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Jun 5 2025 01:51am
Hey everyone,
I hope this is the correct room to ask.

I have a question about crafting items like Blood Gloves, Blood Belts, Blood Boots, Caster Gloves, or Hitpower Gloves.

How important is the base item you use for crafting? I know the highest-tier bases have the most defense, but they also require the most strength. For example, Blood Boots on a Mirrored Boots base need 165 strength is that really worth it? Wouldn’t a lower-tier base with less strength requirement be better, especially if defense isn't that important?

Same with Caster Gloves one mid-tier base only needs 25 strength, while another needs 55. Do these differences in strength requirement and defense actually make a big impact on crafted items?

I'm wondering what bases are considered the best overall for crafting, is it worth going for the high defense base, or are lower requirements more valuable in practice?

Thanks in advance for your insights!
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Jun 5 2025 05:52am
I think you need to research Monster Level (mlvl) and the Item Level (ilvl) when crafting, gambling or killing off monster at your character level (clvl) and the monster item drop level. This can also apply to Gambling... your clvl when gambling determines the Affix/Suffix of items rolled or crafted.

Not sure if the old LoD ilvl/mlvl etc applies to D2:R, hopefully you can find information about the above and check any changes in D2:R mechanics.

Note: I found it was more profitable to re-roll small charms found in Nightmare Cows because I had a better chance of getting 3/20/20s.
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Jun 5 2025 06:34am
You need to consider what each craft is typically used for. For example:

Blood gloves are used on melees and smiters where defense is wanted and strength is not an issue so elite base is best.

Blood boots are mostly used on casters so defense is less important but str requirement being low is important so exceptional is the best balance.

Caster belts obviously used on casters but since the str req of elite light belts isn’t higher than standard caster gear, you should just use elite bases unless you’re trying to make a caster belt for LLD

Hit power gloves are used on zons but again the str req isn’t higher on elite chain gloves than gear the zon will already be using so you might as well aim for elite bases for a bit if extra defense although exceptional base won’t really affect the value too much in that case
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Jun 5 2025 07:10am
You need to consider what each craft is typically used for. For example:

Blood gloves are used on melees and smiters where defense is wanted and strength is not an issue so elite base is best.

Blood boots are mostly used on casters so defense is less important but str requirement being low is important so exceptional is the best balance.

Caster belts obviously used on casters but since the str req of elite light belts isn’t higher than standard caster gear, you should just use elite bases unless you’re trying to make a caster belt for LLD

Hit power gloves are used on zons but again the str req isn’t higher on elite chain gloves than gear the zon will already be using so you might as well aim for elite bases for a bit if extra defense although exceptional base won’t really affect the value too much in that case


Alright, that actually makes sense.
Thanks!
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Jun 5 2025 07:36am
Alright, that actually makes sense.
Thanks!


There is one thing that I forgot to add, and Voids post made it apparent with my previous post. Not sure if it applies with D2:R, however, more research doesn't hurt.

Item Level (ilvl) is based on your Character Level (clvl) and the Monster Level (mlvl) of the base item dropped. This can influence the Strength, Dexterity added to the item, also, the Level Requirement to wear it. Now this is more prevalent when gambling, like character level 95 has a higher % chance gambling a Circlet for the base being a Diadem and better modifiers etc.

Not sure if this rule applies to Crafting or D2:R, hence my reply to research more... note that in my previous post I stated that Nightmare Cows and any small charms found from killing those monsters have a better chance to re-roll them to 3/20/20s is based on the item level... ilvl 49 if I remember, the monster level is like mlvl 63 which reduced the Affix/Suffix to spawn if the ilvl is 99 (Hell Baal small charm for example) modifiers.

Just check Arreat Summit Charms, Affix / Suffix... however it does not explain the ilvl or mlvl.
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Jun 5 2025 04:19pm
There is one thing that I forgot to add, and Voids post made it apparent with my previous post. Not sure if it applies with D2:R, however, more research doesn't hurt.

Item Level (ilvl) is based on your Character Level (clvl) and the Monster Level (mlvl) of the base item dropped. This can influence the Strength, Dexterity added to the item, also, the Level Requirement to wear it. Now this is more prevalent when gambling, like character level 95 has a higher % chance gambling a Circlet for the base being a Diadem and better modifiers etc.

Not sure if this rule applies to Crafting or D2:R, hence my reply to research more... note that in my previous post I stated that Nightmare Cows and any small charms found from killing those monsters have a better chance to re-roll them to 3/20/20s is based on the item level... ilvl 49 if I remember, the monster level is like mlvl 63 which reduced the Affix/Suffix to spawn if the ilvl is 99 (Hell Baal small charm for example) modifiers.

Just check Arreat Summit Charms, Affix / Suffix... however it does not explain the ilvl or mlvl.


More info on that kind of question in my sig :)
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Jun 8 2025 12:28pm
More info on that kind of question in my sig :)


Super helpful sig
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Jun 8 2025 02:14pm
Caster amulets are great if you wanna reach the 200% fcr nova sorc. You get 5-10% originally, the n a chance for hte next 10%, it's great, it helps when you get the 20% one, now you can even get over 200% fcr n maybe even switch a gear peacee. It's cool. They can be super worth too.
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Jun 9 2025 12:20am
More info on that kind of question in my sig :)


I checked it out... briefly and did NOT read through it all... Below is YOU informative explanation in your Guide from your Sig... BELOW THAT, is a strange Myth that I did not notice that was included in your post, HOWEVER, I may have missed it (note the speech marks instead of the quote to ensure your information is posted in this thread for all viewers to read:

"SinsOfTheSun's Comprehensive Guide to Affix / Staffmod Generation for Imbuing, Crafting, Gambling, Shopping & Rerolling
v1.2 (contributions / corrections appreciated!)

Terms & Abbreviations
cLvl: Character Level
iLvl: Item Level
qLvl: Quality Level
ALvl: Affix Level
MLvl: Magic Level
aLvl: Area Level
mLvl: Monster Level

iLvl manipulation
Farming monsters: iLvl = mLvl = aLvl (Champions: mLvl + 2; Uniques and Minions: mLvl + 3)
* mLvl = aLvl is only true for NM/Hell. In Norm, monsters have a fixed mLvl, just like bosses at all difficulties.
** if Terrorized, aLvl = clvl + 2 (capped at 45/71/96 in norm/nm/hell before the bonuses to champions/uniques)
chest/stones/corpses/etc = aLvl
weapon & armor racks = aLvl - 1

Vendor Shopping: iLvl = cLvl +5
Act 1 normal has an ilvl cap of 12
Act 2 normal has an ilvl cap of 20
Act 3 normal has an ilvl cap of 25
Act 4 normal has an ilvl cap of 36
Act 5 normal has an ilvl cap of 45
Items sold by vendors are generally of normal quality, but beginning from Nightmare and ilvl 25 there is a chance they will be sold as exceptional quality, and from hell and on there is a small chance they will be sold with elite quality. Note though, that this rule doesn't apply to all vendors always. For example, Charsi in hell cannot sell any items of exceptional quality nor of elite quality, and no Elite Items can be shopped in A1 / A2 hell.

Gambling: iLvl = cLvl -5 to +4 (varies)

Imbuing: iLvl = cLvl +4 (minimum clvl req. to use quest = 8)

Crafting: iLvl = int(cLvl/2) + int(iLvl/2)

Cubing white/blue weapon with 3 chipped gems (any): iLvl = 25, socketed magic
Cubing socketed weapon with 3 standard gems (any): iLvl = 30, socketed magic
Cubing white/blue weapon with 3 flawless gems (any): iLvl = 30, socketed magic
Cubing magic item with 3 perfect gems (any): iLvl = stays the same
Cubing rare item with 6 perfect skulls: iLvl = int(.4 * cLvl) + int(.4 * iLvl)
Cubing rare item with 1 perfect skull + soj: iLvl = int(.6 * cLvl) + int(.6 * iLvl)

Cubing low quality weapon with 1 eld + 1 chipped gem (any): iLvl = 1, normal quality
Cubing low quality armor with 1 el + 1 chipped gem (any): iLvl = 1, normal quality

First myth debunked (This is important to understand the next part)
Affixes generated on an item are NOT equal to iLvl. They are determined by Alvl (see below how to calculate it).
On the other hand, iLvl does determine:
1) The maximum number of sockets an item can roll
2) The range of staffmods, for class items that can have them (more details further below)
Lets try to see how to manipulate an item to have both a high Alvl and low iLvl, shall we?

Alvl formula
IF (Mlvl > 0)
THEN Alvl = MAX(ilvl;qlvl) + Mlvl
ELSE IF (MAX(ilvl;qlvl)<(99-INT(qlvl/2))
THEN Alvl = (MAX(ilvl;qlvl)-INT(qlvl/2))
ELSE Alvl = (2*MAX(ilvl;qlvl)-99))

Item / Mlvl
Circlet / 3
Coronet / 8
Tiara / 13
Diadem / 18
Sorceress Orb / 1
Staff / 1
Non-Elite Wand / 1

Crafting number of affixes based on iLvl
Ilvls 1-30: 4 affixes (20 %), 3 affixes (20 %), 2 affixes (20 %), 1 affix (40 %)
Ilvls 31-50: 4 affixes (20 %), 3 affixes (20 %), 2 affixes (60 %)
Ilvls 51-70: 4 affixes (20 %), 3 affixes (80 %)
Ilvls 71+: 4 affixes (100 %)

Number of affixes of a rare item
Random, from 3 to 6.

Staffmods Tiers vs iLvl
01 ≤ iLvl ≤ 11: T1, T2 (base T1)
12 ≤ iLvl ≤ 18: T1, T2, T3 (base T2)
19 ≤ iLvl ≤ 24: T1, T2, T3, T4 (base T3)
25 ≤ iLvl ≤ 36: T2, T3, T4, T5 (base T4) (D2C: iLvl ≥ 25)
37 ≤ iLvl ≤ 99: T3, T4, T5, T6 (base T5) (D2X only)

Each base Tier is randomized by :
20% chance of +1
50% chance to stay unmodified
20% chance of -1
10% chance of -2

Staffmods +1, +2 or +3, or none?
An item can have up to 3 staffmods.
When a staffmod is generated, it comes with a random value of Z, from 0 to 99.
91 ≤ Z = +3
71 ≤ Z ≤ 90 = +2
31 ≤ Z ≤ 70 = +1
Z ≤ 30 = none

The only way to improve the odds, a.k.a make Z higher, is to use the imbue quest.
When imbued, you can add int(iLvl / 2) to the random value of Z.
For exemple, if imbuing at cLvl 90, if the first staffmod had Z = 29 (normally no +skill), Z is now equal to 29 + 45 = 74 (+2 to the selected staffmod instead of none).

Exemples of iLvl (see staffmods above) vs Alvl generation
These exemples will help you understand why you can get good items affixes even at cLvl 8, but sometimes shouldn't if you are looking for particular staffmods. This logic also applies if you are rerolling a rare item with the 6 pskull recipe.
1) Imbuing a Diadem (qLvl 85 & Mlvl 18) with a cLvl 8.
If that wasn't of the Mlvl, we would normally get Alvl 71.
Because of the Mlvl, we get Alvl 99.
The Diadem can roll +2 skills (req. Alvl 90).
Second myth debunked: Is it true its best to imbue diadems? Imbued at cLvl 8, the resulting iLvl = 12. Even if it could roll +2 skills, if the much wanted Mechanic's prefix was selected, it could only give 1 socket on diadems below iLvl 26. You would need cLvl 22+ to allow 2 sockets.
2) Imbuing a eth Berserker Axe (qLvl 85) with cLvl 8.
Alvl = 71.
It can already roll all desirable melee mods (they top at Alvl 56).
3) Imbuing a Swirling Crystal (qLvl 50 & Mlvl 1) with a cLvl 8.
If that wasn't of the Mlvl, we would normally get Alvl 25.
Because of the Mlvl, we get Alvl 51.
The orb can roll +2 sorc skills (req. Alvl 50).
But the resulting iLvl is cLvl + 4 = 12, so the orb can only roll T1, T2, T3 staffmods.
If you want a chance for it to roll with a T6 (masteries), you would need to imbue at cLvl 33+.
4) Imbuing a Eth Runic Talons (qLvl 81) with a cLvl 8.
Alvl = 63.
It can already roll all desirable melee mods (they top at Alvl 56).
But the resulting iLvl is cLvl + 4 = 12, so the claw can only roll T1, T2, T3 staffmods.
Third myth debunked: Yes, this can actually roll +x to claw masteries! You will never see such thing if you only farm/gamble.
But if you want +3 LS (T5), you would need to imbue at cLvl 21+. For the highest chance of T5, imbue at cLvl 33+.

Items worth imbuing at cLvl 8
Diadems (if you dont care about the small odds of ruining a gg roll with only 1/2 socket)
Eth Feral Claws, Runic Talons, Scissors Suwayyah (
Eth Zerker, or any good eth weapon bases with qLvl 78+ (so they have Alvl 56+)
Bloodlord Skull (for summoner/CE -> can roll +amp/CE/skeletons(both) & masteries(both))
Boneweave Boots (40res, 30frw)
Battle Boots to Scarabshell Boots (can roll 40res, but only 20frw)

cLvl 15
Same as above, but for staffmods T1 to T4

cLvl 21
Same as above, but for staffmods T2 to T5

cLvl 33
Same as above, but for staffmods T3 to T6
Pelts with qlvl 75+
Orbs with qlvl 75+

cLvl 61
Eth Cristal Sword

cLvl 74
Eth Dimensional Blade"
____


Now, the myth buster question for :

Does using the higher ilvl Cube affect the alvl of items placed into it for crafting or any other things?

Okay, let me put it this way if you do NOT quite understand, when I played D2 LoD, from Normal to Hell difficulty, I would intentionally throw away my Cube in each Difficulty to get a higher ilvl Cube during Act 2 ... of course get Normal Cube, then in Nightmare Act 2 I would throw away the cube in town and get the Nightmare cube (higher ilvl) and again for Hell difficulty.... thus a higher ilvl Cube for crafting, imbuing etc.

Now... does it make a difference? Is it Myth?
Member
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Jun 9 2025 05:50am

Now, the myth buster question for ^SinsOfTheSun :

Does using the higher ilvl Cube affect the alvl of items placed into it for crafting or any other things?

Okay, let me put it this way if you do NOT quite understand, when I played D2 LoD, from Normal to Hell difficulty, I would intentionally throw away my Cube in each Difficulty to get a higher ilvl Cube during Act 2 ... of course get Normal Cube, then in Nightmare Act 2 I would throw away the cube in town and get the Nightmare cube (higher ilvl) and again for Hell difficulty.... thus a higher ilvl Cube for crafting, imbuing etc.

Now... does it make a difference? Is it Myth?


Quest items, just like keys, potions, scrolls, etc. have ilvl 0 and their ilvl has no incidence on anything.
So yeah it’s a myth.
You can test it easily by using some super specific low lvl formula at a breaking point where +1 to ilvl or clvl wouldn’t make the result possible, but it still works.
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