / Mithril Coil

Solving these simultaneously yields clvl >= 88 (clvl >= 80 suffices for Belt).
  • Gambling and crafting a Belt/Mesh Belt/Mithril Coil to get a Blood Belt with +(21-30) str is conveniently done with a level 88 character or higher.
A Blood Belt will have rlvl 85 at the highest.


[6] Hit Power Gloves

Hit Power Gloves are commonly known as "KB Gloves" due to the inherent Knockback. Since the only other gloves having this property are Cleglaw's Pincers and they basically lack everything else
we could possibly want (except the slow effect), this makes crafted KB gloves rather desirable to some bowazons.

Fixed Properties
Knockback
5 % Chance to Cast Level 4 Frost Nova When Struck
Attacker Takes Damage of (3-7)

Random (desired) Affixes
(P) +(21-30) % f/c/l/p res (level 18, rlvl 13)
(P) +2 to Bow/Passive/Javelin (level 40, rlvl 30)
(S) +20 % IAS (level 43, rlvl 35)
(S) +(10-15) dex (level 56, rlvl 48)
(S) +(10-15) str (level 59, rlvl 51)

icon_pointl.gif Hit Power Gloves

Both pairs of gloves depicted have the maximum 4 random affixes, as you can easily check. Identify the prefixes and suffixes if you want.

Crafting Hit Power Gloves
Unfortunately, we are not done yet. Not only do we want a chance of some of the above affixes; we want to avoid as many of the charged item affixes as possible. For one thing, they are useless
and furthermore, some of them increase the rlvl a LOT. You will probably not be pleased with your newly crafted, freaking wicked sick, "kick-ass" KB gloves if they require level 98 >.<

Random (unwanted) Affixes
(S) Level 5 Weaken charges (level 24, rlvl 24)
.
.
.
(S) Level 4 Multiple Shot charges (level 63, rlvl 55)
.
.
.
(S) Level 2 Freezing Arrow charges (level 94, rlvl 86)

A total of 13 charged suffixes (6 having level < 59 and 7 having level > 59).

Clearly, we would like to avoid the charged suffixes altogether. But we have to compromise here, as we cannot rule out the 6 having level < 59, because we still want a chance of the "Giant" suffix,
+(10-15) str (level 59). Looking at the above values, our target should be alvl >= 59 and alvl < 63.

As with the Blood Belts, there are 3 cases to check. Either Chain Gloves (qlvl 12), Heavy Bracers (qlvl 43), or Vambraces (qlvl 69) may be used in the Hit Power Gloves recipe.

Chain Gloves (qlvl 12)
This is the exact same calculation as the Belt, except that we want 63 > alvl >= 59. From (2), we get

63 > max{Ilvl,12} - 6 >= 59 <=> 69 > max{Ilvl,12} >= 65

Ilvls 65-68 ensure a chance of +(10-15) str spawning while leaving out the 7 highest charged suffixes. Trouble is, Ilvls 65-68 leave us with 20 % chance of 4 random affixes and we definitely want 4.
How about Ilvls 71-73 (~ alvls 65-67) then ? That would guarantee 4 affixes and still eliminate 6 of the 7 highest charged suffixes. Yes, but a range of 71-73 is too narrow for gambling. We might aim
for Ilvls 71-77 (~ alvls 65-71). That way, we get 4 affixes, we still avoid the 4 highest charged suffixes, and in terms of gambling, Ilvls 71-77 are preferred over 71-73 (see the table below).

Heavy Bracers (qlvl 43)
Same as the Mesh Belt, only this time we want 63 > alvl >= 59. Using (2) leads to a contradiction (Ilvl < 78 and 84 > max{Ilvl,43} >= 80 cannot both be true). Now, (3) yields

63 > 2*max{Ilvl,43} - 99 >= 59 <=> 81 > max{Ilvl,43} >= 79

Therefore, Ilvls 79-80 will suffice when crafting Heavy Bracers. However, this is again too narrow for efficient gambling and crafting. If we expand it to Ilvls 79-85 (~ alvls 59-71), we always get
4 affixes, we still eliminate the 4 highest charged suffixes, and we can gamble and craft more efficiently (see below).

Vambraces (qlvl 69)
Consider max{Ilvl,69} < 99 - int(69/2) = 65. This is impossible and by (3), we get the same result as before, Ilvls 79-85.

So, by the craft formula,

Code
77 >= int(clvl/2) + int(ilvl/2) >= 71 icon_pointl.gif Chain Gloves
85 >= int(clvl/2) + int(ilvl/2) >= 79 icon_pointl.gif Heavy Bracers / Vambraces

Suppose we wish to solve these, gambling and crafting with the same clvl. Then we get the following table of necessary and sufficient clvls, for each of the 10 possible gambled ilvls.

Code
Gambled       (Chain Gloves)     (Heavy Bracers / Vambraces)
ilvl          Matching clvls           Matching clvls
--------      --------------           --------------
clvl - 5          74-80                    82-88
clvl - 4          74-79                    82-87
clvl - 3          73-79                    81-87
clvl - 2          72-79                    80-87
clvl - 1          72-78                    80-86
clvl              72-77                    80-85
clvl + 1          71-77                    79-85
clvl + 2          70-77                    78-85
clvl + 3          70-76                    78-84
clvl + 4          70-75                    78-83

If we had chosen the narrow Ilvl range, i.e. 71-73 (Chain Gloves) and 79-80 (Heavy Bracers / Vambraces) as opposed to 71-77 and 79-85, we would have to use multiple clvls to cover all gambled ilvls.
Now it suffices to just use clvl 74 (or 75 if you want) for all Chain Gloves and clvl 82 (or 83) for all Heavy Bracers / Vambraces.

This is still impractical, as gambling does not always return the same quality (normal/exceptional/elite). Gambled Chain Gloves will sometimes come out Heavy Bracers / Vambraces. How to deal with this ?
Well, we stick to clvl 74-75 when gambling. Most of the gloves will be Chain Gloves which may be crafted using that character. And the rest ? Use the Arreat Summit gambling page to determine the odds
of Chain Gloves being upgraded when gambled at clvl 74-75. Result,

Code
(Chain Gloves gambled @ clvl 74-75)

Heavy Bracers: (24-33)%
Vambraces: (1-4)%

The odds increase with ilvl.

Thus, roughly (25-33) % chance of the gloves not being Chain Gloves when gambled. Instead of throwing them away, we work out a suitable clvl for crafting. For the Heavy Bracers / Vambraces, we had

85 >= int(clvl / 2) + int(ilvl / 2) >= 79

Using clvl 74 (or 75), we gamble ilvl 69-78 (or 70-79). This yields the following table of clvls satisfying the inequality,

Code
Gambled    (Heavy Bracers / Vambraces)
ilvl             Matching clvls
-------          --------------
69                   90-99
70                   88-99
71                   88-99
72                   86-99
73                   86-99
74                   84-97
75                   84-97
76                   82-95
77                   82-95
78                   80-93
79                   80-93

From the table it is seen that a level 90-93 character will suffice to craft Heavy Bracers / Vambraces gambled by a level 74-75 character.
  • Gamble Chain Gloves using clvl 74 (or 75). Keep ANY magic Chain Gloves / Heavy Bracers / Vambraces.
  • Craft Chain Gloves using clvl 74 (or 75) to always have a chance of +(10-15) str while leaving out the 4 highest charged suffixes.
  • Craft Heavy Bracers / Vambraces with clvl 90-93 to always have a chance of +(10-15) str while leaving out the 4 highest charged suffixes.
The highest remaining charged suffix is Level 4 Exploding Arrow charges (level 69, rlvl 61). Because of this, the rlvl drops from 86-98 to no more than 83 (= 61 + 10 + 3*4).

Summarising the results of [4]-[6],
  • Caster Amulet [4], Blood Belt [5], and Hit Power Gloves [6] could be crafted efficiently, using just 2 characters, clvl 93 and clvl 74 (or 75).
Remember to carry Edge and Gheed's Fortune when gambling.


Acknowledgments
  • Affix Tables @ inDiablo - affix levels, rlvls [3]-[6]
  • Basin Wiki @ the Amazon Basin - (D2 Affix Level Chart), affix level formulae [2]
  • Crafted Items @ the Arreat Summit - basics [1], base item quality levels [2], gambling [3]
  • "Gta's Guide to all that is items" @ Baron's Bazaar - (Section 2.3 - Crafting), rlvl formula [1]
  • "Things you SHOULD know about Diablo 2" @ Battle.net Forums - (question 23), rlvl formula [1]
Thanks to MaxiMas, RaBBit3x, HardyTarget, and darken99 for the pictures.
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Oct 8 2008 11:47am
nice guide , it helps alot
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Oct 8 2008 11:54am
tl;dr
Member
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Oct 8 2008 03:19pm
Quote (ultima1 @ Wed, 8 Oct 2008, 19:54)
tl;dr

Well, what else to expect ^^

Nothing to worry about when you can just craft a 3 Smite 3 Fana Grief scepter.

This post was edited by Faelwen on Oct 8 2008 03:20pm
Member
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Oct 8 2008 03:31pm
I`d put in the good old bloodcraft ring for melee`s

best affixes are 6 ml
6 ll
20 dex
60 life
20 str and so on

charlevel to craft and gamble the baseitems with: 80-83
Retired Moderator
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Oct 8 2008 03:33pm
Quote (Faelwen @ Wed, 8 Oct 2008, 17:19)
Well, what else to expect ^^

Nothing to worry about when you can just craft a 3 Smite 3 Fana Grief scepter.


laugh.gif

What can we say? -- Good job wink.gif
Member
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Oct 8 2008 04:08pm
wow awesomee!
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Oct 8 2008 04:25pm
ahhh faelwen if you didn't make your random yet helpful guides i have no idea where i would be right now. Most likely worse off then i am.
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Oct 8 2008 04:46pm
Quote (Ancalagon @ Thu, 9 Oct 2008, 00:31)
best affixes are 6 ml


6ml requires level 96, so it's hardly the best.
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