Bastige (thepsycho2)'s Journal

Triple Threat Challenge NOW PLAYING

For those interested in running a Barbarian-Druid-Paladin trio I have supplied an excel spreadsheet for you. The file is "threechal-V2.xls" and can be found in the attachments. If you don't have MS Office, you can use OpenOffice, which is free.

Use the V2 version please. It prints out some important info that you need to add to your personal board and correctly acknowledges Experience as part of the equation. "PrintLife" and "PrintDefense" are your life and defense values you need to put on the board.

Good luck everyone and join us on the forum.

Donny (1) Barbarian {Score: 10}

Melee only
Stun/Bash/Leap Attack

25 Bash
30 Stun
5 Shout
5 Battle Orders
20 Berserk
30 Concentrate
rest Close Combat Mastery

Act 3 Cold mercenary.

Currently in Act 1 Normal.

Phace (42) Druid {Score: 13621}

On Hold until barb catches up
Melee only
EF IC with Maul

25 Iron Claws
30 Shapeshift Mastery
30 Elemental Form
25 Fire Claws
rest Maul

Act 3 Lightning mercenary.

Currently in Act 5 Normal.

Rockwell (45) Paladin {Score: 10984}

On Hold until barb catches up
Melee only
Zealot Paladin

20 Fanaticism
15 Holy Shield
25 Zeal
25 Vengeance
rest Sacrifice

Act 3 Lightning mercenary.

Currently in Act 5 Normal.

Finders Keepers Challenge NOW PLAYING

Open projects

Numbers in parentheses is the level of character as of last update. The listing shows how the character is going to progress in terms of skill use. Note that these are listed by what is most important to the character. That means the skills may NOT be maxed or equaled in order.

An entry prefixed with an exclamation point (!) means that skill input was met.

Numbers in brackets show accumulated deaths. [xL] shows lives remaining. The later function is for tournament purposes.

Loadstar (11) Paladin /p5

Fanatic Zealot.

20 Fanaticism
25 Zeal
10 Holy Shield
25 Vengeance
30 Sacrifice

Oskill Battle Orders. Act 3 Lightning merc.

Current Progress of Loadstar

Act 1 Normal
Act 1 Fire rogue

Annadine (90) Assassin

Shuriken Assassin.

!20 Shuriken
!30 Blade Shield
!25 Command Mastery
!25 Blade Sentinel
rest Dragon Blade

Oskill Might. Act 1 Cold rogue.

Current Progress of Annadine

Act 5 Hell. Elite Stone.
Act 1 Cold Rogue
2 Shadow Masters

Annadine's Equipment:

LHand: Rare Balanced Dagger 2.5/1.5 dualmax
RHand: "Dome" in Ceremonial Shield
Swap LHand: Tattooed Palm (oskill Eagle Eye)
Body: "Eternal Reign"
Gloves: "Mighty"
Belt: Oskill Throwing Mastery
Boots: Gloves-converted Suffocation of Indifference with life drain removed
       (Jawbone tinkers)
Helm: "Learned One"
Ring1: Oskill Annihilation
Ring2: Lilith's Heart
Amulet: LoD Cat's Eye
Lothar's Will, Yello Jello, Perfect Cell, Something Wicked

Sizzle (89) Barbarian [RETIRED]

!20 Thunderstorm
!20 Plasma Rain (secondary)
!25 Thunder Wave (primary)
!25 Nova
rest Thunder Strike
!1 Ancients' Call
!1 Battle Orders

Oskill Lightning Mastery. Act 2 Prayer mercenary with Meditation on equip.

Current Progress of Sizzle

Act 5 Hell, Elite Stone
Act 2 Prayer Mercenary

Hit Lv.41 Ancients' Call with 1 point invested

Sizzle's Equipment:

LHand: "LoD Crescent Moon" Executioner Sword
RHand: "Saiyajin" Executioner Sword
Body, Belt, Boots: Tasselhoff's Traveling Gear
Helm: Magic +4 Lightning Mastery diadem, socketed x3, forged +1 skills, socketed with
      +1 all skills jewels.
Gloves: Gloves of the Dark Mage, socketed
Ring1: Zodiac Band, socketed
Ring2: The One Ring, socketed
Amulet: Spellcaster's Aide, socketed
Lothar's Will, Yello Jello, Perfect Cell, Unknown Hero (Odd): +1 Barbarian forged

Salve (31) Paladin

On hold

28 Holy Bolt
30 Protection From Evil
1 Conviction
20 Fist of the Heavens
25 Blessed Hammer

Oskill Battle Orders. Act 3 Cold Mercenary.

Current Progress of Salve

Act 5 Normal
Act 3 Cold Mercenary

Klepto (89) Druid [RETIRED]

Summoner druid.

!24 Raven
!25 Summon Dire Wolf
!20 Summon Elemental
!30 Summon Spirit Wolf
!max Raven
!1 Oak Sage

Everything is on one tree.

Oskill Might, Iron Maiden ("Nature's Kingdom"). Act 5 Defense barb.

Current Progress of Klepto

Act 5 Defense barb

Act 5 Defense barb has Aura on Equip:

  • Annihilation ("Grand Leon") - CB and PMH
  • Protection From Cold ("Fox") - very necessary for minions!
  • Defiance ("Envy") - defense barbs use 1H sword + shield along with one 2H sword.
  • Cleansing (Diadem of Aurora) - very necessary against poison and curse
  • Vigor (Hermes' Gift boot to belt) - more mobility
  • Prayer (Heart of the Moon) - allows sustainability of Klepto and minions in the middle of a fight

Other: "Mighty" perfect amethyst gladiator gauntlets, String of Ears with a Blemished Skull. Two lifesteal rings, +all res amulet.

Klepto has Aura on Equip:

  • Salvation ("Nature's Kingdom")

Klepto has:

Weapon: "Nature's Kingdom", dstoned +% Life
Armor: "Zenith", dstoned +% Life
Helm: "Learned One", dstoned +all res
Gloves: +16 Might
Belt: +15 Might
Boots: +7 Might, 2 sockets
Ring1: +13 Might, socketed
Ring2: +13 Might, socketed
Amulet: Beads of the Guardian, +1 all skills forged
Perfect Cell, Yello Jello, Lothar's Will: +1 Druid skills
Unknown Hero, Something Wicked: +16% Life

Playstyle: Keep your minions up at all times, get Annihilation ASAP, "Nature's Kingdom" can be made in all 2H melee weapons, Salvation is a must, along with Cleansing. The rest is filler.

Chase (25) Necromancer


25 Raise Skeleton
20 Raise Vampire
30 Revive
rest Skeleton Mastery
!1 Summon Resist
!1 Amplify, Decrepify
8 stray points.
Total: 85 points.

Oskill Might. Act 5 Defense Merc.

Current Progress of Chase

Act 3 Normal
Act 2 Prayer Mercenary

Rerolling facts

  • Item reroll is only allowed on an item if the item is unforged and free of socketed items.
  • Set reroll is useful if you have set items in constant use -- it wipes d-stonings and meldings, which also clears level requirement penalties.
  • You can only use set/unique reroll recipes on base items. If you use them on base-upped or base-converted versions, you'll lose it.
  • If you use the re-roll recipe on socketed set/unique rings or amulets, you'll get a magic/rare amulet in the process -- remove the socket first.
  • Item reroll clears weapon upgrade penalties, but you'll get new stats. Useful if you find a weapon or armor that can be base-upped to the exceptional or elite you're looking for; but in all due instance, it's just easier to buy, strip, and imbue such :) and it's cheaper, but you'll waste an imbue.
  • It is possible to get +6 to a skill on Lv.75 class unique rings either found or re-rolled. Getting the one you want is resource-heavy, however, but is often worth it.
  • If an item didn't come with a socket, and you had socketed it before re-roll, then re-rolling the item will force it to have new stats, but your socket will disappear. The exception is set/unique jewelry; you have to remove the socket from those first with Thaw + Socket Donut. (You'll still get the socket donut.)
  • For the chance of best and most-desirable mods, try to have the item level close to the requirement of those mods. But if re-rolling for high mods, you should have a very high item level, especially if you're trying for an item with "of Aurora".
  • Square charms have grand charm properties. It takes two blemished gems to reroll a magic charm. You cannot make rare square or odd charms - you will end up with a grand charm.
  • You can recycle used items and gather new stats by re-rolling. Useful if you want to use the same item again but don't want to wait up until the requirement you've racked up on the item. This also means you can base-up an item to one you are looking for (magic/rare at best) then re-roll it to remove the level penalty and get new stats on the item.
    • This is particularly useful on items with stats you do not want and a base-up is needed to get the item you do want.
  • If you made a set/unique amulet a commander's medallion, you can't reroll the amulet until you remove the medallion component -- use a ribbon and thaw potion.
  • You can just use a gem can filled with gem points of one kind to reroll square charms. Do note, however, it takes 162 gem points to do one reroll. Same for magic jewels; it uses 81 gem points for a magic jewel reroll.
  • Transform unique jewels into different ones. Simply use an un-needed unique jewel and use 2 perfect gems + Key (The KEY is important here, otherwise you're going to reroll it). You'll get a different unique jewel. You'll also get your key back.
  • Ever want to reroll the unique charms? Lv.40 charms require 2 perfect gems; Lv.80 charms require 3. Useful if you get a no-bonus Something Wicked...
  • Unique rerolls on ethereal items work, but ethereality is lost.
  • To keep ethereality on magic and rare items during reroll, use the ancient scroll recipes (22, 23). Attempting to reroll without these recipes will remove ethereality. Prepare to use a lot of money.
  • Starter weapons can be rerolled again. Useful if you're trying to get +2 tab and 2 sockets. Item level is 35, so some weapons may come with an additional +1 tab as a prefix.
  • Rerolling a LoD unique will give you the same unique, rerolled stats and the sockets/bonuses as before, i.e. rerolling a Cat's Eye will retain +1 all skills and the socket.

More on this subject as I scour the wiki..

On My Mind

This is what I have right now in the back burner.


  • Get more d-stones!
  • Obtain AS38 (RIP on weapon).

Aura Stones

1x Red (Concentration)

In search of:

Ancient Scroll 38 (RIP mod)
Ancient Scroll 49 (Generate Vet Charm)

Willing to trade off:

  • I have these I don't want:
  • You might be interested in trading for these: (* = new entry)
  • Others:

Quest for all LoD Decals

Highest found: 2x Jah
Next on stocker: Cham


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